• Breaking News

    Minecraft If a Zombie Villager is being cured, nearby Villager Priests will cast spells and speed up the process.

    Minecraft If a Zombie Villager is being cured, nearby Villager Priests will cast spells and speed up the process.


    If a Zombie Villager is being cured, nearby Villager Priests will cast spells and speed up the process.

    Posted: 20 Jul 2019 03:51 AM PDT

    Villager Clerics will prioritise this over anything else (including sleep). They will go towards a Zombie Villager who is being converted and wave their arms much like an evoker does when casting spells. This will reduce the time until the Zombie is converted. Clerics would try and get within 5 blocks of a Zombie Villager, cast a spell towards it, and run away. Complete with new Villager sounds for spell casting.

    This wouldn't change the fact that converting Zombies to Villagers requires player interaction - the Cleric would just be additional help.

    Benefits:

    Makes converting Zombie Villagers less time consuming

    Gives Clerics an interesting AI mechanic

    Adds to the lore of the village (Clerics are determined to help cure those who have evil in them)

    Negatives:

    Clerics risk getting close and taking damage

    submitted by /u/massive_potatoes
    [link] [comments]

    Coloured Slime Blocks

    Posted: 20 Jul 2019 11:30 AM PDT

    Hear me out: you may think this post is about mixing dyes with slime balls to make different coloured ones. But that's not the case here.

    Different coloured Slime mobs should spawn in different biomes, just like they already do (green Slimes in swamps and Magma in the nether). For example, yellow Slimes could spawn in deserts and red Slimes could spawn in Mesa biomes. However, as you don't want your world to be covered in Slimes, I suggest they only spawn in the caves of those biomes.

    If you can't dye them, then you got to go on an adventure to find them. But what if you suddenly run out of them and don't want to go fetch some again? Well here's an addition that would totally make sense: if you feed a slime any kind of food, it will become neutral and bigger. The "neutral" part is because now you can bring one home without getting hit by it every seconds and the "bigger" part is because as the feature to kill a slime to make smaller one appear already exist, you could just slay a big one, and then slay all the smaller ones that appear except one so you can feed it later and have more of that slime.

    Now that the farming part is off lets talk about their utility:

    Of course it would look aesthetic. You can make weird kind of windows with them or fancy bouncing Castles. But here's another feature it could have: just like in the datapack made by SethBling (here's his video https://www.youtube.com/watch?v=K5Ejwxlj0AQ), different slime colours shouldn't stick together when getting pushed and pulled by a piston. He explains a lot better how he would like this idea and I think Mumbo Jumbo explains it even better https://youtu.be/-umh-QYO8jc

    So that's all for this idea, hope you liked it and that you too think it should be added into the game.

    Here's the link to the Minecraft Feedback website: https://feedback.minecraft.net/hc/en-us/community/posts/360047957671-Different-Coloured-Slimes

    submitted by /u/SoldiDelfinu
    [link] [comments]

    Throwable slimeballs that slow mobs/other players down.

    Posted: 20 Jul 2019 02:11 PM PDT

    Each ball gives the entity/player slowness I for 1.5 seconds. The maximum time of slowness that can be dealt with slimeballs is 30 seconds, which is plenty of time to get away or catch up to another player or mob. Throwing a slimeball at a block gives it soul sand-like effects until a player walks on it.

    submitted by /u/Vette_Boi22
    [link] [comments]

    locating biomes

    Posted: 20 Jul 2019 03:04 PM PDT

    so you can do /locate (structure) why not add same command but for biomes for example you could do /locate plains or any other biome

    submitted by /u/shad0rach
    [link] [comments]

    A New NPC: The Spelunker

    Posted: 19 Jul 2019 08:34 PM PDT

    Last time minecraft updated its caves was a really long time ago. All we really have down there are spawners and abandoned mineshafts (and the occasional stronghold). I kinda wish that we could get some more stuff for mining, considering the game is called MINEcraft.

    So here is one idea for things to add to cave exploring.

    The Spelunker.

    The Spelunker would be a new type of NPC that you can find underground. They spawn together with a small structure that works as their base, aswell as a surrounding small area similar to an abandoned mineshaft (except it's not, well abandoned). This area would also be well lit up and be relatively safe from mob attacks (having the exits from this mineshaft blocked or at least have doors maybe?).
    I'm thinking that the way they would work is that they would sell ores to the player, but they only sell the types of ores that are accessible to them. For example if they would sell gold ore they would need to be able to walk up to some gold ore. Basicaly different ores would work similar to how the different workstations work for villagers in regular villages. I'd also imagine that the Spelunker would restock slower, maybe having to restock every ore individually instead of everything at once, since each different ore would essentially be its own workstation. That and for balancing reasons.

    submitted by /u/kingsparis
    [link] [comments]

    If Healing acts like Harming to the undead, then Regeneration should act like Poison and vice versa.

