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    Minecraft Eating carrot should eliminate blindness effect

    Minecraft Eating carrot should eliminate blindness effect


    Eating carrot should eliminate blindness effect

    Posted: 12 Jun 2019 05:24 AM PDT

    The myth in real life that carrots help with vision.

    Also carrots only would be too overpowered, I'm deciding instead of eating normal carrots to eliminate blindness you would eat golden carrots?

    submitted by /u/HomieSteve
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    Fossils in the Nether...

    Posted: 12 Jun 2019 07:50 AM PDT

    I think there could be a rare chance if you go mining in the nether you can come across a skeleton of some sort/ fossils in the Nether! The Nether is like the underworld, and the underworld is where dead things go right? So I was thinking it would be perfect for this to happen. It wouldn't be common but it would be rare. We have fossils in the deserts and swamps, but why not the nether.

    This idea can be improved so if you have any suggestions to help it feel free to comment.

    submitted by /u/I-DotIdea
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    A shield enchantment

    Posted: 12 Jun 2019 12:31 PM PDT

    Shields don't have enough useful enchantments. I have an idea for one, Reflect.

    Reflect makes the shield more reflective of attacks (melee or ranged), meaning arrows bounce off farther, if someone uses riptide at you, they get knocked back, and also it works a little like thorns, damaging them a bit if the use a sword

    submitted by /u/SirAnonymos
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    Stripping logs will give you paper

    Posted: 12 Jun 2019 02:50 AM PDT

    I think that it'd be pretty cool if you could get 1 or 2 pieces of paper whenever you right click logs with axes, which as of 1.13, currently only turns the logs to stripped logs.

    If it seems a little too abundant it could be made to work only with a specific type of tree like birch, or possible a new tree that if found in groups of 3-5 but are really rare.

    submitted by /u/Catsask
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    The Tavern and Innkeeper: Adding more life to Villagers.

    Posted: 12 Jun 2019 12:11 PM PDT

    (Hey Gameplay Flair, how are you today?)

    The Tavern and Innkeeper would be a new Building and new type of Villager, each going hand-in-hand.

    The Tavern would be a place where Villagers meet at Sunset and after the children go to sleep. Here, they would have bottles of water, milk, and occasionally potions to drink and have food as well. There could also be some dancing, too! Adding this building would give more life to Villagers and give Villagers more time to gossip, talk, and just hang out in general.

    However, the Tavern Building is basically useless without the Innkeeper! The Innkeeper would serve the Villagers their food and drinks, as well as sell food and at Master Level, Level 1 Potions for relatively cheap, minus the potions. Food and Water Bottles would cost a tiny one or two Emeralds and Potions would cost from 10-30.

    What is this new profession's Workstation, you may ask? Introducing the Keg! Crafted with a Tripwire Hook, Barrel, and Brewing Stand, this would be used as the Work Station and for making 3x the amount of Potions than a Brewing Stand, but take 3x the amount of time and Blaze Powder.

    Why should this be added? Well, aside from meeting at the Town Center, Villagers kind of lack life and don't really have fun as much. This would fix that problem as well as add a new Villager for food.

    submitted by /u/Tomdaninja
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    Straw to use in villages

    Posted: 12 Jun 2019 03:05 AM PDT

    In my opinion hay is a really nice looking block and should be used a lot more in villages. I think they'd look awesome as a roof, and I know a handful of people who would see where I'm coming from, however I understand why they wouldn't design villages this way. Having that much hay is just overpowered. If a player finds a new village, that'a food for the next at least 3 hours of gameplay.

    So what if there was something that kept the same style and similar colour to hay yet wasn't worth raiding 10 village houses for. Straw.

    My idea for the texture would be basically hay but without the red string in the middle and in a lighter tone. The crafting recipe would be 4 sticks in a diamond shape and a wheat in the middle. Drops 1-3 sticks.

    submitted by /u/Catsask
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    My Proposal for 1.15: The Warmage Update.

    Posted: 12 Jun 2019 02:15 PM PDT

    Oceans were boring, so we got 1.13. Villages had become stale and samey, so we got 1.14. People are clamoring for a cave update, but I don't think caving has reached a point where it needs a total overhaul just yet. By 1.16, maybe. But for now, I think Minecraft needs to widen the options for combat with actual new forms of fighting, not just changing how we attack or adding shields.

    Let's address the 'War' part first. Minecraft combat has become kinda samey. We have two viable melee weapons and two viable ranged weapons, and a third that is half and half. I would add three new weapons, each with their own purpose.

