Minecraft Cats should hiss at creepers |
- Cats should hiss at creepers
- Chiseled Prismarine Bricks
- In pocket edition,punching a fish with a bucket should put the fish inside the bucket instead of damaging it
- New Cave Type: Bottomless Pits / Sinkholes
- Mineshafts generate near ore veins
- Channeling should work in normal rain
- Here me out. Splash potion- type bonemeal.
- Should chaimail aromor be like actual chain mail armor?
- Rare event in deep dark : make torches blow out, followed by a cave sound.
- If two ravines intersect on the surface, a dungeon generates underneath them.
- Potion of Misfortune and the "cursed" status effect
- A new reason to let your equipment break - Splintering Burst
- Saplings cannot grow on moss blocks
- Fire Arrows Rework
- A curse with a compromise - Curse of Recklessness
- Rename Leather and rabbit leather to Small/Large hide?
- The antithesis to the Bundle: The Item Compactor
- Bone mealing an underwater dirt block in a swamp biome has a chance to make a lily pad appear on the surface
- Minecraft goat horn enchantments
- Cave "biomes"
- Leopard geckos paired with Rocky Desert biomes
- New Enchantment
- Armour should look worse over time and usage.
- Updates should be split into two parts from now on
Posted: 27 Apr 2021 09:12 AM PDT They already scare them, I think it would be interesting if the reason creepers were scared of them was because they are scared of the hissing because they dont want to explode themselves. Perhaps creepers are then also scared of tnt explosions and will run away from a lit tnt. They want to save their explosion for the player, so are scared of any hissing noise [link] [comments] | ||
Posted: 26 Apr 2021 09:00 PM PDT
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Posted: 27 Apr 2021 04:38 AM PDT Self explainitory idea.Anyone who tried to put a fish inside a bucket in pe knows how hard it is.This idea is to make it easier.Why would you punch a fish with a bucket instead of anything else if you wanna kill it anyway? [link] [comments] | ||
New Cave Type: Bottomless Pits / Sinkholes Posted: 27 Apr 2021 05:53 AM PDT
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Mineshafts generate near ore veins Posted: 27 Apr 2021 10:04 AM PDT Since in real life mineshafts were built when an area rich in a certain material, it would make sense if Minecraft mineshafts were generated where ore veins spawn. Although in order for this to not be really op, most of the copper/iron would need to be already mined out, implying that whoever built the mineshaft was actually looking for ore, and not just digging aimlessly. Another suggestion for mineshafts is for occasional, small stacks of raw ore blocks to be scattered throughout some mineshafts, about as rarely as chests. [link] [comments] | ||
Channeling should work in normal rain Posted: 26 Apr 2021 09:52 PM PDT Like seriously, waiting for a thunderstorm is just pure luck and random probability out of the player's control. Additionally, Riptide a much more powerful enchant than Channeling, can work in normal rain. So why not Channeling? If you disagree, at least make Channeling have two levels. Channeling II will summon thunderstorms in normal rain. [link] [comments] | ||
Here me out. Splash potion- type bonemeal. Posted: 27 Apr 2021 12:40 PM PDT You throw it at crops and it grows crops in a 3x3 area. Like those fertilizer things were you pull a string and it goes brrrr. I dunno It sounded better in my head. [link] [comments] | ||
Should chaimail aromor be like actual chain mail armor? Posted: 27 Apr 2021 12:13 PM PDT So you could wear it under your armor but it would make you slower. Just an idea to make chainmail armor somewhat useful aside from looking cool. [link] [comments] | ||
Rare event in deep dark : make torches blow out, followed by a cave sound. Posted: 27 Apr 2021 05:20 AM PDT Cave sounds happen dependeing on the players "mood" (when it reaches 100%) . IF you are in the deep dark and if your mood is at 100%, there should be a small chance (like 0.5/2% change) to make all torches nearby blowing out, leaving the player in complete darkness (you can of course, put them back on easily). And 1 second later, play the Cave Sound. I think the rarity of the event should surprise the player and scare a little, to make the deep dark a more... unwelcoming place. [link] [comments] | ||
If two ravines intersect on the surface, a dungeon generates underneath them. Posted: 27 Apr 2021 05:57 AM PDT X marks the spot. This would be an indicator for where a dungeon would generate. This would be useful for players in the early game who are looking to make an easy mob grinder, or speedrunners trying to get some loot. [link] [comments] | ||
