Minecraft Frogs are aggressive towards Arthropods. |
- Frogs are aggressive towards Arthropods.
- We need better water falls
- Cliffside Villages - villages on the edge
- Illager Bodyguard - your personal fighter!
- On Halloween, (All day of October 31st) playing a music disc will cause any nearby zombies to dance
- Boiling Cauldrons, a new way to cook food!
- Add mountain fog to the Snowcapped Peaks biome
- More Changes to Biome Generation
- Can we have super secret settings back
- Iceture - a new mini boss inhabiting the ice icicles biome.
- Evokers should have a chance to use a totem of undying when almost dead
- Dyed and Invisible Item Frames
- Vertical Chunks
- The Cloudscapes (sky biome) and The Turbulent (mob)
- Idea to disarm a creeper
- If when migrating the Microsoft account you migrate to has bedrock that bedrock account should have the migration cape
- Invisibility 2 and 3
- Sleeping speeds-up the night instead of skipping it
- Add bedrock edition to Mac & Linux
- Mojang pls finish 7 year old code
Frogs are aggressive towards Arthropods. Posted: 07 Sep 2021 11:02 AM PDT Arthropods are a natural food sorce for frogs, so when or if Frogs get added they attack them on sign, and Arthropods are scared of frogs as well. Maybe they can make an exception to bees as they general friendly. Every common mob has a natural enemy (excluding players) but spiders. Skeletons hates wolfs, zombies hates villagers, creepers hates cats, endermen hates endermites. [link] [comments] | ||
Posted: 07 Sep 2021 01:32 PM PDT Water falls should come from rivers leading off a cliff like in real life, also at the end of the water fall there should be stone blocks that could harm a player that wanted to jump off a water fall. This would also make building in survival more fun becuase people can build secret bases behind them and a lot more stuff. [link] [comments] | ||
Cliffside Villages - villages on the edge Posted: 06 Sep 2021 11:53 PM PDT
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Illager Bodyguard - your personal fighter! Posted: 07 Sep 2021 08:32 AM PDT At nighttime there will be a 1/100 chance that instead of a zombie villager, a zombie illager will spawn - a new undead mob that will wear torn clothes, as from one of the early concepts of the pillager. They will act like normal zombie villagers and can be cured, but instead of golden apple they will consume fermented spider eye. Curing takes from 10 to 15 minutes. Once zombie illager will be cured, he will become a illager bodyguard - living version of himself. But instead of other illagers he will not attack player who cured him, but will still attack other players. Moreover, he will follow you and obey your command. To command illager bodyguard just right click on him. It will switch him to one of modes:
By default bodyguard will always attack following mobs:
If senior player will be attacked or attack any other mobs, bodyguard will also attack those mobs. Bodyguard will never attack:
By default, after curing zombie illager he will hold crossbow or axe by randomly. However, using shift+right click, you can open bodyguard inventory, thats includes slots for both hands, armor and banner. Depending on what item you will give him, illager bodyguard will behave differently:
Illager bodyguards will be a good choise for players who want to have a battle friend who can fight with you against enemies, but more effective than wolves. Illager bodyguards can also be using to protect you home from intruders and hostile mobs, being at the same time more intelligent than iron golems. In other way, they will be not so common so you will need a lot of patience to get your guardian. At the end, here is some notes:
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On Halloween, (All day of October 31st) playing a music disc will cause any nearby zombies to dance Posted: 07 Sep 2021 01:36 PM PDT This is a Michael Jackson "Thriller" reference. The actual song wouldn't be implemented, nor would the exact dance have to be, it's a small reference, nothing more. It wouldn't happen on hard or hardcore mode, since the act of dancing would probably involve them not attacking anyone during a disc song (which is fair on easy I think since easy is, well, easy. normal too) In general this would also just add more personality to mobs. I get that zombies realistically wouldn't be intelligent enough to dance, but parrots can do it, so maybe it's not out of the question, on an exceptionally spooky day. Maybe it could also work on other undead too, since skeletons are basically just zombies with less meat on their bones, literally. Only undead in the overworld though, because the Nether is so spooky, the undead there probably don't dance (every day is scary in the Nether, so they don't love the "thrill" as much) also that's to keep the balance so the Nether is still dangerous on any difficulty. Feedback site link for my idea [link] [comments] | ||
