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    Minecraft So now that we have white dye why do flowers labeled as “white” still give off light grey dye?

    Minecraft So now that we have white dye why do flowers labeled as “white” still give off light grey dye?


    So now that we have white dye why do flowers labeled as “white” still give off light grey dye?

    Posted: 21 Feb 2019 07:00 AM PST

    For example the "White Tulip" still supplies Light Grey Dye when put into a crafting table. Why?

    submitted by /u/Futurecraft5MC
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    Dog sleds/sleighs! A fast, fun and reasonably useful way to travel through snowy/icy biomes!

    Posted: 21 Feb 2019 12:37 AM PST

    The dog sled is crafted with a row of 3 wooden slabs above 3 iron bars. The finished sleigh being about the same length as a boat.

    Pros:

    • You can connect up to 3 dogs, each dog increasing the pull speed by 3 blocks a second. That's fast.

    • Skeletons and strays will stay out of your way, not firing at you for fear of angering the dogs.

    It can carry up to two players/mobs or one player/mob and one chest.

    Cons:

    • Can only go fast over blocks that are ice, snow, packed ice or blue ice.

    Final thoughts:

    All in in all I think it would be a fun and useful mode of transport to have, especially if you don't like skeletons shooting at you.

    It's here on the feedback site too!: https://feedback.minecraft.net/hc/en-us/community/posts/360041825632-Dog-sleighs-Fast-and-fun-snow-travel- (Note, it is currently pending due to an edit)

    submitted by /u/PolarMammoth2
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    Wandering Traders should trade Potions of Luck.

    Posted: 21 Feb 2019 02:07 PM PST

    This would make wandering traders a lot more useful than they are in their current state, and would provide a source of obtaining potions of luck, which aren't craftable through brewing.

    submitted by /u/WildCardTheJester
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    Makes zombies scary again!

    Posted: 21 Feb 2019 05:05 AM PST

    So I posted this suggestion a long time ago but I have since deleted it.

    "leader" zombies

    I don't know how to code but I imagine all the game would need it a new nbt tag for zombies. It could even be tied to the nbt tag related to zombies using armor and weapons.

    With the "leader" nbt tag a zombie would seek out other zombies (or attract other zombies) and assimilate them into its hoard. The hoards would move in partial unison but the individual zombies would still avoid things like pits.

    Hoards could perhaps be a max of 20-30 zombies and for every 5 zombies the leader gains 2 health. (Max. 28-32 health total) and perhaps other buffs that are suggested.

    This suggestion would make zombies much more dangerous as well as scary when you see a large hoard rushing towards you.

    If you would like to suggest a change to this suggestion please comment below.

    submitted by /u/Blueberry_Blitz
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    A solution for termite infestations in the next update: Aardvarks!

    Posted: 21 Feb 2019 07:04 AM PST

    With the next update coming with an overhaul to the savanna, I suggest a new mob gets added to help deal with termite infestations in wood (if they do that).

    Aardvarks are nocturnal animals. They sleep at day and roam at night. But Aardvarks in the day do like to hang around in villages.

    Aardvarks will eat termites within the infested wood. They will need help getting up to high places to eat more though.

    They aren't tame-able, but are breed-able. They are useful to have around if you live in the Savanna.

    submitted by /u/MrCraftyCola99
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    Buckets should be able to be filled with rain

    Posted: 21 Feb 2019 11:18 AM PST

    by right clicking the rain, I suppose

    submitted by /u/fiftydickss
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    Tridents should have a faster melee-attack rate, and a longer melee range.

    Posted: 21 Feb 2019 03:05 PM PST

    Tridents, even with their enchantments aren't exactly a viable option for combat over enchanted diamond swords or enchanted bows, and make for a better utility than a weapon. In reality, polearms were actually quite effective as weapons, and in some cases, more so than swords. So, similar to how the upcoming crossbows yield more damage than a bow and can store shots for the price of a slower loading rate, Tridents as a melee weapon should be updated to have a quicker attack-rate than swords, and have a longer melee range to compensate for its lower damage output than that of a sword.

