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    Minecraft Shift Right-clicking an item frame with Phantom Membrane turns it invisible.

    Minecraft Shift Right-clicking an item frame with Phantom Membrane turns it invisible.


    Shift Right-clicking an item frame with Phantom Membrane turns it invisible.

    Posted: 25 May 2019 04:47 AM PDT

    Incase you ask "whats the correlation between phantoms and invisibility bad idea downvoteee", "Phantom" is literally in the name.

    submitted by /u/youngling99999
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    Let fossils spawn in the nether, and in greater number than the overworld

    Posted: 25 May 2019 08:07 AM PDT

    for those of you who don't know, large bone block structures have a 1/64 chance of spawning underground in desert and swamp chunks. Considering that the nether is pretty clearly a form of underworld, giant corpses wouldn't be an unusual sight, and the bleached white bone would make a great landmark in the otherwise samey nether biome.

    submitted by /u/Cyber-HeroRD
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    Adding Husks to Desert Temples to Make Them Slightly More Challenging and Unpredictable!

    Posted: 25 May 2019 04:23 AM PDT

    Desert Temples are a neat structure, but once you know about the only trap it contains (the TNT+pressure plate combo) they become a non-issue to loot. However, adding one to two Husk spawners in random locations in Desert Temples would provide an extra challenge.

    Let's break it down:

    1. Husks would not be able to spawn in the TNT room as the TNT room would be lit with torches upon generation (too high of a light level for monster spawn), and so can only spawn on the upper level of the pyramid (the area above the TNT room).
    2. Husks provide an extra challenge as they are though mobs
    3. The random location of the spawner(s) upon Desert Temple generation means players cannot just memorize the layout and destroy the spawners
    4. Husks can push the player into the pressure plate or fall on the pressure plate themselves if the player makes a hole to the room with the TNT and pressure plate, adding a possibility of the player actually falling for the TNT trap and making the TNT trap a much bigger worry.

    Edit: Apparently having 2 spawners in Desert Temples could potentially be abused to create mob farms so maybe only have Husks have a very high spawn and respawn rate inside Desert Temples, without needing a spawner? Discuss in the comments.

    Vote for the idea here: https://feedback.minecraft.net/hc/en-us/community/posts/360043489812-Adding-Husks-to-Desert-Temples

    submitted by /u/Laurent_Spaghetti
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    Golems made with Jack o'Lanterns instead of Carved Pumpkins should permanently have the Glowing effect.

    Posted: 25 May 2019 01:10 PM PDT

    Iron Golems and Snow Golems can already be spawned using Jack O'Lanterns, but they are no different from golems spawned using Carved Pumpkins. Golems built with Jack O'Lanterns could be permanently granted the glowing effect, which would be a fun little easter egg, and would also make it possible to obtain an entity that permanently glows in survival.

    submitted by /u/Robbyo4
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    Using Paper and an Enderdragon head creates a Dragon Banner Pattern

    Posted: 25 May 2019 10:08 AM PDT

    Enderdragon heads can be found on End Ships but they don't have much purpose. It would be neat to use them to make a Dragon banner pattern, which would both make for some cool dragon themed banner designs, as well as fit the theme of minecraft.

    submitted by /u/JJFreshMemes
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    Watering Can

    Posted: 25 May 2019 03:57 AM PDT

    Watering cans can carry water inside them, and can be used to:

    • Instantly grow grass back on dirt blocks (especially useful when you don't have silk touch)

    • Grow tallgrass on grass blocks, with a 1/5 chance to grow a flower (which makes them more renewable)

    • Hydrate farmland without water source blocks (just a tiny detail for the sake of it)

    You can use it about 5-10 times, and refill it by using it on water source blocks or water filled cauldrons.

