Minecraft Wood types with the colors of Smithing Tables, Jukeboxes, Composters and Paintings |
- Wood types with the colors of Smithing Tables, Jukeboxes, Composters and Paintings
- Some flowers should behave like sea pickles.
- 3 years later and still no signs of 1.12's customized option generation returning. Not even a word. Please bring it back. I know this is probably in fps, but I just want to know why it hasn't returned yet.
- Copper can be used on gold armor to "reinforce" it
- A day night cycle in the end (not with a regular sun)
- When show coordinates is set for true, death messages should include the location of the death.
- New nether star use: "Universal Fuel".
- [META] Mojang Styled Mob Guide
- Climbing ladders should be faster than swimming up a waterfall.
- End Biome Idea: Obsidian Spikes
- Crack carver should always generate above a big cave.
- If a campfire is placed under a furnace, the furnace will glow as if it's smelting something
- Adventure Advancement: Changing Room
- Nether Advancement: Not so tough now!
- Nether Golems (Magma & Soul Golem)
- Use Rockets to Fly when Crouching instead of Launching the Firework
- Bracers - a new drop from Piglin Brutes
- Why not add endcity ruins ?
- Giving andesite, diorite and granite unique breaking sounds.
- Wet sponge stops explosions
- Adventure Hidden Advancement: *Intentional Game Design*
- Now that scraping oxidized copper is a mechanic, perhaps it can drop cyan dye when you do so.
- Maps should allow you to visualize any Y level.
- For survival builders, there should be a "reach" enchantment you can add to tools or armor that lets you place and remove blocks from a father distance.
- Travel system / wormhole
Wood types with the colors of Smithing Tables, Jukeboxes, Composters and Paintings Posted: 22 Mar 2021 01:45 AM PDT
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Some flowers should behave like sea pickles. Posted: 22 Mar 2021 11:10 AM PDT You should be able to place multiple tulips and other smaller flowers on a single block, like how sea pickles behave. This would make for much prettier and more realistic flower fields. [link] [comments] | ||
Posted: 22 Mar 2021 06:34 AM PDT
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Copper can be used on gold armor to "reinforce" it Posted: 22 Mar 2021 08:33 AM PDT With copper added into the game most of the community can agree that it desperately needs more uses. The issue with copper is that there is no space to add another tier of armor or tools, so I think it could be used on gold to buff the durability, not the actual power of it. Wearing reinforced gold armor, you would be more likely to be struck by lightning and it could be enchanted so being "charged" would give you a a powerful thorns-like buff where enemies who touched you would be shocked, almost like how a creeper is charged. [link] [comments] | ||
A day night cycle in the end (not with a regular sun) Posted: 22 Mar 2021 03:07 PM PDT Disclaimer: this is not suggesting that beds should be usable in the end. The end is supposed to be a completely different dimension, so wouldn't it be cool if it had its own day night cycle? This day night cycle could even be locked until the dragon dies, so that it's an eternal night until the player "frees the end". The sun and moon obviously wouldn't be here, there might be different completely made up celestial bodies, maybe there's a blue star during the day? The time for this day night cycle would be different from that of the overworld, the days and nights could be shorter. There could even be a different concept than just day and night, like day, night, and a third equally long thing that comes before the next day. In terms of gameplay, I imagine certain mobs can only spawn in th end during certain times. [link] [comments] | ||
When show coordinates is set for true, death messages should include the location of the death. Posted: 22 Mar 2021 09:59 AM PDT In bedrock/BE/PE/Xbox/Switch/etc version of the game there is an optional map rule to show your current x/y/z coordinates. If this is turned on and a player dies i feel like the death message should include the location data of where they died. [link] [comments] | ||
New nether star use: "Universal Fuel". Posted: 22 Mar 2021 11:42 AM PDT Hear me out here. There is some method to my madness. The nether star is an incredibly valuable end-game item*. It seems that such a brilliant end-game resource should have more use, besides being a simple ingredient in beacons. I've seen plenty of suggestions for uses, some good, some a bit more out there and at least one touching on this idea. This one is pretty simple: the nether star can supply infinite heat. It clearly is a strong, unending power source for the beacon, and being nether in origin, that power is likely capable of producing a lot of heat. So, you can stick it in the fuel slot of a furnace, smoker, blast furnace, or brewing stand, and it will power them, but will not be consumed itself. This would give it some purpose to mass-produce them besides making your sixth beacon to ensure that you have jump boost on top of your other effects. Super-smelter and auto-brewer designs could be very compacted in the late game if the fuel they use never