    Considering how ridiculously rare they are, they should really be worth acquiring. The only reason I choose to use tridents over swords currently is because they look cool, and looks alone shouldn't be what makes for a worthy weapon. Implementing these changes would add more versatility to combat in minecraft.

    submitted by /u/WildCardTheJester
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    Cake need a sweet berry to craft

    Posted: 21 Feb 2019 03:05 PM PST

    Since there is some big berries on the cake, I think that it should be crafted with 3 milk bucket, 1 sugar, 1 egg, 3 wheat and 1 sweet berry.

    submitted by /u/HaydenBorisMutthew
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    Seals in Minecraft!

    Posted: 21 Feb 2019 01:25 PM PST

    To me, seals seem like a really good mob to add because of how beneficial to the player and the look of the environment they could be.

    Here's how I think they could work:

    •There are two variations of seals: brown seals and gray seals.

    •Brown seals spawn on beaches in groups of up to 30. There is a 20% chance of a baby spawning in these groups.

    •Brown seals are neutral mobs, and only attack if you attack them, or a baby is attacked. They will not run if you crouch or walk near them, but sprinting will cause them to open their mouth and slowly walk towards you. If you sprint for more than 30 seconds near them, they will attack.

    •When in the water, brown seals are extremly active and can move any direction. They actively hunt all kinds of fish. When they catch a fish, they either A) eat it whole, or B) hold the fish in its mouth and bring it back to land for the baby seal to eat.

    •Gray seals are peaceful mobs that spawn in frozen ocean biomes. They can be found near one-block holes in the ice. Occasionally, they stick their head out of the hole to get a breath of air. There is a 10% chance of a baby gray seal spawning near the hole, sitting in one spot, mimicking two blocks of snow.

    •Gray seals are less slim than brown seals and swim slower and less gracefully. They only hunt cod. When they catch cod, if they have a baby, they will catch the fish in its mouth and jump out of the ice hole to feed it to the baby.

    •Gray seals will jump in the water if you are within 20 blocks of them. The babies will only jump in if you are 10 blocks of them, or the parent jumps in the water, too.

    •Both seals have a chance of dropping blubber or seal meat. Seal meat can be cooked and eaten to fill 4 hunger points. 3 pieces of blubber can be attached to chest plates to create insulated chest plates. Insulated chest plates provide an extra point of defense. Baby seals do not drop seal meat or blubber.

    •Both seals can be bred with tropical fish, cod, or salmon.

    •Polar bears will hunt both seals, and wolves and ocelots hunt baby seals. However, if an adult brown seal is near, it will defend the baby and attack the wolf or ocelot.

    It may seem like too much, and it probably is. But I'd be happy to at least see some kind of seal in Minecraft. :)

    submitted by /u/Eineg_Htims_Lliw
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    There should be a falling animation for the player based on the crazy running animation from alpha.

    Posted: 21 Feb 2019 01:40 AM PST

    Nobody just falls with their feet first from a mountain precipice. So I propose that when you fall from a great height (minimum 10 blocks), something like the old alpha running animation for Steve (the one with arms and head flailing about) kicks in.

    It could also be that the player is flipped horizontally when you fall like a skydiver...without the parachute of course.

    'Tis also on the feedback site: https://feedback.minecraft.net/hc/en-us/community/posts/360041584091-Falling-Animation

    submitted by /u/PolarMammoth2
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    New Item: The Explo-shroom

    Posted: 21 Feb 2019 02:17 PM PST

    This would be a way to add an Explosive Projectile without adding Exploding Arrows. This can be crafted with any mushroom, one piece of gunpowder, and a piece of Blaze Powder. It creates 4 Explo-shrooms, which then can be used very effectively.

    These would work as dynamite. You throw it, it lands on a mob or block, it creates an explosion half as big as a TNT explosion, a few bits of fire around it. It also does 3.5 Hearts of damage on a mob/player without Blast Protection.

    It can also have Potion effects applied to it, but it would be created differently. You would have to throw a Lingering Potion and then drop the Explo-Shrooms inside the cloud. In fact, Positive Buffs wouldn't even make an explosion, they'd just have the blast radius.

