Minecraft When tamed, Llamas should spit at mobs that hurt their owner. |
- When tamed, Llamas should spit at mobs that hurt their owner.
- The Variety Update | Glow Squids, Husks, Strays, and Desert Wells are good, actually
- The Pits
- Make Tipped Arrows much more effective and give them special abilities.
- End/Endermen upgrade - status effect for defeating the ender dragon.
- Goat horns should be activated by dispensers
- Iron to fix anvils
- Dripstone caves are too undramatic
- book & quill should be easier to use on PE
- Winds And Wonders update
- chorus flowers as an alternate wood source
- My update to The End (it's not a low-effort post, i ensure you)
- Spore blossoms that can be filled with dye [Repost]
- Update idea
- Bitter Potions - A Use for Cocoa Beans in Brewing
- Buff Minecart Speed
- REAL Dungeons
- Add a Beach Update to Minecraft
- changes to peaceful/easy/normal mode
- Make it so that we can set a scoreboard objective on the sidebar for each team individually
- Arrows shot by a player should break vines.
When tamed, Llamas should spit at mobs that hurt their owner. Posted: 25 Jul 2021 04:31 AM PDT The Wandering Trader's llamas spit at anything that attacks the trader. It just makes sense that this should also apply to you if you have any tamed llamas of your own. [link] [comments] | ||||||||||||||||||||||||
The Variety Update | Glow Squids, Husks, Strays, and Desert Wells are good, actually Posted: 25 Jul 2021 08:40 AM PDT TL;DR: Not everything in the game needs a use and things in the game with no explicit use add variety to the appearance of the game with items that give more decisions to make than just the default and minimal effort on Mojang's part Can people stop complaining that desert wells are useless? That the Iceologer should've been added instead of the Glow Squid? That nothing major would really change if 1.9 had directly moved to 1.13 without 1.10-1.12 included? Sure, the features added to the updates may have only added a couple smaller things to the game that barely impact how you decide to play, but they add something that can't really be replicated in Mojang's current model of add less features that have more depth to them: Variety. I don't know if this is universal, but I'm kind of tired seeing the same four passive mobs and the same six or so hostile mobs in the overworld and would love more variants for each to give just a bit more life to the Minecraft world. Mobs like the Husk and Stray make you feel like you're in a different place than the standard desert or forest, and seeing a desert well is a nice change of pace from the standard blocky terrain with maybe the occasional village in it. These features give Minecraft life that the natural generation fails to provide most of the time and that the playerbase has to give themselves with their builds. Wouldn't it be nice to see more variety in the world that makes you feel like you're in a totally unique place, even after you know all the features? If you're still not convinced, imagine how your playstyle would change if all of the Minecraft Earth mobs were added to the game, along with a couple more. You suddenly have to choose which cow, chicken, pig, or sheep to farm instead of just picking them because they're the only ones or the mooshroom because you decided to actively search for a mushroom biome. Even if you don't want to choose, you get the chance to spend time collecting all the mobs and exploring the world to get a chance at generating a pair of every single variant to farm them all. And that's only scratching the surface of this potential. Choosing which biome to build your mob grinders in matters a lot more because you're forced to make a choice between standard arrows, arrows of slowness from strays, and who knows what other drops from other variants of skeletons they decide to add. And that's just skeletons. With zombies, creepers, and spiders and their variants added to the mix, you might have to give up a farm with a drop you really like for more all-around good drops, or choose to build multiple farms and only keep one loaded at a time. And that's not even covering the drops themselves, only the decisions you have to make regarding them. Give us a different type of string that's already dyed to make wool farming easier or to add a splash of color to your favorite bow. Give us bone spiders that trade eyes and strings for extra bones. Give us zombies with rotten flesh that gives an effect other than hunger for us to decide whether blindness for 20 seconds is worth 2 extra points of hunger. There's lots of possibilities here. And structures that add spice to the world would be more common. Rather than seeing an empty desert with a couple wells here and there and maybe a temple if you're lucky, you get around five different structures of varying rarity, and since there's more in the code that didn't generate, every desert will feel unique rather than just its shape. And that's just