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    Minecraft Nautilus Mob

    Minecraft Nautilus Mob


    Nautilus Mob

    Posted: 03 Feb 2019 11:48 AM PST

    We have their shells, why not the creature itself?

    If they were added, they should only rarely spawn in Deep Ocean biomes below Y-level 30 making them only really spawn in underwater ravines & caves. Their AI should ideally make them prefer staying below Y-level 45 so they don't rise to the surface frequently. Also, so they don't just die right away all the time from magma blocks, they should be immune to bubble columns. (which kinda sorta makes sense since they use gas in their shell to float) They should be slow moving or even perfectly still unless they spot a player. If they do spot a player, they would suddenly & very very quickly jet away 4-6 blocks at a time (to make it look like they're using their water propulsion) & they'd try to keep a healthy distance. Hunting them with Tridents would be your best bet. It could "explain" that Drowneds use their Tridents to get their Nautilus Shells. Or maybe Drowneds don't drop the shells anymore. I don't know that's the devs' choice, whatever feels most balanced. lol

    Edit: I forgot to mention the Nautilus mob should drop a Nautilus Shell when killed. It felt kind of obvious but I also feel like it's important to note.

    I'm sure this was frequently requested when the item was introduced, but here's another take on that idea to add to the pile. :P

    submitted by /u/_Koza
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    telescope

    Posted: 03 Feb 2019 09:23 AM PST

    telescope helps in zoom in the screen for a certain extent

    RECIPE:

    a piece of glass in the center with four bamboo around it (suggest a better recipe below )

    UPGRADE:

    it can be added with another 3 pieces of glass for maximum zoom

    DOWNSIDE:

    the zoom will be affected by the games render distance

    now we can have zoom ingame without using optifine :p

    submitted by /u/optimesto
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    Cook eggs

    Posted: 03 Feb 2019 02:42 PM PST

    Why can't we cook eggs yet though?

    submitted by /u/IsScottyBoy
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    Frogs

    Posted: 02 Feb 2019 10:16 PM PST

    Frogs don't have to be anything major, I just thought it would be cool to have different varieties of frogs depending on their biome, like those poisonous blue and red ones can only spawn in the jungle biome.

    Also, do toads count? It would be cool to have toads roaming around in plains and swamps.

    submitted by /u/FlippedChamp
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    Dispensers with Buckets can milk Cows when activated with a Redstone signal

    Posted: 03 Feb 2019 01:16 PM PST

    When a dispenser with an empty bucket gets activated nearby a cow (Silimar to how sheep can be sheared with shears in dispensers), the bucket will become a milk bucket. The Milk bucket can then be either dispensed out of it (as an item when there are no empty buckets), sent to a hopper (if there is one underneath), or be obtained by a player by opening the dispenser.

    submitted by /u/Kuipter_Orbit3r
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    New totem

    Posted: 03 Feb 2019 02:03 PM PST

    Add a totem that is found in nether fortresses that allows you to return to the overworld if you lose your portal. (One time use) maybe it could be called "totem of hell" or something. (Suggest better names)

    submitted by /u/Ian_McCreary_12
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    Feedback on the new Villager AI

    Posted: 03 Feb 2019 08:30 AM PST

    So with the release of the most recent Beta for Minecraft Bedrock Edition we were able to test the new upcoming features and the one that catched my attention was the brand new Villager AI. I have to say Mojang really done a good job and I am really loving the new Behaviors, making the NPCs of the game feel more alive and closer to the player.

    But I really hope this is just a first Introduction to what is coming, since I feel like Mojang nowdays can manage to approach at max the potential of Programming and deliver very impressive Mob AI, we got examples of that with 1.13 where we met very polished and impressive examples like Phantoms, Turtles and Fishes.

    I am looking forward to see the inclusion or get a close result to what I going to list in this suggestion to make Villager AI feel more smart, closer to the player and give Villages more joy.

    Villagers currently can interact with their specific Work Station that generates in their respective Profession Building, even tho this feature just make them look like they are only staring at this Block so I propose more specific tasks to them related to their Work Schedule.

    I also want to introduce in this suggestion a Lock Function, a feature already present in Minecraft Java Edition, where you can lock a Chest with Commands. This mainly to prevent exploits related to gather tons of resources in a very easy way as well as encourage players to don't steal Villagers Work Stations since these Blocks belongs to the Villages and for personal use players should learn the respective Crafting Recipe to get and unlock these Work Stations by themselves.

