Minecraft Warden heads make you blind but let you see vibrations |
- Warden heads make you blind but let you see vibrations
- Oak saplings grown in swamp biomes should grow to swamp trees
- Cured villagers should increase quantity of item sold when the base price is one emerald.
- Enchanted books should be able to be placed on a lectern, and show a short explanation of what the enchantment does
- wandering traders selling 4 dark oak saplings at once
- Powering an item frame, power levels 1 to 8, rotates it to match power level.
- Polar bear revamp
- Minecraft Launcher's "Create New Installation" should warn you if the target game directory is not empty.
- Loom for custom heads
- It would be cool if we could dye item frames (they are made with leather) to match the items we put in them.
- The Highrise Biome - Where exciting things happen
- Dog Whistle Item
- Bamboo planks
- Warped and crimson should be fire proof
- Pillager mine cave "biome"
- Basic Cooking and Smelting 101
- Trader Llamas should be able to carry a double chest of items, not nothing at all!
- Lllama Improvements: Carrying Capacity, Guard Llamas, and more.
- Colored Tinted Glass
- there should be abandoned ruins of Castles
- some "buffs" to paintings
- An option to change render distance to up to 16 for Realms
- Trident- Aquatic Looting from Monuments
Warden heads make you blind but let you see vibrations Posted: 08 Jul 2021 06:46 AM PDT
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Oak saplings grown in swamp biomes should grow to swamp trees Posted: 08 Jul 2021 03:45 AM PDT This would be useful because after chopping down some trees in swamps, I want to replant them and it doesn't look logical when there are "normal" oak trees in swamps after the saplings have grown. [link] [comments] | ||
Cured villagers should increase quantity of item sold when the base price is one emerald. Posted: 07 Jul 2021 06:26 PM PDT Example: A novice cleric will sell two redstone dust for one emerald. No matter how many times this villager is zombified and cured, the exchange rate of emeralds to redstone will remain the same. Contrast this to a Journeyman cleric's glowstone trade: 4 emeralds -> 1 glowstone. When cured, the villager will sell the glowstone for only one emerald. It doesn't make sense that some trades get this heavily discounted while others do not. My suggestion is this: For trades where a discount is impossible (e.g. where the price is already one emerald) the quantity of the item on the other side of the transaction will increase. For example, in the redstone trade mentioned above, the villager could sell 3-4 redstone per emerald after one zombification instead of only two. EDIT: I've been seeing a lot of people protesting this due to not fully understanding it. To be clear - unless a trade has an initial price that cannot be discounted (cleric's redstone trade, blacksmith's diamond trade, librarian's glass trade) there would be NO CHANGE. The vast majority of villager trades would go unaffected by this suggestion. [link] [comments] | ||
Posted: 08 Jul 2021 04:43 PM PDT This would be added mostly to help new players. Instead of looking up on the wiki, they could place the book on the lectern to see what the enchantment does and maybe explaining the equipment it can be combined with. If a book has more than one enchantment on it, it wouldn't show anything while on a lectern. [link] [comments] | ||
wandering traders selling 4 dark oak saplings at once Posted: 08 Jul 2021 08:16 AM PDT | ||
Powering an item frame, power levels 1 to 8, rotates it to match power level. Posted: 08 Jul 2021 09:01 AM PDT You can already read the rotation of an item fram with a comparitor - feeding that same power level into a second item frame would make its rotation match the first. (But usually you'd power it from something else) This could be used by a veriaty of contraptions, such as gauges, pointers, alternative clocks, puzzel games, arty animations (I'm thinking googly eyes would be asuming). Taking this further, maybe fully powing it would lock it to its current rotation - stopping accidental rotation, or locking it in a selection after a user has rotated it. [link] [comments] | ||
Posted: 08 Jul 2021 10:23 AM PDT Polar bears now have a faster swim speed and new animation. Furthermore, they create dens in snow biomes where them and their young can be found sleeping. Maybe you could find fish inside them? I would like for polar bears to feel more connected to the monecraft world. [link] [comments] | ||
