Minecraft Add chiseled wood blocks: each wood type would resemble the head of a different mob, like the chiseled creeper faces of sandstone. |
- Add chiseled wood blocks: each wood type would resemble the head of a different mob, like the chiseled creeper faces of sandstone.
- The Deeper You Go, the Larger Diamond Veins Get
- waterlog-able barriers
- When Silverfish go through the End Portal, they convert to Endermites
- if you die in fire. it should turn into soul fire.
- Succulents
- Villagers should be able to ride llamas
- Add multiple varieties of Wandering Traders.
- Azalea Logs - New Wood Type?
- Leeching
- Stone Bricks getting hit by ghast fireballs should have a chance to convert into cracked stone bricks
- Bedrock in existing chunks is replaced with deepslate so new caves can generate below
- Should Glow Squids have been Jellyfish?
- Archeology + old structures
- add a button called transfer world across devices
- What qualifies the vanilla style?
- Strategic decorative stone mining - Quarry mountains and more ore veins
- Blaze rods/powder shouldn’t burn in lava or fire
- Slot Machine
- Aquamarine
- Underwater Cave Biome- Glowing Dripstone Caves
- Nautilus
- Door of Ender: Door with a "key" system, that opens automatically
Posted: 04 Jun 2021 03:08 AM PDT Each wood type would present as the head of a passive or neutral animal mob native to a biome where that mob is common. For example: Birch: Pig Oak: Sheep Spruce: Wolf or Fox Jungle: Parrot or Panda Dark Oak: Cow Acacia: Llama or Ocelot If you want to include more mobs you could give stripped logs a different build path to chiseled heads. It would make sense for the stripped logs to lead to the heads of smaller mobs such as chickens, bees, and rabbits. Or just make a menu of choices you could make while working with wood at a Chiseled ice blocks could represent dolphins, squids, axolotls, etc. The stems of nether fungi could be chiseled into piglins (crimson) or zombie (warped) piglins. [link] [comments] | ||
The Deeper You Go, the Larger Diamond Veins Get Posted: 04 Jun 2021 11:39 AM PDT In real life, the lower you go means that the diamonds have more pressure and are much more common. I think it would be cool for diamonds at the top of their generation max would be vein sizes of 1-3, while lower ones have a 3-6 vein size. [link] [comments] | ||
Posted: 04 Jun 2021 10:16 AM PDT you should be able to waterlog barrier blocks. it would be useful for underwater building, and just, why not? it would be useful. [link] [comments] | ||
When Silverfish go through the End Portal, they convert to Endermites Posted: 04 Jun 2021 11:43 AM PDT Just like when piglins/hoglins come to the Overworld, I like the idea that the End corrupts those that enter, and it would allow endermites to be farmed easier. (I know, endermites don't have a drop, but neither do silverfish so it isn't that big of a change) [link] [comments] | ||
if you die in fire. it should turn into soul fire. Posted: 04 Jun 2021 04:18 AM PDT just one of those little details that make the game a litle cooler. I can already imagain some people wanting the block they die on to turn to soul sand. but thats not a good idea. for example:if you die on a diamond block you lose 9 diamonds. [link] [comments] | ||
Posted: 04 Jun 2021 08:34 AM PDT So the desert in Minecraft looks rather boring right now. My idea is to add different kinds of succulent plants. They can only be placed on sand, and maybe one can get special different ones in the Mesa. Their generation could be sporadic, with the more useful ones being less common. Their primary use would be decoration, though perhaps one could look like an aloe and be used in potions to heal or protect from burns. Maybe one could be like a prickly pear and bear fruit. And of course, you could keep them in pots as a more modern-looking decoration. Another idea: Succulents are very sensitive to water in real life, so maybe if they're taken out of the desert and exposed to rain they shrivel up. Another idea: Succulents in real life can be propagated, and one leaf can grow into a whole new plant. Maybe if you use shears on them, they drop a few leaves and you can use them to make more plants, or they can be used in the previously mentioned potions. [link] [comments] | ||
Villagers should be able to ride llamas Posted: 04 Jun 2021 04:35 AM PDT