    Hammers would be slower than axes but deal more damage, and would have a secondary attack, similar to the sword's sweep ability. Hammers would have a "Shove" that deals less damage but knocks opponents back by a block, meaning that a Knockback II Hammer would push enemies 7 blocks rather than 6. Obviously, it's meant to be a crowd denial weapon rather than a crowd control weapon like the sword.

    Spears would be slightly faster than swords but deal less damage, but have the advantage of an extra block of reach. Its secondary attack would be a Thrust, which reaches by two but induces a longer cooldown than normal.

    Daggers would deal less damage than spears but would be faster, having the least amount of delay of all weapons, though there is still some. Its second ability is not dual wielding, but a Toss. With more gravity than other thrown items like tridents, Daggers could be thrown at enemies within a short range, and I'd even say they could qualify for Loyalty.

    Lastly, a new guard villager that would spawn with a spear would now be scattered throughout villages, and they would stay up late into the night. This would means that naturally large villages would have a town watch AND iron golem back up, rather than just golems.

    The 'Mage' half would be here to pad the ranged weaponry out now that both kinds of bows are present, as well as adding some sense of exploration.

    The new magic system would revolve around the Totem of Undying that was added in 1.11. It would be used to craft one of three items. The Ender Staff, The Infernal Staff or the Fae Staff. How would one craft these you might ask?

    For the Ender Staff, you'll need to travel to the End Islands, where a new item could be obtained from Chorus Plants: Chorus Stalks, a Sugar Cane like item obtained from the stems that would drop alongside the fruit. Surround a Totem of Undying with four stalks, two ender pearls and two chorus fruits to get the Ender Staff, which would use durability with each use. Left click would fire a projectile at a mob, randomly teleporting it ala Chorus Fruit, right click would fire an ender pearl with no damage effect, teleporting the player. The staffs can only be repaired with a Totem of Undying.

    The other two are much easier to explain now. The Infernal Staff would use the same recipe as the Ender Staff, replacing Chorus Stalks with Blaze Rods, Ender Pearls with Magma Cream and Chorus Fruit with Fire Charges. Similar to the End counterpart, it has two uses. Left click for a few seconds of Fire Resistance (This staff uses MUCH more durability for both uses) or right click to fire a fire charge similar to how they can be fired in mini games. (Minus the punching)

    Lastly, the Fae Staff. For this, you'll need four Blue Orchids, two Tipped Arrows of Invisibility and two ink sacs. The left click gives a similar length of invisibility to the fire resistance above (Although the invis will be tick down slower while in a Roofed Forest, to add some flavor) while the right click gives the target a few seconds of blindness. This is supposed to have a very "tricksy fae creature" vibe to it.

    So those were my thoughts, I hope this didn't seem too unbalanced and please offer up your thoughts on how it could be better balanced if there is an issue.

    submitted by /u/PJDemigod85
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    Beachgrass

    Posted: 12 Jun 2019 09:19 AM PDT

    Okay so beaches as a whole are very lacking in any sort of life. We're gonna get palm trees soon and turtles definitely helped but dune grass would be a really fun and easy way to liven beaches up a little. As far as I'm concerned it could even use the same texture as normal y'all grass, but a swaying animation would be nice. Beach grass would also provide protection from mobs for turtle eggs, but you'd either need shears to obtain the grass or silk touch to move the eggs into the grass so it's not too easy. Thoughts?

    submitted by /u/bienvenidos-a-chilis
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    A reboot/revival of the old Adventure Mode

    Posted: 12 Jun 2019 01:05 PM PDT

    I never got around to playing it in survival before it got reworked, but it seemed like a pretty interesting little challenge, even though it was unintentional; you always need you tools and if you don't manage them, you're dead. Here's a rundown of ideas:

    Name it some variation of 'Quest Mode'. Bonus Chest is locked on, and you can only mine blocks with the correct tools. Peaceful mode is unavailable, and damage thresholds now apply to combat. Also perhaps nerf repair and storage mechanics and tag any structure-generated blocks as unbreakable by anything less than diamond (if possible, I'm not sure how tags work.)

    submitted by /u/N0thingtosee
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    Sheep wool burns off

    Posted: 11 Jun 2019 08:20 PM PDT

    It may sound a bit morbid, but I think it would be an interesting addition if when a sheep is on fire, the wool can burn off.

    This could also be a cool mechanic where the sheep will not take as much fire damage if the wool is still present.

    submitted by /u/EmberCon
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    A new enchantment for the trident.

