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    Minecraft Hope of the Miner

    Minecraft Hope of the Miner


    Hope of the Miner

    Posted: 05 Mar 2019 05:07 AM PST

    With the Update Aquatic, we got the Heart of the Sea which is used to craft the Conduit and with the upcoming Village & Pillage update, we're getting a status effect Hero of the Village received after finishing a raid.

    If there is a mining-related update anytime soon I propose the Hope of the Miner. An ancient relic found in a secret chamber in abandoned mineshafts.

    This item can be activated by right-clicking which starts a cooldown and after doing so all ores in proximity get a glowing effect. This is done by a status effect that lasts for a minute with the same name.

    submitted by /u/SnappyDragon61151
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    Breeding animals has a small chance to produce twins

    Posted: 05 Mar 2019 03:20 PM PST

    Essentially, when two animals breed, they have a small chance to produce two baby animals instead of one.

    submitted by /u/Dragor66
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    Phantom Changes I would like to see

    Posted: 05 Mar 2019 03:36 PM PST

    Phantoms, IMO (and my friends on our server's too), are simple, boring, and just a nuisance. I would love to expand upon that.

    Phantoms Don't Deal Normal Damage or Knockback

    Phantoms are supposed to be figments of your imagination; an insomniac's nightmare, the sleep deprived's worst enemy. I would like there to be a new system instead: Sanity. When you are attacked by the phantom, a meter (it is invisible, but your screen gets darker as it goes down) starts to lower. When the sanity is 0, the attacks of the phantom will start to hurt you, but instead of the normal sound, it is a low, subtle draining-type sound. To notice, you'll have to be vigilant, and pay attention to your health bar, so that you wont die without ever noticing the threat. The less sleep you have, the more opaque the phantoms are, but the more damage and insanity it deals. When you barely start to have sleep deprivation, they are half translucent, but if it's been a long time, they will be fully opaque. I've always wanted this mob to be a stealthy mind attacker that feeds on the mentally weak.

    Replenishing Sanity

    Sleeping automatically replenishes all your sanity. Luxuries also do this. Examples of luxuries are: Cooked Meat, Sweets, Fruits, etc. Sanity is a barrier between your health and those phantoms.

    I'm just throwing out ideas for this mob. Like i've stated earlier, I hate this mob with a passion, and am disappointed with the potential it had. It doesn't pose a challenge, it's just fucking annoying. I think a silent mob like this is a new challenge for later game players, as it adds more factors to be weary of.

    submitted by /u/Skoitchek
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    Wolf overhaul

    Posted: 05 Mar 2019 01:57 AM PST

    Wolfs are pretty neat, being the first tamable mob to be added to the game (I think), but the recent mobs, like foxes or dolphins are really complicated (in a good way) and they kind of overshadow the old mobs.

    New AI

    1. Dogs should chase fast moving vehicles (minecarts), just like how they chase cars in real life
    2. If a player they've never met before walk too close, they should bark louder
    3. when you give a bone to them after tamed, it will render in their mouth
    4. If a dog has a bone, and it is near it's baby, it will give the baby wolf it's bone
    5. a pounce attack similar to foxes, deals more damage, but the pounce is not as high

    Variants

    feral dogs---Wild dogs, the ones we have now

    Stray Dogs---Stray dogs wander around villages like stray cats, unlike feral dogs

    Tamed dogs---dogs that are loyal to the player

    Other info

    1. Dogs should have different breeds/skins, they would spawn with a chosen skin, they will never change skins
    2. There will be two elements to dog skins, colour and spot colour
    3. colour determines the colour of the dogs body
    4. spots determines if the dog has spots, and what colour are the spots
    5. when a dog has babies, the baby will share it's parents colour and spots
    submitted by /u/lolbit_511
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    The New And Improved, Revised Trident Overhaul!

    Posted: 05 Mar 2019 11:51 AM PST

    So I made this in response to the feedback I got on the Original Post. Anyways, I hope this gets the recognition it needs.