    Vote on feedback.minecraft.net

    edit: Maybe it should have enchantments. Like one that increases the chance to grow a flower to 100%

    submitted by /u/Mac_Rat
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    Wolves will try to track a specific mob if you right-click it with one of the mob's drops

    Posted: 24 May 2019 04:03 PM PDT

    I think it'd be neat and would give wolves more utility if you could have them lead you in the direction of a specific mob if you use one of its drops on the wolf. For example, if I show the wolf some gunpowder, it will run in the direction of any nearby creepers or ghasts (but not attack). I'm thinking to balance this that some mobs should be untrackable and/or the tracking only affects one "find".

    submitted by /u/Tigertot14
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    Burning Wood can rarely turn into a Falling Block Entity

    Posted: 24 May 2019 08:52 PM PDT

    I actually credit my father with this idea, as when I was looking at this picture here: https://i.redd.it/406aetr9l8031.png , he came by and pointed out how safe it is in a burning house, because the wood doesn't fall when on fire!
    What a concept! Having Wooden Logs, Blocks, Stairs, Slabs, and Fences occasionally turn into a Falling Block(if you didn't know, this can be done in-game with all block types) would drastically amp up the importance of not only keeping your house safe from fire, but also building with more structurally sound materials!

    I think burning wooden structures should be dangerous to be caught inside of! The realism of this concept would make gameplay that much more exciting!

    submitted by /u/ClockSpiral
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    Enchantments over level 10 should be still displaying roman numerals.

    Posted: 25 May 2019 05:41 AM PDT

    Title pretty much says it all. Basically using cheats you can get items with very high levels of enchantments from nbt in commands. For example, you can give sharpness X swords but let's say you type in this command "/give @p minecraft:diamond_pickaxe{Enchantments:[{id:"minecraft:fortune",lvl:75}]} 1". The enchantment Fortune LXXV is there but the enchantment would never be displayed as "Fortune LXXV" but instead "Fortune enchantment.level.75"

    I want the roman numerals feature to be implemented to every level of enchantment under 4000

    e.g. Unbreaking enchantment.level.168 would be instead displayed as Unbreaking CLXVIII

    Efficiency enchantment.level.500 would be displayed as Efficiency D

    Looting enchantment.level.2019 would be displayed as Looting MMXIX

    Respiration enchantment.level.3999 would be displayed as Respiration MMMCMXCIX

    However level 4000+ enchantments would be displayed as enchantment.level.4000 or whatever

    I think this feature can be also added to status effects e.g. "/effect give @p minecraft:speed 30 255" would display Speed CCLV instead of just speed on the left side in the survival inventory

    submitted by /u/HomieSteve
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    Knocked out iron golems

    Posted: 25 May 2019 01:22 PM PDT

    When a player made iron golem is killed, instead of dying, it enters a knocked out/powered off state, where it either lies on the ground, or turns into a block (I'm not sure which one mojang would do if it were real)

    Players can return them to their prime by putting iron ingots into them, most likely in the 10-20 range, then waiting a little bit

    They would also spawn in strongholds and abandoned villages

    submitted by /u/GarfieldFutanari
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    End crawlers (New End arthropod)

    Posted: 25 May 2019 06:29 AM PDT

    End crawlers are a new type of arthropod that only spawns in the End Mines (structure would be covered in a future post), they are basically grown up endermites. Doesn't really make sense that mites would turn into something that looks like a spider when it grows up, but then again, this is Minecraft.

    Spawning

    They have two ways of spawning, one with the generation of the End Mines, or spawning naturally (like zombies, Endermen, creepers).

    End crawlers that are spawned with the world gen have a tag that keeps them from despawning. End crawlers that spawn by any other method would still despawn without a nametag.

    When spawning with the generation of the End Mines, they would be spawned with 2-4 endermites that follow them around.

    Transformation (from Endermite to End crawler)

    These following features only apply to Endermites that don't despawn:

    After being in the world for 5-10 days, the endermite would burial into a nearby block. That block of would emit a few end particles every few seconds.

    As the Endermite transforms in its home block, that one block would start to have cracks on its surface.

