Minecraft Cookies NEED to be more useful. |
- Cookies NEED to be more useful.
- Crystal Caverns!
- Wearing a full set of leather armor should make you sneakier
- "Reinforcing" Shulker Boxes with a Netherite Ingot prevents them from burning in lava.
- Alternative to Efficiency enchant - Inertia
- Extend Coal Generation downwards in Lush Caves (1.18)
- Ocean Monuments NEED to block axolotl spawns. You can afk beat them now.
- When a village contains two villagers with the same trade, the one you don't trade with should lower their price for that trade
- Wolves, parrots, cats, and axolotls shouldn't drop any XP when killed.
- You should be able to change the tone of grass and leaves not depending on biome
- Ability to make a Installation shortcut on the desktop for java edition
- Cave Spiders spawning below Y level 0.
- Elder Guardians shouldn't despawn on Peaceful difficulty
- Oxidisation Copper Block in The Ender World
- im missing one weapon in minecraft…
- accessibility setting: limit item collection
- add jumping spiders
- Albino mobs
- Idea for the upcoming Warden
- Abandoned Mining Outposts, shafts, and drifts. As well as raw gold blocks in the nether.
- A wither skeleton killing a creeper should drop pig step.
- note block +amethyst block = bell
Cookies NEED to be more useful. Posted: 28 Jun 2021 06:07 AM PDT As it stands, Cookies are a pretty useless food. They require Cocoa Beans, which can only be found in Jungles, and they restore barely any hunger/saturation without having a clear benefit. That's why I suggest that Cookies be changed to actually be a practical and fun food source.
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Posted: 28 Jun 2021 05:50 PM PDT
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Wearing a full set of leather armor should make you sneakier Posted: 28 Jun 2021 08:13 PM PDT Currently, mobs detect you at 16 blocks away when you're walking, around 12 when you're sneaking, and IIRC around 4 when you're using an invisibility potion. On top of this, in multiplayer, players cannot see your name tag through walls or more than 32 blocks away when you're sneaking. I propose that the stealth buffs that come through sneaking should also be applied to a full set of leather armor, and as for mob detection, it would have an additive effect with crouching and invisibility potions. This is to give leather a definitive niche - it would especially come in handy in competitive multiplayer games where it might be preferable to wear leather armor and sneak into an enemy base rather than wear diamond or netherite and fight your way in. Furthermore, it would be nice if leather muffled sounds produced from walking so as to lower the warden's detection radius. [link] [comments] | ||
"Reinforcing" Shulker Boxes with a Netherite Ingot prevents them from burning in lava. Posted: 28 Jun 2021 06:52 PM PDT This would be incredibly useful for protecting valuable items. As an optional debuff, maybe the reinforcement reduces the space inside the shulker box (similar to reinforcing in real life). The reinforcement would happen using a smithing table, and it would use one shulker box and one netherite ingot. [link] [comments] | ||
Alternative to Efficiency enchant - Inertia Posted: 28 Jun 2021 10:08 AM PDT Disclaimer: There is chance, someone came up with this idea earlier, there is none in FPS list. As many of you know, mining in 1.18 will be tough going under zero. Even with combination of Haste II and Efficiency V on netherite pick (even gold which is just a bit faster), instant mine is impossible and with my research, using the TNT is currently fastest way to deal with deepslate. Efficiency V is hard top limited enchant and does not allow going faster. I would keep it like it is, but I'd like to add an incompatible alternative: Inertia. Core mechanics:
Design:
Availability:
Pros:
Cons:
Conclusions: This is an in game option, new alternative. Nobody needs to adapt it, it has it's upsides and downsides. Same as me preferring to use axe with Smite V as alternative to sword. I bet there are way more similar "not preferred" options in game. Yes it is going to be go to when dealing with big underground projects, but I feel like game needs alternatives to deal with specific situations and this would be best for 1.18, possibly next patch, if it did not make it in time. Thanks for your time, I'd like to see your opinions and tweaks to my idea. I'll update the post if more ideas pop up. [link] [comments] | ||
