Minecraft Kelp Blocks, an alternative to Dried Kelp Blocks, a storage block for raw Kelp, a way to attract fish, a new underwater building block, and a new way to make Dried Kelp! |
- Kelp Blocks, an alternative to Dried Kelp Blocks, a storage block for raw Kelp, a way to attract fish, a new underwater building block, and a new way to make Dried Kelp!
- Dogs should run away from Creepers as well as Iron Golems
- A buff to the Turtle Shell
- Make almost all animals shake when wet
- Untied Bundles - Making the Bundle More Useful!
- Miniboss idea: Erymanthian Boar
- 1.19 beautiful biomes update
- Smoke should be able to travel through candles
- Reselecting a Crafting Recipe with Spacebar
- There should be a friendly fire option for pets
- More curses.
- Magic Helmet - The Crafter's Crown [Featuring: Images and Details]
- Concrete Blocks
- Eggs should be compostable
- Desert Mirages and Icy Mirages
- Cobwebs should slow down projectiles
- Instead of changing the brick block texture, a new "mixed bricks" block should be added
- Minecraft Ore-Making Guide
- Enchanted items found in chests should have a chance to be named
- Coloured Axolotl in buckets and parity with bedrock
- Deep Dark Biome Ideas
- A storage solution, the album
- Make the snowy grass block generate naturally.
- Stripping wood should drop sticks
Posted: 08 Aug 2021 05:04 AM PDT If Dried Kelp can be made into a block, why not raw Kelp? Kelp Blocks can be crafted with 9 raw Kelp, and can be crafted into 9 raw Kelp. They emit drips of water occasionally, similar to Wet Sponge. Here is the texture for the Kelp Block. If placed on land, they will eventually dry out into blocks of Dried Kelp, taking a little less than a Minecraft day. They will not dry out if touching water or a Wet Sponge, they dry out quicker in hot biomes such as deserts, savannahs, and mesas, they dry out very quickly in the Nether, and placing them near a light/heat source will speed up the drying process as well. When they are just about to dry out, they will stop dripping water and will make a sizzling noise, with a hissing noise playing when they fully dry out. Right-clicking them with a Water Bucket will cause them to never dry out, similar to waxing a Copper Block. You can right-click them with a Sponge to remove this effect. If a Kelp Block is placed underwater, fish will be attracted to it. Cod, Salmon, Pufferfish, and Tropical Fish will all swim towards this block, where they will then swim around it and occasionally take a nibble from it. Fish will also follow you if you have a Kelp Block in your hand. [link] [comments] | ||
Dogs should run away from Creepers as well as Iron Golems Posted: 08 Aug 2021 02:16 AM PDT Since Dogs and Iron Golems don't attack Creepers, it would make sense for them to run away from them, as they explode. Dogs should make a classic high pitched "arf arf arf arf", noise, as well as whimpering and shaking, while Iron Golems eyes turn black and the Golem takes a run for it with a running animation. [link] [comments] | ||
Posted: 08 Aug 2021 01:58 PM PDT Currently, the turtle shell is a bit underpowered. You spend your time protecting turtle eggs, waiting for them to hatch and grow up, only for the piece of armor you get to give you what, 10 seconds of water breathing? The turtle shell should be buffed so it gives you an extra row of bubbles and allows the player to mine underwater at a normal speed, as if it was enchanted with Aqua Affinity. [link] [comments] | ||
Make almost all animals shake when wet Posted: 08 Aug 2021 02:29 AM PDT Almost all animals should shake themselves dry, but a few select ones. The ones excluded are:
In addition to this, a few animals like cats should flee rain, except the Ragdoll skinned cat, cause Ragdolls can tolerate a lot of things. In other words, cats and cat breed skins should have personalities applied, also to all other pets like dogs, horses, llamas, etc. [link] [comments] | ||
Untied Bundles - Making the Bundle More Useful! Posted: 07 Aug 2021 04:11 PM PDT IntroductionIt's common opinion that bundles aren't as good as they need to be. Using them is cumbersome, obtaining them is tedious, and their 1-stack capacity really holds them back. Lots of suggestions have been made: increased bundle capacity, the ability to craft them with leather, etc. However, I think I have something new to bring to the table. I hope you find this suggestion interesting! How It WorksBy default, bundles are tied. Tied bundles act like they currently do, but they'll always have a full bundle sprite. Nothing spectacular here. By double-clicking a bundle, you can untie it. Any item that the player picks up can go into an untied bundle IF that same item is already in the bundle. If you put a dandelion and a diamond in an untied bundle, all dandelions and diamonds the player picks up will go into that bundle. Untied bundles have an open bundle sprite. How It's UsefulUntied bundles can be immensely useful while mining, especially pre-endgame. Materials you get in low amounts (e.g., raw gold, diamonds, granite, flint) can be put into an untied bundle or two. Then any time you pick up those items, they'll be redirected to a bundle. This makes underground inventory management way easier. If you mine with bundles, you no longer have to continuously put stuff into bundles; simply insert one of each item you want in bundles and go about your mining trip. They're also helpful during nighttime expeditions. Any somewhat common but potentially useful drops (e.g., string, gunpowder, bones) can be put into untied bundles. Then all of those basic mob drops can be automatically allocated to bundles! [link] [comments] | ||
