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    Minecraft [Brainstorm] Top Monthly Suggestions For June 2019! This Month's Theme is "Combat Mechanics"!

    Minecraft [Brainstorm] Top Monthly Suggestions For June 2019! This Month's Theme is "Combat Mechanics"!


    [Brainstorm] Top Monthly Suggestions For June 2019! This Month's Theme is "Combat Mechanics"!

    Posted: 01 Jul 2019 10:29 AM PDT

    Your monthly reminder that yes, there are suggestions that do get over 100 upvotes from the Minecraft Community. Truly crazy, innit?

    In this post are showcased all the suggestions for the past month that have achieved an upvote notoriety beyond 100, as well as the 10 closest stragglers that were just shy of making the choice 3-digit beauty mark.


    What? What is this? A TMS report actually delivered on time? HERESY!

    Your eyes do not deceive you, folks. Thanks to /u/TitaniumBrain's new TMS report bot, you are finally looking at a TMS report delivered on time and without delay, and all future TMS reports will be the same way from now on. You may celebrate now. ;)

    SOOOO, without further ado, let's take a look at this month, shall we?

    ...Oh. Oh my. Am I reading this right? I guess I am. Remember how last month we had 90+ suggestions on the list? Forget that, this time we made it to 114 beautiful suggestions that broke the 100 upvote mark, with 28 of those being Super Luminous, passing the 200+, 19 becoming Enlightened at 300+, 19 becoming Ascended at 400+, 7 becoming Legendary at 500+, 2 becoming Mythic at 600+, and 1 truly amazing one passing a whopping 800+ upvotes to surpass Godlike and move straight to Omnipotent!

    It's extremely rare that we get posts like these that surpass all expectations, and like before, we've seen fit to honor the one who has reached this new-found height: /u/blejzak, we salute you. For such a small yet extremely useful suggestion, you sure know how to make an impact. :)

    And here's a look into what types of suggestions made it onto this list:

    • Gameplay: 12
    • AI Behaviour: 0
    • Blocks & Items: 9
    • Mobs: 17
    • Plants & Food: 6
    • Sounds: 2
    • Terrain: 2
    • Magic: 4
    • Structures: 6
    • Combat: 6
    • Controls: 1
    • Redstone: 3
    • User interface: 0
    • General: 31
    • Weather: 1
    • Commands: 0
    • Dimensions: 3
    • Bedrock Edition: 0
    • Java Edition: 1
    • Meta: 2
    • AI Behavior: 6
    • Command: 2

    Looks like General, Gameplay, and Mobs are the most popular topics, and Controls and Weather being the least popular topics.

    Looks like people's perspectives have shifted slightly into improving gameplay and mechanics now. There's a lot of old mechanics in the game that could do with a few fresh coats of paint or even complete overhauls, so I'm interested in whatever direction you guys would like to go here.

    And speaking of gameplay...


    THEME: Combat Mechanics

    (***Grab your swords, shields, crossbows, tridents, and hoes bows, everyone! It's time to march up to Mojang and let them know how we want combat to change!)

    Every month, we ask the community for suggestions on a specific theme so we can all brainstorm together. This month's theme is "Combat Mechanics"! With the recent snapshot regarding combat that Jeb himself graciously decided to share with us, we thought it fitting to have a combat-oriented feedback theme for this month, as it's the new hot topic and Mojang is looking for as much feedback as possible. Please use the comments & give all your ideas, big or small, that have to do with combat mechanics! Do you think combat should be faster? More methodical? Stamina-based? Skill based? Maybe even more RPG-like? I don't know, but it all sounds like fun! Put on your thinking caps everyone!

    However, please note, Mojang will NOT be re-implementing 1.8's combat mechanics, nor will they add a gamerule for it. Both of those options have been thoroughly and COMPLETELY rejected, so don't even post them. Anyone who does post ideas with either those things in them will have their comments removed.


    IN OTHER NEWS:

    Not much to report this month in terms of community news, except that /u/Mystickoko has officially stepped down as a moderator. He isn't leaving the community entirely, and he will still work closely with the Staff team, but he is no longer an official part of Staff.

