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    Minecraft Top Suggestions for the Year of 2018

    Minecraft Top Suggestions for the Year of 2018


    Top Suggestions for the Year of 2018

    Posted: 11 Feb 2019 01:07 AM PST

    Your yearly reminder that yes, there are suggestions that do get over 200 upvotes from the Minecraft Community.

    Here, those special few that have not only earned a beauty mark for an upvote notoriety beyond 100, but have gone further into the realm of the celestial STARRED ranks, are visually emblazoned in "glorious list format."

    This is for you, o' wielders of thought & appeasers of crowds!

    +====================================+

    Well, we made it through the "fearsome 2018"! Some believed we couldn't do it!
    But we did it anyways! JUST TO SHOW 'EM! And here we go, already into The Impossible 2019!
    ... albeit a little later than usual.

    Last year, the future was being sailed into uncertain waters... and it seems that this year is bound to be even crazier!
    But in a good way!
    It seems once the inhibitors came off of the source code of the game, Mojang decided to get to their laundry list of changes!
    Bamboo? Lanterns? Villager AI Buffs? PANDAS? CAMPFIRES?! BERRY BUSHES?!?! SCAFFOLDING!!!!?!
    Oh lawdy the future is bright and wild! And what could possibly come from 1.15 and onward? There has been talk about fixing the combat system, but who knows? Maybe the heavily desired "Mining Update" will get the spotlight!
    (It IS called MINEcraft, after all.)

    For now, let's see the past year was like!

    Over the span of this last year, the MinecraftSuggestions subreddit has been witness to... ... oh dear...

    FOUR-HUNDRED & EIGHTY-ONE BEAUTIFULLY LUMINOUS SUGGESTIONS!!!!

    Did you hear that number right? Check it again!
    And to add to that, Ninety of these suggestions here having been upvoted through the 300 barrier, Twenty-eight that dared to go further into the 400's, Nineteen ventured beyond and into the 500's, Five burned with passion into the 600's, Two went the distance and landed amongst the 700's... and ONE nearly touched the impossible four digits as they soared into the 900's!
    Even then... even then, there were some of you who actually got your suggestions IMPLEMENTED!

    I don't even have words enough for this. This makes last year's Post look like nothing in comparison!
    You all are insane! Never change!

    Also, let us not go without acknowledging u/Endergy for his impressive suggestions this last year! In total, he had more of his posts get into this list than any other poster before him! Honestly, I stopped counting around 30!
    Make sure you give this fellow a round of applause for all of his hard work in making such quality suggestions for us!
    And to all of you! Absolutely amazing!
    I'm so proud of you guys~!


    However, we are going to be making some "changes" based on this posting.
    This subreddit has grown tremendously over the last year. And while this is great, it does mean that what was okay before can't continue on anymore. So, after this year, the prior limit of 200 for being admitted onto the "Top Yearly Suggestions" Post will be bumped up to 300!

    Also, we have added three more mods onto our roster, to aid & support this community, both on the subreddit and on the Discord Chat! u/MysticKoto u/Planemaster3000 u/GreasyTroll4
    I officially welcome you to the Minecraft Suggestions as Moderators!

    Lastly, I must apologize on the behalf of us mods to all those who suggested in December and January for skipping over your month. I won't lie, there has been some turbulence in the support of the subreddit... but thankfully it was resolved in the last two weeks. I am truly sorry for the delays.
    [Top Monthly Suggestions Posts will resume in March!]


    In the meantime, I hope you all enjoy this wonderful showcase of The Best Suggestions of 2018!
    Keep on showing Mojang just how awesome you all are, my wonderful compadres~!

    +====================================+

    <>This listing is infallibly perfect.<>

    Starred Suggestions 200 and Beyond:







    <> You may find this listed with the Monthly Suggestion posts on the subreddit's TMS Catalog Wikipage.<>

    Also, MinecraftSuggestions now has a Discord Chatroom(if you know what that is), where we can discuss suggestion ideas or just simply meme talk your brains off!
    Feel free to join in: https://discord.gg/5Nf6nge

    Also Also, you can eyeball some suggestions that have actually been implemented on the SuccessfulSuggestions Wikipage! Maybe one of these will make it on there someday!

