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    Minecraft Tint, depending on the biome temperature

    Minecraft Tint, depending on the biome temperature


    Tint, depending on the biome temperature

    Posted: 04 Apr 2019 11:07 AM PDT

    When you enter a cold biome, your first person screen has blue tinted edges. The colder the biome, the more tinted they are.

    Same story when you enter a hot biome, only that it's tinted orange.

    There also should be a slider in the video settings, for tint intesnity, can be switched off.

    submitted by /u/MarijusBau
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    New mob head drop behaviour idea

    Posted: 04 Apr 2019 11:11 AM PDT

    Instead of obtained a head via charged creeper explosion, you should get a mob head every 50 kills of that mob. The luck effect reduces the kills needed.

    submitted by /u/MarijusBau
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    Make parrots imitate cat noises when creepers are nearby to scare them away

    Posted: 04 Apr 2019 04:27 AM PDT

    Would be cool to scare away creepers with a parrot on your shoulder.

    submitted by /u/allsmighty
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    Indoor_air : a new block to improve spawning mechanics and villager behaviour

    Posted: 04 Apr 2019 01:15 PM PDT

    The problem(s)

    Currently, mob spawning is determined almost exclusively by light levels, with altitude, biome and difficulty contributing slightly.

    This means placing light sources is one of the only ways to prevent mob spawning, with the alternative being building with spawn-proof blocks (slabs, buttons, etc). Many times this leads to some issues when building in a certain style/scale, like awkward block placement due to slab floors, torch spamming or hiding light sources under carpets even if they don't fit the build.

    Another problem this suggestion also fixes is villager house detection.

    Currently, the way the game defines a house is by looking for doors with more "ceiling" blocks on one side than the other. This leads to situations where a door with a block next to it is considered a house or a house with a creeper hole is still valid, leaving villagers exposed to zombies.

    The solution

    I propose adding a new type of air block, similar to void_air or cave_air, indoor_air.

    Behaviour

    • Mobs wouldn't be able to spawn in these blocks.
    • Villagers would now consider this block to be the inside, while normal air would be outside.

    Generation

    Besides being generated as part of village buildings in the inside, these blocks can also be generated by building roofs.

    How it works (you can skip this part if you're not interested in the technical parts of this idea):

    1. When an air block changes from being directly exposed to the sun to not being directly exposed (sunlight level decreases from 15), the game tests if the air blocks directly adjacent sideways are also exposed to the sun (sunlight level 15);
    2. If the adjacent blocks are exposed to the sun, the process stops. If they aren't, this continues to the next adjacent blocks, until either it runs into air exposed to the sun or it reaches a wall.
    3. When all the blocks on that y-level are checked, the game moves one block down. All the blocks below the "roofed" blocks also have sunlight level lower than 15, so they don't need to be checked. Starting from the borders of this area, the same process happens. This is then repeated until the floor is reached or it is determined there is no inside (i.e. there's a hole in the roof or in the wall).
    4. If it is determined to be a valid indoor space, these air blocks are replaced with indoor_air.
    5. When an air block is created next to an indoor_air block (for example, a hole is made in the wall), it turns the block into normal air, spreading this effect.

    Note: This only works with normal air, not cave_air, so mob spawning in caves is not affected.

    A different version of this

    Instead of this effect spreading forever, I think it would be a better idea (both computation and immersion wise) if there was a limit to this, like 50 blocks, for example (tell me if you think this is a good value or if it should be changed).

    This would mean that, if you built a big enough house and you left a hole in one of the walls, mobs would only be able to spawn those 50 blocks into your house, making it look they came in through the hole.

    Tell me what you think, this probably still needs some improvement.

    ___

    Tl;dr: A new type of air block where mobs can't spawn, indoor_air, dependent on the existence of a roof and walls, allowing players to build without spamming torches or hiding light sources. Also helps villagers decide if they are inside (therefore safe) or outside.

    submitted by /u/TitaniumBrain
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    Lapis Should Be Common In Deserts.

