Minecraft Using Bonemeal to Reverse Stripping Logs and Paths |
- Using Bonemeal to Reverse Stripping Logs and Paths
- New Achievement: Spelunker
- Keep the ice cave mountain generation bug on bedrock and make it into a biome: The Ice Caverns
- The Sound Update
- mine carts should make noise when going across Amethyst blocks
- Ice Stalactites and Stalagmites
- Puddle Block - a carpet with water properties
- Diamond Armor or Tools should be the base of future armor/tool sets
- Powder snow gives mining fatigue
- Dark Oak Leaves drop saplings more often
- Iron and gold blocks should have stair/slab/cut variants to complement copper's
- Spy glasses increase render distance.
- Make smelting raw ore blocks in rejected suggestions or the fps list
- Brewing gives you exp
- Lush caves have a very small chance of having a "glow spore blossom"
- Corrupted Beacons 1.17
- Farm update
- Revamping bats
- A few dungeon suggestions
- If the player loses all of their absorption hearts, they should also lose the potion effect
- Deepslate stairs, slabs and walls
- Evokers need to be a LOT more fleshed out. Here is my far-fetched solution.
- Launcher rails: Move carts in single direction for extra power and useful for less complex stations.
- Barrels in shipwrecks
- Soul and Soul harming potions
Using Bonemeal to Reverse Stripping Logs and Paths Posted: 25 Apr 2021 11:26 AM PDT For people who like to build with logs, accidentally stripping logs is really annoying. If you did, you would have to get a new log to replace it. To solve this problem, bonemealing stripped logs should make the bark grow back. Bonemealing a grass path should also make the grass grow back. This wouldn't be too useful but still a fun addition. [link] [comments] | ||
Posted: 25 Apr 2021 02:07 AM PDT New Achievement: Spelunker (A spelunker is an explorer of caves.) How To Get: Explore every cave biome. [link] [comments] | ||
Keep the ice cave mountain generation bug on bedrock and make it into a biome: The Ice Caverns Posted: 25 Apr 2021 09:26 AM PDT So basically what the title says but let me explain and expand upon it. Currently on bedrock edition betas, there is a bug with mountain generation that results in an "ice cave" type of generation. This has gotten the community super excited because we've been clamoring for more cave biomes, ice caves in particular, since the update was announced. This generation bug is a blessing because Mojang has said that they had no plans to implement more cave biomes, but they have inadvertently done just that while working on mountain generation, effectively killing 2 birds with one stone. All that's left to do is recreate it in Java edition and flesh out the biome a bit more. The Ice Caverns biome is a cave biome that only generates inside and beneath the new mountains. There is lots of snow and ice in this biome, with frequent and large blobs of powdered snow, packed ice and and blue ice. We can also potentially add new ice blocks to the generation and new ice building blocks. If you swim in this biome without leather armor, you will experience the freezing effect. Strays will sometimes replace skeleton spawns in this biome. Emerald, iron and coal ore spawns are all higher in this biome. [link] [comments] | ||
Posted: 24 Apr 2021 08:32 PM PDT I posted this a year or two ago, but I feel it could still be fleshed out more. The sounds in the game are quite old, and many of them don't suit the blocks they're connected to. We're going in the right direction with the new blocks having unique sounds, but almost every block that can be mined with a pickaxe sounds like stone. General changes:
Item-specific changes:
Block-specific changes: No more reusing sounds for unique blocks. Walking on cobble shouldn't sound like bedrock, etc.
Entity-specific changes
Biome-specific changes
Food-specific eating sounds. Different foods would make different sounds when the player eats them.
Villager-specific noises: Villagers would make different sounds to add more personality. They'd be based on profession. Still the classic "hurrs" and "hrrms", but some difference between them.
Please suggest things! [link] [comments] | ||
mine carts should make noise when going across Amethyst blocks Posted: 25 Apr 2021 07:42 AM PDT I love the addition of amethyst, walking across the amethyst blocks always feels so magical. I'd love to see the sounds from the crystals being stepped on also be made when a cart rolls across them. I figure since it's somewhat pressure based, it'd make sense that a cart rolling by would make some noise across them. it's a small detail, but i think it'd make the game more pleasant. [link] [comments] | ||
Ice Stalactites and Stalagmites Posted: 25 Apr 2021 11:50 AM PDT Would it be cool with there were a frozen ice verison of stalactites and stalagmites it would be different were if the ice Stalactite hit you the player will get slowed down [link] [comments] | ||
Puddle Block - a carpet with water properties Posted: 25 Apr 2021 08:47 AM PDT Imagine walking through a swamp, jungle, or dripstone cave and finding puddles on the ground. Not just water source blocks carved out of the ground, but puddles! These puddle blocks would have the same dimensions of a carpet block, but with some properties of water blocks. They wouldn't slow you down or extinguish you being on fire, but they would allow dripping from the block it's on top of, splashing particle effects when walking on them, and would prevent mob spawns. Axolotls and fish would survive on them, as if they were water source blocks. [link] [comments] | ||
Diamond Armor or Tools should be the base of future armor/tool sets Posted: 25 Apr 2021 11:54 AM PDT Instead of an upgrade to netherite, in future updates, Minecraft should add a separate armor and tool set which you can make as a separate upgrade from diamond. The new material should be able to grant different abilities (such as how netherite cannot be burned by lava + grants some fire protection) like extra feather falling and combining the chestplate with an elytra, however the armor strength of the chestplate would have to go down when combined. (if it's something like end armor) I think it'll be interesting to see players choose which armor or tool path they prefer to use. The abilities between netherite and the newer armor should be different, but still on an even and comparable level that won't have an extreme majority of the playerbase preferring one set. Doing this also means that we can still stick to the importance of diamonds in Minecraft. After all, diamonds are one of the biggest aspects of the game itself. [link] [comments] | ||
Powder snow gives mining fatigue Posted: 25 Apr 2021 10:21 AM PDT Powder snow gives you mining fatigue based on how frozen the player is. Powder snow, when mined with your bare hands, has a mining speed similar to wool/sand when the player isn't frozen, up to the mining speed similar to wood or even stone when completely frozen. Powder snow most often generates 3 or 4 blocks deep making it a danger to people that try to explore the new cliffs without leather armor. These can be features exclusive to hard mode if it seems too challenging for the average player to deal with. Frost walker should allow you to easily traverse powder snow as if you were wearing leather armor, although it should not give the same warming effect of wearing leather clothes when you stand in the snow. [link] [comments] | ||
Dark Oak Leaves drop saplings more often Posted: 25 Apr 2021 01:39 PM PDT Like many other blocks in Minecraft, wood is supposed to be an infinite resource, given you pick up the saplings. The problem with dark oak is that you need four saplings per tree, and sometimes dark oak trees don't give a return of four or more. This isn't a problem with the other 2x2 tree types because they have plenty of leaves. So dark oak leaves should drop saplings more often. That's it. [link] [comments] | ||
Iron and gold blocks should have stair/slab/cut variants to complement copper's Posted: 25 Apr 2021 06:09 AM PDT With the addition of copper blocks, Minecraft included a metal as one of the possible resources that could be turned into stairs, slabs, and bricks (cut copper). With this, I see it as an opportunity for iron and gold to have cut, stair, and slab variants as well. Especially with the addition of giant ore veins, this could also give extra uses to the excess iron and gold a player may find. Perhaps the stairs, slabs, and cut variants of iron and gold blocks could be crafted using standard iron/gold blocks, or it could use a theorical brand new block called "iron/gold plating" (which could be crafted from four iron/gold ingots, similar to the four copper ingots needed for their respective block), so building with iron and gold wouldn't be any more expensive than building with copper. Optionally, the iron-type blocks might oxidize or rust like copper blocks, giving opportunities for oxidizing and waxed variants of iron to exist as well. There is quite a lot of potential for iron and gold in this update, and I felt that if any other resource was getting stairs and slabs in this update, iron/gold wasn't too reasonably far-fetched. [link] [comments] | ||
Spy glasses increase render distance. Posted: 24 Apr 2021 09:15 PM PDT I dont know if this is just a mobile bedrock problem, but using a spyglass, and seeing nothing but space or sky where chunks didnt load is somewhat annoying. Youre practically just zooming into whats already on your screen. Spy Glasses would be much more enjoyable to use if you could see as far as the scope can zoom in. [link] [comments] | ||
Make smelting raw ore blocks in rejected suggestions or the fps list Posted: 25 Apr 2021 03:11 PM PDT I mean there is bunch of people that wants this feature in the game. I've seen this a million times now. And none of them understand how op it is. You are smelting 9 of them with the same fuel and same time. That's too op. The raw or blocks are just decoration blocks, and players can get bunch of gold blocks and turn them into ingots or get bunch of iron. That's so op. [link] [comments] | ||
Posted: 24 Apr 2021 05:54 AM PDT Brewing would give you a little bit of exp when you take out a potion Edit: I've made a forum for this https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/3078313-brewing-gives-exp#c1 check it out if u want [link] [comments] | ||
Lush caves have a very small chance of having a "glow spore blossom" Posted: 25 Apr 2021 02:15 PM PDT The glow spore blossom looks like a regular spore blossom with glow berries in it. It gives players within its range (50 blocks) the health boost status effect (level 1). It also gives high levels of light and emits yellow particles instead of green ones. There can only be one per lush cave and they generate very rarely. [link] [comments] | ||
Posted: 24 Apr 2021 09:33 PM PDT Ok, so I had a crazy idea for tinted glass in 1.17. What if crafting a beacon but instead of using glass you use tinted glass it creates a beacon that grants the opposite effects (on MOBS around the area!!!) Speed: slowness Haste: Mobs don't mine, so I assume more cooldown on attacks Resistance: take twice the damage Jump Boost: can only jump half a block Strength: weakness Of course, you would need a mega beacon for you to have all these defenses, so I like it Edit: the obsidian in the recipe could also be changed to crying obsidian for an extra menacing touch of corruption! Bonus by EnderFlyingLizard [link] [comments] | ||
Posted: 25 Apr 2021 10:43 AM PDT
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Posted: 25 Apr 2021 04:20 AM PDT Bats have been in the game for a long time and yet they are quite forgettable. They rarely spawn, drop no loot, and drop no experience. With the cave update I think now is a great time to update bats.
[link] [comments] | ||
Posted: 25 Apr 2021 03:05 PM PDT
TlDr: make dungeons easier to find with either increased predictability or maps, make them more challenging for the first encounter, make them more useful for later game (either make moveable spawners or double spawner dungeons). [link] [comments] | ||
If the player loses all of their absorption hearts, they should also lose the potion effect Posted: 25 Apr 2021 04:30 AM PDT It's quite simple, rather than the player keeping all of the absorption effect after losing all of their golden hearts, why shouldn't the effect go away as well? This could also help in a fix a little inconvenience: -Eating a God apple then losing all of the gold hearts and then eating a regular gold apple doesn't give you golden hearts because the absorption effect given by the God apples are higher, thus preventing the lower level absorption provided by the regular gold apple from applying. [link] [comments] | ||
Deepslate stairs, slabs and walls Posted: 25 Apr 2021 08:28 AM PDT Now we have only cobbled deepslate stairs, slabs and walls. I think deepslate, like stone needs stairs, slabs and walls variant for caves buildings etc. [link] [comments] | ||
