• Breaking News

    Minecraft Drowned own loyal tridents, not infinite

    Minecraft Drowned own loyal tridents, not infinite


    Drowned own loyal tridents, not infinite

    Posted: 30 Mar 2019 08:14 AM PDT

    Instead of littering the seafloor with an infinite amount of tridents thrown at you, drowned should only use one trident with the loyalty enchantment.

    Tridents dropped won't automatically have loyalty, just like how bows dropped by skeletons don't all have infinity.

    This simple suggestion would make it so that fighting a drowned using a trident won't leave a ridiculous mess, and makes it possible to know where your own trident has landed without having to swim through the dozen other tridents you can't pick up.

    Also vote for this idea on the feedback site!

    https://feedback.minecraft.net/hc/en-us/community/posts/360042934851-Drowned-own-loyal-tridents-not-infinite

    submitted by /u/Martijndebakker
    [link] [comments]

    "Free roam" Mode for dogs, cats and parrots.

    Posted: 30 Mar 2019 11:31 AM PDT

    We all know dogs, cats and parrots right? They sit and follow you, but, they only do that?

    Boring right, it really makes me feel a little bit odd making enclousures and full areas for my pets, even when they will only seat.

    Thats why, my suggestion will fix that.

    Instead of right clicking to them to sit and follow, it would go to an order.

    Follow ----> Roam ----> Sit

    And the cicle continues. This addition would add more life to these pets, making them more less, "slaves".

    While roaming, they would just walk around, acting like their not tamed counterparts.

    Note: When saying "acting like they are not tamed" means they will just walk randomly, so cats will try to not kill animals, or run from players. Wolves will not kill any mob."

    submitted by /u/JWE-fan
    [link] [comments]

    Why do End Stone Bricks have such low blast resistance? Shouldn't they have the same blast resistance as End Stone (45)?

    Posted: 30 Mar 2019 11:13 AM PDT

    End stone brick seems like a nice material to build with, but it just doesn't make sense that it has the same blast resistance as sandstone and netherrack, and not end stone. It should at least have the same blast resistance as cobblestone, if not more.

    submitted by /u/danformal
    [link] [comments]

    Elder Villager

    Posted: 30 Mar 2019 08:46 AM PDT

    While we are ongoing with Village updates and changes, I think I may have a solution for both simplifying Villages as a whole, while allowing the technical players have something similar to their old mechanics.

    Introducing: The Elder Villager.

    Any Village that naturally spawns will have one. He will have no trades. He will, however have a home in the Village, and having access to that home sets the center of the village. This means a door, covered but with nearby sky access, and a bed to sleep in.

    His purpose is to define a village. If there is no current Elder Villager, only a master-level Villager will promote to him. This means losing that master villager. However, presence of an Elder Villager would be required for breeding, and iron golems. Gossip with him would be required for spawning a golem, sort of like getting permission to construct one, and gossiping with him, after meeting the requirements (no current Golem, or maybe even no golem per so many villagers) would be the trigger to spawn a Golem.

    There is some trade-off, but it would bring some immersion, some technical play, and I think it'd be neat.

    submitted by /u/acemccrank
    [link] [comments]

    Dead skeletons miners in mineshafts

    Posted: 29 Mar 2019 05:46 PM PDT

    Theyd spawn in mineshafts with a helmet that has a rare drop chance and would be holding either a shovel or pickaxe, they would be either iron or stone one attack doing 2-2 1/2 hearts of damage and theyd have the same health as a normal skeleton. The helmet when worn would shine the area around you for 3 blocks. Edit: the helmets would have a small candle or torch on top.

    submitted by /u/BeanyEcho
    [link] [comments]

    Option to compress the disc space a world takes up by only saving the seed, entities, and blocks that have changed from the seed

    Posted: 30 Mar 2019 07:44 AM PDT

    Why should every single block be saved when you only need to save the blocks that have been changed? Because of the seed, it can regenerate all the unchanged blocks every time.

    submitted by /u/rogne
    [link] [comments]

    Penalty for losing a raid.

    Posted: 30 Mar 2019 01:12 PM PDT

    Currently, there's no penalty for the Illagers winning a raid apart from the loss of the Villagers obviously.

