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    Minecraft If a Witch is falling, they should drink a Slow Falling potion.

    Minecraft If a Witch is falling, they should drink a Slow Falling potion.


    If a Witch is falling, they should drink a Slow Falling potion.

    Posted: 05 Jul 2019 08:49 AM PDT

    With Witches able to drink so many potions to prevent damage such as Fire Resistance and Water Breathing, it makes sense that they should be able to drink a potion that prevents fall damage.

    submitted by /u/Gravity-15
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    Cows should drop cowhide, which can be made into leather

    Posted: 05 Jul 2019 03:54 AM PDT

    At current there's basically no point in crafting leather armor in Minecraft. It's worse than iron, in fact a full set is only slightly better than just an iron chestplate (7 vs 6 defense points) yet it's harder to get. Which means basically everyone jumps straight to iron by spending a short time mining.

    To fix this I propose that cows drop a single cowhide instead of leather that can then be crafted into 4 leather. This would mean it would take 6 cows to make a full set of leather armour which I think is perfectly balanced, as all things should be.

    To get enough books for enchanting it takes 23-45 cows for a full enchantment table, and even more for books to enchant. I think along with the 135 sugarcane, the enchantment table itself, and lots of XP, I don't think this need to be so high. With my change it would be 12 cows.

    There could be other uses for cowhide too such as decoration, for example a cowhide rug, which could be paired with new varied textures for cows and/or you could dye the cowhides. You could also add them to beds for a more interesting look.

    This would keep consistent with 4 rabbit hides creating leather too, it would just be the other way around.

    Edit: Someone has posted something very similar on Minecraft Feedback. Go and upvote it! https://feedback.minecraft.net/hc/en-us/community/posts/360009222312-Leather-mechanics-are-problematic-Let-s-fix-that?input_string=Cows%20should%20drop%20cowhide%2C%20which%20can%20be%20made%20into%20leather

    submitted by /u/TrisTanK989
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    Pigs can be found caged up in Nether Fortresses

    Posted: 05 Jul 2019 08:44 AM PDT

    Similarly to Iron Golems in Pillager Outposts, Pigs should have a chance of spawning in a cage in Nether Fortresses. Killing one of these pigs could cause Zombie Pigmen to become hostile.

    Additionally, very rarely, Zombie Pigmen should be seen carrying / riding pigs as well.

    This is moreso a fun suggestion and could be an implication of how pigs become Zombie Pigmen (with the exception of being hit by lightning)

    submitted by /u/JJFreshMemes
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    I just wanna play with a controller

    Posted: 05 Jul 2019 06:56 AM PDT

    Its awesome on bedrock and it should at least be an option on Java Edition. Please devs! Help my keyboard hating soul!

    submitted by /u/Skadoosher77YT
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    Real time skin changing without having to leave the game.

    Posted: 05 Jul 2019 12:10 PM PDT

    It would be really cool if we could open up the launcher and switch between a few saved skins that we upload yourself and have them actually switch in real time while on servers or worlds.

    i am not suggesting being able to switch to any skin on the internet but maybe if we could have 2 or 3 skins uploaded onto our account at a time to switch between

    submitted by /u/-Immersive-
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    Whistles (definately not Kazoos) would be ABSOLUTELY PHENOMENAL!

    Posted: 05 Jul 2019 01:51 PM PDT

    It would be awesome to have a handheld instrument to use in survival minecraft. maybe this whistle can be used to communicate faster than just typing and they aren't completely obvious what the signal means. Maybe you can control your dogs with it too. But most of all they are fun!

    submitted by /u/killslugs
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    5 minutes into the minecraft day, the villagers should go to to the well to fetch water

    Posted: 05 Jul 2019 10:04 AM PDT

    Curse of Vanishing rework

    Posted: 05 Jul 2019 10:26 AM PDT

    Make it so if you pick up an item with the curse on it, it vanishes if you drop it or put it in a chest. Once it's in your inventory, it vanishes if you take it out of your inventory. I feel this is more "threatening" as a curse than the current curse of vanishing since it doesn't require death for the curse to be in effect.

    submitted by /u/Ghost-Mechanic
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    Husks have an 80% chance to spawn in place of a Zombie in the badlands biome.

    Posted: 05 Jul 2019 03:48 PM PDT

    • The Badlands biome is supposed to be hot an dry, they have the same mustard-coloured foliage of the desert biome, and they're even surrounded by a thin desert border. It makes sense that Husks could spawn there, since the climate is similar.
    • The cold equivalent, the stray, can be found in Snowy Tundra, Snowy Mountains, Ice Spikes , Frozen River, Frozen Ocean, Frozen Deep Ocean, according to the article on the wiki, while the husk currently only resides in deserts.
    submitted by /u/just_a_Suggesture
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    Sea sponges

    Posted: 05 Jul 2019 03:31 AM PDT

    Currently the only way to get sponges is to raid an ocean monument, and that doesn't make much sense.

