Minecraft Powering a Dripleaf's stem should power the whole Dripleaf |
- Powering a Dripleaf's stem should power the whole Dripleaf
- ancient merchant
- What is your ideal End update?
- Glow Squid Feature
- Moss should grow Small Dripleaves when bonemealed underwater
- Opaque Tinted Windows
- Edible glistering melons
- Cave Update Soundtrack
- The Life Box. A new trap for End cities and extra potential map making!
- More heart, armor, and food variations.
- sugar cane growing on clay
- Craftable Rooted Dirt
- Add the NoAI command to pocket edition and bedrock edition
- Enchanted Mobs (A new challenge for players)
- Be able to capitalize
- Potion of Repel
- Bring back the "Legacy Frozen Ocean" biome as a North Pole biome
- Dripstone Cave upgrade
- Make the spy glass more powerful
- Beautiful Biomes Update.
- Expansion of "friendly" mobs and villagers.
- Enchant any item with any enchantment for Bedrock
- Add seals.
Powering a Dripleaf's stem should power the whole Dripleaf Posted: 30 Jun 2021 07:02 AM PDT What I suggest is that simply, powering any part of the stem will carry that power upwards to the leaf, locking it in place and stopping it from tilting. I suggest this because, as it currently works, Dripleaves won't tilt if they're powered by Restone. However, I find it difficult to power the Dripleaf without placing a block nearby (for the Redstone to go on). At this point, you may as well just ignore the Dripleaf and stand on the block instead. The only solution I've found is to place the Dripleaf against a wall, but that limits it's use. With my suggestion you can give power from the very bottom where it doesn't matter if there's a block, because that's the floor anyway. [link] [comments] | ||
Posted: 30 Jun 2021 10:08 AM PDT a type of a wandering trader, which spawns near the 0/0 once every 100 minecraft days. unlike other villagers, this guy knows some magic and sells only the highest quality items, for example notch apples, totems, treasure enchants, mob heads (including wither ones), netherite or maybe even something that can stop the warden, however this guy is a professional, he sells items for a quite big price (literally emerald blocks). his mysterious powers allow him to literally disappear whenever you try to kill him, also he has 2 iron golems instead of llamas, that are supposed to protect him, so killing him won't be an easy task items like notch apples aren't renewable, this still would make them difficult to get, but at least you don't have to add 500MB to your world size [link] [comments] | ||
What is your ideal End update? Posted: 30 Jun 2021 12:14 AM PDT No new biomes? Tons of new biomes? New mobs, new drops? Improvements to old mobs? Different island generation? 3D island heights? A new ore? A new material not based as an ore? New gear like Elytra? New structures? New rooms in Cities? I'd love to get a more clear picture of what everyone is actually interested in for an End update! [link] [comments] | ||
Posted: 30 Jun 2021 09:26 AM PDT If you name a glow squid jeb_ it will make a color changing squid. This would be cool! [link] [comments] | ||
Moss should grow Small Dripleaves when bonemealed underwater Posted: 30 Jun 2021 07:10 AM PDT Small Dripleaves are a very pretty block, but even in 1.18 the only renewable source (AFAIK) will be Wandering Traders, making it incredibly tedious to collect basically any amount. If you could bonemeal moss underwater to get new Small Dripleaves it would make them more easily renewable and make building with them more realistic. [link] [comments] | ||
Posted: 30 Jun 2021 08:08 AM PDT I suggest adding a feature to the game where tinted windows go opaque when given power from Redstone. This feature could be used to create a privacy shutter or one-way windows. [link] [comments] | ||
Posted: 30 Jun 2021 06:56 AM PDT For a long time, glistering melons, one of the few golden foods, have stayed in the background, as their only actual use is the health potion. They would now regenerate 2HP (1 heart) upon consumption, give 2 saturation and 3 nutrition. Eating them would also be rather fast now. This is not really unbalanced, as health potions and golden apples can already regenerate health rapidly anyways, with the glistering melons really not being that strong if implemented. [link] [comments] | ||
Posted: 30 Jun 2021 05:53 AM PDT I know this has probably been considered or is being worked on for part 2, but I really hope we get a cave update soundtrack. The caves are crying for some more personality, and a new soundtrack is the cherry on top to all of the different stuff we have so far. Update Aquatic and the Nether Update just wouldn't feel the same if we didn't get the awesome new soundtracks for those areas. We spend a LOT of time in the caves, so if we got a handful of new tunes that play down there, that would be amazing and could further enhance and provide immersion. I think people generally do not care for music and ambiance, but seriously they add so much more personality to the game. That's why I hope we get a brand new selection of music for the caves :) [link] [comments] | ||
The Life Box. A new trap for End cities and extra potential map making! Posted: 29 Jun 2021 06:21 PM PDT
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More heart, armor, and food variations. Posted: 30 Jun 2021 02:39 PM PDT All of these ideas are from u/destinyreaver98 With the Water Breathing effect, your breath meter should turn a dark blue. With the Saturation effect, your hunger meter should turn golden. With the Resistance effect, your armor bar should turn dark-gray. With the Fire Resistance effect, your armor bar should turn orange. With the Haste effect, your attack cooldown gauge should turn golden. With the Mining Fatigue effect, your attack cooldown gauge should turn sickly green. With the Strength effect, your attack cooldown gauge should turn red. With the Weakness effect, your attack cooldown gauge should turn blue. With the Conduit Power effect, your breath bar should turn into little Hearts of the Sea. [link] [comments] | ||
