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    Minecraft Thin Ice

    Minecraft Thin Ice


    Thin Ice

    Posted: 02 Feb 2019 05:22 AM PST

    Thin Ice looks like regular ice but is slighly darker from the middle or has small cracks on it.

    It sometimes generates over water in cold biomes like Frozen Ocean or Cold Taiga.

    If you step on it, it will make a cracking sound and you'll have under a second to move before it breaks. But if you jump on it, it would break immediately.

    It can be mined with Silk touch to use in redstone and traps.

    Frost Walker Interaction: If you have Frost Walker it will turn into regular ice when walked over.

    Also vote on feedback.minecraft.net!

    submitted by /u/Mac_Rat
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    New "Chain" Block (Especially for Lanterns)

    Posted: 02 Feb 2019 03:24 PM PST

    I think there should be some sort of chain block that you can place, similar to iron bars and glass panes.

    They can connect to adjacent chains, and can be used primarily for decoration. I think that you can maybe even walk through them, as I think they'll be good for ceiling decor.

    Pictures of What it Could Look Like

    Some pictures of what the chain block could look are mainly based off of the chain that is featured when you place a lantern on the ceiling, like so. I think that this is good for creating chandeliers and even to extend the lantern's distance from the ceiling, as the lanterns cannot have any distance between the ceiling.

    One thing that the chain block could do, is that lanterns cannot be placed underneat iron bars, so it would be very nice if you can attach the lantern to a bunch of chains connected to the roof. Currently, if you try to place a lantern on an iron bar, it will simply not place or connect to the block underneath (I would love to post a gif of it but imgur is not working for me).

    I think the block would still fit quite well, as 1.14 is adding a bunch of new blocks that can really be used for decoration.

    submitted by /u/TimmyChips
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    Villagers close their eyes when they sleep in a bed.

    Posted: 02 Feb 2019 06:39 AM PST

    Cause right now it looks hella demonic

    submitted by /u/RossTMK
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    Seperate /gamerule mobGriefing into multiple rules that allow more fine control over mob griefing.

    Posted: 02 Feb 2019 02:55 PM PST

    Why?

    Currently, /gamerule mobGriefing will:

    • disable Creeper, Ghast, and Wither explosions

    • disable Ender Dragon block damage

    • remove the ability for Endermen to pick up blocks

    • remove the ability for Zombies to break doors

    • make crops unharvestable by Villagers and Rabbits (breaks Villager breeding)

    • remove the ability for Snow Golems to create snow.

    • remove the ability for Sheep to eat grass (and consequently, be unable to regrow wool)

    • remove the ability for mobs to pick up items.

    /gamerule mobGriefing is a tool to control the effect that mobs will have in your world, but it is far too broad to be useful currently. With mobGriefing disabled, several survival features are broken, including efficient Wool farms, Villager breeding, and Snow farms, which is a nuisance when one wishes to only disable Creeper damage, for example.

    This is an issue, because I want to disable Creeper and Ghast damage on my server, without affecting anything else that mobGriefing currently affects.

    My proposal: Seperate /gamerule mobGriefing into individual gamerules, to enable or disable specific mob behaviours.

    /gamerule mobExplosionBlockDamage - controls the ability for Creeper and Ghast explosions to damage blocks

    /gamerule witherBlockDamage - controls Wither damage

    /gamerule dragonBlockDamage - controls Ender Dragon block damage

    /gamerule endermanBlockPickup - controls the ability for Endermen to pick up and move blocks

    /gamerule zombieDoorDamage - controls if Zombies can break doors

    /gamerule mobCropHarvest - controls the ability of Villagers and Rabbits to harvest crops

    /gamerule sheepGrassDamage - controls the ability for sheep to eat grass, if disabled, sheep will still have an eating animation and regrow wool, but will not convert grass to dirt.

    /gamerule snowGolemTrails - controls the ability for Snow Golems to leave snow trails

    /gamerule hostileMobItemPickup - controls the ability for hostile mobs, including Skeletons and Zombies to pick up items on the ground

    /gamerule villagerItemPickup - controls the ability for Villagers to pick up food items from the ground

    submitted by /u/Burner_Inserter
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    When a coal block or ore is hit by an explotion it would cause a larger firy explotion

    Posted: 02 Feb 2019 03:28 PM PST

    Let berries and other crops be put in flower pots

    Posted: 02 Feb 2019 02:52 PM PST

    Doesn't quite make sense, but berries in a flower pot seems positively heavenly. : >

    submitted by /u/Bonhomhongon
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    Wither skeletons, pillagers, and illusioners can use tipped arrows

    Posted: 02 Feb 2019 01:18 PM PST

    Skeletons summoned with tipped arrows shoot them, but for some reason other bow/crossbow mobs can't. I suggest that they should be able to, to give more options to mapmakers.

    submitted by /u/Geodude671
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    Lumberjack Outposts (Log Cabins)

    Posted: 02 Feb 2019 10:23 AM PST

    This is a suggestion in order to make the taiga biome a little bit more interesting. Lumberjack Outposts would be about the same size as Jungle Temples and naturally generate in taiga biomes. They are meant to provide the same eerie atmosphere that the Woodland Mansion does. Since the Vindicator already uses an axe, there would be no need to add a new mob into the game for this.