    Posted: 03 Apr 2019 05:22 PM PDT

    While I was researching about Lapis I found out that the ancient Egyptians commonly used Lapis. So I think it would be cool if Lapis would spawn more regularly than normal in deserts (not in mesas though). It would give the desert a nice touch of realism imo, but I'd love to hear about your opinions on this idea.

    (Note: For those who think it's too "OP" let me tell you that Lapis can only be used in the enchantment table and you still need 2 diamonds not to mention obsideon and when you get an enchantment table you would probably have loads of Lapis anyway)

    Here is the link if you want to vote on the offcial minecraft feedback site: https://feedback.minecraft.net/hc/en-us/community/posts/360043222392-Deserts-should-be-abundant-in-Lapis

    submitted by /u/ArtisticPhrase6
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    In cold biomes you have the cold air particles coming from your head

    Posted: 04 Apr 2019 05:35 AM PDT

    Nice atmospheric change to the game I think

    submitted by /u/lukemassie11
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    Use a Torch on a Carved Pumpkin to make a Jack-o-Lantern (/on Jack-o-Lantern to get torch back & make Carved Pumpkin)

    Posted: 04 Apr 2019 07:33 AM PDT

    physically, not in a crafting table

    submitted by /u/StrayPay
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    The Totem of Undying should work in the void, and give you levitation for a little bit.

    Posted: 04 Apr 2019 01:46 PM PDT

    When you die in the end void with a totem in your hand, not only do you lose the totem, but it also doesn't revive you. I feel like giving levitation would be a cool solution to this.

    https://feedback.minecraft.net/hc/en-us/community/posts/360043230352-Totems-of-Undying-should-give-you-levitation-if-you-die-in-the-void- Vote on the feedback page!

    submitted by /u/TheWM_
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    Bedrock Edition for Mac, Linux, and Windows 7 to 8.1

    Posted: 04 Apr 2019 03:58 PM PDT

    • Put Bedrock Edition on the App Store for Mac
    • Put it on Steam for Linux and older versions of Windows (7 to 8.1), and maybe Mac too.

    The Education Edition, which is based on Bedrock is already available for Mac, and Windows 7 to 8.1.

    If you support this idea, vote here on the official Minecraft Feedback site.

    There were two older posts for Linux and Mac that got removed (archive links here and here). Each had 710 and 325 votes respectively as of September 2017 versus the current posts's 647 votes.

    Can I get /u/HelenAngel and/or /u/chupacaubrey do chime in here?

    submitted by /u/5ives
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    Revert horse textures to better-liking, more functional ones.

    Posted: 04 Apr 2019 01:45 PM PDT

    these new equine textures (and models) are too simplified and they're UGLY! They have fewer characteristics, and they don't have any detailed behavior. I don't find the horses interesting anymore. :(

    submitted by /u/PurpleQuartz
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    Lapis Block Without Borders

    Posted: 04 Apr 2019 03:50 AM PDT

    This idea is simple but in my opinion well needed. Lapis is a very nice color but the block makes an ugly grid pattern that makes it difficult to build with. I suggest Mojang make a smooth lapis variant like they did for quartz. Stairs/slabs/walls of lapis (and smooth variant) would be nice too and give it some actual use (as people have way too much lapis just to use on enchanting and 1.14 makes blue dye very easy to get now.

    submitted by /u/Karimo101
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    Pet EXP, abilities and AI overhaul (Dogs)

    Posted: 04 Apr 2019 06:02 AM PDT

    Recently in the latest snapshots and betas, villagers got a experience bar everytime you trade with them. I think that all the pets should have something like this too, and leveling up a pet would change some stats about that pet. In post, I would talk about dogs, I would cover up the other pets in future posts.

    GUI

    If you don't know what a GUI is, they are basically a interfere or screen that pops up when you do something, for example: clicking on a villager puts you in the trading GUI. Clicking "E" opens your Inventory GUI

    Opening the GUI

    When you click on a dog you can make them sit, follow you or go into wander mode. In wander mode, they would wander around a 30x30 area, never leaving until put out of wander mode. When you shift click a dog you open your

    Monitor

    While in the GUI of your pet, you can see their HP, EXP, level, damage and happiness.