    +====================================+

    Note: The comments are not for posing ideas. If an idea crops up in a discussion, then that's fine... but for posing a suggestion for the Community and the Developers, is what the "submit" button at the top right is for.
    That being said, as a special New Year's gift, feel free to enjoy yerselves below in any good reasonable off-topic banter!

    +====================================+

    Final Note: Btw, just from me to all of yas, I cherish and love all of y'all! There are always hiccups in any community, but I believe that this community is strong, and time & time again, we pull ourselves through! This is why I just can't seem to quit y'all! Your resilience is so wonderfully knitted into this place & you just keep making it & this community a truly delightful thing... over and above all negativity! My only wish is that this continues to last for this new year and many more to come~!

    submitted by /u/ClockSpiral
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    Andesite, Diorite and Granite Bricks (with picture)

    Posted: 11 Feb 2019 11:30 AM PST

    Sheperds should trade Banner Patterns that need rare items to craft.

    Posted: 11 Feb 2019 03:12 AM PST

    Sheperds, currently are quite useless. I mean you can trade wool for emeralds, and maybe get some black wool, but thats it. Here's how finding one can be exciting, or at least have a purpose to the player.

    Right now, to get certain banners (creeper charge, thing) you need a really valuable item. Those being a creeper head and an enchanted golden apple. These items are extremely rare, and difficult to obtain. To remedy this, the sheperd should trade the banner pattern of these variants as a fourth tier trade for 32 emeralds.

    This, will provide to players who just want some decorative items without going through the pain of obtaining them. For example, making some letters requires the enchanted golden apple, all of that for making a letter. This doesn't detract from the items value, its just a decorative item. Also, it is infinitely useable so its a one and done thing.

    (sheperds should also trade random banners that look good and are uncraftable for 3 emeralds, but I digress)

    submitted by /u/idk_12
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    You can use the cartography table to calibrate compasses to point to the coordinates of the cartography table

    Posted: 11 Feb 2019 11:56 AM PST

    So you can get your compass to point anywhere you want, in any dimension as long as you bring your cartography table. The name will turn blue to indicate that it is a special compass, and maybe even display the coordinates and the dimension it works in like enchanted items display their enchantments under their name when you hover your mouse over the item.

    submitted by /u/luis_2252
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    Charred Nether Bricks: a decent black building block (with picture)

    Posted: 11 Feb 2019 01:30 PM PST

    Animal Cages: A New Way to Catch Small Animals

    Posted: 11 Feb 2019 11:05 AM PST

    Set your pitchforks/tridents down, this is not an "inhumane" suggestion, just hear me out.

    Animal cages would be crafted with an iron bar surrounded by iron nuggets, and would have a similar block texture to spawners (except more iron-colored, and, if you're using Jappa's textures, without the monster heads on the sides). When empty, the cages can stack to 64 in your inventory, but with an animal inside, they do not stack.

    Animal cages would be a new way to catch smaller animals such as bats, parrots, baby turtles, cats, ocelots, rabbits, and chickens. When an empty cage is placed, all you have to do is either lure the animal into the cage, or let them go inside themselves. Once the animal is inside, the cage door closes, trapping them inside. The caged animal can now be picked up using a pick or your hand and transported anywhere. To free the animal, simply place the cage down and right click.

    The cage doesn't harm the animal in any way, shape, or form. It merely holds them in place and provides a new way to transport smaller animals in larger groups without having to rely on leads all the time. However, the cages cannot be used for larger animals like pigs, sheep, cows, or horses. It can only be small animals.

    This concept is already used somewhat in regards to water buckets and fish mobs, this idea just expands on that concept by including land animals as well. Not only that, it provides a cool decorative block.

