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    Minecraft Parrots cower in fear instead of dance when they hear music disc 11 (or 13).

    Minecraft Parrots cower in fear instead of dance when they hear music disc 11 (or 13).


    Parrots cower in fear instead of dance when they hear music disc 11 (or 13).

    Posted: 19 Jul 2019 05:36 AM PDT

    I find it very strange that parrots will dance happily when music disc 11 plays on a jukebox, even though it contains no music and is just full of creepy and eerie sounds. There should be a minor fix that causes them to get scared or cower in fear when they hear this disc.

    Music disc 13 also is on the same page as music disc 11, so this rule could apply to that as well.

    submitted by /u/-C4-
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    When hovering over an item in your inventory and pressing F it equips it to your off-hand

    Posted: 19 Jul 2019 10:24 AM PDT

    Or whatever your "swap item in hands" button is.

    Just a small quality of life feature that lets you do more in your inventory.

    If still confused, think about it like when you hover over an item and press 1, it moves it to the 1st slot in your hot bar- same idea.

    submitted by /u/Insatic
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    Setule Leggings

    Posted: 19 Jul 2019 02:13 PM PDT

    Spiders in real life climb walls with these tiny hairs called Setules that trigger a scientific reaction to make their legs act like an adhesive.

    My suggestion is that when killing cave spiders, they have a 0.0125% of dropping 1 Setule. If you have 7 of them, you can craft them into the Spider Leggings, similar to the Turtle Helmet.

    Spiders in Minecraft are programmed with ladders on every block that ladders are allowed on, which is how they climb walls and blocks. This is how the Spider Leggings will work.

    If 1.15 is a cave update, they might update two of the oldest underground structures, the Dungeon and of course, the cave spider generating Mineshafts. This would be the perfect time to add this suggestion.

    Thank you for reading, and have fun scrolling.

    Edit: Quadrupled Rarity from 0.0125% due to u/Henk_the_RedditStone's suggestion

    submitted by /u/tesAbstrakt
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    New command:"/event"

    Posted: 19 Jul 2019 03:21 PM PDT

    You need to type it in this form:

    /event [ EventName] [ Coordinates ] [ SetTime ] [ DayNumber ]


    [EventName]:Choose the event that you want to happen.

    Example:

    -SkeletonTrap

    -IllagerPatrol

    -WanderingTraderSpawn

    -ZombieSiege(Only in villages)

    -IllagerRaid(Only in villages)

    [EventCoordinates]:Choose the coordinates of the area where event is going to happen.

    [SetTime]:You choose the time when the even will happen.

    Example: I want it to happen when sun rises so I type 1

    [DayNumber]:Choose the day when event will happen by entering the day number,for example day 8,so I type 8

    And it will look like this:

    /event SkeletonTrap 234 65 12 1 8

    When the day 7 reaches skeleton trap will happen at sunrise time.

    submitted by /u/adnandakbb
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    I think a villager with a name in him should have a death massage. So you can know when a villiger dies.

    Posted: 18 Jul 2019 06:17 PM PDT

    I hate returning to a village and not finding my fav villager because he is dead. I think its a small change but if horses,cats,dog and parrots can have them i then why not our villagers

    submitted by /u/CombatAfatpig
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    When a villager chooses his bed he dies it.

    Posted: 19 Jul 2019 05:47 AM PDT

    Villagers have 15 professions (Nitwit and Unemployed included), and there are 16 colors in the game, so what if when a Villager owns a bed, the bed will dye based on the type of profession of the Villager.

    Color of bed Profession
    White N/A
    Light Grey Weaponsmith
    Grey Armorer
    Black Toolsmith
    Blue Cartographer
    Cyan Fisherman
    Light Blue Leatherworker
    Pink Butcher
    Magenta Stone Mason
    Purple Cleric
    Red Librarian
    Orange Shepherd
    Yellow Farmer
    Lime Fletcher
    Green Nitwit
    Brown Unemployed
    submitted by /u/Aracosta
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    mushroom villager clothes!