    I think that different types of sea sponges should spawn in coral reefs. They have 10 hp and are passive, when killed they drop 1 sea sponge that can be used for decoration or crafted together with 3 other sea sponges to make 1 sponge.

    This would give more life to coral reefs and make sponges easier to obtain.

    (EDIT) I wrote guardian temple instead of ocean monuments. I'm dumb, I can't help it. It's fixed now.

    (second edit) Here is the post that inspired me

    submitted by /u/XxBom_diaxX
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    Iron Golems and Pillager Outposts

    Posted: 04 Jul 2019 10:17 PM PDT

    Freeing an iron golem from an outpost is pretty boring. I've done it and with the risk of starting a raid, and entire armies fighting you. I think that Iron Golems that are freed from their cages should gift you 3-7 iron ingots and a poppy with a name (such as Rusty, Duke, Jörgen) The poppy can be later planted in a village to give village golems a slight buff in resistance, hp, and damage.

    What do you think about this change?

    submitted by /u/MemeStudyEr
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    Pillagers should rob villager chests during a raid and other raid improvements

    Posted: 05 Jul 2019 08:46 AM PDT

    Because they are Pillagers. If a Pillager finds no chest, it will attack the villager instead. Pillagers also should rob and trample over village farms and some should be armed with stone or iron swords depending on game difficulty.

    Pillager captains should be equipped with an enchanted crossbow (not on Easy or Normal difficulties), and should also have tipped arrows of Harming (this harms the player by a big amount and heals undead mobs), and should also have a much angrier face than the other pillagers.

    If a Pillager or any other member of the raid is in water or lava, it should teleport onto land to make the raid more efficient for the Pillagers and other raid members.

    Pillagers should be able to drink fire potions when put in lava or set alight to protect themselves.

    Pillagers should spawn a bit more frequently if the date on your device reaches 31 Oct of any year, except on peaceful, because Halloween is scary.

    If you lose a Raid, you get a couple of random bad status effects like Weakness, Mining Fatigue, or even on the worst level, Wither, as well as the Bad Omen. This is to curse the player, especially on difficulties above Easy. There should even be a reduction in the players Level. The higher the game difficulty, the more XP you lose!

    The Raid boss bar should be coloured crimson, not purple.

    submitted by /u/SnowBallEarth43
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    Silk touch should work on infested stone blocks

    Posted: 04 Jul 2019 06:59 PM PDT

    When you mine a block infested by a silverfish, if using a silk touch pick, you should retrieve the block with the silverfish inside, this would make a lot more sense with the game logic.

    submitted by /u/LemonsPZ
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    Minecraft Spell Tomes

    Posted: 05 Jul 2019 08:58 AM PDT

    Spell tomes would work like enchanted books you put it in a enchant table and get a random one and would have durability, it would also be found in different structures such as woodland mansions, strongholds nether fortresses and some other structures aswell it would also be a rare sell from priest villagers some examples of spell tomes would be: summonable vex that would last 1 - 2 minutes and have 15 uses. evoker fangs wich would have 25 uses. Ghast fireball would do a smaller explosion and have 25 uses. Sheep color change would change a sheep's color to what ever is the first wool in your hotbar if you have no wool it will be random and have a chance of being a rainbow sheep. Self destruct would instantly kill you and deal massive damage but if you have a totem of undying you will survive and will have 3 uses. Hover you would hover up 2 blocks in the air and can lower yourself for about 2 - 4 minutes, if you fall you will take no fall damage has 30 uses.

    submitted by /u/setzalt
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    Updating the Bottle O' Enchanting!

    Posted: 04 Jul 2019 07:49 PM PDT

    Potion Of Enchanting

    - This replaces the Bottle O' Enchanting. Drinking it gives you 5-10 experience points.

    Adding Glowstone

    - Adding Glowstone Dust will increase the amount of experience given by the Potion Of Enchanting.

    Splash Potion of Enchanting

    - This works like the original Bottle O' Enchanting. When thrown, it drops 5-11 experience orbs.

    Lingering Potion of Enchanting

    - Instead of bursting into orbs, this potion creates a blue cloud that constantly spews orbs. In all, it spews 10-15 orbs.

    Arrow of Enchanting

    - This arrow gives 10-15 experience points to whatever it hits. If it doesn't hit anything, it instead bursts into 10-15 experience orbs.

    Potion of Bewitching

    - Fermenting a Potion of Enchanting gives you a Potion of Bewitching. These will drop red orbs that take away experience when collected.

