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    Minecraft An easy way to tell between Extended and Enhanced potions. Colored corks!

    Minecraft An easy way to tell between Extended and Enhanced potions. Colored corks!


    An easy way to tell between Extended and Enhanced potions. Colored corks!

    Posted: 17 Jul 2019 05:23 AM PDT

    IMGUR ALBUM

    This would just make organizing potions slightly easier. It's also good to have different textures for stuff since you can have more variety in resource packs.

    submitted by /u/AlexSteckline
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    When fishing, there is a small chance you can pull out drowned. (Only from fishing in a large body of water, like an ocean)

    Posted: 17 Jul 2019 07:42 AM PDT

    You might be wondering, "Well hungryhyena78, that's a terrible idea! I don't want to have a drowned get flung at me from the ocean!"

    I understand, and I agree it sounds pretty mean, and although this will never be added to the game, I think it would be a nice addition, and here's why:

    1. Fishing is OVERPOWERED. If you've ever fished for 2 hours straight, you can literally get the best rod in the game, along with the best bow possible, and tons of extremely good enchanted books. Hooking a drowned would give the player a good punch in the face, basically saying: "If you want amazing loot, you gotta fight for it."

    2. Minecraft is too easy. WAY too easy. And all Hard mode does is makes it so that if you walk 5 feet in front of you, you all the sudden get hungry and start starving. Difficulty is not making the player starve faster, or get hit harder by mobs. Come on Mojang.

    3. It's a great little scare. You thought creepers were bad? Ha!! That's silly talk. You thought you were nice and safe fishing? Psssh, think again!

    Edit: This idea is by NO MEANS perfect AT ALL... this was just something that came to mind. If anyone has any suggestions as to improving it just type em below!

    submitted by /u/hungryhyena78
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    Nether update ideas

    Posted: 17 Jul 2019 11:38 AM PDT

    Just some ideas I had for a big nether update

    Biomes

    Nether desert: a huge mostly flat and close to "sea" level biome full of gravel and soul sand, shattered villages and spires occasionally spawn here.

    Warzone: an area covered in massive craters some filled with lava and often mostly on fire shattered villages and spires are here too.

    Nether ravine: a giant ravine in the netherrack with a lava river at the bottom, broken bridges, lavaducts fortresses and halls of the damned can be found here.

    Volcanoes: large gently sloped mountains of netherrack that always have a huge lava lake at the top, pigmen monasteries may spawn at the top.

    Netherwort forest: a very rare biome of giant netherwort (like giant mushrooms but netherwort) the ground is mostly soul sand which can make it hard to navigate, cannibal shacks have a high chance of spawning here

    Structures

    Pigmen Monastery: a large square tower of netherrack surrounded by gardens of netherwort may contain chests of valuable items, enchanting tables (rarely), brewing stands, pools of lava and a summoning circle of black glazed terracotta with soul sand arranged in wither formation, pigmen monks spawn here.

    Shattered village: a small grouping of igloo like buildings of chiseled quartz, all broken and ruined, common in warzones, damned always spawn in the buildings.

    Spire/Shattered Spire: a tall tower with many rooms spires are made of nether bricks and will always have a blaze spawner and a chest at the top, either skeletons spawn inside and ghasts will circle it. Shattered spires are made of quartz pillars and are always broken, they may contained chests and often damned spawn inside.

    Cannibal shack: a small but quaint shack of nether bricks with mounted skulls outside, inside theres a table with a potted mushroom, a smooth quartz chopping block, a smoker full of rotten flesh and a chest, wendigo always spawn in the area

    Hall of the Damned: a long hallway built into cliffs made of nether brick, the front always has the image of a face crying lava tears and you enter through the mouth. Inside the hall is packed with damned and has long pillars and lava fountains inside at the end of the hall is an inactive portal surrounded by an elaborate red nether brick frame and has a nether bell hanging over it, ringing the bell well activate a nether invasion when you next enter the overworld.

    Lavaducts: like nether fortresses bridges but smaller being only one block wide and full of lava a lot will spawn in one area

    Shattered bridges: the broken remains of a quartz bridge sometimes on one end a gatehouse will spawn that may contain a chest

    MOBs

    Damned: a unique zombie variant only found in the nether, it has the coloration of cooked meat and fiery eyes, its attacks will light the player on fire but only briefly

    Pigmen Monk: a unique form of zombie pigmen that spawns only in monasteries. They look like zombie pigmen but they wear torn robes and have their arms crossed like villagers. If they or another pigmen are attacked they will throw splash potions of harming at you. If given a bucket of milk they will give you 1 minute of "nether blessing" which grant's feather falling and fire resistance.

