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    Minecraft Putting an empty bottle in the "fuel" slot of a furnace (while it is smelting), should store the furnace's XP in the bottle as a Bottle o' Enchanting

    Minecraft Putting an empty bottle in the "fuel" slot of a furnace (while it is smelting), should store the furnace's XP in the bottle as a Bottle o' Enchanting


    Putting an empty bottle in the "fuel" slot of a furnace (while it is smelting), should store the furnace's XP in the bottle as a Bottle o' Enchanting

    Posted: 08 Mar 2019 07:00 AM PST

    Putting an empty bucket into a furnace's fuel slot while a sponge is smelting currently collects the water from the sponge. Recently, furnaces have been tweaked to allow them to store XP, resulting in their being used as XP farms.

    Combining these two mechanics, a similar interface could be used for filling "bottles of enchanting". Placing an empty bottle into the furnace (or, possibly a specific type of potion such as an awkward potion, the currently-unused "mundane potion", a bottle of water, etc), would collect XP in the same way that a bucket collects sponge-water. The XP would go into the bottle, converting it into a bottle of enchanting, rather than being stored in the furnace.

    This would probably need some limit, for example: only storing a single item's XP, only storing up to 11 XP (the maximum that an xp bottle can currently give), 2000 XP (the maximum experience from a single orb that currently exists in the game), something like that.

    This would create a "portable" source of XP, but at the cost of much greater engineering challenges than the current mechanic, where XP is stored in a furnace without any additional effort. For example: you'd need a way to swap fuel and bottles at the appropriate times, a way of acquiring bottles to feed into the system, etc.

    This could even be a viable way of keeping the "Smelting XP Farm" capability, if the current mechanic of storing XP in furnaces is ever deemed too-OP.

    submitted by /u/skztr
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    Nether Pots

    Posted: 08 Mar 2019 01:50 PM PST

    I one day thought wooden chests didn't make much sense in nether fortresses (and endcities), and this lead me to a more intresting and original idea : Nether Pots

    Concept images : https://imgur.com/a/5ECvQeN

    - Nether Pot would be found in nether fortresses instead of regular chests.

    - The loottable would stay the same.

    - Nether Pot would be moveable by pistons and affected by gravity. I'm pretty sure this simple mechanic would lead the redstone community to very intresting uses and awesome redstone machines desings.

    I'm intrested to hear what you guys think about this suggestion.

    submitted by /u/Cray_dro
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    Nature Ambience for different Biomes?

    Posted: 08 Mar 2019 09:37 AM PST

    What if you went into a forest biome and heard the tweeting of birds, leaves rustling, and lots of other sounds?

    Wouldn't that be awesome?

    This would give the game so much more life! It wouldn't feel as empty as some players say it is at the moment.

    Of course, this would be an optional thing, so that people who want a more "normal" experience aren't forced to play on an older version, just like with music.

    TL;DR Natural ambience for different biomes would be awesome, as long as it's optional!

    Anyway, what do you think? Is it awesome, or am I being a nature-obsessed idiot?

    submitted by /u/thepixelmurderer
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    armour with fire resistance enchantment must not burn in lava

    Posted: 08 Mar 2019 07:56 AM PST

    it must not be completely immune to lava but must float in lava for a few minutes before burning...

    the time increases with the level of enchantment

    this must work with fire as well.... it will not bur for a few minutes (like 2 or 3 minutes)

    submitted by /u/optimesto
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    Fun Idea: If an enemy or player has a potion and you throw a splash potion which is the OPPOSITE of the one he has, it will cause a CHEMICAL EXPLOSION, which doesn't break blocks but can deal a lot of damage!

    Posted: 07 Mar 2019 08:31 PM PST

    If a player or mob with a certain potion effect is hit by an opposing potion effect, whether it be an arrow, lingering potion, or splash potion, it will cause a chemical explosion due to the opposing potion effects, which deals 3.5 hearts of damage unarmored, (blast damage) but it will also CANCEL OUT your current effect until the opposite effect runs out.

    This would make Witches a menace, and add a whole new level of tacticals to combat. But it can also be used to counter overpower potions of the future, and make potions much more useful, especially in PVP.

    You can counter this by giving yourself Blast Protection, decreasing the strength of it's power.

    This suggestion is connected with my Ultimate Brewing Suggestion. Please give it some love!

    submitted by /u/Herald_of_Zena
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    Diamond headed arrows (with textures)

    Posted: 08 Mar 2019 12:40 PM PST

    According to wikipedia, the diamond is the hardest known material. Considering that there are diamond knives in the real world, it seems that diamonds can be used for types of damage. What do you know, there are diamond swords in Minecraft, but why not diamond arrows?

