Minecraft Wandering Trader now sells turtle scuts and a small buff to the turtle shell. |
- Wandering Trader now sells turtle scuts and a small buff to the turtle shell.
- Add a use to Bats by feeding them berries.
- Please put volcanoes on the FPS list
- Having a banner in your off-hand should display the banner on your back
- Piglins Shouldn't Attack you if You have a Snout Banner Pattern Shield
- New structures related to caves and mountains.
- Clay blocks should turn into terracotta when touching lava
- Big Dripleaf and Small Dripleaf should be renamed to "Dripleaf" and "Young Dripleaf"
- Waxed Stained Glass.
- Full gold armor bonus
- Wardens break jukeboxes if they hear them (Will change flair if needed.)
- /Changebiome (x) (y) (biome name)
- Minecraft should have Discord Rich Presence
- 1.18 Rain and Rivers
- Moss should spawn next to rivers and in swamps.
- lush caves in shouldn't generate under 0 or near lava
- A Better idea for Slime Spawning
- A revamp for the Forest! (AKA Birds basically)
- Lush caves should intersect ravines and cracks more
- Redstone Temples | A Structure of the Deepslate Caverns & A Way to Implement Redstone Golems & Monstrosities
- Calcite crafting
- Mountain Stone Variety
- A new cave biome: The Fungal Depths
- Turning cracked stone blocks to normal ones
Wandering Trader now sells turtle scuts and a small buff to the turtle shell. Posted: 10 Mar 2021 03:58 AM PST [Really don't know what tag this fits into so please don't remove if it is in the wrong one] Nobody likes the wandering trader, right? He is annoying and has overpriced items. The only good thing he and his llamas are good for is for leather and leads. So what if we gave him a new, actually useful trade? Turtle scuts. As it currently stands, turtle scuts are a shore and take too long to get. But they are quite useful to make the turtle shell, which is great for under water exploration (and in the future for submerged cave exploration). In the topic of the turtle shell, as useful as it is, it could be better. I think bumping up the 10 seconds water breathing to 20 seconds and making you drown slower would be a great way to buff the turtle shell. As for the price of each scut, I think it should be 7-8 emeralds and the trader would have only have 2-4 for sale at a time. My main reason to suggest this is because of the new submerged caves. [link] [comments] | ||
Add a use to Bats by feeding them berries. Posted: 10 Mar 2021 03:57 AM PST With 1.17 "The Caves and Cliffs Update", I think it would be the perfect time to add use to the Bat mob that has notoriously been quite useless. I propose adding festures that would make them very similar to the Dolphin but in an underground environment. One such Idea would be the ability to feed the bat a sweet berry or glow berry that would in return give the player a minor night vision or other miner-friendly effect (Such as haste). I think using berries, or other fruit, would tie the in-game bats to real-world fruit bats as well as give a use to two foods that aren't entirely useful as a food source. [link] [comments] | ||
Please put volcanoes on the FPS list Posted: 10 Mar 2021 06:36 AM PST Yes, volcanoes can be a cool idea, but they're so over-suggested. Over and over again I see variations on the same premise, and honestly it's just getting boring. I suggest that they should be put on the FPS list, so as to make room for new, original ideas. [link] [comments] | ||
Having a banner in your off-hand should display the banner on your back Posted: 09 Mar 2021 09:38 PM PST Simple as that Similar way as pillagers can display the omnious banners on their back, players should be able to display them in a similar way either by having the item on your off-hand or the chestplate/helmet slot I personally think this could be a pretty interesting feature to have in game, and it could be used to make like player teams, clans and stuff like that [link] [comments] | ||
Piglins Shouldn't Attack you if You have a Snout Banner Pattern Shield Posted: 09 Mar 2021 04:42 PM PST In my mind, the Snout Banner Pattern in bastions is kind of the piglin symbol, so I would think if you put it on a shield the piglins would respect you and not attack you. Then again, it only comes from bastions, and it is their symbol, so they might always attack you. Which one do you think makes the most sense lorewise / mechanically? [link] [comments] | ||
New structures related to caves and mountains. Posted: 10 Mar 2021 12:03 PM PST
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Clay blocks should turn into terracotta when touching lava Posted: 10 Mar 2021 02:13 PM PST With the new snapshot clay now spawns underground in large quantities as a part of the new lush caves biome and because of this clay can sometimes spawn next to lava pools. What I'm suggesting is that when this happens the clay touching the lava actually turns into terracotta similar to how water turns to stone and obsidian when lava touches it. This would also allow you to get terracotta easier early game without needing to waste a ton of fuel and it would be a cool addition in general. This would also allow terracotta to be easier to obtain in larger quantities if you can't find a Mesa biome due to how much can spawn in lush caves. [link] [comments] | ||