    Wendigo: a flesh eating demon that hunts the player, they are villager sized but thin like endermen, red in color and with an antlered deer like head. When they detect the player they shriek and leap at them from long ranges, they will also stop to eat rotten flesh to heal themselves they can detect the player from anywhere in 100 blocks but will only attack when they have line of sight. In the overworld they will also hunt villagers and any villager killed by them will drop rotten flesh.

    Items

    Giant netherwort: spawns only in netherwort forests, similar to a giant mushroom in texture and block abilities but looks like netherwort, fireproof.

    Nether potion: grants nether blessing except it lasts for 5 minutes, obtained by killing pigmen monks

    Wendigo antler: obtained by killing wendigo can be used to brew nether potions

    Lava ship: unique boats found only in nether chests, allows travel on magma like a regular boat

    Wendigo skull: rare drop from killing wendigo, decorative like the other heads

    Nether bell: a unique skin for the bell that sounds like a gong

    Events

    Nether invasion: of you clear a hall of the damned and ring the nether bell at the end the next time you enter the overworld a nether invasion will begin. A piece of the world will be replaced by nether materials and a nether portal with a frame around it similar to one youd find in a HotD will spawn in the middle along with several waves of nether creatures including damned, blazes, wither skeletons and wendigo. Even after the raiders are dead the portal will have a unique red texture and spit out damned until the player extinguishes it, once extinguished it will be a normal portal if re-lit. The reward for doing a raid is a status effect called overworld hero which grants leaping featherfalling and strength for 6 minutes. The area around the portal will be permanently netherfied.

    submitted by /u/acelatres
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    I'd suggest to at least triple the leaves decay speed

    Posted: 17 Jul 2019 03:05 PM PDT

    I mean, it doesn't make any sense. There is no point of making the leaves take that much time to decay. Waiting for the sapling dropping from leaves is not fun + the way they look in the air is just rubbish.

    submitted by /u/aligamergx
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    Posted this on the main Minecraft subreddit, but there are a few suggestions in here that I wish could become a reality.

    Posted: 17 Jul 2019 02:05 AM PDT

    Everyone knows that Minecraft had a period of time where it lost its traction, and the game became quite dull. People stopped playing, until recently when there was a huge spike in players. But it's not that Minecraft isn't the way it used to be due to the game getting more complex, but more-so that we've gotten better at it.

    Hear me out. I remember back when I first played the game, that I was absolutely TERRIFIED of zombies and especially spiders. I could never kill them and I always hid in my house during the night. But now, it seems as if that level of danger is gone. I don't feel afraid anymore about enemies outside my house, I don't cower in fear anymore, simply because the game has gotten easier. And I feel as if this lack of danger and fear has changed Minecraft for the worse. I want to go into a cave and pray to god that I don't die to some horrific monster (hopefully the cave update does this for us). I play on 0% gamma/brightness to make it so that torches aren't overpowered. I wish I could go into a cave, and have it ACTUALLY be dark and terrifying. I want to not be able to see a creeper coming from a mile away so I can jump out of my chair in fear.

    In the end, I wish I could feel some nostalgia for once by cowering in fear in the corner of my square house because there's something out there that I don't know how to fight. Unfortunately, I don't think this can ever happen though, because the older we get, the more impossible it is to recreate something like that.

    Edit: Mojang, "Hard" difficulty IS NOT FUN. Its a great challenge don't get me wrong. But the people want something similar to a "Nightmare" mode. I don't want to turn Minecraft into a horror game, but I also want it to pose a real threat rather than just giving enemies more damage output or making my hunger bar deplete faster. Faster hunger bar depletion and harder hitting enemies are NOT how you make a game fun, while making it harder as well. That's something I call "stupid difficulty" I usually play on Easy, because I don't want to walk 5 feet and have to eat a steak. That's ridiculous. Give us a different mode that actually adds a challenge that isn't something ridiculous like making me starve faster.

    submitted by /u/hungryhyena78
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    Phantoms Should Fade Instead of Burn

    Posted: 17 Jul 2019 02:36 PM PDT

    In the sunlight, phantoms should fade out of existence. They are called phantoms, and it seems out of place for them to burn.