    I propose, similar to the "Hero of the Village" effect that the player receives a new effect that means other Villagers won't trade with them and Iron Golems will target them.

    Perhaps something like "Village Idiot"

    submitted by /u/Xyphon_
    [link] [comments]

    {Arrow: } NBT Tag

    Posted: 30 Mar 2019 01:02 PM PDT

    Simply a NBT Tag for entities that use bows/crossbows that states what arrow it uses.

    Vote for it on the official feedback website: https://feedback.minecraft.net/hc/en-us/community/posts/360043179092--Arrow-NBT-tag

    submitted by /u/trashoflereddit
    [link] [comments]

    Allow multiple tiers of ore/gems for enchanting.

    Posted: 30 Mar 2019 03:05 PM PDT

    The problem with enchanting now is, high enchants like for example fortune III are extremely hard to get as I described here: https://www.reddit.com/r/Minecraft/comments/b7gajr/did_fortune_iii_probability_get_changed_since/

    Instead of making level 30 spending 3 lapis yielding the best enchantments. The system of enchanting needs to be reworked to not just allow lapis, but also allow say, rubies, or maybe topaz, amethyst, something like that.

    Possible scenario

    • Enchanting tables allow 3 tiers of gems, <x>, lapis and <y> (where x and y are amethyst or topaz, or whatever (one 1 tier better, and one 1 tier lower)).
    • Enchanting still allows consuming 1, 2 or 3 items to give low tier, mid tier and high tier enchants.
    • The enchantment previews will be so that tier 1 (<x>) won't show any preview enchants, but lapis shows 1 and <y> shows 2
    • With <x>, you can only obtain about 60% of the full enchantment levels (this means an enchant like fortune which has max III, can only get II with lapis, however efficiency has max level V, so it should get III max, etc.), as well as not being able to get really good enchants such as silk touch, infinity, fortune, etc. (but this resource is easier to get)
    • With lapis you can get all types of enchants, lapis enchants can now reach full capacity, but the fortune, and other uncommon enchantments will still be restricted to II max for example, maybe just make III a very low chance. (this is what would be most alike the current behaviour)
    • With <y> You can get all types of enchants, but only high tier enchantments, so you'll never/almost never encounter effII or fortune I, you will have a very good chance of getting fortuneIII and silk touch and looting III, except the resource <y> (say rubies) only generate in the end dimension, or nether, or are otherwise harder to get.

    Why this is better than what we have

    • The old system just begs us to build a huge xp farm and grind mobs for days to get that fortune III finally. We have to put fortune II if we are lucky on a pickaxe to get more diamonds, while fortune III would be really rare.
    • Having other items instead of lapis be useful for enchanting opens up a possibility for ore/gem rarity to play a role as well instead of purely, chuck an item and a whole bunch of XP.
    • This makes late game more attractive, as usually there is no progressive part about enchanting.
      • NOW: It's basically "just kill a bunch of cows, plant a million sugarcane, mine 5 diamonds for diamond pick and mine obsidian and combine the other 2 to form an enchanting table, and boom, just grind xp on an efficient mob farm, spend 5 whole real life days grinding and you have a full god gear. To top it off, find a villager trading mending, or afk fish farm that, and it's ever lasting.
      • THEN: beginner game, you find basic gems to enchant with, to get some low tier iron enchanted armor that's effective to help you to mid-game, where you find lapis to enchant some diamond gear with midtier enchants to help yourself further, but when you're late game, past enderdragon, you find a third rare gem, that allows you to upgrade your gear to very good gear, with more ease and less probability, because you already are late game, it doesn't make sense to have to grind 5 years to get your good armor back when you die in the void for example. It should be easier, since you have such 'çheckpoint' at the end dimension, so you can go back and re-gear.

    If I still haven't made you believe the current enchanting system is pure luck and grinding based.

    Look at how popular XP farms are. And what is their prime directive? Enchanting. How often do you find yourself enchanting stone swords with 1 lapis to get fortune III to show up in the previews? Did you remember the days where a forIII or silk I, with effIV and/or unbIII could be a thing on your first try:

    https://youtu.be/Bs7wBTpQfSY?t=1261

    https://youtu.be/taDbwsst_0w?t=1439

    (obviously this is luck based, but still, now, I think it's impossible, or it's an incredibly low chance)

    I enchanted about 150 pickaxes and got 0 of those, good ol' forIII effIV unbIII picks.

