Minecraft An Iron golem should start heating up before taking fire damage |
- An Iron golem should start heating up before taking fire damage
- Flying into a bell should ring it
- Zombie Hive
- Shearing beehive should give random amount of honeycomb
- New vexillographer villager profession
- Nether fortress overhaul
- Making traders more useful
- Tinted Glass and Beacons
- Gold Ore Veins in the Nether
- Imprinting birds
- Question about the QualityVote bot and bans
- Baby Zombies stay close to adults
- Rivers shoudn't always be at the sea height level
- '3D' Dungeons/mazes
- /team modify team1 relations team2 alliance/neutral/conflict
- amethyst chime idea
- Fisherman villagers should sell cobweb under the context of fishing net
- A creative title
- redstone goggles
An Iron golem should start heating up before taking fire damage Posted: 24 Aug 2021 07:38 AM PDT If an iron golem falls into fire it should have 3-5 seconds before taking damage to get out, if it does it will glow red and when it hits a mob the mob takes fire damage [link] [comments] | ||
Flying into a bell should ring it Posted: 23 Aug 2021 10:35 PM PDT Flying into a bell currently only gives you kinetic damage if you're flying too fast and collide. What if, when you collide into a bell, it makes the bell ring along with dealing damage, like how a trident thrown at a bell rings it. [link] [comments] | ||
Posted: 24 Aug 2021 11:16 AM PDT A lot of people want a dungeons update, I think this could be a good idea: The Zombie Hive or Nest This is where a tribe of Zombies would reside, it can be found deep in lush caves and deep darks. Here you enter a dungeon filled with a horde of zombies. But, they won't seek you out or attack you instantly. The zombies would be doing other activities like eating dead corpses or wandering traders or animals who ventured too deep, sleeping (huddled up in groups and sleeping the same way a player/villager would), or praying (maybe this one is too extreme). There would be one or two zombies patrolling the grounds, but you need to stay hidden and quiet. Cause if you alert too many of them they could alert the other zombies. You can easily kill them one at a time, but if you if yourself attracting more, then you're screwed. Rooms: I was thinking of 4 types of rooms - Sleeping grounds: where zombies are all huddled up and asleep, you can sneak around, but if you get up and make noise you'll wake them all up. - Feeding area: Zombies would be eating normal food and having a nice meal, don't get too close in there or they will sniff you out. - Nursery: baby zombies are in fences and cages sleeping, there will be chests full of milk and raw meat used to keep them fed. If you light the place up the babies will awaken and alert any guards. - Treasure room: where most of their loot is keep Treasure: I was thinking of tools, armor, and materials as the main product as well as maybe a new item. I would guess some chest would be found in the Sleeping grounds and Nursery. Obviously not the Feeding area that would be too hard. And don't worry if the chest might alert the zombies, they are heavy sleepers. They won't hear the noises. But they will hear, block placements, block breaks, and 2 or 3 zombie growls Hiding spots: I'd think there would be a way to find from zombies that guard the place, such as holes in the walls with vines in the front so mobs can't see you. Or just dark places they won't go to. I was thinking there would be an exit to the place, leading to another cave and three achievements "They are evolving", find a Zombie Hive "Thief of the Dark", steal from a Zombie Hive "Heroic Bystander", pass through a Zombie Hive without stealing or killing Lore: Maybe the Zombies are evolving and growing smarter and are getting ready to inherit the world But what do you think? Do you want to see this in Minecraft, what changes should there be? Leave in the comments below. [link] [comments] | ||
Shearing beehive should give random amount of honeycomb Posted: 24 Aug 2021 01:11 AM PDT One of my favorite things about minecraft is that a lot of the drops are percent based, and aren't usually even. You don't always get 3 wool when you shear a sheep, sometimes you get 1 or 2. It feels unfitting that shearing a bee nest or beehive always gives you 3 honeycomb, I feel like it should be more random like most other things. Edit: I think that a beehive should drop between 2-4 honeycomb when sheared, and I think a bee nest should drop between 3-5, as it is more difficult to find [link] [comments] | ||