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Add multiple varieties of Wandering Traders. Posted: 04 Jun 2021 07:24 AM PDT TROPICAL TRADER Offers items from warm climates: terracotta, cacti, rabbit hides, acacia saplings, red sand, sandstone, bamboo, acacia saplings, jungle saplings. Appears in cold and temperate biomes. ARCTIC TRADER Offers various blocks of ice, spruce saplings, podzol, snowballs, packed snow. Appears in warm and temperate biomes. MARITIME TRADER Offers mostly aquatic items: sea pickles, coral, prismarine blocks, sponges, buckets of fish. This trader type appears mostly in Plains and foresty biomes. NETHER TRADER Sells a limited selection of items from the Nether such as flowstone dust, netherrack, nether wart, nether quartz, crying obsidian, fungi parts, etc. They should never have ender pearls, blaze rods or powder, respawn anchors, or ancient debris. This type does not favor any particular biome but is very rare. CAVE TRADER Specializes in dungeoneering equipment: torches, clocks, stone picks and shovels, compasses, beds, gunpowder. Should never have have amethyst or ores beyond coal, copper, redstone or lapis lazuli. BARTER TRADER Doesn't use emeralds but will have a little bit of everything. Will trade left column for right column or vice versa. Favors no biome but still uncommon. Examples from the trader I ran into this morning. 1 cornflower for 1 orange tulip (1:1 emerald value) 3 blue dyes for 3 orange dyes 1 spruce sapling plus 1 emerald for 1 blue ice (5:6 emerald value) If you have any of these to trade, you'd be able to get the other item it's paired with. Trade blue ice for the spruce or vice versa. Cornflowers for tulips or tulips for cornflowers. If a Barter Trader still wants to ask for emeralds with some trades, that's fine. But some pure barter offerings would make the Traders useful in more situations than just "stock up on emeralds" for everything. [link] [comments] | ||
Posted: 03 Jun 2021 10:35 PM PDT NOTE I'm pretty sure this has been covered numerously by other people or mentioned at some point on several platforms so I don't take credit for this idea, nor do I want to sound monotonous and repetitive, but as you read by the title, I would like to introduce an idea of a new type of wood. To keep things fresh, however, I'll go over every feature and the appearance of what I think the tree should be as opposed to straight out telling you I want them. Please let me know you opinions, this is my first post so I hope it doesn't appear too abstract. Now, let's get onto it. Considering, that 1.17 is due to release in a few days, there is no way this is going to make the cut and I doubt this will be a popular enough idea to do so anyway, but I will still convey my interpretation of this idea because I feel like it is potentially something they could add during 1.18 or later down the line. And to my knowledge at this point, this feature has not yet been added so if it has, please notify me. But, if it hasn't, then please continue to read my interpretation of the Azalea Logs. This idea doesn't seem to hard to code, besides from the last few points I mention but if you need me to clear up something or you have a question, tag me - I'm curious to see what you think. Anyway, enough talking, here's the idea: THE MAIN IDEA In the new 1.17 update, we are receiving around 90 new blocks that are being added to the game. One of which is the Azalea Bush which can be grown into an Azalea tree, a new type of tree found in Lush Caves, appearing similarly to an oak tree however having a different shape for the leaves and having flowers growing among them. Whilst it does appear to be new, upon being examined, the logs that make up the tree are actually oak logs, which are very peculiar. Now I'm not sure what Mojang intends with the origin or reasoning behind the growth of these trees: — Whether they are oak trees that have become filled and heavily adapted to the biome with new plants on them, such as glow berries or azalea flowers dangling, on or in it. — Or whether they are just an oak tree that grew amongst the lush caves and has slightly adapted to the biome to have flowers and berries on it, that has not yet spread inside or won't spread inside. If they went with the first route, however, is where my idea comes in. The logs on the tree will be replaced with Azalea Logs, identical to oak logs on all sides but with a slightly lighter green color, and the warped stem block streaks on it but in dark green instead of the light blue. The top and bottom would also don a greenish, mossy and worn down tint, where the plants in the lush caves have not only grow on the tree, but have spread into it too, like