• Breaking News

    Minecraft The Major FPS List Update of 2019

    Minecraft The Major FPS List Update of 2019


    The Major FPS List Update of 2019

    Posted: 21 May 2019 09:24 AM PDT

    Hello everybody! This is probably going to be a controversial post, but here it is anyway.

    Over the past few months, I've been working on a major new upgrade to the FPS list that adds a whole bunch of additions, additional clarifications, and fixes to a lot of odd wording and outdated info. Today, those additions and changes are coming into effect. Bear in mind, any posts made before these changes were added will not be affected by the new changes. So if you have any posts that talk about ropes, chains, hanging lanterns from iron bars, stonecutters doing damage, or whatever else is on the list below, those posts will NOT be removed and can stay up for as long as you want. Think of them as being "grandfathered". However, any ideas using these additions that are made after this announcement is made will be subject to the new changes and will be removed unless they are unique takes on the concepts.

    Now, you may be wondering, "why now, and why all these changes?" The answer is quite simple really: so many people have been posting the same things over and over again. Don't you think it's time for a little change? Something new? Something unique? Here is your chance to do all that and more! Now you have a much more specific range of ideas that you know have been posted many times before, so you can broaden your imagination and mind to find new possibilities and ideas that have never been made before. :)

    Have a wonderful day, and keep up the great work!


    Here is a list of all the changes and additions that are being added to the FPS list as of today:

    MOBS:

    • Dragon taming (denied by Mojang; too overpowered and doesn't fit with their vision)
    • Snakes/sea serpents
    • Creepers/zombies/skeletons spawning in the End/Nether
    • Jellyfish or nautiluses
    • Rats or mice
    • Penguins
    • Pirate mobs, whether they be undead or Illagers
    • Husks drop sand
    • Wandering Traders spawn in the Nether/End
    • Re-add Illusioners
    • Herobrine (denied by Mojang: "NOT REAL, will never be added")
    • Red Dragons
    • Cave spiders spawning outside of mineshafts
    • Villager/scientist who sells redstone
    • Elves/dwarves/orcs/goblins
    • More dog skins

    BLOCKS:

    • Rotten flesh blocks
    • Ash/basalt blocks in the Nether
    • End quartz
    • Craftable End portal blocks
    • Crystal blocks
    • Concrete stairs and slabs
    • Mirrors (denied by Mojang: too performance-heavy)
    • Sideways banners/flags

    VANITY:

    • More paintings
    • More banner patterns
    • Diving animation
    • Lanterns hang from iron bars/End rods/walls
    • Chains/ropes

    COMBAT, TOOLS:

    • Ballista (was once considered, then denied by Mojang in favor of crossbows)
    • Cannons/hand-cannons (denied by Mojang; falls under "gun" category)
    • Maces
    • Lances for horseback combat
    • Dual wielding swords for extra damage/attacks
    • Eyes of Ender fly up to the Ender Dragon and do damage (denied by Helen: "wouldn't make sense")
    • Reverse 1.9 combat with a gamerule to be more like 1.8 combat (denied by Mojang; 1.8 combat is not coming back)
    • Craftable horse armor
    • Craftable tridents
    • Dynamite/throwable TNT

    ENCHANTMENTING AND MAGIC:

    • "Scythe" enchantment for hoes
    • Collecting XP with bottles gives you bottles o' enchanting
    • Using Silk Touch on a spawner picks it up (denied by Mojang: too overpowered)
    • Enchantments have unique designs/textures for each book/tool/armor piece (thorns is spiky, frost-walker has ice crystals, etc.)

    UTILITY:

    • Stonecutters cut wood blocks as well as stone
    • Eyes of Ender direct you to End gateways/End cities (denied by Jeb: "too CPU-heavy")
    • Backpacks for use in expanding the inventory
    • Smelting zombie flesh gives leather

    MECHANICS:

    • Barrels roll down hills
    • Stonecutters deal damage when stepped onto

    ENVIRONMENT AND WORLD GENERATION:

    • Lava rain/lava floods in the Nether
    • Dream dimension (denied by Mojang)
    submitted by /u/GreasyTroll4
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    Small camps can be found randomly in the overworld

    Posted: 21 May 2019 09:22 AM PDT

    Camps can be found randomly in the overworld in any biome and will contain: 1x Bed, random colour; 1x Campfire; 1x Flower Pot, for effect; 1x Barrel, containing randomly generated items.

