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    Minecraft When crafting wood variants of items, if you put more then the one type of wood, instead of not crafting anything, it should just result in the oak variant as a default.

    Minecraft When crafting wood variants of items, if you put more then the one type of wood, instead of not crafting anything, it should just result in the oak variant as a default.


    When crafting wood variants of items, if you put more then the one type of wood, instead of not crafting anything, it should just result in the oak variant as a default.

    Posted: 02 Mar 2019 05:46 AM PST

    Blocks on fire not connected to anything should fall down

    Posted: 02 Mar 2019 09:09 AM PST

    So, to give an example...

    So say you're burning a house down, sometimes you have floating bits that remain - those bits when on fire should fall to the ground as if they were gravel. If it's a floating wooden ship on water, then the wooden blocks that are burning should sink down to the seafloor as if they're wreckage.

    Destroying any extinguished fallen blocks will allow them to be re-usable in any situation.

    EDIT: Because I didn't clarify, only single blocks on fire will fall down. Meaning, if a single block is on fire, then it will fall down. 3 block structures on fire won't fall down unless 2 of those blocks are removed.

    submitted by /u/Tuaam_Is_Back
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    Bells should ring when shot by arrows

    Posted: 02 Mar 2019 08:39 AM PST

    New stone cutter should spin only when interacted with or powered by redstone

    Posted: 02 Mar 2019 10:27 AM PST

    Optionally, deals damage when is stepped on while spinning. However, only enabled with commands, since this can be abused and can cause a lot of dumb deaths.

    submitted by /u/BoogaBooga2000
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    Rails should hang off edges like scaffolding

    Posted: 02 Mar 2019 11:51 AM PST

    Rails are a pretty nice thing for transportation, but gaps tend to be a bit of a nuisance, even a small, 1 block gap. Sure, blocks could just be placed to fill the gaps, but why can't rails support themselves?

    Basically, it should act similarly to scaffolding. Rails should be put out a few blocks (like 2-3) before failing to float. That way, little gaps won't be much of an issue, but larger gaps will still require some support towers.

    If a rail is floating above air, then it should get a different texture, like scaffolding does when it is floating above air.

    Standard rails shouldn't be able to curve if they are hanging.

    All rails can still be diagonal in the air, but the bottommost diagonal rail must be above a block.

    If a minecart is on top a hanging rail that isn't connected on both sides, then all connected hanging rails will fall down. If the hanging rail is connected on both sides, then it will not fall down when a minecart is above it.

    submitted by /u/birdieloverreal
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    Cats should absolutely hate water blocks and should flee if splashed with a water bottle.

    Posted: 02 Mar 2019 08:36 AM PST

    If it's raining, cats should flee and run around randomly and seek shelter. If they can't find any they just panic all over the place.

    submitted by /u/Dragor66
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    Coral Transforms Stone Into Coral Blocks

    Posted: 02 Mar 2019 10:07 AM PST

    Coral blocks are one of the most gorgeous blocks in the game. Since coral is a living organism, it stands to reason that it should be able to spread. In real life coral grows on hard structures underwater, most commonly rocks. I propose that, much like real life, coral or coral fans transform stone blocks they are attached to into a coral block of the corresponding colour.

    Like saplings, a coral fan or coral may go through a number of growth stages. Coral and coral fans should use their random block tick to check their attached block is stone or cobblestone and, if it is, they should advance to the next growth stage. Once the coral has advanced past the final growth stage they should spread to the attached stone block, transforming it into a coral block of the corresponding colour. This process could be hurried along by bonemeal.

    To prevent coral from transforming players' builds, they could use halfslabs or double halfslabs. Transforming coral could happen naturally or semi-automatically using a complex redstone machine.

    submitted by /u/SpawnLegacy
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    You should be able to put banners in boats

    Posted: 02 Mar 2019 12:58 PM PST

    Cats should be able to jump higher

    Posted: 02 Mar 2019 02:50 PM PST

    I think it would be great if cats/ozelots would have the ability to jump one and a half or two blocks high.

    submitted by /u/fortnitesucks66
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    New mob; Overgrown Golem

    Posted: 02 Mar 2019 01:19 PM PST

    It's an Iron Golem that somehow got lost in the jungle and became entangled within it's flora, having a 5% chance of spawning. When approached it has a chance of either being deactivated due to age or active, but with slow movement and less attack than normal.

