Minecraft When a note block is placed on top of a mob head, it makes the noise of that mob |
- When a note block is placed on top of a mob head, it makes the noise of that mob
- Sugar cubes
- The Poison Dart Frog. The Danger of The Jungle.
- Updated structures would go well with the Archaeology Update
- Make meadow villages cooler
- A jungle sub-biome where it perpetually rains
- Wild glow berries and kelp do not look nice over time.
- Mob auto breeding
- Glow squids flicker on low hp
- Sky color should become darker as you go higher in the Y direction
- You should be able to equip cows and goats with bells.
- Be able to slime/unslime a piston
- A new plant, Jutes!
- New badlands mob: Stronghorn (revised)
- Archeology as a complete concept
- Hissing cats
- Land biomes should not only sort themselves by temperature, but by humidity as well
- Allow option to ADD ground below in existing chunks and expand sky in existing chunks after 1.18 update.
- Mountain Ranges
- New Trident Enchantment
- Cats and Foxes with bells
- Renewable lava in the nether
- nearest entity target, @q
- Burning coal in furnaces should cause smog
When a note block is placed on top of a mob head, it makes the noise of that mob Posted: 25 Aug 2021 01:26 AM PDT It can be nice to troll your friends or can be used to make harmless traps, but,in single player, this can be useful if you ever wanna make a note block song that needs to have mob sounds [link] [comments] | ||
Posted: 25 Aug 2021 11:24 AM PDT I think that you should be able to craft sugar cubes. You can use them to breed/tame horses, and you can craft sugar cubes buy putting 4 sugar in a square. You yourself can also eat sugar cubes and get a brief effect called sugar high which makes you run faster for 10-15 seconds, which will ensure that it never overpowers a swiftness potion. [link] [comments] | ||
The Poison Dart Frog. The Danger of The Jungle. Posted: 25 Aug 2021 01:33 PM PDT
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Updated structures would go well with the Archaeology Update Posted: 25 Aug 2021 05:39 AM PDT A large majority of naturally generated structures in Minecraft haven't been updated or changed since they were first implemented (Stronghold, Nether Fortress, Jungle, Ocean and Desert temples etc). The combination of Archaeology along with improved structures would make exploring the world so much more immersive, and would give a lot more purpose to structures that are currently only used for loot. This YouTube video shows in a way how much backstory could be implemented into the structures. Edit: more specific suggestions: •Jungle Temples changed to look like Mayan Stepped Pyramid Ruins, of various sizes. •Larger Desert Temples, with a labyrinthine design on the inside to lead to central treasure room. Hidden traps included. •Ocean Monument with better design, similar to the way villages were updated. •Dungeons expanded into a sprawling network of tunnels filled with mob spawners and traps. •Strongholds have improved design, especially with a fix of the feature in which some rooms are hidden behind walls due to several rooms overlapping. •Mineshafts are generated in a more orderly way, ie larger main tunnels with smaller tunnels leading off of them. General design improvement too. Perhaps the support beams change wood type depending on the majority of the biome they're in (oak for forest, dark oak for covered forest etc). To go with the Archaeology theme, artifacts could be found within structures such as pots (as seen in the early Archaeology showcase from Mojang), perhaps small statues and the like. Each structure could be in different states of ruin/disrepair, decided at random. So for example, one desert temple could be almost fully complete, while the next would have collapsed sections throughout. For the Archaeology part, I have only touched upon the parts that interact with the structures, so there would be more things in the update that are separate, such as dig sites [link] [comments] | ||
Posted: 25 Aug 2021 02:06 PM PDT I understand 1.18 is still under development, but it'll be really nice for the new meadow villages be slightly different from plains, as a meadow basically is a higher up plains biome. It could be the first village to utilize birch wood in its houses as I don't see any spruce or oak in meadows. Also there could be goat pens instead of other animals. If the villagers can have their own look it's even better. What I'm thinking is that they look like plains villages, but wearing a thin coat, as the meadows are cold, but not THAT cold. These are my ideas anyway. [link] [comments] | ||
