Minecraft Don't ruin the mushroom island |
- Don't ruin the mushroom island
- Cities Beneath the End — a broad, simple suggestion with a lot of thought put into it
- Goats make a little chewing animation near unstripped wood logs.
- let us place moss carpet on walls
- "Trimming" vines (and other plants) with shears to prevent them from growing.
- Paths in dark oak forests leading to woodland mansions
- clerics sell recipes for potions
- Goat Horns Being Used as a Musical Instrument.
- Cats pathfind around water like endermen
- slimes obsorb arrows
- Different temple layouts
- Crafting a Banner Shield with a glow ink sac should make it glow
- Portal travel loading visuals
- A Mob In the End for Transportation
- Make it possible for damage events not to interfere with player movement. (Could be applied on poison, harming, fire, lava and/or wither damage)
- Add Skulk-infested creepers
- Add timers.
- Potion of glowing
- Custom Default World Name
- If a thrown Ender Pearl touches lava, it will be destroyed and the player won't teleport
- Flower forest villager
- Update for llama
- If a mob happens to carry an animal food item like wheat or seeds, animals will follow that mob around like they do with players.
Don't ruin the mushroom island Posted: 27 Jul 2021 11:25 AM PDT Before 1.13 Mushroom islands were essentially peacefull biomes.. But then Phantoms came along. Now with these 1.18 snapshots, non-mushroom island biomes can spawn beneath them... I propose that a new biome to be added with 1 simple purpose, to keep the mushroom islands peacefull in 1.18. And the biome to achieve this: The mushroom caves -They would spawn beneath the mushroom islands and extend beyond the mushroom_feilds_shore about 20-ish blocks. -They would stretch from 30 blocks below the surface of the island to the bottom of the world. -Would have Increased amount of mushrooms in them compared to the "regular caves", patches of mycelium, the elusive glow mushroom, and (in the larger caves) large patches of mycelium, giant mushrooms, regular (small) mushrooms, & the glow mushroom. -Mobs that spawn in this biome: Brown Mooshrooms (aka, no bats, axoltols, fish, etc) -Glow shrooms would be lime colored & would have a light level of 9 on the actual blocks. Refrence [link] [comments] | ||
Cities Beneath the End — a broad, simple suggestion with a lot of thought put into it Posted: 27 Jul 2021 03:55 AM PDT
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Goats make a little chewing animation near unstripped wood logs. Posted: 27 Jul 2021 03:58 AM PDT In real life, goats tend to nibble on tree bark. It would look cute if goats in Minecraft did that too. Except the log doesn't get stripped, they just walk up to it occasionally when they sense it and just do a little chewing animation. A goat doesn't run to a tree to nibble on it as soon as it detects it, they just calmly walk up to it occasionally and it'd look cute, and more like a goat, instead of just a worse sheep. [link] [comments] | ||
let us place moss carpet on walls Posted: 27 Jul 2021 03:55 AM PDT right now, it's just a retextured carpet. It could make buildings look way better if we could also place it on walls. It would certainly look nicer if we could place moss carpet on trees, instead of having to make a tree trunk out of moss for the mossy wood effect. [link] [comments] | ||
"Trimming" vines (and other plants) with shears to prevent them from growing. Posted: 27 Jul 2021 01:17 AM PDT For several plants in the game, players will opt to put string above or below them to prevent them from growing. A "trimmed" blockstate would fix this, where if you right click say, vines, with shears, it would harvest the block below (or above, depending on the plant), and apply a "trimmed" blockstate to the block you clicked, preventing it from growing. This would apply to vines, glowberry vines, twisting vines, weeping vines, cactus, bamboo, sugar cane, dripleaf, and kelp. [link] [comments] | ||
Paths in dark oak forests leading to woodland mansions Posted: 27 Jul 2021 08:16 AM PDT Why?When illagers built the mansion a long, long time ago, the materials they carried and footsteps made a path. And, how would they go to villages when it's time for a raid? So, it would make sense to have long paths in dark oak forests, leading to woodland mansions. How?They would be long, long paths made of coarse dirt or grass path. Every 1 in 3 mansions would have a path. [link] [comments] | ||
clerics sell recipes for potions Posted: 27 Jul 2021 11:38 AM PDT this could be like a recipe book, a literal book and quil. but i think it's a neat idea. this also won't take away the idea of learning yourself because they sell individual recipes. not all of them. [link] [comments] | ||
Goat Horns Being Used as a Musical Instrument. Posted: 26 Jul 2021 10:44 PM PDT
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Cats pathfind around water like endermen Posted: 27 Jul 2021 03:13 PM PDT Cats have the stereotype of not liking water, which would fit Minecraft well. Not only would this serve an aesthetical purpose, but it would serve a functional purpose. Several farms use cats because of their ability to scare creepers. However, transporting multiple cats long distances is a pain because they don't teleport into water. In short, you can't really transport them across oceans easily. A good solution for this would be to reintroduce the functionality of cats standing up in water. You could go over to your desired location and have a friend put some water on your cats and BOOM! They're right there in front of you instantly. This would also be good as it prevents sat cats from drowning. If you push a cat into a pool of water it'll just sink. Down to the bottom. It won't come up. This could also be applied to wolves so you don't have to damage them to make them unsit. https://feedback.minecraft.net/hc/en-us/community/posts/4405747850381-Cats-unsit-when-in-water [link] [comments] | ||