    Imgur album!

    submitted by /u/AlexSteckline
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    The drowned really need to be nerfed

    Posted: 04 Jul 2019 09:43 PM PDT

    their tridents deal too much damage, they destroy boats in one shot and then you can't get to them. The ones with tridents need to either be removed or have their damage reduced by a lot.

    submitted by /u/quagsnavely
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    Taming Ravagers

    Posted: 05 Jul 2019 03:34 PM PDT

    Ravagers are some badass rare creatures with can be ridden by pillagers, and by letting a ravager alive you could "tame" it with emeralds ( ? ). It would change texture to a more friendly one and you could ride it and attack with it. There would be like armors and chests could be attached to them like on donkeys. You'll need a saddle to control it.

    submitted by /u/_iRasec
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    When you combine items togheter the order tou put them in the anvil shouldn't matter

    Posted: 05 Jul 2019 03:27 PM PDT

    It doesn't make sense so it should be the same in both combinations

    submitted by /u/CIARRAPUNGI
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    End seas and the End Of Life enchantment for the End dimension

    Posted: 05 Jul 2019 09:04 AM PDT

    There's void in the End, so what if there was a purple version of water called Ender Water. The fluid flows like water, has physics of water, but has key differences:

    Endermen and any End mob will not teleport or be damaged by this fluid. Endermen can swim in this fluid.

    Ender Water slowly damages the player for half a heart. Use armour with the enchantment End Of Life (Related to the End dimension), which will enable you to breathe under the Ender Fluid for a short time, and not take damage from it.

    End of Life enchantment also protects against Endermen attacks and the Enderdragons dragon attacks. It will not protect against the void however.

    End of Life requires a big level to enchant Armour with - 15-30 levels. It only works on Iron and Diamond armour! Comes in 1, 2 and 3.

    As the name implies, it also can be used so undead mobs will not attack you. This enchantment has a unique glint colour - black.

    submitted by /u/SnowBallEarth43
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    A MASSIVE Overhaul to the Woodland Mansion (Bringing Structures to Life Pt. 1)

    Posted: 05 Jul 2019 02:54 PM PDT

    Over the years, many of our favorite structures have been updated, and recently, with villages, overhauled.

    It is a shame that with the 1.14 update our old friends the woodland mansions got no love- considering the update was highly focused on illagers. In fact, that update made woodland mansions even less useful and unique as evokers, the mini boss of the mansion, can now be farmed.

    With that out of the way- I will now spill out my ideas on how the woodland mansion, the main focus of the 1.11 update, could be brought back to life.

    -Right off the bat, we need evokers replaced in raids, and that is pretty obvious. An item in the game that gives the player a second life should not be farmable.

    However, that comes with consequences. With this change, many would argue that this change would make totem of undyings nearly impossible to obtain again; but do not worry fellow suggesters! Keep reading and that argument will drop to the knees!

    Thank you so much to u/RockHopperSSM for letting me use their concept for the Torcher; an incredibly unique illager mob that could replace the evoker in raids, but also keep the difficulty the same and bring some new strategies into play.

    The torcher would have 36 health, a bit more than your average illager. In their main hand they would carry a flint and steel, which they would use as their main weapon. They would do so by using it under their enemies feet. This could mean bad to your village- so watch out!

    Once the torcher is at half health (18) the torcher would use lightning charges as their attack. If the lightning charge hit a mob or player it would strike them with lightning, pretty self explanatory.

    The torcher could also turn wood nearby into decomposing wood, which will be explain later.

    On death, a torcher might drop a damaged flint and steel, but could also drop a single lightning orb. To charge the lightning orb, you need to right click the lightning orb in a lava source in the Nether. Keep in mind this is a dangerous task, getting so close to the lava source could get yourself killed! I made this more difficult than it could be so that the channeling trident enchantment would not become obsolete, especially as these lightning charges do not stack.

    -Alright! Now we have replaced the evoker in raids with a mob just as unique. Speaking of the evoker, isn't it a bit lack luster of a mini boss? It's attacks are so cool: summoning fangs from the ground that pierce you ignoring your armor, summoning vexes which fly through objects; but are a wasted effort since the evoker can be killed before they even do those things anyway.

    Since the evoker can now only be found as a mini boss and king of their mansion- they need a health boost! Believe it or not, the evoker previously ONLY HAD 24 HEALTH! Lets fix that, and triple it to 72 health. Then it can be considered a proper mini boss and challenge.

    Now that it has this amount of health, we should give it a boss bar!

    -Alright, now we have buffed evokers and replaced them with a cool new mob in raids. I hear your complaints about how hard totems will be to obtain again, and I feel ya'! So let's change that!

    First, let's make an infinite amount of woodland mansions be able to spawn in one world, so they are less of a limited resource. Minecraft boasts about being infinite but these mansions currently are not!

    Let's also decrease the rarity of these mansions. They are currently way too rare, and some people can't find them tens of thousands of blocks out!

    Let's also make totems repairable by combining two totems together, using a grindstone or crafting grid of course! Now totems will not break as soon as they are used, they will just not be usable until they are repaired.