A jungle sub-biome where it perpetually rains Posted: 25 Aug 2021 02:36 PM PDT Maybe this biome only generates in sufficiently large contiguous jungle, where it's wholly surrounded by jungle? It would reference the concept of a rainforest being so large and dense that the trees generates its own weather. [link] [comments] | ||
Wild glow berries and kelp do not look nice over time. Posted: 25 Aug 2021 03:43 PM PDT Glow berries and kelp look phenomenal on world generation. However, over time, when the berries/kelp are all 15-20 blocks long and no-longer as varied, the oceans and lush caves loose a lot of their beauty and just look like a wall of vines. To solve this, I would propose that all glow berries/kelp generate with the maximum "age" tag so that the ones created on world generation do not grow. Punching the end off of one, using bonemeal, replanting, etc... already resets the age tag so this would then make the kelp/berries grow again. An ocean that is filled floor to sea level with kelp on every block is not pretty, and the lush caves on the experimental snapshots seem to have the same pitfall over time. Might as well give the same treatment to the nether vines while we are at it :) [link] [comments] | ||
Posted: 25 Aug 2021 12:18 PM PDT I think that breedable mobs should auto breed if theres less than 4 of that type of mob in the area. It wouldn't be instant of course though, and they would need to be comfortable(In their native biome, a lot of space etc). Auto bred mobs would despawn like normal, unless fed by a player or named like a normal mob. Heres an example of why I think it would be cool: Imagine, your exploring a cave, and you see two axolotls breed to make a baby axolotl.(this would really help with how hard it is to breed axolotls on bedrock) you catch the baby and its parents and put them in your pond. I would like to hear why not if you don't agree with me, but I think it would be a really cool thing to have in minecraft. [link] [comments] | ||
Posted: 25 Aug 2021 12:33 PM PDT Glow squids should flicker to represent their health, I just think this would be a great visual effect. [link] [comments] | ||
Sky color should become darker as you go higher in the Y direction Posted: 25 Aug 2021 04:28 PM PDT Terraria does this and it looks really good. Maybe it shouldn't become black like space; probably it should become just a bit darker than normal. It helps giving the player the feeling of actually being really high up in the mountains. [link] [comments] | ||
You should be able to equip cows and goats with bells. Posted: 25 Aug 2021 12:07 PM PDT The bell would ring when the animals walk, and it would be cute to see. [link] [comments] | ||
Be able to slime/unslime a piston Posted: 25 Aug 2021 02:03 PM PDT Basically, instead of crafting a sticky piston with a slime ball, you could right click a piston with the slime ball. And to turn it back into a regular piston, you could "scrape" the slime off with and axe. 50% chance to get the slime ball back. [link] [comments] | ||
Posted: 25 Aug 2021 07:43 AM PDT Where to be found and how to get it: It can be found in all types of forests except snowy. Can be picked up by hoes or shears. Procedure to get it Its raw form is farmable on Farmland Raw form is placed into water source blocks for 2-3 days to turn them into wet form. (Wet form will have a different texture) Wet form is then placed in the air to dry it and turn it into the final product. (Dry form will have a different texture too) Uses It will be used making ropes which are placedable to make ziplines. They'll be gravity-affected. It'll also replace strings in making of leashes (Instead of multiple strings you'll need to use only one rope). At last, it'll make meshes which will auto-fish items (Cannot be used on placed water sources to make them less exploitable). You can comment me the recipes for these items and suggest more items. Thank you. [link] [comments] | ||