    Barrels in camps can contain: Mushroom Stew, Beetroot Soup, Rabbit Stew, Chainmail Armour, Gold or Silver Nuggets, Stone Tools.

    Images: Camp - http://imgur.com/RIMN4Qr ,Barrel - http://imgur.com/OKIDQxh

    2nd Post - https://www.reddit.com/r/minecraftsuggestions/comments/brdovd/small_camps_can_be_found_randomly_in_the/?utm_medium=android_app&utm_source=share

    submitted by /u/JoshyNewbould
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    Small camps can be found randomly in the overworld (2nd post)

    Posted: 21 May 2019 11:04 AM PDT

    Camps can be found randomly in the overworld in any biome and will contain: 1x Bed, random colour; 1x Unlit Campfire; 1x Flower Pot, for effect; 1x Barrel, containing randomly generated items; 1x Log, for sitting on.

    Barrels in camps can contain: Mushroom Stew, Beetroot Soup, Rabbit Stew, Chainmail Armour, Gold or Silver Nuggets, Stone Tools.

    Images: Camp - http://imgur.com/YdG4nBz ,Barrel - http://imgur.com/OKIDQxh

    1st Post - https://www.reddit.com/r/minecraftsuggestions/comments/brcfrg/small_camps_can_be_found_randomly_in_the_overworld/?utm_medium=android_app&utm_source=share

    submitted by /u/JoshyNewbould
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    Archipelago Biome

    Posted: 20 May 2019 08:53 PM PDT

    This was an idea I though up a few years ago. It's a biome that would maybe spice up oceans a bit more.

    The Archipelago Biome:

    -This biome consisted of a few ideas I thought were interesting, but not as much in their own. So I compiled them into one thing.

    Islands:

    -An archipelago is a collection of islands. The idea I had for this was that there would be 4 different types of islands. All of which have beaches surrounding them.

    • Jungle Islands
    • Volcano Islands
    • Desert Islands
    • Grass Island

    These islands do not have to stay separate, and can be mixed however the devs would see it fit.

    Structures:

    -Obviously a new type of village would be created for this biome. The village I would envision with this island biome would be a beachfront boardwalk type of town. They would consist of piers and wooded buildings similar to pirate towns.

    Some other structures I envisioned were:

    • Abandoned forts (which could be good places to find arrows, gunpowder, and TNT)

    • Stone Heads (these would just be decorative structures that look like Easter island heads)

    • Skeleton Ships (underwater ships like the ones we have now, but with skeletons that walk on the sea floor)

    Other small ideas:

    • Palm Trees
    • Coconuts
    • Monkeys
    • Whirlpools
    • A new sand pathway
    • Telescopes

    If somebody already had a concept similar to this my bad, these were just some things that came off the top of my head.

    submitted by /u/Nikdonalds
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    A crab mob with coral growing on its back.

    Posted: 21 May 2019 09:18 AM PDT

    A giant orange crab, about the size of a spider, that lurks ocean floors and wanders to a random far-off destination like a trader. It is neutral, and will only attack when hit or when a non-fish mob blocks its path.

    It has coral growing on its back, in 3 height stages. Coral type is random.

    Shearing the crab drops respective coral blocks and the crab loses the coral on its back. Over time, crab will regrow its coral. Feeding it ink sacs will accelerate the coral growth, but only a little.

    Crab spawns randomly in ocean depths. Generally rare. Spawns more often in coral reefs, but still rare.

    Killing it drops kelp. Uniquely, pickaxes are more effective than swords because of it's hard shell.

    2 or 3 tropical fish swim around it. The crab ignores these. On land, the fish hide in the coral. Harvesting he coral or killing the crab in this case will also kill the fish.

    The crab will not suffocate on land, and is not afraid to take shortcuts on land.

    When the crab reaches its destination or it gets too far, it will despawn.

    submitted by /u/Takama12
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    Enchanting really needs an update

    Posted: 21 May 2019 02:07 PM PDT

    Honestly, I am tired of farming for protection IV, sharpness V, Power V, and all the other overpowered enchantments that trump all others. We need some more varied and useful enchantments for all forms of tools, and possibly more curses. First, I have compiled a list of cool enchantments I think the game could benefit from.