New vexillographer villager profession Posted: 24 Aug 2021 12:39 AM PDT A new villager profession could be a vexillographer, (flag maker/designer) the vexillographer would sell banners with either random designs, or with community favorites. Something else that the vexillographer could do is to have a unique banner pattern (already on a banner) that you can't craft, and have to trade for. Its profession block could either be the loom where it gives you a 50% chance to get either a shepherd or a vexillographer, or it could be an ominous banner, which would add a challenge to obtaining the vexillographer. I created a texture pack to showcase what I think the unique banner pattern should look like. (this post was inspired by another one with a similar suggestion in 2017, but I thought there was more potential, with actually making the banner pattern and whatnot as well as discussing a profession block.) [link] [comments] | ||
Posted: 24 Aug 2021 11:31 AM PDT Let's face it, nether fortresses are dull. Nothing but long bridges and hallways, and an occasional blaze spawner. They could be so much better, and I think I have a few ideas to improve it. Here are some ideas I think should be added: It should be given a more worn-down/broken look. Cracked nether bricks are in the game, but they're never used for some reason. I think these should be scattered randomly through out the fortress, to give it a more worn-out look similar to strongholds. I also think it should be overgrown with certain plants/blocks, to make it look like it's getting old. For example, if it's in a crimson forest biome, it should have weeping vines randomly throughout. It should have a different variety of rooms. The bridges over lava should stay, but there should also be a different variety of rooms. This would make the fortress seem more alive. Some ideas I have are a watchtower, an armor room, a treasure room (which would have multiple amazing loot chests, with several wither skeletons as "guards"), prisons, and dungeon-like rooms with a spawner hanging from the ceiling with a chain. Speaking of spawners... Add Wither Skeleton spawners. I don't see why this isn't already in the game. It would make getting coal way easier, and getting wither skeleton skulls easily isn't op, since they're only really useful for summoning the wither. Add a wall surrounding it. This could make it so that it more closely resembles a real-life fortress. It would also be cool if a proper entrance to the fortress was added, to easily get through the wall. If anyone else has any ideas, I'd like to hear them! [link] [comments] | ||
Posted: 24 Aug 2021 01:55 PM PDT Maybe wandering traders could be able to sell you back your items after they've despawned after you've died, albeit at a high price (definitely not emeralds) [link] [comments] | ||
Posted: 24 Aug 2021 04:33 AM PDT I suggest that tinted glass should allow beacons to do their beacon-y status effect thing, but stop the beacon beam from going up any further than that block of tinted glass. A possible drawback to adding tinted glass above your beacon could be to block any effects from reaching level 2. Or, if not tinted glass, perhaps a new block entirely. [link] [comments] | ||
Posted: 23 Aug 2021 05:42 PM PDT We have giant ore veins of the other two metals in the game, Copper and Iron, so why not have a third ore vein type for the third metal: Gold ore veins. These would be found in the Nether, and as you can imagine, they would be extremely rare. Even rarer than the other two ore vein types in the Overworld. Also, unlike the Overworld ore veins, these would never spawn exposed to the surface. But they can occur in any of the Nether biomes. Nether Gold Ore Veins would consist of Nether Gold Ore mixed in with Blackstone, the same way the Iron and Copper ores are mixed in with Tuff and Granite respectively in the Overworld. They would be similar in size and consist of the same snaking and branching type structure. Naturally, due to all the lava, mining this ore vein type would be much riskier than their Overworld counterparts. I feel this would be good as it would mean ore veins for all three metal ores, provide more mining experience in the Nether, and give players an ENORMOUS flex if they did actually manage to find one (as I said before they'd be extremely rare). They'd be literally swimming in gold! I just feel this would be such a fun addition to the Nether, especially as mining there doesn't have much excitement out of finding Ancient Debris. [link] [comments] | ||
Posted: 24 Aug 2021 02:21 PM PDT If an egg is thrown and a chick spawns it usually finds an adult chicken nearby. This is good but needs more. Chicks should follow any adult mob or player, if there aren't any adults nearby [link] [comments] | ||
