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    Minecraft Add the option for cats/dogs to wander within a specified distance from our spawn point without following our players. I'd prefer them to hang out in my house most of the time.

    Minecraft Add the option for cats/dogs to wander within a specified distance from our spawn point without following our players. I'd prefer them to hang out in my house most of the time.


    Add the option for cats/dogs to wander within a specified distance from our spawn point without following our players. I'd prefer them to hang out in my house most of the time.

    Posted: 16 Mar 2019 09:20 AM PDT

    I really think the dynamic of owning pets would drastically improve if they were able to be set to "wander". While in "wander mode", they would be limited to a certain number of blocks from our spawn point (ex: 15-30 blocks). I'd be very happy to have a dog or cat hanging out in my house instead of them being limited to following or sitting. On a side note, I love u/_Kannoma 's animations and I think they would be an amazing addition to the game. Thanks for the consideration.

    submitted by /u/Actively_Inactive
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    Killing a zombie/pillager near a villager could make them like you more or cut prices

    Posted: 16 Mar 2019 11:40 AM PDT

    Two more bow types

    Posted: 16 Mar 2019 01:30 AM PDT

    With the recent addition of the crossbow, Minecraft got alot more interesting. Though I still think the ranged weapons area is still a bit lacking.

    That's why I would suggest the following bows to Minecraft that could realistically be added.

    1) The Longbow: Has the best damage and range of all the bows in it's base form. It's also the slowest and most innacurate of all the bows.

    2) The Composite bow: In it's base form the fastest and has the most volume of all the bows. It's also has the least power and durability of all the bows. It easy enchantable however.

    submitted by /u/afoxfromthepast
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    Doors should be hanging by their hinges, not resting on the floor.

    Posted: 16 Mar 2019 03:29 PM PDT

    There's one issue I can't really understand, why do doors require a solid block under them, and not allow stairs? Heck, a real door doesn't work at all if it's actually touching the floor...

    Currently, on block update, doors check that they have a block underneath, and if no, they self destruct. I propose that instead, they check if there's a block to the side of their top half, on the same side as the hinge. Placement should not check on what is under the door.

    Furthermore, carpets, 1 layer of snow, and 1 layer of water should not obstruct the door, should be able to overlap similarly to waterlogged status. The snow clears when the door opens or closes, but does not turn off the snowy label on the grass under it if possible.

    While we're at it, I think we all agree it would be great if double-doors would both open at the same time.

    Furthermore, trap doors should have a similar function, being connected to a specific block. Would be great if they could be vertical like a normal door, too, I'm thinking like the swinging doors in a Wild West saloon scene.

    Please vote on the official feedback site so they actually have a chance of noticing: https://feedback.minecraft.net/hc/en-us/community/posts/360042925492-Doors-should-be-hanging-by-their-hinges-not-resting-on-the-floor-

    submitted by /u/VectorLightning
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    More agricultural threats

    Posted: 16 Mar 2019 11:30 AM PDT

    In my opinion, there isn't much to do when it comes to farming. Just waiting. There isn't much threat or fun. Just waiting. So I had in mind a few threats to plant farms that would make crop farming maybe a little fun or worth watching?

    Swarm of Locusts: This would probably be a big threat to your farms. But this only applies to warm and hot biomes. Every once in a while, a swarm of new mobs, locusts, may come to eat your crops. Locusts are a the size of baby turtles and can be killed with 1 swing, but to make up for it being really fast and coming in large groups. They will land on your crops and slowly start munching away at your carrots and potatoes and whatnot. The most effective way to slay a swarm is with a weapon with B.O.A and/or sweeping. This kills them off very effectively.

    Diseased crops: This one is kind of rare. And this is bad if you own large farms. But at times, a planted seed may be diseased. When you may notice it is growing normal at first, but it may start turning purple, black or green. This is a diseased crop, and will spread to nearby crops. This is a rare event, but very bad for large farms. As they will either drop absolutely nothing, leaving you to fish, eat meat or starve. Or if you're dealing with potatoes, they will all be poisoned.