ends. Even not in the late stages of the industrial revolution, a player could find use for this, to power their processes as they are needed, moving it by hand as they go about their day. They're giving up spending it on a beacon for this, so the reward should be good. For extra fancy points, it could also be used in place of lapis (acting as three and remaining unconsumed) in enchanting tables, because it clearly has far more magical power than a blue rock (which would retain purpose in the late game, because it's a supply of blue dye). For extra-extra fancy points, it could even be that the more nether stars acting as fuel simultaneously could accelerate the process it is powering. Two fuel sources that won't end working at the same time would certainly speed up these processes. To keep it more balanced, it could work on an exponential scale, so 4 at once would double the speed, and a stack of 64 would work 8 times as fast. Speed would probably need to be capped at one tick per item produced, because smokers and blast furnaces could get a 16x speed boost on a normally 10 tick process. Brewing stands would still take 2.5 seconds for any step when maxed out. Somehow capping out smelting and brewing speeds could further enhance automating these processes. *Yes, I know you, random commenter, have a super-complex farm that with one AFK can produce dozens of nether stars, not everybody does, so it is still a valuable resource. Pat yourself on the back for farming them. [link] [comments] | ||
[META] Mojang Styled Mob Guide Posted: 22 Mar 2021 09:54 AM PDT META: Mojang Styled Mobs Guide Intro to Mojang Mobs I've seen so many people suggesting new wildlife related mobs to be added to the game, which is great! But often people forget that Mojang does actually have a criterion for adding new wildlife mobs. Educating and Informing: Mojang's purpose Mojang has rather explicitly showed that any new wildlife mobs are being added for more informational purposes (this appears to have been decided after the Llamas) and has resulted in the Bees, Polar bears, and Pandas seen in game today. The idea is that when younger players interact with these animals they will form connections similar to other fictional characters and will end incentivized to protect and conserve them in real life. The Sea Turtle: The Central Motiff When the aquatic update rolled out the Sea Turtle mob was added, introducing a few new features. They would spawn on beaches and head out to sea, only returning to lay their eggs... when the eggs were laid aggressive mobs would try and stomp on the eggs until they broke. The specified reason behind this was to show how precarious the beaches Real Turtles lay their eggs on are, and how without our protection they easily are destroyed and damage turtles. Final Part: How YOUR Mobs fit in To make a mob Mojang friendly it would have to reflect a real conservation story, and include an incentive for players to help the mob. And example of this could be Elephants spawning in the Savanna, when elephants are in a herd together they will find a body of water and wallow... producing clay for the player. But elephants will also go to villages and eat their crops, which makes the iron golems attack (this mimics the tension between African farmers and elephants IRL), additionally they will be hunted by pillagers (symbolizing poachers). This incentivizes players to find elephant herds and build a protected area around them so that they continue to produce sustainable clay, while not being hunted by villagers-pillagers. Alex's Mobs Elephant: https://preview.redd.it/fj3y5icmv5a61.png?width=1920&format=png&auto=webp&s=ed46f1e6cc20af929e062137231fe0e93ca594cf [link] [comments] | ||
Climbing ladders should be faster than swimming up a waterfall. Posted: 21 Mar 2021 09:34 AM PDT Ladders require more effort to set up, yet since the sprint swimming was introduced, ladders have become pretty much obselete as a waterfall allows you to swim up faster than you can climb on ladders. I think the current climbing speed is fine, but we should be able to increase it by sprint-climbing, and the speed and slowness effects should also alter the climbing speed. Sprint-climbing a ladder should definitely be faster than sprint swimming up a waterfall, because ladders are infrastructure you have to build by yourself while waterfalls can be easily created with a bucket or can just be found in your world. Feedback site link (not my post) [link] [comments] | ||
End Biome Idea: Obsidian Spikes Posted: 22 Mar 2021 02:14 PM PDT Nothing fancy here, just the ice spike biome from the overworld, boosted in size, converted into obsidian, and stuck on the standard end isles, with the ground gaining some obsidian patches as well. Digging into the spikes and pillars reveals bits of crying obsidian within, not exposed to air. Chorus fruit is, logically, less common around here, and where is has grown, it is creeping to the sides of the pillars, curling as it rises, almost like a natural staircase. Occasionally, you might find an obsidian spike (the pillar-like structure from the dragon isle), with an end crystal atop it. That way, if you're bored, you can blow them up. The end is such a flat place, that a biome with serious verticality to break up the monotony would be advantageous, I think. Plus, it begs you to test out your elytra flight skills to land on a spike. [link] [comments] | ||