    Feedback website: https://feedback.minecraft.net/hc/en-us/community/posts/360048038252-Phantoms-Should-Fade-In-Sunlight

    submitted by /u/CLtheman1
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    Broken elytra texture on the player

    Posted: 17 Jul 2019 07:08 AM PDT

    When Elytra runs out of durability, the sprite in your inventory looks broken, but if you equip the broken Elytra, it looks the same as an elytra with full durability. There's no reason that there shouldn't be a vanilla texture to make the broken elytra show up on the character model as well as in your inventory

    submitted by /u/Xacrosity
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    New boss idea: a giant phantom-like boss that blocks the sun and spawns undead mobs (mainly phantoms) at day forcing the player to kill it

    Posted: 17 Jul 2019 12:14 PM PDT

    It would spawn in the oveworld after the player uses an item made with phantom membranes and a totem of undying and using it in a activated beacon, after two in-game days the beacon will summon the boss that just after will make a storm so dense that it would block the sun allowing undead mobs to spawn taking all the safety from the day.

    The boss attacks by spawning phantoms and spitting thunder bolts at the player, it can also flap it's wings to blow the player upwards causing medium to high fall damage and control the phantoms in the area to dive all at the same time attacking the player in a barrage of mobs.

    It is weak to gold and under 50% of health it can only be damaged by gold.

    After dying it drops a rod that throws golden thunder bolts and needs to be charged with gold.

    submitted by /u/nicolRB
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    Different Loading Backgrounds For Going Through Portals

    Posted: 17 Jul 2019 02:32 PM PDT

    The dirt background is old. It's time for change. When going through a portal to another dimension, it should show the texture of the portal overlaying the block of that dimension. For example, if you're going into the nether, it would show the nether portal over a netherrack screen. Pictures included: https://m.imgur.com/a/HFYpL

    I heard that Jeb has tried something like this before. I hope he gets back at it.

    I also put this on the feedback website: https://feedback.minecraft.net/hc/en-us/community/posts/360047788331-Different-Loading-Screens-for-Portals

    submitted by /u/CLtheman1
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    You should be able to give totems if un dieing to pets

    Posted: 17 Jul 2019 03:16 PM PDT

    You should be able to give totems undying to tamed animals like dogs and horses. You could but the totem on dogs collars and horses saddles. I guess it could work with parrots and cats too put that's probably wouldn't be used as much. I don't think it would be overpowers because totems are hard to get. It would have the same affects on the animals that it would on players

    Edit: wow I suck at grammar but instead of fixing it let's just pretend English is not my native language

    submitted by /u/MrShmoopy8
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    Pandas should break bamboo sometimes.

    Posted: 17 Jul 2019 12:50 PM PDT

    Think about it: you'd be able to use the pandas to "farm" bamboo so you can use it for making scaffolding. And then, once the bamboo grows back, the pandas will break the bamboo again so the cycle can repeat itself. Therefore, pandas would be useful! :)

    Tell me your thoughts on this in the comments below.

    submitted by /u/FreezingTNT2
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    When crouching and breeding animals, babies should not be able to take the food.

    Posted: 17 Jul 2019 06:27 AM PDT

    When a lot of animals are in an enclosed space a lot of food goes towards the babies when I just want to breed to adult Chickens or Cows or Sheep. I think this would be very useful in many situations. Thanks for reading! :)

    submitted by /u/polarbearoo
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    Totem of Undying changes

    Posted: 17 Jul 2019 09:04 AM PDT

    The Totem of Undying is an item that is very useful in the end game, where you can survive death. However, I propose a few things for the totem:

    First of all, they shouldn't just dissapear. They should, when used, revert into a broken stage, like the Elytra. When two broken totems are put together, they turn out with one full totem.

    Secondly, I believe that we should be able to apply one additional potion effect to the totem, by crafting the totem with a potion of _______. When the totem is used, then the effect is applied for a short duration, like 10 or 20 seconds, and the totem loses the effect. Only one additional effect can be applied, however.