    Then after a few days, the block would be destroyed and a new End crawler would pop out, with a 10% chance of an Endermite spawning nearby. (this new endermite would not despawn)

    Attacks

    Getting hit by an End crawler would give you blindness. To prevent this from being too OP, blindness would come in levels, just like how the jump boost effect has different levels.

    The End crawler would deal 3 hearts of damage in normal with a 60% chance of inflicting blindness I.

    Drops

    1. 8 EXP
    2. 0-2 chorus fruit
    3. 0-1 Void powder---used to brew potions of blindness, only lasts for a short period so it won't be OP

    Balance Notes

    1. blindness 1 isn't all that bad, it's like having a render distance of 2 chunks
    2. blindness 2 is like void fog in the 1.8 snapshots
    3. blindness 3 is what we have now
    4. blindness 4 is pitch black
    submitted by /u/lolbit_511
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    3 Enchantments and a New Function for the Shield

    Posted: 24 May 2019 05:42 PM PDT

    Shields have gone pretty forgotten when it comes to vanilla Minecraft. The offhand is usually replaced with something much more useful, like torches, food, or other tools. It really is quite sad, because the shield as an item has a lot of potential to change how Minecraft's PVP Meta flows. So, I thought up 3 new enchantments that could be exclusive to the shield, as well as a new function that could make it a lot more useful in hand-to-hand combat.

    Deflection - Deflection works exactly as it sounds. But you might be thinking, "the shield already deflects arrows, what are you talking about? Well, when an arrow hits the shield, it is reflected for about a couple inches, then pathetically falls to the ground. What if the shield reflected projectiles at 100% momentum? I don't know how hard or easy this would be to program, but it would be a really cool enchant to have on a shield.

    Immunity - As said before, the shield can indeed block arrows. But what about other projectiles, like splash potions, ender pearls, or even fireballs? The Immunity enchantment would allow the shield to block all of those projectiles, and deflect them like an arrow would behave. This probably would not be compatible with the Deflection enchantment, unless Mojang wanted to make the shield incredibly overpowered. Again, not sure how hard it is to program, but it would be a fun way to change how the tides of battle flow.

    Prestige I-III - Okay, if you've seen my previous post on this subreddit, you'll know that I've already named another enchantment Prestige. But I don't have any other ideas, so be it. Prestige might actually be a tad overpowered, especially in survival mode with mob farms and such, but Prestige would allow shields to give you a small amonut of XP when you block an attack. The amount of XP gained would increase with each level. Maybe as a slight balancer-outer, Prestige could cause shield to take double damage durability-wise, but it's up to Mojang.

    Shield Bash - Finally, we have the new function. Shield bashes would be possible by pressing the attack button while the shield is up. How it could work is, when you bash an opposing player, it would reset their attack cooldown, and maybe slow them down for a second. It'd probably work slightly differently when dealing with mobs, but some sort of offensive move with the shield could really help turn the tide of battle.

    TL;DR - Deflection reflects arrows at 100% velocity, Immunity makes shield block all projectiles, Prestige gives xp upon a successful block, and shield bash can sort of stun people/mobs.

    submitted by /u/Vidoben
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    Limestone

    Posted: 25 May 2019 03:47 PM PDT

    A semi common block found underground in large veins, as easy to break as sandstone, found between levels 40 and 60.

    A minty color, with a pattern looking like small bricks. Polished limestone could be crafted with 4 limestone in a square.

    Polished limestone has smooth white texture with a small hint of green, and faint lines around it. Limestone Bricks could be crafted with 4 polished limestone in a square. Basically a light mint stone brick

    Stair, slab and wall variants of each.

    Limestone caverns -rare cave like structures made entirely out of limestone with a pool of water in the middle.

    submitted by /u/PeddarCheddar11
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    The Wagon: Improving Horse Transport

    Posted: 25 May 2019 02:44 PM PDT

    (Don't know where to put this, Gameplay Flair)

    With Elytras around, there comes a point where you don't necessarily need Horses or Boats or Minecarts or such. Maybe there could be a new addition to Horses...

