• Breaking News

    Minecraft Using bone meal on a potted sapling produces a miniaturized, blocky version of the full-grown tree

    Minecraft Using bone meal on a potted sapling produces a miniaturized, blocky version of the full-grown tree


    Using bone meal on a potted sapling produces a miniaturized, blocky version of the full-grown tree

    Posted: 30 May 2019 12:24 PM PDT

    Bonsai! (Didn't see this on the FPS)

    submitted by /u/OREOSTUFFER
    [link] [comments]

    Small plains biomes should be able to generate in the middle of Extreme hills, which would create a Valley [repost]

    Posted: 30 May 2019 01:39 AM PDT

    I think some Extreme hills should have a chance to generate a small valley in the middle.

    Maybe the terrain generator could somehow force a Plains biome to generate in the middle, which would make it look like a valley.

    The previous time I posted this, almost a year ago people said that this wouldn't be possible with the current system. Maybe it could be possible somehow, by making it into a technical/sub-biome of Exreme Hills. Like "Extreme Hills Valley".

    Vote on feedback.minecraft.net

    submitted by /u/Mac_Rat
    [link] [comments]

    Pigs are boring - Here's how to fix that

    Posted: 30 May 2019 11:16 AM PDT

    Hi,

    as of now pigs are pretty much useless besides the rodeo thing. You don't even need them for food, because you have cows for that and as a bonus you get leather from them. So here's my idea on how to fix this. Similar to how sheeps eat grass - pigs should dig up dirt/grass block to farmland and while doing so there's a small chance that they dig up an item from a loot table, e.g. iron/gold nuggets, seeds, mushrooms etc.

    https://feedback.minecraft.net/hc/en-us/community/posts/360045614112-Pigs-are-boring-Here-s-how-to-fix-that

    submitted by /u/Yamahari
    [link] [comments]

    Leads should tie to bamboo poles.

    Posted: 30 May 2019 02:17 PM PDT

    They're about the same width as fences, so why not?

    submitted by /u/Corndog53
    [link] [comments]

    More loot in flooded caves

    Posted: 30 May 2019 12:33 PM PDT

    Right now, it's pretty pointless to explore flooded caves. They're more dangerous, darker, easier to get lost in, and slow to mine in. It's almost always better to explore a non-flooded cave, unless you need magma.

    If rare ore spawn rates were higher there or if there were some neat spooky monsters of the depths with special loot, it would be actually worth it to explore the flooded caves

    submitted by /u/YoshiDude64
    [link] [comments]

    A new enchantment for bows/crossbows: Skyshot.

    Posted: 30 May 2019 02:28 PM PDT

    It's a pretty simple enchantment. Bows and crossbows enchanted by Skyshot shoot farther and the arrows fly faster. It has two tiers. Skyshot I increases the arrows to 1.25 times the speed and length of normal, and Skyshot II makes the arrows go 1.5 times farther.

    submitted by /u/iTeoti
    [link] [comments]

    New Enchantment:Frosty Assault

    Posted: 30 May 2019 06:48 AM PDT

    Frosty Assault is like Bane of Arthropods but Can only Affect Mobs in the Nether (eg. Zombie Pigman, Ghast, etc.) And it gives Nether mobs a Slowness V instead of a Slowness IV for Bane of Arthropods. It can Heals 3 Hearts to Snowy Mobs (eg.Stray, Polar Bear) Though... It is Incompatible with Fire Aspect

    submitted by /u/CreeperCraftTNT
    [link] [comments]

    My take on a “caving update.”

    Posted: 30 May 2019 12:27 PM PDT

    If I were to change one thing in the game, it would be terrain. To be specific, caves and the blocks in them. At the moment, caves and mining are getting a bit stale. For something that's been in the game since the start, we've gotten almost no updates to it. Here are some minor suggestions that I'd consider adding to the game in a potential "caving update." Im not going to include commonly seen ideas that I've seen other people weigh in on, as I want this to me mostly new and original ideas.

    Blocks

    • Quartz/Crystals - Not like nether quartz, these crystal-like blocks can be found in large deposits in randomly generated crystalline caves. They are transparent and would have a milky-white and blue texture. They drop crystal shards when dropped. 4 shards create a full crystal block, and these blocks can be dyed. Crystal blocks can be made into tiles.