    A little rabbit change: This one is more minor and maybe not effective depending how high up your crops are. But if a rabbit is around carrot crops, they may be able to jump higher than usual. Think of it like as their life goal to get some carrots or something... Sure they aren't going flying, but they can jump pretty high..

    To sum it up, Locusts, Diseases and A little rabbit boost.

    submitted by /u/MrCraftyCola99
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    Stages of trees growth

    Posted: 16 Mar 2019 01:46 PM PDT

    Credit to system z because in his newest video he kinda breifly touched on this idea so Ive made a full suggestion out of it.

    I think that when a sapling grows it should grow into a slightly smaller version of their tree made of thin logs. These logs would be about the size of a fence post or maybe a wall and give you one plank when put in a crafting table. After a certain amount of time the tree would grow to the second stage which would be the curent size and oaks and spruces if left alone will have a chance of growing into the larger varients. I also think that when you sleep or reload unloaded chunks there should be a chance of a new sapling being planted by other trees.

    submitted by /u/Ian_McCreary_12
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    Grass Paths shouldn't be trampled by non-full blocks.

    Posted: 16 Mar 2019 03:13 PM PDT

    I'm fine with full blocks like grass and cobblestone breaking it and turning to dirt, but I hate having to put fences on grass paths because it turns back into dirt and I have to use grass under it, which just looks weird.

    I wouldn't even care if the blocks floated above it since grass paths aren't a full block. I just want my streets to look good!

    submitted by /u/AngooseTheC00t
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    Suriving is too easy

    Posted: 16 Mar 2019 01:38 PM PDT

    Surviving is too easy, the only risks are when you get a lot of mobs on you in the early game or some of the bosses if you're not equipped well but for the rest dying isn't a treat. I would suggest having to drink in order to have a full bar and regenerate life, and also buffs depending on the biome temperature, like if you're near fire in a snow biome you're ok but if you're in the middle of the snow your regeneration slows down and get 2 hearts "frozen" and you have less health, same with desert and mesa and savanna with different intensities. Zombies spawn in hordes of 3 to 7 zombies. Skeletons shoot from fhurter away, creepers make bigger explosions areas and a bit more damage, spiders can throw a string to surfaces and quickly move there.

    submitted by /u/CIARRAPUNGI
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    Using a bucket on a Ghast gives you a "Bucket of Clouds"

    Posted: 16 Mar 2019 05:37 AM PDT

    There have been a number of 'solid clouds' or sky-based suggestions on here this would work nicely with this, but this is how I would do it:

    • As with milking a cow, using a bucket on a ghast will always yield a bucket of clouds. This might be limited. You can also use it on a rare heavy cloud floating around in the overworld but this removes it from the world. Catching a ghast without being blown up is a dangerous PITA, so this seems balanced to me.
    • Clouds can be placed and removed, and act sorta like a liquid when you stand on it, but will not flow. You will sink through it like cobwebs but much more quickly, and it reduces all fall damage. Pressing spacebar you will swim upwards in it.
    • Clouds can be compressed to something like dirt, which can be stood on safely, and you'll sink halfway through the top block.
    • Compressed further (baked?) you'll get skystone, which has a texture sorta like cobble and has some blast resistance; this has its stone variants and may be found in sky shrines or some such. (as discussed in other suggestions if preferred.) Sky-sand, which will go immaterial if you stand on it too long, might be cool. Or a bricks version might be cool?
    • Any form of clouds might be dispersed on contact with fire?
    submitted by /u/spicklesandwich
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    Enchantment Ideas #4: Retiarius

    Posted: 16 Mar 2019 06:48 AM PDT

    Retiarius would be a Trident Enchantment which would have 2 Effects: Removing the ability for it to be thrown but replaces that with a net, and increases Attack Speed by 0.1 in each Level.