    Obtaining The Trident and Durability

    Alright, so in the OG Post, I suggested that Tridents be found exclusively in Ocean Monuments to account for the changes. Thankfully, u/HowToChangeMyNamePlz pointed out that removing their obtainability from Drowned means that they won't be renewable. So here's what I came up with:

    Tridents would still be found in a chest in the Ocean Monument. They would have a low chance to being Enchanted. Tridents would also be obtainable from Drowned still, but they would be more rare. However, Trident Drowned would drop their Trident more often.

    The Durability Of The Trident is sorta... eh? Not only should it be able to be repaired with Prismarine/Prismarine-related Objects, I think it's durability shouldn't be on the same level as Iron Swords and have less durability than 3 sticks with 3 string. I believe the Durability should be buffed to 1000.

    Enchantments and Combat

    The Trident's use in PVP and PVE is decent enough, as Riptide can let you dodge attacks, fly behind to attack, etc. The problem is that it's attack speed is low, unlike Pole-Arms. I believe their Attack Speed should be up to 1.3

    The Trident's Enchantments are a problem. Most specifically Impaling. Channeling and Riptide only working in rain/thunder and underwater makes sense, but Impaling, dealing extra damage to AQUATIC Mobs, not even Drowned? The ONLY common Underwater Threat? COME ON! How Impaling works at the moment has GOT TO GO. Here's how u/That_Zeffia_Guy thinks the Impaling Enchantment can be improved:

    Impaling would now be a Sharpness Equivalent. It would increase Melee Damage by 0.5 Hearts Per Level and Ranged Damage by 0.6 Hearts Per Level. This would make the Trident's Damage, at Impaling 5, 11.5 Damage at Melee and 11 Damage at ranged. In comparison, that's 1.5 Hearts stronger than a Diamond Sword and 1 Heart weaker than a fully charged bow with Power.

    Riptide is good enough, but their Knockback should be improved. Maybe their Knockback Amount should increase by 2 Per Level?

    The Trident also needs more Enchantments. Since I already posted an idea on new Enchantments in this post and in this post, I will just let y'all read these posts and I will list a new Enchantment I came up with.

    Lunge. This Enchantment would act similarly to Riptide, but 75% Weaker. When you use the Right Click Function, you lunge forward a bit. The differences between this and Riptide is that it can be used for dodging attacks whilst staying near your target, and it would increase the damage it does when Lunging. This can be stacked with Riptide.

    TL;DR Tridents are lackluster and I have new and improved ways to improve it, unlike my previous post.

    What do you think? Is this better than my original post? Questions or concerns? Do you support this idea? Comment down below!

    submitted by /u/Tomdaninja
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    Colored fire

    Posted: 05 Mar 2019 01:43 PM PST

    Throwing a piece of dye into a fire or campfire changes the color of the fire (just the actual texture of the fire not the color of the light)

    submitted by /u/Just-a-Babie
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    Mistletoe, a very useful plant to have around your base!

    Posted: 04 Mar 2019 11:50 PM PST

    Mistletoe: A plant found growing on the trunks of trees, while it is considered a parasite, Mistletoe would be an interesting and useful plant to have...

    Obtaining: By breaking a mistletoe bush off of an oak tree's trunk you will receive a mistletoe branch, this has various uses and can be regrown in a unique way. You can also shift click the mistletoe bush to take its berries, they will stop potion effects and restore 0.5 hunger points but are poisonous so watch out!

    Growth: Found naturally generated on oak trees, mistletoe will spread to other trees that are within 5 blocks or by the player placing a sapling that's fallen from a tree with mistletoe upon its trunk. You can also spread mistletoe by placing a mistletoe berry on an oak tree trunk which will give the tree a 50% chance of sprouting a mistletoe bush.

    Uses: (based on folklore)

    Luck: Long associated with luck, placing mistletoe above a bed will provide the last player/villager/cat that slept/sat upon said bed with luck. For example if above a villagers bed, that villager would have a higher chance of surviving a raid than the others. Wouldn't that be lucky?

    Fertility: Mistletoe has long been associated with fertility, placement of mistletoe around farm animals and villages should provide a 10% chance of the mating mobs to have twins.

