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    Minecraft Make it impossible for lava lakes to generate in forests, taigas, jungles, or anywhere else with many trees

    Minecraft Make it impossible for lava lakes to generate in forests, taigas, jungles, or anywhere else with many trees


    Make it impossible for lava lakes to generate in forests, taigas, jungles, or anywhere else with many trees

    Posted: 25 Jun 2019 07:18 AM PDT

    Whenever I build something, usually I choose densely wooded areas such as dark oak forests or taigas. However, there is always one problem I always run into— lava lakes. Not only do they make it somewhat dangerous to build in forests, but they also lead to mass amounts of unnecessary lag. Jungles with lava lakes are essentially lag machines. So yeah, I feel lava lakes need to be removed from wooded biomes because they are an unexpected danger to the player's builds, and they can hinder game performance.

    submitted by /u/Yoshieclipse
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    If you kill the Wandering Trader, next time, instead of him, there would spawn an Assasin trying to kill you

    Posted: 25 Jun 2019 07:20 AM PDT

    An Assasin should be a hostile mob which spawns instead of Wandering Trader in the case player killed the Trader last time. Assasins specifically hunt down and try to kill the player responible for killing the Trader, ignoring other players as long as they are not attacking the Assasin.

    I imagine them looking like the stereotypical assasin/ninja but with the ornaments on their clothes hinting they belong to the same in-universe culture as Wandering traders. They shouldn't be very strong (not stronger than lone Vindicator in terms of power), but their usage of invisibility potion should give them an advantage of sneak attack

    submitted by /u/Arventur1996
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    Piranhas generate in jungle rivers

    Posted: 25 Jun 2019 01:20 AM PDT

    I guess all of us have at some point seen piranhas, whether it be on television or in a Zoo, or maybe even in a jungle. In that case you know how aggressive creatures these are.

    Purpose

    Replacing drowned in rivers as they make more sense in the ocean in my opinion, and making the jungle a little harder to traverse considering the rewards you get for visiting.

    Behaviour

    These fish behave almost like a cross between silverfish and fish. Ironic that silverfish aren't actually fish.

    HP: 2. Hand damage is 1 and full player healt is 20 for those curious. if a piranha is damaged, but not killed, all other piranhas in a 20 block radius will come and try attacking you.

    Attack: The piranha will be able to attack you once every second, dealing 1 damage.

    Piranhas have a 30% chance of spawning in packs of 5-10, packs/individual piranhas spawn at the same rate as drowneds do in rivers.

    Packs will have one individual attacking you if you swim through the water, and if you attack back or kill him, his pack will attack you, but other piranhas in proximity won't get notified.

    Reward

    Piranhas are excellent for XP, and drop 3-5 XP. They also have a 15% chance of dropping a tropical fish.

    Breeding

    Piranhas will accept anything edible, however, the only thing it will accept for breeding is raw and rotten meat. Other foods will just be eaten and forgotten. The reason you would want to breed these is to gain a lot of XP quicker than other farms. Original idea suggested by u/expired_lemonade and elaborated on by u/oozra

    submitted by /u/ShinyStache
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    Phantoms start off neutral but become increasingly hostile the longer you don't sleep

    Posted: 25 Jun 2019 10:04 AM PDT

    For the first few (starts at 3-4) days of not sleeping, Phantoms are neutral mobs that spawn at further distances in small groups (around 1-2). Their presence acts as a warning that the player should sleep and the player has the option of engaging them. The longer the player doesn't sleep (begins around 5-6 or 7-11 days), the more the Phantoms make their presence known, and their AI becomes their current hostile behavior.

    submitted by /u/MLVXD
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    Non-abandoned mineshafts

    Posted: 25 Jun 2019 11:19 AM PDT

    There's been a lot of talk about a cave update and I think this would fit in. Like how there are normal villages and abandoned ones, there should be normal mineshafts and abandoned ones. We already have abandoned mineshafts, so it would be cool to have normal ones that have miners and chests. You could trade with them and they mostly sell mining tools and resources from mining.

    submitted by /u/Ghost-Mechanic
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    Villagers should need to physically touch a workstation in order to claim it, to prevent accidentally claiming workstations

    Posted: 25 Jun 2019 01:14 PM PDT

    The workstation mechanic in 1.14 is really annoying because villagers constantly try to claim any block that could be used as a workstation, which includes many blocks players use just to play the game (loom, composter, cauldron, barrel, etc.). It would help if villagers had to actually go to their workstation and touch it in order to claim it, so that players could simply block them from accessing any blocks they could claim.

    submitted by /u/ContronThePanda
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    Smokers, Furnaces, and Blast furnaces give off small smoke parictles

    Posted: 25 Jun 2019 04:30 AM PDT

    like campfires but much much much smaller

    edit (when smelting stuff obviously)

    submitted by /u/k00ji
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    Have tridents properly react to being set on fire.