    Is there anything I should add? Suggestions? Tell be in a reply. I'm all open! Have a nice day.

    submitted by /u/JTD845
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    Zombie Pigmen textures having hints of gold in them

    Posted: 17 Jul 2019 02:12 AM PDT

    I mean, they drop gold, don't they? It would be nice to see gold pixels in their skin, or even better, nearby their exposed skeleton.

    submitted by /u/RubyOre
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    Why we need the cave update

    Posted: 17 Jul 2019 07:09 AM PDT

    The Village and pillage update has proven one thing, it's possible to change core elemen of the game like the way villagers interact ect without ruining that core element or changing it too much. This is why I believe that we definitely now need a cave update, but it's pretty obnoxious for an anonymous reddit user like myself to just say that we need a cave update and not actually showcase some ideas for one.

    New Ores: I really want to see ruby ore brought back but with a new function, so I have come up with a few ideas for this. Ruby could craft an item called a "bloody dagger" which would instantly kill an enemy it is thrown at (with the exception of bosses obviously) but break instantly and have a 20 minute cool down period before another dagger can be thrown.

    New Biomes : I'm borrowing from terraria a little bit here, full disclosure. But I think the underground world should have different biomes like for example lava pools could be their own biom spawning at diamond level, lava pool biomes could be the only place that diamonds can spawn this would actually increase the rarity of diamonds which I'm sure most players would actually be happy with since it has become pretty easy to get stack after stack of diamonds at this point. The lava pool biome could have it's own native mobs, such as a fish that swims in lava, magma cubes (obviously not new but still) , Diamond Gaurdians (a powerful mob that would attack you when you try and mine diamonds making the game infinitely harder and adding a whole new dimension of skill). Falling in lava should kill you instantly if you're playing on hard? Not too sure about this one.

    New mobs: already touched on this already but perhaps there should be an entire different set of mobs underground, kind of like how wither skeletons were added with the nether. Perhaps near lava level something called "Magma Skeletons" could spawn, these could swim in lava, shoot flame arrows and carry swords. They could drop heads which when placed in the overworld spawns a new boss.

    Building on that last thing: The new boss could be a Lost Miner. The miner would throw pickaxes as a weapon and deal decent damage. It could drop something like an Obsidian Pickaxe which is less strong than diamonds, can't mine ores but is faster than diamonds and never runs out of durability, this is useful for building stone structures and gathering stone and I think it would be a commonly used item.

    I've clearly gone off the rails here. In conclusion I think it's possible to give us a cave update without ruining the core aspects of the game. Side note: We should be able to choose which update of the game we're playing on bedrock just like we can on PC. That way Mojang can experiment more with features that might have risks with popularity without destroying the game for the player base. Hope this post gave some insight -u/Unoriginalkid2121

    submitted by /u/Unoriginalkid2121
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    A few new Snowy biome mob ideas (Narwhals, Whales, Seals, and more!)

    Posted: 17 Jul 2019 12:54 PM PDT

    Alright, I'm gonna start talking about the Snowy biomes and how it really only has one mob: Polar Bears.

    Maybe it should have more variety.

    • Narwhals: Narwhals are normally found in the arctic (Which, if you didn't know, is quite cold) and could drop a useful item: Narwhal tusks.
    • Whales/Dolphins: In this case, Beluga and Killer Whales (Technically dolphins). These live in very cold climates, and would fit in with the other snowy biome mobs. Killer whales are aggressive, while belugas are passive until attacked. I don't know about drops for these yet, other than Killer whales dropping cod and bones.
    • Seals: Seals normally live in cold areas, and would make a cute addition. They are tamable by giving them cod and salmon.
    • Penguins: I haven't decided what they will drop, but they will be tamable, and get fish for you.

    This is all I have for now, but I really feel like more mobs should be added to snowy/cold biomes.

    EDIT: Removed snow foxes, as they are already in minecraft.

    submitted by /u/FluffyFrostyFury
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    Mapping Changes, Cartography Table Additions, and More! (Vastly Updated Repost From An Old Idea of Mine)

    Posted: 16 Jul 2019 09:21 PM PDT

    Hello everyone, I'm back with a new...well, rather, I should say an old suggestion of mine that I think should be brought back into the light now that 1.14 is out with all its new features. Most of what is in this post was also in an old (now archived) post of mine from one year ago, but I've since changed or have completely redone a few things since then and now the idea is better than ever!