Crack carver should always generate above a big cave. Posted: 22 Mar 2021 02:18 PM PDT These new crack carvers do a perfect job at bringing some daylight into deep caves. But whenever they don't lead to a cave, their width is just limiting, and they're more of an annoyance. With this change they wouldn't lose their danger factor, they'd just be a good way find big caves too. [link] [comments] | ||
If a campfire is placed under a furnace, the furnace will glow as if it's smelting something Posted: 21 Mar 2021 11:55 PM PDT Purely cosmetic, of course. It won't smelt anything for free. This would allow lit furnaces to be used as decoration. [link] [comments] | ||
Adventure Advancement: Changing Room Posted: 22 Mar 2021 10:46 AM PDT Description: Put on all your armor at once! Tab: Adventure Rarity: Normal Image: Dispenser (an armor stand makes more sense for the name, but a dispenser hints at the solution) Parent: Adventure Requirements: Put on a helmet (or other headware), chestplate, leggings and boots simultaneously. This is probably only possible with dispensers dispensing the armor onto you (or with commands). The Checklist straight out of FPS: Posted/FPS/Rejected already? - Trying to make a redstone-based advancement has been done before, but I don't think this one has yet. Easter Egg/Meme? - No. Low Effort - Requires use of redstone to implement, to get 4 dispensers pointing at you to trigger at the same time. Teaches a Thing - Basic redstone, and that dispensers can dispense armor onto you. People have tried to make redstone-based advancements before, and the main issue is that it's really hard to work out if the game has determined it to work, while keeping designs open-ended. This is one redstone contraption that interacts with the player, so its sucess could be deduced from the specific armor equip timing (players must do it one at a time). I'm putting this in the adventure tab for now, but if they add a redstone tab, it could fit there, or it could theoretically fit after suit up (Literally: obtain_armor) under the normal Minecraft tab. [link] [comments] | ||
Nether Advancement: Not so tough now! Posted: 22 Mar 2021 12:25 PM PDT Description: Zombify a brute to kill them more easily! Tab: Nether Rarity: Challenge Image: Golden Axe Parent: Those were the days Requirements: Kill a zombified piglin that is wielding a golden axe as a weapon. (in any conventional minecraft game, this is only possible by taking a brute to the overworld, letting them zombify, then killing them). The Checklist straight out of FPS: Posted/FPS/Rejected already? - Not as far as I can tell. Easter Egg/Meme? - No. Low Effort - This one is more of a challenge then most I post, as brutes are very strong, and intentionally luring one to a portal will not be easy Teaches a Thing - That you can use the zombification of piglins to your benefit in handling the dangerous brutes. The power reduction in the transformation is striking, as it reduces attack power by up to 7 on hard mode, and reduces hit points by 30. Brutes drop more XP than zombified versions, but don't drop raw gold like the zombies do. [link] [comments] | ||
Nether Golems (Magma & Soul Golem) Posted: 22 Mar 2021 12:08 PM PDT I think there should be one or two golems in each dimension. For now I want to focus on new nether golems. Since we already have an iron and snow golem in the over world, I think we should have nether based golems and I'll explain their use and powers down below. Starting off with the Soul Golem: The Soul Golem is made like an iron golem but with four soul soil and the shroomlight block found in warped tress as a head. (Perhaps they could add a carved version). The soul golem would be passive towards players but aggressive towards non passive mobs. It's abilities would be to put a slowness effect on an enemy by hitting them with its droopy soul sand arms. It can also absorb projectiles like arrows and tridents. Naturally being made out of soul soil, the golem would be slow and it's weakness would actually be the shovel. Though any other tool would still do damage just fairly less. The soul Golem Would look very droopy and would be decorated with small mushrooms and shroomlight specs that would illuminate the golem. It would roughly hold a size between the iron golem and warden. The Magma Golem is basically the opposite of the Snow Golem. Made with two magma blocks and a shroomlight block, it would be the same size as the snow golem but with a similar yet different shape. Would leave a trail off fire wherever it goes. It can also shoot fireballs but with short range distance like a splash potion. It's weakness would be cold blocks and freezing biomes in the overworld and splash potions of water. Swords will do damage normally unlike the soul golem. Magma golems can also walk on lava and are passive towards striders but are neutral to everything else besides snow golems. Drops: Soul Golems on death will on chance drop; soul soil, arrows of slowness and bones. Magma Golems on death will on chance drop; Magma cream, magma cubes, netherack and coal. Thank you if you read this I'm mostly just having fun. I'm sure you could nitpick a hundred flaws but I think dimensional golems are a fun idea for the future. [link] [comments] | ||