    But the real star of the show here is adding this with a Firework. It would create a basically-a-missile, which can be shot from Crossbows. This can be used much to your advantage, but is quite destructive and could destroy a lot of your building and maybe even the land, if you want to have the land not be damaged, like me. Want it to be even BETTER? Surround these around an Observer for a Seeking Missile. It would seek the nearest mob or player, and you wouldn't be able to choose what it should shoot. It also has a chance of malfunctioning and shooting you, accounting for its strength.

    Why should this be added? Well, for one, Brown Mooshrooms have been added and I have seen a lotta Mushroom Posts today (February 21 as of this post) Also, it would add a compromise for Exploding Arrows and keep them people who keep complaining for them to be added at bay. Finally, it would add a new combat mechanic with many possibilities (Think Elytra + a bunch of these Explo-Shrooms = Air Strike?).

    TL;DR: Dynamite.

    But I wanna hear what YOU think. How could this be improved? Should it be posted on the Feedback Site? Is this a trash idea? Please let me know in the comments!

    submitted by /u/Tomdaninja
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    Overhaul to Iceberg Biomes

    Posted: 21 Feb 2019 04:12 PM PST

    I've always thought those Iceberg Biomes should have more of a reason to hunt them out. They're not a biome a player is likely to live in, and they also don't have any resources worth seeking out. As such I would like to make them more useful as they are my favourite of the new Biomes by far.

    1. More shipwrecks

    These Biomes seem like they would be rife with shipwrecks, due to their treacherous nature. Shipwrecks would have a much higher generation rate here than in other Biomes

    1. Stranded Crews

    With so many shipwrecks it's completely possible that not everybody on board said ships would die. I'd suggest that there could be a village variant where villagers or pillagers may have makeshift shacks built on or into some of the larger icebergs.

    1. Polar Bear Meat

    Polar Bears don't have any drops, but as the closest hostile thing to a passive farmable animal it would make sense that they should also drop meat. As this meat would be hard to obtain it would restore 6 chicken legs of hunger, rather than the usual 4 most other meats do

    1. Fossils in the icebergs

    If you're looking for bone it would be more profitable to find a visible fossil on an iceberg than to go digging for days. It would make sense because many whales live in these icy areas IRL and their large skeletons sometimes get found on the ice

    submitted by /u/Bigdogdom69
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    An endlessly customizable block :D

    Posted: 21 Feb 2019 01:33 PM PST

    I've been thinking about something that I can't be the only one to have longed for: the ability to make our own custom blocks in minecraft vanilla!

    A trend that seems to start making this possible is the recent addition of the CustomModelData tag for items, this is a tag that is common to all items and can be used in model files to change the texture of an item to any texture with infinite possibilities and in-game usability of this feature! :D

    That is amazing! but how would this same principle work for blocks? not so simple :(

    The sad truth is that not all blocks can store nbt data, so we can't ask for it without getting a severe engine-rework, lag-increase or other unwanted side-affect..

    But one sollution to this would be to have a new block added into the game that has a CustomModelData tag by default :D

    This block should also have something like a left-click and right-click detection and should have no special features besides these two.

    What do you think about having a customizable block in the game for use of map makers, datapack makers and other creative people? :)

    submitted by /u/pascalos99
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    Some things that would mostly be easy to add or a welcome addition to the game :)

    Posted: 21 Feb 2019 02:32 PM PST

    Suggestions I would like to see added

    - inclusion of nbt-data in custom recipe .json files

    - a way (fe. a command) to turn on or off certain textures in-game

    - making it possible to add custom block states for custom textures / adding a block with endless posibilities

    - colored light: the lighting engine should be able to differentiate between different frequencies of light

    - a way to control the AI of mobs more reliably in-game: making mobs attack certain other mobs or making them walk to certain locations. This doesn't have to be like a behavior-pack, but more like a better way to control mobs (and maybe also entities like minecarts, arrows and leash-knots)

    - seperation of the Motion tag into a Direction and a Speed tag, in which the Direction tag overlaps with the same system that Rotation uses (pitch and yaw) and Speed giving the movement in that Direction per tick (in blocks)

    ^ Could also be a redo of Motion by having the first two numbers be the Direction and the third number being Speed, but this is more confusing.