    Armor:

    Hardening, tiers I-III. It would drastically increase protection, specifically explosion damage and genetic mob attacks with tools or fists, however at the cost of nerfing movement speed as well, similar to turtle master potion. It would be incompatible with blast protection and protection, to provide more options.

    Weapons:

    Lightness. Tiers I-V Similar to sharpness, but increases attack cooldown, providing an alternative to sharpness. 1.8 spam clickers rejoice, with lightness V you may attack quickly again.

    General:

    Amplification. No tiers. Would be incompatible with mending, but for each gear equipped it would increase xp gained by 5%. On items you would have to actively be holding it in order to get the game, leading to a max theoretical 30% boost.

    Also, currently only two curses are implemented in the game. Curses are such a cool idea, however are hardly used. Here are some ideas for curses.

    Curse of degradation. It would act like the opposite of unbreaking, causing the item to lose durability at a quicker rate. Incompatible with mending and unbreaking. To prevent this from totally making an item useless, it would amplify the primary effect (efficiency, sharpness/power, protection, and lure) slightly, and refund 45% of invested xp upon breaking.

    Curse of frost. Weakens damage to snow golems, strays, and any mob on top of a snow block or in a snowy biome (taiga is okay though), it would also extinguish burning mobs, nullifying flame and fire aspect, but remains compatible for a twist. Might be useful on a stick for friendly mobs. Can be applied to armor for weakened durability and protection in cold biomes.

    Curse of flame. Identical to frost, just weakens damage to husks and in hot biomes like deserts, jungles, and Mesas. Has a slight chance of lighting nearby blocks on fire, including player. Be careful in jungles.

    Also, I'm thinking there needs to be a boost to enchanting tables. Possibly a lapis lazuli 'burn' would unlock a 4th slot temporarily, which would be level 40, however it only consumes 2 levels. The fourth slot would put a max tier enchantment on the item, and have a 100% chance of getting either a curse or rare enchantment such as mending or amplification. This would provide a gamble and a cheap way for high level players to obtain valuable enchantments. Any thoughts or suggestions, especially new enchantments or curses?

    submitted by /u/PM_ME_CUTE_DOGGO_PIC
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    Locked Chests In Survival Mode?

    Posted: 21 May 2019 12:58 PM PDT

    Maybe you can rename a tripwire hook with a password, and shift-right click a chest to lock it? And you can use an renamed item with the same password to open the chest.

    submitted by /u/Yond3ring
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    New Illager: The Electrocuter

    Posted: 21 May 2019 09:17 AM PDT

    There are currently no mobs that summon lightning so I started to make a suggestion of this.

    Health: 40 (❤️ x 20)

    Damage: Lightning Bolt: 5

    Size: Height: 1.95 Blocks Width: 0.9 blocks

    Spawn: Spawns during a thunderstorm. Very rare.

    Appearance: Like an Illusioner but it has cyan eyes and a cyan hood and gown.

    Drops: Bolt

    XP: 12

    Hostility: Hostile

    The Electrocuter has 2 attacks:

    1: The Electrocuter will wave his arms emitting indigo particles and will make a buzzing sound. Then it will summon 6 Lightning Bolts towards you (just like an Evoker summoning it's Evoker Fangs). This is a rare attack.

    2: The Electrocuter will hold a Bolt. It will throw Bolts for about 20 seconds.

    Electrocuter Drop: Bolt

    Type: Ranged Combat

    Renewable: Yes

    Stackable: Yes (16)

    Damage: Lightning Bolt: 5

    Dropped by: Electrocuter

    Bolts are throwable items used for combat. They can only be dropped by Electrocuters. When they land, they will summon a Lightning Bolt. This also happens when they hit entities.

    submitted by /u/mikailafridi
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    Husks lured into rain will eventually become zombies.

    Posted: 21 May 2019 10:52 AM PDT

    Like their drowning feature, they will slowly (Much slower than drowning) become zombies, keeping most NBT & their equipment still on them.