Posted: 30 Jun 2021 02:42 PM PDT follow this logic: sugar cane - grows near the water however sugar cane irl actually likes soils that contain clay it could really simplify farming, however you have to get some clay first, which isn't as easy to get as it seems (when compared to dirt/sand) [link] [comments] | ||
Posted: 29 Jun 2021 11:55 PM PDT Rooted dirt you should be crafted with 2 hanging roots and two dirt blocks in a 2x2 to give you 4 dirt. Rooted dirt is a good block for texturising with grass and coarse dirt but it is tremendously hard to get. You have to find moss bonemeal it until you get an Azaela plant and then bonemeal that all to get you one rooted dirt. Automatically farming it is expensive, elaborate and doesn't really get you much aswell. I think a simple fix would be to make it craftable using hanging roots (which you can get by bonemealing the rooted dirt) and dirt which you can get easily. This would make it consistent with coarse dirt but not any harder to obtain at first and it wouldn't be broken because it's just dirt Alternatively maybe just 4 hanging roots in a 2x2 to get you one rooted dirt. [link] [comments] | ||
Add the NoAI command to pocket edition and bedrock edition Posted: 30 Jun 2021 09:30 AM PDT Since I play on pocket edition, I really want the NoAI command to be added to pocket and bedrock edition. [link] [comments] | ||
Enchanted Mobs (A new challenge for players) Posted: 30 Jun 2021 03:19 AM PDT Back in legacy editions, you could enchant anything in creative mode. Want a blaze rod that actually burns people? You got it! That wasn't the same story with mobs. You could enchant the spawn egg, but not the actual mob. How this could work:You could come across an enchanted mob by chance, especially on harder difficulties. For example, if you see a blaze with purple shine. It's likely that mob has an enchantment like Flame III. Alternatively, you could enchant a mob egg in creative mode, VIA Enchantment Table, Anvil or Commands. Here are a few ideas for how it could work: *Fire Aspect/ Flame:* Attacks will inflict fire damage, and slightly less damage if you have fire resistance. *Multishot*: Piglins and Pillagers shoot 3 arrows instead of one. *Soul Speed*: Wither Skeletons run faster on soul sand and soul soil. What do you think about this idea? [link] [comments] | ||
Posted: 30 Jun 2021 11:49 AM PDT i think it would be good if you could capitalize your name whenever you wanted (on the Minecraft website) since its technically not changing your name and besides that it would be much better if you messed up your capitalization and you could fix it. [link] [comments] | ||
Posted: 30 Jun 2021 09:00 AM PDT Potion of Repel. i honestly do not know if this has been done or thought of before so dont blame me pls. A potion of Repel is basically a potion effect (3:00 to 9:00 minutes long) that makes every mob run from you in disgust. you could brew it with rotten flesh since rotten = stink. i think people will be upset with the choice of brewing because of many people wanting a hunger potion but you could just brew that with raw chicken. a downside would be passive mobs like cows and pigs also running away, but that's normal if you hit them anyways (would not work for tamed animals). it also would be cleared while in water for 5 seconds to make sure you can't just scare away guardians since that would make it too OP (another OPTIONAL downside would be to increase the aggro range of zombies because ykno, zombie flesh). so thats basically my idea (please tell me if this has been done before and sorry for reposting if it has). [link] [comments] | ||
Bring back the "Legacy Frozen Ocean" biome as a North Pole biome Posted: 30 Jun 2021 06:40 AM PDT Minecraft should have the Legacy Frozen Ocean reimplemented. However, instead of being totally flat, the ice is packed ice and has lots of hills and valleys rising up and down gently, with occasional ice mountains, and no normal mobs can ever spawn, save for ice mobs and polar bears. Fish live under the ice cap in vast quantities, which are cod and salmon. It is very deep under the ice and is deeper than normal oceans. During the day, moss carpets grow over the ice and various shallow pools can be seen, simulating the appearance of Iceland/Greenland. At night, the biome freezes over even more, and the moss destroys itself (no items drop) along with the few small flowers that may spawn, and the shallow meltwater pools freeze over. Adding a true polar daynight cycle as a separate daynight cycle to icy biomes in a season update is far too complex, and would require a new lighting engine, but we can actually fake the daylight cycle by using the current daylight cycle and ambient lighting + mechanics. So what should happen is that after 5 minecraft days, the lighting will always be evenly lit at 15, and the sky is blue, and vice versa in the winter, with autumn and spring being more normal. This slowly fades in when you are walking toward the biome and vice versa. The sun will hide during the winter and the stars will come out, but this still counts as daytime. The warden mob actually proves this is possible by dimming the torches in the trailer for the 1.17 update. No trees ever grow here. This is the only biome where saplings stay saplings forever. You can still farm crops, but they will take a very long time to grow. This biome is surrounded by cold ocean. The only villages that generate are ruined villages. An Eskimo civilisation tried to live there. The ice is also several layers deep, imitating permafrost going down from sealevel to y level 55. At the very bottom is a 3 layer deep flat plain of blue ice with craggy edges. [link] [comments] | ||