    As for loot, the interior would contain a mob head on the wall, which is hard to obtain in regular combat.

    submitted by /u/TheObliviousChild
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    Update of Life (1.XX) ideas

    Posted: 02 Feb 2019 05:41 AM PST

    So I came across this post and decided I wanted to make a kind of response suggesting my own ideas. So we'll go through the list of mobs u/DaddySauceKing suggested. I'll detail with my own thoughts.

    --Passive--

    -Goats:

    Found in mountains, would be able to milk and make goats cheese, rare chance of dropping an item called the mountain horn which would be used to scare away hostile mobs. Like the totem of undying, it would have 1 use. Trivial, but quaint.

    -Cardinal:

    These would function much the same as parrots, but except they wouldn't bloody fall of your shoulder when you jump. Anyway, in all seriousness, it would just function the same as a parrot, except they would be found in deserts.

    -Blue Jay:

    Found in swamps on top of trees. They drop nothing. Swamp bats.

    -Squirrel:

    Found in forests. They will drop nuts, which can be used to make nut roast which functions like the pumpkin pie. Also, when digging dirt in forests, there will be a small chance you will also get a nut from it since squirrels bury nuts.

    --Hostile--

    -Piranha:

    Found in the deep cold ocean. They infest the waters underneath icebergs, they can also skip in and out of the water like dolphins. They will also attack dolphins in swarms.

    -Snake:

    Will spawn naturally in grass. They are chameleons, meaning that they will change color depending on what biome they are in. They will not spawn in mountains, but will spawn in sand in deserts, planting themselves in the sand like silverfish. This will make traversing the desert more difficult. They drop snake venom, which can be used instead of spider eyes in potions of poison. Spider eyes would instead be used for potions of night vision instead of golden carrots, which would no longer be a potion ingredient.

    -Coyote:

    Savanna animal. They attack sheep, much like dogs. They will also attack the player in packs, as well as a rivalry with hyenas, another savanna animal which will also attack sheep. Both will drop bones when they die.

    --Neutral--

    -Raccoon:

    They live in composter blocks and drop random things, ranging from bones to mending books.

    -Goose:

    Live in swamps. There will be a new sub-biome called the reedbed where they will go to breed. Their breeding system works like the turtle, and they will drop geese feathers, which can be used to make long arrows, which will penetrate through 1 block.

    --Plants/Crops--

    -Corn:

    Used to make corn on the cob and barley, both of which will restore 2 1/2 shanks of hunger.

    -Tomato:

    Grows in the savanna. Will restore 2 1/2 shanks of hunger when raw and can be used to make tomato soup which will restore 6.

    -Pineapple:

    Found in the jungle as a whole block like the melon. There will also be a golden pineapple, which functions like the golden carrot.

    -Cantaloupe:

    Also found in the jungle. Can be cooked and function exactly the same as potatoes.

    -Grapes:

    Another bush food, like sweet berries, except they are grown on grapevines, which in turn must be grown on swamp wood trees, which in this update will be their own type of tree.

    -Onions:

    Like the nut, there is a chance they will be found in dirt and will also be found in villages. Farm like potatoes, can be used to make onion soup which restores 6 1/2 shanks of hunger.

    -Rice:

    Found in the tropical swamp (a new biome) and can be grown in water like sea pickles. When they are fully grown, they will extend 2 blocks high. Can be used to make a bowl of rice per stack of rice item collected. This will feed 4 1/2 shanks of hunger. Can be combined with any other meat food item for 4 1/2 shanks + 75% what the meat item provides. Quarter shanks may need to be introduced.

    I hope you guys like a few of these ideas, and thanks to u/DaddySauceKing for inspiring me to expand his initial thoughts.

    submitted by /u/Xedgybois
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    Petition of Hardcore on Bedrock

    Posted: 02 Feb 2019 10:11 AM PST

    Upvote, to (in a way) sign the petition to get Hardcore Mode on the Bedrock Edition of Minecraft

    submitted by /u/DaddySauceKing
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    Better mountains

    Posted: 02 Feb 2019 02:33 AM PST

    For years now, I've spawned into my world and travelled looking for that perfect mountain i have yet to find it. Can you please in an update in the future make better larger mountains.

