Minecraft Spiders should not climb glazed terracotta |
- Spiders should not climb glazed terracotta
- Make Azaleawood green
- Allow tripwire hooks to be armed in the same block
- Customizable Launcher (themes)
- Make ladders have the same building properties as scaffolding
- an additional use for dyed leather armor
- Autojump should be off by default
- Bedrock Edition shouldn't reload when you minimize it on full screen.
- Change XP orbs hitbox
- New Biome - Pumpkin Pastures
- When you bonemeal moss ontop of cobble stone said cobblestone becomes mossy cobblestone
- The player should turn blue when they take freezing damage, the way that you turn red when you die.
- Icicles: a new icy block similar that can generate on the undersides of blocks in cold environments.
- Make item frames hanging entities like paintings
- Glowing stone bricks?
- Marketplace
- Cave biomes match overworld biomes
- Fixing less filling foods in a simple but effective way! Faster regen.
- Adding small features to meadow biome
- Copper Doors
- The /execute command should be able to run multiple commands.
- A few changes to the name tag easter eggs "jeb_" and "Johnny"
- Potion effect tools, Tier III potions, other brewery suggestions
Spiders should not climb glazed terracotta Posted: 28 Jul 2021 02:54 AM PDT Since even slime and honey can't grab terracotta, spiders should not be able to climb it either. Not only it will make an option to protect yourself from spiders, but also allow to create more efficient spider farms [link] [comments] |
Posted: 28 Jul 2021 05:02 AM PDT I was kinda disappointed when I found out that the Azalea trees will just have an oak wood trunk. And green wood would be awesome. So why not make Azalea wood green? The trunk could have a similar texture to the jungle tree, except the color is purple-ish. [link] [comments] |
Allow tripwire hooks to be armed in the same block Posted: 28 Jul 2021 11:57 AM PDT The title isn't very clear, but as of right now, a tripwire hook can only be set and armed in a 3 wide space; one hook on each end and a string between them. I propose that you allow the hook itself to be armed with string so that you can reduce the tripwire footprint into a 2 wide space. Hopefully this is clear. [link] [comments] |
Customizable Launcher (themes) Posted: 28 Jul 2021 07:32 AM PDT It won't let me upload a photo for some reason, here's my visualisation of my idea: https://imgur.com/gallery/UlTlAnK What I personally do not like the stylistic visuals of the launcher, and I think we should have the choice of changing it through either downloable themes (??) or through texture packs. Why Because texture/resource packs allow us to change pretty much everything visual about the game, and that's without taking data packs into consideration. Why shouldn't we be able to change the launcher's visuals then? I personally can't really see any downsides to this, it's either change your launcher or don't change your launcher. I'm aware texture packs are equipped when you are IN the game, so I'm not sure how that would work out. Maybe there should be a menu in the launcher where you can choose launcher theme from respectively each texture pack? (Look at the embedded picture for that) [link] [comments] |
Make ladders have the same building properties as scaffolding Posted: 28 Jul 2021 12:17 PM PDT OK the tittle may sound weird but my idea is to make ladders work similarly to scaffolding, in which by placing on a ladder multiple times it goes down by one block, this would make traversing the bigger cave system more simpler, and I also think that this would work even without blocks behind the ladder, which means more creative builds and builds that aren't limited to barrier blocks to make ladders look more natural. Personally I think this is a good idea that would make early game traversal in caves more easy, and survival builds with ladders Look more natural. But opinions are strongly accepted [link] [comments] |
an additional use for dyed leather armor Posted: 28 Jul 2021 09:22 AM PDT it's quite weak and this is understandable, but it could give some indirect protection by reducing follow range of the nearby mobs (camouflage) depending on your current biome, you should use a different color, there are some examples of reducing the visibility:
the effect would act like the opposite invisibiliy; invisibility gets worse with each armor piece, but the leather armor would increase the power of "invisibility" with each piece, so the full armor makes mobs barely see you, but 1 piece reduces their follow range by just ~20% this would simply reduce the amount of mobs that come at you at night, quite useful in the early game and it would be a good alternate version for the iron armor (which is usually easier to get) [link] [comments] |
Autojump should be off by default Posted: 28 Jul 2021 03:22 PM PDT From what I can tell many players dont like it, so having it off by default and then having to turn it on would be better [link] [comments] |
