Minecraft Add a line to the F3 screen saying which version the current chunk was generated in |
- Add a line to the F3 screen saying which version the current chunk was generated in
- Make blue axolotls able to spawn naturally again
- The Calcite Conundrum
- Renewable Deepslate
- Wool should block all types of sounds
- Absorption Hearts Retextured in Hardcore.
- Tinted Glass should be resistant to explosions
- Desert Update: Barren Dunes, Scorpions, and Bandit Camps
- Command to change resource pack in custom dimension
- Lava Tubes and Ice Caves
- Old Sleep-Safety Mechanics
- Better UI for Bedrock
- Note block + amethyst
- explosive fireworks
- End Game Difficulty
- Halite (New Cave Block)
- You can get a water bucket by smelting a bucket of powder snow
- Ocean advancements and achievements
- Geodes spawn more in mountains
- Farm attacks
- Random tick command block
- Recessive traits in axolotls/more complex breeding mechanics
Add a line to the F3 screen saying which version the current chunk was generated in Posted: 17 Jun 2021 11:34 PM PDT Title says it all: given the huge changes to the world generation underground, I think it would be extremely valuable to be able to tell at a glance if you're in a pre-1.17, 1.17 or 1.18 chunk if you're looking for new features. I'm currently working on a new branch mine a distance away through a nether shortcut, but occasionally I pass through areas I've already generated while exploring aboveground, and it's not immediately apparent until I do a doubletake and realize I haven't seen any deepslate or copper. Being able to know which chunks are newly generated would have applications for those who retain a world between versions. For instance: once 1.18 rolls around, knowing immediately if there's a -Y layer in your chunk would also be great QoL for legacy worlds. It would also help those who want to know if the current chunk has been affected by any recent fixes, such as the 1.17.1 diamond generation fix. Obviously this wouldn't be able to support older chunks, but given the upcoming changes in 1.17.1 and especially 1.18, it's probably best to do it sooner rather than later. It would be as simple as a version code in the chunk file, and a single line in the debug screen. I can't post this on the feedback site, as the login redirect is currently broken on my end, so here will have to do. [link] [comments] | ||
Make blue axolotls able to spawn naturally again Posted: 18 Jun 2021 10:04 AM PDT In the 1.17.1 pre release, blue axolotls no longer spawn naturally, only being able to spawn by breeding. However canonically natural breeding would occur, which is why blue axolotls should spawn. [link] [comments] | ||
Posted: 18 Jun 2021 11:03 AM PDT Nearly everyone LOVES calcite for being a pearly white, but dirty block. Yes, geodes are pretty common BUT you only get about 1.5 - 3 stacks per geode. A way of keeping it rare but also easy to get, would be by doing this: Caves in rare biomes such as Ice Spikes, mushroom biome, and bamboo forests, would have all granite, diorite and andesite replaced with Calcite. This makes it rare, but easy to get at the same time. [link] [comments] | ||
Posted: 18 Jun 2021 02:19 PM PDT I think deepslate should be renewable. Why? Because all other stones are. Stone and cobblestone and basalt have generators and you can get blackstone from piglins. I think the other way you get deepslate is villagers. Stone mason villagers should sell deepslate instead of quartz for their last trade sometimes. [link] [comments] | ||
Wool should block all types of sounds Posted: 18 Jun 2021 02:01 PM PDT With the upcoming 1.18 update, one advertised feature is wool being able to block sound from sculk sensors. Now that this new type of mechanic is on the table, I'd like to propose that it also be expanded to all types of sounds. You know how annoying it is having animals next to your house? Screw that, put wool walls to block it out! Pistons from auto-farms being noisy as hell? Droppers constantly making their annoying clicking sound? Wool! Killing chamber for mob farms? Wool!!! Wool is the answer to these types of problems so your neighbors won't constantly file noise complaints against you on a regular basis. "Just turn your volume down, lol." Come on... that's not a real solution. I want to hear passive mobs everywhere, just not near my house. Am I supposed to constantly press escape and change my sliders as I walk around the world? QoL updates like this are (and should be) always welcome. What about other players on multiplayer? My settings don't affect them, and maybe I want to have secret dropper/piston contraptions or something. "Won't that flood too much wool into the meta? Everyone building with wool all the time?" Perhaps. But it doesn't need to be a specific block. I'm using wool as the established example. But this concept of sound absorption could be expanded into any other blocks that make sense, like moss, leaves, banners, carpets, etc... They could even add brand new blocks, like curtains! There should be plenty of building options that are aesthetically-pleasing, as well as practical. That is all. Thank you for coming to my TED Talk. :) Note: Maybe this type of thing is already known/discussed/in development and I have no idea, in which case that's great! I just wanted to make sure that this kind of system is at least something that's been proposed, instead of just leaving it at the highly specific, niche wool-sculk interaction and calling it a day. [link] [comments] | ||
