Minecraft More Mineshaft Types |
- More Mineshaft Types
- The ocean should be deeper
- Crossbow enchantment: Bullseye, cause "injuries" with good aim
- Tools & armor should be more "sandboxy"
- The Dragon Egg should be Completely Indestructible
- World Folders/Groups on World Selection screens
- Diorite, Granite and Andesite Ore Blocks Variants
- Flint Blocks
- A simple way to add foam to Minecraft oceans
- "Invincibility Frames" are a redundant leftover from before the Combat Update. It's time to get rid of them.
- 2 ppl in the same boat
- Snow Golem Healing
- "The Beginning" Achievement and Advancement
- Scalable bars for fire/lava/fall damage
- Glistering melon slice (aka. Golden melon slice) should be eatable
- Shields should have kb
- Trident enchants
- Enchants Part 1!!!
- Rename the Turtle Shell helmet to Turtle Shellmet
- Specific items required for enchantments
- World Curvature
Posted: 08 May 2021 06:57 AM PDT Tbh, the mineshaft is really boring since it can either be made of oak or dark oak, they may get a revamp in 1.17/1.18 via adding supports to them via chains and logs under them, but i think they might need an overhaul or at least add more variants like a birch mineshaft or spruce mineshaft or maybe a mineshaft made of sandstone/red sandstone tht can be found in the mesa and dessert and one made of deepslate under y-0 and cubblestone between y-20 and y-1 [link] [comments] |
Posted: 08 May 2021 08:42 AM PDT With the new implement of the y value being able to go below 0, it only makes sense for a deeper ocean. Right now the ocean can only go 15 blocks down and deep ocean can go 30. Having the ocean be able to go deeper will give the glow squid a place to spawn. [link] [comments] |
Crossbow enchantment: Bullseye, cause "injuries" with good aim Posted: 08 May 2021 11:00 AM PDT ObtainingBullseye is an enchantment exclusive to loot from Pillagers. You'll have to kill a patrol or finish a raid for any hope to get it, even then it'll be rare though. Not only that, but the pillager would have it on their crossbow, so you'll have to survive. Enchantment triggerWhen hitting an entity, there's a chance that instead of dealing damage, it only deals a negative effect with duration based on damage (duration is how much damage it would deal before armor is taken into account, that way it's still relevant to armored targets). Enchantment detailsEvery block increases the odds of this happening by 2%, capping at an 80% chance from 40 blocks away. And every 20 blocks adds a level to the effect given, capping at a level 3 effect at 60 blocks. Duration lasts seconds equal to damage points, so 6 hearts of damage is 12 seconds. Damage is also increased by 5% each block, capping at 200% bonus damage. But remember, this has a high chance to be converted into effect duration, so it balances out the dps. Possible effectsThe effects are randomly chosen from: Slowness (an arrow to the knee), or Poison (as if they're bleeding out), Weakness (as if the arrow hit an arm to weaken attacks), or blindness (like if they got hit in the eye) Odds of those happening are decreasingly likely by order, so slowness is most common, and blindness is least common. [link] [comments] |
Tools & armor should be more "sandboxy" Posted: 08 May 2021 07:34 AM PDT Now, for being a sandbox game, theres a set path for how the player progresses. No matter the biome, the player chopps down a tree, gets a wood pick, gets a stone pick, then they get an iron pick, etc.. Theres 0 variety in the tools you can get if you want to advance. I believe that at each "tier" of tool, there should be a variety of armors and tools for the player to choose from. For instance, the player could either use copper or iron (which would be essentially equals). Having them both might seem redundant at first, but it would allow the player to choose what armor they want to run around with and would offer moJang more chances to give special abilities to armor without over saturating the game with extra tiers (as many copper armor suggestions have done in the past.) -Wood Tool tier: Acacia pick, oak pick, etc (essentially all the woods) -Stone tool tier: granite, andesite, diorite, stone, blackstone, grimstone -iron tool tier: copper, iron, platinum, and additional metals -diamond tool tier: diamond, netherite, gold (it should be buffed in general) -Leather armor tier: leather, wool, rabbit hide -iron armor tier: copper, iron, chain, platinum, and additonal metals -diamond armor tier: diamond, netherite, gold [link] [comments] |