    If there's any feedback you'd like to give, I'm all ears. :)

    submitted by /u/GreasyTroll4
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    Natural Spawning Ruined Nether Portals

    Posted: 11 Feb 2019 06:13 AM PST

    Just as the title says, I think it would be a cool idea for ruined nether portals to spawn naturally in some biomes like dessert, mooshroom, or swamps by witch huts

    submitted by /u/SuperSlyWolf
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    Mob heads grant you abilities when worn

    Posted: 11 Feb 2019 07:07 AM PST

    zombie head: would make you passive against zombies and zombie villagers. also grants you the ability to trade with zombie villagers.

    skeleton head: faster reload speed when using a bow. also a 15% chance not to consume an arrow when shot.

    creeper head: provides an explosion among the players death. explosion will destroy blocks just as a creeper explosion.

    wither head: provides a 40% chance to inflict wither effect on mobs, except for undead ones.

    enderdragon head: purple flame will come out the dragon head dealing damage for about 8 seconds. the player will have to wait 45 seconds before being able to use it again.

    submitted by /u/sahwop15
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    Raccoons

    Posted: 11 Feb 2019 11:06 AM PST

    They have 20HP. They live in taigas and forests near swamps or lakes. They have gray fur and a black mask. They are active at night. They are neutral towards players. If you provoke him or threaten his baby racoons they attack you. They eat grass and berries. If you name a raccoon Sly Cooper and a turtle Bentley, the raccoon will protect the turtle Bentley. (A new easter egg referencing to the Sly Cooper series). You can tame them! They sometimes wash their body.

     Breeding/taming 

    You can breed them with berries and tame them with fish. A tamed raccoon protects you.

    submitted by /u/lukygamescz
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    Server Resource Pack Limit

    Posted: 11 Feb 2019 12:45 PM PST

    Minecraft servers currently are limited to 50MB for resource packs, which made more sense back in the day with texture packs however with resource packs adding more than just textures I think it'd be a great idea to raise it to 150MB or remove a cap and tell players when they join the size so they can choose.

    It could tell the size and classify it on screen as either Small/Medium/Large/Giant resource packs so players who don't understand how big a resource pack is by the MB, it'll be put into scale for them to understand easily. I also think similar to Steam's download system, it will give an estimated time to download based on how fast it'd download at a base of 10Mbps which a large portion of people will have.

    Even 64x64 resource packs are taking up 130MB as is right now, I'm liking Conquest for my builds but it's far too big to download.

    It would let a server who wants to transform the gameplay even further from mods and build styles to new visuals & sounds to help immerse players more. Thank you for reading!

    Edit: I also believe that there should be a separate menu that you can go into to see downloaded resource packs from servers, so you can either keep them for yourself or delete them if you don't want a server's resource pack taking up space if you don't play on it anymore. This way you don't have to redownload the pack each time you join and you have more flexibility.

    submitted by /u/Soarin123
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    Filter Hopper

    Posted: 11 Feb 2019 01:42 PM PST

    Sorting systems require way too many resources. Current methods for doing this are too fragile. Manipulating the push / pull effect with redstone is frustrating. Give us a hopper to filter input.

    It's recipe should be a Comparator on top of a Hopper.

    The GUI is two slots:
    1. For the item it can accept.
    2. For a items input from the top.

    Put a diamond in the first slot and the second slot fills up with diamonds input from the top. Items are output from the second slot to an attached container.

    Everything else works exactly like current hoppers.

    This tool will vastly simplify sorting systems. The Filter Hopper would do for item transport what the Repeater did for redstone.

    Show your support on the Official Minecraft Feedback Post

    submitted by /u/SpawnLegacy
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    Swamp Over-Haul.

    Posted: 11 Feb 2019 08:41 AM PST

    First post to this sub, so please forgive me if this idea has already been done / isn't as high in quality as the other posts.

    With the recent updates improving features already in Minecraft (such as 1.13 improving oceans, 1.14 improving Villages and 3 of the already existing biomes, etc.), lots of people have been suggestion things such as a cave update, a Nether update, the like. However, I feel that there is a single biome that drastically needs an improvement, being the swamp. Currently, the swamp is.. practically useless. However, I feel like a few changes could allow for a much more interesting local.