    Zombies becoming drowneds from rain, however, is a biiiiit out there though.

    submitted by /u/DylanTheSpud
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    Ducks

    Posted: 21 May 2019 01:35 PM PDT

    Simply ducks, nothing over the top about them, just ducks that chill in ponds and do duck things.

    submitted by /u/Branman1234
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    Cats should be afraid of water and will try to avoid water.

    Posted: 21 May 2019 08:36 AM PDT

    This applies only to Cats but not to Ocelots. Cats should be afraid of water but Ocelots still don't mind the water.

    submitted by /u/mikailafridi
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    Custom difficulty

    Posted: 21 May 2019 04:23 PM PDT

    This was an idea that popped into my head: A new difficulty called 'Custom'. Basically, a new difficulty that lets you customize what appears.

    Want hostile mobs but want Peaceful's lack of hunger? Sure. Want Zombies to have as much power as they do on Hard difficulty but not break down doors? Go for it. Want to play peaceful mode but with a ton more firespread? You can do that too.

    submitted by /u/The-Myth-Of-Legends
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    Airships

    Posted: 20 May 2019 11:55 PM PDT

    For a brief overview, click here

    For a full overview, keep reading!

    Ever since the dawn of time, people have wanted to take to the skies (in Minecraft, I mean). The elytra offered one way. This is a suggestion for another. Introducing...

    Airships!

    Next gen transportation for those needing a reliable method of flight, Airships will be able to move the player and other mobs around your Minecraft world!

    Preperation

    • The Gas Bladder

    Alright, down into the nitty gritty. The crafting recipe for Airships will aim to kill two birds with one stone. More transportation, and re-incentivising the Nether! In order to obtain the main ingredient, you will need to go to the Nether and find some Ghasts. Killing the Ghasts will yield a 1/5 chance of getting the Gas Bladder. This gassy sac will be used to power your Airship (and can also be used as fuel for furnaces). Now this is the fun part. You must fight the Ghast over solid ground in order to not lose the bladder, as it is highly flammable and will burn in lava. Once you get it, you can make

    • The Air Balloon

    The Air Balloon is made with a Gas Bladder in the middle, wool in the corners, and string everywhere else (refer to link at the top for visuals). This will give you a decorative block that can be used in builds. However, it will primarily be used in making the Airship itself. Add dye of any colour to change its hue, and like it's predecessor it's highly flammable!

    Making the Airship

    In order to create the majesty that is the Airship, you must place 3 air balloons along the top of the crafting table, two string on the middle sides, and along the bottom some wooden planks. This will give the Airship in the form of a placeable item. Place it down on any flat surface, and you will then be able to use the fruits of your labour!

    Using the Airship

    Like any vehicle, two players/mobs can sit in it at any time. Pressing [Space] will ascend, pressing [Ctrl] will descend, and [W] [A] [S] [D] will move similar to that of boats. As Airships are relatively frail, they cannot hold any inventory of their own, only you, a friend, and what ever you both are carrying. Pressing [Shift] will cause you to fall out of the Airship as it slowly descends, so be careful. Like other vehicles, attacking it will cause it to rattle and break. The Airship moves a little slower than a player walking along.

    Customisation

    Like wool blocks, Airships can be dyed. Right click with any colour, and voila. The sails will be changed to that colour! Additionally, players can right click to add Banners on either side of the Airship. Advertisements, War Emblems, anything you want! Right clicking with an axe will remove it.

    Combat

    Airships aren't immune to projectiles, so anything naturally harmful like arrows, fire balls, etc. will slowly damage it until it is immobilised (not including eggs or snowballs). It cannot be steered, and will slowly sink to the floor, dropping as an item. This allows for epic dogfights in the sky!

    Balancing

    To prevent the Airship from being OP, it will be the slowest form of transport. However, being an aerial vehicle, it can bypass any terrain whatsoever! To prevent just flying to the End Islands, the Airship will be extremely weak against the Enderdragon. With one hit, the Enderdragon can take it down. Don't even try to stray too far!