Bedrock Edition shouldn't reload when you minimize it on full screen. Posted: 28 Jul 2021 12:55 PM PDT Basically the title. I like playing on fullscreen mode. I hate windowed mode because it's ugly, I can see the taskbar, and I can accidentally click off-screen (I have dual monitors which makes it worse...) Sometimes I minimize Minecraft or something on my computer minimizes it (Getting calls from friends on Messenger, Skype, etc. or even opening the feedback menu on MC.) and when I do it reloads MC. Whenever I'm in a server and I minimize MC and immediately come back the game starts reloading and I either get kicked out from the server or realms, or my friends get kicked out from my server. At worst the game freezes and won't unfreeze so I have to close the game. This has been the dumbest problem I have ever seen in the history of MC. The only way to "fix" it according to people, is to just not play fullscreen. [link] [comments] |
Posted: 28 Jul 2021 10:57 AM PDT I know is a really small suggestion but I'm sure some of you has struggled with XP farms and some xp orbs gets sucked or doesn't pass some places, and for some reason their hitboxes are pretty big compare to the size of the orb, so I suggest to make the hitbox a little bit smaller, probably 0.25 instead of 0.5 [link] [comments] |
Posted: 28 Jul 2021 12:58 PM PDT The biome would be autumn/fall themed with redish/orange leaves and pumpkins all around. The ground under the trees would be covered in fallen leaves and a lot of mushrooms, maybe even new types of mushrooms with special effects and also a new mob. Snail I feel like snail would be a nice addition to the autumn themed biome. Upon killing, it would drop 1-2 slimeballs and 1 snail shell. Snail Shell Snail shells could be used to brew a Potion of Sticking. Upon drinking, you would stick to walls and prevent falling. Shell of Shells This item could be crafted by combining both Snail Shell and Nautilus Shell. It could be used to brew a Potion of Wall Leaping, which would grant you the ability to jump from one wall to another, while also sticking to them. The idea is heavily inspired by the Pumpkin Pastures level in the Minecraft Dungeons. [link] [comments] |
When you bonemeal moss ontop of cobble stone said cobblestone becomes mossy cobblestone Posted: 28 Jul 2021 12:36 PM PDT In my personal opinion getting mossy cobblestone is a hassle even with the moss block recipe, yeah call me whiny but without a Redstone farm working it's tough to get enough moss blocks to craft multiple stacks of mossy cobblestone. So why not just disable moss blocks from spawning when cobblestone is around but replace the cobblestone with its mossy variant, this may also work for the brick counter parts. But don't worry it won't prevent moss carpet and etc. from spawning. Yeah that's my idea if I didn't explain It thoroughly I'm sorry but criticism is definitely acceptable. [link] [comments] |
The player should turn blue when they take freezing damage, the way that you turn red when you die. Posted: 28 Jul 2021 02:48 PM PDT The player should turn blue when they take freezing damage, the way that you turn red when you die. This way it makes it seem more like the player is frozen, kind of like having frostbite in real life. [link] [comments] |
Icicles: a new icy block similar that can generate on the undersides of blocks in cold environments. Posted: 27 Jul 2021 07:32 PM PDT These would act as an icy counterpart to Pointed Dripstone and would share many of the same properties (i.e. growing under ice blocks with water above them, dealing increased fall damage, 4 of them can be crafted into an ice block, etc.), but they would have a few differences:
I think Icicles would make for a very nice, beautiful block that would complement any snowy builds and terrain, especially icy caves. What do you guys think? Edit: I just realized I screwed up the title. Ignore the extra "similar," please. x( [link] [comments] |
Make item frames hanging entities like paintings Posted: 28 Jul 2021 07:11 AM PDT Right now item frames are still considered blovk entities, meaning you cannot put torches behind, and other lesser problems. You can with paintings tho, as they are considered hanging entities. Please just change the item frame to a hanging entity instead. It's a small and easy fix, but it would just mean so much to us builders. On a side note, invisble item frames would also be cool to have in bedrock too. They have said that they are working to make the two versions as similar as possible, and this would be a quick and easy step towrads that goal [link] [comments] |
Posted: 28 Jul 2021 02:07 PM PDT I think it would be cool If we could make glowing stone bricks, stone walls; that kind of thing by using glow lichen instead of vines in mossy stone brick, wall ect. To make them glow with the same (or slightly lower) then glow lichen. They could also naturally spawn in strongholds. [link] [comments] |
Posted: 28 Jul 2021 03:09 PM PDT Make it so ANY resource and behaviour pack you buy works with ANY world, and not JUST the world its for. [link] [comments] |
Cave biomes match overworld biomes Posted: 28 Jul 2021 06:29 AM PDT For instance there could be...
