Minecraft Honey Blocks / Gravity Blocks |
- Honey Blocks / Gravity Blocks
- Owl ambiance for a notification that you can sleep
- Tinted glass should hide, but not disable, beacon beams.
- burning villagers looking for water
- Jungle skeleton
- Glazed Flowerpot: A Wandering Trader Exclusive Item
- /explode for custom explosions
- Lightning should strip wood.
- Fireflies as a particle effect
- The Red Desert
- The End Flood and the End Beam - New light sources that don't simply produce spheres of light around them
- Deep Dark Silverfish: Darker, Scarier, and totally Natural
- More transition biomes to make the world feel more organic
- Add Bioma maps
- Moths and butterflies, a semi-tameable mob
- Endermen have different colored eyes, depending on what dimension they're in at the moment
- Slimes turn into magma cubes when they die in lava.
- Allow players to adjust the heights of clouds
- Two separate realms subscriptions.
- Beaches with cliffs
- Revamped End Gateway and The Endersent
- Every mob should have some kind of indicator of it's health like iron golem or dogs
- Azaleas should be shrubs, like those found in the jungle biome.
- Lightable fireworks
Posted: 12 Aug 2021 03:10 AM PDT I'm not suggesting anything big, just honey blocks (since they're so sticky) holding up sand, gravel, and concrete powder. Not anvils though, as they might be too heavy. [link] [comments] | ||
Owl ambiance for a notification that you can sleep Posted: 11 Aug 2021 10:32 PM PDT How many times have you stood there, right clicking your bed waiting for you to be allowed to sleep? It's hard to tell the time to sleep and it boils down to "sometime during sunset". I think having an owl hoot ambiance would be nice (with a volume slider for "time based sounds" available in case it's distracting). Maybe for the morning when mobs start burning there could be a rooster, but really I'd be happy with just the owl. It could be crickets or something too, but I feel that an owl hooting would be best as everyone knows what an owl hoot symoblizes with them being nocturnal. [link] [comments] | ||
Tinted glass should hide, but not disable, beacon beams. Posted: 12 Aug 2021 07:32 AM PDT Not sure if this has been suggested already. IMO, beacon beams are aesthetically at their best when used as the centrepiece for some grandiose structure. This is in conflict with their function, as beacons should practically be placed where their effects are needed, which in most case will not be the centrepiece, but some farm or excavation site. Especially when a grid of beacons is being used to confer effects to an entire base, this begins to look garish and ugly and detract from the gravitas of the main "aesthetic" beacon. If placing a block of tinted glass in the way of a beacon beam rendered it invisible, players could opt out of the visual noise of a million beacons everywhere. It would still require sky access and otherwise function identically, this would be a purely aesthetic change. I think 1.18 is an excellent time for this particular option, being as it is the "mood lighting" update. [link] [comments] | ||
burning villagers looking for water Posted: 12 Aug 2021 09:10 AM PDT i don't know if it's a thing, but if so, it doesn't really work, burning villagers start panicking instead of taking a quick bath, a lot of villagers were running around when the nearby water block was literally 1 block away, basically in that case animals are way smarter i think a nice twist would be if clerics drank fire res potions instead since they use brewing stands as their work station (just an optional feature) [link] [comments] | ||
Posted: 12 Aug 2021 05:12 AM PDT Intro we all know that zombies have more variants than skeletons. so i introduce you to my good friend the jungle skeleton Appearance they are as tall as husks. they have vines around their body parts. their eyes look like they glow green simular how stray's eyes look like they glow blue. they seem to wear leather tunic Attack method and damage dealt wielding their bow they prefer to shoot behind blocks to take cover from your arrows. they have arrows of poison and without the poison it does 4 damage Spawn the jungle. idk why i added this part DROPS 0-2 bones, 0-1 arrows of poison 0-6 exp [link] [comments] | ||
Glazed Flowerpot: A Wandering Trader Exclusive Item Posted: 11 Aug 2021 06:32 PM PDT
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/explode for custom explosions Posted: 12 Aug 2021 11:36 AM PDT To my knowlege an explosion has a power, and either can or cannot destroy blocks, and either does or does not set fires, and of course, the location of the exposion in the world I propose a command that goes like: [link] [comments] | ||
Posted: 12 Aug 2021 11:16 AM PDT Lightning should strip logs similarly to how it reverts copper. Just would be a nice detail. [link] [comments] | ||
Fireflies as a particle effect Posted: 12 Aug 2021 06:35 AM PDT Basically, in plains biomes, there would be a small chance each night for fireflies to show up. They aren't mobs and you can't interact with them, they're ambient particle effects like the ash in basalt deltas. The particles would fade in and out of existence, "glow" in the same way as the glow squids, and apply to the entire biome. They also would only appear in spaces directly open to the sky, so they don't show up in caves or inside your house Maybe they could also reduce hostile mob spawns while active [link] [comments] | ||
