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    Minecraft Changes to the Phantom

    Minecraft Changes to the Phantom


    Changes to the Phantom

    Posted: 26 Jun 2019 04:50 AM PDT

    The Phantom is... very strange. It's a mob that is attracted to insomnia. But in the game, it's a mob which spawns when anyone is tired, and doesn't even target the tired player specificly. It attacks everyone. So i came up with some ideas for the Mob.

    Phantoms should always spawn during the night as neutral mobs, however if someone hasn't slept for 3 days, they get an effect "Insomnia". Phantoms would only attack mobs that attacked them, or have the insomnia effect.

    If a villager hasn't slept for 3 days, it would get the insomnia effect, and be targetted by the phantoms.

    Tamed wolfes/cats/parrots could also get insomnia. These animals would lay down during the night and sleep, if in sit mode. If following their owner, they would sleep only when the owner does.

    Insomnia would affect cats differently than other mobs. All it would do to them is make them not scare Phantoms. Phantoms would not attack them tough.

    submitted by /u/Zoo-Wee-Chungus
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    Allow path blocks to exist underneath fence gates

    Posted: 26 Jun 2019 08:20 AM PDT

    Simple suggestion, but this has often bugged me.

    submitted by /u/N1cknamed
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    If you raid a Mansion, you get a high level of Bad Omen

    Posted: 26 Jun 2019 06:34 AM PDT

    Ever since 1.14, woodland mansions have become lackluster. Why would you go thousands of blocks away to just find a mansion and maybe 2-4 Evokers, or should you just make a Raid Farm? This change would allow for massive raids to take place upon villages even more powerful than level 6 Bad Omen. Also, the logic the pillagers have is if you kill one of the scouts, then the Pillagers want to destroy your village; if you ransack and burn down their home as well as the woods surrounding it, then they have no quarrels with you.

    submitted by /u/Gravity-15
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    Gamerule for Spectator: mobPossess

    Posted: 26 Jun 2019 05:53 AM PDT

    The ability to control mobs spectated through as if you were the mob if a gamerule is turned on.

    Of course, having this by default would no longer be spectating, but having a whole gamemode dedicated to it sounds wasteful, so a gamerule would be best, I believe.

    Additionally, possessing players can utilize the mobs' abilities while possessing with leftclick and hit with rightclick (Enderdragon leftclicks for fireball, rightclicks for breath, same for any two-action mobs I forgot)

    There are opportunities for minigames, creative use in Adventure maps or just plain old having fun (or possessing a creeper to troll your friends...)

    submitted by /u/Crystal_Fish
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    New Furnace Varient. The Kiln.

    Posted: 26 Jun 2019 10:20 AM PDT

    We have blast furnaces and smokers for specifically cooking certain blocks and items muccj faster. Since these furnaces exsist, we should add a kiln which cooks glass and clay much faster. It would look like a furnace with one large hole in the front for firing the sand/clay. I hope this idea makes it!

    submitted by /u/IJustShidded
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    Zombies and skeletons should still take sun damage with chainmail helmets.

    Posted: 26 Jun 2019 08:59 AM PDT

    Chainmail is a mesh with many gaps of air. It would only make sense for undead mobs to take sun damage even with these helmets.

    Edit: After posting this, I found this topic idea from one year ago and three years ago, but they didn't receive much attention.

    submitted by /u/Corndog53
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    Better blizzards

    Posted: 26 Jun 2019 06:12 AM PDT

    Currently, blizzards look nothing more than just snowing lightly with the Thunderstorm weather overlaid on top of it. This should be changed. Blizzards should have snow moving really fast in streaks with howling icy cold wind sounds. Clouds still go dark as a Thunderstorm does, but there is no lightning (there is a lightning variant of it, but it's rare to have thundersnow), and the mist will be much, much more intense, as if you were walking straight into a cloud, especially at higher elevations. This revamped Blizzard may spill snow onto surrounding biomes, but this will melt in hotter biomes. This also causes very deep snow to build up, which hampers walking. Villagers go inside during a Blizzard, as any villager outside will freeze to death. Iron Golems however, are unaffected, even by deep snow, and plow through it as if it were nothing. When they attack enemies and the player, snowballs will fling up because of displacement to surrounding snow.

    Blizzards are a real risk to Survival players in the mountains or in a snowy biome, as they can come on very, very suddenly, without warning. They can freeze entire farms solid, and in rare cases, transfer over to a nearby jungle biome, burying it in snow. If a Blizzard crosses into the Desert or Mesa, it dries out and fades away. If it goes over water, temporary ice blocks will be made, but these last only for a few minutes depending on the biome.

    This needs to be added in an update called the Weather Update. What do you all think? This addition would improve Minecraft a lot, and if we do get a Weather Update, seasons could follow and it would be awesome to see Blizzards in winter.

    Forcing a Blizzard in Creative is easy.

