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    Minecraft A fun new use for inc sacs.

    Minecraft A fun new use for inc sacs.


    A fun new use for inc sacs.

    Posted: 07 Jun 2019 11:53 AM PDT

    I propose that when you put an Inc sac into a dispenser underwater it produces the particle effect that a squid makes when trying to run away.

    Thank you for reading :)

    submitted by /u/NAFTAmapper
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    Abandoned mineshafts should use the wood from what biome their in.

    Posted: 07 Jun 2019 01:02 PM PDT

    It just makes sense.

    Also YIKES they're***

    submitted by /u/ntader
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    Potions of Glowing (Making Sea Pickles Useful)

    Posted: 07 Jun 2019 01:10 AM PDT

    Has anyone ever found it weird or inconsistent there was only an arrow for the glowing effect and not any actual potions?

    Has anyone ever found it weird that sea pickles don't do anything?

    Well, I have.

    Introducing a solution- the potion of glowing!

    The potion of glowing is made when brewing a sea pickle in the brewing stand. These potions can be extended with redstone, turned into splash potions, lingering potions, and tipped arrows of glowing.

    As expected, these potions give the glowing status effect.

    If you would like to see this in the game, please support it on the official feedback site as well:

    https://feedback.minecraft.net/hc/en-us/community/posts/360046594891-Potions-of-Glowing-Making-Sea-Pickles-Useful-

    submitted by /u/Minecart64
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    When you use a fishing rod in a Mesa Biome, there should be an extremely small chance of catching a gold nugget.

    Posted: 07 Jun 2019 06:29 AM PDT

    Not a high enough chance for this to be abused, but high enough to happen at least once in a playthrough.

    The chance of catching a gold nugget cannot be increased by enchantments.

    submitted by /u/GenPrezEisenhower
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    A "Skeleton's Lounge" in the Nether.

    Posted: 07 Jun 2019 09:11 AM PDT

    Nether Fortresses get a new room, which is a gathering area for skeletons.

    It comes with a:

    • Netherbrick couch(2 stairs)
    • Fireplace
    • Carpets on the floor
    • Unique skeleton banners(like Ominous Banners)
    • A painting of the Wither
    • Chest with buckets of milk
      • The chest will have at least 1 bucket of milk, maybe a bow, and some arrows, but nothing else.
    • A cow, behind a netherbrick fence.
    submitted by /u/Takama12
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    Sheep's wool color should become more or less rare depending on biome

    Posted: 07 Jun 2019 01:30 PM PDT

    Similar to rabbits whose fur color changes depending on biome, sheep's wool color should change depending on what biome it is in.

    Examples: savanna biome sheep would be more likely to spawn in as brown as it blends in better with the grass, pink sheep could be slightly less rare in flower forests, white wool sheep in snowy environments, grey sheep are most common in mountains, and darker colored sheep would be more common in swamps and dark forests.

    submitted by /u/bushi_the_log
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    New structure---Illager settlements (part 1, AI and mobs)

    Posted: 07 Jun 2019 05:06 AM PDT

    I know I am late for 1.14, but I just wanted to throw this idea out and see your reactions

    Illagers settlements are basically (lore-wise, not gameplay-wise) bases for the illagers to regroup and attack, unlike outposts, they aren't always near villages.

    An Illager settlement is, just like a village, composed of different structures.

    This idea would be split up to different parts since there is a lot of information, and I don't want to create a wall of text

    Illager AI

    like villagers, illagers have schedules depending on the time of the day. Pillagers, vindactors, and witches have their own AI

    Time pillager vindactors witches
    sunrise wake up, wander wake up, wander wake up, wander
    morning wander/find nearby passive mob to use as target practice inspect ravager (if any), feed ravager (with meat/wheat), wander tend potions, by walking up to a nearby brewing stand and (visually) putting in a potion)
    free time/ practice (find random mob to slay) practice (find random mob to slay) practice (find random mob to slay)
    evening patrol (walk around settlement outskirts) patrol (walk around settlement outskirts) tend potions
    night wander, sleep wander, sleep wander, sleep

    Prisoner villager

    there are also prisoner villagers in big illager settlements, these villagers, if escaped, wouldn't be killed by the illagers, instead would be forcefully leashed back to a fence pole/wall. In fact, all villagers (wandering traders included) that wander inside an illager settlement would be transformed into a prisoner.

    prisoners would have dirty/torn robes, maybe even those black and white striped uniforms people wear in old prisons.