    Posted: 19 Jul 2019 11:40 AM PDT

    swamp/jungle biomes dont spawn villagers naturally but have their own clothes

    what about our mushroom friends? they could have mushrooms growing out of their heads!

    submitted by /u/ahapxir
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    New Monster For Insomnia.

    Posted: 19 Jul 2019 05:16 AM PDT

    PART 1: Reason For Creation. Phantoms Are An Idea That Me And Other Players Like But Not. They Might As Well Be Just Vultures In The Way That They Blindly Swoop Down At You And Nothing Else.

    PART 2: The Mob Itself. Now This Monster Would Spawn After Not Sleeping For 6 Days.

    It Would Spawn 50 Blocks Away From The Player And Would Automatically Start Moving Towards Them.

    Its Name Is The Nightmare.

    It Would Look Like A Phanom With Its Wings Wrapped Around It. (It's Not Real Wings It Just Resembles Them)

    With 4 Spider Like Legs With Six Eyes, One Of Them Looks Like Its Dripping A Lime Substance From Its Face.

    When It Spawns You Get The Insomnia Effect.

    This Prevents You From Sleeping.

    How Do You Stop This Horrible Effect?!

    Warm Milk.

    You Heat Milk In A Furnace And You Get This

    And Drinking It Cures You.

    Anyway Back To The Mob.

    It Would Be The Slowest Mob In The Game.

    It Would Have A Very Cool Walking Animation That Makes It Look Other Worldy.

    It Hobbles.

    Including Very Realistic Animations To Give It A Otherworldy Feel.

    Looking At It Would Give You The "Insane" Effect.

    This Would Have 3 Levels. Staring At It For 5 Seconds Would Give You 1. 10 For 2. And 15 For 3.

    1. Starts Off Simple. Random Filters Begin Flashing On Your Screen
    2. Now It Gets Worse. Mobs Will Randomly Flash Between The Nightmare And The Mob. If There Is Space At All Behind A Block You Mine The Nightmare Will Jumpscare You.
    3. The Worst One. Peaceful Mobs Fully Appear As The Nightmare. Your Healthbar Will Randomly Show You Incorrect Hearts. If You Cure Insomnia And Sleep You Will Get A Nightmare Jumpscare. Ender Pearls Give You A Jumpscare If You Throw One. All Tools Weapons And Armour Will Appear Better Than They Really Are. If You Have A Dog It Would Randomly "Die" (This Is Just A Illusion)

    It Would Follow You Everywhere Even Up Cliffs And High Areas.

    It Would Do A Whopping 10 Hit Points! It Cant Hit You Twice Due To It Having A Long Attack Animation. (It Would Pull A Todd Ingram And Blast You With Tendrils) And It Can Go Through Walls.

    It Has 20 Hearts Of Health And When Killed You Get.

    A Cloak That Lets You Do The Tendril Attack With Only 5 Uses So Make It Count!

    Hope You Like My Idea And Bye!

    Part 3: Feedback And Additions. Thanks To FrozenSurf For Giving Me The Idea To Turn Off The Jumpscares And Epileptic Imagery

    submitted by /u/jaxotron
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    Add more variety of weapons

    Posted: 19 Jul 2019 08:10 AM PDT

    Going off terraria (but not copying) minecraft needs more weapons. Currently all we have are ore swords, two bows and the trident. I feel like after playing terraria minecraft's weapons are nothing. I feel like new ores wouldn't be good cause we have enough ore items but how about a few super weapons made by combining powerful and rare items and even weapons. Also i think that there should be some weapons based off of the dimensions such as a weapon fron the end that you might need a dragon head, 4 diamond swords and 4 shulker shells, but thats not a suggestion just an example.

    submitted by /u/Coolkoala1111
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    Change the desert generation

    Posted: 19 Jul 2019 08:05 AM PDT

    If deserts could only generate as land locked terrain with no oceans next to them it would make them seem more realistic as well as adding use to structures like desert wells and villages. In addition to this, lakes could be a lot rarer and the tens of thousands of posts about adding oasises could be used. Comment any suggestions please

    submitted by /u/dreydreypop
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    Pegasus Wings for horses that can only be found in End City Ship chests

    Posted: 19 Jul 2019 10:58 AM PDT

    This is a pretty simple idea I have for a rare item that only spawns in End Ship chests sometimes: the Pegasus Wings. Pegasus wings are pretty rare as they can only spawn in End Ship chests, and there's no guarantee you'll find them in each ship. Pegasus wings are essentially the same as elytra, but they are white and only work on horses. You can have armor on when the wings are on, but they add some weight to the horse, meaning the better the armor you have, the faster the horse will fall with the wings. Mules and donkeys can also have wings, but they are also weighed down by the amount of items they are carrying.