    Side Note: The lock function will be present only in Blocks generated naturally in the Villages

    So let's begin:

    Cleric

    • During the work schedule, you will see the Brewing Stand updating constantly with different Potions changing from places, just like happens with players these guys will simulate the Brewing, this Block will include a Lock function to prevent insane Potion Farming.

    • If a Cleric detects a Zombie Villager distracted in other door, this guy is going to try take the responsibility of Cure the Zombie Villager.

    Librarian

    • In the work time, Lecterns will keep updating by getting a Book placed or removed, this is determined when a Librarian starts the Work Schedule and finish this Schedule.

    • There is a chance where a Librarian will leave the Book placed in a Lectern, letting players read or take this Book which is going to contain a little Lore hint.

    Cartographer

    • The Schedule of this Villager is going to last half of the day, here you will see after this guy finished the Schedule, it will hold a Map and will start Pathfinding more far away than usual from the Profession Building where he was previously in, until it gets too late, but not close to night time it will comeback to the Village Meeting Point.

    Mason

    • You will constantly hear Stonecutting sounds, during the Work Schedule of this guy.

    •When a Mob breaks a Door, later during the day time this guy is going to be the responsable to place again a Door, and if the door item is dropped it will try to collect it.

    Butcher

    • This guy is going to have the equivalent of responsibility as a Farmer now, his job is going to be Breed the Animals that are around the Village, when this Villager detects the Baby that was previously born has grow enough, it will kill one of the adults and breed another pair again, trying to collect the drops of these Mobs.

    • Inside of the Mob list that can be farmed by the Butcher is going to be included Pigs and Cows only (You will see later why)

    • This Villager is going to give the Leather to the Leatherworkers, meaning is going to only keep the Raw Meat which is going to be used in the Smoker, the Work Station that you will see being used when this guy gets any kind of raw meat on its Inventory.

    • Smoker will be locked as well, preventing the exploit of Cooked Meat and this Villager will hold the task of give Cooked Food to other Villagers for their consume, just like what we see currently with Crops.

    Leatherworker

    • Just like the Butcher, this Villager can breed animals but limited only to Cows, using the same base mechanic of kill one when the baby is not a baby anymore and the Raw Meat is going to be given to the Butcher.

    • There is a chance that this Villager will try to collect Flowers around the Village, simulating the use of these Items for Dyes used in the Leather Clothes.

    • During the Work Schedule the Cauldron level will vary, since the Villager it's going to use constantly the different levels of Water.

    Weaponsmith, Armorer and Toolsmith

    • So first, I decided to grab these 3 guys in a same Category of Tasks since I think they are very related despite have separated Professions, I found out that these Villagers use minerals as a Prime Resource, specially Iron, so there I decided to give them a very important Role.

    • In a Village, only one (If there's multiple Villagers of these Professions) but only one will attempt to build an Iron Golem each 20-35 Minecraft Days, it's going to start with very, very low rates from the first day (20) and at the last day (35) it's going to have a Guaranteed chance to build one, after building one, the cycle is going to restart from the beginning again. With this I am trying to adress the current issue we have of find naturally spawned Iron Golems at extremely rare rates.

    • Also like any other Villager they will normally interact with their Work Stations, Blast Furnaces changing to lit states and Grind Stones doing the sounds when used, also it has a chance of sometimes reproduce an experience orb collecting sound.

    Farmer

    • Will keep the duty of harvest Crops, but now when this guy exceeds individually 24 seeds, 16 carrots, 16 potatoes or 16 beetroots on it's Inventory (Any of these 4, just needs 1 specifically to execute the task) is going to invest 8 seeds, 4 carrots, potatoes or beetroots in the Composter, and you will see the Composter changing in levels until this Villager obtains the Bone Meal, which is going to later be used in a random Crop.

    Fisherman

    • It will spend less time on its Work Station the Barrel since now is going to spend half of the day fishing in the Water Pond that generates in each Fishing Shack, you will see this guy with a Fishing Rod looking down at the Pond, while gets Fish, only fish will be collected by this Villager.

    • After the fishing session is over, it's going to store half of it's Inventory on a Random Barrel (Pufferfish and Tropical Fish will be always stored in the Barrels) the other half (Conformoded only by Cod and Salmon) will go to the Butcher which is going to cook this and later give the cooked fish to other Villagers.

    • The Barrels that generates in the Villages are going to be Locked, and even if the player breaks them it will not drop the content, this like I said to prevent exploits.

    Shepherd

    • Now can breed Sheeps, and just like the Butcher and Leatherworker mechanic is going to kill a Sheep when the baby has already grow enough.

