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    Minecraft [Brainstorm] Top Monthly Suggestions For July 2019! This Month's Theme is "Game Progression"!

    Minecraft [Brainstorm] Top Monthly Suggestions For July 2019! This Month's Theme is "Game Progression"!


    [Brainstorm] Top Monthly Suggestions For July 2019! This Month's Theme is "Game Progression"!

    Posted: 03 Aug 2019 09:34 AM PDT

    Your monthly reminder that yes, there are suggestions that do get over 100 upvotes from the Minecraft Community. Truly crazy, innit?

    In this post are showcased all the suggestions for the past month that have achieved an upvote notoriety beyond 100, as well as the 10 closest stragglers that were just shy of making the choice 3-digit beauty mark.


    A slight delay in the posting of this TMS report, we had a slight hiccup with the bot, but it's fixed now. Other than that, not much to say, just your average, run-of-the-mill TMS report.

    So, without further ado, let's take a look at this month's suggestions, shall we?

    This month was juuust slightly slower than last month's suggestion count, but it still has very impressive numbers, as you shall soon see. To start us off, we have 93 awesome suggestions that broke the 100+ upvote mark, with 41 of those reaching 100+ upvotes, 11 reaching the Super Luminous status of 200+ upvotes, 4 becoming Enlightened at 300+, 10 becoming Ascended at 400+, 8 becoming Legendary at 500+, 5 becoming Mythic at 600+, 6 becoming Godlike at 700+, 5 reaching the coveted Omnipotent status at 800+, and then three (count 'em, 3) utterly magnificent suggestions that went beyond our normal naming conventions to reach 900+, 1000+, and 1400+ respectively. They went so high in the upvote count, I don't even think we even have a name that describes them well enough. So, even if we don't have as many suggestions as last month, we certainly have a LOT of really popular ones this time around!

    However, there can only be one MVP for this month, and that honor goes to /u/Im_Zackie for their amazing 1400+ suggestion! Congratulations to you, but also congrats to your two runner-ups, they did a fantastic job too! :)

    And here's a look into what types of suggestions made it onto this list:

    • General: 20
    • Mobs: 16
    • Gameplay: 10
    • Blocks & Items: 8
    • AI Behavior: 8
    • Magic: 7
    • Structures: 6
    • Sounds: 3
    • Weather: 3
    • Terrain: 2
    • Dimensions: 2
    • User Interface: 2
    • Command: 2
    • Combat: 1
    • Controls: 1
    • Bedrock Edition: 1
    • Java Edition: 1
    • AI Behavior: 0
    • Plants & Food: 0
    • Redstone: 0
    • User interface: 0
    • Commands: 0

    Once again, General, Gameplay, and Mobs beat out all the others, with (oddly enough) Combat and Controls being the least popular. This is slowly becoming a trend, isn't it?

    Now then, onto the next feedback theme for this month, hopefully a LOT less controversial than the last one...


    THEME: "Game Progression"

    (Tools, armor, weapons, gear, even special items in the late-game, it's all the same. But how you get all that gear and special items can vary in many different ways, and some of it isn't even used as much as it should be. How about we expand upon it?)

    Every month, we ask the community for suggestions on a specific theme so we can all brainstorm together. This month's theme is "Game Progression"! With the release of 1.14, Mojang has expanded the crafting/smelting system quite a bit and has given players more options and more tools to work with in crafting. However, there is still an underlying problem of having several tiers of tools and gear, but many of them being skipped altogether in favor of the very common iron or the rarer but far more powerful diamond. It's made the early-game extremely easy, and even the late-game suffers a bit from these problems with some of its special items. Please use the comments & give all your ideas, big or small, that have to do with game progression! Should iron be harder to get, or diamond be nerfed? Or should leather or gold armor be given buffs? Should there be more of a reason to use different types of armor or tools for different areas of the game? Should vanilla's tech tree be expanded to include more types of specialized equipment for certain places/events? The choices are all yours, and so is the floor! Get up there and start typin'! But wait, don't only think about tools and armor, maybe try spicing it up a bit with biomes and mobs as well!


    IN OTHER NEWS

    I'm sure by now you have all heard about the recent drama we've been having on here relating to last month's theme about combat, but in case you haven't, here is the post that pretty much explains all there is about the drama. I don't wish to go too deeply into this, since it is a bit of a draining and controversial topic, so let us move onto the other major news for this month.

    We have a new moderator, guys! Please welcome /u/Minecart64 to the team! We have the utmost confidence in his abilities, and we're very glad to have him on board. He's been doing a great job with helping us out before, and now that it's official, he can help us even more! :D

    Finally, although this isn't quite related to us specifically, we'd just like to remind everyone that Minceon Live is just 56 days away from today, which means we will be getting news about 1.15 in the very near future! I hope you're all as excited as we are, especially since Cojomax99, one of the Java devs, recently told us on Discord that they're planning to make 1.15 even bigger than 1.14! Minecon Live is on September 28, so mark your calendars and be ready to party when 1.15 is revealed! ;)

    And now, for another reminder for everyone, please read over the FPS list before making any suggestions, just to be sure that you're idea hasn't already been covered.