Question about the QualityVote bot and bans Posted: 24 Aug 2021 05:47 AM PDT When I post, I get an automated response from the QualityVote bot, which says that if the post fits r/minecraftsuggestions, then upvote it, and if not, then downvote it. If it breaks the rules, it says to downvote and report the post. The first time I saw it, it made me very nervous, as it sounded scary. I try very hard not to be banned from here. [link] [comments] | ||
Baby Zombies stay close to adults Posted: 24 Aug 2021 07:43 AM PDT I think it's safe to say that baby zombies aren't infected kids. Considering the only people zombies can infect are villagers and not us. So, it's possible that in order to preserve their species, the zombies had to reproduce and have kids. This would mean baby zombies shouldn't spawn on their own, but instead with an adult or two taking care of it. It could also tie into my other suggestion of zombies being enraged when you attack a baby [link] [comments] | ||
Rivers shoudn't always be at the sea height level Posted: 23 Aug 2021 07:48 PM PDT Rivers should be at different height being the sea level the minimum and most common height and the snow on mountains the maximum, rivers would change height on mountains, this would make the game more realistic and make beautiful waterfalls. [link] [comments] | ||
Posted: 24 Aug 2021 08:45 AM PDT These would be dungeons, found under the ground. However their difference to the usual 'more structures' suggestions is that they will have the treasure at the centre, and you will have to fight down, across or up the large cube-shaped maze/dungeon to get it. This means mining into said dungeon wont have you instantly getting to the treasure, and you cant cheat the traps, because no matter where you mine into it there will always be some distance to the loot. Walls would be made of infested stone to prevent early-midgame players from mining through the whole maze until the end, because there will be roughly 30 blocks to mine through and that many silverfish is difficult for someone with iron/unenchanted diamond armour. Late game players will have less of a challenge, but thats fine because once you get netherite armour youre unlikely to need the loot inside that much so the risk-reward would balance out. Adding these would add more interest to caving, and wouldnt be too easy to conquer. Maybe ones spawning at deepslate level would have more spawners with more armour, however this is balanced out by the reward being larger (a 5-6 spawner mob farm would be possible) [link] [comments] | ||
/team modify team1 relations team2 alliance/neutral/conflict Posted: 24 Aug 2021 02:57 PM PDT these are basically 2 new types of cross-teams, neutral is what is it right now: nothing special alliance means 2 teams will act like 1, however settings like collision rule or friendly fire only apply, if those are active in both teams, otherwise it doesn't work at all, it can be useful to make structures like A-B-C where teams AB and BC are friends, but teams AC aren't, it allows to add some interactions between mobs, but not removing them all for 1 mob neutral is as i said is no good or bad relations, nothing changes conflict setting means mobs in separate teams will attack each other if they're able to attack, that means you can for example make a battle between let's say zombies and wither skeletons, which usually don't fight, however if you combine pigs and piglins, piglins will attack, but pigs won't and just in case: /team modify team1 relations team2 alliance/neutral/conflict is the same as /team modify team2 relations team1 alliance/neutral/conflict [link] [comments] | ||
Posted: 24 Aug 2021 02:32 PM PDT
| ||
Fisherman villagers should sell cobweb under the context of fishing net Posted: 23 Aug 2021 05:31 PM PDT Cobwebs should be a renewable item but instead of being crafted it should be obtained from trades and the fisherman is the best option since cobweb can also be used as a fishing net and they have one on their texture(fishing net), it should be obtained trading one emerald with four strings and the villager give you a cobweb [link] [comments] | ||
Posted: 24 Aug 2021 04:06 PM PDT Instead of an upgraded version of netherite there should be different armors/tools you can make by adding other new bars to diamond. [link] [comments] | ||
Posted: 24 Aug 2021 02:33 PM PDT
|
You are subscribed to email updates from Minecraft's Suggestion Box. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |