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    Minecraft Red sand should replace gravel in the nether as it would fit the aesthetic better

    Minecraft Red sand should replace gravel in the nether as it would fit the aesthetic better


    Red sand should replace gravel in the nether as it would fit the aesthetic better

    Posted: 23 Jul 2019 04:07 AM PDT

    Gravel is such an eyesore, especially in the nether

    submitted by /u/2SmoakMan
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    Baby snowy-taiga/tundra villagers play snowball fight with each other.

    Posted: 23 Jul 2019 10:47 AM PDT

    It sounds fun. And also, if you throw a snowball at a baby snowy-taiga/tundra villager, it might play snowball fight with you.

    submitted by /u/mikailafridi
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    Sandstorms

    Posted: 23 Jul 2019 09:40 AM PDT

    I propose that in deserts every so often sandstorms should occur. If you are outside during the sandstorm the air is filled with sand particles and you get blindness. In addition occasionally in the sandstorm tumbleweeds will roll by and do damage if they hit you. After the storm the tumbleweeds are deposited on the ground and you can pick them up and sand layers are deposited like in bedrock snowstorms. These tumbleweeds can be shoot out of dispensers and will roll about ten blocks before stopping and can also be used as decoration which then they will not damage you. I believe this will add a little life to the barren desert.

    Thank you for reading please comment with feedback and constructive criticism! :)

    submitted by /u/NAFTAmapper
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    The New Nether Update

    Posted: 23 Jul 2019 03:11 PM PDT

    Not really new Nethers, that was just the best name I could come up with. This update would change and add some things in the Nether, including:

    • 3 New Blocks
    • 4 New Items
    • 5 New Mobs
    • And more

    Let me know what you think, and please feel free share some of your own ideas if you have any

    New Blocks:

    Nether Gold Ore - Gold Ore that spawns in the Nether. When smelted, it gives you regular Gold Ingots. They spawn much more commonly in Nether Caves than regular gold ore does in regular caves

    Ruby Ore - Another Nether-specific ore. They drop Rubies, a new currency that can be traded with Pigmen Villagers (more on these later)

    Ruby Block - A Block made out of 9 rubies. A red version of the Emerald Block.

    New Items:

    Nether Wax - This can be combined with a boat in a crafting table to make a Coated Boat. It can also be used in a brewing stand to make a Potion of Lava Swimming. It can't be burnt in Lava or Fire when it is dropped in it.

    Coated Boat - Can be crafted with 1 boat and 8 Nether Wax. The Nether Wax protects it from fire, making it non-flammable and allowing a player to sail on lava lakes in the Nether.

    Potion of Lava Swimming - This potion is made when Nether Wax is used in a brewing stand. It allows the player to swim through lava as if it was water. However, they will still take damage from the lave.

    (Credit to u/MushirMickeyJoe for those past 3 items)

    Magma Bones - These bones can be used to tame Cerberuses, the dogs of the Nether.

    New Mobs:

    Lavaling - These Zombie-like hostile mobs spawn in the lava lakes of the Nether, and emerge from the depths. They are also immune to Fire Aspect and Flame. When killed, they drop Nether Wax.

    Laviathan - Large hostile serpents that spawn in lava lakes in the Nether. They can't go on land, but can shoot fireballs at you from the lakes. Like the Lavaling, they drop Nether Wax but also drop Magma Bones. (Credit to u/MushirMickeyJoe for this also)

    Magma Skeleton - This new type of hostile Skeleton only spawns in the Nether and uses a Flame bow to shoot you. It drops Magma Bones and has a rare chance to drop its bow.

    Cerberus - These are the dogs of the Nether. They are neutral unless you attack them. You can tame them with Magma Bones. When tamed, they act like regular dogs but will set enemies on fire when they bite.

    Pigmen Villager - These are neutral mobs that inhabit Nether Villages. If you attack one, all the Pigmen Villagers in the village will attack you. However, they don't carry gold swords like Zombie Pigmen. You can trade Rubies with them.

    Nether Caves

    Caves that spawn in the Nether are more common and improved. They generate Nether Gold Ore, Ruby Ore, and are now the only way to find Nether Quartz. They can have lava pools like regular caves.

    Nether Villages

    Just villages that spawn in the Nether. They are inhabited by Pigmen Villagers, which you can trade Rubies with to get Nether-themed things. They often have farms of Nether Wart being grown, and Cerberuses have an increased spawn rate near Nether Villages.

    u/Endergy had an awesome idea for a Nether update including Nether biomes. I recommend you check that out if you are interested in ways the nether could be updated.

    submitted by /u/EggMcEggson
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    Making Armor More Unique

    Posted: 22 Jul 2019 07:30 PM PDT

    HERE is the link to my post on the Minecraft Feedback site.