    Posted: 25 Jun 2019 06:28 AM PDT

    While testing out things, I noticed that tridents thrown through fire and lava cause it to be lit on fire, like arrows from both the bow and crossbow, yet does no fire damage when it strikes a mob. It would be nice for consistency if it reacted the same way as arrows in that regard, although not a super necessary change.

    submitted by /u/rommn
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    Fish in kelp or seagrass should lay eggs to hatch more fishes

    Posted: 25 Jun 2019 03:40 AM PDT

    Because it is annoying to get fishes far from the sea, so what about the fishes breed in seagrass or kelp? Catch: They must have a little bit of light to lay eggs. Fish should breed more when raining.

    submitted by /u/SnowBallEarth43
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    A Loot Chest in Ocean Monuments

    Posted: 25 Jun 2019 09:50 AM PDT

    So the two only prizes you get for defeating an ocean monument is 8 gold blocks and at least 3 sponges. Gold blocks used to be decently valuable but now, not so much. And you get a chance of getting a sponge room.

    I suggest a loot chest surrounded by glass and a block on top and bottom. That way, you have to defeat the elder guardians and then you can get the chest. Glass is used so that you can see the chest but can't access it (alternatively we could arrange stairs and slabs but thats just complicated)

    Contents: -Trident. Think about it. Defeat an ocean monument, get an ocean weapon. Its still a rare drop for Drowneds so I think this would be a nice alternative. -Sponges. Another way to get sponges. Im thinking about 15 sponges. -Nauticals. I'm so-so on this. Its not that rare compared to drops from drowned. So maybe 0-2 -Junk items like prismarine, ink sacs, etc. Your usual junk.

    There will be only one chest in every monument. It will spawn randomly anywhere in the monument.

    submitted by /u/Aiminer357
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    New End mob---Chorus bug

    Posted: 25 Jun 2019 05:38 AM PDT

    Chorus bugs are a type of arthropod that lives near can clime chorus trees and burrows into chorus flowers. Bane of arthropod works on this mob.

    Spawning

    To prevent this mob from being extremely repetitive like Endermen in the End. We would have to make a chorus forest biome and reduce the number of chorus trees everywhere else.

    When a chorus flower is generated/grown, there would be a 10% chance of it being infested, meaning that chorus bugs would be able to treat that chorus flower as a hiding spot.

    Attacking

    chorus bugs would inflect only half a heart of damage, but they have a special ability, amour would be 70% less effect to End bugs, meaning getting swarmed by chorus bugs wouldn't be fun.

    They normally would attack but would turn on you if you attacked them or if you destroy their homes, aka chorus

    flowers

    Interactions

    To make mobs more lively, mob to mob interactions would be a fun detail

    End mobs:

    1. Endermen would treat these as pests, like how we treat cockroaches as pests. (basically, Endermen would completely and utterly destroy chorus bugs)
    2. Sometimes chorus bugs would somehow see shulkers as chorus flowers and try and burrow into it, would fail miserably and get immediately destroyed

    Overworld mobs: (only happens if you try and grow chorus trees in the overworld)

    1. villagers, being the wimps they are, would immediately run back home at stay for about 1 minute before returning to their work
    2. Iron golems would completely squish them
    3. Pillagers would see it as a new unknown threat and run around, missing all their shots
    4. vindactors aren't much smarter than pillagers, but at least they try and squish the bugs
    5. Other illagers are much smarter and would mostly ignore the bugs, and the only attack if they get 2 blocks close, cause no one wants slimy bugs crawling all over you

    Drops

    1. 3 EXP
    2. 0-1 string (10% chance)
    3. End essence

    Uses for end essence

    1. brewing blindness potions, when applied to ranged mobs, it would make them have 50% worse accuracy. If applied to melee mobs, they would run in circles*

    *Elder guardians, wither, chorus bugs and Ender dragons would not be affected

    submitted by /u/lolbit_511
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    The Ravager should have a small chance of spawning with a double-saddle

    Posted: 25 Jun 2019 12:22 PM PDT

    It would spawn in later raid waves, with two illagers riding it. When you kill it, it would drop the double-saddle which you could use on a horse, meaning two players can ride it. This would of course be rather rare.

    submitted by /u/malkratta
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    If you're wearing Feather Falling boots and take fall damage, small white "feather" particles will appear. There's also a rare chance that a baby chicken will spawn when taking fall damage.