    Also, if you have a Discord account, we'd also like to invite you over to our official MCS Discord server if you ever feel like doing some real-time brainstorming. Or, you know, just put up some memes, we have those too (just keep them SFW and in the proper channels). ;)

    KEEP IT UP, FELLOW SUGGESTIONERS!


    <>If there was a suggestion that was missed, please let us know below. Despite our best efforts, we haven't yet reached infallible perfection just yet (we're still trying, impossible as it might be), so some mistakes are still within the realm of possibility.<>

    ♦ Beautiful Suggestions 100 and Beyond:
    ============================

    Honorable 10 Suggestions

    <> All Monthly Suggestion Posts are cataloged on the subreddit's TMS Catalog Wikipage.<>


    Note: The comments are not for posing ideas unless they pertain to the feedback theme. If an idea crops up in a discussion, then that's fine, but for posting a suggestion for the community and the developers, that is what the "submit" button at the top right is for.

    Also also, you can see some suggestions that have actually been implemented on the Successful Suggestions Wikipage! Maybe one of these will make it on there someday! If you have a suggestion from 1.14 that actually has been implemented in some form or another, please let us know so that we can update the list. Thanks!


    Until next time folks, have a fantastic day/night, and take care! :D

    submitted by /u/GreasyTroll4
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    Replace the torches on Dragon Nests with End Rods.

    Posted: 03 Aug 2019 11:56 AM PDT

    Torches aren't available with end materials, so replacing them with end rods would feel more natural and would probably look better(it would focus your attention towards the egg more).

    Additionally, maybe the bedrock could be replaced with some sort of nest-like material. It would have the same properties as Bedrock, it would just have a different texture. Sort of like this.

    submitted by /u/AlexSteckline
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    Enchantment for the Elytra

    Posted: 03 Aug 2019 02:44 AM PDT

    The elytra only has 2 enchantments, Unbreaking and Mending, both of which are available in all enchantable items. Here's my suggestion for Elytra enchantments

    • Protection (I-V)/Hardened (I-III): Protection function the same as it would on armor. Another option is Hardened, a less effective version of Protection with the added boost of making the elytra more durable. Does not protect from kinetic energy. Purpose: To counter the missing chest piece's armor value.
    • Slicing (I-II)/Ramming (I-II): When a player with a Slicing elytra flies into an entity, the entity will be damaged if they are in the elytra's hitbox (roughly the size of the elytra itself). Ramming also does the same, except the hitbox will only be the player's hitbox, but will do more damage. Purpose: Add another element and use for Elytra as a combating tool.
    • Transform (I-III): When using fireworks or riptide tridents in water with elytras, the boost you will get will last longer if you use an elytra with Transforming. Purpose: Faster travel .
    • Dampening (I-III): When flying into a wall/ground, the damage will be reduced with an elytra with Dampening. Purpose: Reduce penalty for making mistakes with the elytra.

    Extras/Comment Suggestion

    • Credits to u/bibby_tarantulaLift (I-II): When flying with an elytra enchanted with Lift, you will fall slower. Purpose: Makes flight easier and more useful
    • Credits to u/pac2005 and u/dewnite Slicing would do more damage than Ramming, but Ramming would have more knockback
    • Credits to u/Morgen_Beast Dampening should be a helmet enchantment

    Credits to u/lasoris7 Protection/Hardened should be replaced by an endgame item that combines your armor and elytra together

    Credits to u/Mac_Rat An elytra can only have 2 enchantments on at any time. This is to keep it not too overpowered

    u/General-Dragonfly made a similar post with different enchantments a month ago. Check him out

    Feel free to criticize.

    submitted by /u/AdrianRPNK
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    Idea for a New Ocean Neutral Mob: The (Giant) Crab ��

    Posted: 03 Aug 2019 12:50 PM PDT

    🦀Time for C R A B 🦀

    The hook has been reeled in, I've got your attention now.

    Now I know, I know. There's already a lot of ideas about adding crabs to Minecraft, but this one is different. Trust me, fellas.

    After my most recent fully underwater playthrough, I have to say I am quite saddened by how empty the oceans feel in terms of mobs. Fish and squids are great, but serve only as measly passive mobs. Dolphins, another great addition in 1.13, are more so eye candy and a swimming speed booster than anything else, as the threat they pose as a neutral mob is comparable to that of a llama. The Drowned, with their baby and trident wielding forms, pose a nice challenge for a hostile mob underwater mob, but since they are the only frequent hostile mob you will encounter underwater it gets tiresome pretty quickly (also nitpick: why do Zombie Villagers not become Drowned Villagers after being submerged instead of staying the same?). Guardians and Elder Guardians are underwater hostile mobs too, that much is true, but since they are so closely tied to the Ocean Monuments that dot the oceans ever so sparsely they are less so an Ocean mob and more so an Ocean Monument mob. We need more unique underwater mobs since we have no truly dangerous neutral underwater mob, and no hostile mob that is based on a real-life creature, like the Spider and Silverfish have done. But, I believe there is a single mob that can be introduced to fix these issues as well as many more. Consider this killing several birds with one stone :) (or multiple fish with one hook, line, and sinker). Also, I want Mojang to change the oceans right now, as if they won't do it in the months following 1.13 and 1.14 they likely won't do it in the next few years as they introduce completely different updates, and I don't want the oceans to be forgotten about for another few years (I'm still very grateful for the 1.13 update, don't get me wrong).