    In his place, we have begun talks with another member of the community who will be joining the team officially very soon...but you'll have to wait for next month to see who it is. ;)

    As I said, there wasn't much to report for this month, but hopefully some more juicy news comes up next time.

    And now, for another reminder for everyone, please read over the FPS list before making any suggestions, just to be sure that you're idea hasn't already been covered.

    Also, if you have a Discord account, we'd also like to invite you over to our official MCS Discord server if you ever feel like doing some real-time brainstorming. Or, you know, just put up some memes, we have those too (just keep them SFW and in the proper channels). ;)

    KEEP IT UP, FELLOW SUGGESTIONERS!


    <>If there was a suggestion that was missed, please let us know below. Despite our best efforts, we haven't yet reached infallible perfection just yet (we're still trying, impossible as it might be), so some mistakes are still within the realm of possibility.<>

    ♦ Beautiful Suggestions 100 and Beyond:
    ============================

    Once again, special congrats to /u/blejzak for reaching 800+ upvotes! Keep it up with posts like that, and maybe, juuuuust maybe, Mojang will sneak something of yours in under the radar.

    Anyway, let's rock!

    Honorable 10 Suggestions

    <> All Monthly Suggestion Posts are cataloged on the subreddit's TMS Catalog Wikipage.<>


    Note: The comments are not for posing ideas unless they pertain to the feedback theme. If an idea crops up in a discussion, then that's fine, but for posting a suggestion for the community and the developers, that is what the "submit" button at the top right is for.

    Also also, you can see some suggestions that have actually been implemented on the Successful Suggestions Wikipage! Maybe one of these will make it on there someday! If you have a suggestion from 1.14 that actually has been implemented in some form or another, please let us know so that we can update the list. Thanks!


    Until next time folks, have a fantastic day/night, and take care! :D

    submitted by /u/GreasyTroll4
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    The shade of moss on mossy cobble/stone bricks should change to match the grass of the biome it's in.

    Posted: 01 Jul 2019 05:10 AM PDT

    Ladders Reworked

    Posted: 01 Jul 2019 11:31 AM PDT

    Since scaffolding was added, ladders have been made redundant.

    To make them useful again, right clicking on a ladder block with ladders should extend it down regardless of whether there is a block behind or not.

    Ladders should only hang if the top block is connected to a block.

    Sneaking off a ledge with ladders on the edge should connect you to them so getting down isn't as awkward as jumping off and hoping you grab back on.

    Changing the recipe to accommodate for new wood type ladders. Possibly 6 sticks on the side with a wooden slab in the middle.

    Since scaffolding is designed specifically for going upwards, ladders could be buffed so that you descend faster on them because going down on ladders is painfully slow.

    submitted by /u/Pulsicron
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    Change leather armour

    Posted: 01 Jul 2019 06:22 AM PDT

    As is stands right now leather has a big problem where in the early game the armor is really hard to get. This is mainly because it requires 24 leather which can be obtain by killing cows or llamas. Even then it takes as much time to go farm that out in a new game as it does to get iron armor I feel like leather should be a lot easier to craft where you could take leather and make "leather strips" I would think that you could get 3 strips for every leather and would replace leather in the craft recipe. This would make the armor require only 8 leather which allows it to be a cheap way to get an armor that will last you for a while but isn't going to take a ton of resources to craft.

    Thank you for coming to my TED talk.

    submitted by /u/Garrakon
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    Cave Ideas

    Posted: 01 Jul 2019 06:16 AM PDT

    Cave Formations

    Cenote - Kind of similar to a ravine but instead of being long and skinny cenotes are water filled sinkholes. They are typically deep and usually bigger than the opening would suggest. They would be most common in jungle biomes.

    Forested Cave Chamber - A large cave room with a small to large sky opening and a base of dirt allowing it to be forested with whatever style of biome it is in.

    Cove - On stony shorelines coves would be caves that are formed on the side of rock faces open to water as a little inlet. They would be pretty roomy.