    • Tiles - Much like carpets, these colorful blocks can be placed down in patterns to give a room a little bit more of an aesthetic presence. These can be created in colorful variants from breaking down two of the same colored crystal blocks in a crafting table.

    • Mud - Really just added as an aesthetic block, mud can be found generated in the world, most commonly underground and around swamps. They resemble dark dirt blocks and slow the player down when the player comes in contact. These blocks can be mined or created when water touches a dirt block.

    • Timer blocks - in the same vein as daylight sensors, these blocks emit a redstone signal at certain set periods either every day at a certain time, after a set countdown has ended, or between set integrals of time. These can be crafted using a clock and an observer.

    New minecart variants

    These are mostly self explanatory. I feel like new minecart variants would add a lot to mining and red stone builds.

    •Ender chest minecart •Dropper/dispenser minecart s •

    submitted by /u/alanmsanders
    [link] [comments]

    A new minecart

    Posted: 30 May 2019 03:07 PM PDT

    I propose a new feature: a "constructor cart" made from a furnace minecart and a dropper which, when filled with rails, wood, and cobblestone and fueled, will drive forward and continually place new rails in a straight line until it runs out of fuel, rails, hits a wall, or encounters a drop without any support blocks in its inventory. When driving over slopes (drops or gains in elevation of a single block), the cart will place rails according to the contours of the hills. When driving over gaps or water, the cart will attempt to place wood or cobblestone underneath itself to place the rail upon, but when over lava or in the nether, it will only use cobblestone. In this way, players can build railways either over long distances or through otherwise hazardous areas without the concern of doing the hard/dangerous work manually. Because these carts do not lay powered rails, furnace carts would be the method of choice for moving things across tracks built by these.

    submitted by /u/OREOSTUFFER
    [link] [comments]

    Ravagers and Iron Golems should have Armor Points

    Posted: 29 May 2019 10:12 PM PDT

    It feels like the Ravager and Iron Golen has Thicc and Hard Skin so the Ravager should have 12 Armor Points while the Iron Golem has 15 Armor Points.

    Edit: Turtles would also have 10 Armor Points as well since they have a Shell

    submitted by /u/CreeperCraftTNT
    [link] [comments]

    New Wildlife Paradise Update

    Posted: 30 May 2019 12:46 PM PDT

    This update will bring in a lot of new mobs and features

    Grizzly Bears- There are two types of grizzlies,hostile and neutral. Hostile will always attack you while neutral will only attack when hit. Grizzlies do 3 1/2 damage. When a Bear sees you with a crossbow or bow equipped it will run away. In order to make a hostile grizzly neutral or make them mate, you must feed them honey which brings us to our next mob.

    Bees- Bees spawn in packs and are neutral. They will attack you when you attack one of them or when you destroy their bee hive. Beehives give you a load ton of honey and when you add bricks to honey you will get honey bricks (gold color bricks) Bees do 1/2 heart and will to drop honey. They are one shot with your fists.

    Deer- Deer are peaceful mobs. You Can mate them with seeds. They have 12 hearts. When killed they drop a deer hide, deer antlers (which can be used to craft new weapons) and a small chance of dropping a deer skull. They will also run away when they see with a crossbow or bow equipped like grizzlies.

    Crane- Cranes can be found in swampy biomes or anywhere nere water. They can fly for a limited time before they have to come back down unlike parrots. Feeding them seeds will make them mate. Feeding them uncooked fish will tame them. When tamed they can hold up to 3 items in their beak for you. They will scare away fish. When killed they will drop feathers and cod.

    submitted by /u/chickennuggetboi101
    [link] [comments]

    A new Mob with a little body, but a big attitude, the SpitMunk

    Posted: 30 May 2019 02:57 PM PDT

    APPEARENCE/SOUND

    https://images.app.goo.gl/wQs9KETkDqK31Dd5A

    This image is a pretty good representation of what the mob kind of looks like. The mob itself is slightly bigger than a silverfish, but not by much.

    They make usual sounds you would expect from squirrels and chipmunks, sqeauking and chattering. But when hostile, the Spitmunk does a much louder and longer version of its chattering sound.