Posted: 12 Aug 2021 03:02 PM PDT Let's be honest, Mesa biomes in the experimental snapshots look a little derpy. Sometimes they just show up on a hillside out of nowhere, not blending at all into the rest of the landscape. I propose the red desert. An area of red sand and cacti that surrounds a Mesa. Whenever a Mesa spawns, the game could spawn a red desert around it to help with blending and to help bring back red sand [link] [comments] | ||
Posted: 12 Aug 2021 12:16 PM PDT I think a flaw with the current lighting system is the uniformity in *how* the light is distributed around the source. I think that having "source is 15, decreasing by one around it" doesn't allow for enough creativity with lighting. I propose two new blocks, found in the end near the end island (or wherever these can be incorporated): The End Beam and the End Flood. I imagine them textured similarly to the End Rod, being slightly purple/gray with a cream light source. The End Beam would be rectangular in shape with the light source on the bottom (picture a modern fluorescent light fixture in a school or business). It's about the size of a daylight sensor in height, but thinner in width. The End Flood looks like a little spotlight: Imagine a tiny cannon that is about 3/4 of a block tall, like a big flower pot on an axel that can tilt. Now let's talk features **The End Beam** acts as a flood light, meaning it will light blocks below it by a **long** distance. It would have the same power as glowstone, but can be placed at any height up to 64 blocks away. Imagine placing one at the top of a quarry (~y=64) and digging out all the way to bedrock. The hole would be lit equivalent to one glowstone placed at the bottom the whole way down until y=0, where it would then cut off if dug any further. If no blocks are within a 64 block range, the End Beam does not emit any light whatsoever. It works similar to a beacon, and *not* like the End Flood below (not in a cone). The End Beam scans *directly* below it for a block within 64 blocks of it, and then makes that block's light level 15, decreasing like glowstone from there. The End Beam would be best suited for large flat builds that need lighting on the floors, like factories, quarries, trading halls, or even in a tall roofed house. It is key to note that if it is applied in a tall tower, for example, only the floor will be lit, and not the walls, due to the beam shooting directly to the floor, and not in a cone like the End Flood. Perhaps redstone could be used to toggle these on or off, same could go for the End Flood. **The End Flood** works like a flashlight, shooting light in a V direction as opposed to a sphere like traditional lighting. The flood works like a bell, meaning it can only be placed in one of two ways, but it can be rotated in 8 directions like an item frame, and you right click to change the direction of it. The flood shoots a beam in a V shaped cone with light level 15 for the first 4 blocks of it; it's hard to describe in text, but imagine a V shape getting wider each time, from 1, to 3, 5, 7, etc. Specifically, the beam would widen at a rate like this : 1, 1, 3, 3, 3, 5, 5, 5, 7, 7, 9, 9, 9, 11, 11, 11, 13, 15. So at the end of the beam, it would be 15 blocks across in a circle pattern on a wall. The Light levels would follow the width alone, *not* the distance from the source. This means that instead of having light decrease as it gets wider, it decreases as it gets longer only. Therefore, the light would decrease as follows: 15, 15, 15, 15, 14, 13, 12, 11, 10.... It is important to note that the first 4 blocks of the beam are all light level 15, making whatever is close to the beam very bright. What further differentiates this spot light from other light sources is that **it does not spread its light**. Much like a flashlight, you cannot see outside of its beam. So where there is light level 15 inside the beam, light level 3 immediately follows next to the beam, decreasing to 0 in the same fashion as traditional lighting. In the parts of the beam with light level under 7, the outside portion of the beam immediately drops to 0. The End Flood would be best suited to light up the sides of builds, as the conical shape of the beam would light up the sides of walls very well. It could also be used to shine down on the land from above like a from a watch tower in a prison (more on this below). For redstone, I imagine powering it would either turn it off or rotate it, but I don't know what would be cooler. **Where to Locate**: These items would be a new addition to the end island structures. They've always reminded me of a fortress/prison, so I think it would be very cool to add these light sources in them for decoration. With them, I'd also like to add a **new mob, the Watcher** as a way to get the items to craft floods and beams. This looks like a shulker box somewhat but also has elements of an observer