Absorption Hearts Retextured in Hardcore. Posted: 18 Jun 2021 09:00 AM PDT Golden apples should give golden hearts that are retextured with the same sharp look like red hardcore hearts when playing in hardcore minecraft. [link] [comments] | ||
Tinted Glass should be resistant to explosions Posted: 18 Jun 2021 08:13 AM PDT There aren't any blast-resistant transparent blocks in-game, plus it makes sense that adding amethyst to regular glass would also make it stronger. I think it would be really useful for Nether bases. Sick of having to resort to iron bars for my windows in case of ghasts 😩 [link] [comments] | ||
Desert Update: Barren Dunes, Scorpions, and Bandit Camps Posted: 18 Jun 2021 01:35 PM PDT Let's be honest: deserts are as boring as sand. They have almost nothing special: sure they have desert temples, but those aren't really that; they have cacti, sand, and sandstone, but once you plunder that, they have nothing. Husks and Wells are there too, but those barely count. These things are in desperate need of some sort of update, so here's my proposition:
[link] [comments] | ||
Command to change resource pack in custom dimension Posted: 18 Jun 2021 08:48 AM PDT With the newly introduced custom dimensions in 1.16, I think adding a command to change the default resource pack of a dimension would be so useful for server and mapmaking. Each dimension could have it's own celestial texture, blocks textures, mobs models... Just like datapacks, you could have a command to switch order of the resource namespace inside the resources.zip folder of a map. And since each namespaces are already inside the resources.zip downloaded from the server, each client wouldn't have to download a new pack each time the command is executed. Moreover the pack is loaded when changing dimension so the transition is seamless. I'm currently making a map with custom dimensions with vanilla shaders for each one of them, and allowing us to change texture as well would gives us so much opportunity to create good content. [link] [comments] | ||
Posted: 18 Jun 2021 07:56 AM PDT Both similar concepts, a lava tube forms from surface lava hardens while more lava is still flowing underneath it, before eventually draining and leaving behind a cave. Ice caves form the same way, but with water flowing under a frozen glacier. For Minecraft, these would be surface-level caves, lined with magma (for lava tubes) or packed ice (ice caves). They'd have a tendency to link up with lakes of their respective fluids, while avoiding the opposite (so an ice cave would avoid lava lakes and vice-versa). They'd be tubular with many twists and turns, but wouldn't go very deep into the ground. They could also have new mobs or ores spawn in them. Ice caves would form in snowy tundra and ice plains biomes. Lava tubes would generate in mesas and badlands. [link] [comments] | ||
Posted: 18 Jun 2021 03:00 PM PDT Hello! Just positing the idea that Minecraft should return to its original "safe while sleeping" mechanics, or at least the spirit of it. As opposed to the function now where the game checks for nearby mobs, the classic mechanic would check if the location of your bed was "safe". This had a lighting and a pathing check that if failed zombies would spawn at your bed and attack you. Firstly, I feel this mechanic just makes way more sense in a survival setting. It gives great value to areas you have made safe, and it is a mechanic that has material implications for the player, rather than an unimmersive message in the chat window. Secondly, the current mechanic does not feel great as a base in a survival game should be one's utopia; it can also be burdened by mobs invisible to the player (such as underground spawns). It just seems like a bandaid that was never evaluated any further. I do understand that, when the original system was removed, it was buggy. I do have the confidence that after a decade of experience the developers of Minecraft would be able to nail this mechanic if they gave it another look. [link] [comments] | ||
Posted: 18 Jun 2021 03:41 PM PDT
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Posted: 18 Jun 2021 12:36 PM PDT Note blocks should play amethyst noises when placed on amethyst related blocks [link] [comments] | ||
Posted: 18 Jun 2021 12:44 PM PDT just add some tnt in the firework start to make some explosive firework stars, you can make 3 fireworks out of 1 tnt, and to make it more balanced, those fireworks have just 2 explosion power (2x less than regular tnt, the effect doesn't stack), it could give some interesting possibilities to dig holes straight up or just simply help with destroying things [link] [comments] | ||
Posted: 18 Jun 2021 11:02 AM PDT As it stands, defeating the ender dragon is a little underwhelming. By the time you defeat her you have access to an armor set that makes you near invincible sometimes making mobs more of a annoyance than a challenge. A way to fix this would be to add a sort of optional hard mode that can be activated after you defeat the dragon. It would increase the difficulty to give more of a challenge for players that want it such as damage increase, health increase, and AI changes (spiders can web the player, undead mobs spawn with better armor frequently, etc.). [link] [comments] | ||