    Werewolf protection: Although there are no werewolves in minecraft, holding a mistletoe branch will keep angry wolves at a distance until you switch to another item. You could also place it around your sheep pens to keep wolves away from them too.

    The wonders of Mistletoe...

    It's also on the feedback site!: https://feedback.minecraft.net/hc/en-us/community/posts/360042492611-Mistletoe-a-very-useful-plant-to-have-around-your-base-

    submitted by /u/PolarMammoth2
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    We need more Aquatic Monsters!

    Posted: 05 Mar 2019 01:41 PM PST

    The Update Aquatic Added only ONE new Underwater Monster, the Drowned. For an update based on the Oceans, I expected there to be more monsters. Now Mob A is not here and everybody hates the Phantom.

    Having more Aquatic Monsters would prevent Oceans from still being more safe than Land, and would make Impaling more generally used. Some of these shouldn't even be Undead Mobs, so I'll list some right here. * The Serpent - This would be a snake-like Monster found uncommonly in Oceans at all Light Levels. They would have 5 Hearts of Health and deal 2 Hearts of Damage on Normal Difficulty. They would be hostile and drop 1-2 Cod. * The Swashbuckler - These would be Hostile Fish-like Humanoids found rarely throughout the Oceans, but spawn commonly near Shipwrecks and spawn in any Light Level. They would be an Aquatic Mob, not Undead, Which will suffocate if outside the Water too long. They would have a Gold Sword and have 10 Hearts of Health. * The Sea-per (HAHAHA GET IT) This would be the Aquatic Version Of The Creeper, with a Fin instead of Legs. When it explodes, it wouldn't affect the terrain but would explode with Bubbles, Which would float you to the surface before it disappears. This spawns like the Drowned and only during the night. They would have the same amount of health as Creepers. * The Skele-Drowned - These would be the Aquatic Equivalent Of Skeletons. They would spawn more rarely than Drowned because of their weapon of choice, which are Tridents. They would have the same amount of health as Skeletons. * The Waveray - This would be a Mob, similar to a Stingray, that shoots a beam of Bubbles at you, knocking you back quite a lot and dealing 3 Hearts of Damage. These would be rare mobs and have 8 Hearts of Health.. * The Coraltide - This monster would only be found in the Coral Reefs and throw Blocks of Coral at you, dealing 1.5 Hearts of Damage, which can be picked up later. This has 5 Hearts of Health.

    Anyways, that's all I got! What do you think of this idea? Do you approve? How can it be improved? Questions or concerns? Let me know in the comments down below!

    submitted by /u/Tomdaninja
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    Magma Shark, the beast of the Nether seas!

    Posted: 05 Mar 2019 04:19 PM PST

    Yes yes, i know. No sharks in Minecraft. But Mojang also stated that fantasy sharks are an exception, and i thought to myself, "Hey, why not a magma shark that swims in the Nether!" Of course, it would be hostile, especially if you enter the lava with it! No Fire Resistance Potion will save you, as the Magma Shark bites with a chomp force of 4.5 hearts, or 9 HP. Maybe it drops Magma Teeth, which combined with a few other Nether things to make something really intense! But i don't know what to decide on, so if Magma Sharks DO get added, maybe Mojang thinks of something for the Magma Teeth. What do you think fellow fans?

    submitted by /u/doctorlakiboss
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    A New Skin Type: The Villager Skin Type

    Posted: 05 Mar 2019 12:16 PM PST

    This is pretty self-explanatory. There would be a new skin type along with Steve and Alex — The Villager. The Default Skin for this would be an edited Wandering Trader Skin. Why? Well, Wandering Traders seem to have the intelligence of players. When trading with them, you get some weird trades. (Thanks IBXToycat) They can trade Living Coral and Glowstone. You can only get Glowstone from the NETHER, and to get LIVING CORAL you have to mine it with a SILK TOUCH PICKAXE. Now do ya see?