    If you kill all of the illagers and then free the villagers, they would be grateful and follow you around until they find and bed/village. Their trades (if given a work station) would be decreased drastically as well

    Official feedback site: https://feedback.minecraft.net/hc/en-us/community/posts/360046594471-New-structure-Illager-settlements-part-1-AI-and-mobs-

    submitted by /u/lolbit_511
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    Crocodile Mob!

    Posted: 07 Jun 2019 08:28 AM PDT

    We've gotten the sea turtle in 1.13, so why not add more reptile mobs, for example crocodiles, a hostile mob!

    Behavior -

    Crocodiles would attack the player at night and daytime, dealing 4 hearts of damage per strike. It would have 10 hearts of health, (20hp). They couldn't burn in daytime and attack the player even then, unlike spiders.

    Drops -

    The crocodile would drop scales which could be crafted into Scaled Armor. Scaled Armor would work like leather armor, but would have a slight thorns effect.

    Spawning -

    Crocodiles would spawn in jungle biomes near ponds, and would occasionally swim in the pond. Around the pond would be crocodile eggs, where baby crocodiles hatch from. These crocodile eggs could be picked up, but would hatch in your inventory randomly.

    Effects -

    Crocodiles would have a small percent change of poisoning you when attacked.

    And that is about it, I don't have anything more on this mob. yeet

    submitted by /u/NerdyLizardZ
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    Shears should be able to have Fortune

    Posted: 07 Jun 2019 01:56 PM PDT

    For more wool

    submitted by /u/pellimies
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    Penguin, walrus, seal, sharks, crabs...

    Posted: 07 Jun 2019 06:22 AM PDT

    We could really do with more mobs of oceanic biomes and snowy biomes, Mojang said they would not add in realistic sharks, but the sharks could only protect shipwrecks, penguins: they run away when you get close like cats, but if you have fish in your hands they come to you, when you tame them you can use them to catch fish any time there are fish in the vicinity like salmon and cod, but not pufferfish. Walrus: unlike the polar bear the walrus would attack you if you are close to a group of them, you can feed them salmon to breed them. Seal: Seals can lead you to underwater monuments for cod much like a dolphin, they do not attack you, breed with salmon. Crabs: can walk underwater or on dry land they stay underwater most of the time, drops crab shell fragments, used to craft crab helmet. Shark: 15HP, Walrus: 15HP, Seal: 10HP, Penguins: 8HP, Crabs: 20HP. Sharks drop Sponges occasionally, Penguins drop feathers, Walrus's drop Tusks, Seals drop Black dye, Crabs as I said will drop crab shell fragments.

    submitted by /u/Blackoutgaming6
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    Book Shelves Should Hold Books

    Posted: 07 Jun 2019 03:36 PM PDT

    It would look very cool to see different levels of books in a book shelf. Maybe now when they spawn in libraries in a village or stronghold, they can be a random number of books you get when you break it.

    Send feedback please

    #community

    submitted by /u/BeefAndCheese1
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    Add a count parameter to the function command

    Posted: 07 Jun 2019 08:15 AM PDT

    This parameter would just specify the number of times the function would be executed. It would be optional.

    submitted by /u/Yanis48
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    Make Pigs Great again

    Posted: 07 Jun 2019 03:34 AM PDT

    cows, sheep and chickens all have other things they produce. cows = milk and leather, Sheep = wool, Chickens = eggs.

    pigs are kind of boring and useless at the side of the other animals so they should find truffles. maybe they eat grass and the truffles grow in 2-3 and stick up out of the dirt. maybe the pigs get dirty (to show they've been digging for truffles_ and you right click them to take the truffles away from them.

    truffles could then be used to replace a mushroom in crafting. so you could use a truffle and a red or brown mushroom to make mushroom soup, also you could put truffles and coco beans together to make chocolate truffles

    submitted by /u/pwebster
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    Reworking the Wandering Trader

    Posted: 07 Jun 2019 06:03 AM PDT

    I think we all can agree, that the prices a wandering trader demands are too high. But how do we fix that?

    For that I think, we need to define what the Wandering trader is.

    The Wandering trader is a mob that wanders the world, collects and sells stuff. That stuff is flora related so my guess is, that you only need to buy something from the Wandering trader when you don't have the more or less uncommon things he tries to sell to you.