    Happiness

    Happiness is a variable that can be set to a number between -10 (lowest) and 20 (max cap). They affect how efficient your pets gets, for example: when your dog has 20 happiness, it would get double EXP until they drop

    A sad dog would also affect its stats, a sad dog would take 1 more heart of damage from almost all types of damage.

    Gaining Happiness: Decreasing happiness:
    1. Fetching (explained later) +2 1. Getting hurt -1
    2. Eating +1 2. Being in sit mode for a long time -3
    3. Levelling up +5 3. Not eating for too long -1

    EXP

    Villagers have 5 stages of levelling up: Novice>Apprentice>Journeyman>Expert>Master.

    Dogs would have 3 stages: Friendly>Obedient>Loyal

    Friendly

    These types of dogs attack what you hit and what hits you. Just like how dogs behave now. Needs 30 EXP to level up.

    Obedient

    Gains 5% more attack damage. Detections range increases 3 blocks. And would follow you around more closely.

    Loyal

    Gains 10% health boost, 3% speed boost and does 30% more damage

    Ways to gain EXP for Dogs

    Fetching

    When you press "Q", you throw an item away from you; I propose that if you press "shift" and "Q", You throw the item far away. When you use this to throw an item, your dog would go locate the item, and bring it back, gaining 3 EXP while doing so.

    Fighting

    Every time your dog hits something, they gain a 1 EXP. If they killed a monster or player with the owner's help, they gain 3 EXP. If they killed a monster or player without their owner's help, they gain 5 EXP.

    Breeding

    When two dogs breed together, they would gain 10 EXP, however, they wouldn't be able to breed again for 5 game days.

    Eating (low chance)

    When you feed your dog something, they would have a chance to gain 2-4 EXP

    5% chance to give EXP 10% chance to give EXP 20% chance to give EXP 25% chance to give EXP 40% chance to give EXP
    Rotten flesh cooked fish of all sorts raw fish of any sort All cooked food All raw food
    Pufferfish (plus the posionising and harmful effects) N/A N/A N/A N/A

    submitted by /u/lolbit_511
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    /forceai command

    Posted: 04 Apr 2019 01:56 PM PDT

    Basically it forces a mob to do something. It is nothing to do with the nbt data, it is a whole new set of data you are changing. The template for the command is: /forceai <targets> [aiData] An example of this would be /forceai @e[type=chicken] {Wandering:1b} and it would make all chickens start to wander around.

    I don't know the code of entity ai, so these aren't exactly how the aiData values should be; but here are some possible aiData values:

    Wandering equals either 0b for false or 1b for true. Decides if the entity is currently standing in place or moving aimlessly

    Panicking equals either 0b for false or 1b for true. Decides if the entity is currently running around (usually after being hit) or not. Only has an effect on non-hostile mobs.

    Attacking equals either 0b for false or 1b for true. Decides if the entity is currently attacking another entity. Only has an effect on hostile mobs.

    AttackVictim equals any entity or player name, for example, @p or Herobrine. Decides what entity the entity is attacking if Attacking is true.

    submitted by /u/doogawa2
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    More TNT blocks per recipe

    Posted: 04 Apr 2019 04:03 PM PDT

    I'm not sure if this has this has been posted before and I hope it hasn't, but one inconvenience to me is only getting 1 TNT block when you craft it. I think that it would be more balanced if you received 2 or maybe 4 from doing this, and I think it would mean a lot less grinding creepers.

    I think the only reason that this shouldn't happen is the fact that TNT will become much more abundant with mob farms, but I think the positives outweigh the negatives.

    submitted by /u/EmberCon
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    Colored glowstone and/or redstone lamps please

    Posted: 04 Apr 2019 03:58 PM PDT

    Make Furnaces and other blocks unpushable with pistons.

    Posted: 04 Apr 2019 02:58 PM PDT

    Here is a website where it shows you the blocks that are unpushable on Java, but pushable on Bedrock.

    https://minecraft.gamepedia.com/Piston#Limitations

    submitted by /u/PlasmaEarth
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    [META] Which update for Minecraft do you want the most?