Miniboss idea: Erymanthian Boar Posted: 08 Aug 2021 07:18 AM PDT Overview: The Erymanthian Boar is a mini-boss in the overworld as it spawns in snowy biomes and it drops the Erymanthian Head as a trophy. Appearance: The Erymanthian Boar is a tall, brown with red eyes boar with long tusks one broken, arrows and a sword sticks out on the sides on the boar. Attacks: The first attack the Erymanthian Boar does is charge at the player and the headbutt does 4 dmg. Second attack is the stomp attack when the Erymanthian Boar jumps up the air and lands on the ground causing a knockback to the player deals 6 dmg. Health and Boss Bar color Erymanthian Boar has 100 health and the boss bar color is blue with black words. Drops: The Erymanthian Boar will drop its head the player can use the head as a helmet or a trophy. TL DR what do yall think about this. [link] [comments] | ||
Posted: 08 Aug 2021 07:30 AM PDT The next update of minecraft will be smaller so how about cleaning minecraft's back log. Add the promised swamp, savannah, desert and badlands updates and add some more to the community like sand layers, lily pad flowers and other. This wouldn't need much to work and doesn't need to be anything big just to satisfy 1.19 [link] [comments] | ||
Smoke should be able to travel through candles Posted: 08 Aug 2021 09:45 AM PDT If you have a floating bunch of candles, smoke gets trapped under it, but it looks like the smoke should be easily able to travel around the candles as they take up so little block space. I think the smoke should go around/through the candles. [link] [comments] | ||
Reselecting a Crafting Recipe with Spacebar Posted: 08 Aug 2021 01:35 PM PDT In the game currently, clicking the spacebar when villager trading automatically inserts the items needed for the selected trade. For example, if the trade was 16 emeralds for 1 bookshelf, and you insert a stack of emeralds, and click on the output slot, you get 4 bookshelves. But, if you still have another stack of emeralds in your inventory, clicking the spacebar automatically puts that stack of emeralds in the input slot, because the trade is still selected. I think this should be applied to crafting as well. For example, let's say I'm crafting levers, and have 3 stacks of sticks and 3 stacks of cobblestone (enough to craft 3 stacks of levers). When I click on the lever recipe in the crafting table interface, it puts one stack of cobblestone and one stack of sticks, which crafts one stack of levers. Once I grab the stack of levers from the output slot, I have to go back and reselect the lever recipe on the left to craft my next batch of levers. I think, just like with villager trading, clicking the spacebar should reselect the most recently used recipe. This would help with bulk crafting a lot and would be a really useful QoL feature. Vote on it here: https://feedback.minecraft.net/hc/en-us/community/posts/4406671964173-Reselecting-a-Crafting-Recipe-with-Spacebar [link] [comments] | ||
There should be a friendly fire option for pets Posted: 08 Aug 2021 04:05 AM PDT Once you start getting enchantments, it can be extremely easy to accidentally kill your pet just by hitting them once. While dogs are less at risk due to their high health, parrots and cats can be accidentally killed very easily. This would make it so that any pet owned by the player would be unable to be hit, stopping most of this risk. [link] [comments] | ||
Posted: 08 Aug 2021 11:44 AM PDT Minecraft has a lot of enchantments, but only 2 types of curses. Let's change that, shall we? I have here a list of curses that might fit into the game, and should compensate for the huge number of enchantments available.
Any criticism is accepted. Sorry if the list is too long. [link] [comments] | ||
Magic Helmet - The Crafter's Crown [Featuring: Images and Details] Posted: 08 Aug 2021 02:09 PM PDT
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Desert Mirages and Icy Mirages Posted: 08 Aug 2021 10:12 AM PDT When you are in a hot biome, mirages should slowly appear when you least expect it. For example, you may see a big oasis of water in the desert. You go to it, and the water drains away, and doesn't have any effect on mobs. Sometimes, a tree may render in the far distance, but it slowly disappears as you move closer to it. This does not happen in the Nether. Note that mirages are fake blocks - they don't have any impact on mobs or terrain, and are designed mostly for mirages and aesthetics. I'm talking about this video I found on Youtube: https://youtu.be/Ae1DU2A6cgA A "Fata Morgana" or superior mirage would be significantly harder to make than an inferior mirage, cause superior mirages require a temperature inversion - thus a cold icy biome. Mirages should occur in Minecraft as they are cool to see, and would add to the realism of deserts and savannas. In savannas, mirages happen much less than deserts and mesas, and usually over vast swaths of flat terrain. Mirages can happen in very cold icy biomes, but they will be the Fata Morgana type. When looking over a cold sea atop a high cliff, there is a very rare chance of the superior mirage type - you may see an inverted rock for example, but it disappears when you get closer/as the day goes on. As mirages are a trick of the light, these should only happen at daytime. Otherwise they go away. [link] [comments] | ||
Cobwebs should slow down projectiles Posted: 08 Aug 2021 03:46 PM PDT Arrows, ender pearls, and splash potions all pass right through cobwebs instead of being slowed down. Firework rockets don't have this issue, and neither do dropped items. Weird inconsistency. Pls fix. [link] [comments] | ||