    Considering that diamonds are the hardest and one of the sharpest materials, I don't see an issue with them being suitable for arrows. Here is what I imagine it to look like as an item, and here is what I imagine it to look like as an entity. I tried to make it look a bit fancier than the normal arrows.

    Crafting recipe is obvious, similar to a normal arrow: One diamond, one stick, and one feather, aligned in that order. Unlike normal arrows, you will only get 1 arrow per recipe (could be buffed later).

    Now, what does the darn thing do? The function is very similar to normal arrows. Unlike normal arrows though, the diamond headed arrows will ignore armor and shields as well as dealing 5 times durability damage (Diamond armor would block 25-50% of the damage). This is because of the diamond's hardness/sharpness. It does not ignore the potion effect resistance though (from golden apples).

    However, this doesn't come with its cons. Unlike normal arrows, diamond headed arrows will shatter upon hitting a block or an entity. Diamonds are pretty hard, good for piercing/slashing and resisting piercing/slashing, but they are not so tough though.

    Keep in mind that hardness does not equal toughness. Hardness is a material's ability to resist abrasion. Toughness is a material's ability to resist breakage from a forceful impact. Diamonds are hard, not tough.

    When the diamond headed arrows collide with a block fast enough, then it will shatter. By that, I mean the entity will disappear (leaving the diamond to be gone). It will also create a 1 block radius hurtbox that deals 4 damage (2 hearts) due to diamond fragments.

    Now let me explain why I have made these decisions for this with a Q&A:

    • Why does this pierce and not deal extra damage? Cause it can be difficult to kill a maxed out armor bearer. As far as I know, No weapon in this game pierces anyway, so why not? Besides, arrows of harming already exist for extra damage.
    • Why do you only get 1 per recipe and why does it shatter? It's too expensive and too risky! Cause remember, these have armor piercing capabilities. If you have a strong enough bow, you could potentially 1-2 shot someone with a diamond headed arrow. That's 1-2 diamonds vs 24 diamonds (for armor).
    • Won't this remove the point of having high class armor then? No, I stated that diamond armor blocks 25-50% of the damage. This gives a reason to go full diamond armor over iron (besides a bit more defence). Also, the average player isn't going to hit every shot, so they may need more than 1 diamond headed arrow.
    • What's with the fragment explosion, I thought bomb arrows weren't allowed? These aren't bombs, these are diamonds. TNT deals a TON of damage as far as I remember, these deal 4. It could be nerfed it it really had to be. Besides, this is completely the dev's choice to add this, so this bonus could be ignored.

    That's my concept, hopefully this doesn't count as spam. If you have any questions, please ask.

    Also, here are the entity textures if you want: https://i.imgur.com/2TmJd4k.png, https://i.imgur.com/wsHxeOq.png

    submitted by /u/birdieloverreal
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    Dispensers should be able to dye sheep

    Posted: 08 Mar 2019 02:24 PM PST

    Not sure how this would be used but it makes sense and it would be consistent, because in 1.14 dispensers can shear sheep.

    submitted by /u/orangevg
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    Rails and Minecarts

    Posted: 08 Mar 2019 01:53 PM PST

    So, I'm making this post suggesting some minecarts and rails, some of which might not be good, and some might be quite useful, I don't exactly know how to judge it.

    New Rails

    -Pressure Rail

    A rail that works in a similar way to comparators, they emit redstone signal based on the cargo of a minecart.

    E.g: A minecart carrying nobody will emit a weaker redstone signal than a minecart carrying a player or carrying a full chest.

    -Speeder Rail

    A rail that emits redstone signal based on the speed of a minecart.

    E.g: a minecart that just went through a powered rail will emit more redstone signal than a minecart being pushed by a player.

    -Redstone Rail

    A rail that can transport redstone signal emitted by other rails, cannot connect with regular redstone wires, and can be set to delay the signal.

    -Stopper Rail

    A rail that when receives a redstone signal will stop the minecart, when it is no longer receiving a redstone signal it acts like a regular rail and minecarts stopped by it will return to the speed they had before being stopped by the stopper rail.

    New Minecarts

    -Tank Minecart

    A minecart with a cauldron, capable of carrying up to 16 buckets of a fluid.

    -Redstone Block Minecart

    A minecart with a redstone block, it can power redstone components connected to the rail and any rails that it touches that can be affected by redstone signal.

    -Redstone Minecart

    A minecart similar to the minecart with a furnace, it's purpose is to push other minecarts, whoever it is powered by activator rails and doesn't require coal to work.

    I'm not quite sure in which category does it fit, so for now it is in [General], in case it should be in other category please tell me.

    submitted by /u/_L2_
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    Potion of Awareness, Adrenaline and Red Vision.

