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    Minecraft Hoppers can pick up shot arrows that land on them

    Minecraft Hoppers can pick up shot arrows that land on them


    Hoppers can pick up shot arrows that land on them

    Posted: 23 Jun 2019 10:34 AM PDT

    It could be useful for farming arrows, as they wouldn't need to be player-shot arrows to be picked up. If they were tipped, however, they wouldn't be picked up unless a player fired them.

    submitted by /u/RockHopperSSM
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    You should be able to shoot an ender Pearl using a crossbow to get extra distance with is

    Posted: 22 Jun 2019 09:53 PM PDT

    Added enchantments and uses for hoes

    Posted: 23 Jun 2019 05:27 AM PDT

    We have all heard it. "Never use your diamonds on a hoe". It's almost as famous as "Never dig straight down". Those are some of the unwritten rules of Minecraft.

    But why are hoes so useless? Wouldn't a small update to farming make sense, as hoes is the least useful tool by far as of now?

    I therefore suggest a few changes;

    1. Added 2 new enchantments

    1. Surrounding, level I and II This enchant would have the effect that when you use the hoe on a block, the block to the north, south, east and west of that block would also be affected, as long as they're dirt blocks if course. Upgrading this to level II would also fill the corners, making it a 3x3 area. This enchant would be as rare as Silk Touch.

    2. Fortune/Looting, level I, II and III. This enchant basically explains itself. Level I grants you a 25% chance of gaining one extra wheat, carrot, etc. Level II makes the chance of this 50%, with a 25% chance of getting three, and level III gives you a 50/50 chance of both.

    2. Making the farmer villager sell hoes

    The farming villager us often only used to sell crops to, but he should also be possible to buy hoes from. He could sell a diamond hoe with no enchantments when he reaches the highest level, and an iron hoe two levels before.

    submitted by /u/ShinyStache
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    [REDSTONE] Bells should ring when a redstone signal is applied, and should give off a comparator signal when rung.

    Posted: 22 Jun 2019 08:01 PM PDT

    This would allow for things such as automatic raid detection systems (e.g. a wall with pressure plates), automatic raid defence (e.g. using pistons to assemble iron golems), and other interesting uses.

    submitted by /u/Pengee1235
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    More Curse Ideas

    Posted: 23 Jun 2019 06:04 AM PDT

    I have some ideas for some more curses in Minecraft. These would all be found from enchanted books or loot and not from enchanting tables.

    • Curse of Brittleness: Can be applied to any item with durability and makes that item lose durability faster. Opposite of Unbreaking.
    • Curse of Dullness: Can be applied to swords or axes and makes them do less damage. Opposite of Sharpness.
    • Curse of Inaccuracy: Can be applied to bows or crossbows and makes the shots less accurate.
    • Curse of Misfortune: Can be applied to weapons or tools and decreases the chance of rare drops from mining blocks or killing mobs. Opposite of Fortune.
    submitted by /u/ledlecreeper27
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    Goblin Mob - a non-undead mob that can wear armor for the inevitable Cave Update

    Posted: 23 Jun 2019 03:46 PM PDT

    Currently there aren't any living mobs that can wear armor in the game, and Minecraft's caves haven't really been changed at all in eleven updates. I propose a new Goblin mob that spawns below y:30 as well as in swamps occasionally.

    Goblins would be living monsters like spiders, creepers, and endermen, so in addition to being able to survive in the daylight, they would actually be harmed by splash potions and tipped arrows of harming, rather than being healed by them like zombies and skeletons. They would have a 3D model in between zombies and skeletons, with pointed ears sticking out if not equipped with a helmet or skull.

    Goblins would spawn in a neutral state like zombie pigmen, but if you mine any ore or pillage a treasure chest within their vicinity, they'll turn hostile. Or if you, y'know, attack them. They get more aggressive the rarer the ore you mine, although for some reason they consider gold more valuable than diamonds. When killed, they would drop some random loot from the dungeon loot table, in addition to a new rare item: the Goblin Tooth. Brew it into a Potion of Spelunking to get more drops when mining gems!

    Just like you, Goblins find zombies incredibly annoying, and will attack them if they interrupt their caving session. If you plan on fighting off a horde of Goblins, it might be a good idea to bring some undead buddies along to distract them! There aren't a lot of hostile mobs that attack each other intentionally, save for the bosses and an odd endersquabble, so an addition like this might be cool for a bit of worldbuilding. Perhaps the Goblins inhabited the deepest caverns of the overworld before the zombie virus spread, and now they're free to venture farther up to y:30?

    While caves certainly need some revamping, the biggest improvement Goblins would bring would definitely be for mapmakers. Gone would be the days of meticulously commanding invisible armor stands around for even the smallest NPC interaction or boss fight, as now with a simple retexturing and a player skull, you have a fully controllable living mob! Heck, you could even put a zombie in a minecart under the floor to make your NPC's walk in a certain path. And since they take normal effects from splash potions, you can finally easily make the villains in your maps humans.