almost. These fly in the sky and look down and around, trying to find a player. If they find a player, they shoot guardian-esque beams at them **much faster** then sea guardians. This also causes every shulker in the area to fire a blue levitation ball, that has a much longer range and can phase through walls to greet the player. Yeah, might wanna stay out of the eyes of the Watcher! They aren't particularly hard to kill, but do have a considerable amount of health. The best tactic would be a bow, hiding behind walls in between shots, as damage will immediately cause it to fire at the location it was hit from. I also think Watchers should multiply in the same way shulkers do, creating the opportunity to farm floods and beams. Watchers drop Condensed Light, and crafting it with end bricks or purpur blocks somehow would yield the lights. [link] [comments] | ||
Deep Dark Silverfish: Darker, Scarier, and totally Natural Posted: 12 Aug 2021 08:48 AM PDT So for quite some time, we have had silverfish living in infested blocks in stone, cobblestone, and strongholds. I propose another variant for the silverfish, that live in the deep dark, or the lower levels of the now deeper caves. Think about it. We have silverfish, which are grey that live in grey stone. Now we need a darker variant for the darker caves and deep slate blocks that spawn below. Natural caves in the real world have such critters, and so should we. Maybe even add a small glow-in-the-dark feature to resemble natural bioluminescence. A suitable and potential location for such silverfish to spawn apart from stone pockets could be inside the rocks of the hut of the warden. Perhaps his skulk led to an infestation. Endermites were nice, now we need something else. No matter how annoying these critters can be. [link] [comments] | ||
More transition biomes to make the world feel more organic Posted: 12 Aug 2021 10:25 AM PDT Mojang recently added the Stony Peaks sub-biome to mountains, specifically to allow mountains to generate near warmer biomes like deserts and jungles without feeling out of place. I don't think anyone has a problem with this, but as it stands, we only really have one other biome like this, Jungle Edge, which… probably aren't going to exist for much longer. Just to be clear, while I do think we should get more biomes like these, I don't expect or want them to be implemented in Caves and Cliffs. Mojang already has more than enough to focus on, this is purely a demonstration of what they could do. The first thing that came to mind for me is a canyon biome. If you're not aware, this is a biome exclusive to Dungeons, and there's nothing really comparable to it in the game right now. You'd think it'd just be a badlands, but no, it's completely different and resembles more of a lush desert. As such, I think this would be an ideal biome to generate around actual deserts, or perhaps badlands. Another, simpler biome could be a regular tundra. Not a snowy tundra, just a regular, cold tundra. How I imagine it looking is basically a plains biome, but with a pinch of snow, some rock formations like in taigas, and different mobs. Nothing grand, but seeing an entire biome covered in snow next to a regular forest that isn't cold whatsoever is kinda jarring. I could go on, but I think you guys get the point. [link] [comments] | ||
Posted: 12 Aug 2021 07:41 AM PDT There should be an option while making a map to turn it into a map which shows what biomes each area is as it can be hard to distinguish them in normal maps. Edit: Sorry for title misspelling, for some reason I cant change it. [link] [comments] | ||
Moths and butterflies, a semi-tameable mob Posted: 12 Aug 2021 11:24 AM PDT (heads up, sorry for the lack of formatting and images, I don't know how to do any of those things on mobile) Moths and Butterflies: Originating from the same base mob, lepidoptera for short, would spawn in all types of biomes, and similar to tropical fish but more rigged, they would spawn with a specific model/texture based on the biome and time of day at witch it spawned. Variants: Depending on the time of day, the game would spawn either moths or butterflies, the moth at night and butterfly during the day, from there the game would read the biome it spawned in and associate it with a certain model/texture to the respective animal, giving them more variety. Life cycle: Asides from randomly spawning, there would also be a chance to have small eggs spawn on trees, and after about 3 or more in-game days the egg would hatch and a caterpillar, also corresponding to the biome/time of day it was spawned in, would emerge. Obtaining eggs by searching for them in trees wouldn't be the only way to get them though, by having two lepidoptera of the same biome species togueder with the respective biome's leaf block nearby they would automatically breed and lay some eggs on the leaf block(s). After hatching, the caterpillars would have to eat a random ammount of their respective leaf blocks (5-64 blocks) to then make a cocoon and after a while transform into their respective lepidoptera. Eggs would keep the biome data they spawned in regardless of where they're relocated, same goes