The Dragon Egg should be Completely Indestructible Posted: 07 May 2021 04:46 PM PDT As it stands, there's only one egg in the entire world. It should not be able to be destroyed by anything. Fire/Lava: Doesn't burn Cactus: Doesn't get destroyed The Void: Teleports back to the End Portal A one-of-a-kind trophy item should be indestructible, and a couple cool properties such as these wouldn't go amiss. Edit: And it doesn't despawn, too. Forgot about that. [link] [comments] |
World Folders/Groups on World Selection screens Posted: 08 May 2021 01:18 PM PDT A small yet Ease of Access Feature, This is a way to organize all your worlds on the World Selection Screen for both Versions: Basically, there should be a button which can create Folders on the world selection screen, Inside each folder you can place a World or group of worlds. Your able to name the folder anything to make the world you want easier to find instead of scrolling down a list of all your worlds you created. Some examples labels you can make for yourself can be:
ETC These folders or groups will be pinned to the top of the World Selection Screen, pressing a folder will drop down a sub menu with any worlds in that folder being shown, If you delete the folder, It Will Not Delete The Worlds, Just the folder and each world will go back to where it was last played on I currently have 40 worlds on my Bedrock Version (Win10), 10 of which are on again - off again survivals, a few redstone worlds because of the Java-bedrock Redstone differences, a few creative worlds where I either test builds or blow stuff up and other Misc. Worlds Different deal on Java edition where I "Speed Walk" Worlds(maybe a good 75+), a few survival worlds, a lot of moded worlds, I just feel that this feature would help with UI Clutter-ness, If you have suggestions or edits feel free to post them, [link] [comments] |
Diorite, Granite and Andesite Ore Blocks Variants Posted: 08 May 2021 08:29 AM PDT This makes ore some ores blocks fit in the other stones types that generated next to them, how the deepslate ores fit in nearby deepslate. [link] [comments] |
Posted: 08 May 2021 12:50 PM PDT Blocks of flint should be found in mineshafts. In many mineshafts slate and flint are common aswell as clay. As were getting deepslate (grimstone) and clay then why not flint blocks these would be 9 pieces if flint in one piece scattered around caves and mineshafts to add some differentiation. Plus its a great way to get flint without slaving away at gravel. [link] [comments] |
A simple way to add foam to Minecraft oceans Posted: 08 May 2021 07:38 AM PDT By making the water color white and/or using a foam texture on biome borders, nice looking foam could be made. [link] [comments] |
Posted: 08 May 2021 12:41 PM PDT For those that haven't heard of I-frames, all mobs/players do not take further damage for 0.5 seconds after being damaged (unless they are hurt by an attack that deals more damage than the original). Instead of having invincibility frames on the receiving side, why not place a limit on the attacker instead? Here are some examples of why I-frames are problematic: - Getting hit by any number of attacks/arrows/tnt in a 0.5-second interval does the damage of only 1 attack - Mobs getting hit by Thorns and then by the player will only take one of those attacks (whichever is greater) - Being surrounded by a group of mobs attacking you will limit your damage to 2 mob attacks/second, no matter how many attacks there are This was completely necessary when swords-spamming was possible, but now that all weapons have cooldowns, it's completely redundant. Not only do weapons do MUCH less damage when spam-clicked, but the combat tests are planning to limit attack speed in the first place. It should be possible for mobs/players to take damage from different sources after being attacked, instead of the first attack completely negating all further damage. [link] [comments] |
Posted: 08 May 2021 09:27 AM PDT If 2 ppl are in the same boat and both of them press "W" in pc or idk u get the idea both go forward that should make the boat faster right ? Idk bout u but feels Minecrafty enough to me [link] [comments] |
Posted: 08 May 2021 03:13 PM PDT Throwing snowballs at Snow Golems or giving them snowballs should heal them, like Iron Golems. [link] [comments] |
"The Beginning" Achievement and Advancement Posted: 08 May 2021 07:35 AM PDT Got the idea from u/coconut733 on r/minecraft but since the wooden pickaxe is the start of everything, it should at least be appreciated in game... So why not make this and achievement and advancement? [link] [comments] |
Scalable bars for fire/lava/fall damage Posted: 08 May 2021 11:17 AM PDT The ability to scale the damage in settings would be preferable as if you completely disable some kinds of damage there wouldn't be as much of a challenge. However if you could change the damage with the 'recommended bracket' for the difficulty you are playing at that would lead to a more personalised minecraft experience. [link] [comments] |