    (And no, this is not a wishlist, nor is it suggestion-listing. All of these ideas relate to a core theme and all of them relate to each other in one way or another, making each one of them integral to the entire idea.)

    So, without further ado, let's get going.


    Ahhh, maps. Maps are an awesome feature in Minecraft. They help you explore your world and always help you find your way even when you're lost. Not only that, but you can put them in item frames to make cool map walls and map rooms. And in 1.13, Mojang added the ability to put markers on maps using banners, which was a brilliant upgrade for maps.

    And now, the newest addition for maps is the new cartography table, which allows you to increase or decrease map size with better efficiency, clone maps, and lock maps, all of which are great uses for the new block. And on top of that, it just looks awesome for building. :)

    However, in my humble opinion, cartography tables are heavily underutilized compared to what they could do. Locking or cloning maps is fine, but this idea will seek to expand the table beyond just that and open up whole new ways to map out your surroundings. On top of that, this idea will also introduce new concepts for older equipment such as the compass, and introduce new mapping equipment as well.

    Let's start with...

    Cartography Table Madness!

    Let's take a look at the cartography table, shall we? A charming chap, with an interesting texture to boot. However, what catches my eye the most, is the globe on one corner. When I saw this in the texture, I was quite thrilled, as I thought that globes were being added to Minecraft. Unfortunately, that dream was soon dashed, but I'm not giving up hope! As such, here's my take on how this globe could be utilized:

    The globe icon will be a new button added to the GUI of the cartography table, and will be located above the output slot for the table, and will basically look like the Realms globe icon.

    Once clicked, it will replace the current GUI with the "globe map GUI", which is muuuch bigger than the current GUI (expanding both vertically and horizontally), and showing a massive map of the entire world, as much as you have discovered. To expand the map and reveal more of its contents, you would need to add maps to it in the input slot of the GUI. You can also zoom in or out of the map and drag with your mouse to see more of it. Any map markers and names will appear just as they normally would. Essentially, this would give players a working world map. To get back the the regular GUI, simply hit the "return" button at the top left corner.

    However, it should be noted that the globe map will always be using the "max-zoom" map, so if you feed the globe map smaller-scaled maps, very little of the globe map will be revealed, thus encouraging players to expand their horizons a bit further at the cost of time.

    And that's it for the globe. Such a small little detail on the table itself, but it's already now a huge upgrade for it.

    But that is not the end to this suggestion! Cartography tables and globes are just the tip of the iceberg. Now it's time for some real changes to maps and mapping equipment.


    Compass Changes

    Compasses in Minecraft are tools that allow the player to locate the world spawn (at or near 0,0). However, this spawn-locating feature is absolutely useless for the End and the Nether, as the compass just spins uncontrollably. They can also be used to craft the ever-essential maps.

    Now then, who among us has really ever used compasses for their intended purpose of locating the world spawn?

    (crickets chirp)

    I thought so. Well then, what I am about to propose has the potential to turn the compass from a useless tool into a must-have item for any explorer in any situation.

    My changes to the compass would be as follows (any feedback would be greatly appreciated):

    1. Make it into a tool that you can right click to bring up a "compass GUI". When this GUI is activated, it would show you the compass at a top-down angle, showing exactly where the needle is pointing at that time. All around the compass picture will be letters like these: N, S, E, W, NE, NW, SE, and SW. These letters will be representations of the eight directions for easier compass viewing.

    2. Below the compass in the GUI will be the exact coordinates that the player is standing on at that time. Mojang has said that they eventually want to phase out the F3 screen, and this would be an acceptable change for compasses to allow people to find coordinates without having to use a screen which Mojang considers a "cheat". Of course, coordinates isn't the only thing the F3 screen has that's important, but they are one of the most important parts of it.

    3. Add four buttons on the side of the compass in the GUI that are listed as follows: World Spawn, Bed Spawn, Nearest Beacon, and Face North. "World Spawn" will have the compass needle point in the direction of the world spawn (at or near 0,0); this is also the default setting for the compass when it is crafted. "Bed Spawn" will cause the compass needle to point directly to that particular player's bed spawn (if they have one; if not, the compass needle will spin uncontrollably). "Nearest Beacon" will cause the needle to point directly to the nearest beacon, no matter who placed it (this is to give beacons a use that's applicable to their name). Finally, the "Face North" button simply makes the needle always point north (this button causes the direction abbreviations around the compass in the GUI to spin along with the compass needle).