New badlands mob: Stronghorn (revised) Posted: 25 Aug 2021 09:25 AM PDT The badlands is a very barren biome with almost no mobs. That could change! Introducing this unique mob: The Stronghorn! This mob is a new neutral mob that spawns in the badlands in any light level between 9-15. It looks like a large beetle. It is large and stocky, with exoskeleton armor and a large curved horn protruding from its forehead. Not only that, but it has strong mandibles as well. The StrongHorn can be found roaming around badlands in search of it's preferred food: Moss. That's right! Moss can be used to befriend and breed StrongHorn to get larvae. The StrongHorn will attempt to crush you with it's strong jaws, or knock into you with the horn. The jaws do 5 damage without armour, and the horn does 4, and the the horn has knockback to it. The Stronghorn has 22 health. It will only attack when it is provoked, or to it's rival beast: Zombie varieties (Husk, drowned, baby zombie, etc) If killed, the StrongHorn will drop one a useful item: Hard Shell. Hard Shell can be crafted along with string to create a new defensive item: Gong. The Gong makes a loud sound when used, and gives slowness 1 and weakness 1 each for 8 seconds to enemies. However, the gong breaks after a few uses, but can be repaired with another HardShell. The Hardshell can also improve the durability of a shield, much like unbreaking. However, killing these gentle giants is unwise, as once befriended, they can be enlisted as guards against some types of hostile creatures. These creatures being: Husk, Zombie Types, Drowned, and Spiders. They can also be sheared for discarded Hard Shell as they grow. (Akin to how some insects drop old exoskeleton they won't need anymore) Also, the StrongHorn larvae drops a Shedskin when it grows up. Four of these is used to craft a new type of fertilizer: Dry Mulch. Dry Mulch is used to boost Many crops at once. Use it and the crops touching the center will grow too! A bucket can be used to carry larva, which, like axolotl, can be placed down and will help you fight against any variety of zombie. They are weak however, with just 3 health and do 2 damage. [link] [comments] | ||
Archeology as a complete concept Posted: 25 Aug 2021 09:45 AM PDT I know the archeology mechanic has been put on hiatus for the time being, and I think that is for the best given what we saw of its current mechanics. The idea of random "archeology pits" that you could continuously farm seems a bit gamey and unsatisfying, and it was unclear how all of this would tie into an expanded story and lore. The fact that these pits were distinct from other sites tied to lore made the mechanic seem unnatural and distinct from the world instead of an integral part of it. I am going to outline some main point that I think an archeology mechanic needs to make it feel like a truly integrated part of the world, as well as some mechanics that would be necessary to keep it from feeling like a massive pain to players. I will attempt to use as many existing mechanics as possible to keep feeling and flavor with the current game, and will only add new mechanics when it seems necessary to keep things from getting out of hand. _______________________________________ For starters, I do not think archeology should be an infinity renewable resource. We are going to ditch the "archeology pit" concept entirely. Instead we are going to invent a new "ore" that spawns in dirt, gravel and sand that players can harvest with the right tools. These ores would be called "artifact laden dirt/gravel/sand" and would look nearly exactly like regular dirt/gravel/sand (and any variants like grass), save for a few subtle pixels. We would probably need Nether and End versions too, but that may need a bit of a rework to fit seamlessly into those dimensions, so that may have to wait for more updates there. Once you find this new ore you mine them with a brush. They will then drop items from the artifact loot table, which will include things like the new pottery shards, but will also include things like journals, maps, resources and tools. If you mine them with any other tool or by hand they will just drop dirt/gravel/sand, and the opportunity to gain an artifact will be lost. Silk touch will work on these blocks, so you can collect them that way and then process them closer to home so you do not have to carry individual artifacts. These ores would spawn around existing structures in the world like strongholds, temples, ruined portals and even abandoned villages. I would like to see something like the new massive ore veins repurposed for use with the new ores, and maybe center those under an "ancient structure" to signify an abundance of this new resource. These new structures could populate the caves as well as the surface, to make exploration down there a little more diverse. Since these new ores will be scattered around and within the structures it would be super nice to have some way to accurately locate them, like an "artifact detector" that could tell you when this ore was a few blocks directly below you. This would help keep people from needing to stripmine the terrain around these structures to fully loot them. Instead excavations could be targeted to proper locations and