    I feel we need pegasus wings, simply to make travel with horses, donkeys, and mules much more bearable. I don't see fireworks working with pegasus wings like they do with the elytra, that just wouldn't make as much sense. This means that while you can't fly on your horse, you can travel more safely with it.

    Just like horse armor, these pegasus wings won't have durability. But, as stated before, to keep things balanced, you can't use fireworks with the pegasus wings. They are for gliding only.

    submitted by /u/Yoshieclipse
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    Procedural music disks

    Posted: 19 Jul 2019 12:53 PM PDT

    There was a Google doodle not long ago that let you play a few notes and it would generate music in Bach's style. It would be awesome if there were more music disks with proceduraly generated (using the world seed) music - for example with classical music, jazz, rock ect. There would be as many of them as there are minecraft worlds and it would be trully surprising to listen to them for the firs time.

    submitted by /u/Hyta
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    Moving the 'Motion' tag next to position coordinates

    Posted: 19 Jul 2019 08:12 AM PDT

    Currently the "Motion" tag for entities in Minecraft is used as follows:

    /summon minecraft:squid ~ ~ ~ {Motion:[1.0,1.0,1.0]} 

    However, now that summon coordinates use line of sight (^ ^ ^) and absolute coordinates (~ ~ ~), perhaps the entities can be summoned or data merged with the motion tag included adjacent to the position coordinates. It can work like this:

    /summon <entity_name> [x] [y] [z] [MotionX] [MotionY] [MotionZ] <dataTag> /summon minecraft:squid ~ ~ ~ ~ ~10 ~ /summon minecraft:squid ~ ~ ~ ^ ^ ^10 

    The former command, when executed as a player, will summon a squid at their feet, and it will move 10 blocks in the Y-Coordinate.

    The latter command, if executed as a player, will summon a squid at their feet, and will move 10 blocks (or whatever it means) in the direction that the player's line of sight is.

    Although raycasting has been introduced, this could simplify the process more. Raycasting an armour stand is relatively simple, but it can be made simpler. A command for a custom projectile weapon like this:

    /execute as @p run summon minecraft:arrow ^ ^ ^1 ^ ^ ^10 

    is infinitely more useful than:

    /scoreboard players add @e[type=armor_stand,name=Ray] Ray 1 /execute as @p[scores={Ray=1}] run summon minecraft:armor_stand ^ ^ ^1 {NoGravity:1,CustomName:"{\"text\":\"Ray\"}"} /execute as @p[scores={Ray=1}] run execute as @e[type=armor_stand,name=Ray,limit=1,sort=nearest,scores={Ray=..10}] run tp @e[type=armor_stand,name=Ray,limit=1,sort=nearest] ~ ~ ~ facing entity @p[scores={Ray=1}] /execute as @e[type=armor_stand,name=Ray] run tp @e[type=armor_stand,limit=1,sort=nearest,scores={Ray=11..}] ^ ^ ^-1 /execute as @e[type=armor_stand,name=Ray,scores={Ray=11..}] run effect @e[distance=0..1] instant_damage 1 1 true 

    (probably not the most efficient way to currently raycast, but you get what I'm saying)

    submitted by /u/Schpaghettiziemo
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    Pillager changes

    Posted: 19 Jul 2019 12:02 PM PDT

    First of all, they should be able to shoot their crossbows at their maximum range rather than them getting unnecessarily close.

    Second, they should spawn with bows some of the time. 75% chance of crossbow, and 25% chance of a bow.