    /weather blizzard severity:level lightning:true:false windspeed:float

    Severity ranges from 0 (very mild) to 3 (extremely strong), lightning is optional (default is FALSE), windspeed is how strong the wind is. If you set the windspeed to <20, the game will change to Snowy weather to compensate.

    submitted by /u/SnowBallEarth43
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    Dried mud bricks

    Posted: 26 Jun 2019 01:32 PM PDT

    A block with stone brick textures, but a different colour. Something like the building materials in ancient civilisations. Could bring some interesting new colours and textures for dry biomes.

    submitted by /u/Cleric_Sunlight
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    Curse of Switching (bad name idk what it could be)

    Posted: 26 Jun 2019 02:35 PM PDT

    This curse makes it so whenever you fight a mob theres a chance you switch weapons or armor depending on which tool has the curse. Ex. Fighting a zombie with a sword with this curse on, there's a chance you give him the sword and you take whatever he was holding, if anything. It also works with armor, there's a chance you give him whatever armor you are wearing that has the curse on it

    EDIT: also only switches if your equipment is better than the mobs. ( you cant switch iron and diamond armor)

    submitted by /u/Ghost-Mechanic
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    Make Fishing Pole throwable farther / nearer by charging the throw

    Posted: 26 Jun 2019 04:48 AM PDT

    This would make fishing better in small ponds made by players (I have made one but is pretty easy to mess the throw since I didn't want to exceed in size) and make it cooler when fishing in the Sea.

    Vote for the suggestion here: https://feedback.minecraft.net/hc/en-us/community/posts/360047956912-Make-Fishing-Rod-throwable-farther-nearer-by-charging-the-throw

    submitted by /u/Insane96MCP
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    Some variation for armor.

    Posted: 26 Jun 2019 08:04 AM PDT

    Recently I saw that Java Edition got a snapshot that added some new combat mechanics, and one of the "problems" that was mentioned by Jeb that I didn't see address was the balancing of armor. So, here are some suggestions.

    Leather should remain the weakest, but a few new things should be added. Maybe jumping a lot with leather boots on doesn't break farmland as easily? Alternatively, I think that wearing leather should have a better Mob detection range than other armor.

    Chain, being a dungeon or mob only item, should have some more uses to it to encourage players obtaining it. Perhaps chain drops more often from mobs wearing it, or they have a higher chance to generate with a certain enchantment in dungeon chests. (I'd say Projectile Protection I or something.)

    Iron is very common, so I feel like we need a small downside to it to balance out its good defense and availability. I'd go with having a worse sneak detection range than other armors since clanging metal is loud even if you try to be quiet. Alternatively, maybe your normal speed stays the same but sprinting with iron on is slower than normal sprinting (Or maybe your hunger depletes faster because iron is heavy?)

    Diamonds are rare enough that they don't need any other feature.

    Lastly we have gold. I wouldn't say that gold needs anything like being more enchantable or whatever, but maybe we should have gold armor spawn on wither skeletons as a rare thing. It'll still probably get used for apples via smelting, but it gives players another source besides generic skele farms or mining. (Maybe we could get some Nether Gold Ore to explain why pigmen use it?)

    submitted by /u/PJDemigod85
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    Curses revamp

    Posted: 26 Jun 2019 06:43 AM PDT

    Currently, the two only curses in the game are applicable to all tools and weapons. There really isn't much variation to curses.

    Reworking the curse system

    Currently, the only way of having cursed items is from loot in structures. There should be a small chance of an enchanting fail.

    Enchanting fails is when sometimes a tool comes out of an enchantment table cursed instead of being enchanted.

    The chance for this depends on how many extra levels you have when you made the enchant.

    For example, let's say you are at level 30 EXP. And you choose an enchant that only requires 5 levels of EXP. There would be a mere 0.5% chance of an enchanting fail.

    However, if you are at level 10 EXP and make an enchant that requires 20 EXP. You would have a 15% chance for an enchanting fail.

    Tool-specific curses

    enchantments are filled with variety and there are loads of them. However, there are only 2 curses in the game, and they are both applicable to all tools and weapons. Also, I don't think all curses should have the starting of "curse of blah blah blah". The red word color should be enough to give away the fact that its a bad thing

    1. Bluntness---Cuts melee damage output on half, can only be applied on swords
    2. Curse of Betrayal---Does double damage to tamed mobs and passive non-farm mobs. Damage dealt to hostile mobs would be 25% less effective
    3. Burden I---Decreases movement speed by 10%, only applied to amour
    4. Burden II---Decreases movement speed by 15%, only applied to amour
    5. Burden III---Decreases movement speed by 30%, only applied to amour
    6. Souldrain---When attacking something, you get wither for 2 seconds
    submitted by /u/lolbit_511
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    Pigman King

    Posted: 25 Jun 2019 09:35 PM PDT

    As it stands the Nether is pretty boring you only go there to get blaze rods or quartz if you need xp and a few other things but besides that you have no reason to go to the Nether what would spice up the Nether a Zombie Pigman King.

    It would spawn in the Nether Fortress in a special room like a throne room.

    It would have 100hp and would be neutral and like other Pigman if it gets hit or another Pigman gets hit it would become aggro.

    It would drop 3-4 rotten flesh, 1-2 gold ingots, a chance of a gold sword, and the best drop Pigman crown.