    What do you guys think? Would Goblin mobs fit the vision that Mojang tries to maintain in the game? Do you have any other ideas on how to use Goblins in Minecraft? Let me know in the comments! Thanks for reading! = )

    submitted by /u/Acoustic_Colton
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    Idea to make Chainmail Armor craftable.

    Posted: 23 Jun 2019 02:47 PM PDT

    Chainmail is just a little less effective than iron, so in theory, should be just a little easier than Iron armor to craft. Thematically speaking, it's basically less iron fashioned in to the most effective armor possible.

    Iron nuggets. 6 Iron nuggets make a piece of Chainmail. Use pieces of chainmail in the same armor recipes. It takes 24 iron ingots to make a full set of iron armor. With this it takes only 16. It makes armore more accesbile in the early parts of the game even though it's not as effective as full Iron. Maybe nerf chainmail a bit to compensate but I think it would be great to be able to craft it. I know it's a rare drop, so it boils down to a matter of if we want to change that or not.

    submitted by /u/MattyLlama
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    Better armor managment

    Posted: 23 Jun 2019 01:55 PM PDT

    If you right click an armor piece while already having a corresponding piece equipped, they should swap.

    submitted by /u/guest109533578532
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    Cave Spiders

    Posted: 23 Jun 2019 01:39 PM PDT

    Cave Spiders have been in Minecraft for a long time. But they're rarely even encountered. If you never find an abandoned mineshaft, you will never encounter a Cave Spider. And they're really cool mobs too! They're smaller and harder to hit than normal Spiders, and they can even poison you! Why are they so ignored? I propose a few suggestions to decrease their rarity, as well as some uses for them. (Some of these are borrowed from fellow suggestors)

    Decrease Rarity:

    1. Increase size of mineshafts.
    2. Increase chance of mineshafts generating.
    3. More spawners in mineshafts.
    4. Spawning outside of mineshafts, in all caves or caves under a certain y value.
    5. Spawning in caves instead of some % of normal Spiders, or at least under a certain y value.
    6. Cave Spiders spawning in Jungle Temples, Desert Temples, and Roofed Forests occasionally
    7. Cave Spiders very rarely spawning with some cobwebs in red mushrooms

    Increase Usefullness:

    1. Using a glass bottle on a Cave Spider will create a Potion of Poison.
    2. Killing will drop unique loot, like a Potion of Poison, or a brand new item. (Spider Venom?)
    3. Using an arrow on a Cave Spider will create a Tipped Arrow with the poison effect.
    4. Arrows fired at a Cave Spider will become Tipped Arrows of Poison.

    Other Additions:

    1. Cave Spiders placing cobwebs to prevent themselves from getting fall damage
    2. Cave Spiders moving through cobwebs with no resistance, unless avoiding fall damage
    3. Cave Spiders trapping players and mobs in cobwebs and killing them (even other hostiles like zombies)

    I have another idea for Cave Spider Spawners being replaced with a "Mother Spider" (please suggest a better name for me) (this one is a bit more far fetched)

    • Same texture as a Cave Spider, but about the size and of an Elder Guardian
    • Only spawns in Mineshafts
    • Can move around, unlike the spawner
    • Spawns Cave Spiders at about the same intervals as a spawner
    • Places cobwebs EVERYWHERE
    • Everywhere it goes, cobwebs follow
    • Moves slower when not in cobwebs(?)
    • Drops all 8 spider eyes, a bunch cobweb and string, and a unique item(?)

    This is a lot of stuff so I doubt half of it will be in the game but i really think cave spiders need an update! They've been left behind for so long!

    EDIT: Some reorganization

    submitted by /u/IceDragon1235
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    [Mobs] More Genetic Traits

    Posted: 23 Jun 2019 03:02 PM PDT

    It would be neat if there were hidden genetic traits applied to every animal. This way, could allow selective breeding and interesting matches similar to pandas. All animals would have two traits, with one of the traits being + or ++, taking more effect in, but only at most one plus. Genes with pluses are more likely to be passed on to their children, allowing selective breeding to be easier

    Why Genetics should be in Minecraft

    Genetics would allow a variety of animals to give an advantage or disadvantage to mobs, allowing the player to be cautious when breeding animals, so they can get the perfect one

    Gene List

    Negative Traits:Aggressive (All): Makes the animal sometimes refuse to breed

    Weak (All): Animal has less health and deals less damage (if able to)

    Slow (Horse, Donkeys, Llamas) Animal moves slower

    Defiant (Horse, Donkeys, Llamas) Makes the animal randomly stop in a fit of defiance.

    Positive Traits:

    Wooly (Sheep): Sheep drop more wool when sheared

    Meaty (Meat Animals): Animals drop more meat when killed

    Powerful (Wolves): Wolves do more damage

    Twins (All): Animal likely to give birth to two instead of one, but will not pass the trait

    Bulky (Donkeys and Llamas): Can carry more items than usual, with ++ being the most

    Nimble (All): Animal moves faster

    Broody (Chickens): Chickens lay eggs faster

    Docile (Rabbits, Foxes, Ocelots): Animal less likely to flee

    submitted by /u/InonednTheDragon
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    We desperately need a villager AI rework.