    This would remove the ability to throw a Trident, but it will throw a Net instead. If the Net lands on a Player/Mob, it will "stun" them, accounting for how Retiarii threw Nets on their opponents to their advantage in Ancient Rome Gladiator Fights. The Net will stay there, but you can jump a bunch of times to remove it. When the Net is on you, the player will have a chance to attack you with their Trident.

    This would also increase attacking speed by 0.1 in each level, which would mimic how Retiarii had speed and agility on their side. There are 3 Levels in this Enchantment, so Attacking Speed would go from 1.1 to 1.4 at Level 3.

    I believe this should be added because not only is the Trident lacking Enchantments and this would be great in PVP, but the Retiarius Gladiators were really the only people who used Tridents in Combat, and this would be a great way to mimic that.

    Now I want to know what you think. How can this be improved? Should it be added? Questions or concerns? Please let me know in the comments!

    submitted by /u/Tomdaninja
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    Jobless villagers, aka Nitwits should follow you if you hold emeralds

    Posted: 16 Mar 2019 04:56 PM PDT

    Just a simple suggestion, but it can be hard getting green villagers to walk near a specific block to get them to get a job. This way you can easily lead them to a block that will convert them a job, and it kind of makes sense because they're jobless and probably need emeralds.

    As a side note, nitwits shouldn't follow you outside the village boundaries

    submitted by /u/mouse85224
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    Iron Golems should rust in water

    Posted: 15 Mar 2019 07:33 PM PDT

    It makes sense, and they become stiff and have slowed movement and attacks slowly. To reverse rusting, you can use iron nuggets and ingots.

    Iron Golems turn brown-red when in water because of rust. They will lose health when rusted, and will eventually die.

    submitted by /u/SnowBallEarth43
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    Bringing out the German Shepard in your dogs!

    Posted: 16 Mar 2019 02:53 AM PDT

    Imagine the following scenario:

    You've traveled to a Taiga biome to find wolves to tame. Now you enjoy the landscape and decide to build your base there. You build a nice home, plant crops to make a decent living and start to collect sheep, whom you've built a nice enclosure for.

    One night you go to sleep and when you wake up, there is a wolf in the enclosure killing off your sheep... all of them!

    In real life people have dogs guarding their sheep and livestock. Why not have the same in Minecraft?

    Mechanic-wise it could work like this: having a tamed wolf // dog around keeps wolves from spawning in a certain radius, say 16 blocks, around the dog.

    There is no real downside to the suggestion, I feel. You'd still be able to find wolves, as long as you venture into an area that hasn't been protected by dogs and where wolves have already spawned.

    submitted by /u/IdenPoelchau
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    [Bedrock Parity] Barrier Revealing Behavior Adjustments.

    Posted: 16 Mar 2019 10:23 AM PDT

    The barrier implementation differs quite a bit between the two versions.

    In the bedrock edition of the game when the barrier item is held, a barrier icon shows up at each block's position instantly to show where it's at.

    In the java edition, when the barrier item is held, barrier particles appear at each block to indicate where they are positioned,

    They work in the same way, but where as the bedrock barriers render and hide instantly, in java they take a painfully long while to do the same thing, while only doing that up to a certain distance and sometimes having random blocks not show up at all. (see screenshot, illustrated with arrows explaining each issue)

    Solution:

    There are a few ways in which this could theoretically be tackled:

    • A complete rework of the java edition particle system, in which their render distance is increased and made to work with barriers

    OR

    • While keeping the barrier particle for uses in map-making etc. , make the block no longer use it and instead rely on a system dedicated to it, that would in theory function correctly.

    submitted by /u/Ripstikerpro
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    Storage/decorative charcoal block

    Posted: 16 Mar 2019 04:19 PM PDT

    I know that the devs have explicitly said that there won't ever be a burnable block of charcoal... so this isn't that kind of idea.