Posted: 08 Jul 2021 11:11 AM PDT It can be easy to accidentally select the wrong folder, or expect that the installation is going to create a single subfolder in the folder you select. Eg: you want an installation to be inside a new folder on your desktop, so you select the desktop, and now you have "options.txt", "usercache.json", etc littering your desktop. It would be nice if the launcher detected when you had selected a non-empty folder and suggest an option to create a new folder inside the one you selected to install into. You should, of course, be able to decline that offer if you do actually intend on that folder being the installation folder - say, in the case that you have an already prepared installation folder. [link] [comments] | ||
Posted: 08 Jul 2021 01:00 AM PDT I think they should add a type of loom block for player heads, this will add creativity to our builds. They could do templates just like the loom, here if you insert a block you would get a head version of that block. [link] [comments] | ||
Posted: 08 Jul 2021 07:20 AM PDT An example would be dying an item frame red to match a crimson stem block. Or, we could dye them contrasting colours to make the item stand out more (i.e. blue item frame holding an orange item) [link] [comments] | ||
The Highrise Biome - Where exciting things happen Posted: 08 Jul 2021 04:18 PM PDT The Highrise biome.This biome won't have bedrock at the bottom. Yes, it will literally be the void under it. But instead of dropping off into the void and dying, it'll have a Highrise Air block. Read Highrise Air block below for info: Yes, the block will be breakable unlike bedrock. The Highrise Air block will replace all the air blocks within this biome. Other than that, this biome will have no temperature or weather except thunder and lightning. This biome will have no ores. It won't have anything except star pieces made out of glass in random chunks like a night sky. Inside the glass star chunks will have glowing jack-o-lanterns or glowstone. In this biome, you'll see in the sky a tear that is black revealing light coming out of it. This biome is very rare as it contains an open void sought out by many people. Any block placed in the void block in this biome only will be also destroyable. What makes this biome special is because the skytear allows gravity to be manipulated. In this biome, all entities including players will have slow falling level 2 on. Like gravity of the moon. In this biome only passive mobs will spawn. Dungeons, Mineshafts, and Temples from other biomes can randomly spawn here with the loot. A new temple can spawn here called the sky temple. Read below for info on the sky Temple Weather: Constant lightning and thunder. Never ending. No rain. Anything that relies on the game tick speed 3 will be now have game tick speed of 10 while in this biome. Random star clusters will have a chance to generate Shiny Quartz Glass instead of normal glass, in different colors. Basically this biome represents like literally the night sky fell onto minecraft land and exploded all over for some reason, due to the tear in the sky. Sky TempleThis temple will look like the desert temple with the forest temples flipped upside down placed on top of the hole of the desert temple. 2 times bigger of each temple originally. So the stairs will go up into the redstone room. It's blocks will be made out of the quartz blocks. It'll introduce shiny quartz glass by being placed as floors between each layer. In this temple will have the same redstone trap with the chests below. Except instead of tnt, it will open up jeb doors behind the chests and unleash mobs equivalent to the level of loot tier in the chests. I:e tier 1 zombies, tier 2 creepers, tier 3 phantoms etc(mobs can be changed). In the upper area to start climbing into the 2nd part into you can go the aly will have access to the classic lever switch to unveil redstone and dispenser booby trap. Except this time, it'll be a maze to get to the 2nd loot. Still will have classic tripwire traps, just more of them in the maze. But this the time the tripwires will activate hidden traps to let mobs come in equivalent to the tier loot in the chest. Shiny Quartz glass will have random color patterns i:e checkered or regualr or rectangle depending on the tier loot of the generated structure. Location of temple: The Highrise Biome. New Blocks MentionedHighrise Air: A block with slow falling that makes entities fall as if they were on the moon. If placed in water or lava, it will remain a Highrise Air block and