deserts. Structures like this would hypothetically generate in every biome, not just deserts. I'm just mentioning them because desert wells already exist and they're a nice starting place to explain. And the best part is that this requires minimal part on the coder's part, just some modifications and duplicates to already existing code. Balance doesn't have to be too much of a factor since all of these are just slightly stronger or weaker variants of existing mobs and the core gameplay is barely affected, so Mojang's standard iterative design process is significantly shorter. The structures would take a bit of building and some code to have them generate every so often and that's it. The only workload that would hypothetically increase if this update were in would be the art designers, but since a lot of the textures would be reused from Minecraft Earth or Dungeons their workload would be about the same as a regular update. Everyone benefits, even the people coding the game. And there's my pitch for my theoretical perfect update, in addition to an explanation on why the features that fall under that category are good. Players get variety with their landscape and the mobs they encounter and decide to farm, while coders get less work, not more. Mobs like husks and strays existing currently allow for different resources to be farmed from mob grinders rather than just the standard rotten flesh-bone-gunpowder-string, and imagine what the meta for choosing your biome would be like if more mobs like that were added. This would definitely be a controversial update initially, but I think over time and after all the features were given time to settle in, people would find their favorite features from the update and fall in love, missing a time before they existed. Minecraft after this update would never be the same, and while the features on their own wouldn't be terribly special, combined they'd give the game some of the flavor its generation desperately needs without the need of new biomes. [link] [comments] | ||||||||||||||||||||||||
Posted: 25 Jul 2021 02:24 PM PDT
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Make Tipped Arrows much more effective and give them special abilities. Posted: 25 Jul 2021 05:03 AM PDT In my opinion, Tipped Arrows are not very useful. Dragon's Breath is an endgame and dangerous-to-collect resource, so you'd think the products would be worth your while. Instead, Tipped Arrows have a very short duration, and most of them are not practical (water breathing arrow, seriously?). Hopefully, my suggestion would change that.
NOTE: I am referring to the extended/enhanced potions when I say "Inflicts X or X II for X, X, or X seconds." It is not a random chance. ARROW OF SWIFTNESS
ARROW OF SLOWNESS
ARROW OF LEAPING
ARROW OF STRENGTH
ARROW OF WEAKNESS
ARROW OF HEALING
ARROW OF HARMING
ARROW OF POISON
ARROW OF REGENERATION
ARROW OF FIRE RESISTANCE
ARROW OF WATER BREATHING
ARROW OF NIGHT VISION
ARROW OF INVISIBLITY
ARROW OF THE TURTLE MASTER
ARROW OF SLOW FALLING
ARROW OF GLOWING
ARROW OF SPLASHING
In the comments, tell me any ideas you had to improve this post, especially when it comes to balancing. If you have any suggestions on what to add to this post, I'd be happy to hear them. [link] [comments] | ||||||||||||||||||||||||
End/Endermen upgrade - status effect for defeating the ender dragon. Posted: 25 Jul 2021 05:51 AM PDT An advancement similar to "hero of the village" after defeating the ender dragon. The advancement's name "free the end" hints at a deeper meaning to this fight, or the relationship between the Endermen, the Ender Dragon, and the End dimension. Endermen in the end will throw at the player random blocks, the same way the villagers do with their trades when a player defeats a raid and gets the "hero of the village" status effect. Maybe they can throw ender pearls, too. I'm thinking, because endermen seem to be a bit more intelligent than other mobs, with their ability to take and place different blocks, and since the player is freeing the end, that they give him gifts in a similar fashion to villagers. [link] [comments] | ||||||||||||||||||||||||
Goat horns should be activated by dispensers Posted: 24 Jul 2021 05:28 PM PDT If you place a goat horn inside a dispenser and activate it, the sound will play (the horn isn't ejected) This would allow for some warning siren systems, for example if an intruder activates a trap the raid sound will play to let them know they've done something they shouldn't have [link] [comments] | ||||||||||||||||||||||||
Posted: 25 Jul 2021 11:13 AM PDT Anvils are pretty annoying to make. Unless you have a huge ugly iron farm iron not that fun to grind. They should add that if you crouch and right click an anvil with an iron ingot it would slightly repair. Like 5 iron would fix it 1 stage (Norm, Chipped, Damaged). You can fix iron golems, why wouldn't you be able to fix anvils? [link] [comments] | ||||||||||||||||||||||||