    So that was my suggestion for working Airships in Minecraft. They were designed to not conflict with Minecraft's style as they aren't powered by any technology, just the power of the Nether! Please upvote not just here, but vote here as well:

    https://feedback.minecraft.net/hc/en-us/community/posts/360044096051-Airships-New-transportation

    Thanks!

    submitted by /u/Quantum_Crab
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    The Werewolf Villager

    Posted: 21 May 2019 06:24 AM PDT

    The Werewolf would add a new threat to villages... but also a new way for you to help them! Occasionally , a village will spawn with one werewolf villager. During the day, this villager would appear completely normal, and just go about their daily jobs and activities. However, at night, during a full moon, this villager will wake up and be covered in fur and have red eyes. During this night, the werewolf will do one thing to harm the village before going back to bed. It could either:

    -Kill one animal

    -Destroy crops

    -Bite a villager (would have a small chance of turning this villager into a werewolf)

    -Kill a villager (this would be fairly uncommon)

    The next morning, the village will wake up and see what the werewolf has done. The victims of the attack will become angry (A butcher will be angry if one of his animals has been killed, a farmer will be angry if his crops are ruined, a villager would be angry if he was bit during the night, and the entire village would be angry if a villager was killed).

    The player has two options to rid the village of the werewolf. First they could try to kill the werewolf during the night (werewolves can only be killed with gold weapons, or weapons enchanted with smite). However, killing the wolf wouldn't have a great reward. In fact, the village will be angry to find that one of the villagers was killed!

    The second option would be to cure the villager. This would be done the same way zombie villagers are cured, and the villager can only be cured when they are in their werewolf form. When the player does this, they will gain the Hero of the Village effect. In addition, the cured villager would become grateful towards you. They would give you a small gift before returning to bed, and will permanently offer you better trades!

    Additional Notes:

    -If the player is awake during a full moon, the werewolf will physically get up and do one of its actions. However, if the player is asleep during the full moon, one of the events would occur automatically.

    -Werewolves can bite villagers to turn them into werewolves. The bit villager wouldn't transform immediately, but rather during the next full moon.

    -Werewolves will attack each other during the night. This prevents a village from having too many werewolves.

    submitted by /u/GreenishGlue
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    An option upon world creation to ensure all biomes and structures generate within 2000 blocks from spawn.

    Posted: 21 May 2019 03:59 PM PDT

    It's been a long-time annoyance of mine that I have to research seeds before playing to ensure that I can find one that has everything the game has to offer within reasonable exploration distance.

    I want to be able to hop into the game and know that whichever direction I travel, I'm going to find something of interest. I don't want to have to cross-reference my seed with amidst just to find out that the nearest jungle or Mesa is 6000 blocks away.

    Just a single opt-in button on java and bedrock that will ensure that whatever world is generated will have at least 1 of every type of village, temple, structure and biome. Perhaps there could be an ocean boarder that signifies the end of the starting zone but allows for further exploration.

    submitted by /u/HeyMakoooooooooowoah
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    Sandwich

    Posted: 21 May 2019 08:50 AM PDT

    In order to craft one sandwich, you'll need 6 pieces of bread in the top and bottom row, an egg in the center-left, any cooked meat in the center and a potato in the center-right.

    The main gimmick of this item is that, like the cake, it is eaten in multiple parts. Unlike the cake, however, it is not a block and therefore isn't placeable. Upon using the sandwich, one third of the sandwich is consumed and you gain 4 hunger points (two shanks). You can use it two more times after that before the item is gone, giving you a total of 12 hunger points. It could even have different sprites/states, similarly to Anvils.

    Let me know what you think!

    submitted by /u/FretlessBoyo
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    Leaves of different types should decay separately

    Posted: 21 May 2019 01:20 PM PDT

    Why should I have to cut down all the different kinds of trees in my tree farm, instead of just the kind I need - or, worse, spread them out so far that to grow all 6 kinds of tree requires something like a 100 x 50 area or more - to prevent hanging canopies?

    The mechanism that counts how many connected leaf blocks there are between naturally-spawned leaves and the nearest log should treat all leaf blocks that aren't of its same type as air. This will also help with some ludicrously hard to get saplings, like Jungle and Dark Oak, since all the randomly-interspersed regular Oaks in those biomes won't interfere with harvesting anymore.

    submitted by /u/Or0b0ur0s
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    Hopper Pipes

    Posted: 21 May 2019 01:17 PM PDT

    This one should be really easy to implement as the textures already exist on hoppers. I just want some standard iron pipes that you can use to extend the output range of hoppers, droppers and dispensers without having to make a huge daisy train of them.