    It's a lot simpler than this one but I think I at least conveyed the basic idea.

    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Since 1.15 seems like it'll again focus on combat I believe that this is the perfect time to give armor a relook. Let's be honest I don't think I'd be wrong to assume that when playing survival most people progress directly to iron first and then to diamond armor, and why wouldn't we? Leather is weak and a little too much effort to create for what it's worth, gold is completely useless, and chainmail is just too rare. On the other hand, iron is rather easy to get and the second-best tier before diamond. That makes three useless tiers of armor in the game, but I have an idea to completely revamp armor progression.

    Before I get into the meat of this suggestion though, I would like to take a brief moment to explain the concept of vertical and horizontal progression in video games for those that are unaware, if you already know what these concepts are you can just skip these next three paragraphs.

    Vertical progression is when the player progresses by getting stronger. For a Minecraft related example, think about when you upgrade from an iron sword to a diamond sword, they both have the same function but the diamond sword is superior because of its higher damage output and higher durability, that's vertical progression.

    Horizontal progression is when instead of the player progressing by acquiring gear with bigger numbers, the player progresses by acquiring more options, nothing is better than the other but instead is better depending on the situation or the player's preferred playstyle. I'd say the best example of horizontal progression in Minecraft would be the bow and the crossbow, neither is objectively better than the other stat-wise but they both function differently so the player has the choice of using either one depending on the situation or what they feel suits their playstyle better.

    Minecraft has for a long time revolved around vertical progression, you mine for ore to make stronger tools, and then you mine rarer ore to make even stronger tools. But thankfully Mojang seems to be moving away from that more and more with each update, turning to focus on horizontal progression especially when it comes to weaponry, which I think is a great thing. But sadly, while weapons have become varied and the vertical progression of tools isn't really in a dire need of change at the moment, armor has been more or less left in the dust. So with that out of the way let's finally get to my three central ideas to completely revamp armor.

    Part 1 - Special Resistances and Unique Sets

    This idea is the crux of my suggestion but also pretty simple. Each tier of armor resists certain types of damage better than the others. As for what armor sets are better at resisting which type damage, I have a few ideas.

    Leather Armor - This is probably the hardest to think about, but since leather is so weak durability and protection wise I think it should be more of a "stealth" or "hunting" set so maybe it's particularly resistant to fire, debuffs like poison and wither, and maybe mobs are less aware of you when you crouch.

    Gold Armor - When I think of gold tools I think of how useful they can be to quickly clear out small areas. Taking that idea further let's make gold armor more of a "builder's set" by making it especially resistant to fall damage.

    Chainmail Armor - Medium in all aspects, let's make chainmail armor an "archery set" by having it excel at projectile protection.

    Iron Armor - Since iron is common and pretty good protection wise let's make it resistant to something a little less common but very deadly like explosive damage and suffocation damage. I guess you could say it's more of a "miner's set".

    Diamond Armor - Diamond Armor is still the most resistant when it comes to regular melee attacks but since it's also the most durable let's make it a full-on "melee/tank set" by having it excel at resisting knockback.

    Part 2 - Set Bonuses

    As a way of further expanding on top of the special resistances, I think the player should be given a special perk for wearing a full set of a tier of armor. As long as it's balanced I think this will gives the player incentive to try out each tier of armor. I also have an idea of working set bonuses in a way to give the tool tiers more horizontal progression, so let's get into these. (Side note, when I refer to "tools" that includes pickaxes, axes, shovels, hoes, and swords.)

    Leather Armour Full Set Bonus - Drops are increased when using wooden tools and when crouching, think of it as a reward for playing stealthily.

    Golden Armour Full Set Bonus - Hunger will go down much slower when sprinting, jumping, or doing any activity with golden tools so the player can focus more on building.

    Chainmail Armour Full Set Bonus - Flint has a chance of dropping from stone and ores when mining with stone tools and feathers have a chance of dropping from hostile mobs when killed with stone weapons. There's also a slight chance of instead of taking damage from being shot with an arrow, instead, you'll pick it up.

    Iron Armour Full Set Bonus - Upon being broken, any iron tool or piece of armor has a low or medium chance of dropping the exact amount of iron ingots and or nuggets needed to remake that tool or piece of armor so you can keep on mining.

    Diamond Armour Full Set Bonus - The durability of all diamond tools and armor is increased so you can fight on longer.