won't allow any liquid in. If you fall into the block, it'll bounce up as if it's slime. If you walk into it, you'll have slow falling level 2 on(moon gravity). If placed in water or lava, it'll no longer have it's status effects and remain as open air(like a sign or etc but nothing in it) block, for adventure maps and etc. Redstone can be powered through this even though it's a transparent block. Grass, crops, ladders, etc can be placed inside this block. Anything that isn't a full block can be placed inside it and it will keep it's status effects. Craftable: No. Pickaxe can mine this block: level 2 or higher. While inside the Highrise air block, you'll still be able to destroy and place other blocks except itself. If you want to destroy the Highrise air block while inside, then you'll need a pair of shears. If outside the Highrise air block, you'll be able to destroy it by hand or pickaxe and get the block. It's like placeable air, but smarter. Shiny Quartz Block: A block made of glass and quartz beaten together. It'll look like glass but have pieces of quartz inside it. When in the sun, it will start to glow. When the moon comes up, it will dull. This shiny quartz block when in the sun is near an enchment table, it will energize it and have you use less lapis per enchantment. Craftable: Yes. It is more fragile then normal glass. If you jump on it once, it will crack. If you jump on it twice, it crack more. If you jump on it 3 times, it'll break. When destroyed, it'll leave nothing like glass. If using silk touch, you'll get the block back. Crafting: Like colored glass except using dye, use a piece of nether quartz in the middle. Then, use Shiny Quarts Glass instead of regular to get the colored varieties. Creditsu/diamond_helmet59 helped me review and improve post. [link] [comments] | ||
Posted: 08 Jul 2021 03:51 AM PDT This is an item that is used to control dogs (kinda). When you use it, all of your tamed dogs in a certain area either sit or stand. I feel like this will be a very useful feature as dogs can be somewhat hard to control. The crafting recipe could be something like a bone and a goat horn (if that even will be an item). I feel like this is a unique item and hope you feel so too. (Also, this is my first post on this subreddit so don't hate me too much). [link] [comments] | ||
Posted: 08 Jul 2021 02:14 PM PDT They should add a new wood type called bamboo planks. It would be crafted by using 4 peices of regular bamboo. This would add more diversity to wood building blocks and could be implemented into jungle villages/structures. Bamboo doesnt have very many uses now besides fuel and scaffolding so it would be cool to implement such a feature to give it more purpose in the game. [link] [comments] | ||
Warped and crimson should be fire proof Posted: 08 Jul 2021 03:43 PM PDT They literally come from a dimension of heat where water INSTANTLY EVAPORATES with lava EVERYWHERE [link] [comments] | ||
Posted: 08 Jul 2021 02:00 PM PDT This is a different take on a biome, in that it is sort of a structure. Because of this, it would be much rarer and smaller than all other cave biomes, but still larger than any structure The natural biome is mostly similar to plain caves, except their are large pillars made of a yellow crystal block, citrine. Citrine's texture somewhat resembles amethyst blocks, and there are budding citrine, citrine clusters and shards, but they serve no crafting use. Being a variety of quartz, citrine can be made into all the same blocks quartz can, but coloured yellow. What really sets the biome apart is the amount of structures. It is filled with illager mining structures. all the wood used is dark oak. The structures tend to generate near each other, and some always generate with others of their kind nearby. -Lantern post: the smallest structure, just a fence post pole with a lantern hanging from a chain -Bridge: a dark oak version of the mineshaft walkways, with support posts and chains -Tunnel: like abandoned mineshafts, even with similar roof support archways, but dark oak -Track: a fairly short minecart track, can be on bridges, or in tunnels or in the open. A bridge or tunnel can have a track along its whole length -Cage: Small 3x3 cage made out of iron bars containing a villager. Generate in clusters -Hanging cage: Cage that hangs near the ceiling from chains. Generates in clusters -Elevator: small 4x4 platform suspended with chains, with loot barrels on top -Platform: Like the elevator, but much wider (10x10). Has more barrels, but also