    Posted: 20 Jul 2019 05:26 AM PDT

    In addition to this, maybe Absorption and Health Boost decrease their maximum health?

    submitted by /u/AlexSteckline
    [link] [comments]

    Phoenixes in Minecraft..

    Posted: 19 Jul 2019 10:04 PM PDT

    A phoenix would be about the size of a phantom, and would be a rare spawn in the nether. They would be a neutral mob that is tameable using an enchanted golden apple. They have 20hp and are very hard to kill, being that they are very agile in the air. Upon death, they drop ashes (which look similar to gunpowder, and are placed on blocks like redstone). If ashes are placed on a block surrounded by fire, the phoenix will be revived, and will maintain the same name (if they are named) when they respawn.

    A tamed phoenix can heal you 8hp if you are below 5hp, and will continue to heal you after a 5 min cooldown.

    After 15 day cycles, phoenixes will automatically die and drop ashes.

    submitted by /u/Th3BeetsMot3l
    [link] [comments]

    Obsidian Tipped Arrows

    Posted: 20 Jul 2019 08:40 AM PDT

    Obsidian Arrows should be added to the game. Most primitive cultures preferred to flint obsidian because it could be used to create sharper arrowheads and tools. Obsidian arrows would be crafted the same way as a normal arrow, but with obsidian instead of flint. It would do more damage, but can't have potion effects. It would give players who don't like potions to do more damage with a bow.

    submitted by /u/Fgfrid
    [link] [comments]

    Pillagers should be attacked by Zombies

    Posted: 20 Jul 2019 10:04 AM PDT

    Exactly as the title says. Pillagers may be hostile mobs but they're still basically just evil villagers right? When a normal pillager is killed by a zombie they turn into a Zombie villager. This applies to vindicators and evokers as well. Ravagers will also be attacked, except they will just die normally if killed by a zombie.

    submitted by /u/-creepycultist-
    [link] [comments]

    Furnaces show a miniature of the item they have inside in their texture

    Posted: 20 Jul 2019 11:35 AM PDT

    So that is easy to identify them without opening and closing all the furnaces you have to find something.

    submitted by /u/CIARRAPUNGI
    [link] [comments]

    More diversity of mobs in biomes.

    Posted: 20 Jul 2019 04:10 AM PDT

    We already got the villagers and oceans update, I want to see 2-3 species added to atleast each biome, (or maybe a few of them live in more than 1 biome if it makes sense), since foxes wolves and other generic mobs already live in those taiga biomes, why not improve other biomes? Maybe have a bigcat species that spawns in savannnahs and jungles or biomes, such as lions in savannah and desert and tigers in the jungle, ocelot as the main cat species of the jungle is pretty boring. We already have polar bears for the snowy biome I guess, I just wanna see more cats, maybe crocodiles.

    submitted by /u/Tenny111111111111111
    [link] [comments]

    Sweet Berry Pies

    Posted: 19 Jul 2019 07:32 PM PDT

    As much as I love the sweet berries, they dont give much hunger. It would be a great idea to add sweet berry pies. They could restore 5 hunger, and be crafted with 3 sweet berries, 3 wheat, 2 sugar, and 1 egg.

    submitted by /u/romanhammill
    [link] [comments]

    Right click crops to harvest and replant

    Posted: 20 Jul 2019 08:05 AM PDT

    The new crop textures are really confusing to me as if they're fully grown or not. A nice way to harvest crops manually would be a right click. which will harvest the crop and use one of the output (or one seed) to replant the crop.

    Is a staple in modern modded Minecraft and I think would be a great addition to the vanilla game.

    submitted by /u/Islarf
    [link] [comments]

    Change the way beds work so when you sleep in one, you have a choice whether or not to set your spawnpoint.

    Posted: 19 Jul 2019 08:04 PM PDT

    I had just gotten to the end, died and respawned in the village bed I slept in before going to the end, to combat situations where you'll lose where your house is, beds should have an interface where you can choose.

    submitted by /u/JeepersCreepers00
    [link] [comments]

    Mob heads should make mobs react different to you

    Posted: 20 Jul 2019 12:57 PM PDT

    For starters all mob heads worn should give you the vision you see if you possess them in spectator mode

    But anyway mobs give certain features

    Creeper

    Creeper heads should make cats hiss at you and not respond when you try to interact with the

    Zombie

    Zombies defend you if they're close

    Golems attack you

    Helmet takes damage during the day if equipped

    Dragon

    Enderman teleport you you much more often

    Skeleton

    Skeletons, evokers, and witches aren't hostile

    Wither skeleton

    Skeletons and nether mobs aren't hostile

    submitted by /u/steakandwater
    [link] [comments]

    A carrot in a snow golem

    Posted: 20 Jul 2019 09:03 AM PDT

    It would really be awesome that a carved snow golem would be able to have a carrot by placing it on him.

    submitted by /u/BlazePlayzYT
    [link] [comments]

    Trident repairability

    Posted: 20 Jul 2019 06:42 AM PDT

    On top of being able to be combined to increase durability, why not make tridents repairable on an anvil with prismarine shards? It fits with the entire aquatic (and colour) theme, plus prismarine shards are already a hard resource to get.