    Part 3 - A Common Ingredient

    I think one of the reasons why the tool progression works better than armor progression even though they're both vertical is that all tools have a common ingredient, that being wood, which is needed to create any tool of any tier. You have to get wood to make your first tools, and your first tool has to be wooden tools unless you get something else by looting a village but let's just ignore that technicality. Armor doesn't have that same foundation, you can skip multiple tiers without real care because their recipes only require a single type of ore and nothing else. I have a simple idea to ground the progression of armor just a little bit so it's not too linear but some kind of basic foundation is established.

    All we do is tweak the crafting recipes of gold, iron, and diamond armor so that they require the equivalent piece of leather armor to be crafted. So for example, if you wanted to create iron leggings you'll need some leather pants, if you want to create a diamond chestplate you'll need a leather tunic, or if you want some gold boots you'll need some leather boots as well. Chainmail is fine staying as an uncraftable set you can only obtain from treasure or trading, I like it that way. This way we can make it so that armor has more of a solid starting point in its progression and the player can choose from there which set of armor they want to aim for depending on their playstyle or situation.

    TL;DR - Make it so each different tier of armor has special resistances correlating to their "set", wearing a full set of a certain tier of armor gives a special perk that usually affects their corresponding toolsets, and that gold, iron, and diamond armor require the equivalent leather pieces to be crafted so that the progression has a solid starting point like how tool progression "has" to start with wood and wooden tools.

    submitted by /u/SeriUsAhCount
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    There should be a structure in the Ice Spikes biome

    Posted: 23 Jul 2019 09:11 AM PDT

    Honestly, I'll take anything at this point, but I do have a specific idea. I've always thought the the Ice Spikes look like towers. What if some of them WERE towers? They would be called Witch towers and have a Witch spawner at the bottom and top, with loot there as well. And a spiral staircase would lead between the two floors. What do you think of this idea?

    submitted by /u/thepixelmurderer
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    Peat bogs

    Posted: 23 Jul 2019 12:15 PM PDT

    A deep swamp-like biome where stone is far underground.

    There is a 2-4 block deep layer of mud under the water. Mud slows the player down and the player can sink in it and must press space to "jump" out of it. It makes up the bed of the bog.

    Much of the bogs is made of peat, which is a lot like podzol in almost every way, but the sides have a brown layered pattern brown layered texture are the top looks mucky and swampy. When dug without Silk Touch peat drops peat bricks which can be crafted into peat brick blocks which look like a sort of rustic, natural looking brownish brick with some moss growing on it, good in gardens. Peat brick items can be baked in a furnace like clay to make regular bricks.

    You can find fossils, coal blocks in the shapes of trees, coral and other things and you can find dark oak logs under bogs. The peat continues about 20-30 blocks underground until finally hitting stone unlike in most biomes where dirt only goes down to 3-4 blocks underground. Fossils, logs and and coal blocks can only be found in the peat layer.

    Above the mud is a layer varying from 1-2 blocks deep full of cat tail, peat moss blocks, sea grass, lily pads and reeds.

    Cat tail is a plant the grows out of 1 block deep water and is 2-3 blocks tall. It grows out of the water are only the bottom block is submerged.

    Peat moss blocks are a green block of which the player can sink quickly in. It grows all over the surface of the bog.

    Reeds are similar to cat tails except they can grow in 2 block deep water and lack the brown sausage-looking (which are apparently flowers?) thing on the top of the stalks.

    Unlike swamps; there is no real "land" in peat bogs unless you count peat moss.

    I think it would be a neat and unique biome to be sought after by players for their peat bricks, endless supply of "clay" bricks and unique plants, although the biome itself would overall be a poor choice of a place to live given the lack of trees, animals... even land.

    submitted by /u/AmISteve
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    Drops from fishing should match the biome you're fishing in.

    Posted: 23 Jul 2019 09:16 AM PDT

    I find it weird that you can obtain a lily pad when you're fishing in an ocean and a tropical fish, puffer fish, or nautilus shell when fishing in a river. You should only be able to obtain loot from fishing that would normally be found in the biome beforehand.

    submitted by /u/-C4-
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    The Frostlands - a dimension where hell freezes over

    Posted: 22 Jul 2019 09:13 PM PDT

    What is it:

    The Frostlands are a dimension where Hell has frozen completely. How long is the daynight cycle? What mobs and structures will be in this dimension? What bosses are in this dimension? How do you access this dimension? Read on to find out.