    • It will work in the Loom and reproduce the Sounds of this Block when used.

    • It's going to also keep shearing the Sheeps around the Village, collecting the Wool and doing this process again when the Sheeps gets their Wool back.

    • Also is going to share the Mutton to the Butchers for the cooking process.

    Fletcher

    • Applying the same Breeding Mechanic that the Butcher, Leatherworker and Shepherd share, this Villager will only limit to the breeding of Chickens.

    • Collecting the Feathers, Raw Chicken and Eggs it's only going to keep Feathers since this Villager will throw the Eggs (Just like a Snow Golem throwing Snowballs) in hopes of get another Chicken and the Raw Chicken of course goes to the Butcher.

    • Will interact with the Fletching Table as well.

    Thanks for reading this whole Post, suggestions and ideas are welcome.

    Really looking forward to this Update and I think the potential and possibilities for the Villagers can be approached at it's Prime with the introduction of their new AI.

    submitted by /u/Electroman_95
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    Gradients in maps

    Posted: 03 Feb 2019 11:32 AM PST

    When placing a glass block on another one it'll make a small blend between the two colors. Think of it as transparent layers on a solid color layer in a drawing program, 6 layers of glass turning the color opaque and solid. Kinda like how it is with beacons but it'll allow to create more detailed maparts.

    submitted by /u/OddFireCat
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    New shield types

    Posted: 03 Feb 2019 11:25 AM PST

    Not sure on the whole ranking on What they would all have different from each other.

    Just think some more shields types would be nice.

    submitted by /u/Branman1234
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    The horses should control like boats do.

    Posted: 03 Feb 2019 08:12 AM PST

    Just got back into minecraft again but the horses are really bugging me, I cant aim at anything independant of the direction my horse is facing, so I cant ride and shoot, I have to stop and sometimes even shoot through my horses head, please tell me I'm not alone in this!!

    submitted by /u/RuffAsToast
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    Wandering Trader Options:

    Posted: 03 Feb 2019 11:40 AM PST

    Many items in the game are currently useless for functional survival, such as coral, concrete, etc.

    If they can be sold to Wandering Traders for Emeralds, they would be useful.

    Feedback?

    submitted by /u/Vigil_the_Shaper
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    Structures

    Posted: 03 Feb 2019 04:36 AM PST

    Okay so I know people post this kind of stuff all the time but here goes my ideas for more structures inside the game. I'll probably keep updating this list.

    Mercenary outpost: sounds kind of moddy but its like a pillager outpost but its inhabited by mercenary pillagers who are neutral and you can tame them with emeralds and they will fight for you, they carry iron swords and are equipped with chainmail gear. There's also a unique item you can find in it called the mercenary stone. Its a cool novelty item, I haven't thought of a use for it yet.

    Mesa lines: based on the Nazca lines, a massive generated structure in the Mesa, underneath it there is a chance of finding 4 double chests with varying loot. There is a very small (5%) chance that you will get a mending book in one of these chests. The structure will be rare.

    Mountain lighthouse: Large concrete structure with a lighthouse beacon in the top. This will stop hostile mobs from spawning within a 20 block radius of the lighthouse, but it doesn't give off much light. It is inhabited by pillagers armed with iron swords.

    Jungle City: a massive complex found in the jungle above ground which houses many kinds of traps. No mobs spawn in here. Unique 'lore items' like the 'lily of the valley' might be found here.

    Illusioner tower: a tower where Illusioners are. You get rare enchanted books from here, as well as spell scrolls. These will also be a kind of lore item.

    Abandoned house: found in any biome, looks like a regular player house and contains 3 double chests, one for raw resources, one for food and one for mining produce. Very rare and will contain good loot with level 24 enchants on it. Chance of a TNT trap underneath. Might look kind of like this but slightly more complex and made of varying blocks.

    I hope you guys like these ideas. Please critique!

    submitted by /u/Xedgybois
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    Chandaliers

    Posted: 03 Feb 2019 01:22 PM PST

    We have lanterns, so why not add chandaliers, they would be crafted with 3 lanterns and one iron and produce triple the light as a lantern.

    submitted by /u/AidenGamingYT
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    why we need the quiver

    Posted: 03 Feb 2019 10:24 AM PST

    remember the quiver? the arrowholder thingy. Yeah, we need that. Yknow how, if you have a bunch of tipped arrows, and you want to shoot a specific type, you cant? that's why we need the quiver. If you put certain types of arrows in the quiver, the bow will fire them. You wanna shoot slowness arrows, but you have poison and spectral arrows? put them in the quiver. You shouldn't need a quiver to shoot arrows, but it would be good to have anyway

    submitted by /u/masquite
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    Monsters spawn at even lower block light levels?