for the biome data of their parents. (PS. The day/night data would also pass down, you wouldn't be able to breed a moth with a butterfly) Tame part: By manually feeding a caterpillar It's leaf block, they would, independently of the leaf blocks necessary to progress to a cocoon, go on a 30sec leaf eating rampage where they destroy all the leaf blocks of that type they can reach. After feeding it, whenever it turns into a lepidoptera it will loosely follow you around until it breeds, from then on, the eggs layed by it will also retain this feature and just like wolves if you right click the caterpillars/lepidoptera they will stop following you and start wandering around. A simple, more decorative addition that could be tamed to help with the very tedious task of destroying leaves. [link] [comments] | ||
Endermen have different colored eyes, depending on what dimension they're in at the moment Posted: 12 Aug 2021 12:53 PM PDT In the overworld, endermen should have green eyes (eyes that look just like their 1.8 version), in the nether endermen should have red eyes, and in the end endermen should have their normal purple eyes. They should also have their particles be their corresponding eye color. I think this is a good idea, because it would show change in the endermen when their in a dimension other than the end. The piglins get completely zombified if they leave the nether, so it's kinda boring to see endermen not the slightest bit changed while being in a dimension completely different from the end. [link] [comments] | ||
Slimes turn into magma cubes when they die in lava. Posted: 12 Aug 2021 01:40 PM PDT | ||
Allow players to adjust the heights of clouds Posted: 12 Aug 2021 01:06 AM PDT I think a small but much needed quality of life feature is to allow players to adjust cloud height in their worlds. As of right now, clouds float at the same height limit for everyone on every world and can only be toggled on and off; however, what if players could choose a couple of pre-set y-coordinates to have clouds spawn in addition to being able to toggle them on and off. EXAMPLESPerhaps some players would like to have clouds spawn at the new build limit for the caves and cliffs update so that they can keep the nice clouds in the sky without having it in their face when they explore the new mountain terrain. Some players may prefer to have clouds spawn at the pre-caves and cliffs update height just to have the classic feel. Map builders or survival players looking for a more interesting experience may want clouds to spawn at y 64 or even at y 0 to have this fog like effect. [link] [comments] | ||
Two separate realms subscriptions. Posted: 12 Aug 2021 01:13 PM PDT So, as most of us know, bedrock has realms plus. In realms plus, you get access to a large catalog of worlds and the ability to make your own realm. I think the two should be separate. So you have realms, where you can make a realm, and then realms plus, where you get the realm and the catalog. This also just makes sense grammatically too because currently it seems like there's another realms subscription but there isn't. [link] [comments] | ||
Posted: 12 Aug 2021 06:35 AM PDT I've found that beaches in minecraft almost always blend in with the surrounding terrain, as if the edge of the shore has just been painted over with a sand brush. In reality, the shape of a beach can be completely different from the shape of the land behind it, almost as if the sand part generated separately from the cliffs, at a way lower elevation. I think that minecraft beaches should represent this. Here's a pic [link] [comments] | ||
Revamped End Gateway and The Endersent Posted: 12 Aug 2021 04:35 AM PDT
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Every mob should have some kind of indicator of it's health like iron golem or dogs Posted: 12 Aug 2021 11:13 AM PDT I think that we should be able to see on how much health mob is without any health bar on its head. Like the less health iron golem has the more damaged it texture becomes. Villagers and zombies should get bruises on their heads. Skeletons should have cracked bones [link] [comments] | ||
Azaleas should be shrubs, like those found in the jungle biome. Posted: 12 Aug 2021 01:12 PM PDT In real life azaleas are not trees, they are a typed rhodedendron, a shrub. If the azaleas in Minecraft looked more like the shrubs in the jungle biome, then it would be more accurate and add more plant variety to the other biomes [link] [comments] | ||
Posted: 12 Aug 2021 03:02 PM PDT So my idea is that you should be able to place fireworks on the ground and light them with a flint and steel to make them go off. I know next to nothing about redstone but it would also make sense to be able to create a simple redstone system that can make them go off in a chain, so that you could create a large array of fireworks in a chain that will go off when you pull a lever and you can create fantastic firework shows on your server. I also dont think it makes sense or is fun that you can just left click the ground with a firework to set it off. What do you guys think? [link] [comments] |
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