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    Minecraft If you hit a player or entity with an ender pearl, you will trade places with it.

    Minecraft If you hit a player or entity with an ender pearl, you will trade places with it.


    If you hit a player or entity with an ender pearl, you will trade places with it.

    Posted: 19 May 2019 08:49 AM PDT

    The sides of netherrack should be flammable.

    Posted: 18 May 2019 08:39 PM PDT

    Almost every flammable block can be burned from the sides... except the one that's themed on fire??

    submitted by /u/Bonhomhongon
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    Mobs reaction to day/night cycles and how it could be improved.

    Posted: 19 May 2019 05:59 AM PDT

    This is a relativity long post about how I think common hostile mobs reactions to the daylight cycle could be improved in minecraft. Specifically, spiders, creepers, zombies and skeletons. All four spawn in dark conditions and at night.

    Zombies and skeletons

    Zombies and skeletons currently have the same reactions to daylight, which is setting on fire and progressively take hits until they die or find cover (usually under trees.) This is not a problem for zombies at all as they need to get close to you to damage you meaning that they need to leave there cover and therefore take damage. It makes sense for zombies to burn in daylight and basically means zombies are barely a threat at day, as it should be.

    For skeletons though, it is flawed in many ways. Firstly, it lacks origininality and variety since zombies do the same thing. Secondly, skeletons can take cover and shoot you from a distance, which is more annoying than anything. Thirdly, it doesn't really make all that much sense. I don't know if bones are flammable, they might be, but whether daylight would set them on fire is obviously false. Where zombies are fleshy and seen as weak to sunlight in most cases, skeletons are just bones.

    So how could they fix skeletons? Of course, they could do anything, but what I'd suggest involves a 'pile of bones.' Once daylight is hit, skeletons turn into a 'pile of bones' block, and once night time is hit (or dark conditions), 'pile of bones' turns back into a skeleton. Pile of bones has a texture with both arrows and bones, and upon mining gives you what a skeleton would drop (bones and arrows.) This might be flawed but this is just what I came up with.

    Spiders and creepers

    I like how spiders turn neutral at day and aggressive at night and in low darkness, but I think that it isn't presented very well, or could at least be better. Possibly it's eyes could turn a different colour than red at day, or something like that. The idea that spiders present in terms of night and day reactions is cool, but there should be a good way of showing that.

    Creepers just stay alive at day like they do at night, even though I don't believe they spawn in day. This isn't too bad because it's unique to the enemy type (or at least a common enemy type,) but I think it doesn't suit the mob well, and is a bit of a missed opportunity. Creepers are supposed to be sneaky creatures that crawl behind you and surprise. This fits night much better than day.

    I'm not entirely sure what they could do to improve it but I do have a couple of ideas. The first is something tnt themed, like if they die on grass, creepers turn that grass into powdered grass or something of the like, which upon getting destroyed drops gunpowder. Another idea I had is in reference to how the creeper was created, when notch was trying to make pigs. So, when it turns day, they turn into pigs, and when it turns night, all, some or a specific type of pig turns into creepers. When I say "a specific type of pig" I mean that creepers could turn into a special pig, perhaps hostile, or blows up when you hit it. You could tell by red eyes, green patches on its skin or something like that. The reference to how notch created creepers might seem like beating a dead horse at this point but I still think it could be a pretty cool mechanic.

    Sortwhat important conclusion

    So yeah, those are my thoughts, ideas and suggestions on how they could improve how mobs react to the daylight cycle. Not that yes, the skeleton and one of the creeper ideas are flawed because of how the game differentiates between entities and blocks. I'm sure this could be solved though, maybe by making all pile of bones blocks despawn after a certain time of skeletons not loading in from it, and by turning powdered block back into grass block after a certain amount of time. Tell me your ideas though.

    submitted by /u/theflamingtornado
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    Update Nether Fortresses.

    Posted: 19 May 2019 10:56 AM PDT

    We can all agree that The Nether is one of the most neglected features of this game. However, I want to shed light on an often forgotten topic when people talk about updating The Nether, a terrible Nether Fortress. Mojang said that they wanted to go back to neglected features and bring them up to date with modern Minecraft, but the most recent additions The Nether got as a whole was the team adding Endermen into The Nether and Magma Blocks that occasionally spawn near lava. This was in 1.10, nearly 3 years ago at this point. Furthermore, the only significant updates The Nether Fortresses specifically have received, are the 1.4.2 update where Wither Skeletons were added, and the 1.6.1 update where chests were added to Nether Forts. 1.8 and 1.9 only slightly tweaked the contents of the chests. I say that it's time that we updated these forgotten features of this masterpiece of a game.