    Posted: 08 Mar 2019 01:41 PM PST

    These are a little ambitious, but I thought I'd dip my toes in something a little different. Feedback is appreciated.

    • Awareness: Hear all sounds louder and from a further distance, footsteps or creeper hissings for example. This effect would give players better situational awareness and be a useful tool for map makers.

    • Adrenaline: Makes the players foot slimed up to allow for wall running, adding more possibilities for quick traversal and tons of parkour opportunities.

    • Red Vision: See players, mobs and items highlighted through walls with a red aura in a small radius. The effect is similar to spectral arrows.

    submitted by /u/dernachtistsonntag
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    Make sleep time based on how much you stay up

    Posted: 08 Mar 2019 03:23 PM PST

    So how about this: you sleep for certain amounts of time depending on how long you've stayed up. If you fall asleep at night ingame, you wake up at day but can't fall asleep until night, right? But, say, if you stay up for two whole days and nights, then you will sleep for a night and a day, then wake up at night and will be unable to fall asleep until day. So one day/night cycle before sleeping = 1/2 day/night cycle after sleeping.

    submitted by /u/CubixThree
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    Mesa biomes should have snow on the mesa clay peaks.

    Posted: 08 Mar 2019 12:48 AM PST

    This is because deserts get very cold at night, and temperatures decrease with height. This only happens with high mesa peaks (towering) ones. As for rain, the particles could disappear a few blocks above the ground at y level 64 (20 blocks above to be exact), creating a phenomenon known as "virga". It makes sense since there is still lightning and a substantial darkening during a thunderstorm in the desert, only in the bedrock edition, but this would be a cool addition.

    submitted by /u/SnowBallEarth43
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    Corruptors & Corruptor Dungeons

    Posted: 08 Mar 2019 11:14 AM PST

    Corruptors are new "mob-spawner-type" blocks (Spawn in a dungeon + Drops XP upon destruction + Looking Cagey) but instead of spawning mobs, within a radius of 16 blocks, mobs will spawn at higher light levels, and will spawn with a positive potion effect, which will vary based on the Potion contained within the cage of the Corruptor.

    Corruptors are contained within Corruptor Dungeons, which are smaller than normal dungeons and also contain chests. Corruptors generate in layer 20 and below, adding difficulty to caves and miners. Additionally, multiple Corruptors can give multiple effects.

    When destroyed, it will drop XP and all of its effects will be removed.

    Possible Potion Effects:

    • Swiftness
    • Regeneration
    • Strength
    • Fire Resistance
    • Jump Boost
    • Night Vision

    Potion Changes:

    • Night Vision on mobs enhances their view range, allowing them to see you from farther areas.
    submitted by /u/Herald_of_Zena
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    Resin?

    Posted: 08 Mar 2019 10:10 AM PST

    Resin could be found when cutting spruce trees, they should work like apples, but of course replaced with resin and are more rare. They can be made into a block (kinda like slime) but it slows down the player. And also a resin glob could be used for sticky pistons.

    submitted by /u/DaCulus
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    Rebind Compasses to Beacons

    Posted: 07 Mar 2019 05:29 PM PST

    When holding a compass, shift clicking on an active beacon block binds the compass to that block. To me, this is completely intuitive. Ever since beds were added, compasses are nearly useless, and beacons never really seemed complete. Sure it gives you a buff and you can see the beam if you're close enough, but so what? It's still plenty easy to get lost out in the wide world. I believe this is killing 2 birds with 1 stone, by rounding out the functionality of both compasses and beacons. Compasses still retain their default ability to point to spawn, maps are still the first and primary navigation aid, and the player has to get relatively high up in the progression before taking advantage of this added feature, since it requires a beacon block as an anchor. This is a balanced and vanilla friendly navigation aid without resorting to HUD minimaps.

    I don't know how it would work on the backend, so I can't speak for the feasibility of having the compass constantly check whether the beacon is still active. Maybe a better solution would be to have breaking the beacon update all compasses bound to it, resetting them to spawn.

    submitted by /u/salthecrawfish
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    Favourite Skins

    Posted: 07 Mar 2019 10:26 PM PST

    I think you should have the ability to Favourite skins on Bedrock. Just like on console edition.

    It can get reallu confusing when you have alot of skin packs to find the ones you use so a feature to favourite skins would help alot.

    submitted by /u/Gamaxp
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    Pickblock and dirt-like blocks

    Posted: 08 Mar 2019 12:05 AM PST

    Using pickblock on grass/farmland/podzol/path/mycelium in survival mode should bring dirt blocks to your mainhand if you have dirt in your inventory, but not the block you're looking at.

    I can't count the number of times I have used pickblock on grass blocks only to find I have run out of them and have to manually open my inventory and find some dirt blocks.

    submitted by /u/EyeAmGroot
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    Bottle’s O’ Enchanting shouldn’t stack.