Posted: 27 Jul 2021 11:46 AM PDT kinda self explanatory tbh. they absorb it and take no damage. this wouldn't do same for magma cubes though because they are made out of magma which is really dense [link] [comments] | ||
Posted: 27 Jul 2021 11:32 AM PDT If you ever went in a temple enough, you'd probably know what to do, especially if you're a experienced player. And that's why I think having different types of templates of temples, (get it), probably the jungle temple, like different generations of rooms traps puzzles and more. So next time you go in a temple you'll have a different challenge, instead of the same thing over and over again. [link] [comments] | ||
Crafting a Banner Shield with a glow ink sac should make it glow Posted: 27 Jul 2021 11:43 AM PDT So we have glowing signs, we have glowing item frames, why shouldn't we have glowing shields? I think it would be a cool idea because
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Posted: 27 Jul 2021 02:15 PM PDT
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A Mob In the End for Transportation Posted: 27 Jul 2021 11:01 AM PDT Exploring the end is currently kind of boring. You bridge or pearl over bits of void until you find an end city, and then you grab the elytra and fly off to more end cities. This flying mob will make exploring the end more interesting. The mob will not glide like phantoms. Instead, it will sort of float around, making it only a bit faster than walking speed. The player can ride it to cross the void so they don't have to bridge forever to find end cities. This mob will be rare, so you might still need to bridge a little bit before finding one. Appearence: An early design for the strider? Maybe? https://www.minecraft.net/content/dam/games/minecraft/screenshots/strider-concept2.jpg The mob spawns in the void and at small end islands in groups of one. Every 5 random ticks, it has a 30 percent chance to become hostile to endermen and players for 1 minute. You can use a saddle to tame ride this mob. You can also attach a bundle to it for extra storage. The mob has 50 health points and is neutral. It drops 2-4 leather when killed. To balance it out, elytra would now have much less durability in end ships. [link] [comments] | ||
Posted: 27 Jul 2021 01:21 PM PDT Taking knockback from something that shouldn't deal knockback can be quite frustrating. Though I know it sometimes adds a layer of depth to the game, poison slowing you down actually makes sense, and you can use the damage to boost yourself by a small amount. So what if some types of damage dealt knockback but others didn't? Like what if fire damage didn't deal knockback, or effect damage? That would make the two types of damage noticeably different, adding some variety to the game. [link] [comments] | ||
Posted: 27 Jul 2021 07:04 AM PDT
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Posted: 27 Jul 2021 09:34 AM PDT This is for speedrunners. You open video settings and there is a button called "Timer". When you press that there opens a tab, where you can turn the timer on/off, decide where the timer is on the GUI and fully customize it The timer is automatic, so no hotkeys needed. When you load up a new world, the timer starts. When you beat the game, the timer stops. [link] [comments] | ||
Posted: 27 Jul 2021 12:07 PM PDT GlowBerries + AwkwardPotion = potion of glowing, which I do remember it correctly the effect of glowing being that you have a glow that makes it easier to seen, especially though walls. AND also it should be another way to get invisibility, which 1 way is to have a fermented spider eye and a night vision potion, which'll reverse the potion effect as what fermented spider eyes do most of the time in brewing. so means the same as glowing making invisibility with a fermented spider eye, as invisible is the opposite of visual. [link] [comments] | ||
Posted: 27 Jul 2021 06:32 AM PDT So you know how when you start a new world the of it is always "New World" until you change it? Well, what if you could change that default value to something else? Speedrunners could change it to "speedrun" for example. [link] [comments] | ||
If a thrown Ender Pearl touches lava, it will be destroyed and the player won't teleport Posted: 26 Jul 2021 10:33 PM PDT To prevent unavoidable deaths when throwing an ender pearl into an unknown location [link] [comments] | ||
Posted: 27 Jul 2021 05:14 PM PDT Have a flower forest villager with bee hive work station. They can buy flowers, strings, and honey combs. Sell things like a couple different colored candles and maybe bottles of honey I will post a pic in the comments [link] [comments] | ||
Posted: 27 Jul 2021 05:09 PM PDT Llamas should be able to walk in powder snow due to their coats of fur and spawn in the Grove biome [link] [comments] | ||
Posted: 26 Jul 2021 06:35 PM PDT Quite simple: you hold seeds and chickens will follow you to the ends of the earth, why can't this feature also apply to other mobs like zombies who can pick up items? I personally think this would be a fun addition but I wanted to see what others thought of it as they might have something to add. [link] [comments] |
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