I think it would look pretty cool to see caves match with their overworld counterparts. [link] [comments] |
Fixing less filling foods in a simple but effective way! Faster regen. Posted: 28 Jul 2021 04:49 AM PDT When you eat lighter foods irl, they tend to digest faster and get you going sooner. Eating heavy meals can make you dreary because of how much energy it takes to break them down! Apply that to Minecraft. Regen is currently based on the most saturation and hunger, nothing else, and you constantly have to stay topped up! My suggestion is to change that so lighter foods, say an apple or berries, give you regen sooner and burn through the regen period faster than heavier foods, so you'd be hungry again and have room for more after. This should encourage mixing foods for the best of both, like a few berries to heal followed by a steak to maintain a full bar. This would make smaller foods much more powerful, without being unreasonable powerful as aside from healing that wouldn't be a huge difference to now. [link] [comments] |
Adding small features to meadow biome Posted: 28 Jul 2021 03:23 AM PDT I had some ideas to make the new meadow biome more different from the classic plains, like :
[link] [comments] |
Posted: 28 Jul 2021 04:46 PM PDT You can open them in an instant with a Redstone connection (ex. Buttons, Levers, Pressure Plates, etc..) the same way you can with an Iron Door, or by hand like a wood door, but it will have very slight delay representing heft. Copper Doors will be able to oxidize but you can wax them to prevent that [link] [comments] |
The /execute command should be able to run multiple commands. Posted: 28 Jul 2021 04:45 PM PDT IntroductionThe ReasoningThe first and most obvious reason is compacting, since you would need a lot less command blocks to do basically anything, and you might argue that this isn't useful with datapacks, and that it would make commands a lot harder to read, but this isn't the only reason. Being able to run multiple commands from a single execute command means that it only has to check only once for a condition. A simple example that let's suppose you want to give speed to a player whenever he stands on a diamond block, and then remove the block, on the current system, you would have to make a command block chain that looks something like this:
As you can see, in this chain, Minecraft has to check for all players, go to their position, and check if the block underneath them is a diamond block, if then condition is true, run the command, and then do this all over again for the second command. This means it has to do the same check twice (hurting performance), because it can't run both commands in the first check. This is a simple example in which the performance difference is minimal, but if you're making complex creations, you will have a lot of those redundant checks, and these performance differences stack up quickly. It would also make it a lot easier if you want to run multiple commands from a random entity, since with the current commands you would have to tag the random entity, run your commands checking for the tag (again, every single command has to check again for the tag, hurting performance), and then remove the tag. You are probably thinking about datapacks now, and it is true that you could do this by running a function with both commands from the ImplementationMy proposal to implement this is by making it so if you want to run multiple commands, you have to put the command being in quotes, looking like this:
In the example, The quotes are required because there are commands like If you don't add quotes to the command being run, it will work just fine, but you won't be able to run multiple commands, meaning that this would be compatible with commands from older versions. The commands would run in order from start to end of the command, so the output from the example above would be: [@] example 1 This should also behave like a function when running from multiple entities, where the first entity runs every single command before going to the next, so in this example:
The output if you had two players would be: [Player 1] a I am not really sure how this would work with ConclusionThis somewhat simple change would make doing complex things a lot easier, and would make us able to do thing that weren't even possible without a datapack, while also allowing for greater optimization. This would also allow for a return of the good'ol "One Command Creations", but with this method, the commands would be actually readable instead of a mess of command block minecarts (and the final command block machine would be a lot more compact). (English is not my first language so I hope I didn't make too many mistakes) [link] [comments] |
A few changes to the name tag easter eggs "jeb_" and "Johnny" Posted: 28 Jul 2021 04:34 PM PDT If you're curious about the upcoming spoiler text, it's just so you can read it easier to read if you already know what does what :) I think as a fun little change to the name tag easter eggs "jeb_" (Which makes a sheep alternate between colors of the rainbow, does not work on any other mobs)and "Johnny" (When put on a vindicator, it will attack everything except ghasts and other illagers), they should change it so "jeb_" will work on axolotls (Since they have multiple colors), and the Glow Squid (It doesn't normally change colors but since it glows I think it'll be a good idea). And for the "Johnny" name tag, it should be able to be used on any hostile or neutral mob, making them attack anything other then their own kind. (Since vindicators named Johnny don't attack Ghasts, all hostile and neutral mobs will also not attack Ghasts) [link] [comments] |
Potion effect tools, Tier III potions, other brewery suggestions Posted: 28 Jul 2021 12:42 PM PDT I am a big fan of brewing since its debut in 1.0 and I am very sad that people only use it for fireres and sometimes strength. Time to change for the better.
Now for new potion effects I came up with:
Thanks for coming to my ted talk. [link] [comments] |
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