    Anyways, what do you think? Questions or Concerns? Let me know!

    submitted by /u/Tomdaninja
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    Enpty Veins

    Posted: 05 Mar 2019 03:50 PM PST

    Make all ore veins other then diamonds generate as air instead around villages.

    submitted by /u/trashoflereddit
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    Dream catchers and dream dust, ward off those insomnia detecting phantoms!

    Posted: 05 Mar 2019 12:41 AM PST

    Dreamcatchers: Made from string, bamboo and a feather in a column, this device can be placed around your base as decoration or if placed above your bed, as a way to ward off phantoms. However! For it to ward off phantoms it needs to be filled with dream dust.

    Dream dust: When a player or villager sleeps in a bed with a dream catcher above it, particles will appear, coming up from the player/villagers head and into the dream catcher, this is dream dust, the amount entering the dream catcher varies depending on your level of insomnia, higher insomnia means less dream dust. The more dust inside of the dream catcher, the further away phantoms will stay from your base/village, up to a maximum of 128 blocks for a full dream catcher.

    The catch: Although having a dream dust filled dream catcher means you'd be able to wander further from your base with a higher level of insomnia, every night you don't go to bed, the dream catcher will lose 4 dust. Every night allowing the phantoms to get closer and closer and closer...

    It's on the feedback site too!: https://feedback.minecraft.net/hc/en-us/community/posts/360042518871-Dreamcatchers-and-dreamdust-

    submitted by /u/PolarMammoth2
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    /gamerule MobGrowth

    Posted: 05 Mar 2019 12:49 AM PST

    This command allows you to set it to rather if baby mobs growing up to adult mobs or not. For example: /gamerule MobGrowth false (This turns off baby mob's ability to grow to adults), /gamerule MobGrowth true (This give baby mobs the ability to grow to adults).

    submitted by /u/GreenPlanet669
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    The Alarmodillo, a noisy inhabitant of the Mesa.

    Posted: 05 Mar 2019 01:06 AM PST

    Size:

    Uncurled: 2.5 blocks in length, 1 block in height and width.

    Curled up: Exactly 1 block in height, length and width.


    Behaviour:

    The behaviour of the alarmadillo is slightly different to its real world cousins, instead of walking, it's preferred way of moving about is curling up and rolling there, at terrific speed too, about as fast as a sprinting player. When attacked they will use their large digging claws to inflict damage, but if the aggressor turns to run they will cry out (their call the reason for their alarmadrillo name) to summon other alarmadrillos, curl up, then give chase.


    Drops:

    Armour bands: When it grows up from being a baby, it'll drop an armour band, much like a turtle drops its scutes. The armour band can then be crafted into an armour ball (four armour bands in a square shape) and kicked about by just walking into it or you can also craft it into a block (using 9 armour bands) which when placed above a note block will amplify its sound by 5x.

    Claw: When attacking a creature/player, a claw may occasionally fall out (they grow back), these claws can be crafted with an armour ball (4 claws around an armour ball in the crafting table), these can be shot out of a dispenser to deal damage to low blast resistant blocks like sand, dirt, wood, etc. However these armour balls are not retrievable.

    It's on the feedback site too: https://feedback.minecraft.net/hc/en-us/community/posts/360041795551-The-Alarmadillo-a-noisy-and-well-defended-mob-of-the-Mesa-

    submitted by /u/PolarMammoth2
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    [Gamerule] Condense Reptitive Outputs

    Posted: 04 Mar 2019 10:22 PM PST

    Issue

    While designing an efficient sugarcane farm I used the "/fill" command to place an entire layer of sugarcane over dirt, as expected various reeds without a foundation transformed into items. Wanting to avoid collecting them manually I used the "/kill @e [type=item]" command to clear every instance. However, in the chat, the text "Killed item.item.reeds" was spammed and burried past chat and commands! This made me come to the realisation that there are various forms of spam in Minecraft which could be avoided.