    - villagers to get happiness, hunger and skill stats that change the next thing on the villager's to-do list.

    - a new selector for commands that presets to "@e[limit=1,sort=nearest]", like "@c" for the closest entity, this could be really useful for quickly testing something

    submitted by /u/pascalos99
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    New Mob: The Toadstool

    Posted: 20 Feb 2019 08:18 PM PST

    The Toadstool is a new defensive mob that spawns on mushroom islands and will spray a lingering cloud of poison if you get too close to it. If you do manage to kill it, it will drop an item called a Toad's Leg which can be brewed into Monster Repellent. If a player drinks Monster Repellent, monsters will avoid them for a good minute or less. Link to Example: https://imgur.com/JJJmtPF and link to Minecraft feedback website if you want to vote for it: https://feedback.minecraft.net/hc/en-us/community/posts/360041611691-The-Toadstool I think that minecraft needs a little bit more improvement when it comes to the mushroom island so I think this would be a nice addition to the Fungi family! (They recently added the brown mooshroom to the game #CoryYes!)

    submitted by /u/TB_Kingdoms
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    Feeding a mooshroom a chorus fruit will give you a levitation suspicious stew when you milk it with a bowl

    Posted: 21 Feb 2019 03:47 PM PST

    In the new snapshot, feeding a mooshroom with certain flower types will give you specific suspicious stews when you milk them. This could be a cool addition that would solve the problem of levitation tipped arrows being too op.

    submitted by /u/Cattack64
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    A guide to LEAD you home

    Posted: 21 Feb 2019 03:13 PM PST

    I am a spelunker when it comes to Minecraft, I love following caves down to the ends. Like most people who spelunk in such caves, I find it difficult to find my way back up, my suggestion is easy; the lead. When attaching things to a lead I've found that you can also attach them to things like fences, I suggest being able to attach the lead to a fence post, without something attached, slotting it in either the shield slot or chest slot and being able to either use it as a guide back up, up to a certain length, or use it the drop down into ravines to gather ores stuck on the sides or drop down to the bottom without hurting yourself. This becomes a problem with the crafting recipe using one slime ball, as slime balls are not easy to find early game or in quantities that make using leads as guides usable so I suggest taking the slime ball out. Lastly, it would also be great to be able to tie up non friendly mobs, just imagine the sheer terror of flying over an enemies or friends base with a bunch of tethered creepers.

    submitted by /u/ewelupp
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    Adding a structure block into the game

    Posted: 21 Feb 2019 02:36 PM PST

    So I asked my little sister that if she ever wanted anything added to minecraft what will it be? and she said something like a item that the player can use like for say placing the item down on the the ground and it instantly spawns a house. So that got me thinking what if something like that can be added into the creative inventory? So the idea I got from my little sister is to add a item that will spawn any structure that the player types into the item sort of like a command block but much easier to use. The item would only appear in the creative menu it could look like a chest but with the tools that are on the crafting table. Like the name suggest the item would be used to spawn structures all the play would have to do is to enter what structure they want and the materials that it's made of once that's complete the player can then just tap the block where they want the structure and it will spawn. The player can also spawn multiple of the structures. I know this may have been suggested already but I wanted to get my little sisters idea out their since she doesn't have Reddit and also I love her idea it would make spawning certain structures much easier.

    submitted by /u/Splatoongamer101
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    scoreboard players setrandom

    Posted: 21 Feb 2019 06:46 AM PST

    scoreboard players setrandom <entity> <objective> [<min>] [<max>]

    Sets the entity's score in objective to a random value in [min, max] (inclusive, so both endpoints are possible).

    • min defaults to -2,147,483,648
    • max defaults to 2,147,483,647

    * may be used in place of entity to represent every entity tracked by the scoreboard. objective must exist and cannot be read-only, and min must be smaller than max.

    submitted by /u/motleybook
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    Should have a /texture command to change textures on-the-spot!