    The Pigman crown would be a helmet item that you wear on your head once you wear it if a mob attacks you Pigman attack that mob its armor bar was 2 bars and its durability would be 300 also you could take 2 Pigman to follow you be clicking on them with an open hand with a the crown on.

    Pigman King's attack would be 4 hearts.

    The Pigman King would look like a bigger Pigman with some gold armor or a royal robe.

    submitted by /u/airplanevroom
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    An interesting use for a fox pet...

    Posted: 26 Jun 2019 07:37 AM PDT

    If mojang ever decides to make the fox mob a pet option, wouldn't be cool if instead of being a faster wolf they're instead a "fetch pet"? They'll essentially follow you around and pick up near by items for you. They could even have the ability to tackle hostile mobs and try to snag the item they're holding off of them (granted for the tackle, it will deal no damage and the fox will only attempt it once per mob).

    Edit: I should also mention that this "item snagging tackle" ability only has a chance of successfully taking the item off of the mob (like 1/10 chance at least).

    submitted by /u/Wizardkid11
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    Two separate gamerules to keep xp and inventory

    Posted: 26 Jun 2019 04:00 PM PDT

    I want a gamerule that only lets you keep xp and not inventory, since it would make since that you keep your experience if you respawn. I don't want to keep my inventory when I die because that doesn't make sense, so it would be nice to have them as two separate gamerules

    submitted by /u/Ghost-Mechanic
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    High levels of bad omen should feature More dangerous crossbows

    Posted: 26 Jun 2019 03:56 PM PDT

    Pretty simple, Pillagers should have enchanted crossbows on high levels of bad omen, and possibly some gray fireworks shot out of crossbows from the pillagers.

    submitted by /u/Sinningbun
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    Arrows that go through fire should become fire arrows

    Posted: 26 Jun 2019 03:53 PM PDT

    I've been playing a lot of Breath of the wild on my switch and in that game you can make a arrow go through a fire on a torch on flame on the ground and it will have fire on it and i feel that would fit really well with minecraft because they have just added campfires and they have torchs which uou can place anywhere and you can place fire anywhere with flint and steel but the only problem i see with this is that the torchs in minecraft are very small and really hard to hit as a result but besides that i feel it would work

    submitted by /u/beep_boop2012
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    Villagers hate open doors and will always close them.

    Posted: 25 Jun 2019 02:15 PM PDT

    If a Villager notices that a door is left open, it will stop whatever it's doing and close the door.

    How many times have you or a villager left a door open on accident and then your villagers are slaughtered during the night?

    Quality of Life improvement?

    submitted by /u/Chasedownall
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    New Bow Enchantments

    Posted: 26 Jun 2019 03:44 PM PDT

    I think the bow should have more enchantments for the fun weapon it is.

    Air Arrows 1-4 Air Arrows decrease the amount of gravity your arrows have, with 1 being 2 extra seconds of air time, and 4 being hardly falling, only falling after 7 seconds.

    Bouncy Arrows 1-3 Bouncy Arrows is a rather odd enchantment, When arrows miss they bounce off of the surface they originally landed, 1 being .5 blocks away from its original spot and 3 being 2.5 blocks away.

    Burst 1-5 Instead of giving the bow multishot, I think burst is a better alternative, Burst allows the user to shoot multiple arrows at once in a line. Burst 1 allows 2 arrows in a line, Burst 2 allows 3 arrows in a line, Burst 3 allows 5 arrows in a line, Burst 4 allows 7 arrows in a line, and Burst 5 allows 10 arrows in a line, unlike multishot this counts the arrows in your inventory.

    Bubble Boost Bubble Boost is a single level enchantment, and allows arrows underwater to act like they aren't in water.

    Thats about it, let me know if these are better as enchantments, seperate arrows, or not at all. I didn't include an explosive enchant because that is close to explosive arrows, something on the FSP list.

    submitted by /u/Sinningbun
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    Different types of breads

    Posted: 26 Jun 2019 03:43 PM PDT

    I just of this of the spot so it might not be a good but i think different types of bread would be cool like putting bread in a furnace would make toasted bread or putting three bread in a row in a crafting table would make a baguette or add garlic and be able to make garlic bread and also you could make bread with seeds and well make it with bread and seeds and egg bread by making it with eggs, butter if it gets added one day, and of course bread

    submitted by /u/beep_boop2012
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    Horses Can Get Spooked

    Posted: 25 Jun 2019 11:01 PM PDT

    Horses can get spooked and buck you off then run off into the distance if they get surrounded by hostile mobs.

    submitted by /u/existoast
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    Wandering trader meetings

    Posted: 26 Jun 2019 03:28 PM PDT

    You can find a spot where wandering traders meet with each other in your world. If you see one of said spots, you can come back some other time, maybe every 50 overworld days, and there will be another trader meeting. This spot could maybe be limited to certain biomes and maybe from 5000-10000 blocks away from spawn. This could be an easy supply of resources such as coral, tropical fish, ice, etc.

    submitted by /u/TimTamTimYT
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