    Posted: 23 Jun 2019 08:22 AM PDT

    So I'm in the process of building my own harbour village right now and after some progress I decided to fill the first view parts of the village with life (iron golems and villagers). After a view more hours I come back to this part of my village and 90% of the creatures are stuck somewhere. My iron golems all decided to chill at the bottom of the ocean even tho they can easily just walk back up the shore. 2 villagers are "stuck" under a boat. They could easily go back to the beach but they're just under my boat for whatever reason. The others are stuck on top of several jigsaws I spread across the village. I don't know what it is with them but they just love getting themselves stuck in situations where they're not physically stuck and it bothers me a lot.

    submitted by /u/Calvinkelly
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    Ice Maze

    Posted: 23 Jun 2019 07:51 AM PDT

    This thing would spawn underground in Ice Plains biomes, and be a big maze-like structure. It is guarded by [insert name here], which spawn inside the maze. They carry iron swords and give you Weakness II for 10 seconds when they attack. They continually spawn anew. In the center of the maze there is a boss mob, which gives you Weakness III for 10 seconds when it attacks you. When the boss mob dies, a passageway out of the maze opens and it drops its sword - a diamond sword that gives anything you attack Weakness II for 5 seconds.

    submitted by /u/Abahot
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    New enchantment: frost touch

    Posted: 23 Jun 2019 04:35 AM PDT

    Frost touch is an enchantment that is the opposite to fire aspect, where upon hitting an enemy it will slow them down a slight bit to not be overpowered. When your sword is enchanted with frost touch, the sword will occasionally emit snow particles and when an enemy is hit it will also emit snow particles.

    This next part may be too OP, but with a frost touch sword, you can hit lava and freeze it into stone, but at the cost of 5% of the sword's durability.

    The enchantment will help those who don't want to use fire aspect, and can bring some interesting interactions in combat.

    submitted by /u/Fishy4444
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    Tree jumper / tree spider

    Posted: 23 Jun 2019 03:58 AM PDT

    Tree jumpers are new neutral mobs that only spawn in jungles, unlike other spiders, tree jumpers don't become hostile when in darkness, they only attack if you attack. They are slightly smaller than cave spiders

    Navigating the jungle

    The jungle is full of obstacles, normal mob AI gets wacky in these layers of leaves and foliage. Tree jumpers, however, have evolved to navigate across the dense jungle.

    Leave blocks to tree jumpers are like scaffolding, they can freely climb up leaves and go down with no trouble, they can go through leave blocks as if nothings there. Making them a dangerous enimie if you accidentally attack them.

    Attacking

    Tree jumpers' fangs are poisonous, but not the same way as cave spiders. When they land a hit they would give you one of these effects for 3 seconds: nausea, blindness, hunger or fatal poison (poison that can kill you). Their base damage is 1 heart.

    Drops

    1. 5 EXP
    2. 0-1 string
    3. 0-1 venomous fang

    Uses for venomous fangs

    1. for brewing a bottle of spider venom (a potion), which gives one of these effects: blindness, hunger, nausea
    2. By using an anvil/grindstone to combine a fang to a weapon would give it a poison touch effect on it: That weapon would deal a poison effect to whatever it hits, lasts for 150 uses

    Other features

    1. foxes holding a venomous fang would be inflicted with a fatal poison effect
    2. all types of spiders are immune to fatal poison and any effects from venomous fang weapons
    3. in case you didn't know, fatal poison is the poison parrots get when you feed them cookies
    submitted by /u/lolbit_511
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    Temple

    Posted: 22 Jun 2019 09:52 PM PDT

    A temple would spawn in Mountain biomes, at the mountain peaks. They would have a hopper funneling into a loot chest. If you sacrifice loot by throwing it into the hopper, you get the Luck effect, the duration and intensity of which vary depending on what you give. If you raid the loot chest, you get the Bad Luck effect. A way to add those status effects into the game!

    submitted by /u/Abahot
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    Turn Villagers Back Into Pigmen

    Posted: 23 Jun 2019 01:51 PM PDT

    Early on in the game, before they were an implemented feature, the model for Villagers was pigmen (unzombified). I think it would be a good idea to turn villagers back into pigmen without changing any mechanics (just the model), because Villagers are a bit antisemetic. The money obsession, bald head, large nose, and hands constantly rubbing together are troubling, to say the least. Given Notch's recent public comments, this seems like it wasn't really an accident. In order to remove this problematic feature, I think it would be best to turn villager model back to pigmen.

    This would create a few issues, such as illagers and the Zombie Pigmen in the nether, but I don't think they really have to change anything there. Zombie villagers would just be Zombie Pigmen (perhaps without the angry mob programming if you hit one) and Illagers would remain the same.

    What are your thoughts?

    submitted by /u/thatpoppy336
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    Visualize cave_air in structure_block frames, like structure_void.

    Posted: 22 Jun 2019 08:07 PM PDT

    Just like air and structure_void, the cave_air blocks should be visualized within a structure frame aswell (maybe in green?) so that we can build structures with cave_air and actually see where it is (or where it was forgotten).

    submitted by /u/iMeta_
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