the moss block when it spreads. When crafted into planks, they would also have this similar greenish, mossy and worn down tint and could be used for builds that require or are old and worn out. It would sort of be the wood equivalent of mossy cobblestone and I feel like would give off a more worn down feel alongside the ruined and aged block palette used amongst abandoned monuments and castles at the moment. It would blend in more and look more interesting and appealing in an aged build as opposed to normal wood. It's not that much but I feel like it would add a bit more character to the new tree, however, I will acknowledge that this might change or alter the appearance and beauty that the lush caves possess. GRADUAL OVERGROWTH And therefore, maybe they could combat this by altering it so the trees come in two variants: — An Azalea Tree as they are currently with the oak logs — And the mossy Azalea Tree as I aforementioned above. They could also potentially graduate them, so like copper, it would eventually age over time (but obviously in a larger period than Copper). The transition could maybe take like triple the time of copper, which I believe would equate to around 150-240 Minecraft days for the tree to fully transition. However, the transition would only occur if the tree is in a Lush Cave Biome or directly touching moss. To halt the transition, all you would have to do is destroy the rooted dirt beneath the tree and replace it with normal dirt, effectively making it unable to provide nutrients to the plants so they die and the tree remains in the state it was at the time of the removal, like copper but instead the honeycomb aspect, destroying its roots. And to start the transition again, you'd just put the rooted dirt back where it was and it would continue. FINAL NOTES Anyway, that's my idea fully covered. Hopefully, this will appeal to some people and I actually made some sense. Most of this is my own interpretation of the Azalea Log Idea, as I mentioned at the beginning, you'll probably find multiple mentions of this, with each probably having different opinions and ideas for it but this is my interpretation. Please feel free to let me know if you have any variations or ideas about this, I'd like to hear your opinions. EXTRA It would probably look something like this: Disclaimer: This image belongs to u/dustpieces and was originally shown on their Reddit post about this topic. I only used it because it looks similar to what I was imagining, however, I'd probably add a bit more cracks, decay and slightly discolouration on the planks and have the wood (as I said above) be more like oak planks but with vines on them (like the warped tree effect but with oak logs.) [link] [comments] | ||
Posted: 04 Jun 2021 03:43 PM PDT Levels: 3 | Appliable to: Chestplate, Sword, Axe, Effect: Whenever you kill, you regenerate health. Health is proportionate to EXP yield (killing a cow would only give half a heart, but killing a guardian would regenerate 2 hearts). [link] [comments] | ||
Posted: 04 Jun 2021 03:32 PM PDT Must I explain why? (It wouldn't work with other mobs like creepers or blocks like tnt since the stone brick would just be destroyed) [link] [comments] | ||
Bedrock in existing chunks is replaced with deepslate so new caves can generate below Posted: 04 Jun 2021 08:57 AM PDT | ||
Should Glow Squids have been Jellyfish? Posted: 03 Jun 2021 06:01 PM PDT I know Jellyfish are in the FPS section, but this post is not for the mob. I'm posting this because I'm curious about your thoughts on whether the glow squid should have been a jellyfish. I think both mobs represents Mojang's ideas. They have added a lot of mobs that are variants of other mobs, but have a quirk (like the charged creeper, the husk, the stray, the mooshroom, among many more including the glow squid). But, the jellyfish is also very Mojang, because it would be a real life creature who's unique aspect is exaggerated, because real jellyfish glow when in danger, but in minecraft they could glow forever. I'm curious on your thoughts on this. Should the glow squid have been the jellyfish? And I'm intrigued by your opinions of Mojang's creative behavior. [link] [comments] | ||
Posted: 04 Jun 2021 02:25 PM PDT When adding archeology, let's remake the old structures that are pre 1.13, dungeons, strongholds, desert temples, jungle temples, and add brand new ones. [link] [comments] | ||