Posted: 30 Jun 2021 12:06 PM PDT If the dripstone caves or normal caves is under a snowy biome, it will spawn with icicles instead of pointed dripstone. If the icicles are placed on ice, they will grow but if they are placed near something hot, they will drip extra water and melt. [link] [comments] | ||
Make the spy glass more powerful Posted: 30 Jun 2021 02:47 PM PDT The spyglass isn't that useful, a small zoom isn't as useful as one would think but I thought if it had some buffs it would be more useful. One is it could get rid of fog allowing you to spot fortresses and bastions in the nether easily. Ores could twinkle in the darkness a bit if your looking through the spyglass. [link] [comments] | ||
Posted: 30 Jun 2021 02:12 PM PDT Description-The Overworld has been revamped! The biomes you've come to know and love are even more lush, beautiful, and new ones to come in. Exploration has just got a whole new meaning to it! Swamp: Frogs, crawfish,mud turtles, mangrove trees and mud blocks. Mud blocks and mangrove trees spawn abundantly in this biome, huge mushrooms and fallen trees scatter these swampy lands, with very little sunlight these swamps are a unique place to explore. Mud is found here too and similar to powder snow, it can be picked up in a bucket, but also If placed in water has a chance to spawn a crawfish, a new mob and food source that can be bred using fish, or sawgrass and restore 4 hunger shanks and saturation similar to pork and steak. Mud turtles can be found in both the mud blocks coming both in and out and in the large lakes that are here in these swamplands, bred using sea grass these mobs are neutral, if you come near them they will scurry away however if found on dying trees basking in the sun. If you step on mud blocks they will attack you and run off. This is only a very small chance but a nice ambient mob. Frogs, these guys like in the biome update are able to eat flys, and add to the experience. Cricket chirps can be heard at night as a way to sound like a real life biome and also give some unique atmosphere here. Forests, this goes for all different types with brown,and black bears that are always hostile, black bears have a chance to drop honey combs on death and brown bears can drop salmon, brown bears are found in all types of forest and will spawn in groups of three and a new structure the bear den.wolves will howl in the night and new glowing mushrooms and fireflies add to the night experience and make the overworld alive. This is part one [link] [comments] | ||
Expansion of "friendly" mobs and villagers. Posted: 30 Jun 2021 08:13 AM PDT Exactly what it says on the tin basically. With all the unique and interesting mobs and mechanics introduced alongside them IE raid mechanics. I think a logical extension would be to make the villagers and friendly mobs less helpless. Yeah I get that villagers have iron golems. But why just the one model. Why not have a ranged golem variant. Why not have certain classifications of villagers essentially being militia men. With the amount depending on the population of the village. And the rating of their gear being related to the level of blacksmith/Armor Smith of the town. Main reason I even bring this up is because having these sprawling castles and cities being completely empty is kinda sad. [link] [comments] | ||
Enchant any item with any enchantment for Bedrock Posted: 30 Jun 2021 04:58 PM PDT The title is pretty self-explanatory, items should be able to be enchanted with any enchantment by using an anvil. This would be great for creative modes or fun little mini games for Bedrock and it would be nice to see. Of course not all the enchantments have to work but putting knock back on a stick should have the knock back effect. I believe this is already possible on Java and it would be a great addition for Bedrock players to enjoy. It would be even better if this could happen without the use of commands [link] [comments] | ||
Posted: 30 Jun 2021 04:47 PM PDT There still isn't that much diversity to the cold biomes. You get rabbits, foxes, and polar bears. But the iceberg biome has virtually none of that diversity. In real life, you would find seals there, coexisting with polar bears. In game, they would have three forms- common gray ringed and spotted seals, and a rare black and white ribbon seal. The babies would be mottled gray and white. They would be two blocks long, babies would be one block long. Their movement animation would be them bouncing along, and when in the water they would swim similar to dolphins but a bit slower. The babies would pathfind to avoid water, and move a lot slower. Like turtles and pandas, they can give you items without being killed. In real life, seals molt their skin. In the game, they will occasionly drop seal skins, which can be crafted into a sealskin coat. This would provide armor levels between leather and iron, and protect from the freezing effect. (Mostly, they would just look cool) They can be bred only on land, with a 50/50 chance of the baby having each parents' skin, but ribbon seals will only be born if both parents are ribbon seals. Polar bears attack them, but only when they are very close. This is just to prevent one polar bear killing off all the seals in an area. Adults are neutral mobs, and if you hit them, they will bite you, with a small chance of giving you poison (a reference to seal finger, an infection that seals can give you) What do you think? Does this fit Minecraft? [link] [comments] |
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