    Third, they should attempt to get to higher vantage points if they spawn with a bow, and attack from farther away.

    submitted by /u/TheRobotics5
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    New shield enchantment

    Posted: 19 Jul 2019 01:58 PM PDT

    Currently shields don't have any specific enchantments. This can be solved in a few ways. 1. Making thorns work with shield as a fifth piece of armour. Doesn't stop armour to lose durability. 2. Quick reply. Will give user 1-2 seconds of strength after being hit. 3. Cursed encounter. Debuff attacker with weakness. 4. Forsed bravery. Debuff attacker with glowing effect.

    submitted by /u/Boyarskoi
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    Spirit in a Jar; a way to revive your fallen horses/pets?

    Posted: 19 Jul 2019 01:42 PM PDT

    So yeah, the idea goes; if you ever name a horse/pet anything, in this case let's say Joergen, and Joergen dies, you can (rarely) come across something called "Spirit in a jar: Joergen"

    You can then place it down and pry open the lid to free Joergen from the jar (optional, I'm sure having a soul in a jar just hangin around your house would make for some pretty baller decor.) and it'll pop right out.. Maybe with a ghostly appearance, too? That'd be pretty neat.

    I also think if Mojang ever gets around to making a new dimension that's where you could find these jars.. it'd be it's own special use, kinda like how the nether's special use is for quicker travel, you could go to this new dimension to take back your pet's lost spirit.

    I think this'd make name tags more useful too, kinda to assure that your pet gets a second chance in the case they die

    submitted by /u/internet-jason
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    Using bonemeal on a log should make it grow leaves...

    Posted: 19 Jul 2019 03:06 AM PDT

    IDK if this is even possible to implement.

    submitted by /u/ZhanderDrake
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    You should be electrically shocked when you get struck while wearing an iron armor

    Posted: 19 Jul 2019 01:13 PM PDT

    During a thunderstorm when you're outside your base and wearing an iron armor,suddenly you get struck by a lightning bolt and your iron armor becomes electrically charged and you starting taking damage from the armor for over 30 seconds unless you get rid of it.

    submitted by /u/adnandakbb
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    move clouds to y=256

    Posted: 18 Jul 2019 07:31 PM PDT

    everybody turns them off because they get in the way, so why not just move them up above where you can build

    submitted by /u/_moobear
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    Craft glass bottle from water bottle

    Posted: 19 Jul 2019 10:41 AM PDT

    title. Could allow you to quickly empty a water bottle (or any potion) without having to drink it by dragging the bottle to the crafting area.

    submitted by /u/XeroJoy
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    Weapon Changes and Why the Bow is Overpowered

    Posted: 19 Jul 2019 03:57 PM PDT

    As it stands, there are currently five "main" weapons to Minecraft: Swords, axes, bows, tridents, and crossbows. We will be ignoring Axes in this post, as they essentially are inferior swords in terms of singleplayer, due to its main positive over the sword being irrelevant. This leaves us with one melee weapon, and three ranged ones.

    Swords:Swords have always been the staple weapon in Minecraft, and I don't think it should be replaced or outdone. That being said, some kind of variety would be interesting. Tinker's Construct does this very well in my opinion: while the main idea of a sword is kept, you have three different choices in weapons, each with their own pros and cons. For anyone not familiar with the mod, here's a quick rundown:

    Broadsword: Standard MC sword, no real changes (note: the wiki on this mod isn't updated past 1.7.10, so blocking was the "secondary" option for the broadsword)

    Longsword: Did 1.5x damage and knockback while sprinting. Secondary option was a lunge forward

    Rapier: Did 50% damage, but negates armor and ignores weapon recharge time. Secondary is a jump backwards.

    These options allow for the player to make choices on their weapon depending on playstyle. I personally always went for the longsword, the more "glass cannon" option of the three. Of course, these wouldn't translate one-to-one, but I think adding some options to weaponry would give some more interesting combat mechanics compared to now. One example would be to add one and two-handed swords: One-Handed Swords: Same as current, slight increase to attack speed (1.6 -> 1.8)?

    Two-Handed Swords: Takes one more resource to make, deals 1.5x damage but has reduced attack speed (1.2)? Can't use offhand

    This split would allow players to choose depending on their playstyle or situation. Some players would find the loss of the offhand as devastating, and thus never use the two-handed sword, while others may find the increased overall DPS as a worthwhile tradeoff.