    While these changes may seem like a lot, I can assure you, it really isn't once you visualize it in your head (I just went into detail for each change, so that's why it looks like a lot). I'm sorry I can't give you pictures as to what it would look like, as that is beyond my capabilities, but I'm sure you can all imagine what it would look like.

    Now let's move on to maps:


    Map Changes

    There isn't a whole lot to say here, I'm pretty satisfied with how maps are presented for the most part, so there isn't going to be a lot of drastic changes. However, there are a couple visual changes that I think will greatly improve maps in the long run:

    1. When first used, an empty map will display the entire surrounding area (biomes, rivers, etc.) in a similar manner that treasure maps, woodland mansion maps, and monument maps do (for example). This is more for a fun visual effect for maps, so that you have a general idea of what's ahead, but you still need to explore further to truly see how it looks.

    2. (This one is for the Java Edition.) Maps will use the Bedrock map colors. Bedrock maps show biome/grass/foliage/water colors more clearly, and simply look better overall. And yes, I know this is a parity suggestion here, but it's a very tiny one and if maps are to ever be updated this needs to happen.

    That wasn't so bad, was it? Now let's move on to map markers:


    Map Marker Changes

    As of 1.13, map markers can be added to maps by right clicking with a map onto a banner. This allows for 16 colored markers, one for each color of banner. Also, named banners used as markers will have their names show up on the map underneath the marker.

    This is an utterly fantastic change that really makes maps and banners more useful. That said however, there are still some additions that can be made to make it even better:

    1. Jungle temples, ocean monuments, woodland mansions, desert temples, and other such "temple" structures automatically create a map marker on your map when you discover them. An exception to this are the mansion/monument explorer maps, which will show the marker before you even reach it.

    2. Special banner patterns, such as the Mojang symbol, globe, or wither crossbones, can be used as special map markers. This allows players to customize their markers even further.

    3. Beacons will show up on maps automatically as their own unique marker. And, since beacons now retain their name even when placed, they can also show their names on maps, essentially making them more advanced versions of the banner markers (banners being the cheaper option, but beacons being easier to see). They will still require an open path to the sky in order to be active, though.

    Like with the maps, I'm mostly satisfied with how map markers are handled in vanilla. These are just some slight tweaks that I think would be beneficial for players who seek to customize their maps some more.

    Next up, cartographers!


    Cartographer Changes

    There is really only one major change I'd make to cartographers: give them more explorer maps to sell. Why should they only have access to mansion and monument maps? Why not give them maps to desert temples, to jungle temples, and to ocean ruins (not to strongholds though, that would interfere with Ender eyes)? It certainly wouldn't hurt, and it would give them more uses.

    However, if they were to be given these new maps, their trades would have to vary. For example, one cartographer might sell jungle temple, desert temple, and ocean monument maps, while another may sell mansion maps, desert temple maps, and ocean ruins maps. This is to make certain that not every cartographer has all the maps, meaning you'd still have to explore.

    And of course, that wouldn't be all the maps they could potentially have, those were just a few examples. And, for fun, they could sometimes even sell you a new suspicious map, which points you far away into a distant part of the world. It's a complete gamble if you find anything there, and you can only buy it once. Sometimes you might just locate a landlocked treasure chest, and other times it might just have you digging up dirt and stone for nothing. Serves you right for buying a suspicious-looking map from a shady character!

    And now for the final major addition:


    The Spyglass

    The spyglass is a tool that you can use for seeing far into the distance by right-clicking with it. Spyglasses can be either crafted using six gold ingots, two glass panes, and a piece of redstone, or they can be found sometimes in the "treasure" chests onboard shipwrecks.

    When using a spyglass, your view zooms in much closer to the horizon, and you can zoom in a second time by right-clicking again. Right-clicking a third time will take you out of the spyglass view.

    Using the spyglass would also give the player a new animation of them lifting the spyglass to their eye. You know, just for fun. :P

    And speaking of fun...


    Two New Advancements

    These I don't really count as "features", but here they are anyway:

    1. "Globetrotter" - Add 50 maps to your globe (goal advancement; listed under the "Adventure" tab, after "Sweet Dreams").

    2. "I Can See My House From Here!" - Obtain a spyglass (regular advancement; listed under the "Adventure" advancement tab, after "Sweet Dreams").