Extend Coal Generation downwards in Lush Caves (1.18) Posted: 28 Jun 2021 12:43 PM PDT I've been playing in survival with the new cave generation for a while now, and in short, it's incredible. it's an absolute joy to explore these massive caverns, but something I've noticed is that you need a lot more torches to light your way. The increased size of these caves means that you'll tend to run out of torches much more quickly than you used to, and with Coal now generating higher in the world, it's essentially impossible to restore your supply of torches while exploring a cave system. It's a pretty terrible feeling to get really invested in exploring a cavern, only to have to stop partway through and run back because you ran out of torches again While I really enjoy the more varied distribution of ores that's planned, it does create some issues when spelunking. My suggestion is to make Coal generate at the lower levels in Lush Cave Biomes This change would give players an opportunity to find coal while adventuring in caves again, allowing them to potentially resupply their torches so they don't constantly run out while exploring this isn't a guaranteed thing however, since you have to rely on encountering a specific Biome while underground, but I think it would still greatly improve the 1.18 spelunking experience. This change would also make sense from a scientific standpoint, given that Coal is formed from compressed and heated plant matter underground. Logically there would be a higher quantity of Coal found in these lush underground environments. Additionally, they could make Glowberry vines rarely drop sticks when broken, making it even easier to craft torches underground, but that might be pushing it too far. For all I know they could be planning something along these lines already, but I don't believe they've shared anything about it so I feel like it's fair to make the suggestion. [link] [comments] | ||
Ocean Monuments NEED to block axolotl spawns. You can afk beat them now. Posted: 28 Jun 2021 04:03 PM PDT I was messing around making a guardian farm, when suddenly my mining fatigue wore off. curious i broke into the top room where i could see the Elder Guardian tail clipping through just a minute earlier and all that was there was an axolotl. As i worked outside they spawned inside and killed all 3 elder guardians. I think the Ocean monument structure should block the new spawns like it does all other spawns. [link] [comments] | ||
Posted: 28 Jun 2021 02:31 AM PDT Let's say, you have two villagers: a librarian and a cartographer, both giving 1 emerald for 24 paper. If you only give paper to the librarian, the cartographer should lower how much they're asking for. This would add realism, since in real life if you're selling something and another person selling that same thing with the same price is getting more money, you would make it cheaper. [link] [comments] | ||
Wolves, parrots, cats, and axolotls shouldn't drop any XP when killed. Posted: 28 Jun 2021 09:20 AM PDT When Iron Golems or Villagers are killed by the player, they never drop experience points. I'm assuming this is because villagers weren't added to the game so players could kill them, they were added so players could trade with them. The same could apply to pets. They aren't in the game for players to attack, they're in the game for players to tame, and gain these benefits as a result: Wolves and Axolotls: Assist you in battle. Cats: repel creepers and phantoms, which are two of the most annoying mobs in the game IMO. Parrots: warn you about nearby enemies by mimicking their sounds. [link] [comments] | ||
You should be able to change the tone of grass and leaves not depending on biome Posted: 28 Jun 2021 01:48 PM PDT Simply you should have the ability to change the colour of grass and leaves so they aren't dependant on the biome Perhaps with a command like /changebiometone or something idk I just thought this would be good for builders that build in super flat worlds or in a different biome than what they need [link] [comments] | ||
Ability to make a Installation shortcut on the desktop for java edition Posted: 28 Jun 2021 07:04 PM PDT In the options for a Installation it would have a button that would add a desktop shortcut to launch that installation. Using it would skip the launcher and directly launch into the game. Also the shortcut would just use the icon for the profile in the launcher. [link] [comments] | ||
Cave Spiders spawning below Y level 0. Posted: 28 Jun 2021 02:04 PM PDT I've had this idea for a while to make the game more challenging. If cave spiders spawn below Y level 0 people will have to have better gear to survive and get better yields of ores like diamonds. It will also give the food item honey much more of a use as this removes the poisoning effect. Opinions are very welcome. [link] [comments] | ||