    Why should people have to grind for tridents or go through the trouble of getting a Mending book just to get a full-durability trident?

    submitted by /u/terralexisdumb
    [link] [comments]

    Changes to Totems

    Posted: 20 Jul 2019 09:10 AM PDT

    I think it would be good to have them give you Fire Resistance for five or ten seconds - because if you're burning in lava, the current Totem of Undying will do nothing more than extend your lifespan a second or so.

    submitted by /u/Abahot
    [link] [comments]

    Good commands(for console)

    Posted: 20 Jul 2019 02:00 PM PDT

    They should add the power of commands to bedrock as they did to java because in my opinion the commands are terrible and I rarely use them as such

    submitted by /u/nopenottoday235
    [link] [comments]

    Colored Slime Blocks

    Posted: 20 Jul 2019 01:02 PM PDT

    Made with dye and a slime block, different colors don't connect. Mumbo Jumbo made a great case for them: www.youtube.com/watch?v=-umh-QYO8jc

    submitted by /u/TheRobotics5
    [link] [comments]

    /repair command

    Posted: 20 Jul 2019 04:18 PM PDT

    So my idea is a command that works kind of like /enchant. It repairs the item that the player is currently holding. The structure would look like this:

    /repair [PlayerName] [amount] [set/add]

    PlayerName: player to perform command on (@p, @a, etc all work too)

    Amount: how much to add to durability. (Negative values damage item)

    Set: sets durability to the amount.

    Add: adds amount to durability.

    This would be useful for quickly repairing items or damaging items in custom maps / command creations.

    submitted by /u/Scripter14
    [link] [comments]

    A villager trading mining equipment

    Posted: 20 Jul 2019 10:16 AM PDT

    I had a new idea for a villager that specialize in mining/mining equipment. I think that it's odd that a game that has alot to do with mining we don't have any villager to trade mining equipment.

    Firstly it would have it's own work bench that can be used to repair pickaxes but with at a lower cost. The villager can be easily identified by giving him a miner hat (hard hat with a light) and dirty clothes (to give a look that he has just mined some coal).

    For the villagers trading/villager levels they would be roughly around this.

    Novice level - You can trade emeralds for torches You can trade in an iron pickaxe for emeralds

    Apprentice level - You can trade emeralds for coal You can trade emeralds for ladders

    Journeyman level - You can trade emeralds for rails You can trade iron ore blocks for emeralds

    Expert level - You can trade in rails and emeralds for powered rails You can trade in emeralds for a minecart and chest You can trade in a diamond pick and emeralds for an enchanted diamond pick (the enchantment will either be silk touch or fortune)

    Master level - You can trade in emeralds and compass for a mineshaft map (same as a woodland mansion map but will show the location the location of a mineshaft) You can trade in obsidion for emeralds

    These are just ideas for trades but a mineshalf map would be pretty cool to see and it would make the villager alot more useful.

    submitted by /u/rldeadlock
    [link] [comments]

    Ocean Raid (Pirate Pillagers) and Sea Settlements.

    Posted: 20 Jul 2019 04:43 AM PDT

    While travelling in the ocean, the player can randomly come across Ocean Raids. Raids in the ocean can have regular Pillagers and Vindicators, along with a new mob, the Pirate. The Pirate is a pillager who wears an eyepatch and a pirate bandana. The Pirate wields an Iron Axe (which has a slight chance to be enchanted) like the Vindicator, but the Pirate has the ability to swim. Pirates and Drowned mobs are hostile to each other. The Ocean Raids spawn in boats, or even a new vehicle(s), the Ship, which is a bigger boat that has 2 storage barrels on deck and a navigation wheel and can be boarded by 5 land entities (including the Player). The Ship can be freely moved around on unlike the minecart and the boat. Ships are not craftable and do not have an item (instead, a spawn egg) and are obtainable only through Ocean Raids. The Pirate also has chances of spawning with a domesticated Pirate which becomes owned by the Player after killing the Pirate. The Captain, another mob, is basically a Pirate but gives the Curse of The Sea effect on killing, which slows down the ability of the player to swim and to row boats and starts Ocean Raids in Sea Villages. Sea Villages are Villages which spawn randomly in the sea. They have boat-styled houses and the farmers' crops and the haybales also spawn in boat like structures. Each house has a attached boat. Structures unique to this type of Village can be the use of sea pickles for lighting along with the lamp posts, a fishing dock, etc. In the event of an Ocean Raid, the Pillagers on deck shoot the Villagers before the Ship docks and and then all mobs exit the boat to attack.

    submitted by /u/AmolShivMishra
    [link] [comments]

    Fashion

    Beauty

    Travel