    Summary

    • The simple correction to this flaw is providing a new option of condensing repetitive information for admins by including a new game rule such as "/gamerule condenseRepetitiveOutputs".
    • Its main function will be converting various classes of repeated information from entered commands into one-line phrases.
    • In order to display how many times a command occurred a multiplication sign will be placed after the phrase.
    • More specific information such as player names, block tables (showing block types and amounts), and mob tables (showing mob types and amounts), can be found in a hidden GUI which becomes visible when the mouse hovers over the phrase.
    • Currently, the command "display death messages" is the closet solution, however, it only affects players and pet mobs to their corresponding owners, completely ignoring mobs, items, and repeated commands.

    Expanded

    • In order to preserve the progress of outputted information each combination phrase will only work during the time it was required, each phrase will continuously merge if the same type of command (.E.g /kill) is typed consecutively, however foreign command types (.E.g /fill) will cause it to split into a new line. Thus the chat will look like the following: [kill count 1] [fill count] [kill count 2]. Perhaps similar commands will still merge within a short time frame or line seperation to ensure less cluttering.
    • For /kill @p,r,a every player kill will be combined into one phrase "players killed × amount", their specific names can be shown by hovering over the one-line phrase.
    • For /kill @e,s all players, mobs, and items will be combined into three phrases "players kill x amount", "mobs killed x amount", "items removed x amount". Upon hovering over these phrases the specific player names can be shown, the types of mobs and their amount of deaths can be shown, the type of item and how many were removed can be shown. Note: the identification values of mobs and items will be omited as they're both too large flooding the GUI and lack any value amongst most developers.
    • For /fill and /setblock every block placed will be combined into a single one-line phrase "blocks placed x amount", to see each block type and its corresponding amount in a separate GUI table the phrase must be mouse hovered.
    • For /give every player given items will have their own separate one-line phrase which summarises how many items they received "player was given amount items", to expand this list the phrase must be hovered to show a table GUI with the item type and their amount.
    • For /clear, it will remain the same and every player will be displayed on separate lines with the number of items cleared, however, this can be updated by showing a GUI table with the type of items removed and their amount.
    • For /effect every player which is given an effect they will have their own separate one-line phrase which summarises how many effects they received "player was given amount effects", to expand this list the phrase must be hovered to show a table GUI with the effect type, live duration, and amplification. Note: cleared effects will be on a separate line.

    Personal Comment

    I'm thankful to everyone who has taken the time to partially or fully read the document. Although, you may not agree with every idea shown would you mind sharing what you most agree or disagree with?

    submitted by /u/BlackeyeICrekjavika
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    Livestock follow behavior rewamp

    Posted: 05 Mar 2019 04:56 AM PST

    Giving appropriate food to livestock mobs should increase their thrust, similarly to dolphins and foxes. When a livestock mob's trust gets to a certain number, they will follow you when holding their food. At a very high trust, name tagging the mob will make it always follow you (the name tag thing is to prevent entire farms of trusty animals overcrowding you). Mobs that barely or don't trust you couldn't be used in any other way than killing them (like milking cows or putting saddles on pigs)

    submitted by /u/NightSky64
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    Ability to hide custom crafting recipe toast pop-ups

    Posted: 04 Mar 2019 05:19 PM PST

    A really small addition that would allow for a huge amount of new creations with right click detection through knowledge books, please add a small optional value to the recipe .json format to allow the toast pop-up to not be shown when the recipe is unlocked. Here is an example using the recipe for a diamond pickaxe:

    { "type": "minecraft:crafting_shaped", "show_toast":false, "pattern": [ "XXX", " # ", " # " ], "key": { "#": { "item": "minecraft:stick" }, "X": { "item": "minecraft:diamond" } }, "result": { "item": "minecraft:diamond_pickaxe" } } 

    As you can see, with a single line being added, the recipe will now no longer appear when it is unlocked. It would simple be unlocked in the background. While some experienced players may use this to disable toast for all recipes, technical players can use this to disable a custom recipe popup that would otherwise show when a special Knowledge Book is used. With custom advancements and functions, the Knowledge Book can be used as a right clickable item, but it is ruined by the constant "New Recipe" popup every time you click.

    A simple, optional parameter to disable the toast popup would be easy to add, simple to use, make right click detection trivial.

    submitted by /u/JohnnyHotshot
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