Big Dripleaf and Small Dripleaf should be renamed to "Dripleaf" and "Young Dripleaf" Posted: 10 Mar 2021 01:58 PM PST It seems strange when you break a Dripleaf plant and it is called "Big Dripleaf". I feel it should just be "Dripleaf". [link] [comments] | ||
Posted: 10 Mar 2021 01:58 PM PST
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Posted: 09 Mar 2021 11:28 PM PST I think if players that wear full gold armor should actually have an actual advantage over like just one or two pieces of gold armor. What I thought was this. If players wear full gold armor, piglins won't attack players that open chests. Bastions will still be just as challenging as before though, because full gold armor players are more vulnerable to piglin brute attacks. [link] [comments] | ||
Wardens break jukeboxes if they hear them (Will change flair if needed.) Posted: 10 Mar 2021 12:45 PM PST Simple, really, if a Warden hears a jukebox they'll walk over to where it is and punch it and destroying the jukebox, then going back to doing warden things. If the jukebox is hidden behind a wall, the Warden will break blocks until they can get to it. The disc will drop after the Warden destroys the block, so you don't just lose the disc. It can be a neat distraction tool for when you're mining. [link] [comments] | ||
/Changebiome (x) (y) (biome name) Posted: 10 Mar 2021 09:28 AM PST I think this could be an amazing thing for map makers. Right now people making maps based off of certain areas have to go looking for a specific seed or a point in their world which can be kind of difficult. Then taking into account if you need two different biomes next to each other or a specific side or shape, it can be a nightmare! This could be an easy fix that would change the grass color, weather that occurs, spawning odds, and the name of the biome. [link] [comments] | ||
Minecraft should have Discord Rich Presence Posted: 10 Mar 2021 02:15 PM PST Discord is a great platform, and a lot of Minecraft's playerbase uses it to communicate & interact. Minecraft even has an official Discord server. It'd be nice if the game were to implement Discord's Rich Presence protocol. Showing details like:
CraftPresence sets a great example of what's possible using the system. I've submitted a suggestion on Minecraft's feedback site, it's currently pending review. [link] [comments] | ||
Posted: 10 Mar 2021 01:35 PM PST
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Moss should spawn next to rivers and in swamps. Posted: 10 Mar 2021 01:39 PM PST I think moss black and moss carpets should spawn next to rivers and in swamps as most rivers usually have wet land a round them where moss grows and swamps because, well, they are moist and dark and the perfect place for moss to grow both in real life and in Minecraft [link] [comments] | ||
lush caves in shouldn't generate under 0 or near lava Posted: 10 Mar 2021 03:03 PM PST luch caves shouldn't* because that doesn't make much sense to find plants in a very deep cave or near lava also it should be more common near the surface [link] [comments] | ||
A Better idea for Slime Spawning Posted: 10 Mar 2021 01:13 PM PST I was looking at the lush caves today and I was thinking that it would be a good idea to abandon slime chunks and have slimes spawn in lush caves instead. A simple change but I think it is a worthwhile one. Edit: Slimes should still spawn in swamps as usual, I am only thinking about doing away with slime chunks. [link] [comments] | ||
A revamp for the Forest! (AKA Birds basically) Posted: 10 Mar 2021 03:11 PM PST being the most common Biome in the game, the forest is admittedly lackluster. with no unique mobs, or real unique reason to come here, many players simply choose to pass through it. but what if it got a much needed update? here are some ideas: New features: Songbirds: come in 3 varieties, - Cardinal: a small, red bird with black details - Blue Jay: a small, light blue bird with white details - Goldfinch: a small, yellow bird with black details - Drop 0-3 feathers upon death - passive, unless someone tampers with their nest that is... - 2 HP - Cats will attack and kill songbirds if given the chance. - will try and snatch up seeds and wheat from nearby villages for their nests Bird nest: a new block that could be used by songbirds to lay bird eggs, a new food source we will discuss later, could hold 0-4 eggs, working like candles, turtle eggs, and sea pickles. - hatches baby songbirds after 3 day-night cycles - can be harvested by right clicking, and placed back if you don't want to be an Evil monster and leave mama bird with zero children left, but are still hungry to resist one or two eggs yourself :I - can be crafted with wheat and haybales Songbird Egg: - a new food source found in bird nests be careful mama's not nearby when harvesting though, or she will swoop on you dealing 1 HP of damage. - restores 5 Hunger points - must be cooked first or you will be poisoned for 30 seconds! But yeah, that's my idea at least, if you have anything to add just let me know down below! [link] [comments] | ||