Boiling Cauldrons, a new way to cook food! Posted: 07 Sep 2021 12:48 PM PDT Cauldrons in my opinion are a little underwhelming. The best you can do with them are store lava, powder snow, water and on Bedrock Edition, potions. But I think Cauldrons would be best utilized to cook food. It would take no fuel, all you need to do is to add a campfire underneath the cauldron and put water in it. This could open a potential to a whole new area of cooked food such as pasta and can damage you if you try to go in the cauldron. I do not really expect this at all, but it could be a nice way to make cauldrons more useful. [link] [comments] | ||
Add mountain fog to the Snowcapped Peaks biome Posted: 07 Sep 2021 12:25 AM PDT Mountain fog would look great for exploring. It has no use whatsoever, but I think it would be a great minor addition to the game. It would appear only on Snowcapped peaks at level y=240 and up. It would look good on tall peaky mountains. Sadly, I don't have any pictures showing what it would look like in-game. I personally would love this idea if it get's added. [link] [comments] | ||
More Changes to Biome Generation Posted: 06 Sep 2021 11:41 PM PDT Currently in the upcoming 1.18 update we will be getting an overhaul of terrain, specifically of its generation and how the biomes are generated. On the biome generation there is already going to be a massive improvement, that being the introduction of a mechanic wherein "cold" and "hot" biomes are far more rarely seen near each other. As already said this is great, but there is another very similar topic to temperature that plays a role in how biomes should generate; Humidity. Humidity, or how wet somewhere is, is a major factor in how biomes and landmasses form and certain things which will now happen more often due to the hot/cold changes make no sense. Much like a snow biome shouldn't form next to a desert neither should a jungle, which is also called a rain forest. All in all the biome changes are already great with the hot/cold change but it would be even better if there was a similar wet/dry mechanic. [link] [comments] | ||
Can we have super secret settings back Posted: 07 Sep 2021 02:47 AM PDT Not really a suggestion, more of a request, but I want them back, these were fun [link] [comments] | ||
Iceture - a new mini boss inhabiting the ice icicles biome. Posted: 07 Sep 2021 08:40 AM PDT I figured thI figured that some biomes, such as the ice icicle biome, just had too few mobs that are unique to them. Also, the game itself has a little bit of miniboss / bosses. If the name is not good, sorry, I came up with it quite quickly. So Iceture is the new monster inhabiting the ice icicle biome. It is about 3 blocks tall and its back is covered with ice spikes. It is also made of ice, and its teeth are long icicles. It has a tail that is not very long and has one row of ice spikes on its back, but smaller. Its paws also have claws made of these spikes. It can be found in ice caves, new structures made of ice. He has 30 hearts. If the player stays near the cave or destroys the cave block, the monster will attack him. His attack is shooting ice spikes from his back. The spikes deal 3-3.5 hearts. The monster can fire 3 spikes in one attack. Just contacting a mob deals 2.5 hearts, but if you touch his back, you will take more damage. The monster moves slightly slower than the player. If the mob somehow gets outside of the cold biome, it will start taking damage, and if it dies, it will leave 1 block of water behind. If it is in fire or lava, it will also begin to melt. Drop 5-7 exp on death. and 1-3 ice spikes. You can use the spikes as a weapon. As a melee weapon, they deal 2 hearts, fired from a crossbow, and a bow give 3 hearts. Also, if you have an idea for a name, write in the comment.at some biomes, such as the ice icicle biome, just had too few mobs that are unique to them. Also, the game itself has a little bit of miniboss / bosses. If the name is not good, sorry, I came up with it quite quickly. So Iceture is the new monster inhabiting the ice icicle biome. It is about 3 blocks tall and its back is covered with ice spikes. It is also made of ice, and its teeth are long icicles. It has a tail that is not very long and has one row of ice spikes on its back, but smaller. Its paws also have claws made of these spikes. It can be found in ice caves, new structures made of ice. He has 30 hearts. If the player stays near the cave or destroys the cave block, the monster will attack him. His attack is shooting ice spikes from his back. The spikes deal 3-3.5 hearts. The monster can fire 3 spikes in one attack. Just contacting a mob deals 2.5 hearts, but if you touch his back, you will take more damage. The monster moves slightly slower than the player. If the mob somehow gets outside of the cold biome, it will start taking damage, and if it dies, it will leave 1 block of water behind. If it is in fire or lava, it will also begin to melt. Drop 5-7 exp on death. and 1-3 ice spikes. You can use the spikes as a weapon. As a melee weapon, they deal 2 hearts, fired from a crossbow, and a bow give 3 hearts. Also, if you have an idea for a name, write in the comment. [link] [comments] | ||
