Minecraft Allow signs to be placed on ceilings/bottom of blocks |
- Allow signs to be placed on ceilings/bottom of blocks
- Render the World In a Circle
- Powered Juke Boxes Should Loop The Disk That They Are Playing
- Add the possibility of a central, large village spawning
- When you drop a item that a mob tames with, it will eat it like a Sheep eats grass
- 3x3 paintings
- Hostile mobs being able to steal xp orbs and become more dangerous
- New mushrooms / New mushroom mechanics
- Iron golems should have a chance to spawn with a pumpkin on their head.
- New hostile ocean mob: Spikeshell
- New Mobs in the End...
- There should be a higher chance of mineshafts and large ore veins generating together.
- Two Players Riding on One Horse
- Some more generation changes for 1.18
- Strategic biomes for the remaining ores.
- Trees should make a sound when they grow
- The Pits and The Pitcairn
- Map infos sharing, map infos not lost when you upscale the map
Allow signs to be placed on ceilings/bottom of blocks Posted: 26 Aug 2021 10:30 AM PDT
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Posted: 26 Aug 2021 03:30 AM PDT In Java Edition, the world is generated in a square, which is actually really wasteful compared to a circular generation like in Bedrock edition. This could help with performance (especially important because of all the height limit increases and new generation) and look better and more balanced. [link] [comments] | ||
Powered Juke Boxes Should Loop The Disk That They Are Playing Posted: 26 Aug 2021 12:01 PM PDT Any juke box that is powered by redstone should loop whatever disk it is playing until the redstone is turned off. [link] [comments] | ||
Add the possibility of a central, large village spawning Posted: 26 Aug 2021 11:32 AM PDT I'm not asking for a whole kingdom here, but I'm surprised Mojang hasn't done this yet. To specify, this suggestion, if added, would give a slim chance of producing a 'central village', and at most spawn 1 (or 2, if they're far enough apart). Regular villages could still spawn anywhere in the world as they do currently. Adding a large village (maybe 3-5 times bigger than the average village) could increase the odds of desirable structures (library, butcher, blacksmith, etc) of spawning in that town. For aesthetic purposes, this village could only spawn in certain conditions/biomes when there's access to water (oceans or rivers), in addition to relatively flat grassland for farming. Such villages would then include more farms than the current villages in Minecraft, and depending on the biome, more plants/crops for the player to barter with. Gameplay-wise, bigger villages would likely contain more villagers, and in turn more professions which the player could interact/trade with. With more structures (maybe 20-40) there could also be more loot for the player to find. Additionally, there could be a slim chance that one of these villages spawns as an abandoned village, which Lastly, these larger villages could have the chance of spawning with unique buildings (such as bigger libraries, bakeries, flower farms/shops, or more variation in structure design/shape), although this isn't as important for gameplay and would serve solely aesthetic purposes. [link] [comments] | ||
When you drop a item that a mob tames with, it will eat it like a Sheep eats grass Posted: 26 Aug 2021 08:08 AM PDT Let's say you have a lot of carrots (or potatoes), and you decide to make a Pig Farm. You set up dispensers with carpets on top so they can't get out, and you load of the dispensers with your food. The food drops on the ground (like if your inventory is full and you mine a block), and the pig eats it. I think this can also work with: Sword & Axes: They can deal damage to mobs in front of the dispenser (1 block only) when the button is pushed (like Shears for a Sheep farm.) And also, I think it would look cool if there was an animation where it comes of the dispenser, and lays on the ground until an animal eats it. [link] [comments] | ||
Posted: 26 Aug 2021 11:17 AM PDT | ||
Hostile mobs being able to steal xp orbs and become more dangerous Posted: 26 Aug 2021 11:20 AM PDT When hostile mobs go near xp orbs the would have a chance to suck them and become more dangerous: for example become a bit stronger, be healed by xp, get more max health, be faster or dealing more damage depending on how much xp they stole. If they die they would drop a significant part of the xp they collected. Fighting such a mob could become very challenging as he would be like a small boss, especially if he collected many xp from a player it just killed. getting the xp would be a nice reward. Of course, if the mob stole a certain amount of xp orbs it would not despawn anymore. With such a mechanics the mobs could be exploited as "xp reservoirs" [link] [comments] | ||
New mushrooms / New mushroom mechanics Posted: 26 Aug 2021 05:58 AM PDT I think Mojang should add more variants of mushrooms, along with the feature to eat mushrooms after being picked. The base mushrooms (red and brown) are completely safe to eat, although not a very sustainable food source. A purple mushroom will be added, which when eaten, will give hunger and poison. But after mixing it into suspicious stew. It makes it into "Lucky Stew" which is guaranteed a good effect. Yellow mushrooms could also be added so when eaten, the player gets the glow effect. Mixing it with suspicious stew will make "Glow Stew". An item that is like a normal stew but makes the player glow and gives regeneration for 2 seconds. Would this be cool? Add some of your own suggestions or takes on the idea down below! [link] [comments] | ||
Iron golems should have a chance to spawn with a pumpkin on their head. Posted: 26 Aug 2021 11:05 AM PDT It would be more consistent with the snow golem, and would be funny to see. Vote for this idea at the Feedback Site! [link] [comments] | ||