vindicators+pillagers -Barrel pile: A pile of barrels, only some have loot -Smeltery: Second largest structure, large array of furnaces, some containing uncooked food and ores, including ore blocks that need silk touch to obtain (they can have coal and redstone ore). Lava flows down the side from on top and into a channel, that makes an almost complete loop around the structure, with only a small bridge. Lots of vindicators and pillagers -Tower: Largest and rarest structure, tall wooden tower just shorter than a pillager outpost, and simiar in appearence. Has the most loot barrels, but of course the most pillagers and vindicators. New mob: the miner - The miner is an illager that is essentially just a weaker vindicatorwith a different texture. It wields either a stone or iron pickaxe, has no armour points and spawns on mass in the illager mine. if no players are nearby, they will walk towards citrine blocks and start an animation where they seem to be mining it, but will not destroy the block. Vindicators and pillagers do not mine citrine and spawn in much smaller numbers as guards and overseers. Miners respawn, pillagers and indicators do not. On death, miners may drop cobblestone, sand, gravel, and rarely coal, copper or iron ore [link] [comments] | ||
Basic Cooking and Smelting 101 Posted: 08 Jul 2021 07:01 AM PDT Basic Cooking is a Advancement which you will get when you cook a food in a furnace, smoker or campfire, It teaches players that you can cook food (The Parent of it is the "Stone Age" Advancement) Smelting 101 is another advancement which you can obtain by smelting any type of raw ore or ore blocks, It teaches players you can smelt raw ores to get real ingots (The Parent of it is the "Stone Age" Advancement) [link] [comments] | ||
Trader Llamas should be able to carry a double chest of items, not nothing at all! Posted: 07 Jul 2021 08:43 PM PDT We all know that the wandering trader is useless: but did you know that his llamas aren't special either? Normal llamas can carry a few stacks of items , which may seem bad, but it can be used for transferring a large amount of shulker boxes from place to place if you have a good nether hub set up. Sadly, trader llamas can't do more than this(earlier I said they can't carry anything, I was wrong), which makes no sense, as you'd expect llamas that a trader brings with him to be specially bred to carry items for him. So, while I know that most people will not use this feature, for those who do, I think that trader llamas should carry a a lot more(A doublechest instead of a single one, and they are more likely to be better at carrying harder loads, or just a lot more storage in the first place). This may not sound like a lot, but again, using shulkers you can get A LOT of stacks of items with a caravan of llamas, not even including your own inventory. This may not be the biggest improvement the wandering trader can get, but at least it makes not everything to do with him mediocre! [link] [comments] | ||
Lllama Improvements: Carrying Capacity, Guard Llamas, and more. Posted: 08 Jul 2021 01:40 PM PDT In their current form, llamas are incredibly lackluster. I really like the intended use for llamas, which is a way to haul cargo, but the varying carrying capacity that llamas have directly hinders that use. Carrying CapacityFor those who don't know, a llama's carrying capacity ranges from 3-15 slots, and is determined by its Strength NBT value. The only way to check a llama's Strength value is to plop a chest on it to check its capacity, which happens to be a permanent action. The only way to get higher strength llamas is to breed them, which gives the baby llama a 3% chance to increase in Strength (this compounds at higher Strength values, making the actual chance for a 4 Strength llama to make a 5 Strength llama 0.75%). This entire system is both needlessly complicated and unnecessary. Attempting to use a llama with 1-3 Strength is not worth it, as you have to carry a lead and a fence post to secure the llama while you do stuff. A 4 Strength llama is okay, but for someone who is really picky about neatness, using 4 Strength llamas would just be frustrating. ImprovementsBasic A llamas carrying capacity should not vary, a llama should always have 15 slots of storage. This is not unbalanced as wrangling a bunch of llamas with the ever so fragile lead is enough to balance it out. Adding a chest to a llama should not be a permanent action. Llamas should be able to keep up with a sprinting player, at least for longer intervals. Guard