    Biome Caves

    Overgrown Caves - These caves could have more growth than regular caves such as much more vines. They would also have less of a chance of spawning lava. These would be most common in biomes like the Jungle and Swamp.

    Fungi Caves - These caves should have a lot of mushrooms in them. Like an overwhelming ammount. They should also have a higher ammount of water spawn since mushrooms like to grow in damp areas. These would he the most common in mushroom islands.

    Gravel Caves - Caves that are packed with large clusters of gravel. If one is not careful they could set off a gravelanche. Mostly spawns in rocky biomes like mountains.

    Sand Caves - These caves instead of being comprised of stone and dirt, are comprised of sandstone and sand. You have to be extra careful in these caves unless you want to create a sand collapse. Water is rare in this cave. They spawn mostly in dry and sandy biomes and also come in a red sand equivalent.

    Dry Caves - These caves spawn no water and all of the dirt is coarse dirt. These spawn in dry and hot biomes.

    Ice Caves - These could spawn in the coldest of all biomes and be completely glazed in ice with snow forming in a lot of the cave.

    Cold Caves - These could form in colder biomes but not extremely cold ones. All water sources could be frozen and some snow could form but other than that would look like a regular cave

    Obsidian Caves - Caves that spawn in the nether made out of pure obsidian. This could act as just a way to add contrast and a but of fun to the nether.

    Flooded Cave - Simply put, just caves that are completely full of water no air pockets or anything. Would be most common in ocean biomes and swamps.

    Coral Cave - Like flooded caves but with a lot of coral.

    Dirt Caves - Caves that are primarily made out of dirt, clay, and terracotta. Some dead bushes spawn as well. Could be found in dry biomes like the badlands. They would also be relatively short caves.


    Mob Caves

    Spider Nest - A cave with large amounts of cobwebs and cave spider spawns.

    Silverfish Nest - A cave with a lot of hidden silverfish blocks. They look like normal caves.

    Slimy Caves - A cave that spawns many slimes. Also clusters of slime blocks may spawn.


    submitted by /u/Minecraft_Ideas_100
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    Chicken eggs are a physical block like turtle eggs, phase out live birth breeding in favor of spawning a fertilized egg

    Posted: 30 Jun 2019 08:02 PM PDT

    When a chicken spawns an egg randomly, it will spawn an unfertilized egg that has a white shell. When a chicken is bred, it will spawn a fertilized egg with a brown shell. Eggs can still be thrown, but can be placed with shift click.

    I figure since sea turtles already have this technology, it would be trivial to implement and please the people that like animal husbandry.

    submitted by /u/prosdod
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    A mob that is attracted to noise

    Posted: 01 Jul 2019 06:51 AM PDT

    I think if a mob that was attracted to noise were added, it would come toward loud clanking of combat, etc, it would be a fun mechanic.

    You would have to walk silently when you see them around, sneak if they're extra close, otherwise they attack you and they're fairly gnarly

    Killing them would drop their scales which can be attached to leather (I'm obsessed with trying to make leather armor not-bad) and you'd inherit their color changing ability.

    submitted by /u/steakandwater
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    Prickly Pear Fruit

    Posted: 01 Jul 2019 11:34 AM PDT

    You have 4 hunger bars. You have a furnace but no food. Your in a desert and see 2 weird purple circles on a cactus. You break it and pick up 2 Prickly Pears.

    Eating one of these will give you 2 hunger bars but do 1 heart of damage. Cooking it will unspine it. Giving you 2.5 hunger and speed II for 5 seconds. You can put 1 of these and a empty bottle in a crafting table to give you Prickly Pear Juice. (you can only craft it with unspined prickly pears) It gives you speed II for 5 seconds and 1 absorption heart. These hearts only stack up to five, once they get up to five hearts they just give you speed.

    Putting them in the crafting menu will get you some magenta dye.

    submitted by /u/GameProPie
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    Some changes with squids: Their AI and their size.