    With the new building blocks in 1.14, it would be a crime to not include Nether brick walls as well as fences. Not to mention all the red variants of The Nether Brick building blocks. This new pallet could be used to accent The Nether Fortress and make it look less bland in contrast to the modern buildings such as Woodland Mansions, or the newly updated villages. I think that we all can agree that looking at multiple colors is better than staring at the same black-red blob off in the distance. Using better lighting in The Nether Fortresses would be a welcome addition to Nether Forts, so we can actually see where we're doing. Some examples of potential lighting could be Glowstone, Magma blocks, or this trick using lava and fences(https://www.youtube.com/watch?v=x88a3xbZCnE).

    Speaking of the same black-red blob off in the distance, I believe that Nether Fortresses should be given some more generation variation. Ocean monuments and Woodland Mansions have a different interior every time you visit them, so why not provide similar treatment to Nether Fortresses? Maybe have one centralized building and have bridges spawning off of it, connecting the landscape to The Nether Forts, or perhaps have it be like a Nether village on a bridge over lava? I personally believe that it would be much more appealing than an amalgamation of bridges over lava and directly under them, hallways that lead nowhere. Lava wells acting as intersections is an excellent place to start, but I want to see more variation that would make you want to find multiple of these structures. I feel like Strongholds, another one of Minecraft's oldest generating structures accomplishes this much more effectively because while it is mazelike, each path looks different, and you know that they will lead to different areas, making you want to explore them all. One path may lead to a library, while the other may lead to an end portal! With a Nether Fortress, you have an identical 4 way branch that there is a good chance that one will lead to a Netherrack wall, one will lead to an abrupt opening where a Ghast can pop their head in, one will have a chest that contains gold and iron horse armor, and one will have a Wither Skeleton in it.

    Nether Fortresses do have some unique loot, being its 2 exclusive mobs, and Nether Wart. Which should probably stay as it is because we all can agree that spoils of The Nether Fortresses are perfectly fine, even for modern-day Minecraft. Wither Skeletons are the first of the 2 mobs and can give you their Skulls(and coal and stone swords for some reason,) which can be used to fight the Wither, one of 2 bosses in Minecraft. Blazes, are the other exclusive mob and are one of the toughest crowds in the game. They give you blaze rods, which are a literal necessity for potion brewing, and for finding Strongholds. While these 2 are very attractive, my gripe with these mobs is how long it takes to gather enough resources. Wither Skeletons only have a 1/40 chance to drop their Skulls. So statistically, you would have to kill over 100 of these undead offshoots just to fight another undead offshoot of an offshoot. I would like another way to find these rare necessities because nobody wants to commit a genocide of Skeletons just to get a bunch of stone swords and only 1 Skull. Many people just build a blaze farm because Blazes are way too troublesome to take on even then, due to how they tend to form packs, and can see you from 40 blocks away. Maybe if the chests contained Wither Skulls or Blaze Rods, the chests just have recycled content of Dungeons, and the 2 Temples and Mojang acted like everything was fine. Sure diamonds are neat, but we already have a baker's dozen of ways to find them, and I believe that Nether Fortresses should not have Overworld treasures.

    There is so much potential that these Nether Fortresses process. From more convenient loot, better architecture, better general layouts, and potentially new dangers! As it stands, they have just been left one of the oldest structures in the game.

    submitted by /u/Gravity-15
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    The Village Savior Enchantment

    Posted: 19 May 2019 01:24 PM PDT

    Village Savior is a unique enchantment that is only sold by the Weaponsmith, when you have the Hero of the Village effect from beating a raid. They would also sometimes drop them for free at times, due to the status effect's other effect.

    It increases damage done to Illagers & Witches by +1 heart per level (example).

    The level of the enchantment depends on the level of the Hero of the Village effect. So If you beat an easy raid you get level I, and if you beat the most difficult one, you'll get level V.

    Vote on feedback.minecraft.net

    submitted by /u/Mac_Rat
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    Tropical Beach biome

    Posted: 19 May 2019 05:38 AM PDT

    The Tropical Beach biome is a new beach biome that should be more bigger than other beaches. It can be found on the coasts of Jungle biomes. They would have Palm Trees that were shown in the Biome Chooser. In the ocean, there should be warm and lukewarm ocean biomes found near those beaches.

    submitted by /u/mikailafridi
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    Vote to allow leads to be able to connect between two fence posts

    Posted: 19 May 2019 03:43 PM PDT

    Lotus

    Posted: 19 May 2019 01:05 PM PDT

    A Lotus is a plant that resides in the water by floating on it, since the only real floating water plant we have is the Lily Pad, it would be nice to change it up. The Lotus would be a purple flower that floats on water. (Here's a photo of one.) When collected, you can put it in your Crafting Menu to get some Purple Dye.

    submitted by /u/GameProPie
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    Wither Skeleton Animations Should Be Changed

    Posted: 19 May 2019 02:36 PM PDT

    Is it just me, or is it really weird seeing wither skeletons flail both their arms up into the air to attack you? It doesn't make much sense, since skeletons seem to be much smarter than zombies. You'd think they'd know how to actually swing a -sword properly. Likewise, their run animation should be changed into something less zombie-like as well.