    Accessing:

    To access this dimension, build a Portal out of Blue Ice (this needs a Silk Touch to mine or crafting with four Packed Ice blocks, and so is harder to get), and must be activated with a water bucket and deactivated with fire (The inverse of the Nether Portal). The colour of the portal is a deep cobalt dark blue-white, with a snowflake or other cold pattern, as opposed to the purple swirls in the Nether Portals (These should really be changed to flame patterns with red in the case of the Nether Portal, Mojang, purple really conflicts with the Nether!).

    Weather:

    The Frostlands is not based in a cave like the Nether, so it has an open sky complete with day and night, just greyer, even on clear days. It also never rains, but it can snow, albeit rarely. It never has lightning, and clouds are whiter than in the Overworld. Most of the time, it is clear, and the light level is like that of a thunderstorm in a desert in Bedrock Edition. Aurorae often appear. See here about the Aurorae: https://www.reddit.com/r/minecraftsuggestions/comments/aybx6y/aurorae_in_cold_biomes/

    Day and night cycle:

    The Frostlands have a day and night cycle of continuous day/night for at least 24 Minecraft days. The sun/moon will bounce up and down rather like in Super Mario Bros, but will not ever set/rise depending on season being Summer or Winter. The transition to these seasons last for 12 Minecraft days, and during this season, the sun or moon can be seen in the normal day/night cycle, but where it's midday, the sun goes down, and there is 12 hours of complete darkness.

    You can sleep in this dimension, but it will not skip the 24 days of darkness, so it really has no usage other than skipping the brief 12 Minecraft nights during the transitional seasons. If you try to use the bed in the 24 days of light or 24 days of darkness, it will freeze over with ice, making it unusable unless you place a heat source like a campfire near it.

    Travel:

    Ultracold oceans can be found only in this dimension. If you step into this water without any Leather Armour on, you will start taking 1.5 hearts of damage at near the rate of lava (-1x the rate) and when death occurs, immediately become an ice cube and die. Any resources you have will be trapped in the ice cube until broken, and not despawn. The best ways of travel is using a Boat. The death message for dying in the ultracold oceans is "Player froze to death". One block traveled in the Frostlands is 8 blocks - the same as the Nether.

    Mobs:

    Penguins exist in this dimension in large amounts as a reference to Antarctica, as well as polar bears in large amounts, and seals at the waters edge and huge amounts of cod and salmon fishes in the water. Drowned may spawn deep underwater. Strays spawn here, and cannot be frozen by the ultracold water. Polar bears also cannot be frozen as well as foxes (white ones), and penguins and seals. White foxes exist in this dimension and cannot be frozen by the ultracold water. Snowshoe hares can also be found here, can eat rotten flesh, and even be tamed with meat and kept as pets! Be careful, cause Snow Leopards exist here as well, and they may be neutral, even at night, but encroach into their territory and they will pursue and ambush you until you get out of their territory. Attacking just one will send it into a boiling rage.

    Structures:

    Igloos generate more often here, often in clusters with warmly dressed Villagers aka Eskimos. They keep Wolves instead of Horses and Sheep for travel. The Igloo Village also has homes made of Logs, and is just like any other village, just adapted to cold polar conditions. Redstone lighting exists in the cabins to light them up at night. Unlike regular villages, no flower boxes are found, cause there are no soil or dirt layers. You can still plant trees though if you bring soil, although Spruce grows best. Cabins will be made out of Spruce to reflect the largest tracts of conifers near the North Pole. Iron Golems are common. Frozen iron golems may be seen far outside.

    You may also find majestic ice castles. If you can find the Chest inside, the treasure is yours! You can find diamonds, emeralds and various rare items inside, but be careful as there are cold traps and also a trap where the floor will give way, and you fall into Ultracold Water and get pulled down by Magma blocks till you die.

    Just like their Overworld counterparts, Pillagers have a Frostlands counterpart. They call themselves the Artigers (portmanteau of Arctic/Antarctic and illager), and will raid Eskimo villagers. Some Artigers ride on Snow Leopards and Polar Bears. Their outposts are completely wooden and very cabin-like with a Artiger banner, which is a banner of an angry blue Artiger with yellow eyes and a brown raccoon hat on top of its head. Defeating an Artiger Captain gives you the Bad Omen effect along with a Slowness effect of I and Weakness II, both of which last for 8-15 seconds in duration.

    Impact on fluids:

    Any water other than Ultracold Water (found in oceans/shallow lakes) will instantly freeze into ice. And lava does not work, it will just freeze into Obsidian.

    Farming:

    If you plan to farm, your options are Penguins, Wolves, Polar Bears, Cod, Salmon, white Foxes, or Strays. It's better to bring some soil, two buckets, get Ultracold Water from the ocean, and just create an infinite source of it and then pour it into the farm, put lighting, till the soil and plant your food. Beware, it will grow MUCH slower than in the Overworld.