    While giant hopper lines are cool they also look unsightly in my opinion and are HUGELY inefficient, especially if it's an auto smelter. And don't even get me on an auto sorter that uses hundreds of them and requires you fill every slot with something...

    If this is just as I said it'd be really op though so here is my balancing suggestions; Iron | Stick | Iron crafting for 3. They can only go horizonal for 5 blocks before needing to go into a hopper or go down 1 block (make it glow if items are trapped there and send the items back). Cannot be walked on.

    Just look at the Sahara machine on Hermitcraft for how useful this small thing could be.

    submitted by /u/Aristotally
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    Make zombie horses accessible in survival by finding them in zombie villages.

    Posted: 21 May 2019 11:20 AM PDT

    Barrels for bulk storage: more capacity, less flexibility.

    Posted: 20 May 2019 08:59 PM PDT

    Barrels are pretty but they behave almost the same as chests. This is boring, it means you have no reason to use both chests and barrels alongside each other.

    What if barrels were specialized for bulk storage? For example they could hold up to 45 stacks of items, but only up to three types of items. Like in this picture. The greyed out slots clearly indicate which items are allowed.

    This would make barrels great for bulk storage of items you have a lot of (netherrack, dirt, stone...) but chests would still be great for a bunch of items you have small amounts of.

    If necessary the recipe for the barrels could be balanced, to account for their increased storage.

    Thoughts/criticism?

    submitted by /u/Minceraftz
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    Banners curl up like blinds when powered by a redstone signal

    Posted: 20 May 2019 11:37 PM PDT

    I think this could be cool if you wanted to dramatically uncurl a banner (perhaps your country's flag) during role play or an adventure map or pretend you're uncurling a pirate ships sails or even just use them as regular house blinds, the possibilities with banners are enormous already but why not make the possibilities even bigger?!

    If you like this idea vote for it on the official feedback site! https://feedback.minecraft.net/hc/en-us/community/posts/360044080391-Banners-curl-up-like-a-blind-when-powered-by-a-red-stone-signal-?page=1#community_comment_360005725092

    submitted by /u/PolarMammoth3
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    Bring back zombie villages.

    Posted: 21 May 2019 04:00 PM PDT

    Zombie villages were a nice and pretty rare structure that brought some challenge in the game. In 1.14, they could've gone wild with it, but sadly, they just removed it. I'd love to walk around in survival mode and find a broken down filled-with-cobwebs version of the 1.14 villages with zombie villagers trying to get me. I don't think its 'difficulty' is really a problem, because the players that would mind finding a zombie village probably wouldn't mind changing to peaceful, or going 3 blocks up to kill them easily.

    submitted by /u/AhmedGoddamnit
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    Mycelium should be a type of infected block.

    Posted: 21 May 2019 07:59 AM PDT

    What I mean with Mycelium as an infected block is that they should spread and infect other blocks (maybe mobs) nearby.

    Mycelium Blocks are only naturally spawned on the Mushroom Island which is isolated from any other biome. You know the cows there are mushroomy and everything is based on mushrooms etc.

    So my suggestion is that if you put a mycelium block near other vegetation (grass, leaves, vines etc.) blocks and animals (cows ofc, pigs, chicken, sheep etc.). This means that the blocks should turn greyish like the original mycelium blocks. Flowers should turn into a random type of mushroom, mushrooms should grow into bigger mushrooms etc.

    Leave your thoughts in the comments. You can also write your own suggestions down there and I'll maybe add them into the post.

    Have a nice day guys!

    submitted by /u/AddisGaming
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    Fish are more likely to spawn in kelp

    Posted: 20 May 2019 05:24 PM PDT

    This way, kelp forests are just as lively as they are in real life.

    submitted by /u/OREOSTUFFER
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    Programmer Are texture pack should show the old panorama before 1.13.

    Posted: 21 May 2019 02:28 PM PDT

    Just a minor suggestion that would complete the pack. Title says it all. ART*

    submitted by /u/That_Unknown_Guy_
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    Fashion

    Beauty

    Travel