Use Rockets to Fly when Crouching instead of Launching the Firework Posted: 22 Mar 2021 02:58 PM PDT When you are flying with the elytra, you right click to use a rocket to propel you. The problem with this is that if you are facing a block and right click, instead of the rocket propelling you, you just launch the rocket as a regular firework instead. This can get relatively annoying when you are trying to fly out of a cramped area. This is why I suggest you can crouch when flying mid-air (Nothing changes visually anyway), and be able to use the rocket to propel you even when facing a block. My post on the Feedback Website [link] [comments] | ||
Bracers - a new drop from Piglin Brutes Posted: 22 Mar 2021 12:26 AM PDT
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Posted: 22 Mar 2021 11:17 AM PDT What is possible with this new structure and what will it look like [link] [comments] | ||
Giving andesite, diorite and granite unique breaking sounds. Posted: 22 Mar 2021 02:03 AM PDT With the nether update and caves and cliffs, almost all stones have unique sounds now. This should also be expanded to andesite, granite etc, and maybe also to endstone. [link] [comments] | ||
Posted: 22 Mar 2021 11:10 AM PDT If point of explosion is neighboring wet sponge, the explosion cant destroy blocks, Similar to water. [link] [comments] | ||
Adventure Hidden Advancement: *Intentional Game Design* Posted: 22 Mar 2021 12:53 PM PDT Description: Don't die. (you wouldn't see this until after you'd gotten the advancement) Tab: Adventure Rarity: Hidden, Normal Image: TNT (an odd thing for an advancement about beds, but is still relevant to the situation) Parent: Sweet Dreams Requirements: Right click on a bed while in the nether or end without dying in the process. The Checklist straight out of FPS: Posted/FPS/Rejected already? - Not as far as I can tell. Some considered making this for if you do die, but advancements aren't consolation prizes, so this is if you don't die. Easter Egg/Meme? - Is an easter egg banned if it's an easter egg to a death message within the same game? Low Effort - Means you at least know how to not sleep in a bed while right clicking on it. Teaches a Thing - Bed go boom. Good for netherite mining or dragon-slaying if you don't die. In case a player is lucky enough to not see the death message while trying to sleep in either dimension, lets them still get the explanation (joke?) that this is, in fact, an intentional mechanic. Put in the adventure tab after sweet dreams, because it could be in either bed-exploding dimension, so putting it in either one's tab makes little sense. [link] [comments] | ||
Now that scraping oxidized copper is a mechanic, perhaps it can drop cyan dye when you do so. Posted: 22 Mar 2021 10:08 AM PDT There are currently no direct sources for cyan, dark grey, or purple dye. I suggest that the new mechanic for scraping copper with the axe should drop cyan dye as the verdigris is removed. Furthermore charcoal should be craftable into dark grey dye and perhaps chorus fruit should be craftable into purple dye. [link] [comments] | ||
Maps should allow you to visualize any Y level. Posted: 22 Mar 2021 11:55 AM PDT
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Posted: 22 Mar 2021 09:06 AM PDT If the enchantment is added to a tool, it only effects the removal of blocks. If it's added to a piece of armor, it only effects the placement. Or maybe there could be a potion that effects both, idk, I just like the permanence of an enchantment. [link] [comments] | ||
Posted: 22 Mar 2021 03:29 PM PDT By far what I think the biggest ongoing problem in the current game is the obsoletion of the familiar grounds around one's house. To get the full scope of the game you have to settle down someplace in order to store resources/farm, and everything required to finish the game is achieved mainly through more and more exploring and scavenging your world. That said, once a player explores everything in all directions from their house, they have to travel incredibly vast distances from their base to reach points of the world that remain unexplored, and little progress in terms of maximum efficiency is achieved just due to the fact the player's inventory also being limited and filling up fast, causing the player then having to retrace all the way back to their base just to deposit new resources before exploring further. A practical solution which I thought worked was to plant another nether portal in the nether which would then portal you to a random place in the overworld (like it was for some time in the past if I'm not mistaken), acting like a wormhole. Instead, you arrive near the location of the portal through which you initially arrived in the nether. Not having an option similar to this causes a big loss in time to do all you wanna do. I propose the addition of a rare component to be used in the crafting of a wormhole (not elytra-level hard, but still hard to obtain - (only in the endgame?)) [link] [comments] |
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