    Boss:

    There is only 1 boss at the moment, called a Yeti, which sleeps deep within caves. Attacks with strength and ice based attacks. The Yeti is a white gorilla-like boss, who can summon Strays and hostile wolves. The Yeti has a second phase halfway down its HP where it will start charging at the player, and trying to stomp on the player with its massive feet. It will also occasionally throw ice at you and huge snowballs. The Yeti is weak to fire and hot elements, but is not an undead mob. If you set fire to it, the Yeti will start jumping and hitting itself with its hands to put the flames out. It can also cause damage with its massive roar occasionally.

    Ores and blocks:

    Diamond is a bit more common in this dimension than in the Overworld, and coal is extremely common. Gold is somewhat common, and iron is very common. This is because people haven't been able to mine the poles resources. Emeralds can also be found, but are rare, a little like diamonds in the Overworld.

    Darkstone can be found here but you have to look underground at Y coordinates 50 and below. See here: https://www.reddit.com/r/minecraftsuggestions/comments/axzq36/darkstone_the_reversed_equivalent_of_glowstone Darkstone surrounds mob spawned areas and may appear in abandoned mineshafts. Darkstone will not generate as much as it does in the Nether though.

    You can also find Ice Bricks, which aren't ores, but can be used for building, and Packed Ice/Snow Bricks. Also in this dimension are Stair versions and Fence/Wall versions of these (Snow cannot be a Fence since it would crumble away, it's too soft, but a wall is fine). You don't need a Silk Touch pickaxe to mine ice in this dimension.

    Generation:

    The Frostlands are like a Superflat world in some places, mountainous in others, and also filled with oceans and shallow lakes. It is infinite, and shallow hills of ice and Packed Ice (functions as permafrost) just below the ice layer generate all over. Mountains may be found, but not as high as here. Giant chasms of ice may be found occasionally. Bedrock may occasionally be found, as a reference to Antarctica. Extreme Hills (ice/snow version) generates more often here.

    It's one of if not, the hardest dimensions and places in Minecraft to survive in. It will add a big challenge to survival gameplay.

    Behaviour of fire:

    Fire will not spread on non-flammable blocks, and goes out quicker than in the Overworld due to high winds. Fire will still burn indefinitely on magma/netherrack, but fire will have a slanted look to it as if being blown. (Top of fire only). It does less damage due to the cold, but can still kill. If fire is not exposed to the sky, it retains its normal burn time, speed, and attributes. You can find lots of Gravel underground to create flint and steel.

    Dimension uses:

    Create a Portal to a Winter Wonderland! Create a Christmas area to celebrate in the dimension without ever leaving the house! For those who have summer Christmases, you can have a blast with a Winter Xmas in this dimension.

    If you are bored, this can really spice you up.

    If you hate heat and love cold.

    Or just have never seen the Arctic/Antarctic.

    Or just curious.

    This dimension isn't required to progress through the game, but can really spice up your adventure. Some other thing to note, the Frostland portal will make a freezing noise and cold wind noises, and instead of the nausea effect, you get a whitening of the screen called "frosting", which slowly fades into complete opacity and then the dimension generates for you. The background for the Frostlands loading screen is a snow background or sometimes ice.

    submitted by /u/SnowBallEarth43
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    Putting Elytra in horse armor slot

    Posted: 23 Jul 2019 02:12 PM PDT

    No, this is not another one of those dumb 'add pegasus to Minecraft' suggestions. This suggestion is just for fun and for aesthetic.

    I am suggesting you be able to put elytra in the horse armor slot of a horse. This would make it appear as if there was an elytra on the horse.

    Riding a horse with an elytra would act no differently from wearing an elytra. You would glide slowly down and could be boosted in a certain direction by using fireworks.

    Mojang has stated they don't want the player to be able to wear a chestplate while wearing the elytra, for balancing purposes of course. So if you are mounted on an elytra-equipped horse, your chestplate will not work, meaning you will not get any protection and if you have an elytra on, it will not work.

    submitted by /u/Minecart64
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    I think boats should be able to go up snow layers

    Posted: 23 Jul 2019 02:12 PM PDT

    Okay so everybody knows boats are the actual preferred transportation right now, after all the attempts at making horses in the game they're still not really worth it imo...However they have one thing that boats dont have, it's autoclimb for 1 block high differences. Boats can't even go up a half slab without water :/ And now they also sink if you try to upstream with it, while you can still somehow use the CS cascade because you're some sort of mexican leviator...