    While I remembered in the old days, I used to come across them quite often...

    Anyways. I hope you like the suggestion, maybe the low chance for good enchants is also a bug?

    submitted by /u/M124367
    [link] [comments]

    You can put the bell item around a cow's neck, but it has a use.

    Posted: 30 Mar 2019 01:16 AM PDT

    What would this new use be?

    Aside from giving cows a little more personality, putting a bell item around a cows neck would allow the player to right click on the cow and ring the bell to reveal mobs around that cow. This would function like the bell does in the current snapshot with it revealing raid mobs when rung by the player.

    submitted by /u/JingyBreadMan
    [link] [comments]

    Colored text for items

    Posted: 30 Mar 2019 01:59 PM PDT

    Currently.in game there is no way to change the color of the text above an item on survival. I propose when you put an item in an anvil, if you add a dye, then it will die the name of the item to the specified color for 1 extra level of xp. This would be a nice feature that allows for more creativity when naming items.

    Thank you for reading :)

    submitted by /u/NAFTAmapper
    [link] [comments]

    Raw Squid and Calamari

    Posted: 30 Mar 2019 04:42 PM PDT

    Currently, squids are one of the more useless mobs, which is not good considering their rarity. I suggest giving them another use- to drop good food. This will make squids very useful when exploring oceans.

    I suggest squids drop raw squid. Raw squid has a chance of poisoning the player.

    Cooking a squid will get you Calamari, which cannot poison the player and is worth more (in hunger points and saturation) than cooked chicken.

    If you liked this suggestion, vote here where it really counts and where Minecraft employees will actually see it:

    https://feedback.minecraft.net/hc/en-us/community/posts/360043181492-Raw-Squid-and-Calamari

    submitted by /u/Minecart64
    [link] [comments]

    “Catfish”

    Posted: 30 Mar 2019 12:27 PM PDT

    This is kind of a serious suggestion, and I think it fits with MC's aesthetic. I think there should be... catfish! No, not the fish catfish, but a CAT. FISH. A swimming water cat. It doesn't have to be tamable or anything, i just think this would be kinda humorous and I think it would fit in.

    submitted by /u/Megalomatank030
    [link] [comments]

    Fish (as mobs) are attracted to fishing poles

    Posted: 29 Mar 2019 06:48 PM PDT

    When you're fishing, fish (again, as mobs) will swim around your hook. You can catch them when they pull on the line. When there's no fish around, it's like how fishing is currently. Catching special items will be how it is today. Thanks for reading! And if they already turned this down, well. I hope they didn't do that.

    submitted by /u/DoctorDoomsday0
    [link] [comments]

    Colored Mine Carts

    Posted: 29 Mar 2019 11:49 PM PDT

    If you're like me, you have multiple rails to places. I love the idea of color coding the carts to each place and/or person.

    submitted by /u/SlappyFisch
    [link] [comments]

    Tipped swords

    Posted: 30 Mar 2019 07:05 AM PDT

    At the moment we can make tipped arrows for our bows, but we can't do the same for swords. What I suggest is putting a sword and a normal potion in a crafting table (can use a cauldrons as well in bedrock) it tips the sword with that enchantment. To make it more balanced because after you shoot a tipped arrow it's gone, I propose making it so that it is tipped for as many hits as 1/10 of the time of the potion. For example if you tip a sword with a 3 minute potion, then it lasts for 30 hits. Of course potions can't stack on a sword, it is only 1 potion at a time.

    Thank you for reading :)

    Edit: exactly how long it lasts is up for debate and I would love to hear more ideas!

    submitted by /u/NAFTAmapper
    [link] [comments]

    Construction stuff for survival.

    Posted: 29 Mar 2019 06:56 PM PDT

    This is really more of a pipe dream than anything, but I thought it'd be neat to post here.

    First of all, I think they should add a new Hard Hat item that's crafted with three wood in an upside down "V". While it doesn't give any armor, it can protect the wearer from being suffocated by breaking any falling Gravel or Sand like it were a placed torch. It has the same durability as a leather cap.