add a button called transfer world across devices Posted: 04 Jun 2021 12:48 PM PDT easy enough to explain basically if you have 2 of the same accounts on different devices you click the transfer worlds across devices and it checks for worlds on other devices that use your account and then it says what worlds would you like to transfer then you select the worlds and a comfirm option would appear you press it and your done you now have a world from your phone to your xbox or whatever device you use [link] [comments] | ||
What qualifies the vanilla style? Posted: 04 Jun 2021 04:09 AM PDT TL;DR: Minecraft's "vanilla" style is subjective What does qualify as part of the vanilla style? That question seems relatively easy to answer; the simple solution would be whatever Mojang decide should be in the game, boom done. But, it's not really that simple. Let's compare an Enderman to a Warden as an example. In terms of general design, Endermen are fairly bland; their texture not being that outstanding compared to other mobs but still managing to be effective to appeal to it's lore & behavior, and being so iconic. Then there's the Warden. The Warden is a highly detailed mob; with many unique design choices exclusive to it, and it's no wonder that some people even designate it as the poster child the Caves & Cliffs update. These two mobs have varying qualities in terms of their design, and I'm far from disliking either of them as I believe they are great additions to the roster of mobs that Minecraft has. Looking at these two mobs you may think "What were they thinking; why have them be so drastically different with the quality of their design"? It's because the vanilla style is subjective, which is exactly what I'll be arguing about. It is true indeed that Mojang have established some qualifiers for what counts as being "vanilla", but some things that lack mention remain up for interpretation. Simplicity in games is another point that can be made. In gaming, simple concepts may be used so the player can have an easier time understanding. More complex concepts may exist too, but take time for us to wrap our heads around it. However it may be better to strike an in between for this, in which you can conceptualize something that is both simple in design but complex in functionality. An example of this is a Fox. Foxes are real life creatures of course, but in Minecraft they have the ability to forage and bring you certain items. The concept is simple, but their functionality is "complex". Making something too simple or complex however will make it seem mundane. For example, the design of Creepers (speaking about it's texture) is a horrifying mess from the perspective of a graphic designer. Their design is simple on paper, but in practice it's awfully complicated to the point it doesn't benefit the mob as much (asides from camouflaging). Their functionality is "complex" too. Being sentient explosives is an interesting concept, but go against one of the prime principles that Mojang established; that nothing bad that happens shouldn't be out of the player's control. So does that mean Creepers aren't "vanilla"? Some people may be wanting to grab me by the throat after suggesting that (or maybe just from this long monologue), but it's not inherently wrong. The mobs of Minecraft already have some inconsistencies going on with some of them, but this one example is very blatant. Does this mean that Mojang violated their own style? Well yes, but no. The Creeper had been created before those rules were set in stone, so it had an excuse by the time they came around. This just brings us to a whole loop to the initial question. What even *is" the "vanilla style". It's subjectice as aforementioned. What an individual believes is "vanilla" is dependent on their view of the game, and what they believe is either necessary or best for it. These standards vary from person-to-person of course, and what someone believes is inherently "vanilla" may differentiate from someone else's idea of it. I haven't tried to sway your opinion of the "vanilla style" today. I've simply made an attempt for you to consider the inconsistencies in the supposedly fully established design philosophy that Mojang goes by. So, next time someone says your idea doesn't sound "vanilla" or "Minecraft-y" enough, discuss about it; ask them what about the concept is either too simple or complex, and perhaps they may even find ways to help your suggestion with your own feedback. Thank you for reading to this point. Forgive me if this all just felt like me reiterating the same point constantly, It's 7 in the morning and I'm half awake 😅. Thank you again, and have a good day. [link] [comments] | ||