    Some people make boat races and for now pistons are used to make boats go up but it's wonky and i wish there was a better solution, perhaps going up half a block is too cheaty but i think a snow layer or a trapdoor up at a time would be fine and allow for much more fun.
    Or add Some vehicle. Lol (i know it probably will never be the case because it divides the players so much)

    submitted by /u/Tipige8n
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    Pressing left mouse button while having a charged(at any percentage) bow will uncharge it

    Posted: 23 Jul 2019 05:18 AM PDT

    It makes for a better control of the bow instead of having to use the trick of changing item in the hotbar

    submitted by /u/CIARRAPUNGI
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    Right clicking an animated block with a slime ball should stop it’s animation. Right clicking it again with an empty hand will bring the animation back and also give you your slime ball back

    Posted: 23 Jul 2019 02:33 PM PDT

    would open a whole new door for building opportunities!

    And for my fellow redstoners- putting a slime ball in a dispenser, then activating the dispenser next to a block would also do the stopping of the animation. Activating an empty dispenser next to a 'slimed' block will unslime it, dropping the slime ball on the ground.

    This would be especially fun for blocks like stonecutters and chests (you could have an always open chest) but could also be fun for other blocks like prismarine and ender crystals!

    submitted by /u/Minecart64
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    Evil Forest

    Posted: 23 Jul 2019 07:07 AM PDT

    Based on the Roofed Forest biome, this evil horror-themed place features Cursed Trees, charcoal black, which creak and groan. Trees are either destroyed when mined or can be used for Cursed Wood Planks, a near-black wood type which has regular properties but will sometimes creak (floorboard creak sounds) when trodden on.

    Players in this biome have blindness effect applied so visibility is minimal. This can be countered with milk but only temporarily. When the player has left the biome the blindness will quickly wear off. The biome is home to Cursed Ones hostile mob which hide behind trees and attack the player when unobserved (like a zombie but smarter). Benign animals that spawn within the biome or enter it, besides tamed wolf/cat, become 'cursed' and hostile towards the player. Cursed animals have a pitched-down version of their animal call and a darker skin design blotched with black.

    submitted by /u/fireswan7
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    [Meta] Add "<Thing> Needs an Update" Posts to the FPS List

    Posted: 23 Jul 2019 11:11 AM PDT

    I'm not against the idea of updating the features people talk about. My problem is that people are telling us things we already know; There are several sections of the game that are now outdated & need a bit of a catch-up with the other features that have gotten polishes & overhauls recently.

    One common theme I see is with caves & the Nether. If a "common theme" can be seen at all, then there's no need to continue going on about it. We all know.

    The worst part is that they end there. They don't suggest any ideas themselves, they just come in to say <Thing needs an update", and leaves. It makes me feel that they are here to just grind karma since everyone will agree with them, and hence will upvote their suggestion, if you can call it that.

    Why am I of all people going on about this? I'm seeing 300+ upvotes on posts that do exactly that, which is demotivating for people who are actually putting effort into their posts. I haven't come near this subreddit in months, but it seems to be in the exact same state it was when I left; New people tossing in ideas that are against the FPS List, just straight-up not coming into Minecraft, thinking people haven't thought of it before.

    submitted by /u/DylanTheSpud
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    Extending Enchantment Options: Invisible and Fireproof Gear

    Posted: 23 Jul 2019 09:20 AM PDT

    Precious Materials to save for Endgame and Antics

    Calcite is a mineral that shall rarely drop from lapis lazuli ore. Enchanting with calcite instead of lapis lazuli (temporary image link) guarantees an exclusive enchantment called Birefringence, which hides an item's texture. Invisible players can almost avoid all mobs (and players) while still retaining birefringent armor and weapons.

    Pyrite (fool's gold) is another mineral that shall rarely drop from gold ore (credit to u/WDSPC) . Similar to calcite, pyrite guarantees the enchantment Foolproof, which cannot be mixed with Birefringence. Foolproof makes enchantable items immune to cactus, fire, explosions, and lava. (To be clear, the player is still killed by these hazards, but the item entities that would otherwise be lost are immune to despawning from touching them.)

    Notes:

    • Birefringent items still shimmer despite being completely transparent. Additionally, Birefringence does not apply to item durability bars, entity shadows and hitboxes, inventory ScreenTips, and item frame nametags. Failure to exploit those flaws can result in entity despawning or item loss (arrows, tridents, etc.).
    • Players can show off their Minecraft skins while still retaining armor.
    • Players can hide the shield model overlay and carved pumpkin overlay.