    Instead, this is a suggestion for a craftable block of charcoal which can be used as decoration, and perhaps also be craftable back into individual charcoal items.

    submitted by /u/Ben-Goldberg
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    Dual Wield

    Posted: 16 Mar 2019 06:20 AM PDT

    I think that dual wield swords should be added. Maybe you place them in the two slots on an anvil and a dual wield is created (maybe at the cost of 4 XP), and this causes them to deal double the damage. If one sword has low durability, that individual sword breaks before the one with higher durability, causing the sword to become single wield again. This can't work for bows, because you need two hands for them, but I know there's a physically possible way of dual wielding crossbows. Please take my idea under consideration. Thanks! 🙂

    submitted by /u/Dakruk
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    Wither ashes.

    Posted: 16 Mar 2019 06:51 AM PDT

    Personally,I think Wither Skeleton Skulls are WAY too rare so suggest adding a new witherskeleton drop:

    The wither ash

    The wither ash as a ~10% chance of dropping from a WS and can be the drop can vary between 0-3(1-5 with looting).The ash has two main purpose:Making potions of wither and crafting wither skulls.The potion is simple you just infuse awkward potion with ash but for the skull it is more complex because i wanted the wither skull to be crafted with normal skeleton skull but NS skull only drops when exploded by a charged creepboi so if this gets implemented(no chance),the NS skull needs to be avaible in survival mode(which i don't think Mojang will bother doing).

    submitted by /u/GreenGlitchl
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    Opal ore. Surprise inside, decoration with a use.

    Posted: 16 Mar 2019 03:10 PM PDT

    A gemstone with a surprisingly wide variety of colors, this can add some interesting perks.

    Let's say a Rough Opal drops from ore similarly to diamonds. You take it to a stonecutter to get it polished, and you get a random colored gem out of it. Then to an Enchanting table to activate it, separate process from enchanting. Active opals can be attached to various items for a buff. For example, onto a helmet, or chestplate, or sword, or trident, or whatever. It'll tend to appear on the center of the front of clothing items, or where the handle meets the head of tools like a pickaxe.

    Also, two more new items. Crowns made of gold or iron. They do not provide much armor and receive damage when you do, but they do provide more Opal slots, three for iron and five for gold.

    I'll let the commenters vote on what the colors do, but my ideas:
    Cactus Green: Can bling any wearable item or tool. Whoever wears/holds this has the effect of Green Thumb, an aura around them has quadruple Random Tick Speed for plant-related things and bonemeal is four times as potent.
    Lapis Blue: Faster swimming and can hold your breath 25% longer, stacks per opal.

    Rose Red: Stronger attacks as well as faster mining rate.
    Black: For every 8 hits dealt, you can absorb some of the life from what you attack.

    White: Slight healing aura affects other players.

    submitted by /u/VectorLightning
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    Redstone Reader: Narrator as a block

    Posted: 16 Mar 2019 02:45 PM PDT

    A way to utilize the Narrator in-game, as well as add more things for sound usage. This block will behave similarly to the note block and jukebox, in that when powered it will speak. What's different though, is that it will take text and Narrate it, either reading a book taken similarly to a jukebox, or reading a sign slapped on the front. (If there's conflict, priority order is book inside, north, west, south, east.)

    While we're at it, I'd also love to see special characters that can modify the pitch of the Narrator's voice, in a similar vein to the codes that change the color of text.

    I'm not sure on the recipe, but currently I'm thinking 6 wood, redstone torch, and two iron. An attempt to imitate real speakers, an electromagnet, a normal magnet, and a power supply.

    Vote on the actual suggestion site: https://feedback.minecraft.net/hc/en-us/community/posts/360042727571-Redstone-Reader-an-audio-block-in-a-similar-vein-to-the-noteblock-and-jukebox

    submitted by /u/VectorLightning
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    Sculptures / blueprints / Carvers and tinker tables!

    Posted: 16 Mar 2019 12:36 AM PDT

    The sculpture would be a decoration item, think of a stone variant of the armor stand, but more customize-able!