    Instead of using zombie animations, how about they run and swing at you the same way a player would? I don't see any downsides to this idea, as no one complained when they gave skeletons a much better bow animation.

    I know it'd just be a minor change, but to me, it's the little things that matter the most. :)

    TLDR: Have wither skeletons use the same animations as the player for running and attacking

    submitted by /u/krazeith
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    Add a new "More Item Info" keybind

    Posted: 19 May 2019 12:24 PM PDT

    I want to see the option for a new Keybind that you hold in your inventory and on items in chat where the Lore can expand into detailed explanations and such.

    Currently, Lore is a JSON object list, which is a fantastic change. I would like to see new fields added that go with this keybind, so you can create extra information.

    This mostly has functionality for Adventure map makers, but also for command-made items in data packs.

    Here's an example of what I had in mind

    submitted by /u/TrashCaster
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    [Meta] The "Illager Beast" user flair was changed to "Ravager"

    Posted: 19 May 2019 01:11 PM PDT

    I applied this change a little bit back when a user brought it up in their own meta post, but it seems that it does not automatically apply if you already have that flair. If you wish to have "Ravager" as your flair, I would suggest changing it on your end so the updated name will apply. If you do not wish to update it, then simply leaving it be will not apply the changes.

    submitted by /u/Mince_rafter
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    Animals should regenerate health when fed

    Posted: 19 May 2019 03:01 PM PDT

    Just like wolves, animals should be unable to breed when not at max health, and should regenerate health when they're fed.

    submitted by /u/Fireheart318s_Reddit
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    New Use for Rabbit Hide!

    Posted: 19 May 2019 10:58 AM PDT

    So as it stands, rabbit hide is pretty much useless. The one thing you can do with it is make normal leather, which is somewhat disappointing. So essentially my idea is that you could use rabbit hide to augment armor in a certain way. You can make "Bunny Boots" or "Bunny Ears" using boots or a helmet respectively (crafting recipe here) Boots could give increased sprint speed while the bunny ears would give increased jump height. Thoughts?

    submitted by /u/turtleman713
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    Wind

    Posted: 19 May 2019 12:20 PM PDT

    Weak wind: pushes the entities (player, arrows, mobs, drops, falling sand) to 0.1 blocks per second in one direction.

    Medium wind: pushes the entities 0.2 blocks per second in one direction

    Strong wind: pushes the entities to 0.3 blocks ...

    Tornado: pushes entities 0.7 blocks ...

    Golden Wind: gives regeneration to the player and prevents the generation of aggressive mobs. (Pushes 0.1 blocks)

    submitted by /u/LibaneseCasaFabri
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    Enchantment Idea: Reach (I-III)

    Posted: 19 May 2019 02:31 PM PDT

    Reach is a enchantment that makes your Sword have longer reach (pretty normal.) Reach I makes you hit further by half a block, Reach II extends that to 1 block, and Reach III Brings your attack distance to 1.5 extra blocks.

    submitted by /u/GameProPie
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    Ender Arrows

    Posted: 19 May 2019 01:58 PM PDT

    Your being chased by 8 Wither Skeletons! If only there were a way to get them away! Meet the Ender Arrow. Crafted with 8 Arrows and a Ender Pearl. Shoot it at a mob or a player to teleport them in a area that's atleast 10 blocks away from you. Any mobs that are hit by this arrow and they are following you will forget and walk away.

    Ender Arrow Crafting Recipe:

    Arrow Arrow Arrow
    Arrow Ender Pearl Arrow
    Arrow Arrow Arrow

    Ender Arrow (x8)
    submitted by /u/GameProPie
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    Tridents should be weak on land, strong in rain/water

    Posted: 19 May 2019 04:33 AM PDT

    The trident is pretty OP, seeing how you can (with a bit of luck) get them very early game. They do the same damage as a diamond sword, can be used as a ranged weapon and has good enchantments.

    Being an ocean-based weapon, tridents should work crappy on land and strong when in contact with water.

    On Land

    Ranged

    A pitiful 15 blocks at most, kind of like a spear irl. Deals 5 hitpoints (2.5 hearts) un-enchanted. If shot into the water, the trident would keep its speed and act like it was shot underwater.