    When deactivated it should appear run-down and not move, but can be repaired with one iron block to normal status, becoming loyal to the player.

    If it's still active it should be a tough neutral mob that only attacks if attacked first, but with reduced stats due to it being run-down. It drops iron blocks ( 1/2, 10% chance) and vines (100% chance).

    submitted by /u/LordSaltious
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    A feature to add to the /replaceitem command that affects how the previous item will be treated.

    Posted: 02 Mar 2019 01:04 PM PST

    So currently the /replaceitem command works like so:

    /replaceitem block XYZ SLOT ITEM AMOUNT

    or

    /replaceitem entity TARGET SLOT ITEM AMOUNT

    I propose that we add three more criteria to the end of this command, STACKING and HANDLING, one or both of which may apply.

    STACKING only applies in the event that the target slot is already occupied by a matching item/items that could stack with the new ones introduced. If they don't match, this criterion is ignored and the system moves on to HANDLING. The STACKING criterion has four possible states to choose from: MERGE(the two sets of items will stack into the slot. If the two sets add up to more than the item's stack limit, then consult HANDLING to see how to deal with the excess items), REPLACE(default if not included, the quantity of the new set supersedes the old set, just like how it works now, except now the old set will be subjected to HANDLING), GREATER(increases the item count to match whichever set is larger. Check HANDLING for how to deal with the smaller set), and LESSER(the same as GREATER but retaining the set containing fewer items instead).

    HANDLING has three different states that determine what happens with any items displaced by the command: DESTROY(default if unspecified, the item disappears as it does now), DROP(the item is thrown on the ground as if a player had thrown it or destroyed the entity/block carrying it; mobs will be unable to retrieve the item for a few seconds), and SHOVE(the item is moved elsewhere in the inventory as if it had just been picked up or placed in via a hopper(if no such slot is available, please refer to DROP). It may even have a sub-criterion for other ways the item could be moved, like to a specific other slot or randomly placed),

    I can see a lot of different ways this system could be utilized and I think it would be a very welcome feature. And if it's not used, it won't ruin any old systems.

    submitted by /u/Mindofthelion
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    maps must be able to be cleaned

    Posted: 02 Mar 2019 09:16 AM PST

    once used maps must be able to be turned into a plain map by using a couldren or a cartographer table

    submitted by /u/optimesto
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    New Splash Text

    Posted: 02 Mar 2019 06:08 AM PST

    We need a splash text reading

    "SUBSCRIBE TO PEWDIEPIE"

    submitted by /u/DaddySauceKing
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    Two speed fire

    Posted: 02 Mar 2019 02:16 PM PST

    This idea is fairly basic.

    There should be two types of fire block in the game: one which spreads very slowly, only responding to random block ticks, and one which spreads quickly (like the current fire block), ignoring random block ticks.

    Both types of fire spread the same way, just at different speeds.

    Also:

    Fast fire blocks replace themselves with the slow variety if the world is laggy (high MSPT) or if gamerule do fire tick is false.

    Slow fire blocks replace themselves with fast ones if the world has low MSPT and do fire tick is true.

    These things together allow large forest fires to exist without causing excessive lag.

    submitted by /u/Ben-Goldberg
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    red pandas(picture included)

    Posted: 02 Mar 2019 12:40 AM PST

    They have 25 HP.They are a little bit taller than a cat. They live in big forests in the trees. They eat bamboo,berries and egg or hunt down chickens. As seen in the picture,they have an animation of lying down,similar to the foxes. They sleep in trees and dark safe places. You can breed them with berries or bamboo. But if they see a lit campfire, they go to it,lie to the ground and then you can tame them with bamboo. It is neutral towards everything except chickens. They can attack you with their claws.

    a tamed red panda:

    If you have a tamed red panda,it does not do much. But it is very cute. It plays and jumps around,climb on rocks and eats bamboo.