Posted: 18 Jun 2021 01:09 PM PDT Halite would spawn in large veins and be a new type of stone similar to diorte, granite, and andesite. This block would be white at the bottom and gradually fade up to a bright pink. It could be polished, and made into stairs, walls, slabs, chisled variants, and bricks. This would basically be a beautiful new building block, with many new uses. The link below is a link to the Minecraft Feedback post: https://feedback.minecraft.net/hc/en-us/community/posts/360074524412-Halite-New-type-of-Stone- [link] [comments] | ||
You can get a water bucket by smelting a bucket of powder snow Posted: 18 Jun 2021 05:19 PM PDT A pretty simple yet useful change. Would make living in snowy lands pretty cool and would overall make sense. Forgot your water bucket to do an mlg water off a mountain? Get some powder snow [link] [comments] | ||
Ocean advancements and achievements Posted: 18 Jun 2021 11:02 AM PDT The 1.13 update added quite a bit, but not an entire advancement category with it. Maybe something super simple like [Going Swimming] when you start the swimming animation or [Sharp Fangs From The Depths] when you kill a fish with a sword underwater. There should 100% be [Lost City Of Atlantis] when you enter a Ocean Monument and [No Guard Shall Stop Me!] When you kill a guardian and [Don't Respect Your Elders] when you kill the Elder Guardian. Then something like [Fish Town] when you enter a coral reef, [Lost In The Seven Seas] when you find a shipwreck and [X Marks The Spot] when you find a hidden treasure chest. Maybe something like [Sailin' On Me Boat] which is pretty obvious on how to achieve. And [Crossed The Seven Seas] when you sail 7000 blocks with your boat (doesn't have to be in a straight line just 7000 blocks) [link] [comments] | ||
Geodes spawn more in mountains Posted: 18 Jun 2021 09:45 AM PDT Amethyst geodes are currently very rare and the player does not have much reason to explore the new 1.18 mountains. To fix this without making amethyst too common again, amethyst geodes should generate more frequently but only in mountain biomes (or more specifically the 1.18 larger variants. This would both make amethyst rarity more balanced compared to its uses while still keeping it rare and also makes mountains useful and interesting [link] [comments] | ||
Posted: 18 Jun 2021 11:02 AM PDT At the start of every night, farm attacks have a chance to happen. They have 2 variants: fox and wolf They have a base 0% chance to happen, but, if there are 4 or more, of the animal, every sheep in an area increases the chance of a wolf attack, and every chicken or rabbit in an area increases the chance of a fox attack. A loud howling will be heard before a wolf attack and a loud screech before a fox attack. 1-4 of the fox or wolf will spawn, as close to a prey animal as possible, and, as per their natural behaviour, start attacking it. This can pose a serious threat to animal farms. However, every tamed llama in the area decreases the chance of wolf attacks by 10 sheep's worth (10 sheep+1 llama=0% chance) Tamed wolves reduce the chance of chance of fox attacks. This could, like pillager patrols, be turned off with a gamerule [link] [comments] | ||
Posted: 18 Jun 2021 03:30 PM PDT As the title suggests, it would be a type of command block that activates when it is given a random tick. I believe that there is much potential for the things that players could do and simulate with this feature [link] [comments] | ||
Recessive traits in axolotls/more complex breeding mechanics Posted: 17 Jun 2021 10:15 PM PDT Right now axolotls and a lot of other mobs are rather basic, you find all the colors, boom, you're done. They all spawn at the same rate, and finding them all is easy, once you got all the colors you get kinda bored with these cute mobs. But what if it was different? After all, in the wild, finding a leustic or albino animal is rare. So, what if mobs had genes? Not too complex, and not a 1/1200 chance like with brown mooshrooms, but say, when you breed 2 brown axolotls, there's a 5% chance of a leustic axolotl. Breed 2 leustic axolotls, there's a 5% chance of a golden. Then it goes on for cyan, then two cyans have a chance at a blue axolotl. This would make collecting all the color variants more fair (at least for the blue axolotl), and more rewarding to obtain them all. Selective breeding could also maybe even have more effects. There could be things like codominance, like breeding a blue axolotl with a gold axolotl resulting in a gold and blue blotched axolotl. Anyways, I know this would make things a pain in some ways, but it would add something I think many could find quite fun. Not to mention there's already a lot of stupid luck like this already, like growing oak trees to get a bee nest. So I think axolotl breeding mechanics would be fun. Maybe it could even extend to pandas in some way, or other mobs like foxes to make getting rare variants more fair, and some could have a recessive trait, and some not [link] [comments] |
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