Instead of changing the brick block texture, a new "mixed bricks" block should be added Posted: 08 Aug 2021 09:43 AM PDT A lot of people seem to want the brick texture to have more variation. Seems reasonable on paper, but changing the base texture would create a very noticeable pattern. It just wouldn't tile well. However, adding a new block, crafted by using 2 nether bricks and 2 regular bricks, would solve this issue. If you had a brick wall, then dotted around mixed bricks, it would look much more natural while allowing for more variation. [link] [comments] | ||
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Enchanted items found in chests should have a chance to be named Posted: 08 Aug 2021 04:02 PM PDT The names would be randomly chosen from a pre-picked list of names. This feature would be a neat little thing to have, and it would deepen the "lore" of the world. Thoughts? [link] [comments] | ||
Coloured Axolotl in buckets and parity with bedrock Posted: 08 Aug 2021 04:53 AM PDT Axolotls in bucket should have the respective axolotl colour in the inventory icon. I know this is a very minor tweak but it sort of annoys me. Parity: Bedrock edition has labbled buckets of axolotl. Example: Bucket of Adult Cyan Axolotl. I think that's a very neat detail and there's no reason why both editions shouldn't have the same feature. [link] [comments] | ||
Posted: 08 Aug 2021 09:49 AM PDT The Deep Dark is a biome that is being added in the 1.18 update aka Caves And Cliffs Part II, well known for introducing an new mob known as the Warden that spawns within it, a new variety of blocks known as skulk and a particular block known as a Skulk Sensor, which is a block that detects sounds, a block which the Warden operates around. And although the Deep Dark has all these features, I feel like it would be great to push the biome to an extra level to encourage further caving and exploration later in the game as well as the idea the Warden is meant to be feared and not fought. Functionality: The Deep Dark first off in my opinion, would allow Strongholds to be updated alongside the new world generation in that the Stronghold can spawn in the Deep Dark having a new Deepslate pallete, the Deepslate variants replacing the Stone ones that currently are within the Stronghold. This would mean the Stronghold would be guarded by the Warden but considering that Mojang has said they do not want the Warden to be defeated, only avoided, the Warden would only act as a deterrent as opposed to a mob required to be defeated to enter the End. Mobs: Whilst the Warden serves as the only mob in the Deep Dark, I feel like the biome would be more alive if other mobs spawned in it too. However, as Mojang haven't added any as of yet, I will instead say that, linking to my previous point, since Skulk has a similar blackish color to the End, and it is near the portal, maybe it would make sense to have Enderman spawn within it, with the same probablity that Enderman on the surface. Ambience & Effects: Whilst this may be hard to implement, maybe have cave sounds double in chance of being played during caving within the biome and increase the audio of footsteps so they are louder within the biome, potentially also slowing the Player down ever so slightly by 5-10%, as if the Skulk was grabbing on to them and the whole biome was alive, considering Skulk can detect noise. In addition, maybe have a black mist within the biome (like the mist in the Biome in the Nether). Structures: As in the Warden Showcase in the Minecon video, there should also be a structure alongside the Stronghold, maybe 1-2 in the biome that could be a rundown house or camp, made of planks and cobblestone, used by another person who once attempted to enter the Deep Dark. There could be a campfire, a crafting table and a chest of moss, skulk blocks, cobwebs, rotten flesh and some red or orange durability leather or chain mail armor and although very rare, (maybe a 1% chance) a single ender eye could also be in the chest. Let me know you're ideas on it but for me, I quite like this new Deep Dark biome and think it has a lot of potential and this is just some of my ideas for it but I'm sure Mojang will have way better ideas for the biome anyway! [link] [comments] | ||
Posted: 08 Aug 2021 03:16 PM PDT Albums are crafted with 4 sticks and 1 rabbit hide, and they can store up to 16 music discs at a time. They're non stackable, and they can be put into shulker boxes, making them a niche but useful item. Albums can also be put into a jukebox, and that jukebox will play all of the discs in that album in whatever order you arranged the discs in the album to be. You can shuffle the order of the music discs in your album by using it in your hand. [link] [comments] | ||
Make the snowy grass block generate naturally. Posted: 08 Aug 2021 07:20 AM PDT Snowy grass is the side grass texture with snow layers on it. Snowy grass also has a top texture that I think could be used in places such as extreme hills and taiga biomes. It would be a nice touch to land generation, giving the impression that the snow has frosted over in cold biomes. [link] [comments] | ||
Stripping wood should drop sticks Posted: 07 Aug 2021 07:40 PM PDT When you strip wood, the wood should drop sticks. This mechanic is similar to carving pumpkins, and the log or wood should drop up to 3 sticks. This make sense because the bark doesn't drop as an item and it doesn't go anywhere, or turn into anything. This could also be an alternate way of gathering large amounts of stick and stripped logs at once. [link] [comments] |
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