Evokers need to be a LOT more fleshed out. Here is my far-fetched solution. Posted: 25 Apr 2021 07:46 AM PDT Introduction The Evoker mob could've been the best in the game. It is extremely unique, has some really amazing concepts, really sticks out from all the other mobs in the game in the best way possible...... yet at the same time feels incredibly half-baked. This is a mob that could've and should've been a mini-boss, but instead it just became an easy foe that can be punched to death even on hard mode. Conceptually, the Evoker is perhaps the best and most unique mob in Minecraft. It is the only mob that is capable of summoning another mob as an attack - the Vex, which in itself is one of the most unique and cool-looking mobs to date. It also conjures up fangs from the ground that ignore armour. It can even summon a ring of fangs around itself to defend itself. And it can turn sheep from red to blue. On top of that, the Evoker drops the best item of any mob drop in the game - the Totem of Undying. But when I do manage to take down an Evoker and it drops its totem..... I never feel like I've earned such a powerful item. The Problem with Evokers Here's the thing. The Evoker is absolutely fantastic on paper. But when you go head-to-head with one, you realise how much of a pushover they are. By the time you are facing Evokers, your bow is probably enchanted and can take them down in 2 hits. Their fang attack which evades armour... is one concentrated beam that often misses - I find I have to actively TRY and get hit by this attack. The Evoker rarely utilises the ring of fangs, and you will never need to use melee combat on these anyway. They are also weak to iron golems. When I fight Evokers, the fight is over very quickly and I grab my undeserved totem. The Evoker could be so much more. And given their role in secluded mansions and raids, they should be. To really make that totem feel earned, Evokers should put up MUCH more of a fight. Fleshing Out Evokers.... A Lot... Evokers are like wizards, and traditionally wizards have "levels" depending on how strong they are. I feel Evokers should have the same system. Evokers can be of level 1-5, each level they unlock more and more skills, have more health, and are harder to beat. The evoker's level is denoted similarly to a villager's level, by tiers which are visible by the colour of the seam on the Evoker's robe. Level 1 is stone (grey); Level 2 is iron (rusty colour); Level 3 is gold (yellow); Level 4 is emerald (green); Level 5 is diamond (cyan). Each level may also have an increasing amount of "stars" on their robe. Level 1 Evoker (Evoker I, Evoker Novice) Spawns - Commonly within the ground floor in Woodland Mansions; Patrols (Easy/Normal mode) Abilities - It can summon the single row of fangs and change the sheep colour, that's it. It can't summon vexes. Health - 16 Drops - 0-1 emeralds; 5 exp Level 2 Evoker (Evoker II, Evoker Apprentice) Spawns - In the last level of Easy-mode raids; Patrols (Hard mode) Abilities - This is the evoker we currently know. It can summon a single row of fangs, summon vexes and change the colour of sheep. Health - 24 Drops - 2-5 emeralds; 10 exp Level 3 Evoker (Evoker III, Evoker Mage) Spawns - Wave 4 of Normal/Hard-mode raids; in the upstairs of Woodland Mansions. Abilities - All the abilities of Evoker II, but has some additional defensive skills: it has a spell to reverse arrows and tridents straight back at you, possibly dealing damage to you. It has an anti-Iron Golem defense spell as well, being able to blow them back 16 blocks when an iron golem hits them. Health - 32 Drops - 4-7 emeralds; 1 enchanted book (lesser enchants); 15 exp Level 4 Evoker (Evoker IV, Evoker Expert) Spawns - Wave 5 of Hard-mode raids; last wave of Normal-mode raids. Abilities - All the abilities of Evoker III, but now it attacks 25% faster (cooldown time = 3/4 that of previous levels). It has a regeneration I spell (that counts towards the spell cooldown). Its fang attacks are stronger: the offensive fang attack now forms 4 rows that fan out towards you. When summoning vexes, four now appear. Health - 40 Drops - 8-12 emeralds; 1 enchanted book (more powerful enchants); 20 exp; 1 totem of undying (20% chance) Level 5 Evoker (Evoker V, Evoker Master) Spawns - Woodland Mansion: 0-1 (easy), 1-2 (normal), 2-3 (hard); Wave 7 of Hard-mode raids; 1 in each bonus wave in Normal (from what would be the 7th wave) and Hard-mode raids. Abilities - All the abilities of Evoker IV. The Evoker's attack cooldown speed is 50% faster than Evoker I-III. The regen spell is now regen II. Its fang attack now consists of 8 rows that fan out towards you, making the attack a lot harder to dodge. Its defensive fang attack now makes more rows of fangs reaching further out. When summoning vexes, five now appear. On top of all else, this evoker can teleport: it creates a cosmetic explosion (doing no damage to you or griefing any terrain) and disappears, then re-appears 1 second later with a similar cosmetic