    Posted: 25 Jun 2019 07:52 AM PDT

    Just a neat little detail that wouldn't be hard to implement.

    submitted by /u/DreadScopez
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    Cobwebs

    Posted: 25 Jun 2019 03:02 AM PDT

    When an item lands in a cobweb, it should get stuck in the cobweb. Then the cobweb will have to be broken to get the item back. In a sense, cobwebs could become an interesting method of storing items or collecting loot.

    submitted by /u/existoast
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    Enchanted Bowl - A magical bowl that automatically makes stew.

    Posted: 25 Jun 2019 07:43 AM PDT

    An exerpt from Up, Up, and Update 2 that I decided to not continue working on.

    When you right-click and hold on the empty enchanted bowl, it will take random ingredients out of your inventory and craft a stew for you without you having to go into your inventory and manually craft it.

    It picks the ingredients randomely, but will prioritize what it makes in this order....

    Rabbit Stew and Beetroot Soup > Suspicious Stew > Mushroom Stew

    So if you ever want to sacrifice a few slots of inventory just to carry all of the ingredients to make a certains stew, you can always feed yourself while giving yourself a potion effect for a few seconds.

    The enchanted bowl can be found in any dungeon and can be bought from farming villagers for 30 emeralds as a final tier trade.

    submitted by /u/Axoladdy
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    Desingnable Armour

    Posted: 25 Jun 2019 11:07 AM PDT

    Much like shields you should be able to add banner design to leather chestplates (any other type if you like) and the design would appear on the front of the chest plate making it great for minigames or just general survival as armour is kinda plain at the moment and making it customizable more than just leather would make looking at armor kind of fun

    Not a major change just for fun and because it seems like a minecraft type thing

    submitted by /u/TheNumber02
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    Carriages

    Posted: 25 Jun 2019 10:47 AM PDT

    Carriages should be a way to have passengers on horses however they need 2 horses to work and they take the armor slot of the horse. The carriages can have 1-4 passengers and 1-2 drivers i think they would be pretty nice for castles and roleplays they would also be cheap to craft

    (i didnt know what flair would fit this)

    submitted by /u/TheNumber02
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    Biome Ideas

    Posted: 24 Jun 2019 05:58 PM PDT

    Black Sand Beach - Like regular beaches except as their name implies these consist of a black sand. Can uncommonly be found at any shore but is more common around volcanic biome shorelines.

    Glass Beach - Like regular beaches except as their name implies these consist of colorful sea glass. Can be found at any shoreline but are quite rare.

    Tropical Island - White sand beaches with shallow turquoise water. Palm trees with coconuts, vines, exotic flowers. Lush with waterfalls.

    Atoll - A ring shaped tropical Island upon a coral reef typically surrounding a lagoon. Typically flatter and less intricate than regular tropical islands.

    Volcano Island - A tropical island with a volcano somewhere in the center.

    Volcano - Either a singular or a cluster of volcanoes and volcanic mountains. They can be active or inactive.

    Lava Tube - A type of volcanic cave system. They are typically made of long tube shaped caves. There is typically one main tube with other smaller tubes attached to it. At the ends there is generally pretty open and empty cave space.

    Ashland - sometimes the area surrounding active volcanoes. Burnt, ravaged, and covered in ash. Near inhospitable with lakes and ponds of lava.

    Salt Pans - Very flat stretches of ground covered in salt and some other minerals.

    Dense Salt Pans - Like regular salt pans except these are so dense that they appear much less coarse and after rainfall reflects almost like a mirror.

    Semi Arid Desert - Deserts that support more grass and bush and other plantlife better than drier deserts. They often have desert mountains dotted around.

    Mud Flats - Coastal wetlands comprised of a large flat land of mud and a some water.

    Marsh - Sort of like a swamp but is unable to support woody plants and instead is better at support grass and reeds.

    Mangrove Forest - A forest of mangrove trees that grow in the water with a maze of rivers.