    The first addition would be a change to the water. Specifically, I think that the filthy, brown water in the swamps should be changed to 'Murky Water'. Murky Water, as the name suggests, is murky. The main difference between this murky water and the normal water you find around the world is that Musky Water is harder to see through, and more importantly, harder to swim through. Murky Water should slow the player and most mobs down, roughly to the same speed as a player walking on soul sand.

    Murky Water can be bucketed just how you can bucket normal water and lava. It could be placed down again for the same slow swimming effect, and the same brown filthy look that it currently has. This could be used both aesthetically (for builds) and practically (more efficient moats.)

    Also, enchantments like Depth Strider and Riptide would still work in Murky Water, just slightly less effective. Frost Walker would not work on Murky Water, though.

    Now, what other uses would Murky Water provide? Well, for starters, perhaps putting a bucket of Murky Water with a Sponge inside a crafting table would allow you to clean the water, perhaps giving you an item lost in the muddy filth (of course, this would give you both the bucket and the sponge back). Most of the time, you'd gain things like dead bushes, sticks, etc. However, there is a rare chance that doing so might give you items like mushrooms and slime balls, with the latter option giving a way of obtaining the slime balls in peaceful mode (as far as I'm aware, you can't get slime balls in peaceful, correct me if I'm wrong.)

    Murky Water would also have another use, as it'd be the home to a new mob. What mob, you may ask? Something like an alligator? Well, no. I believe that the swamp's waters should be the home to the Swamp Monster, a hostile mob that swims around the waters with ease (AKA, it's not affected by the Murky Water), occasionally heading out to bring in any players foolish enough to wander into it's domain.

    The Swamp Monster would be a new fantasy-esc mob, a decently large, hulking beast, based off of a combination of various creatures, such as Alligator-Snapping Turtles and Leeches/Snakes. The Swamp Monster would be similar in size to the Pillager Beast (or the Ravager, whichever floats your boat), with large, webbed, front limbs to both swim around the swamp and grab players. It'd have roughly 60 HP (30 hearts), and deal about 6 damage (3 hearts w/o any armor) per attack. It'd grab players, pulling them into the water to attempt drowning them. The Swamp Monster will immediately let go of the player should they be able to dish out enough damage against them. However, the Swamp Monster also has a second attack in case it's outside it's element, where it simply slash at a player with both it's front limbs, dealing roughly 3 hearts of damage (6 HP) per hit.

    Now, what use will the Swamp Monster server? Well, have you ever stopped to think about why Witches live in the Swamp? Well, perhaps it's so that they can harvest one of the Swamp Monster's drops, which is extremely useful in brewing. Maybe the Swamp Monster's hide, which, when brewed with an awkward potion, will create a potion that both boosts the user's swimming speed and attack.

    Anyhow, that's basically the gist of my idea. Again, it's the first post I've made to this sub, and the first proper idea I've had for MC as a whole. If anybody has any recommendations for improvements I can make, please let me know.

    Also, not sure what flair would work best for this post, so I just put it under general. Should I need to change it to something more fitting, please let me know.

    submitted by /u/TheBerriesBush
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    Zombies don't get attracted to a player who ate too much rotten flesh

    Posted: 10 Feb 2019 06:41 PM PST

    Currently, zombies attack players and villagers. Zombies don't attack other zombies, skeletons, creepers, etc. It seems like zombies get attracted to man-like mobs.

    I don't think zombies recognize human by eyes, as they also attack a player who has the same skin of the zombie.

    If a player eat lots of rotten flesh, the player may smells very inhuman, or there's too many things that a player has in common with the zombies if the stomach of the player contains many zombie parts.

    A newly cured zombie villager should also don't attract zombies as they also smells like a zombie.

    submitted by /u/k3rn3l_t3ch
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    The Attribute Added by Sniper#8060 on Discord

    Posted: 11 Feb 2019 01:08 PM PST

    This would be an End-Game item crafted with a Shulker Shell, Beacon, and an Anvil. It would be a completely new Crafting Block, used to add potion effects to a tool or weapon (Ex. Haste on a Pickaxe or Regeneration on a sword). You would have one slot for your Weapon or Tool, and another slot for a Potion Ingredient. You could have multiple Potion Effects on one item (Ex Harming and Poison on a Sword) As a cost, however, it costs Experience and a tiny bit of your maximum health for a small bit.

    submitted by /u/Tomdaninja
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    Zombie Pigmen should aggro you if you eat pork around them.