    TL;DR: You could protect your powerful gear from destruction in fire, lava, and explosions. You can even hide your prized possessions from other players and mobs.

    submitted by /u/Lightninghuff
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    Ancient Redstone Parts

    Posted: 23 Jul 2019 02:49 AM PDT

    Ancient Redstone mechanics are rare and are only found in generated structures, they replace all redstone parts in the jungle temple and can be used instead of regular redstone in all new generated structures that contain wiring.

    -The ancient lever has a more refined look than the normal lever and looks like a lever made from mossy bricks, it sounds more "stonier" like two stones being grinded together, it only emits a redstone signal of 7.

    -The ancient button is larger than a normal button and again looks like it's made of mossy bricks and has the same "stony" sound as the button, it also stays pressed longer and emits a redstone strength of 7.

    -The ancient pressure plate is identical to a wooden or stone one, but it has the "stony" sound effect and stays pressed longer, it also looks like mossy bricks.

    -The ancient piston extends slowly and has the 'stony" sound effect mentioned so many times, and as you expected, it has a mossy brick texture.

    tl;dr: Ancient redstone mechanics are supposed to resemble normal redstone parts, but have mossy stone brick textures, and have better sounds

    submitted by /u/CouchEnthusiast_
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    End mob: Elytrion

    Posted: 23 Jul 2019 04:35 AM PDT

    I think the End could use a few more naturally spawning mobs. It is a pretty quiet dimension, so this mob would give the End some ambient sounds the same way ghasts do in the nether. This mob would be a large, slightly rare, flying mob that spawns exclusively in the End.

    When I say it's large, I mean the length of the ender dragon. They are giant flying bugs that resemble a cross between a centipede and a dragonfly. The bug is dark purple, with 6 wings on it's back. They spawn in small groups in the void between the end islands and slowly twist their way around the darkness. They have their own distinct bug-screeches that would be similar to ghast cries, only more buggy.

    Elytrion are neutral. However when attacked by a player, it gives off a screech and flies at you and smacks you similar to a phantom. It hits like a truck, and does quite a bit of knockback. They also got a bunch of health, about as much as an iron golem.

    Here's the interesting part: When killed, they have a 50% chance of dropping a pair of broken elytra. Now hold on, I know you think that is a bit OP, but hear me out. Most of the time they are flying in the void so you will lose their drop anyway. Also, they are hard to kill and you risk getting whacked into the void by them, making them extra dangerous. This drop would explain the origin of elytra, which are part of a bug's wing in real life.

    submitted by /u/k00ji
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    Going too high above the world limit will cause you to take damage, and the death message will be "[player] got lost in space"

    Posted: 23 Jul 2019 04:22 PM PDT

    The height at which this will begin to happen will be up for debate.

    submitted by /u/luis_2252
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    Put fences in crops.

    Posted: 23 Jul 2019 12:17 PM PDT

    I dunno why, but potatoes in particular are just asking to be "held up" by a post. I just wanna be able to place a fence in crops like I can in water. Nothing groundbreaking.

    submitted by /u/AmISteve
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    Cracked/Worn Out Wood Planks

    Posted: 23 Jul 2019 11:45 AM PDT

    I think this would add something nice to build with in creative when creating ruins. They would naturally spawn in mineshafts and shipwrecks. Would be obtained in survival by using an axe, and doing the "crack wood" action (in place of the "strip log" action on logs).

    Edited: For spelling errors

    submitted by /u/SilkySharp
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    If an arrow hits a pot it should break

    Posted: 23 Jul 2019 12:50 AM PDT

    No explanation required, if an arrow hits a pot, it should break.

    submitted by /u/Firec0in
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    Neatherhounds

    Posted: 23 Jul 2019 03:18 PM PDT

    The neatherhound is a giant black wolf with red eyes the heads and a little red liquid that drops from one of their heads. It has three heads and is fireproof it spawns in the neather and can be tamed with witherbones witch can be obtained by killing wither skeletons. If you don't have them in your hand it will attack you.It does 4 hearts of damage,set things on fire, and will scare villagers and illagers. It will drop three black wolf heads and sometimes black fur. black fur can be crafted Into black wool and the head can be crafted into a trophy it is a place of wood with a black wolf head on it. It will howl and growl from time to time.This mob is based of of hades dog Cerberus from Greek mythology who guarded the underworld. Right now the neather is sort of boring it's just a lava ocean. Like one of my favorite minecraft youtuber once said the neather is more like a chore than somewhere you would build a base or explore and I think this mob would bring life to the neather.

    submitted by /u/fishycoper
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    Re-add the ability to block with a sword

    Posted: 23 Jul 2019 11:29 AM PDT

    Blocking with a sword was a universal symbol in Minecraft to show that you were friendly. When shields and dual-wielding were added it was rendered useless, so the feature was removed. I think it should be re-added for aesthetic and nostalgia purposes, though. It doesn't need to actually have any functionality, as that would make shields useless.

    submitted by /u/CapEraser
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    Armor and Thorns: Durability Problems explained and improvement suggestions.