Strategic decorative stone mining - Quarry mountains and more ore veins Posted: 04 Jun 2021 09:59 AM PDT An idea for more strategic mining, one of the caves and cliffs updates's agendas. These areas would be used as a specific area to gather decorative stone-like resources (granite, calcite, andesite etc) in bulk. Firstly, 2 new types of ore vein - coal with andesite above y=0, and redstone with calcite, which generates below y=0. Other materials can be found in new mountain types, which are similar to the new 1.17 mountains. This encourages players to create quarries Desert plateau: dry desert mountain with a wide, flat top, slightly shorter than the cold mountains. Contains ~10-12 block thick banded layers of sand and diorite, with a sand outside. Has a red sand variant diorite diorite diorite sand sand sand diorite diorite diorite Dripstone crater: A very wide mountain with a hole in the middle going down to ~y=10. The outer layer is made of dripstone, but the area surrounding the hole is made of gravel. Only spawns over dripstone caves dripstone gravel hole gravel dripstone dripstone gravel hole gravel dripstone dripstone gravel hole gravel dripstone Jungle peak: Very steep, jungle tree covered mountain. Contains limestone, a light grey stone a similar colour to smooth stone, and large pockets of clay. limestone clay limestone limestone limestone limestone clay limestone limestone [link] [comments] | ||
Blaze rods/powder shouldn’t burn in lava or fire Posted: 04 Jun 2021 03:51 PM PDT This probably has been suggested before, but considering that Blazes are literally made of the stuff, I believe that Blaze rods and powder should not burn in lava or fire. [link] [comments] | ||
Posted: 04 Jun 2021 03:34 PM PDT Kill three of the same mob with a single sweeping edge. [link] [comments] | ||
Posted: 04 Jun 2021 03:29 PM PDT Levels: 2 | Type: Uncommon | Appliable to: Helmet, Chestplate, Leggings, Boots Effect: When in water or it is raining, deal extra damage and regenerate health faster, but lose hunger faster on land. Stacks. [link] [comments] | ||
Underwater Cave Biome- Glowing Dripstone Caves Posted: 04 Jun 2021 12:49 PM PDT These biomes would be very similar to dripstone caves. They would be underwater though. Since these are blocks, maybe they could actually glow- unlike the glowsquid. These would be extremely rare biomes. Perhaps these glowing dripstone blocks could cause you to get blinded when you get near them- posing a threat, since underwater they cannot fall. [link] [comments] | ||
Posted: 03 Jun 2021 11:57 PM PDT | ||
Door of Ender: Door with a "key" system, that opens automatically Posted: 04 Jun 2021 12:38 PM PDT Introduction Doors with key systems probably aren't a new idea, but I have an idea for something more unique, and more secure. Crafting Using an iron door, an ender chest below it, and an eye of ender above the door, you get a Door of Ender. How it works When first placing the door, the one who placed it has the option to right click when crouched to "bond" an item to it. If nothing is chosen, having an empty ender chest is how it opens. The ender chest inside the door can search a nearby player's ender chest. If their ender chest contains the "key" it was bonded to, the door opens for them automatically. To discourage "cheesing" it, the door is immune to explosions, takes three times as long to mine as obsidian (it's a door, it wouldn't be convenient to make a house entirely out of it anyway), and only drops by a diamond or netherite pickaxe. This ender chest key system has various perks. Since you can't activate the door by actually carrying the key, you have to sacrifice some space in your ender chest. And of course, when killed you won't lose the key. Additionally, something rare like an enchanted netherite sword as the key will be less likely for another player to have, but it's a sacrifice to not have it with you. Potential uses Aside from being a secure door, great for a base, automatic opening for those nearby with the key, etc. this can also be used to deny entry to those who have the item in question. Just place the door in an open position, then it closes instead. This could be particularly useful, say with TNT. If someone has TNT in their ender chest, their intentions might be sus, using the Door of Ender in an open position means it can deny entry to someone who might blow up your base. [link] [comments] |
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