    Final Notes

    You may have noticed, if you looked back at my old idea I linked to at the top, that the atlas is completely gone, and some of the changes I did for the compass and map markers are also gone or reworked.

    That is because I was not satisfied with them, and with the globe taking over the "world map" concept, the old atlas lost its main function, and the other two functions (the notes and the screenshots) just aren't enough to keep it here, nor are they related to mapping at all. Perhaps another day it can be reworked into a new idea, but for now, it is shelved.

    I hope you all enjoyed this looooooong read, and I hope to see a lot of feedback on it. It's been a long time since I've posted an idea, and although this is mostly an updated repost of an old idea, some changes are new, and I'm a bit rusty in my technique.

    Until next time, take it easy! ;)

    submitted by /u/GreasyTroll4
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    Lava enchantments

    Posted: 17 Jul 2019 03:53 PM PDT

    Heat Strider: Exactly like depth strider, but for lava. Of course you'd need a fire resistance potion to use it though.

    Magma Walker: Prevents damage from standing on magma and campfires. Works like frostwalker but on lava. It turns the lava into magma blocks, but, just like frost walker does, they disappear shortly after.

    Heat Clarity: Helmet only. Allows the player to see in lava the same as water breathing effect in water. Of course you should probably use fire resistance too.

    submitted by /u/TheRobotics5
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    New Illager: The Excavator/Drillager

    Posted: 17 Jul 2019 03:53 PM PDT

    This Illager spawns in Illager Mineshafts, which are like Abandoned Mineshafts, except they are made out of a variation of Dark Oak blocks. The Illager wears a brown mining shirt complete with dirty grey-black trousers and a mining helmet on his head. In his left hand, he carries an Iron Pickaxe, with a rare chance of carrying an Iron Shovel. He drops 1-3 Torches, 1-3 Coal, 1-2 Gold Nuggets, 1-2 Emeralds, and 2-3 Iron Nuggets, with a rare chance of dropping his pickaxe, or a Lantern. His speed is 3% slower than the player walking normally, due to him carrying his pickaxe. His health is 20 on Easy and Normal and 24 on Hard, his damage is 4 on Easy, 5 on Normal, and 6 on Hard, with him being flanked by 1-3 other Excavators on Normal and Hard. He classifies as a true Illager as Johnny Vindicators do not attack him.

    submitted by /u/mrshapestone
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    New Vex drops

    Posted: 17 Jul 2019 03:09 PM PDT

    Vexes, when killed, should have the same drops as zombiepigment. Except, they drop the iron equivalents of everything, and no rotten flesh. So stuff like iron nuggets, iron ingots rarely, and also iron swords rarely. After all, they DO use iron swords, just like zombie pigmen use gold swords.

    submitted by /u/TheRobotics5
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    Physical durability of items

    Posted: 17 Jul 2019 01:23 AM PDT

    You know how the Elytra when fully broken shows holes and wear and tear on it? I suggest that they do that with every item so the more broken something is, the more damage is shown on the item. It would still have the durability bar so you know it's getting close, but armor also has dents in it, holes, pieces missing, maybe even darker in color. I could see a lot of use in it with pvp, while you're fighting someone you notice there armor is pretty worn and close to breaking, their sword has chips in it. Overall I think it would be a pretty cool addition. They wouldn't have to make it too complicated, like every 1/4 of the durability gone there is a visible change.

    submitted by /u/Terradurus
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    Totems should glow when you are holding them

    Posted: 17 Jul 2019 03:12 AM PDT

    To show new players that they only work when held

    submitted by /u/BillyWhizz09
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    New option for cartography table

    Posted: 17 Jul 2019 04:30 PM PDT

    I think it would be cool if you could put a map and a compass into a cartography table to show all naturally generated structures on the map.

    submitted by /u/Catsask
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    More achievements

    Posted: 17 Jul 2019 10:44 AM PDT

    Turtle Power: Make a Turtle Shell

    Getting Ahead: Collect every type of head/skull (Steve heads could be found in some type of chest somewhere; absurdly rare)

    Ocean Man: Make a Conduit

    Dinner of Doom: Eat a Pufferfish

    This Is Sparta!: Kill another entity by hitting them off of a cliff

    submitted by /u/The-Myth-Of-Legends
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