    Posted: 12 Jun 2019 08:13 AM PDT

    Called ''Throw'' or ''force''...

    This enchantment increases the range and speed of trowing the trident (20%), if it hits a mob it gets stunned (like the illager beast) for 2 seconds dealing no damage, but the first hit during stun deals double damage and knockback removing the stun (nice combo with axe). this may not be applied to bosses and players.

    I thought of this after noticing that players still don't use tridents and axes as much as they should, this may help to give theese last two the spotlight they need.

    submitted by /u/Snippaxkilla
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    Warm rain and cold rain

    Posted: 12 Jun 2019 08:41 AM PDT

    In jungles and swamps and other warm biomes (except dry), rain should be warm. The way you can tell its warm is how it has steam particles rising from the ground and the rain is also a more transparent hue of aqua. It's just an aesthetic. In cold biomes, rain is cobalt blue and more opaque and has no steam. It lowers the temperature of the biome a little when it rains in cold biomes, and warm rain will raise the temperature of a warm biome a little and humidity a lot.

    submitted by /u/SnowBallEarth43
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    Golden sweet berries!!

    Posted: 12 Jun 2019 05:24 AM PDT

    We have golden apples, carrots and why not golden sweet berries! Golden sweet berries would be crafted by a sweet berry in them middle of the crafting table surrounded by gold ingots. I think it should be a descent food for saturation points. I was also thinking if just hunger/saturation points wasn't enough to get it added it could (optional) possibly give potion effects like a golden apple. Here are the two I think it should be. Regeneration and Saturation for 10 seconds. I also think it should only be able to be eaten when you are hungry. I think this could be improved but this is my take on this new food item. I think it would be co*ol to have it in the game.

    *Edit: Buffs could be like 5 seconds and the recipe could be nuggets

    submitted by /u/I-DotIdea
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    Underwater Hydrothermal Vents

    Posted: 12 Jun 2019 07:40 AM PDT

    The Underwater Hydrothermal Vents would make a great idea to make the barren deep ocean biomes more amazing. They would come in 4 sizes, Tiny, Small, Medium and Large. Coral and Ores would generate on them. And they look like volcanoes.

    Here's and idea of an Underwater Hydrothermal Vent by a youtuber called 'Minecraft Suggestions Guy': https://m.youtube.com/watch?v=pha9KbfBnCo

    submitted by /u/mikailafridi
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    A rework to Bats

    Posted: 12 Jun 2019 03:17 PM PDT

    So, Bats are pretty useless, and I have some ideas that could upgrade them:

    • Bats will now attack the player, and they would have a 25% chance of causing a new effect on the player, called "bleeding".

    • Bleeding is practically the same as poison, but lasts less time and causes more damage.

    • They only attack at night, by day they would be peaceful.

    • When killed by the player they would drop a single leather and a new item, called "fangs".

    •By combining an arrow, fangs and a slimeball you would have a "bleed arrow", which, when hit some mob, applies the bleeding effect.

    These are my ideas, if you have any extra suggestions, please comment :D

    submitted by /u/yZeRoBR
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    Spores and Diseased Mobs

    Posted: 12 Jun 2019 11:25 AM PDT

     As of now, Mushroom Islands have some good use, but they could be better. No hostile mobs can spawn on them and mooshrooms can produce suspicious stew as of the new update. Other than that, their isn't much else. What if their was a new plant on the island that produced spores. Spores would grow underneath giant mushrooms and would be a thicker model of the brown mushroom that is 1 block high. If you wanted to make a farm, they would have to be in shade and they would spread to blocks next to the original. When you break them, you would get a single spore. That spore can be used to infect most mobs with a deadly parasite. If you were to step directly on a spore, you would get poisoned. But if a mob stepped on that spore, they would be infected. In order for it to work, a mob must stand on it for 10 seconds. After that they will turn diseased. A diseased mob will be friendly towards any other mob, and will only attack you if you attack them first. Diseased mobs will look very sickly, with mushrooms growing out of them and green and brown spots all over their body. After 2 in game days, the mob will look even worse and become hostile towards any mob that isn't affected. If a mob is killed by a Diseased mob, it will turn into the hostile version of one. They won't stop until every mob in their radius is either dead or infected. Mobs that can't be infected are snow golems, guardians, elder guardians, any mob from the End or Nether, slime, and illagers. While not being very useful, it'd be a great way to troll friends or make an awesome minigame. 
    submitted by /u/DullestArc73661
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    Sandpaper used to polish blocks

    Posted: 12 Jun 2019 02:59 PM PDT

    Yeah I know this idea sounds a little unusual but it kind of makes sense.