Dripstone caves are too undramatic Posted: 25 Jul 2021 11:47 AM PDT The new generating dripstone caves are really cool, but I think they need some work. Firstly, I think the pointed dripstone shold vary in size and length more, so it doesnt just look plain, with spikes ranging from 1 - 2 to 7-8, maybe more. and a lot of varying sizes of the dripstone block columns. secondly, i think some areas of the caves should be intensely packed with dripstone, and it should overall be dangerous to be in the biome and not be careful, due to the dripstone. [link] [comments] | ||||||||||||||||||||||||
book & quill should be easier to use on PE Posted: 25 Jul 2021 08:10 AM PDT I use Pocket Edition on my iPad. I have noticed that it is very hard to use book & quills. For example, if I misspell a word, I cannot simply tap the word to move the cursor to correct the word. You should be able to click anywhere in the book and move the cursor there, instead of having to press and hold the space bar to move the cursor. Also, if I go to a letter at the end of a line, (like this: axolotl and I press delete, it moves the line below up. it is very annoying. This is just my idea, and I want to make all PE users lives easier when they use the book & quill. [link] [comments] | ||||||||||||||||||||||||
Posted: 25 Jul 2021 03:26 PM PDT I know this has been talked about a lot but. I don't think it would be a new dimension but an overworld expansion.
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chorus flowers as an alternate wood source Posted: 25 Jul 2021 09:35 AM PDT those would just act like planks in the crafting table, however you can craft only sticks, crafting tables and tools, not a very good source of wood, but it would be useful just in case if you forgot about bringing the wood to the end [link] [comments] | ||||||||||||||||||||||||
My update to The End (it's not a low-effort post, i ensure you) Posted: 25 Jul 2021 12:27 PM PDT
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Spore blossoms that can be filled with dye [Repost] Posted: 25 Jul 2021 05:24 AM PDT My original post had an unclear title so here I am again. Here from r/minecraft, I have an idea not sure if this has been suggested before but, how about mojang makes the spore blossom interactable, so that when right clicked with a dye in hand it makes the particles emitted from it coloured for a while, this might be indicated on the flower body by an outline of that colour on each petal, glow ink can also be used to make the particles look brighter, probably indicated by a glow texture in the middle of the flower, I can see this being extremely useful in creative builds and servers. [link] [comments] | ||||||||||||||||||||||||
Posted: 25 Jul 2021 03:46 PM PDT I have seen this idea around so ,how about a radioactive biome , with uranium ores , fallout ,and uranium blocks that do damage to the player because of radiation . to get around this you need lead armour or use led blocks , led being a new ore , but while wearing lead armour you have slowness . The player would be able to use uranium blocks as power source for redstone , with a longer range than redstone blocks , but again it hurts the player when it is within a certain range when not in led armour. You could also craft it with tnt to get a more powerful tnt , that also produces fallout that appears on block like snow does. The player could also make a lead weapon ,that poisons what ever you hit with it . A lead sword will do as much damage as a stone one but with the poison effect , but will do as much damage as a iron sword against the new radioactive mobs . Lead would be as rare as gold . Uranium ores and blocks glow producing light similar in strength to glowstone. This radioactive biome would have 3 mobs , a radioactive zombie, radioactive fish ,radioactive creeper,and radioactive golem. The radioactive mobs have as much health as their non radioactive version The radioactive zombies would be like normal zombies but they inflict poison when they hit you if you don't have lead armour . The radioactive fish would also be aggressive , as a fish it can only be found in water , no poison but they do appear in polluted water . The radioactive creeper , creates a larger explosion , simular to a charge creeper but also produces fallout when it explodes . radioactive golem can be made with uranium blocks and a pumpkin , but also naturally spawn in a new structure called an abandoned village that would be a rundown village with no villagers in it but you may find radioactive golems, they are aggressive, and poison you when hit if you don't have led armour . If a zombie , creeper,cod , or iron golem is exposed to radioactive blocks too long they can change into these mobs. The player can craft , a splash potion to reverse this , and turn these mobs back to their normal forms . As this biome is very hard it would be more for late game players and as so the the new mobs drop powerful items , the zombie and fish dropping radioactive flesh ,that can be used to make potions of instant death that are super powerful damage splash potions almost instakilling all mobs except bosses . The golem drops uranium ingots and the creeper , the radioactive tnt. Uranium can also be used in the creation of a harmful beacon where all mobs in the range of the beacon excepts the player gets a negative effect , and if they walk though the beam its high damage for all but bosses . This would also give more use to nether stars . Uranium can also be used in furnaces as ultra fast fuel . Maybe even a new boss Fell free to repost or steal as long but all ideas are my own Thoughts? [link] [comments] | ||||||||||||||||||||||||