New hostile ocean mob: Spikeshell Posted: 25 Aug 2021 11:07 PM PDT Since version 1.13, the ocean has become much more inhabited, but, unfortunately, there are almost no mobs in it that pose a danger to the player. On the basis of this, I came up with an idea for a new aggressive mob that would inhabit the ocean... SpikeshellSpikeshell - the mob looks like an ancient mollusk called ammonite. The mob would spawn in all oceanic biomes, including the frozen ocean. It is slightly larger than a whole block. Most of the mob's body is a spiked shell, in addition to it, Spikeshell has six sedentary tentacles in length slightly less than that of an squid. The Spikeshell shell also comes in several color options: burgundy, navy blue, brown and white, and the mob's body is always bright red. Spikeshell's behavior would be completely unique. When there is no fish or player around, the Spikeshell would swim calmly, moving in sharp jerks like squid, while characteristically closing and opening the tentacles. When a player, villager, or fish of any kind appears within 15 blocks of Spikeshell, the creature notices its prey and attacks. Spikeshell's attack method is unique: upon noticing prey, Spikeshell prepares for an attack for 2 seconds, slowly opening the tentacles, and then abruptly closes them, making a long, sharp dash towards the victim, dealing 6 points of damage (maximum dash length is 20 blocks). Spikeshell would also attack the player in the boat, trying to break the vehicle. Upon death, Spikeshell would drop some experience points and, with a 10% chance, a spiked shell. Spiked shell and a giant shellA spiked shell would be the material for a new breastplate - a giant shell. The giant shell would be crafted from one spiked shell and seven nautilus shells. The giant shell grants the player two points of armor. In addition to this, the shell would also give the player the ability to dash five blocks in any direction when the player is underwater. Also, the giant shell increases the air supply under water by nine points. [link] [comments] | ||
Posted: 25 Aug 2021 11:39 PM PDT I really do think we need a new mob in the End. Endermen are pretty much the sole inhabitants. The Ender Dragon is killed and Shulkers only spawn in End Cities. A new flying mob would be pretty cool (Srry but i have no pics). It could have properties of the Enderman such that if you look at it it would attack. Another feature could be new tree variants in the End. Mojang did it for the Nether and I don't think it would be so hard to do it in the End too. With that If 1.19 will be the End Update I hope they do add some new mobs and tree variants Suggestions welcome (Both Good and Bad)... [link] [comments] | ||
There should be a higher chance of mineshafts and large ore veins generating together. Posted: 26 Aug 2021 03:44 PM PDT I think it makes sense, as it would give mineshafts a new purpose without altering them, and also it would easily introduce the concept of large ore veins to new players. [link] [comments] | ||
Two Players Riding on One Horse Posted: 26 Aug 2021 03:11 PM PDT I've seen this before on the subreddit -- and everywhere, to be frank. Two players riding on one horse, Mojang! It's the same thing as boats, good for PVP, and it makes logical sense. It could need special requirements, like two saddles, but overall it seems like a good edition. [link] [comments] | ||
Some more generation changes for 1.18 Posted: 26 Aug 2021 03:06 PM PDT
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Strategic biomes for the remaining ores. Posted: 26 Aug 2021 11:21 AM PDT In experimental snapshot 4, it was made that copper ore is more common in dripstone caves. This means that: Copper is common in dripstone caves, gold is common below mesas, and coal, iron and emeralds are common in mountains. This leaves redstone, lapis and diamond without common spawning locations. Redstone should spawn more commonly in lush caves Lapis should spawn more commonly beneath snowy biomes Amethyst geodes are more common below jungles This means that when looking for any specific ore, you can go to a particular biome for better chances Ideally, these biomes would have distinguished caves so it's easier to know where you are, but that would be a lot of extra work. [link] [comments] | ||
Trees should make a sound when they grow Posted: 25 Aug 2021 05:15 PM PDT Nothing loud or obtrusive, just a soft rustling noise would be nice. [link] [comments] | ||
Posted: 26 Aug 2021 02:40 AM PDT The PitsThe pits are a new cave generation that is usually entered by seemingly bottomless holes. They are extremely dark and large, with bodies of shallow water scattered across. They're made of mostly coarse dirt and stone. With the only light source being glow berry vines that hang from the roof of the cave. The biome is found near coordinates y: 34 - 12. With an abundance of specifically redstone, iron, gold and lapis. Which means it has minerals helpful for the adventure ahead. Normal mobs are rarely found here, but tend to stay in the water. The PitcairnThe Pitcairn is a 3 x 4, axolatol-like monster made of stone and earth with a guardian's tail. It has no eyes and has a somewhat unhinged jaw that it uses to devour uncautious miners. When chasing its prey, it burrows into the ground to give chase; leaping out of the ground (two to three blocks high) to take a massive bite out of the entity. Some of the sounds it makes are deep axolatol noises as well as dirt and stone intensely rumbling. ClosureThe pits are an interesting take on what lush caves would be in the deep dark. The pitcairn is a terrifying new monster that adds intensity to the dark biome. [link] [comments] | ||
Map infos sharing, map infos not lost when you upscale the map Posted: 26 Aug 2021 01:04 PM PDT Sometimes on servers you have a partial map of an area and another player also made another partial map that can complete yours. It would be nice to be able to merge the freshest infos from a map of an area to another one of the same area using the cartographer table. It would work also with maps having different sizes. This would make an incentive to use maps more and something to share with the other players. Moreover, currently when you upscale an existing map you strangely loose the infos of the map you just used to create the new one. This could be changed so you don't have to explore again a large area when you just decide to make an upscaled map from an existing map. [link] [comments] |
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