    And that is why the prices seem so high, because by the time you have enough emeralds to waste it on plants, you probably already have the stuff he sells. (yes, I understand that he was added as a part of the village and pillage update, so the amount of emeralds might seem reasonable, but most players won't make their survival world completely about trading, just because of that)

    My suggestion would be, that besides the trades involving emeralds, he asks for things generating in the biome he spawned in. It would be even better, if additionally to the plants you could trade, he would give you some emeralds.

    submitted by /u/emojilover3001
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    Trees should decay when there's not a grass block under it.

    Posted: 07 Jun 2019 03:46 PM PDT

    The leaves should start dying, because there's no more grass to support it.

    submitted by /u/PloopyGod84
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    UnstableCreepers(mob varient)

    Posted: 07 Jun 2019 03:34 PM PDT

    Unstable creepers would be a new mob witch could look cool by having it's insides a bit shown with gunpowder. They should do more damage, explode quicker, and even explode when killed. It will be rarer and will drop more gunpowder, but it may be a cool different biome version of the normal creeper, maybe it can be in the swamp, dungeons, or caves.

    Send feedback please :)

    #community

    submitted by /u/BeefAndCheese1
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    Zombie Plagues

    Posted: 07 Jun 2019 03:15 PM PDT

    As you are playing you game and you have passed almost around 100 game days and it starts to become night, you will see a boss bar that says "Zombie Plague" this is how the plague works. It's kind of like a raid that was recently added to a lot of Minecraft ports. When it's night time, this plague can cause the night to be extended and the night will end until you defeat all of the zombies. Also Zombie Pig man won't be in the plague since it's in the nether dimension. There are approximately 5 to 10 waves of this plague this is how the waves work

    Wave 1: 5 of each type of zombie Wave 2: 10 of each type of zombie (The next few waves start to get intense) Wave 3: 15 of each type of zombie Wave 4: 20 of each type of zombie Wave 5: 25 of each type of zombie Wave 6: 30 of each type of zombie Wave 7: 35 of each type of zombie Wave 8: 40 of each type of zombie Wave 9: 45 of each type of zombie Wave 10: 50 of each type of zombie

    Even though around wave 4 will go over the limit of zombies, I think this would be a good idea! As you defeat all zombies, you will get an affect called "ruler of all zombies" and it will multiply your health by 2 for the amount of 50 to 100 game days. This effect may change but I was the only one who thought about the effect.

    Here's 1 more feature about the Zombie plague! As the plague get intense there is a chance where a huge mob will spawn called the mutated zombie. It is a huge zombie that will hat you and you will get flung in the air. The attack is like a iron golem. The mutant zombie can cause around 5 to 10 hearts depending on how high up he flings you into the air.

    I expect this feature to be on a second combat update and I hope this feature can be a reality! And that's all you need to know about the zombie plague

    submitted by /u/Shawn_DaKiller
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    Umbrella. Ümbrëłłä.

    Posted: 07 Jun 2019 02:08 PM PDT

    It would function a lot like a firework. Hold to open, hold again to close.

    Craft: top row: any wool of choice Sticks in the middle center and bottom center. Umbrella holder: craft: left row planks (not logs) right row planks (again not logs).... bottom middle window pane/ glass (pure block)

    this is a pretty simple suggestion. please comment what you think about it and have a nice day.

    submitted by /u/cars_and_farts57
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    Horse drawn carts.

    Posted: 07 Jun 2019 01:55 PM PDT

    Ok, so hear me out. —————/———————-

    How would you make said carts? Grab 4 logs (not planks) and place them in an arrow key fashion with a plank in the middle. Then put a stick to the middle left of a 3x3 grid. When done, you now have a 5x8cart. Add 2 next to each other in the table to make a 8x11 cart (in Both carts the larger number is the length of the cart side) . The player has total freedom over what he puts on the cart, from lanterns to enchantment tables to chests and barrels.

    How would you attach said cart to a horse? Inventory slot functioning exactly like horse armor.

    (You can even put wool on the sides and top to make a covered cart.) —————-———/—————

    thank you for reading. If you want please put your honest opinion in the comments and have a nice day.

    submitted by /u/cars_and_farts57
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    An Offset attribute to the execute command.