    Posted: 23 Jul 2019 07:01 AM PDT

    At the moment, thorns is very underwhelming. It is the hardest enchantment to get for multiple pieces of armor and rewards the player with a chance to deal low, negligible damage.

    I want to explain the mechanics of thorns first before explaining how little it needs to be tweaked to be better, because currently thorns is a mess.

    Each armor piece with thorns has a 15% chance per level (Thorns 1=15%, Thorns 2=30%, Thorns 3=45%) to damage a mob that damages you. If it does, it randomly deals damage between 1 and 4.

    After inflicting damage, one armor piece is supposed to be picked and loses 3 durability for each armor piece that dealt damage. This seems currently broken, as during testing I lost more than 1 durability on several pieces after inflicting thorns damage.

    I calculated the supposedly inflicted damage aswell: In the scenario of having full thorns 3 armor you have 4x45% chance to inflict an average damage of 2.5. The formula for this is 4*0.45*2.5. The dealt damage by the armor should be 4.5 on average before damage reduction by mob's armorpoints (i.e. a zombie has 2 armor points -> 8% damage reduction).

    In theory, a normal Zombie needs to hit you 5 times on average with full thorns 3 armor to be killed by thorns (5*4,5*0.92=20.7).

    Pretty complicated, huh? Let me explain this in an easier way, using an example.

    I have Thorns 3 on all 4 armor pieces. In practice a zombie needs to take 8 hits on average to be killed by thorns. This already contradicts with the calculations I made above.

    That is an average of 2.5 Damage for 4 very hard to get, maxed out enchantments on 4 different armor pieces.

    Besides that, you are guaranteed to lose 3 durability for inflicting this average 2.5 Damage. If the zombie needs to hit you 8 times to die, you are guaranteed to lose 8*3=24 durability for it. With unbreaking 3, any armor piece has 70% chance to consume another durability point when hit. So thats another 4*8*0.7=22 durability.

    A zombie just took 46 durability to be killed by thorns alone. That is 2,5% of your diamond armor durability. To kill a normal zombie. With thorns your durability practically is quartered - no 1800 uses. Get hit 450 times and you can either get new armor or go back to your XP farm and have mending heal everything back up.

    Thorns is as bad as fire aspect and flame. Burning mobs and their burn invincibility frames have simulated double health because they can only take damage half of their time (and especially in java with the current combat, if you swipe at the wrong time you deal 0 damage for an attack that takes over a second to charge).

    My suggestions for improvement are really simple.

    First off, have armor have a better durability calculation. Why can we have 1500 durability pickaxes that have 6000 uses with unbreaking 3, but we can only have armor that has 750 uses at best? Armor and Thorns should scale with unbreaking and should work just like tools. With Unbreaking 3 Armor should have 25% Chance to use up a point per piece (Thats still 1 point on average when hit, and since diamond armor has a combined durability of 1815 this is totally fair compared to 6000 pickaxe uses, especially because a pickaxe was 3 diamonds and diamond armor was 24).

    When thorns inflicts damage, it should pick the armor with the highest durability that has thorns. Then it either:

    - Decreases its durability by 3 with a chance of 100% (No Unbreaking), 75% (Unbreaking 1), 50% (Unbreaking 2) or 25% (Unbreaking 3).

    - Decreases its durabilty by 4 (No unbreaking), by 3 (Unbreaking 1), by 2(Unbreaking 2) or by 1 (Unbreaking 3).

    Secondly, have a different thorns infliction chance and damage calculation: Not per piece anymore, but as a whole.

    Chance to inflict damage: 7.5% per level, added together for all pieces. This results in 90% Chance for a combined thorns level of 12 and a 67.5% Chance when wearing an elytra (Thorns Level 9).

    Damage dealt: 0,5 per level. This is balanced: 12*0.5=6 damage dealt is close to a diamond sword - but thorns is way harder to get, especially 4 times. Wearing an elytra drops the dealt damage to 4.5 - still a fair amount of damage, and it perfectly works out with the calculations I made when I explained current Thorns mechanics.

    I hope to start a discussion for opinions, other ideas, maybe even approvement of my ideas - I think thorns is a very good enchantment, if it can be used the way it is supposed to and not with it being so punishing.

    submitted by /u/Myutuality
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