Potion of Misfortune and the "cursed" status effect Posted: 27 Apr 2021 12:01 PM PDT The potion of misfortune is created by adding a poisonous potato to an awkward potion in a brewing stand. Upon consuming it, you gain the "cursed" status effect, which lasts for one minute. When you're cursed, mobs who would usually act neutral become hostile towards you. This includes spiders, endermen, zombified piglins, piglins (even if you wear gold), golems, bears and dogs that don't belong to you. While your own dogs will not attack you, they will not listen to your commands or aid you in battle. It is impossible to tame, breed or lure any animals while under the cursed effect. Cats will shun you and no villager will trade with you. Of course, the spell can be broken by drinking milk, but no cow will give milk to a cursed player. Adding glowstone or a fermented spider eye will have no effect on the composition of the potion. Adding redstone will extend its duration. [link] [comments] | ||
A new reason to let your equipment break - Splintering Burst Posted: 27 Apr 2021 02:15 PM PDT Splintering Burst - Can be applied to swords, axes, pickaxes, shovels, hoes, and armor. When something made out of wood, stone, iron, gold, diamond, or netherite breaks, it bursts into arrow like projectiles that does damage to everything around it. Wood does 1 heart, stone does 3 hearts of damage, iron 5, diamond 7, and netherite 10. (Decreases if the enemy has armor) Good for long fights or if you have almost broken gear or weapons that you want to burst and deal extra damage. [link] [comments] | ||
Saplings cannot grow on moss blocks Posted: 27 Apr 2021 07:02 AM PDT That was a feature but for short time. Why? Because saplings can make a really nice decorstive block for garden as bushes for example. Also you shoukd be still able to bone meal them to get tree on moss [link] [comments] | ||
Posted: 27 Apr 2021 03:15 AM PDT So that we get new gigantic caves in the new update, i can imagine that it would be really time-consuming to light it up. But here´s my solution: If you hold flint and steel in your offhand, while charging a crossbow, the arrow will burn. This arrow would emit light. But the Flint and Steel will lose durability, so Flame is still a viable option. Furthermore, there should be a new type of arrow. It´s crafted like a normal arrow, just netherrack instead of Flint. If this arrow hits a block, it will set in on fire. [link] [comments] | ||
A curse with a compromise - Curse of Recklessness Posted: 27 Apr 2021 01:56 PM PDT This would be a curse for digging tools like shovels, hoes, axes, and mainly the pickaxe. Basically it would make the tool dig slightly faster similar to a haste effect, but blocks that it breaks do not drop in item form, they are simply destroyed. If maybe the haste bonus would invalidate the point of it being a curse, it doesn't need to be a thing. It could just break the items and nothing more. It would maybe even have to be an enchantment if it were to have both effects, a compromise similar to soul speed increasing speed but losing durability. [link] [comments] | ||
Rename Leather and rabbit leather to Small/Large hide? Posted: 27 Apr 2021 12:33 PM PDT Some of this idea came along because in 1.17 the rabbit hides are actually used… And since 4 of them equals one leather why not have it that you can divide a large leather into 4 small ones and back (maybe). Simple thing to do with a name change :) [link] [comments] | ||
The antithesis to the Bundle: The Item Compactor Posted: 27 Apr 2021 03:43 AM PDT With 1.17 we are getting a new item, called the Bundle. This will allow you to take a bunch of different items and put them all in one slot, so long as the total number of items does not exceed one stack. Up to 64 completely different items in one slot, super useful for cleaning up random junk in your inventory. However, there currently isn't an early-game way to carry around a lot of the same stuff, like you'd do for building large projects, which you'll typically be doing in the early/mid-game. I propose a more mechanical solution to this inventory-stuffing problem, an item that allows you to store up to 4 stacks of one type of item within it. Here's a possible crafting recipe for it. This would help alleviate the problem of trying to collect a lot of a single resource and having to run back to base to store all the stuff you've collected, to go get more. The Item Compactor would work automatically, when an item is placed inside it, it will take in any additional items of the same type when you pick them up. This will not be the same for items of that type already within your inventory. To retrieve your items, pick up the item compactor and right click on an empty slot to dispense one stack of the item (or all items, if less than a stack) that it contains. This would help collect and carry tons of materials at once, but not allow you to carry a bunch of different stuff at once, so you still need to do some inventory management of your own. It would still be an incredibly useful tool for dealing with an inventory getting cluttered with stone when mining, or carrying all the wood and planks you need to build a new house, or just gathering large amounts of resources in general. It should still require a more difficult crafting recipe than the Bundle (or the Shulker Box, for that matter) to keep it balanced, as you'd need to make a lot of them to be able to carry as much different stuff as a bundle, or carry as much as a Shulker Box. [link] [comments] | ||