    Bows, Crossbows, and Tridents: The addition of the trident and the crossbow would lead you to believe that the bow finally has some competition in terms of useful ranged weapons. However, as it stands there is no reason to ever use the crossbow over the regular bow. They both do similar damage when unenchanted (bows do 9 hearts at full charge, 10 in the case of a critical hit, while crossbows do 6-11 damage, averaging at 9 hearts as well). This means that, while early game it may be worth it to use the crossbow, an enchantment table immediately gives the bow the advantage, as its damage can be increased from 9 to 25 through Power alone, with Flame giving a little extra. Considering getting Power 5 isn't considerably difficult, there is no reason past getting an enchantment table to ever use the crossbow, as it has no damage-increasing enchantments. So, here's some suggestions to fix this:

    Allow Power on crossbows: without Quick Charge, the overall DPS is still lower than bows, but with it it would be a slightly stronger weapon, fitting as it is more costly to make.

    Nerf Power. The fact that Power increases a bows damage from 9 to 25 is insane. For comparison, Sharpness increases the damage from 7 to 10. Reducing the damage from 9 to 18, for example, would help reduce the bow's damage.

    Remove Infinity from bows, but keep it on crossbows. One of the biggest issues with the bow, IMO, is not only its damage, but its lack of drawbacks. Removing Infinity would add the drawback that the player would either make a mob farm sooner, or actively make arrows in order to use this powerful weapon.

    The trident is in a similar position, although it at least has the added benefit of being the only functional ranged underwater weapon. However, it still pales in comparison to the bow, dealing 8-14 damage from base to Impaling 5. This is honestly incredibly disappointing, as the trident is an awesome weapon. It feels incredible to throw, it looks awesome when it comes back into your hand, and the sound effects on it are great. And yet, it takes 2-3 throws with it to kill a drowned. I understand not wanting it to be overpowered, but it could use some buffs regardless. Perhaps a Mending-type enchantment only obtainable through fishing and villagers that significantly increase its damage could help fix this.

    Thanks for reading :)

    submitted by /u/PM_ME_DEAD_KEBAB
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    A simple change to spice up armor enchantments, and as a result, both singleplayer survival and PVP situations.

    Posted: 19 Jul 2019 04:36 AM PDT

    When it comes to basic armor enchantments, you got Fire Protection, Blast Protection, Projectile Protection. These are all fine and all, but are SEVERELY outshined by Protection, which is just all of the other ones all at once. Since you can only have one type of Protection at one time, why even choose the other ones when Protection is clearly the superior option?

    I opt to make one simple change: Remove Protection.

    That way, you need to make a choice. Do you want to resist more damage from explosions? Projectiles? Fire? This would not only make focusing different damage resistances for different armor pieces more interesting in base survival, but also requires you to know your enemy player's possible weaknesses in multiplayer PVP.

    You may ask: what about a protection type against melee damage, like against punching or weapons? I say, add a new Protection enchantment, like Melee Protection. It would fit nicely with the others, and offer more variety.

    TL;DR - Remove Protection, and add something like Melee Protection. Encourage choice with protection types, rather than imply a clear go-to enchant with something like base Protection.

    Edit: I am aware of the fact that Fire, Projectile and Blast Protection resist their respective damage types by 32% at max level, and normal Protection only 16% at max level, which does sort of lean into the choice that I'm talking about (more resistance to one specific damage type, or less resistance to all damage types?) but I believe my point still stands in making enchanting more interesting overall.

    submitted by /u/CraftedGamer0531
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    Cats Have 9 Lives

    Posted: 19 Jul 2019 03:41 PM PDT

    Cats in minecraft should have 9 lives like the saying "Cats Have 9 Lives" and when a cat is fully tamed they will have 9 lives.

    When a cat is fully tamed they have 9 lives so when killed the cat will have the same effect just like with The Totem Of Undying but 9.

    I would like to see this because I just love cats and the saying that cats have 9 lives shoud be in minecraft.

    submitted by /u/duck_swag_boss
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