    Introducing the Wagon, a new add-on to Horses. Wagons would be crafted with 3 Slabs, 3 Fences, and 2 Trapdoors. When by itself, you can pull it, slowing you down, but you can then attach it to a Horse using a Lead to pull it and click it onto the horse.

    Now what would a Wagon do? It can do 2 things: Carry mass amounts of items or transporting friends. The Wagon can carry up to 3 Double-chests worth of items, 1 Double-Chest per third of the Wagon to not clutter the GUI, or up to 6 Players.

    This can be quite useful, at least until you obtain Shulker Boxes, to transport things from base to base, or maybe transport blocks to a project of yours. And if you're using it to transport Players, you can then transport your friends, who might not have a means of transportation, to somewhere else, close or far.

    But, depending on the cargo, the Horse would begin to slow down. For example, if 1/3 of the Wagon was filled, your horse would slow down a bit. Not much, but noticeable.

    TL;DR Horse Wagons to give Horses more love and to mass transport items or transport players.

    submitted by /u/Tomdaninja
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    Mimics/camo mobs

    Posted: 25 May 2019 12:50 PM PDT

    We already have the shulker which looks like purpur, so my suggestion is to add mobs that look like blocks or other mobs.

    examples :

    • mimic diamond ore : look like diamond ore but can spawn at all heights
    • mimic chest : every games has or needs a mimic chest
    • possessed animal : looks like a regular animal but has different eyes, maybe darker
    • camo armor : new armors that offer little protection but make you look like sand, dirt, stone, etc.
      • some mobs can spawn with it , and then are fully textured as their camo (especially dangerous with creepers and skeletons)

    In all cases these mobs will only spawn at high difficulties, and are way more dangerous if the player doesn't notice them (eg trying to mine a fake diamond block will make it eat your pickaxe).

    also a SpawnMimics gamerule so the community doesn't cry because "it's not the true minecraft"

    submitted by /u/Clen23
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    The Spear

    Posted: 25 May 2019 12:09 PM PDT

    Disclamer: This is in the FPS list. But I did my homework and made sure this is a unique concept, please spare me. And remember rule 7

    CRAFTING RECIPE

    .................material

    ..........stick

    stick

    COMBAT

    (wood, gold, stone, iron, diamond)

    Attack damage: 4, 4, 5, 6, 7

    Attack speed: 1, 1.2, 1, 1.1, 1.2

    DPS: 4, 4.8, 5, 6.6, 8.4

    ENCHANTMENTS

    The Spear would have the following enchantments available:

    - Sharpness (I, II, III, IV, V)

    - Bane of arthropods (I, II, III, IV, V)

    - Smite (I, II, III, IV, V)

    - Fire aspect (I, II)

    - Frost (I,II) - Slows down speed of the target by 50% for 2 seconds per level.

    - Looting (I, II, III)

    - Piercing - The spear passes through multiple entities (like the arrows from the crossbow), deals 20% of the damage if the target uses shield

    - Curse of Vanishing

    - Mending

    - Unbreaking (I, II, III)

    SPECIAL ABILITIES

    The Spear has +1 range compared to the other tools (I know this functionality isn't in the game but it could be)

    BONUS

    Haha! Surprise weapon! The Light Spear

    The Light Spear is crafted with flint. Deals 5 damage, has an attack speed of 1.5 and a DPS of 7.5.

    Unlike the regular spear, it can be thrown, acting like a weaker trident.

    Cannot be enchanted with piercing.

    Can be enchanted with power (works like the bow).

    (Edit) Who the frick disrespected rule 7 I'm shaking and crying right now!

    submitted by /u/XxT-series_spyxX
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    Tamed animals should give you space when you're building

    Posted: 24 May 2019 09:40 PM PDT

    If you have a block equipped, tamed animals should stay a certain distance away from you so they don't get in your way. I've found that even though I like to have my pets to watch my back when I'm building, they often get in the way and can be a severe annoyance.

    submitted by /u/ZachThunderson
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    Bells should make living villagers glow green

    Posted: 24 May 2019 05:12 PM PDT

    EDIT: I mean the glowing effect.