Llamas Aside from mass transport, the other defining use of llamas in real life is the Guard Llama. A Guard Llama defends livestock from predators, as llamas are very alert and make a loud, door hinge like sound when they sense danger. In Minecraft, every llama would have a chance to be a guard llama. If a hostile mob or player is near a guard llama, the guard llama will make an alarm after a 10-20 second grace period (the start of the grace period is signaled by a sound). Once this happens, all nearby llamas will flee, and the guard llama will become hostile towards the player and spit at them. A guard llama can be tamed by a player with hay bales, and the guard llama will no longer be alarmed by their tamer. However, the tamed guard llama will still be alarmed by hostile mobs and other players. Furthermore, a tamed guard llama will no longer have a grace period, and will instantly attack hostile mobs and players that go near it. They will also still sound their "alarm." Further-furthermore, guard llamas will cause common hostile mobs (zombies, skeletons, creepers, and spiders) to flee once they spit on them. The use for a guard llama would be for players to either protect themselves or a specific area from mobs or other players. If a player wishes to travel or build at night, they can bring a guard llama along to keep the zombies and creepers off their back. If a player wishes to guard their storage room from thieving players on a server, they can keep a guard llama in there for extra protection. Just having a mob that actively guards against intruders is a feature that is only really filled by the Golems, and the Golems don't even target mischievous players. To balance this out, guard llamas do not caravan and cannot store items. Personality Llamas are very inquisitive and curious animals, and I feel that Minecraft has failed to capture this essence. A small but fun change that I would like to see would be llamas being interested in redstone. If redstone is activated (e.g. a redstone lamp being turned on), any nearby llamas will run to the object and look at it for a bit. This would add just a bit of personality that llamas lack. Overall, I think llamas have a lot of room to improve, and I simply want to be able to use them without hours of breeding beforehand. [link] [comments] | ||
Posted: 08 Jul 2021 10:08 AM PDT Colored tinted glass that makes the darkness in the room reflect the color of the tinted glass. [link] [comments] | ||
there should be abandoned ruins of Castles Posted: 08 Jul 2021 06:19 AM PDT in the old legacy editions of minecraft the tutorial world used to have Castles, why not give everyone a throwback and add abandoned Castles, they could even put dungeons and a new boss in the abandoned Castles. They could also introduce a new biome and rare item and make people explore for these Castles, biomes, and rare loot I don't think it will happen I just think it would be fun to add [link] [comments] | ||
Posted: 08 Jul 2021 05:44 AM PDT these would simply spawn in structures and tell the player about some game features, we already have a painting that tells how to make a wither, these could spawn in village churches on the 2nd floor or in nether fortresses, maybe add the golem painting too (maybe in blacksmiths), there's a lot of things that paintings could tell the new player [link] [comments] | ||
An option to change render distance to up to 16 for Realms Posted: 08 Jul 2021 11:38 AM PDT I feel the current render distance is a little too low for Realms. I dont know what realms are like render distance wise for bedrock but on Java it is 10. It should be raised to 16 since that the sweet spot for distance imo. It isnt too big but it isn't too small and on top of that at 16 it gives a nice fog effect in the distance unlike render distance at 10. I know why its low at 10 for performance, but I think at 16 it will work just as well, especially if you are able to change it so if it isnt good, you can revert back to 10. [link] [comments] | ||
Trident- Aquatic Looting from Monuments Posted: 08 Jul 2021 12:55 PM PDT Tridents have many useful features but their lack of looting really means that it can never be a genuine alternative to a sword and bow. I think it would be cool if there was a looting enchant that improved drop rates for mobs in water. It could be exclusively found within buried treasure or ocean monuments and help connect more of the aquatic parts of the game together. [link] [comments] |
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