    Melee

    deals 8 hitpoints (4 hears) un-enchanted and 10 hitpoints (5 hearts) with a critical hit. Has an attack cooldown of 3 seconds

    In Rain/Water

    Ranged

    Almost in a straight line. With loyalty, the trident would return if outside render distance. Leaves a trail a bubbles (only in water, not rain). When shot out of the water, the trident would rapidly lose speed. Deals 8 hitpoints (4 hearts) of damage.

    Melee

    Deals 9 hitpoints (4.5 hearts) normally and 13 hitpoints critically. Has an attack cooldown of 1.5 seconds.

    Balance Notes / Extras

    1. These also apply to trident-wielding drowns
    2. When in contact with lava, the Trident would not be burnt instantly, instead, they would start losing durability rapidly
    submitted by /u/lolbit_511
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    Campfire Boats

    Posted: 19 May 2019 03:36 PM PDT

    As crazy as this may seem, some aborigin tribes in the southernmost part of Chile and Argentina whose lives were very dependant on sea lion hunting for survival did this thousands of years ago. It'd be a nice addition to the game that would allow players to cook food OTG and could be easily crafted the same way we already craft hopper minecarts.

    submitted by /u/DeltaGG
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    Bloodmoss (nether plant)

    Posted: 19 May 2019 06:05 AM PDT

    Bloodmoss is a new plant. It looks kind of like a dark red, thornier version of vines.

    It generates on cliffs and edges high up in the Nether and grows all the way down to the bottom. Sometimes Nether Wart can on top of it or next to it at the cliff, this makes it obtainable outside of Nether Fortresses.

    If you walk through it, you'll get stuck. Not like cobweb. You will make be unable to move at all.

    However, if you jump, it releases you, but it also causes it to break and deal a whopping 8 hearts of damage to the player. You can also break through it, which deals 4 hearts of damage. If you have Silk Touch, it deals no damage.

    Vote on feedback.minecraft.net

    submitted by /u/Mac_Rat
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    Why does TNT sound like grass?

    Posted: 19 May 2019 02:42 PM PDT

    TNT needs its own new placing and destroying sounds instead of using grass sounds.

    Also vote on feedback.minecraft

    submitted by /u/Mac_Rat
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    Nunchucks

    Posted: 19 May 2019 02:28 PM PDT

    Lets say you need a reliable weapon, meet the Nunchucks. Crafted with 2 Sticks and some String. It does 3 damage, and attacks twice. (so 6 damage, aka 3 hearts.) While holding them, you can not hold anything in your offhand, and it takes longer to attack with than a normal sword. They have 300 uses. (so 150 cause double attack.) Lets say you want some fire power. Make the Blaze Nunchucks. Crafted with 2 Blaze Rods, some String, and some Blaze Powder. These do 4 Damage. (So 8 cause double attack, so 4 hearts.) And they have 650 (325) Uses. They also light foes on fire.

    ENCHANTMENTS
    Sharpness
    Knockback
    Smite
    Bane of Arthropods
    Quick Handed (I-III)
    Makes the player use Nunchucks faster.
    Reach (I-V)
    Makes Nunchucks have a bit more distance with attacks.
    Ingnition (I-III) (Blaze Nunchucks Only.)
    When the ground is right clicked, it will spawn some fire. Each tier increases the circle of fire.

    Nunchucks Crafting Recipe:

    String
    Stick Stick

    Blaze Nunchucks Crafting Recipe:

    String
    Blaze Rod Blaze Powder Blaze Rod
    submitted by /u/GameProPie
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    Dragon Arrows

    Posted: 19 May 2019 12:27 AM PDT

    Lets say you have some Dragons Breath on you, put it in your Crafting Menu with 3 Arrows to get 3 Dragon Arrows.
    Shooting them at something will do a little bit more damage than a normal Arrow, and it will spawn a small cloud of Dragons Breath that will follow whatever that it hits, the cloud lasts 3-5 seconds.

    Dragon Arrow Crafting Recipe:

    Dragons Breath
    Arrow (x3)
    submitted by /u/GameProPie
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    Mobs able have different sizes (like slimes/magmacubes)

    Posted: 19 May 2019 03:35 AM PDT

    Currently only slimes/magmacubes, phantoms and giants are able to change sizes, but what if all the other mobs could increase their size as well?, if its too complicated maybe only give them 2 or 3 size options rather than the dozens of sizes slimes can have. If this feature isnt added via commands then maybe in survival you can create a growth potion, to make mobs to increase their health and damage stats. This feature would be amazing for adventure maps that have custom bosses, giving the enemies a real BOSS look, imagine fighting against a 10 blocks sized spider along with 3 other friends. this feature would open so many possibilites, even for multiplayer servers, to create some final boss raids, or just as VIP mounts.

    I know there is an addon in MCPE called Giga mobs which basically does this but still....

    submitted by /u/MexBot
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    Fashion

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