    Second, Wooden Scaffolding is crafted with Wooden Planks and Sticks in an "H" shape with the sticks in the middle. It can't be placed as far outward compared to regular scaffolding, but is cheaper and more accessible than regular scaffolding if you live far from a Jungle biome.

    Lastly, a Lead can be attached to a fence post then equipped in the chest slot to make a safety harness. When you fall off the side of a wall you're working on, it can catch and hold you a few blocks in the air. You can then place a block beneath your feet and unequip it to get it back. This utility can extend far beyond construction into general exploration and caving, but is more or less hindered by needing to find slimeballs to make leads.

    submitted by /u/LordSaltious
    [link] [comments]

    A small change to drowned

    Posted: 29 Mar 2019 05:24 PM PDT

    All the other variants in the game give some kind of debuff when they hit you. Husks give you hunger and strays give you slowness. Therefore it only makes sense that drowned do something to you as well. This is why I propose that when they hit you they remove 1 bubble from your breath meter. This would make them consistent and add a little challenge and life to an otherwise boring mob.

    Thank you for reading :)

    submitted by /u/NAFTAmapper
    [link] [comments]

    Hero of the village changes

    Posted: 29 Mar 2019 05:32 PM PDT

    In the 1.14 snapshots, we got a new effect called "hero of the village". You get this after you beat a raid. But this comes as a status effect, which means it will go away if you drink milk, and also, the effect also takes effect on other villages far away, so it doesn't make sense.

    The way it's presented

    This shouldn't be an status effect anymore. It should be a data or tag that is applied to you. After you beat the raid, all villagers in the village should have this data stored within them. And should recognize that player as their hero and not just some random player. This also stops the effect from being removed by milk

    Removing the tag

    However, just because you can't remove it with milk, it doesn't mean that you can't remove it from you. When you get this tag, your village popularity will jump to 10 (max), if it gets below 0, then you will lose the tag

    submitted by /u/lolbit_511
    [link] [comments]

    A new use for melon and glistering melon.

    Posted: 30 Mar 2019 01:26 AM PDT

    (First of all, the player should be able to eat glistening melon for this post to make sense. I mean, the player can eat an apple with 72 gold ingots on it so let them eat a shiney melon)

    New use for the melon types:

    After the player eats melon or glistering melon, they would then be able to holster the seeds as weapon and then be able to spit them out to deal damage to entities. The glistering would do more damage then the regular (3 hearts compared to 1½).

    Right now melons (aside from cookies) are one of the most useless food items in the game. I think this would add a fun mechanic that might encourage the player to eat melons more and get a benefit out of it instead of just getting ½ food notch for every melon.

    submitted by /u/JingyBreadMan
    [link] [comments]

    Enderman overhual

    Posted: 30 Mar 2019 03:01 AM PDT

    Endermen are tall black creatures that wander around the world. They are great and all, but they haven't gotten a change for like, years now. They have been mostly the same for a long time.

    Variants

    Wanderer---Wanders around your world. Travels in hauntings of 2-4. Gets angry when: 1) Another endermen in their group gets angry 2)When they get hurt 3)when you stare at them

    Outcast---Travels alone, unlike wanderers but otherwise pretty much the same

    Exile / Angry Endermen---Kills everything, even other Endermen. Wanderers and outcasts don't get angry when you hit exiles. The other variants often avoid exiles

    AI

    Wanderers---Picks up surrounding blocks, passes them to other endermen in their group; Avoids water, lava and exiles; Crowds around light sources, however, they lose interest after a while

    Outcast---If near village, wanders around, roams around the streets at night; If in the wild, picks up flowers, places them back down after a while

    Exile---Can detect villagers and humans within a 50 block radius, but they won't chase anything that stays 25 blocks away. Mobs in the 50 block radius will be glared by the exile. Will actively try and kill animals.

    Mob to Mob interactions

    Villagers---Villagers are scared of endermen, they never look them in the eye and villagers run away

    Pigs, cows, sheep and rabbits---These mobs are afraid of endermen and always try and run away even if they are still neutral

    Iron golems---Kills endermen that wanders too close to a villager

    submitted by /u/lolbit_511
    [link] [comments]

    Fashion

    Beauty

    Travel