    Posted: 21 Feb 2019 01:23 PM PST

    Since we're getting a movement towards the idea of a (FINALLY) officially integrated modding API (in the form of datapacks & resourcepacks), I figured it would be time for something a bit more general that could help accelerate this progress even simpler :D

    What if we had a command or some other way to change textures of ANYTHING in-game?

    This could be done in different ways, but the most obvious would be to have textures from recource packs be on/off-turnable with a command: /texture

    The command /texture could have different functions:

    - /texture disable [resourcepack] {texture}:

    Disables all textures from a resourcepack for a specific block/entity/item/gui/particle/folliage/etc. (could also work for sounds of coarse :D)

    - /texture enable [resourcepack] {texture}:

    The opposite of "disable", makes the game prefer the texture from that resourcepack above the vanilla texture

    - /texture switch [resourcepack] {texture} [resourcepack] {texture}:

    Changes the priority setting of textures from two different resourcepacks. When leaving out the "{texture}" bits it would do the same as making the two resourcepacks switch places in the resourcepack list. When you leave in the "{texture}" bits (then you HAVE to add both) it will prioritize on a texture-level.

    This could be done in different ways of coarse, but I think this would be an intuitive and not-all-too-difficult-to-add kind of way to make it possible to better customize the integration of multiple resourcepacks and the posibility to change textures for specific uses. (that last can better be achieved by having textures be object-bound just like the CustomModelData tag does, but then also for sounds, blocks, entities and gui's (player-bound)

    submitted by /u/pascalos99
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    Mushrooms and sponges.

    Posted: 21 Feb 2019 03:06 AM PST

    I think a few things should be nerfed and added to Minecraft:

    Sea sponges: Spawn in coral reefs and consists of wet sponges, rarer than normal coral.
    Sea mushrooms: Spawn under shallow waters of mushroom islands, uses coral instead of mushrooms, they are smaller (9 blocks in a square with one stem block to the ocean floor.

    Sea sponge mushrooms: same as sea mushrooms but contain 9 sponges instead of mushrooms.

    What do you think??

    submitted by /u/MoonPig6
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    foliage overhaul

    Posted: 21 Feb 2019 03:51 AM PST

    foliage have been with Minecraft for a very long time, but there haven't been much changes to them ever since, so here are my ideas for that.

    Trees

    1. sometimes leaf partials will fall off of trees and land on blocks before disappearing Green partials also work, but it's just less impressive. Only oak leaves with nothing below them drop leaves
    2. there should be two stages of decaying, the first stage is just like the one we have now. In second stage, leaves will fall to the ground, and then it will decay after a while
    3. leaf particles will move at the direction of the wind. How wind works it that every few minutes Minecraft will choose a direction (north, east, south...)and the wind will be that way
    4. When water can flow through leaves in future updates, leaf partials will follow the water current
    5. Trees should have growth stages, first stage is as a sapling, the second phase with be as a two block tall sapling(idk the name for that) the third stage would be the tree we know now

    Oak Trees

    1. Occasionally apples will drop off from the leaves, only oak leaves with nothing below them drop apples, player placed leaves will not drop apples

    Ferns

    1. 1-4 ferns should be able to be placed in one block, like sea pickles
    2. the body of the fern should be more spread out like irl
    submitted by /u/lolbit_511
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    Editing the fox model SLIGHTLY for the sake of cuteness and accuracy.

    Posted: 20 Feb 2019 08:17 PM PST

    The title sounds weird, but in my opinion the fox model (more specifically the face) is a bit... Ugly, I guess?

    I mean, the fox model itself is fine, albeit slightly strange, but the face is just too derpy. So I've been fiddling around with various faces and such, and I found a face that keeps the fox consistent to minecraft's aesthetic while being a bit more realistic, and arguably cuter.

    This is what I came up with.

    It's an extremely slight tweak, but I think it makes the fox look miles better.

    All it is is an entire face lift of one pixel, swapping the eye pixels so that the black pupils are on the inside, and an ear height increase of one pixel.

    What do you guys think?

    submitted by /u/Toxicity-F3
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