Bitter Potions - A Use for Cocoa Beans in Brewing Posted: 24 Jul 2021 07:09 PM PDT
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Posted: 24 Jul 2021 06:59 PM PDT Minecarts are a very old and iconic feature, but have been power-crept out of their usefulness over the years with horses and boats on ice. They are now just an expensive novelty, not an actual means of travel. I propose a very simple change; the maximum speed of minecarts should be upgraded from 8 blocks/second (this is over one axis, it's about ~11.314 when going diagonally according to the wiki) up to 20 blocks/second. I think even a 30 or 40 b/s speed limit is more than fair considering boats on ice go up to 57 b/s, and up to 72 b/s on blue ice! That may be a little op for just regular ice, but I think it's worth it with Blue Ice because of how difficult it is to obtain. This way it is much faster than horses, but much, much slower than boat ice roads, and they are now a much more appealing investment to the player, but still let the other means of travel keep their roles and niches. [link] [comments] | ||||||||||||||||||||||||
Posted: 24 Jul 2021 03:39 PM PDT Dungeons are now a large, Stronghold sized structure. You have to search for the loot within and also find hidden chests. There would still be a spawner but only one, located at the heart of it. Each mob has a different layout to accompany their behaviors. Zombie - Tight corridors and ledges. To force close combat, and to catch the player off guard. Skeleton - Large pits in the center of rooms. To force long distance combat. Spider - Small rooms with tons of cobwebs. To force creative combat. To adjust the scale of power, strongholds would be like twice as big [link] [comments] | ||||||||||||||||||||||||
Add a Beach Update to Minecraft Posted: 25 Jul 2021 03:15 PM PDT Minecraft has had the Aquatic Update, which changed the oceans, but the beaches have always been a bit bland. They are only a few blocks wide and not very long either. There aren't many interesting things there. Here are a few suggestions (some of them may be hard to implement or unwanted, they're just suggestions):
This is a lot, and not all of these ideas may be valid, but beaches really need an update. This is probably not very high on the priority list, but it could be a later update that would add much-needed variety to beaches. [link] [comments] | ||||||||||||||||||||||||
changes to peaceful/easy/normal mode Posted: 25 Jul 2021 08:28 AM PDT these modes are the easiest ones in the beginning, but those are way harder in the long run than the hard difficulty, mainly because lower difficulties remove some features from the game there are some key features that make the hard mode easier: now there are some solutions:
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Make it so that we can set a scoreboard objective on the sidebar for each team individually Posted: 25 Jul 2021 01:29 PM PDT Currently we have the ability to set a different scoreboard objective on the sidebar for each team color, but not any way to do it for each individual team. Because of this limitation, we cannot make two teams have the same color with a different scoreboard on the sidebar. In the latest versions of the game, you can set the sidebar for each team color with the following command: I propose to change this syntax to When you join a team which has the sidebar property set, it will show you the team scoreboard objective on the sidebar instead of the normal scoreboard objective set by using A player may also erase the sidebar property of a team by running Lastly, albeit technically a different suggestion, this change would allow Mojang developers to support HEX values for team names via Thank you for reading my suggestion. Please don't hesitate to leave your feedback in the comments below if you have any. [link] [comments] | ||||||||||||||||||||||||
Arrows shot by a player should break vines. Posted: 24 Jul 2021 07:53 PM PDT The same should be the case for weeping vines and twisting vines. It would only be the case for players because I doubt anyone would want a skeleton shooting their entire vine farm down, if they have one at all. [link] [comments] |
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