    Posted: 08 Mar 2019 12:57 PM PST

    Really? Water Bottles don't stack, so why are Bottles O' Enchanting different?

    submitted by /u/Tomdaninja
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    Chainmail armor should have special properties OR be craftable.

    Posted: 07 Mar 2019 07:47 PM PST

    Chainmail has been uncraftable for over 9 years for pretty much no reason. (that I can see at least) It doesn't even do anything special compared to the other sets. Maybe we could change that?

    If left uncraftable, we could take inspiration from real life mail armor & make it particularly resistant to damage from empty hands, swords, & shovels, but be extra vulnerable to axes, tridents, picks, hoes, & arrows. Both in damage reduction & durability. Real life mail armor is designed to make slashing weapons like swords do little to no damage to the wearer, but offers no protection from heavy blunt weapons like axes & hammers due to its flexibility. It's also vulnerable to piercing weapons like arrows, spears, & warpicks as they can break apart the rings, damaging the armor & wearer.

    The weakness to axes, tridents, picks, hoes, & arrows should be about on par with Gold armor, & the extra protection from empty hands, swords, & shovels should be somewhere between Iron & Diamond armor. This is an attempt to make it both viable & worth it's rarity, but not overtake the ever-coveted Diamond armor set. It might have 5 weapon type weaknesses, but it's better than Iron armor to the the two most common: empty hands from most monsters & swords from players. (maybe more PvP players would use the tools to counter Chainmail's strengths?) And yeah, it makes no sense to make it stronger than iron plate armor in any way, but it's rare so it should be worth it to find & collect.

    The properties I mention would add a small layer of complexity to both PvP & PvE. For singleplayer (PvE) most monsters attack with either empty hands or swords, but skeletons use arrows. Chainmail would be great for up close & personal fights but you'd want to take cover or carry a shield for long range fights. Fighting monsters that are wearing Chainmail armor would make players think a little bit more tactically as well.

    Also, when they're added, Crossbows with the Piercing enchantment should completely ignore armor points from Chainmail armor. Perhaps a new axe specific enchantment called 'Heavy' could do the same? (maybe it could even ignore half the armor points from other sets?)

    I feel like finding Chainmail would become something special if these were added. Plus removing enchantments with the upcoming Grindstone means Chainmail drops from monsters can be customized with enchantments you want after removing whatever was already on them.

    If all those properties are a bit too much then the set should just be craftable with Iron Nuggets. It would be a great way to save on Iron early game & give Iron Nuggets some more value. I honestly can't see any reason to hide this set away from players since as it is it provides less armor points then the Iron set which is extremely easy to get in less than an hour of starting a new world.

    Sidenote: This was supposed to be a couple little paragraphs but ideas kept coming to me as I was writing. lol Sorry for the entire short story.

    submitted by /u/_Koza
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    Command... blocks?

    Posted: 07 Mar 2019 11:32 PM PST

    Explanation

    We've had command blocks for a while, but that's not what I'm talking about. I'm talking about adding blocks of commands, where each block can contain multiple commands instead of just having to use one (similar to how C++ and Java have the '{}' ). This would be useful when using 'execute if [...]' commands, as how it is right now, these get very tedious, hard to read (especially when you also have to use the Minecraft's 'else' equivalent - 'unless') and it's slower when having to make multiple commands run if the condition is true.

    Examples

    How it is now:

    execute if score Steve kills = Alex kills run say Nice execute if score Steve kills = Alex kills run setblock ~ ~1 ~ minecraft:dirt execute if score Steve kills = Alex kills run setblock ~ ~-1 ~ minecraft:dirt 

    How it would be:

    execute if score Steve kills = Alex kills run {say Nice; setblock ~ ~1 ~ minecraft:dirt; setblock ~ ~-1 ~ minecraft:dirt} 

    Note: The characters I used for creating the example of blocks are just a proof of concept, they may be changed. Same with the separators.

    submitted by /u/NemPlayer
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    (Re-upload) Polar bears should be easy to distract.

    Posted: 07 Mar 2019 05:57 PM PST

    Re-uploaded because my first post gave no detail and was deleted before I could change it and I was told to add more detail.

    I am not 100% sure about this, but I have heard that polar bears are easily distracted, and if one is stalking you, you should remove your shirt, as they will focus on that for a moment. I think this should translate into Minecraft to add a sense of priority. How I see it going is that someone can drop an item, and the polar bear will investigate for a few seconds before returning to the player. This would allow the player to be free, at a large cost, and have them think on the fly about what they want to jettison. I, personally, think it would add flavor to the game.

    submitted by /u/Metactra
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