    Zawa picture: https://imgur.com/MgQozRG

    submitted by /u/lukygamescz
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    Cursed with Awesome, Blessed with Suck

    Posted: 01 Mar 2019 07:42 PM PST

    I propose making Curses attractive at a cost; Cursed with awesome or blessed with suck. Once more curses are added, I propose that curses be visible but indecipherable until a player equips the item.

    Below are a list of curses, or possibly enchantments, that may affect gameplay in wacky ways:

    • Curse of Blinking (Helmet): The player teleports to a random solid block within 8 blocks upon taking damage.
    • Curse of Burgeoning (Chestplate): You are 1 block taller.
    • Curse of the Undertaker (Shovel): You can dig huge columns of six blocks. You can only dig down.
    • Curse of Greased Lightning (Leggings): You always sprint. You cannot sneak. Sprinting costs less hunger.
    • Curse of Quicksilver (Boots): You always slide as if on ice while not sneaking.
    • Curse of Catalyst (Pickaxe): Harvested blocks sometimes explode in a 3x3x3 area.
    • Curse of Vigilance (Sword): Automatically face an entity when it damages you. Automatically equips itself whenever you right click.
    • Curse of Morphology (Hoe): When hoeing soil, adjacent dirt or grass blocks may turn into Mycelium or Podzol.
    • Curse of Sundering (Axe): +3 attack damage. Logs may burst into 6 - 8 sticks when harvested, boosted by Fortune.
    • Curse of Liveliness (Fishing Rod): Sometimes your fish appears as a mob. Sometimes you catch a guardian or squid.
    • Curse of Farsight (Bow): While equipped you have an extremely narrow field of view.

    Did I miss anything?

    Right now there are only 2 curses in the game and these curses don't really affect gameplay. You can easily forget about armour with Binding if it's good; tools that delete themselves are not an issue when you don't intend to die. Binding Armour that makes you 3 blocks tall - now that changes the game.

    If you have any ideas for curses or enchantments that fit the theme of Cursed with Awesome or Blessed with Suck, (or any ideas for curses at all!) leave them in the comments section below.

    Support the Minecraft Feedback page here.

    submitted by /u/SpawnLegacy
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    Infinity arrows

    Posted: 02 Mar 2019 02:49 AM PST

    So I have been thinking about the fact that infinity is a vital and overpowered enchantment that can be obtained easily through afk fishing. This takes the fun out of the process. I propose a new type of arrow, the infinity arrow. It is a non stackable item that works like an arrow but with infinite uses.

    This would also make for a great reward for raiding some kind of structure. I thought about ocean monuments but that wouldnt really make much sense for an arrow to be found underwater. I think the best place to "hide" such an arrow would be in a jungle temple.

    The jungle temple is an interesting structure, the only one that uses redstone. I believe such a temple should hide the magic infinity arrow of a jungle tribe. Additionally the process of traveling through a jungle, especially with the new bamboo, is fascinating.

    Summary -Reason for players to explore the jungle -Removing the easy to get infinity enchantment -Adding a new arrow type -Reason to raid a jungle temple -Gives jungle tribes a deeper story

    submitted by /u/markoalex8
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    Obsidian Dispensers & Droppers

    Posted: 01 Mar 2019 09:35 PM PST

    Obsidian dispensers and droppers would act just like the normal versions, but would be as blast resistant and as hard to mine as obsidian. They would be crafted like the normal blocks but with obsidian instead of cobblestone. These would be very useful for TNT launchers, minigames, and potentially even new dungeons or structures in the future.

    Feedback site link: https://feedback.minecraft.net/hc/en-us/community/posts/360040222011-Obsidian-Dispensers-Droppers

    submitted by /u/Wolftopia
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    Hoppers should be able to siphon “fuel” into the Composter.

    Posted: 02 Mar 2019 08:34 AM PST

    Essentially, it's almost automated

    submitted by /u/Dragor66
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    Some nice changes to horses

    Posted: 02 Mar 2019 07:44 AM PST

    Ever since horses were added they barely changed, and while I do agree there shouldnt be a full update for horses I do think we should have some changes to them.