Evokers should have a chance to use a totem of undying when almost dead Posted: 06 Sep 2021 08:57 PM PDT I think since the Evokers drop totems on death, they should have a small chance to actually use one one before they die, this will result in them dropping more emeralds and no totem, just a cool feature idea. [link] [comments] | ||
Dyed and Invisible Item Frames Posted: 07 Sep 2021 03:21 PM PDT Dyed item frames would be cool so we could color code things and also because it would look cool. Invisible item frames have SOOOOOOO much use in decoration like for making flower bushes and hanging blocks from chains and making it look like things are embedded in lecterns and having eyes of ender look like eyes stuck on it but the problem is they are only obtainable with commands in Java so they need to be obtainable in survival in both Bedrock and Java. [link] [comments] | ||
Posted: 07 Sep 2021 03:17 PM PDT Chunks would not only be horizontal but vertical. Each chunk would have a height of 64 blocks. Only 5 vertical chunks are loaded at a time. This way caves can go infinitely deep and cliffs can go infinitely high without any performance issues. [link] [comments] | ||
The Cloudscapes (sky biome) and The Turbulent (mob) Posted: 07 Sep 2021 10:22 AM PDT The cloudscapes are a new biome found in the sky. They are made of cloud blocks. Cloud blocks themselves cannot be obtained in survival, you need to be in creative to place or destroy them and they also don't drop anything. While most blocks will float on clouds, heavy drops like netherite (a metal) or gold will fall right through. Same will apply to sand, gravel, pointed dripstone, armour stands, ect. BiomeThe cloudscapes are the equivalent to outer islands, being able to act as a safe haven after The End. No mobs can naturally spawn here, with the only exceptions being 1: Phantoms that follow you up to the cloudscapes or 2: The Turbulent. TurbulentTurbulent are phantom-shaped clouds that fly around the cloudscapes at high speeds (charging vex speed). They are usually rare as overworld endermen and usually die in a few hits. They have two attacks. One is a puff of wind that emits a fog, VIA white smoke particles. Another is where they flap their wings to create a gust of wind that slowly PUSHES the player away from them. If the player isn't careful by crouching (this prevents you from falling off blocks unless you are knocked off or jump), it could spell a very high fall. I think The Turbulent would be an interesting enemy to fight against, since they're rare and easy to kill, but are still able to hold off players on their own. [link] [comments] | ||
Posted: 07 Sep 2021 01:43 PM PDT Just like any fuse, if you threw a bottle of water on it, as it's fuse is lit, it stops hissing, and is confused, and wanders away. After a short time, it dries out, and is back to normal. [link] [comments] | ||
Posted: 07 Sep 2021 06:27 AM PDT Us on bedrock have a few cool capes but I really want the migration Cape on bedrock! Maybe a diffrent colour cape or something. This bums me out that they don't give u the cape for migrating already. [link] [comments] | ||
Posted: 07 Sep 2021 03:18 PM PDT Invisibility 2 would make all items except tools and leather, gold, and chain armor invisible. Invisibility 3 would make all items including tool and all armor invisible. [link] [comments] | ||
Sleeping speeds-up the night instead of skipping it Posted: 07 Sep 2021 02:43 PM PDT Instead of executing a /set time day command when successfully sleeping, tickrate should be sped-up until it becomes morning. The reasons behind this are: -Avoid the awkward 2 seconds of night after you wake up and then it instantly becomes day -Avoid that when using the sleep percentage gamerule, the players that didn't sleep just see it as an instant skip which is off-putting or immersion-breaking -You could cook items overnight which is cool If you have other ideas where this would be positive (or negative) please comment [link] [comments] | ||
Add bedrock edition to Mac & Linux Posted: 07 Sep 2021 12:08 PM PDT Theres free ways of doing it already and its THE SAME as windows 10, but an official version would still be better [link] [comments] | ||
Mojang pls finish 7 year old code Posted: 06 Sep 2021 05:51 PM PDT If you add a hostile mob to your own team they will not attack you, but they also wont attack hostile mobs on opposite teams which sucks. Now before anyone starts saying how difficult this would be to add Shulkers already have this behavior. So for all of the map makers and for consistency mojang pls fix. [link] [comments] |
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