    Posted: 01 Jul 2019 07:08 AM PDT

    Squids, having been added to the game in 1.2, sometimes to me feel as if their behavior hasn't been changed since their release. When I go to my house by the river, the squids in the water teleport through blocks, bounce around WAY too fast, and constantly kill themselves by getting beached on land. There should be a fix to the squid that makes them a bit smarter and only occasionally beach themselves on land, along with them having a better hitbox so they don't suffocate in random blocks or bounce around a river like they're in a pinball machine.

    Also, squids are way too big. Normal squids are about the size of a fish in real life, so they should be a tad bit smaller to match the size of fish in game, at least when they spawn in rivers or smaller water sources.

    submitted by /u/-C4-
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    My vision of combat (originally posted on Minecraft Abnormals)

    Posted: 01 Jul 2019 12:45 PM PDT

    Original post: https://www.reddit.com/r/minecraftabnormals/comments/c7ywlz/my_vision_of_combat/

    Combat,

    combat is something very important to Minecraft and it's players. I assume it's one of the most discussed/hot topics of Minecraft and that's why I believe the new combat system has to be well thought through. Since 1.9 there are two groups. Some prefer the old system and others the new one. It is important to reunite both groups. By this, I mean that the advantages of both combat systems are combined, at least as far as possible.

    Here we come to the part that is most critical. The advantages of the systems are of course a personal preference, but I have tried my best to pick out the most important points.

    Here's a list of the ones I picked:

    1.8

    • Combos through fast hitting one after the other
    • Blocking with swords

    1.9 and above

    • Cooldown to prevent spamming
    • More tactical through cooldown and weapon selection
    • Sword deals AOE damage if fully charged (no cooldown)
    • Shield
    • Axe as a counter for shields

    Combat Snapshot

    • Different tools have different attack ranges

    And now a list of all the ideas I had briefly stated for those who don't want to read the rest:

    • hitting an enemy resets your cooldown to the point it was when you clicked the attack button (eg. no cooldown -> hit enemy -> no cooldown)
    1. enables combos (as long as you hit your target)
    2. in case you missed your opponent your cooldown starts from the beginning
    • move AOE damage of sword to hoe (sword single target damage)
    1. greater weapon selection, an extra use for hoe
    • re-add sword blocking
    1. the closer you right click before getting hit the more damage will be absorbed
    • blocking a hit from an enemy with shield or sword resets the cooldown of your opponent
    1. a way to cancel the opponent's combo

    Further explanation might come later.

    Thanks for reading and I'm looking forward to hear your feedback.

    submitted by /u/Lord_Vlad_
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    Dragon eggs should buff enchanting tables

    Posted: 01 Jul 2019 01:50 PM PDT

    I think the ender dragon egg should have some kind of use so I thought of a couple of additions.

    Either bringing the enchanting table up to level 30 (essentially a buffed bookcase) or making rare enchantments more common.

    submitted by /u/ASmaller
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    New Curses: REVISED EDITION

    Posted: 01 Jul 2019 03:44 PM PDT

    I realize I wasn't being very creative with my curse ideas, so I made this revised edition. This one (hopefully) fixes all the problems with the last one. Enjoy!

    CURSE OF UNAWARENESS - GOES ON: HELMET

    - The Curse of Unawareness will cause you to perceive entities as invisible, but only some of them. You could pick up invisible items, get hit by invisible mobs, ETC. To counter this, your hearing capabilities are increased, so if you pay good attention, you may be able to sense what's there.

    CURSE OF SLIPPING - GOES ON: BOOTS

    - The Curse of Slipping is like a demented version of Frost Walker. Every block acts like an ice block, meaning you will slip and slide around. Higher levels will increase the slipperiness.

    CURSE OF EXHAUSTION - GOES ON: LEGGINGS

    - The Curse of Exhaustion causes you to run forever and uncontrollably until you take the leggings off. You will still lose hunger, so you will starve to death if you aren't careful.