Elder Guardians shouldn't despawn on Peaceful difficulty Posted: 28 Jun 2021 09:13 AM PDT In my long term survival world, there are several ocean monuments that I've flown by while using my elytra, and the elder guardians have instantly despawned because I happened to be on peaceful. Elder Guardians should stay on peaceful difficulty, but just never attack or inflict mining fatigue on that difficulty. I think Mojang's made them despawn because they're worried that people would exploit this for the "The Deep End" achievement, so that should only count if you start and end the fight while not on peaceful. [link] [comments] | ||
Oxidisation Copper Block in The Ender World Posted: 28 Jun 2021 02:31 AM PDT
More about The Ender World Update: [link] [comments] | ||
im missing one weapon in minecraft… Posted: 28 Jun 2021 10:01 PM PDT new weapon: spear - has same mechanic like trident but it can't fly in water like trident - has mending enchant like trident but Riptide, impaling and channeling, is not compatible with it instead of it has "force" "Igniting" and "aqua movement" and it can't be enchanted by loyalty (sorry for the formulation i'm not native english speaker ._.) - has 2 less damage then sword of same material - crafting recipe is: middle down, middle middle and middle top stick, top left and top right are wood planks/stone/gold/iron/diamond - can be upgraded from diamond to netherite spear - durability: Gold: 20, wood: 40, stone: 80, iron: 175, diamond: 786, netherite: 1028 new enchant: Igniting - compatible only with spear - incompatible with "aqua movement enchantment" - on level 1 when the spear is thrown, it ignites up and sets on fire whatever it hits if it isn't raining or the target is in water and on level 2 it works same but burns by soul fire new enchant: Aqua movement - compatible only with spear - incompatible with "Igniting" enchantment - just enables spear to fly in water new enchant: force - compatible only with spear - adds the spear's damage when is thrown by 0,5 per every level and by 2 no matter on level of that enchant - max level is 4 [link] [comments] | ||
accessibility setting: limit item collection Posted: 28 Jun 2021 01:33 PM PDT when enabled, you have to sneak or right click on a laying item to pick it up, (just like in RLcraft) [link] [comments] | ||
Posted: 28 Jun 2021 08:53 PM PDT jumping spiders would be friendly, cute spiders that spawn in caves. they are smaller than regular spiders and are friendly, hurting one in night will make it bite you 1 time doing half a heart of damage, these can essentially be pets because they have good vision, being able to see mobs from 2x the distance of regular spiders, these can also help you find chests, if it sees a chest it will walk to it, it can still see it if it's behind something, it goes theres if it can go at least in a 3 block radius of the chest, these spiders would be friends with axolotls for the cute factor, and this will help spread the fact that spiders aren't evil! barry made me think of idea, it should probably scare silverfish and distract baby zombies possibly [link] [comments] | ||
Posted: 28 Jun 2021 01:21 AM PDT Rarely a mob should appear almost pure white. It would be a 1 in 1000000 chance. [link] [comments] | ||
Posted: 28 Jun 2021 07:38 AM PDT Suggestion: You can hear the Warden moans echo through a cave near the deep dark. [link] [comments] | ||
Abandoned Mining Outposts, shafts, and drifts. As well as raw gold blocks in the nether. Posted: 28 Jun 2021 07:02 AM PDT To me, I feel that raw gold blocks (and the other two raw metal blocks.) are a tad underappreciated from a generation standpoint, especially in gold's more plentiful dimension, the Nether. Blocks of raw gold should generate in veins which are surrounded in nether gold ore, and surrounding that is nether quartz ore (since native gold is formed by quartz veins). These "reefs" of gold and quartz would be from 6 - 20 blocks long in the core layer alone. Also, there should be Piglin outposts and derelict mines from long ago (you might even find extra Ancient Debris here!) [link] [comments] | ||
A wither skeleton killing a creeper should drop pig step. Posted: 28 Jun 2021 03:54 PM PDT Title says it all,really. I got this idea from a dream I had. [link] [comments] | ||
note block +amethyst block = bell Posted: 28 Jun 2021 07:08 PM PDT basically placing a note block on an amethyst block will make a bell noise because when you walk on amethyst it sounds like a bell [link] [comments] |
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