    CRAFTING:

    stone block
    stone slab stone block stone slab
    stone pressure plate (as the base)

    This will create a base sculpture, which will be used to create a more detailed sculpture. Kind of like how a awkward potion is the base of (almost) all potions. Of course, you can place the base sculpture down with no detail, but it will just look like a wooden stand that is made of stone.

    Examples:

    zombie and creeper Sculptures

    Blueprints

    blue prints are like banner patterns, but for sculptures. You craft blue prints using a crafting table and combine the other things with the tinker table, which is explained later

    Examples:

    Zombie/creeper/skeleton sculpture:

    paper insert mob skull

    Endermen sculpture: (still 2 blocks high)

    ender pearl paper

    Carvers

    carvers are new tools that are used to carve the sculptures, you put the carver in the tinker table, along with the other things to create your sculptures.

    Tinker Table

    The tinker table is crucial to making a sculpture. To use one, you will put the carver, blue print and the base sculpture in the tinker table and you can pull the outcome into your inventory.

    When you pull the outcome out, the blueprint will be consumed, the carver will take 1 durability of damage and the base sculpture will disappear (or rather, turn into the outcome)

    Crude example of the GUI: https://imgur.com/a/piFBZpI

    Note: you can equip sculptures with items and weapons

    submitted by /u/lolbit_511
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    Underwater lightning with glass

    Posted: 16 Mar 2019 02:03 PM PDT

    So, being excited about the new underwater world of Minecraft 1.13, i started to build an underwater glass tube (https://i.imgur.com/gff2oSr.png) leading to a water temple so you could drive through the ocean with a minecart, passing corals, fish, dolphins and sunken cities. This is how it looked from within the tube: https://i.imgur.com/1XmLxWY.png

    Pretty neat, huh? Well... this is how it looked after i removed the water in the tube: https://i.imgur.com/4sxnD9O.png

    Meaning, my work was pretty much useless.

    So can we please have the same water lighting when looking at underwater areas through glass as we have while actually being underwater? Like how it would also be in reality...

    submitted by /u/RedData13
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    Long, Two-Handed Weapons.

    Posted: 15 Mar 2019 10:36 PM PDT

    Long weapons would need to be crafted by a dedicated crafting table. I haven't put much thought into damage values right now.

    These weapons would essentially be beefier versions of their one-handed counterparts. Their larger advantages would be attacks that deal damage in an area and require less accuracy. For example; the sword has the ability to damage and knock back several mobs, but in order to do so the player must click with the crosshairs up on one entity. The advantage of long weapons would be the ability to damage entities within an area around the cursor.

    Long sword: The larger sword's left click attack would be mostly the same as the standard sword, but with no sweep ability. The long weapon's real power should come from its right click attack. The right click would charge up, much like the bow, crossbow, or trident. At full charge, letting go would activate a sweep attack that hits all mobs within a horizontal arc in front of the player, for more knockback than the regular sword and maybe more damage as well. This does not require the crosshairs to be on an entity to initiate.

    Long axe: The long axe's left click would be similar to the standard axe, but without the crushing blow ability. The right click would charge, and releasing it would activate an attack striking everything in a vertical arc extending from the player. This attack would strike for more damage and knockback and guarantee disabling shield use for 5 seconds (may need to be adjusted for balance).

    Long bow: I haven't thought much about this one. There'd definitely need to be more range/damage/something but higher draw time, slower movement while drawing than with other weapons. It's tricky because the crossbow already offers an alternative for ranged combat.

    Rifle/musket: The only way I'd ever put up with a firearm in this game would be if it was a single-shot muzzleloader. This would fire nuggets and require gunpowder to use. It would actually be similar to the crossbow in that it would take a long time holding right click to load it, consuming one nugget and one gunpowder. Loading this weapon should take noticeably longer than it does for crossbows. Potion effects can be applied to 9 nuggets at a time by crafting a potion with a stack of up to 9 nuggets (may need adjustment for balance). This would shoot with very little drop and with high projectile speed and range.

    Possibly more, but not sure what they'd be.