    If you put 1 sand and 1 paper in any pattern on the crafting table it creates sandpaper.

    Sandpaper is like a tool. It can't be stacked and it has durability bar. You can right click stone variants to make them polished, eg. right clicking andesite with sandpaper turns in into polished andesite.

    It could also introduce quicker ways to acquire blocks by right clicking, for example, stone to get smooth stone. It would take around 30 hits to run out of durability to make sure it's not too overpowered.

    The only problem I see with this idea is that sandpaper doesn't really feel like a vanilla item. It could be named something completely different though. Tell me if you have any ideas for what you would call it.

    submitted by /u/Catsask
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    Map Crafting Change

    Posted: 12 Jun 2019 08:49 AM PDT

    I believe when you craft a map, it should return the compass as other recipes do with a bucket. I see no reason to have to keep using 4 iron and 1 redstone to get a flat piece of paper. Unless it's a super map, it shouldn't eat up the compass.

    submitted by /u/JohnGakusei
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    Boat Types!

    Posted: 11 Jun 2019 11:37 PM PDT

    Yes, you heard me right! BOAT TYPES!

    I feel that boats deserve to be as bit as diverse as minecarts, or even more, so here's my suggestion!

    Cargo Boats!

    Cargo Boats are of two types: Chest or Barrel Cargo boats, and Shulker Cargo Boats. These are crafted by putting the the respective item with the boat in the crafting grid. Doing so removes the second seat in the boat when placed, but adds a chest, barrel or shulker box to the back, which can store as many items as a chest can. Breaking the chest/barrel boat drops all items within the inventory, while shulker boats retain the items within them.

    Sailboats!

    Sailboats are made by right-clicking a boat with a banner. The boat's sail will have the same pattern as the banner. Sailboats go twice as fast as regular boats, but steering is less responsive.

    Icebreaker Boats!

    Icebreakers are crafted by putting a boat in the centre of the crafting table, putting an iron ingot to the right of it, and putting wood logs in the bottom row. Icebreakers can, as the name says, break through ice. Doing so drops ice into your inventory, but Icebreakers are slower than regular boats.

    Hauler Boats!

    Hauler Boats can be crafted by putting 4 boats in the corner of the crafting table and filling the remaining side parts with leads. Placing hauler boats requires you to place all four boats at a time, all of them being linked by leads. They function like regular boats, except for the fact that they have to be pulled by the 'head' boat to move. Right clicking the 'head' boat with a lead allows you to pull it along with you.

    Fishing Boats!

    Crafted with putting a boat in the centre of the crafting grid and putting string in the bottom row. Doing so will add a net to the bottom of the fishing boat that automatically catches fish at irregular intervals, if the player is within the boat. Right-clicking with an empty hand while within the boat will make the net descend or retract. Retracting the net will retrieve the fish it caught.

    Floating Platforms!

    A new type of base construction, craft a Platform Core by surrounding a Heart of the Sea with Wooden Planks. Place it down on water to produce a one-block foundation of the Platform. Right-clicking the Platform Core with wooden blocks adds more blocks to the Platform multiblock (Maximum 11x11x6 blocks). Right-click it with storage blocks, crafting tables or other utility blocks to add them to the multiblock.

    Say, perhaps you want to move your Platform? Right-click the Core with an empty hand and turn the platform into a drivable entity, which reforms itself into a solid multiblock upon being dismounted.

    Leave what you thought of my idea in the comments section!

    Edit 1:1) Changed the fact that you need to rightclick boats with banners to make them sailboats, rather than craft them.

    2) Added the Floating Platform Boats!

    submitted by /u/Wolfmatic0101
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    Make Pigs more Useful

    Posted: 12 Jun 2019 08:20 AM PDT

    Currently, pigs are pretty useless. Killing cows, sheep, and chickens gives you food that is just as good, while also giving you extra useful items such as wool or leather. What I'm suggesting is a way to make pigs worth it to breed.

    First, pigs can produce between two and three baby pigs each time that are bred. This means players can get more pigs without using as many resources.

    Second, pigs will drop multiple pork chops, between two and four. Again, this means that food can be gotten faster from pigs. Also, the meat drop rates from cows and sheep could be lowered.

    Third, pork will be the best food in the game. It will increase hunger by more and will last longer.

    submitted by /u/fribble_jabbler
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