    New breeding system Some of you prob dont know how horses gets their stats so before I want to show the new system I want to show why the current system is flawed: At the current system there are 3 parents, not 2, they do an average of the 2 physical horse stats and another random horse stats, so even of both of the parents are maxed their horse will prob have inferior stats, this doesnt make much sense for me and its so flawed that its even faster to just fly with an elytra and finding new horses with good stats than selective breeding. Well my system comes to fix it, with just a small change, instead of adding a new horse to the average make the average between the 2 physical horses and then add a random number (could be negative) to the new horse stats, like that it wont be 10x times harder to make good horses when their already good but will still have the chance to make them a bit worse, just not as bad as a normal horse.

    Battle and armor As you prob know, horses suck in high level combat, a player with a maxed bow will easily kill your horse even if it has a diamond armor + you cant even heal your horse while riding it which makes it even harder to fight using him, well this part is here to fix it! New enchatments Ram 1-5: as long as you ride your horse and dont make sharp turns the horse will get momentum and then when you hit another entity it will damage according to your level amd momentum and knock back it a few blocks a way. Water Born : the horse will have the ability to breath underwater, swim faster and wont throw you when enter the water, to make boats a still viable option you wont have the ability to breath. Old enchatments, new users To prevent horses from being op you can add only some enchantments: unbreaking, thorns, mending, all types of protection and feather falling. Durability: as you could prob see I added mending and unbreaking to the list of compactable enchantments, the durability will be 2.5 times bigger than the chestplate from the same material. Healing in combat: right now the only way to instant heal horses is using potions, this is bad because of a 1 major problem, potions are not stackable and its really annoying to hold a lot of them in your inventory since they take an important and big chunk of your slots, to solve this I thought of a new idea, when you look on your horse and right click a golden food source it will feed the horse and give it its effects + some instant health, carrots will give half a heart, golden apples 1.5 hearts and notch apples will give 4.5 hearts.

    Wel that it, hoped you enjoyed my small horse ideas and please let me know what you think in the most honest way possible :)

    submitted by /u/Jewneral
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    Ability to store exp somehow (in bookshelves? Books?)

    Posted: 01 Mar 2019 04:52 PM PST

    Charged Creeper its own mob!

    Posted: 02 Mar 2019 09:52 AM PST

    I think that the Charged Creeper should be its own mob, instead of sharing space with the Creeper, much how like the Wither Skeleton used to share ID room with the Skeleton! The Charged Creeper would have electric blue spots on its body (for a texture change), Electric blue eyes, and its sounds are modified to add energy sounds to it. To make matters worse, it can fire electric balls at you that don't harm you, but paralyze you and put you in place for this Electric Boom Boy to get you! It also drops something unique that can allow you to fire electric balls too, your reward for battling the Charged Creeper!

    submitted by /u/doctorlakiboss
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    Stone Detailer to Replace Stonecutter

    Posted: 02 Mar 2019 11:43 AM PST

    I've been doing a lot of thinking about the Stonecutter.

    I really don't like it and here's why: - It is too industrial for minecraft's aesthetic. - It is not a machine: It cannot be automated, it takes no power. - The blade looks dangerous; it is not. - The blade spins constantly despite no power. - It unnecessarily simplifies the simplest crafting recipes e.g. slabs and stairs. - It features a circular saw - circle... in minecraft? It just doesn't fit.

    I get it. It gives us an intuitive way to create stone variants such as chiseled stone brick. I get that it saves space in the crafting book. I even get that the scroll bar is there specifically for blocks from mods. I get it. I just don't like it.

    I propose renaming the block to Stone Detailer. Make it look like what it is: a crafting bench with tools for detailing, specifically a hammer and chisel. I would also like slabs and stairs to remain in the general recipes, crafted with a general crafting bench.

    Support this idea on the Minecraft feedback page(when it gets approved)

    submitted by /u/SpawnLegacy
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    Fashion

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