    Posted: 03 Feb 2019 02:06 PM PST

    Ok, this is kind of a huge change, but I personally would like if Overworld monsters spawned at block light levels 4 & below instead of 6. If we're willing to go extreme here than block light level 0 being the spawn level would be extra nice. Minecraft's simple lighting system is charming, but you can't really have moody low lighting in your home without risking having it blown up. And I'm not talking about sky light level, since monsters spawn at night & the sky light level is still 15. I'm only talking about block light.

    Like I mentioned, this is a big deal. I doubt this is gonna be liked by most others because change is bad, but here's my 2 cents. :P

    submitted by /u/_Koza
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    Map timelapse

    Posted: 03 Feb 2019 10:46 AM PST

    Someone should make a mod where when you enter your world its first as it was first generated then you see blocks disappearing/appearing to make it to wathever you built.

    submitted by /u/MTheDuck
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    An Alternative to Cocoa Beans as brown dye

    Posted: 03 Feb 2019 12:56 PM PST

    Cocoa has never made sense to me as a dye. I can only picture it being all horrible and sticky, and it would attract insects and stuff. Plus it already has a use in cookies. I read about an old paint they used to use called Mummy Brown, that was made out of Egyptian mummies that had been ground up into powder, and I was thinking the same thing would work with rotten flesh. Rotten flesh could be smelted in an oven to make Brown dye. It would give rotten flesh more use and incentivise collecting it at an early stage before the player would have access to trade with a Cleric. A lot of you will probably think this is unnecessary but I thought it was pretty cool so I put it up here

    submitted by /u/Bigdogdom69
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    Changing the loading menu

    Posted: 03 Feb 2019 03:18 AM PST

    As you all know the loading menu changes with every big update but what if we have the option to change which menu we use. I'd honestly love to keep the update aquatic loading menu

    submitted by /u/tinybatreal
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    Make baby villagers throw snow balls at each other when they are in a snow biom

    Posted: 03 Feb 2019 03:42 PM PST

    Granite/Diorite/Andesite Uses:

    Posted: 03 Feb 2019 03:00 PM PST

    What do you think should be done to make granite, diorite, and andesite actually useful?

    Villager trading for polished variants would incentivise seeking out villages more, or can be implemented with the wandering trader.

    Feedback?

    submitted by /u/Vigil_the_Shaper
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    Discoverable structure creation mode.

    Posted: 03 Feb 2019 08:33 AM PST

    I've thought this for a long time and I'm sure I am not the only one, I remember back in 2012 when I first started playing and exploring was really exciting because I didn't know what I would find, well, now I do know what I will find, and its still a good feeling to stumble across a temple, but its the same old temple.

    What if there was another game mode, submittion mode, where you get a choice of biome and 3 sizes of grids which you can build in, small, medium and large. You build something, put some loot in and send it off for review from people in the minecraft team. Now I know what you are thinking, where will they get the staff for this? But I'm sure a lot of people who work on Minecraft also play it, they could have access to this from home and I'm sure they'd love looking through submittions.

    Then, once approved it will show up in peoples worlds from a patch update, uncommon spawns, and then when they have loads of approved submittions you'll never know what you will find.

    submitted by /u/RuffAsToast
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    More uses for Emerald

    Posted: 02 Feb 2019 11:06 PM PST

    In my opinion there is not much to do with emerald, especially if you dont have a village around you, emerald is pretty useless.

    Not only they are extremely rare, they also come only in groups of 1. So they are not really usefull and extremely hard to get so i thought mybe there could be more uses for the emerald or at least make the trading system work better with mybe even "counter offer" option that lets you offer other trades instead of what the villager is offering and the villiger will decide if he wants it or not.

    Cause in my opinion emeralds are pretty useless right now. Thank you :)

    submitted by /u/yaonatan88
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    Horses stays with their group and will run together especially when attacked

    Posted: 02 Feb 2019 08:33 PM PST

    Horses are very social to each other IRL and most of the times, they do things in group. Currently, horses don't run when attacked which is strange and their jump don't depend on its gene. I'm aware they can only jump and run depending on their genes cuz they are controlled by the player (sorry for quite bad explanation)

    submitted by /u/ZhanderDrake
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    Fashion

    Beauty

    Travel