    When angry as well, the Spitmunk raises it rail high and shakes it.

    WHAT DOES IT SO

    The Spitmunk is a mob that can spawn In any biome as long as there are many trees within it. Once it spawns ,the Spitmunk will find the nearest tree, and climb on it. The Spitmunk can go through leaves the same way a player can go through Scaffholding, inside it, and also on top of it.

    Spitmunks rarely leave the area around their tree, and are very territorial as well. Any mob except Villagers, Irong Golems, Snow Golems, Wandering Traders and their Lamas, will cause the Spitmunk to become hostile, and it will spit a single seed out at whatever is entering its territory,dealing 1 heart of damage. Once it spits once, it climbs around the tree incredibly quickly, in order to avoid the Mob retaliating back, then spits again after a while.

    Spitmunks have 7 HP, and 10 when tamed.

    Taming

    The Spitmunk can be tamed rather easily. All it takes is a couple of Coca beans. But instead of hand feeding the Spitmunk, you drop the beans near it's tree, then get far enough so that it's no longer hostile , the Spitmunk will come down, eat the beans, and either be tamed, or go back up the tree. Keep repeating until the Spitmunk is tamed.

    Once tamed, the Spitmunk will follow the player like any other pet, but it doesn't attack like a wolf does, the Spitmunk is a more defensive pet. Once you tame a Spitmunk, right clicking it will put it on you shoulder like a parrot, but then, once you jump and release the Spitmunk, it will run towards the nearest tree-like structure and do what it normally does, only except against hostile mobs, or anything that attacked you. If you want to relocate the Spitmunk, just right click on it again.

    If you want a Spitmunk to be used more offensively, right clicking a Spitmunk with a Carrot on a stick will actually have the Spitmunk hold on to the stick right in front of you, almost working like an automatic aiming bow ( Except far less powerful of course ). Switching to another item in your inventory will just plop the Spitmunk right in front of you.

    Other Things

    If you feed a tamed Spitmunk a Suspicious Stew, the Spitmunk will make a strange squeak sound, then go back to normal. But for 10 minutes, the seeds spat by the Spitmunk will cause whatever potion effect the Stew has.

    Villagers will occasionally be seen throwing seeds at Spitmunks that live near by, giving a reason as to why the Spitmunk is neutral to villagers and it's Golems.

    Spitmunks will very VERY rarely be seen riding on a Golems Shoulder, and it usually doesn't stay for long.

    WHY ADD THIS

    Honestly, this suggestion isn't too game changing, I just think that It would add a fun new Mob that people can use to mess around with due it's odd attack style and taming capabilities. And it also gives a real use to the Carrot on a Stick, but that isn't too major either.

    What thoughts to you guys have? Any suggestions or Critisism?

    submitted by /u/CoconutGun7
    [link] [comments]

    A green coral

    Posted: 30 May 2019 03:16 AM PDT

    I don't know why, but I really like the idea of a green coral. I guess it's because the other 4 are more towards the redder colors. I think a green coral would make the oceans look alot better. It could be normal coral or mabye it could emit a small amount of light and be called glow coral.

    This was really just something I've thought for a while and just wanted to put the idea idea out there, I'd like to hear other people's thoughts on the idea.

    submitted by /u/CAAPlayers
    [link] [comments]

    Bring back Herobrine skin to console

    Posted: 30 May 2019 05:25 AM PDT

    Who wants the Herobrine skin back for console?

    submitted by /u/TheRussianEmailer
    [link] [comments]

    New fancy graphic option: Heat Shimmering

    Posted: 30 May 2019 12:14 AM PDT

    Fire is super-super hot, like according to the Powder Toy game, a game where you sprinkle particles, fire is 200 something in C, which means that if fancy graphics are on, there should be something called "heat shimmer" where heat is seen as a distortion of the view a little above the fire. Lava should have this effect, but far stronger when the heat shimmer is on in fancy graphics, as lava is 700 to 1200 in C, according to the Internet. By C I mean centigrade in temperatures. This option is recommended for high powered computers and consoles, not low end ones.

    Also, the Nether could have heat shimmering too, as it is very hot there, and close to the player in the Nether as it would be something like 400 something degrees there.