    Posted: 11 Feb 2019 12:34 AM PST

    Makes sense, given they are also made of pork, essentially.

    submitted by /u/acemccrank
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    End-Crystals / Hostile-Mob spawning

    Posted: 11 Feb 2019 03:07 AM PST

    Many people, if not everyone, would love a better way to prevent/limit Hostile-Mob spawning in the Overworld other than lighting(torch spamming) or half slabs.

    I've seen people suggest things like new items/blocks, enchantments, commands, or gamerules. I however suggest a simple yet still balanced solution, End-Crystals. Add the functionality of End-Crystals to stop Hostile-Mob Spawning within a reasonable radius(threw solid blocks, so that they may be hidden) when placed in the Overworld.

    I believe this would be a simple and balanced solution because End-Crystals are, •an already existing block •craftable •and a late game item.

    I also think it would be fitting since End-Crystals already have other very magical/mystical properties.

    As a bonus, they could also "repel" all Hostile-Mobs in the same way cats repel Creepers.

    submitted by /u/Spike92
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    Stonecutter Looks Brutal

    Posted: 10 Feb 2019 09:29 PM PST

    The Stonecutter texture from the latest snapshots is a circular saw pointing up with no protective cover. Most people would expect a circular saw to damage you when you stand on it but it does not.

    For the purpose of traps I suggest a redstone spike. A spike that extends forwards like a piston when triggered by redstone. It should hurt any entity for 4 hearts of damage or damage a block equivalent to 1 swing of a stone pick axe. A rapid pulsar or multiple redstone spikes may be used to mine low tier blocks. It can be crafted using:

    W F W

    C B C

    C R C

    W = wood planks F= flint C = cobble B = blaze rod R = redstone

    As for the stonecutter, change the texture! It looks like a trap. It needs a cover on it. That is all.

    submitted by /u/SpawnLegacy
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    Water / aquatic spider

    Posted: 10 Feb 2019 07:32 PM PST

    Apologies If this has been suggested already, I searched this sub for water spider and the most similar thing I could find was a strider insect that spawns only in swamps. My idea is a passive at day and aggressive at night, slightly poisonous mob like those spiders that carry bubbles on their asses that spawns in all biomes. There could also be the always hostile Drowned jockey. Upon death I was thinking it could drop regular spider eyes and maybe its bubble (bubble could be consumed instantly to restore the players bubble bar a little or brewed into water breathing). It would make the otherwise weak Bane of arthropods a little stronger as well.

    submitted by /u/rikkehardaa
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    I just feel like The End is...

    Posted: 11 Feb 2019 11:00 AM PST

    The End is so cold that ice should be generated there.

    submitted by /u/Luc78as
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    Little details

    Posted: 11 Feb 2019 10:49 AM PST

    I think that the armor, tools and weapons of gold are absurd, they are expensive and only have an aesthetic and "magical" value that few take advantage of . Thats is why gold should disappear as a recipe for equipment and replace the emeralds.

    The chain mail should look better and be manufactured to be more expensive to produce than the current iron armor, but be as strong or durable as this. This may be unpopular but I think the iron armor is unbalanced, it's very cheap and very useful, which is why I think it should be weaker and more fragile with the introduction of the new chain mail.

    I would like that the axes with enchantments related to the combat have a hammer head aspect. Another unpopular thing is that I believe that the introduction of barrels break with the current inventory system, in its replacement I propose a new item, the "bag", which when added to the space for shields increases a few more spaces.

    I think a couple of details like dynamic lighting and above all more "enveloping" sounds in caves, could make the game creepy at times.

    submitted by /u/DvranPing200
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    Fashion

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