Glistering melon slice (aka. Golden melon slice) should be eatable Posted: 08 May 2021 02:54 PM PDT Some ideas: -Eating restores 4(🍗🍗) hunger, 4.5 saturation and player get regeneration(first level) effect for 2 seconds -Click at any mob(if not immune) with golden melon gives regeneration for 2 seconds to mob. What you think about this? [link] [comments] |
Posted: 08 May 2021 08:51 AM PDT When someone is hit with their shield up, it should have a knockback effect as if they got hit without the shield, but minus the damage. It makes people who flicker fight much less annoying to fight, and its harder for people to cower behind shields and reduces the axe's effectiveness, increasing the sword's. Cubecraft already has a system like this, however the only difference is that you dont take damage and only kb. [link] [comments] |
Posted: 08 May 2021 02:39 PM PDT Tridents should be able to have loyalty riptide and channeling all at once, a trident with loyalty and riptide would use the riptide in rain and water but loyalty otherwise, the thunder from chaneling would not affect the player when mixed with riptide [link] [comments] |
Posted: 08 May 2021 03:26 PM PDT Compass Enchants Tracking 1-3: A rare enchant used to track a certain person down depending on what level you have the more accurate the tracking is (interact with a person with the compass to track them) Mob Detection 1-10: A very rare enchant that allows you to detect if mobs are near it will show the number of mobs on a separate part of the compass and depending on what level you have the more mobs you can detect Guidance/GPS: A Intresting enchant that shows you a exact route to your lodestone using a line on the floor (possibly could have different versions of this enchant which change the color of said line) [link] [comments] |
Rename the Turtle Shell helmet to Turtle Shellmet Posted: 08 May 2021 02:19 PM PDT i like this idea because the minecraft "turtle shell" helmet is called a turtle shell even though its a helmet item, so what i think would be a good idea is to rename the turtle shell to "Turtle Shellmet" as it is a combination of turtle shell and turtle helmet upvote if you like the idea and want to see it implemented [link] [comments] |
Specific items required for enchantments Posted: 08 May 2021 02:16 PM PDT Essentially, you would need to use up a specific item to apply an enchantment. Any enchatments would start out with orange text (even ones from loot or books), and do nothing. You would need to complete the application with the material on a smithing table. Each enchantment requires a different material, most of them generally obtained through adventuring (mob drops, plants, maybe even things like crystals). However, once you have found a few of these materials, having the resource is no longer a problem. In this way it would be somewhat similar to potions. This would help fix the problem of a lack of uses for new materials. The game would not tell you exactly what item to use, but these enchant items would all have orange names to encourage players to experiment with them to find the right one. Long term players could get to the point where they remember and know what to use, while newer players might be incentivised to organize their enchant resources or write their uses down. Enchanting and creating good equipment is strangely satisfying, and this would add another element to it. It would also balance out enchantments slightly more, and add the option of making some stronger ones have to be applied via late game materials, so not all enchants have to try and be equal, and you can have an enchant power rise late game. [link] [comments] |
Posted: 07 May 2021 11:42 PM PDT When you ascend past let's say, y+75-80, the world at the farthest chunk distance will slowly start to curve as an effect. The higher up you are, the more extreme this effect is, at y level 255+ the world is very curved, but not quite spherical, more like a fish-eye or table-cloth-ish kind of effect. Above y level 500, it is completely spherical, if you can remove the fog. The sky should also start going darker hues of blue starting at y+200 and ending with total blackness at y+1000. Note that the End cannot be accessed this way, it is purely cosmetic, and the stars come out. If twinkling stars are added, stars will stop twinkling at y level 700+. This idea came from our planet. Earth is spherical, so why not? You can do a spherical world with shaders! [link] [comments] |
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