    I would be very greatful. Xbox users don't have the tools to make them like in PC

    submitted by /u/Branman1234
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    Barriers don’t block particles

    Posted: 02 Feb 2019 01:26 AM PST

    The barrier should only block entities from passing but not particles. For example if you use barriers to block a way and it rains the raindrops will have their "splash particle" on top of the barrier which makes it look really weird. It would be better if the barrier would only have an effect on entities.

    submitted by /u/MorTimerPlay
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    Wither skeletons with bows shoot withering arrows, instead of flaming ones

    Posted: 02 Feb 2019 01:20 PM PST

    Right now, wither skeletons wielding bows shoot flaming arrows. The only way to get a wither skeleton to wield a bow, currently, is through commands, and it's trivially easy to summon a skeleton with a flame-enchanted bow. Wither skeletons summoned with a bow and a tipped arrow can't actually use the tipped arrow, for some reason, so it's much harder to make wither skeletons that can wither from a distance.

    submitted by /u/Geodude671
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    All 20 invited people on a Realm can join at once.

    Posted: 02 Feb 2019 03:12 PM PST

    I never thought I'd have to deal with this problem, but it's seriously annoying we can't do this. I was planning a BIG game with all of my friends, and it wasn't until the last minute I found out only 10 people can be on at a time. Very disappointing.

    submitted by /u/Arthromod
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    Get xp from brewing stands

    Posted: 02 Feb 2019 12:56 PM PST

    It would make sense, because you get it from smelting, so I thought you should get it from brewing stands too

    submitted by /u/orangevg
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    Vases made with glazed terracotta

    Posted: 01 Feb 2019 10:13 PM PST

    Putting three of the same glazed terracotta in a crafting table in the same pattern as a bottle or bowl will yield three vases with designs based on the terracotta they were crafted with. These can be placed around like flower pots, and can hold up to five different plants instead of just one.

    submitted by /u/Bonhomhongon
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    Dispensers launches fireworks depending on the direction it faces

    Posted: 02 Feb 2019 06:21 AM PST

    It'll be a good defensive weapon #HermitcraftCivilWar

    submitted by /u/ZhanderDrake
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    Biome bosses

    Posted: 02 Feb 2019 06:21 AM PST

    I think mojang should impliment a series of new overworld bosses. These bosses would spawn in a new biome made for each one of them. There would only be one of each boss and each biome per world. The biome would be made to fit with the theme of the boss. These bosses would probably be about 3x the size of the ravenger with alot of health. Each one could also have a special attack. When killed it would drop a ton of xp and an item called "heart of the(boss name)". Basically this would be a way to revive it as your pet. You put the heart in a crafting table with 1bone, 1totem of undying, and six roten flesh, to get a "(boss name) egg". This egg would have to be brought back to the biome that the boss was found in and placed on the ground to be hatched (placing it anywhere else would just act as a trophy). After a few seconds the egg will crack and spawn the boss again but now you can ride it, it will attack for you and you can make it sit.

    submitted by /u/Ian_McCreary_12
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    Rivers should have a current (stream) [with link to Feedback Site]

    Posted: 02 Feb 2019 12:50 AM PST

    Currently, rivers generate with the same water level as all ocean biomes in the world. However, in real life, rivers move downhill towards larger bodies of water. Rivers should start in mountain biomes, narrower and at a much higher y-level. Along rivers, waterfalls could generate in order for the river to travel downward. These waterfalls could also be a variant of the river biome, where fish such as salmon can spawn more frequently. This could add more interesting generation to Minecraft worlds, and make the game more realistic.

    Credits to EmeraldPigz

    If you like his suggestion please vote it on the Feedback Site or it will never be considered

    submitted by /u/Crafty-Adventurer
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    Raids acting like pigmen with other mobs

    Posted: 02 Feb 2019 09:43 AM PST

    my idea is that if another mob and a member of a raid get into a fight, the rest of the raid should also help the raid member fight the other mob

    My reason for this is because Zombie Pigmen VS Pillagers would be amazing to watch

    submitted by /u/ThreadRetributionist
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    New "ceramic" sound group

    Posted: 01 Feb 2019 10:17 PM PST

    When you break blocks such as glazed terracotta and flower pots, there should be a new sound similar to this classic "ceramic vase breaks" sound effect.

    submitted by /u/Bonhomhongon
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    Wasteland biome

    Posted: 02 Feb 2019 09:22 AM PST

    The wasteland biome is a rare biome. The world spawn cannot be within 100 blocks of a wasteland, however a bed or /setworldspawn can set your spawn point to it.

    All mobs in the wasteland are buffed. They keep these buffs if they exit the wasteland.

    The wasteland contains ruined villages, which are a few bits of cobblestone and sometimes wood.

    There are no trees and very little water in the wasteland.

    Water, leaves and grass are black in the wasteland. Water will wither the player when their head is submerged.

    No passive mobs spawn here.

    Each wasteland biome spawns 1 large ruin, made of cracked stone bricks and cobblestone. There is a shrine in the middle, which contains slots labelled by signs. Large biome wastelands spawn 3.