Posted: 27 Apr 2021 12:32 PM PDT This makes sense, it fits in with Minecraft's mechanics, and it's very useful because the only way lily pads are renewable is via fishing and wandering traders, neither of which are easily sustainable ways to obtain them. [link] [comments] | ||
Minecraft goat horn enchantments Posted: 27 Apr 2021 09:11 AM PDT I think the goat horn is a neat idea, and I think it should come with exclusive enchantments, PROJECTIONMakes the sound louder, and you would hear it from further areas Levels: PROJECTION I PROJECTION II MIMICWhen a horn is enchanted with mimic, you can right click on selected hostile mobs, (including the wither and the ender dragon) to replicate their noise and make the same noise using the horn. WHICH MOBS CAN MIMIC NOT REPLICATE?Skeleton, Magma Cube, Slime, Silverfish, Endermite, Stray, Creeper, Wither Skeleton, Husk It has only one level [link] [comments] | ||
Posted: 27 Apr 2021 09:54 AM PDT I think that to add more variety to caves the caves that are under a specific biome should resemble that biome, for example forest biomes should just have a little bit more vines and sometimes leaves around the walls, flower biomes can/should have more flowers that you can sometimes find in caves, warm ocean caves should have coral generated inside them sometimes and snowy biomes should have snow and ice, just like the Bedrock Mountain caves. Mushroom caves should have more mushrooms and mesa caves should sometimes have patches of red sandstone deep underground as well as terracotta. [link] [comments] | ||
Leopard geckos paired with Rocky Desert biomes Posted: 27 Apr 2021 11:29 AM PDT General idea: leopard geckos in a new biome of deserts that have rocks instead of sand, just like the IRL animal and their habitat (the IRL animal is native to Iraq). As a mob, they would probably be neutral and run from you like rabbits and be obtained by digging under rocks and boulders. They only exist in one color (morph) in the wild, but upon bringing home 2 and breeding with some kind of insect mob or calcite, you have a randomized option of more forms (morphs) and from there various colors can be bred for. Since the IRL tails can be dropped when scared, the mob could drop their tail if the player chases them if they're on the surface. Since the tails hold nutrients IRL, the tails can be put into compost for bonemeal or used to tame some other animal. Same could be done for shed skin as compost! The player would need to collect it quickly too or else the gecko will eat it. They also scream IRL when young and feel threatened, so maybe the mob can make a noise when an aggressive mob is near to alert the player. I don't know too much about the actual landscape the IRL animal is native to, so sorry in advance if I miss potential ideas. But based on what I do know, there could be blocks of all different types of stone and plants to get sticks. I am sure there's something that could be grown on a farm, but my main idea is around the reptile I love. Sorry if this idea is dumb and if I'm missing potential ideas. This is just an idea based on my love for my pet leopard geckos. [link] [comments] | ||
Posted: 26 Apr 2021 11:37 PM PDT This enchantment could add more critical hit damage (normally 1.5x but with this enchantment it could be 2x) it would probably have to be incompatible with sweeping edge or something otherwise it would be a bit OP, and it could be called something like Tactical Damage I [link] [comments] | ||
Armour should look worse over time and usage. Posted: 27 Apr 2021 06:40 AM PDT So if you have an iron chestplate that's almost broken it should appear rusted scratched and with holes. Also maybe have it do less defense to encourage you to keep it well maintained. [link] [comments] | ||
Updates should be split into two parts from now on Posted: 27 Apr 2021 11:41 AM PDT I was thinking that rather than having just one big update and then a tiny one, for example 1.14 and 1.15, what if we get two part huge updates instead like Caves and Cliffs? The benefits to having a two part update not only gives the developers more time, but gives us more content for the select theme. Each year would be a new update as a whole. For instance if we did this with 1.16, we could have gotten more biomes or biome variants of what we already got. I feel this would be on of the better routes to go for Minecraft as its popularity continues to rise even more. Since Caves and Cliffs split will a bit on the rusty side due to not being planned originally, having it planned out next time will make the split update be more efficient and effective. [link] [comments] |
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