Minecraft Gold ore veins in badlands biomes |
- Gold ore veins in badlands biomes
- Comparators should work with copper blocks
- The goat horn should be able to be detected by sculk sensors from a far distance, allowing for some long-distance redstone triggering.
- zombiefied piglin brute.
- Predatory fish in rivers and swamps (TL;DR at bottom)
- Attaching a lead to a fence instead of an animal
- Calcite Cliffs!
- Mining Bedrock and End Portal Frames should not show particles that imply the block is being mined.
- Two words: Pink Dolphins
- Spyglass can be found in shipwrecks
- Rope/grappling hook/belay system for exploring the new caves and cliffs in 1.18
- cave sounds should be common when closer to the warden
- More cave types.
- /gamerule mobSpawnLight <0-15>
- Make the new cave biomes have different water colors like that of certain biomes. (ie swamp)
- If you walk on soul fire, the animation of fire on your screen is blue.
- jockeys shouldn't suffocate their rider
- Soul Campfire Upgrade
- Make the budding amethyst harder to break than blocks of amethyst
- Honey bottles can have a splash potion variant
- Adjust and add to ladders to make them more useful. Similarly, let them be complementary with scaffolding.
- Feral Status Effect from monster meats
- A bouquet
- the nether should go down to -64
Gold ore veins in badlands biomes Posted: 14 Jul 2021 04:13 AM PDT For 1.18, mojang has already planned copper ore veins and iron ore veins. I think it would be a very good idea to add gold ore veins that can be found in badlands biomes. It would definitely make sense, because gold ore veins exist in real life too. And because badlands are pretty rare, the gold ore veins can extend into adjacent biomes. Also, maybe the abundance of gold ore in badlands should be lower because then there wouldn't be too much gold. The gold ore veins would be made out of calcite, of course gold ore, and sometimes (just like the other types of ore veins) a raw gold block would appear in the veins. I made a screenshot of what a part of a gold ore vein could look like. https://postimg.cc/MvByPV08 [link] [comments] | ||
Comparators should work with copper blocks Posted: 14 Jul 2021 06:34 AM PDT Depending on the oxidation state of the block the comparator sends a lower signal strength Normal=15 Edit: reversed the output as suggested by u/the_hucumber [link] [comments] | ||
Posted: 14 Jul 2021 09:06 AM PDT Imagine you have a firework display and you want to set it off... Instead of having to pull a lever up close and potentially miss part of the show while you're running away to be able to see it all or having to set up a hundred-or-so block long line of redstone to trigger it, you could just blow the goat horn and wirelessly start it from your vantage point! Sculk sensors can detect vibrations in an 8 block radius... So how far should the goat horn be able to be detected? Well perhaps it could match the distance the horn can be heard from during a raid. I'm not sure what that distance is but I'm sure this distance could be tweaked. Having one object that can be detected from further away would give it more incentive to get it and of course, would result in wilder redstone contraptions! [link] [comments] | ||
Posted: 14 Jul 2021 04:01 AM PDT currently if a brute get zombiefied it becomes just a weak zombiefied piglin instead it should be a zombiefied piglin brute. it will behave as a polar bear but instead as a polar bear protects her kids, de zombiefied piglin brute protects zombiefied piglins. just like normal piglins. if the zombie brute attacks you, the other zombie piglins wouldn't attack you till you attack the brute. [link] [comments] | ||
Predatory fish in rivers and swamps (TL;DR at bottom) Posted: 14 Jul 2021 10:18 AM PDT
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Attaching a lead to a fence instead of an animal Posted: 14 Jul 2021 06:52 AM PDT Let me explain. As of right now, you can lead an animal and attach it to a fence. It would be a nice building feature if you could attach 2 fences together with a lead. You would be really nice and would help with making bridges and other structures. If there's anything you want to add, just comment [link] [comments] | ||
Posted: 14 Jul 2021 12:10 PM PDT
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Mining Bedrock and End Portal Frames should not show particles that imply the block is being mined. Posted: 14 Jul 2021 05:45 AM PDT When you mine either of the two unbreakable blocks in Minecraft, it should not show mining particles. These imply that the blocks are being mined, or can be mined. It gives off misleading information. Instead, when you try to mine these blocks - either the pickaxe or fist doesn't work at all, or better, mining it simply gives off no particles. Any way to convey to the player that the block is unmineable and unbreakable. [link] [comments] | ||
Posted: 13 Jul 2021 06:52 PM PDT I think it would be amazing to add a rare pink dolphin in Minecraft! Not only is it realistic, but just like the blue axolotl it can be a low percentage to spawn. All Mojang would have to do is color the dolphin mob now pink! [link] [comments] | ||
Spyglass can be found in shipwrecks Posted: 14 Jul 2021 10:18 AM PDT Since the spyglass looks like a pirate theme item [link] [comments] | ||