    Posted: 07 Jun 2019 01:50 PM PDT

    I've been codding a lot of command blocks for my server and I've been finding myself in need of an offset attribute more and more! The attribute would be similar in functionality to the setTimeout function from JavaScript.

    It would be an optional field to place before "run" and would be followed by a digit value (seconds). Here are a few examples:

    execute offset 30 run say You've waited 30 seconds!

    execute as @e[type=zombie] offset 10 run kill @s

    submitted by /u/Gammatoid
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    When near a campfire and not aggroe'd, Skeletons stand around it and converse

    Posted: 06 Jun 2019 07:39 PM PDT

    Sometimes they "talk" similar to Villagers, usually about the importance of milk. Rarely a topic will come up similar to the Iron Golem gossip where they discuss being Spider jockeys, and have a chance of mounting a nearby Spider afterwards. This scales with regional difficulty.

    submitted by /u/LordSaltious
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    More Weather Detail

    Posted: 06 Jun 2019 04:38 PM PDT

    When we talk about weather in Minecraft, the first thing that comes to mind is only Rain and Snow. But what if Minecraft had much more detailed weather, and other weather events? - Weather events [Rain, etc] to come from clouds - We all know that Rain in Minecraft comes from above the clouds. What if Mojang made it so rain actually comes from the actual clouds? It would make Rain and other Weather Events much more detailed. - Fog - It's as simple as it can be. Fog. Fog would start to form in high places, especially in cold places and extreme hills. But fog would also form when the weather is cold in an area. - Mud - Again, a pretty simple one to understand. Mud would start to appear after rain. It would make Dirt blocks, Podzol blocks and Coarse Dirt blocks to make a "muddy noise" like in real life. It would also change it's texture, by making it a bit more messy. - Cloud Shades - Cloud Shades means different colour shades for clouds. The clouds would be in a beautiful white colour when it was a sunny day [also there wouldn't be much], they would be dark when rain would start to approach , the clouds would be dark grey when snow would be about to fall, which would make weather more predictable. Also, when a certain weather event would be about to start [Rain for example] the dark clouds would start to form thicker and thicker until the sky would be darkened in a slight dark/grey colour. - Detailed Lightning - There's not much to improve about lightning, rather than to make it so it comes from the actual clouds and make it so the lightning's light would be visible from the inside of the cloud as well. It would create a dinamic effect for thunderstorms. That's it for this suggestion. Thank you for reading, and have a nice day! 🤗

    submitted by /u/Johnny_M8
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    A Way to Pass the Day

    Posted: 06 Jun 2019 06:48 PM PDT

    Currently Minecraft has the bed to skip nighttime and avoid all the nasties that spawn during the dark hours, but players have no way to skip the daytime.

    It may seem like an unecessary addition, I have some reasoning to explain why this would be beneficial. Like I said before, players can't skip the daytime, but many things happen during the night that players can't do during the day. They can't hunt for mobs to fight or search for enderman to get enderpearls from unless they wait the 10 minutes of daytime for night to come. You can also improve lighting positioning on builds much better during the night.

    To pass the daytime away, I have two ideas to start with, a potion, and a bed-like block.

    Drowsiness Potion

    This potion could possibly be made using a suspicious stew of weakness (made with tulips) and would give an effect lasting a short 30 seconds or so. This effect, possibly called drowsiness, would have no apparent effects. It's effects would only show when you tried to sleep in a bed during daytime, and you would be able to successfully fall asleep. You would wake up with the moon up and nighttime upon you. For multiplayer servers, this would've needed to be done by every player, maybe making this too complicated for multiplayer.

    Napping Cot

    This block, when placed, would look similar to a bed but would be thinner and taller. It would be crafted using bamboo in the bottom corners, bamboo in the middle row, and carpet on the top row. When all players in a world or in a single player world, the player, sleeps in a cot during the day, the sleeping animation is played but players wake up at the beginning of night. A drawback of this is that it could possibly be used to quickly increase day counts of worlds, so I also would propose that players would be blocked from sleeping until the next night. The bed could give a text message, like, " you aren't right now" or, "you don't feel sleepy."

    My ideas for implementing a way to skip daytime may be shambly, but I sincerely think that Minecraft needs a way to pass the daytime. However this can be achieved without hurting the current gameplay of Minecraft makes no difference to me.

    Please lend your ideas fellow redditors, I'd love to hear them! :)

    submitted by /u/ThatGuyThereIsMe
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