Lush caves should intersect ravines and cracks more Posted: 10 Mar 2021 11:06 AM PST I think it would be visually interesting and logical if lush caves were to generate more frequently and/or larger if they intersected a ravine or crack that was open to the surface. Plants typically require light, and while the glow berries do provide some light, it would make sense that vegetation would grow more frequently in areas of greater light access. The overall frequency of generation doesn't need to change from whatever mojang has planned, it could be compensated for by adjusting the rarity of non-intersecting lush caves. [link] [comments] | ||
Posted: 10 Mar 2021 11:40 AM PST
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Posted: 10 Mar 2021 01:01 PM PST 1.17 is adding new stone types: deepslate, tuff and calcite. While the first two generate pretty frequently in the underground, calcite is only found in amethyst geodes. This is unfortunate, because it is very nice looking block and great for building. Adding a crafting recipe (for example 2 diorite + 2 quartz = 2 calcite) would be an ideal solution. Tuff could also have its recipe. (maybe deepslate + andesite?) TLDR: add crafting recipe for calcite [link] [comments] | ||
Posted: 10 Mar 2021 01:58 PM PST The new mountains look fantastic, they're something I never imagined seeing in vanilla minecraft. Where I live, there are many places that feature large rockfaces of red that characterize the region and make it a unique draw for tourists. This got me thinking that the new mountains would be an amazing opportunity to create a unique feel for different regions based only on changing the stone type of any given mountain. Since their introduction to the game, diorite, granite, and andesite have had a tentatively useful place within minecraft at best, and are a nuisance at worst. What I propose is to utilize these stone types to diversify the mountain biomes either based on local warmth or as a randomized selection to give a given mountain region a predominant stone type. If mountains spawned with these other stone types, that would both give them a more varied feel to each mountain, but also give reason to add bricks and other variants to otherwise neglected (and sometimes annoying) stone types that generate in the world. Other stone types could include tuff, deepslate, and a new warm-colored stone that could be exclusive to mountains. (Though I understand that putting deepslate in a mountain sort of defeats the purpose of it being deepslate). Mountains are already incredible, and I see tons of potential in this new region. Here's to hoping they take it too 100% and beyond. [link] [comments] | ||
A new cave biome: The Fungal Depths Posted: 10 Mar 2021 12:22 PM PST This biome is a lot like mushroom islands in that there's a lot of mycelium, mushrooms, extreme rarity,and lack of hostile mobs. On top of that, it could have more, larger diamond veins of up to maybe 12. There could also be a pig mob that, like mooshrooms, give mushroom stew. The mushrooms should be able to give "wood" just like the giant fungi of the nether. Maybe they have something to do with each other. Ruined portals could spawn more commonly here too, possibly suggesting even more connections with the nether. There should also be a structure that's unique to the biome, like some sort of an infested campsite. The Infested Campsite could contain some mossy variations of the previously mentioned "wood". Speaking of the mushrooms, they should look like a cross between the giant mushrooms of the overworld and the giant fungi of nether, with an ever-so-slightly closer resemblance to the overworld's mushrooms. And as for the pigs, there should be two mobs. One of the two, the Oinkshroom, should behave almost exactly like mooshrooms. The other one, the pigolin, should look and act a lot like a pig trying it's best to imitate a pangolin. The pigolin would probably have shorter front limbs than hind limbs. There should also be a chance that they'll slowly approach shiny things on their hind limbs, like diamonds and especially gold. This could be some sort of connection between them and the pigs of the nether. As you might be able to tell, I just want to connect 1.16 and 1.17 in a way that I hope seems natural. That's it for this post and (hopefully) see you next post. [link] [comments] | ||
Turning cracked stone blocks to normal ones Posted: 10 Mar 2021 06:52 AM PST Thanks to u/Corrupted_Kronos' post on r/PhoenixSC i had an idea that you can re-crack the stone blocks that you want with a honey comb by putting the respective blocks and a honeycomb in the crafting grid.I think this idea is good not because it is my idea but because if you find a structure that you want to "repair" you can make it look not so old.Also someone said that the pickaxe should have a second function which is cracking the blocks,which would be a good combination because you can accidentally crack a block without wanting it.I don't know who this was anymore but it is a good idea nontheless ok so feel free to talk about this and try to improve this suggestion bla bla bla [link] [comments] |
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