it would be easier to return the terrain to a more natural condition after excavations are done. These mechanics would of course have to be balanced to keep things from becoming too easy, but consideration for keeping the terrain relatively pristine should be given no matter what solution is implemented. ________________________________________ That covers the basic mechanics. Most of the rest will be up to Mojang as they develop and reveal the lore to us in a more direct manner. It would be neat if the loot tables would be tied to the structures, so we could piece together the links between the ancient builders, the villagers, the pillagers, the endermen, the piglins and the player. The loot you pull could help identify the maker of the structure you were digging around, and this could help tie all the lore together in a subtle way. I think more integration with existing mechanics would be super nice too, like the ability to find maps and journals that would more explicitly lay out the lore of the land, and help guide players towards things to look for in this vast world. It could also open up some alternative playstyles, like allowing players to find maps to strongholds instead of having to farm for eyes, as well as hint at the technology the original builders used to get to places like the End before resources like ender pearls were available, perhaps eventually unlocking those technologies for the player too. [link] [comments] | ||
Posted: 25 Aug 2021 03:11 PM PDT | ||
Land biomes should not only sort themselves by temperature, but by humidity as well Posted: 25 Aug 2021 02:52 PM PDT A jungle next to a savannah makes sense, but a jungle next to a desert does not. [link] [comments] | ||
Posted: 25 Aug 2021 11:01 AM PDT I think this would really be nice on existing chunks, and let us explore some of the new deep stuff at our home bases! [link] [comments] | ||
Posted: 25 Aug 2021 01:41 PM PDT I think that with the addition of mountain biomes in 1.18, it would be great to also include a chance for mountain ranges to generate. Unlike the singular mountain biomes we have right now in the snapshots, a mountain range would be a very long piece of terrain consisting of multiple mountains and peaks spanning from coast to coast. Normal singular mountains can still generate. I think this would add some realism to the game, as in real life, you don't really see a singular mountain jutting out of the ground without being surrounded by others or being part of a range. Not only that, it would make such a great backdrop for numerous builds and would be a fun challenge to explore and colonize. [link] [comments] | ||
Posted: 25 Aug 2021 04:34 PM PDT Okay so hear me out. A new enchantment for the trident called "Strike Force" (name is W.I.P.). Basically what it would do it make it able to pierce enemies when you throw it. [link] [comments] | ||
Posted: 25 Aug 2021 04:04 PM PDT I got the idea from this suggestion You should be able to equip cats and foxes with bells as a means of warning the passive mobs they hunt (cats and ocelots included). This is to prevent the tragedy of your fox hunting your cat or your cat hunting your pet chicken. This concept doesn't really work as the cat can still chase the chicken, but maybe the bells could just make the cat and fox completely passive to all passive mobs. [link] [comments] | ||
Posted: 24 Aug 2021 06:54 PM PDT The nether should allow for infinite lava sources similar to water in the overworld, because currently it always forms an ugly gap when you take one bit of lava. It wouldn't change that much, the step from lava ocean to infinite is quite small. Plus dripstone already makes lava infinite, just slower. [link] [comments] | ||
Posted: 25 Aug 2021 06:54 AM PDT you can execute a command on behalf of the nearest player, so you should be able to do it for the nearest entity. there are many player based selections you can make when targeting with a command block. there is only ONE target selection which applies to entity's, (@e). Since a command block can run a command based on the nearest player, it should be able do the nearest entity. [link] [comments] | ||
Burning coal in furnaces should cause smog Posted: 24 Aug 2021 11:59 PM PDT It would be a good opportunity to use the new environmental particle mechanics, and it would be an educational way to reflect irl consequences (kinda like how parrots die when fed chocolate cookies). That said, I don't think it should cause negative status effects, as it would still be handy to use in builds. [link] [comments] |
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