    The large ruin spawns a wasteland beast. It will never exit the wasteland.

    It has 150 health and two attacks:

    1. ram attack. charges towards the player, dealing 20 damage on normal.
    2. withering spit. Spits at the player, dealing 6 damage on normal and gives wither 1 for 5 seconds.

    Upon death, it drops a large amount of XP, a wasteland beast head (trophy item, no use), and a useful treasure item (please give ideas, I can't think of anything yet)

    It can be respawned by placing 1 of each mineral block in the slots and the music disc strad in an item frame.

    I think this needs a few more features, like an exclusive ore, another boss mob, and a new common mob, please suggest, and of course I need the boss drop idea. My idea was for this to be a challenging biome to live in.

    submitted by /u/ThreadRetributionist
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    Blaze Staff as a new Fire damage weapon

    Posted: 02 Feb 2019 04:17 PM PST

    Blaze Staff is a melee weapon that can use Fire Charges as ammunition and has unique enchantments that offer extra utility.

    Acquirement:

    Very rare chance to spawn inside Nether Fortress chests.

    Mechanic:

    • It can be used as a melee weapon

    • Deals roughly the same damage as a Wood/Gold sword (2 hearts)

    • Has greater range.

    • Faster attack speed than Swords.

    • Blaze Staff also has a sweeping attack.

    • This weapon cannot deal critical hits.

    • The Blaze Staff deals double damage against enemies that are on fire and against enemies that are fire resistant (4 hearts)

    • Durability is 251 (Iron Sword durability)

    • It has a charge up mechanic with right click that doesn't do anything. Enchantments are required to add functionality to it.

    Enchantments:

    • Heavy Impact - Increases melee damage (0.5 hearts per level) (max level V)

    • Fired Up - Holding right click will now give the weapon "Fired Up" state if the player has 4 fire charges in its inventory, which will be consumed. All attacks will set mobs on fire, including sweeping attacks. Effect lasts for 5 seconds, each rank adds an extra second (max of 8 seconds). The player is also set on fire for 4 seconds. (max level III)

    • Charge Shot - Holding right click will consume 1 fire charge per 0.5 seconds, stacking up to 3 charges. Releasing right click will fire all fire charges, in a similar way a Blaze fires. Each level increases projectile damage by 0.5 hearts (max level V).

    • Flame Guard - Holding right click will consume 1 fire charge per 0.5 seconds, stacking up to 5 charges. While charging, player will take 70% less damage and take no knock-back. If the player takes hits, it will consume 1 charge and set melee attackers on fire. When the player loses all charges, it will be dropped out of the charge state and it will get a 10 second cool-down. The player will also get a cool-down if they release right-click, but the cool-down is shortened by 1 second depending on how many charges it had left. Charges will not be consumed after it consumed 5 charges beforehand.

    • Fired Up, Charge Shot & Flame Guard are mutually exclusive.

    • Blaze Staff can also be enchanted with Unbreaking, Mending & Sweeping Edge

    OTHER:

    • Another Blaze staff is required to be repaired with in Anvil.

    • Enchantments that require Fire Charges will not work if the player doesn't have any.

    • Fireballs orbit around you when charging with Charge Shot and Flame Guard. That's pretty cool I guess.

    submitted by /u/Toni303
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    Ability to Tame and Ride Ravagers (Illager Beasts)

    Posted: 02 Feb 2019 03:43 PM PST

    This is a simple concept that could add a very unique mechanic to the game. Simply put, one would be able to pacify the Ravager when they encounter it somehow, by feeding it something or using a potion on it, for instance. Maybe even simply killing all the Pillagers that came with it would do the job. Anyway, once pacified, you can attempt to tame the creature similarly to a horse (though you take heavy damage if it throws you off, making it a risky endeavor). If you manage to tame it, it behaves like a horse, with distinct differences:

    - Slower movement

    - Higher health

    - Can't mount chests to it

    - Sprinting into an enemy inflicts heavy damage and large knockback, in a similar vein to its normal attacks

    - When it isn't being ridden, it will be friendly to you and attack hostile mobs that get too close using its charge/roar

    - If two players riding Ravagers charge each other, the Ravagers get stunned and knocked back a bit

    Reasons I think this should be added:

    - Fairly simple to code; the only code that would need to be written from scratch would be the collision while sprinting to damage mobs

    - They have saddles on them by default, so it makes sense one could ride them

    - It would be a more-challenging and much rarer mount than either a pig or horse, but more rewarding

    - In a controlled server environment, this would provide interesting PvP and PvE choices

    - It's using an existing mob, doesn't break the immersion of Minecraft since it's mixing two existing features (mob riding and Ravagers), and would give extra incentive to do battle with Pillager raids

    submitted by /u/RealArgonwolf
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    Fashion

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