    Posted: 03 Apr 2019 04:44 PM PDT

    People have been debating which update should be next, from a potential cave update to a possible nether update. Let me know which update you guys want the most in the comments below!

    I've even made a poll for which update you want the most.

    submitted by /u/FreezingTNT2
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    Full development of the golem idea

    Posted: 04 Apr 2019 05:18 AM PDT

    Players can construct iron golems and snow golems (and withers!), villagers can construct iron golems only. This is a part of Minecraft that's been a patch from the beginning (so villagers can be protected without making them capable of violence). Developing this idea fully would add many possibilities to the game and would cater to those who prefer robots to more traditional pets.

    Golems are already constructed out of parts so it's natural to add some customization. Each part should be responsible for a different property. Legs are responsible for locomotion, hands for fighting and working, body for power and heads for the AI.

    There should be redstone involved in the recipe - it makes sense you would need redstone to make a moving machine like a golem.

    Putting a creeper head on a golem should give it a creeper AI, of course.

    Golem heads (and torsos, and hands, and legs) should be constructed in a manner similar to fireworks - by combining ingredients to achieve a specific AI with predefined objectives. (follow X, attack Y, defend Z ect)

    This idea implemented fully would mean that we can construct a golem moving on rails targetting zombies with a bow or a wooden golem with scissor hands for cutting grass and shaving sheep.

    It's hard to judge how far this part of the game should be taken, but it's certain that it needs development. We are entering the age of robots and the robots in Minecraft are a patchy afterthought.

    submitted by /u/Hyta
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    Better Luck Effect (For 1.14)

    Posted: 03 Apr 2019 05:01 PM PDT

    Luck is a unique effect, increasing fishing chances and other things, but I have an idea for how to implement it.

    Get it naturally:

    1. It should be given along with hero of the village, except it lasts for 5 days
    2. It could also be given for 10 minutes per emerald ore mined (optional); thus giving the ore more uses than trading.

    Luck should increase rare drop chances of all mobs and give exclusive drops. Also, it should have certain features.

    1. Chickens will drop an egg
    2. Zombies will drop iron ingots and/or feathers (like in Beta)
    3. Skeletons, Creepers, Wither Skeletons, and Zombies all will now have a 5% chance of dropping their head with the luck effect given.
    4. Endermen now have a 10% chance of dropping an Eye of Ender instead of pearls (overruling it)
    5. Blazes have a 25% chance of dropping Glowstone along with usual drops.
    6. Magma Cubes (above smallest size) can all drop a magma block (5% of the time)
    7. Shulkers can drop new pellets, when eaten like chorus fruit, will give 10 seconds of leviation (can be put in brewing stands for the levitation potion)
    8. Witches will drop a random potion instead of a bottle.
    9. The ravager will drop 2 Iron Horse Armor
    10. All mobs will have increased rates (Looting 1 equivalent), but the drops listed will keep their rates.
    11. If you use looting on a sword with the effect added, it adds to the next effect level, but maxes out at the maximum possible looting amount available in survival. (only adds to 3, then stays at 3 for greater results)
    12. Luck can only be one level, several mined emerald ores do not double the luck level the player has.

    I hope this is a good suggestion! Vote for it here!

    https://feedback.minecraft.net/hc/en-us/community/posts/360043222072-Better-Luck-Effect-For-1-14-

    I am open to edits for this.

    submitted by /u/brickbuilder876
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    torches to stop mobs - new idea - salt

    Posted: 03 Apr 2019 06:16 PM PDT

    Well, every-time I make a build there is one thing that makes it look ugly, I have to place torches or build lights to stop mobs from spawning near base, even this does not work sometimes. I would like another option, what is this option you ask? well, in real life people put salt down to stop bad spirits, and bugs getting to their stuff and soul. what if you could 'salt a block' you collect salt from a new or old sea mob, right click a block and its salted. no mobs will spawn on it. excluding some mobs. like pillagers. maybe a salted block does not need to even change, or it could have a slight salty look. well, this is my idea. please work shop. thank you

    submitted by /u/Meowing_Hard
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