    Flat Plains - Like the plains biome but flatter.

    Hills - Like the plains biome but more undulating.

    Sequoia Forest - A forest with coarse podzol dirt and huge sequoia tree. They can range from 2x2 to 4x4.

    Canyons - Steep red rock plateaus with mazes of rivers and valleys cut into them.

    Stone Forest - A regular forest where many of the trees have been petrified resulting in what looks like many stone stalagmites jutting out of the forest floor msking it look like a forest of rocks.

    Mushroom Plains - Almost as if the plains biome and the mushroom island biome had a child.

    Ice Cave - Caves formed in ice, some stone but mostly all ice.

    Glacier - A large body of packed ice on land with crevices, seracs, moraines, and cirques.

    submitted by /u/Minecraft_Ideas_100
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    New Boss mobs!!!

    Posted: 25 Jun 2019 12:34 PM PDT

    Minecraft has so much boss potential and new bosses would bring much more survival content! Like there are only 2-3 depending on on if you count elderguardian as one. Feel free to give feedback and tell me what you think :)

    Idea: King of the sky. Because we have water boss already. Some kind of flying creature living in a floating temple with guards and chests in it. Could drop like low gravity boots or enchantment book. Would fit in an air update with birds and air transport of some sort

    submitted by /u/TurboToasteD
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    A Curse Of Nullifying

    Posted: 25 Jun 2019 03:28 PM PDT

    this curse would nullify all damage the weapon gives out. this may be a bad thing, but if combined with arrows of healing on a LAN server, you could basically be a medic. this would only apply to bows, hoes, shovels, and axes as to not ruin the whole point of getting a sword if it does no damage.

    submitted by /u/2Tired2pl
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    Lost Miners

    Posted: 24 Jun 2019 08:09 PM PDT

    Deep Under the dirt and stone lies the abandoned mine shaft. But they are a bit bare. But i have an idea!

    The lost Miner

    In abandoned mine shafts a Villager with torn clothes a miner helm and a pick axe

    They spawn with 10% chance of a diamond pick, 20% chance of gold, 20% chance Iron pick, 50% chance of stone pick.

    Upon seeing you they will start following you around with sweat dropping out of them, They have 5/20 hearts on them upon spawning, Giving them bread and cooked meat will slowly heal his health, If a zombie happens to see you (Or if he sees it) he will run behind a corner until it is killed, If you make it to the Your objective is to get him to a to the surface, when you do he give you 10-25 emeralds (Increases based on pick axe level) then locate the nearest village and walk in its direction, Next time you go to a village you will find him there, your village popularity will get boosted and trade prices will drop. He will become a member of that village (but he will become a nitwit with a miners helmet) (this doubles as a way to boost a village), As an extra little detail he will nod at you if he sees you. Baby villagers will also run up to you and stare at you for being a hero.

    submitted by /u/RealMickyPuppet
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    Another use for Fire charges

    Posted: 25 Jun 2019 03:16 PM PDT

    Fire charges should be able to be loaded into a crossbow, if close enough to the crossbow in the inventory, just like with magical arrows. You should then be able to shoot fire charges like how you can with a dispenser. It should then give off a small explosion like with ghast fireball. This is like the substitute for not being able to put flame on a crossbow.

    submitted by /u/Hexellent3r
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    “Mods”

    Posted: 25 Jun 2019 03:10 PM PDT

    It would be a cool feature if the mashup packs and maps that add gameplay features like the planes, and city maps would give you the new features from the maps on all maps that you choose. Kind of like a resource pack but a new tab that's labeled "add on's" or something.

    submitted by /u/oofergang360
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    Depth Strider IV

    Posted: 25 Jun 2019 05:09 AM PDT

    I know this enchantment can be accomplished using commands and will function as the normal depth strider III, how about one level higher?

    Anyways the topic here is that when the player puts on depth strider IV boots, the player would be able to walk as fast as sprinting on land on 1 block tall (because any water more than 2 blocks would cause the player to swim if the player tries to sprint) water if the player double presses "W" key. Pressing W key once would make the boots function as depth strider III still.

    I would recommend the 4th level of depth strider to be a treasure enchantment. The way(and maybe only way) to obtain depth strider IV is not from an enchanting table and instead would be found in underground loot, ocean loot, fishing or from trading. Of course, depth strider IV can also be created in an anvil.

    submitted by /u/HomieSteve
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