    CURSE OF ATTRACTION - GOES ON: CHESTPLATE

    - The Curse of Attraction causes all projectiles to home in on you. You basically turn into an arrow magnet! Of course, going to the Nether wouldn't be a good idea... Higher levels increase the attraction range.

    CURSE OF GENEROSITY - GOES ON: SWORD

    - The Curse of Generosity has a chance to give your sword to a mob you attack. You could give your sword to a Zombie, an Illager, or even another player! Of course, killing the mob will cause them to drop your stolen item. Higher levels increase the chance of giving away your sword.

    CURSE OF SPLINTERING - GOES ON: AXE

    - The Curse of Splintering will cause wooden splinters to fly off wooden blocks that you break. They do minor damage, but there is a 10% chance a splinter will Poison you for 3 seconds. Ouch! Higher levels will increase the damage the splinters do.

    CURSE OF LAUNCHING - GOES ON: SHIELD

    - The Curse of Launching will cause you to be knocked back very far when you block an attack with your shield. Normally just an annoyance, but over a pit... Higher levels increase the distance you are knocked back.

    submitted by /u/AlexSteckline
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    New Mob: Hedgehogs

    Posted: 30 Jun 2019 11:24 PM PDT

    Hedgehogs would have 10 health. They would spawn in Forest and Desert biomes. The hedgehogs could eat Carrots and other crops. You could tame them with Carrots also, which they will follow you around and, just follow you. When attacked, the attacker will sometimes receive thorns damage. Sorry if I don't have much detail in the post. Also when fed a Diamond they become sonic and run super fast.

    submitted by /u/IronRabbit2006
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    Cave Idea

    Posted: 01 Jul 2019 11:34 AM PDT

    What if caves could have glowing blue rivers, maybe even worms on the ceiling.

    submitted by /u/poopypoop26
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    Fog, Sandstorms, and varying degrees of rain.

    Posted: 01 Jul 2019 02:59 PM PDT

    Fog would look FANTASTIC in Minecraft. The visual effect would make it harder to see the farther out you look until it goes completely white.

    Sandstorms are similar to Fog except they can only occur in the desert biome. Sandstorms do damage to the player 0.25x the amount of poison DPS. (So a quarter strength, not too bad) unless the player is wearing armor. Villagers run indoors when there is a Sandstorm.

    3 levels of Rain: light rain, normal rain(what we have) and Downpour. Downpours should last twice as long and be a bit thicker looking.

    submitted by /u/TheDerpofYork
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    There should be some sort of a mob that’s hard to find, fight, has variety, and is rewarding to face. The sandworm

    Posted: 30 Jun 2019 08:57 PM PDT

    I'm sure I'm starting to annoy you guys with my ever so frequent suggestions but I think there should be an addition of a few animals that would be smart enough to know when and who to avoid in a way that would make hunting them a challenge and have them feel more diverse doin it.

    For instance I feel enderman did a great job at this, they can't be looked directly at, and teleport whenever you get the better of them in combat. Plus the RNG of them suicide bombing into water makes it more interesting. But there should be more than just that.

    Description

    I think a good mob in the same spirit of an enderman would be the sandworm. Sand worms are normally passive and burrow themselves into sand. The sand block they're in is slightly discolored which makes it obvious which one they are. It would look a bit like a sandstone block hidden in sand. If you try to mine the block or get too close, it'll come up and bite you.

    This isn't like a silverfish though, these things will actually fling sand particles in your face to give you blindness for a bit if their health gets low, in that time they'll find a new block, hide in there for a few seconds, and then attack you again.

    Variance

    They would have genetics much like pandas. Their genes are as follows

    Aggression: The range you can get before it attacks. Ranges from only attacking if it gets mined, to having to physically walk on it, to 5+ blocks away

    Self preservation: How often it will retreat to the sand to heal. Those that retreat frequently don't heal as much, and those that don't retreat often heal very fast

    Size: Bigger worms can flick sand harder causing more damage, smaller worms can move faster

    Color: Color is linked with health, meaning that worms that stand out more have more health, and those that stand out less have less. Health can range from anywhere between iron golem, and spider.