explosion up to 10 blocks away. Health - 48 Drops - 16-20 emeralds; 1 enchanted book (powerful enchants); 25 exp; 1 totem of undying (100% chance). The two highest levels of Evokers are almost like mini-bosses, and are extremely tough to beat, requiring a lot of strategic attacking and alternate ways of attacking e.g. potions or explosions. Thus, obtaining a totem of undying will become a lot harder and feel a lot more deserved than the way they currently are. This new system seems far-fetched, sure, but only because the Evoker we have is quite frankly a bit lame in comparison to what we could have. Having tiered evokers is also a great way to introduce a much stronger evoker but keep the one we have now. And if you think this is too complicated for Vanilla Minecraft, remember Pandas have literal genetics and lots of different personalities, and Villagers have a very complex trading system. The Evoker is a mob that could really challenge the player's combat skills and have the player use a variety of different techniques and gain some really great rewards for doing so. But in their current state, that challenge is not there. It has the potential to be, but it's just not currently. I feel this tiered-evoker system also allows the evoker to unlock its full potential and become the all-time best mob it always wanted to be. The Evoker we have now is already a great mob, and it is already one of the best. But it's such a shame to see so much wasted potential and how much more the Evoker could have been. [link] [comments] | ||
Launcher rails: Move carts in single direction for extra power and useful for less complex stations. Posted: 25 Apr 2021 10:35 AM PDT It is a type of rail that launches a cart in the specified direction. To make it different than powered, Launchers push the cart at 30% the power of a booster rail. It could be crafted with just one powered rail and one detector rail. It appears to be a powered rail but has a detector plate engraved with an arrow design which points the direction it is facing. When a cart is held in place by an unpowered launcher rail, when activated it will be propelled to the facing direction. If cart comes at an opposite direction of the where the rail unpowered faces, it will be halted in place. If that rail is powered, it will be forced to move the direction the rail faces. If that rail is unpowered, then it stops completely. A use for Launcher rails would be that it would be for one-way type rails or just a station system. A problem with using booster rails is that they don't always preserve the momentum of the cart, if the cart was stopped and a booster rail was turned on, the cart may not move until something nudges it. With launcher rails, this can solve that problem in which it is also saves some space. It would be useful for automated contraptions and more station designs. [link] [comments] | ||
Posted: 24 Apr 2021 11:21 PM PDT this is inspired by u/ThePsionipath but in shipwrecks because barrels are related to the ocean i think you should find them in shipwrecks with the loot in them instead of chests. [link] [comments] | ||
Posted: 25 Apr 2021 10:58 AM PDT The soul potion (brewed with a totem of undying) makes you quickly lose levels, but in tern gives you health boost, which previously wouldn't be possible as an effect (maybe with sus stew?) anyways, each level you have will transform into a heart (2hp); and a Soul 1 potion will take 10 levels, 2 will take 20, allowing for double hp. XP is a consequence of this because it would otherwise be too OP, it relies on another resource because without it it would just be a health doubling potion. Soul harming, made from using a fermented spider eye on the soul potion, literally does the opposite, it takes 5 hp (lv 1) or 10 hp (lv 2) and gives you 2.5 and 5 levels, this could be OP but I see it as the same way, instead of levels being lost its health and food, and also, xp farms are definitely more efficient than this, but it can be used more like a harming potion that works on undead, and makes things drop extra levels when killed. So why does it need a totem? Although totem farms do exist, totems are difficult to get by design, this lets the health boost it gives be an alternative to using the actual totem itself because obviously the totem has very similar effects. I know totems don't have much to do with levels, but that is more for consistency with potion #2 which will increase level drops. It is also for balance because you can triple the work your totem does by brewing 3 akward potions instead of 1. [link] [comments] |
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