    Should also occur in deserts, Savannas, mesas, and jungles.

    submitted by /u/SnowBallEarth43
    [link] [comments]

    New underwater mobs (Nauper, Surchur) + crafting recipe for the Sea Trident

    Posted: 30 May 2019 08:43 AM PDT

    The water feels lacking in terms of underwater hostile mobs. Hence, I propose 2 new underwater mobs to make it a little more interesting to explore, especially when there is a greater variety of mobs that you have to look out for.

    Nauper: (experimental name)

    You can think of the Nauper as the evolutionary step before Creepers started to walk on land.

    It's looks can be described as a mix of a creeper and a Nautilus

    Spawning:

    Naupers only spawn in deep ocean, and in any of the deep ocean variants

    Attack:

    It attacks similarly to creeper, when it notices as a target, it will swim towards it and attempt to explode and damage its surroundings.

    Naupers can not walk on land, but can explode and damage players, if the Nauper follows a player to a shore. It is also able to explode and damage players in boats, effectively, turning the boat into planks (instead of dropping the boat)

    Drops:

    Common drops: Gunpowder

    Uncommon drops: Seapowder (can be combined with a TNT, to craft TNT that can explode blocks in water)

    Extremely rare drops: Nautilus shells

    Surchur: (experimental name)

    Surchur is basically "Mob A" in the vote that mojang had a few years ago.

    It's a creepy mob that roams the seabed, but will chase players that it aggroes.

    Spawning:

    Any ocean biome, on the seabed (typically, on gravel)

    Attack:

    When the Surchur notices a target, it will open its mouth and start moving towards it. Every once, in a while, it will use a charge attack towards the player, when it forcefully moves forward, and tries to impale the player using its long, rod-like horn.

    When the Surchur is close enough in range, it will hit the player as normal.

    Each attack by the Surchur, reduces the player's "bubble" (their ability to breathe under water)

    Drops:

    Common drops: Ink sac, flint

    Rare drop: Surchur horn (is used in the Sea Trident, crafting recipe)

    Changes to Drowned:

    The Drowned could use a few minor changes, just to spice it up a bit. Note that the changes below are only, IN ADDITION, to what it already does.

    Attack:

    When attacking player in boats, it will attempt to destroy the boat, as well.

    Drops:

    Rare drop: Drowned tears (is used in Sea trident crafting recipe)

    Sea Trident, crafting recipe:

    • (Row 1) 3 "Drowned tears" occupying the 3 top rows
    • (Row 2) 1 "Surchur horn" occupying the middle slot
    • (Row 3) 1 "Surchur horn" occupying the middle slot
    • = 1 Sea Trident
    submitted by /u/Lolthatssoyou
    [link] [comments]

    Golem Hearts and Archenchantments!

    Posted: 30 May 2019 06:40 AM PDT

    Now this is a bit of a complex suggestion, so yeah. After killing a Iron Golem, there is a 2.5% chance of it dropping a Golem Heart. What can this do? 1. While held in offhand gives you Resistance 4, but Slowness 2. It can be used for ARCH ENCHANTMETS. The Enchanting Tables will now show a "Evolve" button on it. It requires a Golem Heart to evolve. After that, you will get enchantments 1-10! But also a new set of Arch Enchanments!

    a)Sturdy (10) Gives you Knockback Resistance, works as good as Protection 20.(armour,elytra)

    b)Rodfull (10) Whenever an arrow hits a mob, it makes lightning strike them.(bow, crossbow)

    c)Enrage (10) The longer you hit, the more damage it deals, also it gives you Jump Boost 4(sword, axe)

    d)Devastation (10) Upon mining a block, a 5X4 radius aroung it will be mined as well.(pickaxe, shovel)

    submitted by /u/BrumikYT
    [link] [comments]

    Allow players to make tiki torches out of bamboo

    Posted: 30 May 2019 03:42 PM PDT

    I know the Tropicraft Dev now works for Mojang, so I see no reason why this shouldn't happen

    submitted by /u/OREOSTUFFER
    [link] [comments]

    Shoot ender pearls out of crossbows

    Posted: 30 May 2019 06:47 AM PDT

    You should be able to shoot ender pearls out of crossbows so you can get around easier and go farther than if you throw it. Multi shot enchantment wouldn't work with this though.

    submitted by /u/miningmaniacmax
    [link] [comments]

    Using a blast furnace instead of a regular furnace makes furnace carts move slightly faster than powered rails

    Posted: 30 May 2019 03:11 PM PDT

    I liked having trains and hate that they're obsolete

    submitted by /u/OREOSTUFFER
    [link] [comments]

    Octopus

    Posted: 30 May 2019 02:50 PM PDT

    Unlike the squid's sad face, the octopus has an angry face. It is very grouchy.