    Popularity: the odds nearby worms will spawn to help it out. The catch 22 here is that if worms have high likelihood of being helped, the blindness effect might not shorter or even non existent, allowing you to see where they retreat to

    Difficulty

    The average sandworm will generally be about as fast and good at recruiting as a silverfish, as damaging as a zombie, with the health of an enderman but obviously the genes I mentioned can make some sand worms minibosses and some about as intimidating as a baby slime

    Spawning

    They only spawn in deserts. Not beaches, not underground. Only deserts, at any time of day.

    Drops

    They would drop loads of XP, as well as their teeth, which can be used to craft barbed arrows which slow down your target and inflict bleeding damage for 5 seconds

    They do added damage over a bow, and can be used as a throwing weapon for reduced range or a melee weapon for reduced power

    They get used up when you hit someone with one, but have a 60% chance to be given back after your enemy is dead.

    Teeth are a very rare drop, but are just about guaranteed against super powerful sandworms. Giving you the option to try to grind out mini worms for hours while running from big ones, or to fight a big one and risk loosing your stuff.

    submitted by /u/steakandwater
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    Elytra Enchantments

    Posted: 01 Jul 2019 02:50 PM PDT

    Elytras are lacking enchantments, so I have devised three enchantments that could make it more interesting to use them:

    • Lift-this would simply decrease the amount of blocks an elytra goes down for the distance it goes forward, possibly with a minor speed penalty.
    • Instability-this increases the sensitivity of the flight controls and reduces the speed lost in a turn, therefore increasing the agility of the player.
    • A third enchantment, for which I have not thought of a name (open to suggestions) to allow the player to 'glide' through water. This would be slower than normal flying, but faster than swimming, with a tendency to return to the surface, so that one could put on an enchanted elytra when they are low on air.

    Also, I find it a little difficult to dogfight with an elytra because the boosts of fireworks result in unpredictable acceleration. This could possibly be solved by allowing fireworks to act as a disposable engine, one could even place them in an inventory slot created by wearing an elytra and the firework would be added to the model of the elytra, giving a constant speed until they run out.

    Finally, I feel that elytras need a few control changes. Crouching could angle the wings steeply to result in a slow descent and slow forward flying , to allow for inspection of an area (maybe through a window) or the placing of blocks. Also, pressing the sprint key should sweep the wings back a little to increase speed at the cost of lift and agility.

    Please feel free to suggest any changes, this is my first post here so I'd like to know how things are done properly.

    submitted by /u/General-Dragonfly
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    Crafting Ore Blocks

    Posted: 01 Jul 2019 10:59 AM PDT

    Maybe putting 8 stone around a mineral could craft the ore block itself - only for decorative purposes. And to prevent infinite item farming, these ore blocks would not be affected by Fortune.

    submitted by /u/Abahot
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    [ Sweep Attack While Crouching ]

    Posted: 01 Jul 2019 02:33 PM PDT

    I really don't see what's so hard to understand about this concept.

    Mojang has instead decided to try removing the sweep attack from swords unless they have the enchant, and only make it work when the weapon is at 200% charge. Why though?

    The entire point of the sweep attack was for crowd control, which is now being undermined by the new limitations. While one may say "but we can attack quicker now, so it's not as necessary," that only provides reason to completely remove the attack altogether instead of keeping it around, if anything. The combination of these two things makes it difficult to understand how it'll be particularly useful going forward.

    .

    So here's my pitch: Being able to attack freely while crouching (holding the shield up) seems overpowered, so why not have crouching cause the player to sweep attack instead?

    •Increase the knockback taken by entities hit with the sweep attack (for crowd control)

    •Make the Sweep Attack slower than normal swings (as not to be as ridiculously spammed)

    •Start the damage out at something like 20% on a sword without the enchant, and have the enchant add +15% per level (assuming we want to keep 75% at Sweeping Edge III, or +10% to get 50% at level III).

    •Sweeping Edge attacks do not have an initial target, instead swiping all enemies in attack's area of effect, meaning that no mob takes 100% damage anymore.

    submitted by /u/That_Zeffia_guy
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    We already have Husks. More themed Zombies?