    Obviously this would only last for a few seconds. This would be helpful in a raid or just in general to locate your villagers or know how many you have left.

    submitted by /u/orangevg
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    Make Desert Wells Great Again

    Posted: 25 May 2019 11:40 AM PDT

    I'm just kidding, they were never great to begin with.

    Desert Wells have always been an anomaly. First introduced in 1.2.1, they never had a true purpose. Even the wiki states that "The well's main purpose is to simply provide a decorative structure for a mostly plain biome." They're rare, near-useless, and might as well be a decoration However, to make them have a purpose, I have two ideas.

    1. In a 4-8 block radius around a desert well, you can find Acacia trees and grass, mimicking a sort of oasis. This can be helpful in making a much more supportable desert station, as the grass can be tilled by a hoe for crops and the Acacia can drop apples and sapling, as well as wood.

    2. This idea I don't see as likely, purely due to how OP it might seem. Areas around Desert Wells have a higher chance, say 10-15%, of spawning more ores than usual. It could be a good payoff, seeing how rare DW's are to begin with.

    submitted by /u/FretlessBoyo
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    Add a type of firework that explodes on contact to a block/mob

    Posted: 25 May 2019 01:55 AM PDT

    I was thinking this could add a new aspect to long range fighting and also could be used for some mini games ideas.

    submitted by /u/SuperHappyLazer
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    [REPOST] Having an elytra equipped allows you to glide while riding a pig

    Posted: 25 May 2019 03:44 AM PDT

    This is something I posted quite a while ago and thought that it was time to bring this idea up again.

    As I already mentioned in my original post, this would not be overpowered or something and would just bring a fun little thing into the game.

    submitted by /u/Ollegah
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    Allow Melons broken with a piston, to drop in their Block form.

    Posted: 25 May 2019 12:02 AM PDT

    It bugs me that I can break Pumpkins with pistons, but if I try it with Melons, I get a few slices, instead of the whole block.

    It forces me to break them with a Silk Touch Axe in order to not lose out on the rest of the Melon Slices that make up a whole block.

    It's not a terribly valuable resource, so I really don't see why we can't have this functionality.

    submitted by /u/Seb104
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    Shrooman

    Posted: 25 May 2019 03:57 AM PDT

    Health: 20

    Hostility: Passive

    Spawn: Mushroom Islands and Mushroom Fields

    Drops: 0-2 red mushrooms (red capped shrooman) 0-2 brown mushrooms (brown capped shrooman)

    XP: Trade: 3-6

    Trading Items: 10 Mushrooms (3 emeralds) 5 Mushroom Blocks (8 emeralds) 1 Mushroom Stew (6 emeralds) 20 Mycelium (10 emeralds) 6 Emeralds (10 apples or 6 golden apples or 3 enchanted golden apples)

    Appearance: Mushroom Mobs with eyes, arms, small legs, and a red or brown cap.

    The Shrooman is the Mushroom Island equivalent of the villager. However it acts like a Villager before Village and Pillage. It can open doors. They will sometimes collect mushrooms and pick them up. You can feed a Shrooman Mushroom Stew.

    submitted by /u/mikailafridi
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    Petrified Wood

    Posted: 24 May 2019 08:47 PM PDT

    Underneath biomes could be a petrified wood variant of the specific tree in the biome.

    found between levels 20 and 50 or next to lava.

    As hard to break as stone

    Spawns in vertical/ horizontal veins of 4-5

    A greyscale version of the stripped log variant is more common, while you could sometimes find a petrified version of the normal wood.

    Pouring lava over logs has a 25% chance of turning into stripped petrified wood instead of burning.

    submitted by /u/PeddarCheddar11
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