    It has a stockier build and swims upright. A nozzle-esque mouth hangs from it.

    Getting near an octopus will provoke it into attacking. It will not pursue players, however...

    ...it will turn towards the player and spit out a burst of water, which flies with a trajectory.

    On land, players caught in the burst will follow the trajectory of it, like fish in a water current.

    In the sea, it's not as effective, and will merely push the player away.

    When a player runs into it using a boat, it will attach to the boat and make the boat move slower. It doesn't attack in this state.

    Octopus can survive on land. They generally won't leave the sea, though.

    Killing an octopus drops octopus legs. Finally, edible tentacles.

    submitted by /u/Takama12
    [link] [comments]

    New ores (to craft armor/tools with) + a small overlook on the progression system of equipments.

    Posted: 30 May 2019 01:39 PM PDT

    In this new progression system for armor & tools, there would be a clearer progression within every armor and tools that is able to be crafted.

    (I know that a lot of people like some "niche" items such as the gold armor, but they are incredibly hard to balance correctly, and will largely remain unutilized. Hence, I would remove gold tools & armor completely, OR fit gold into the progression system by changing the values, but I am not going to do that for this suggestion.)

    The new progression system would look like this (more durability, strength etc, as you go up):

    For armor (new ores highlighted): Leather -> Iron -> Titanium -> Diamond -> Black Diamond -> Brokk

    For armor (new ores highlighted): Wood -> Stone -> Iron -> Titanium -> Diamond -> Black Diamond -> Brokk

    This also reflects the rarity of the ore, where for example Brokk would be so rare that, most players will probably not even be able to craft themselves a full kit of armor and tools, until late late late late late into the game.

    Why should these be added into the game?

    1. This would of course be combined with some Cave update
    2. New ores are needed to make mining feel more exciting and give variety to the ores that you find, and in the cave update I expect more ores than the ones I proposed, but they would not be used for tools and armor, as the ones I proposed.
    3. Titanium and Black Diamond would be used in recipes where you want the product to be a little more rare to actually craft. Example, a crafting recipe that could use iron, but you want it to be harder to make, so the recipe includes Titanium instead. Same goes for Black diamond, with new crafting recipes that should be locked for the player until much later in the game. (I expect that Brokk would not be used for anything else other than equipment due to its rarity)
    4. Also, we need a better progression to relfect where each player is in the game. Currently it is Iron -> Diamond. If you use my suggestion (and perhaps even add Gold armor or something into the progression system), you get a much better reflection of how far into your gameplay you are.
    5. This is good for new players, as it makes them feel more comfortable as they slowly progress through the game. They can get themselves some stronger armor before adventuring deep down into cave for diamonds, if they decide to take the extra time it takes to find and mine titanium.
    submitted by /u/Lolthatssoyou
    [link] [comments]

    Endworm that hides in chorus flower

    Posted: 30 May 2019 03:01 AM PDT

    So let's say you're walking along in the end and you see a chorus plant. You cut it down but from the chorus flower pops out an endworm.Theres a 10% chance a chorus flower is infected and it will drop an infected chorus fruit.Endworms will give you slowness and deal 2hp.If you place the infected chorus fruit in a crafting table it'll become 3 endworm eggs which you can hatch. From the moment they've hatched, the 3 baby endworms will be attached to whoever hatched them. They'll work like dogs and deal slowness to anyone you direct them to.You can feed,heal,grow and breed them with regular chorus fruit.When an endworm is killed it will drop endworm meat which replenishs 5 hunger bars.

    submitted by /u/AaronTUBEHD
    [link] [comments]

    Fashion

    Beauty

    Travel