    Posted: 01 Jul 2019 02:27 PM PDT

    I love seeing Husks in the desert, it just makes the biome more thematic. Why not have a specific zombie type for ice biomes, mushroom biomes, etc?

    submitted by /u/Gadevin
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    Torch Arrows

    Posted: 01 Jul 2019 02:08 PM PDT

    I propose to add a new type of arrow called Torch Arrows. These arrows would be crafted by surrounding arrows with torches in the crafting grid and would require 8 arrows at a time. When shot, the torch arrow would place a torch on the closet available block to where the arrow lands. If there is no available spot to place a torch, the torch and arrow will drop separately. Walking onto it would drop a plain arrow (same as picking one up normally).

    Torch Arrows would be amazing for lighting up large caves/ravines as well as the general lighting of large areas.

    And just for fun, why not add redstone torch arrows? Not sure how useful it would be but hey, consistency.

    submitted by /u/WookiesOnWheels
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    special mobs

    Posted: 01 Jul 2019 01:58 PM PDT

    mobs that have a special thing to them a thing to look out for like cannibalize villagers that hunts humans with a spear or with their fists and has a hut or living space, moles that can make 1 block holes and can steal items if left alone, man eating plants that eat anything that gets near it, a mob that lurks near ice and if u get to close to an edge it will grab u and drag u under the the ice, ghouls skeleton ghost like figures that lurk around shipwrecks and to guard their treasure, etc

    submitted by /u/fearkingriser
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    An elytra launch enchantment

    Posted: 01 Jul 2019 07:47 AM PDT

    So, someone suggest this on MC Discord about a new elytra enchantment.

    What it does: If you shift and jump at the same time, it launches you in the air and you'll start gliding forward.

    I have no idea what name I could come up with, so let me know your thoughts in the comments.

    submitted by /u/MCPE4thewin
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    Reworking the Potion of Luck

    Posted: 01 Jul 2019 09:06 AM PDT

    Since the Potion of Luck was added to Minecraft all the way back in update 1.9, it has been unobtainable in survival and in general it is a pretty useless item. Currently the only use it has is 'increasing the probability of finding high-quality loot from Fishing' (from the Minecraft Wiki.) A lot of these ideas I have are inspired by the Fishing use.

    I think Mojang added this potion and had plans to develop a use for it but maybe they never got round to it and it just sits in the creative inventory now. So I thought of some ways to make this item actually useful and first how to actually obtain it.

    •First off it is found in dungeon chests as loot, you can get Potion of Luck I, and Potion of Luck II. It is still unbrewable through the brewing stand.

    •Now onto what it does, the Luck effect is only one status effect but it gives the player multiple perks. One of them increases the loot drops from mobs and makes mobs with rare drops (such as Wither skulls), less rare. As if you have Looting, but as a status effect.

    •Ores such as Diamonds, Emeralds, Lapis, Redstone, Coal, Quartz, drop more as well, and like I mentioned above it would be like having an enchantment but as a status effect. In this case, Fortune.

    •Villager trades get a slight discount, not as big a discount as Hero of the Village but still trades are generally cheaper.

    •I'd keep the Fishing bonus, as it is kind of in line with my ideas above.

    •And obviously Potion of Luck II would increase the Luck effect.

    I do recognise this could be a bit too powerful for a potion but it should be quite rare in survival considering you have to find a dungeon and it wouldn't spawn in every dungeon chest.

    If you have any ideas or criticism then say so in the comments.

    submitted by /u/Crazy4725
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    Hitting someone with a pufferfish should give them poison

    Posted: 30 Jun 2019 08:35 PM PDT

    This would apply to both players and mobs - it would basically be the exact same as making contact with a pufferfish in its mob form.

    It would also have a durability bar to prevent it from being too overpowered - it would have a weak durability as a pufferfish only has so much venom, and a dead fish corpse is only going to last for so long

    submitted by /u/Calf_
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