    Long weapons could not be used unless the other hand slot is empty, otherwise they'd appear in a non threatening position. For example, look up the warden from For Honor and try to find an image of one holding the sword backwards by the blade near the hilt. An axe could be held closer to the axe head. A rifle would be held the way the queen's guard in britain hold them.

    The idea of these weapons would be giving up the defense provided by a shield and dedicating to attack. Users of these weapons would fall prey easily to ranged weapons, while posing a challenging but fair fight with shield users. I'm thinking that long weapons should do a little bit of damage through shields, maybe half a heart. The strategy to fighting against players with these weapons would be to fight more aggressively, and take advantage of their weakness to ranged attacks and inability to block.

    submitted by /u/KAPOWAHSANDVICH
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    More status effects

    Posted: 16 Mar 2019 03:17 AM PDT

    Frostbite

    If your hunger is lower that 17 and you are in a snowy weather, You get frostbite. Frostbite is like slowness and weakness rolled together. The level of the effect depends on how long you stay in the snow. Wearing armor can prevent this from happening.

    Frostbite l---slower movement and lower attack damage

    Frostbite ll---just like above, but you take damage every 5 seconds, you can't die from this, because you stop taking damage below 3 hearts (6 health points)

    Frostbite lll---just like above, but everything will be tinted blue and you can die from the ticking damage

    Curse of the Nether (name pending)

    You get this by staying in the Nether for too long (about 30 minutes or so). The level of the effect depends on how long you stay in the Nether. Fire resistance prevents this, being near ice blocks also prevents this.

    Curse of the Nether l---fire/Nether related damage does half a heart more damage to you, you get this by staying the the Nether for 30 min

    Curse of the Nether ll---just like above, but screen gets slightly wobbly, not as much as nausea. Think about the heat heat distortion in real life. You get this effect by staying in the Nether for 45 mins

    Curse of the Nether lll---fire/Nether related damage does double damage, screen gets more wobbly. You only get this effect by staying in the Nether for a full hour

    Ender Sickness

    If you get hit by an a End related mob, you will have a 10% chance of getting Ender sickness, this only lasts for 5 seconds

    Ender sickness l---your range of sight will be shorter, kind of like blindness but less dramatic, while this effect lasts, all End related damage will do 1 more damage (half a heart)

    submitted by /u/lolbit_511
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    Jungle update

    Posted: 16 Mar 2019 08:12 AM PDT

    I think jungles are in need of an update I know we just pandas but the jungle still feel empty.

    Banana trees.

    bananas would act like apples, dropping from trees every now and then, and would give the same hunger as apples.

    Elephants.

    Elephants would be passive mobs that spawn in the jungle, they have 100 health and would drop 1-5 leather and 1-2 ivory.

    Ivory.

    Ivory can be used to make armour, with would have slightly less durability than iron but slightly more armour points, You can craft tools, they ale have slightly less durability than iron, but the tools while mine slightly faster than iron and the sword will have slightly mor damage than the iron sword, and the hoe will till a two by two area. Ivory can also be crafted into a block which in turn has slabs and stairs

    Lizards

    They will be small mobs that don't drop anything and only have 5 health, they only really exist to add atmosphere

    Piranhas.

    They will spawn in water in jungles and will be aggressive mobs but drop nothing.

    Poison dart frogs.

    Frogs that will be neutral mobs, when walked into or attacked they will shoot poison darts at you, if hit you will be poisoned, once killed they will drop poison frog skin, if eaten you will get poisoned, but if brewed into a potion it will make a potion of paralysis, the victim will be poisoned and will not be able to move for the duration of the potion

    Eels.

    They will be in the water in jungles and if touched you will take damage, if killed they drop eel, if eaten it will heal 3 hunger, but if cooked you get smoked eel, then you will get 7 hunger.

    Jungle villages.

    They will have the new Jungle villagers.

    submitted by /u/mister-mango-man
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    Fashion

    Beauty

    Travel