    The totem of undying also cannot save you from the void, which is a bummer and definitely not a life saver like it claims to be. Let's make the totem give levitation if you fall in the void.

    -Last thing! It is time to increase the difficulty of woodland mansions altogether.

    Vindicators would be able to spot you from 40 blocks away. It doesn't make sense if they can't see you from across the hallway when the mansion is so big! Credits to u/Mac_Rat for this idea! Thank you to everyone who helped me out here!

    25% of all planks in the woodland mansion would be decomposing wood. You may be thinking, okay, what the heck is that? Time to explain.

    Before you step on it, decomposing wood would look exactly like normal wooden planks. It would come in all wooden plank variants.

    Decomposing wood would break as you walk on it. It would take 0.5 seconds to break fully, just like if you were chopping it with an iron axe.

    While it was breaking, it would show the breaking progress as if you were chopping it yourself. It would keep that breaking progress once you have walked off of it.

    Once decomposing wood breaks, it breaks forever and does not appear as an item.

    Decomposing wood would also play the plank breaking sounds and particles while it is breaking.

    To avoid illagers breaking the wood themselves, they would be able to walk on it without it breaking. Thank you to u/GrandMasterSluggy for pointing this problem out to me.

    To avoid other pesky mobs breaking the wood themselves, no mobs besides illagers would be able to spawn in a quite large radius of the mansion.

    You would be able to make decomposing wood yourself by right clicking a wooden plank in a composter with compost in it. Some compost would be gone and the wooden plankswould be the decomposing wood of it's respective variant. This would also provide another use to the composter.

    Like these suggestions? Want a part 2 where I suggest an ocean monument overhaul? Consider commenting your criticisms, compliments, and own ideas below, it really helps me a lot.

    submitted by /u/Minecart64
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    Villager breeding revamp

    Posted: 05 Jul 2019 08:06 AM PDT

    I know I am late for 1.14, but whatever

    Villagers, being a human-like mob should have slightly more complicated breeding systems. Cause now they act like a bunch of wild animals.

    Willingness/happiness bar

    As of 1.14, to get villagers willing to breed they just need a bit of food in their inventory. Which is a bit too easy (mostly because a generated village already has a bunch of haybale laying around)

    So to change that, all villagers have a bar that fills up when they are happy, and when it maxes out, they would be willing to breed

    Type of food

    eating different foods would make villagers happy, normally naturally generated villagers can only create bread, carrots, and beetroots.

    Better foods could be made by bakers (covered in later posts), players can also give food to villagers

    However, villagers don't just accept your food, you need high popularity for villagers to accept your food.

    Trading (only for employed adults)

    Pretty self-explanatory, trading with villagers make them happy. The more you trade with them the happier they get.

    The amount of happiness also depends on the type of trade, trades that give them emeralds tend to fill up their happiness bar more

    Gifts (only for baby villagers)

    If you have high popularity, right clicking on baby villagers open a GUI that shows their intelligence (covered here), their happiness and inventory.

    You can put certain items in their inventories as gifts, such as emeralds, gold, diamonds, or any other shiny/rare items

    depending on rarity, that baby villager would gain different amounts of happiness

    Talking to wandering traders

    If a wandering trader reaches a village, he may wander around, talking to the villagers. When they talk, there will be a 10% chance a trade will be commenced, thus adding to their willingness bar.

    However, this would only go on for a certain extent, meaning you can't AFK and wait for wandering traders to do the job for you.

    Extra notes

    when the bar maxes out, the willing villager would search around for another willing villager, hearts would appear and a baby villager would pop up between them after that, the bars would reset

    submitted by /u/lolbit_511
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    Sponges in Reefs

    Posted: 04 Jul 2019 11:50 PM PDT

    Sponges are a heavily outdated idea. They existed i believe in the very beginning. So I wouldn't be surprised if Mojangs hesitant to make them common, but they're so weak, have next to no building application and the concept is outdated in general. Minecraft has coral reefs now, but sponges are restricted to ocean monuments [Also outdated, because they don't take into account new swimming mechanics are just a pain anyways] So I think Wet Sponges should spawn in coral reefs. The use of sponges needs a buff and maybe some new uses as well, and ocean monuments should get an overhaul [They're rather weird and bland structures, and feel like almost empty corridors with annoying guardians everywhere] and have new and more rewards to compensate the loss of the all important sponges.

    EDIT: Not sure why it's marked NSFW. I had a swear which i removed but it still is marked NSFW so just know it is safe for work I guess

    submitted by /u/GrandmasterSluggy
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    Mushrooster

    Posted: 04 Jul 2019 10:28 PM PDT

    Just a chicken with a mushroom on its head for the Mushroom Islands. It should lay "Funeggs." Just eggs with the red mushroom pattern.

    submitted by /u/GameProPie
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