Rope/grappling hook/belay system for exploring the new caves and cliffs in 1.18 Posted: 14 Jul 2021 01:27 PM PDT With how amazing and dramatic the new world generation looks, it would be great to have some new tools to help in exploring these gigantic spaces, and feel more immersive than using water buckets. It could be upgraded as the game progresses as well: your start with a rope you can just fix in place to descend down and slowly back up. Then with a bow or some new tool you could shoot it distances to help cross ravines or pull yourself up to the ceiling to mine ore up there easily. Then maybe with redstone it could be motorized to pull yourself more quickly? A way to attach multiple anchor points/belays would be really cool for helping it feel like real caving/mountaineering. Also other exploration tools would be sweet, even like putting a lamp in your helmet. Thanks for reading! [link] [comments] | ||
cave sounds should be common when closer to the warden Posted: 13 Jul 2021 09:51 PM PDT this would be a horrifying touch... just think about it.. there could even be unique cave sounds! [link] [comments] | ||
Posted: 14 Jul 2021 07:32 AM PDT With the addiction of cave biomes- it's sort of a bummer they chose to only introduce three types of cave biomes. Based on the fact that almost every single block has already been added, then from the looks of it we will not be getting any new cave types. UNLESS Mojang decide to add cave biomes that consist of pre-existing blocks. A snowy cave and a desert cave could be added under their respective surface biomes. These biomes would only spawn to y=32, halfway to y=0. Consisting of snow (or a snow stone variant like hardened snow/hardened ice) and ice blocks, or sandstone depending on the type. I don't think they need to add more ore variants because then it would be too much. So it would still be using regular stone ores which shouldn't look too ugly [link] [comments] | ||
/gamerule mobSpawnLight <0-15> Posted: 14 Jul 2021 01:10 PM PDT in the recent 1.18 experimental snapshot there was a change: mobs now spawn only in the absolute darkness instead of <8 light, this command would simply make mobs require a certain light level, it would allow players to use current mob spawn mechanics if they don't like the new one, but also it can be some sort of a difficulty selector (higher number = more mobs in light = higher difficulty) [link] [comments] | ||
Make the new cave biomes have different water colors like that of certain biomes. (ie swamp) Posted: 14 Jul 2021 11:12 AM PDT I was playing around with the new experimental snapshot and had swamp water intersect with some of the lush cave plants and thought that having something like that would be cool. I think it'd be interesting for, say, the Deep Dark to have water colored a dark green like the sculk. Also, maybe the water could slowly change color as it falls down into a cave biome, like slowly turning an ichy green as it descends from the surface. [link] [comments] | ||
If you walk on soul fire, the animation of fire on your screen is blue. Posted: 14 Jul 2021 08:59 AM PDT Now if you walk on soul fire in 1.17, the animation is normal orange/yellow fire. Can you change it so the animation is blue fire? [link] [comments] | ||
jockeys shouldn't suffocate their rider Posted: 14 Jul 2021 02:46 AM PDT The rider of the mob should be considered part of its height because you'd just see a spider suffocating the skeleton on top of it, a ravager sticking the pillager's head into a roof and your horse shoving you into a wall. [link] [comments] | ||
Posted: 14 Jul 2021 08:57 AM PDT If you put soul sand under a soul campfire, the smoke will be changed into the blue souls you see while using the soul speed enchantment. [link] [comments] | ||
Make the budding amethyst harder to break than blocks of amethyst Posted: 14 Jul 2021 05:32 AM PDT Just like the title says. I think the budding amethyst should be harder to break seeing as how once you break it, it's gone forever. I don't know how many I've broken so far just trying to harvest amethyst shards. [link] [comments] | ||
Honey bottles can have a splash potion variant Posted: 14 Jul 2021 12:10 PM PDT When thrown, it leaves a sticky residue behind that slows attackers down. Maybe it also helps attract bees. [link] [comments] | ||
Posted: 14 Jul 2021 11:20 AM PDT 1.18 will drastically change the game. With it, the need for navigating massive areas. With the addition of scaffolding, ladders have been made long obsolete in both utility and cost effectiveness. Ladders at this time require radical changes to both stay relevant, and meet a need. The solution: 1: Ladders need to increase their climbing speed to 10/3 blocks per second.
3: holding both shift and down let's the player fall down the ladder at 5 blocks per second, halting the placer at the bottom.
4: Ladders placed on scaffolding instantly uses the player's entire inventory of ladders to stack ladders to the top of the scaffolding.
5: Ladder placement on walls should be adapted from scaffolding. Thus, placing a ladder on a ladder stacks on top AND below the block.
6: Furthermore, ladders placed this way should be able to extend in the air 6 blocks before falling, similar to vine blocks. However, the player cannot be allowed to move through the ladder. Also, arrows and snowballs may move through ladders.
Each of these changes would fix every issue between the ladder and scaffolding and even encourage the use of both. Ladders would be made usable and balanced, and scaffolding would remain useful. Furthermore, the player will have access to new mechanics that will almost be necessary when Minecraft's areas become more vertical. [link] [comments] | ||
Feral Status Effect from monster meats Posted: 14 Jul 2021 03:47 PM PDT
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Posted: 14 Jul 2021 03:19 AM PDT
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the nether should go down to -64 Posted: 14 Jul 2021 10:24 AM PDT this would make the nether much more interesting, while allowing people to continue using the nether roof [link] [comments] |
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