    So, before any further ado lets dive right into it.

    Idea:

    Adding giant crabs as neutral mobs to the game.

    Spawn Conditions:

    Can spawn in any Ocean Biome as long as they spawn on the seafloor, no matter the light level. Spawn more or less equally across all ocean biomes, but are more prone to spawning in underwater ocean caves and ravines than anywhere else (although still spawn on the seafloor). Can also spawn, albeit more rarely, in the waters of Beach Biomes.

    Appearance:

    Much like how Spiders in Minecraft are giant, neutral versions of the real-life counterparts; I would like the Minecraft Crab to be a giant (similar in size to a Spider) counterpart to the real-life crab, while also being a neutral mob that lives within the Ocean. They have a few visually different appearances, depending on the biome they are in, much like the Foxes (ie: Red Crab for normal, Cold, and Warm Oceans, more vibrant and purple Crab (possibly named Coral Crab?) in Warm Oceans/Coral Reef biomes, and White Crabs for the Cold and Frozen Oceans). Crabs resemble their real-life counterpart, but are bigger in size, and since they are bigger and thus likely older their design should also incorporate some small seaweeds and corals growing from their exoskeletons to give them a more battle-ready and elder look, as well to give more sense to their drops (more on that later). The crab has a height of 0.9 and a width of 1.4, much like the Spider.

    Behaviour:

    Crabs spawn and remain on the ocean floor, incapable of swimming up, but are capable of jumping up 1 block at a time underwater (I know real life crabs can swim, but they mainly remain on the ground, and doing so in-game would provide a good change of pace from the other underwater mobs that can all swim). They move along the ocean floor at a rate comparable to a player walking across it with Depth Strider. Crabs can spawn with two different personalities (similar to Pandas). The first personality is the Furtive personality, where Crabs having this personality (20% of them) will flee the player whenever they get too close, and rarely strike back. However, since these crabs are bigger than their real-life counterparts most of them (80%) will spawn with the Territorial personality. With the Territorial personality, Crabs will not attack the player unless the player stays within a few block radius of them for too long (a few seconds), or if the player attacks them first. To attack the player the Crab will swing its pincers (much like how I swing my pickaxe) from side to side, much like how the Zombie moves its arms up and down while attacking someone. The Crab will have a slightly stronger attack than the regular Zombie (around 1.5 times stronger, since they have big pincers), and have 30 health points, 14 more than the Spider due to its hard exoskeleton. But hold on! 30 health points are higher than for most mobs, thus the Crab, though limited in movement, would pose quite an underwater challenge if approached, since underwater ranged combat is nearly impossible with bows and arrows - and tridents are quite rare (in Java) or require enchantments before they come back to you (since without Loyalty if you throw a Trident at a Crab you have to pick it back up and if it hit he Crab the Crab will be hostile and if it landed near the Crab it will likely become hostile since you're near it for too long). But here's the good part! Did I not already mention that Crabs are arthropods? So if tridents and arrows are a bust, and these tanks have more health than the average mob, it would make the Bane of Arthropod enchantment ever so slightly more useful, as now there's an actual mob that could be taken down more easily by using it (Spiders and Cave Spiders and Silverfish and Endermite are already easy enough to defeat without the enchantment so adding a tougher arthropod would make the Bane of Arthropods enchantment more useful). They can also live outside of water without suffocating, so they can sometimes wander onto the beaches or shores from the ocean depths.

    Drops:

    But why kill the Crab if you can leave it be? What do I get for killing it?

    - Drops 0-2 Crab Meat, that, when consumed raw, gives 1.5 food points and 0.4 saturation points; however, when cooked the Cooked Crab Meat gives 6 food points and 7.6 saturation points. When Cooked Crab Meat, Cooked Salmon, Cooked Cod, Dried Kelp, Seagrass, and a Bowl are added in any random pattern in a crafting table it should produce Fish Soup, which when consumed gives 20 food points and 20 saturation points. But wait, you might be saying, don't 20 saturation points make it better than the Golden Carrot? Well yes, it does, but since Golden Carrots aren't that hard to craft and can be stacked to 64, and the Fish Soup requires 4 cooked items and cannot be stacked, Golden Carrots still retain their niche use as the most filling food in the long term. Furthermore, allowing you to craft this dish would mean the first complex dish in Minecraft with ingredients that come from the sea, since every other "complex"-to-craft food (Cake, Beetroot Soup, Mushroom Stew, and Rabbit Stew) contain ingredients that only come from the land, meaning the Fish Soup not only thematically makes sense but also creates an "ultimate" food item for any fishermen and underwater living player to strive for and create.

    - Drops 6 experience

    - Drops 0-2 seagrass, since seagrass grows on their shells

    - Drops 0-2 corals of any type, since random corals grow on their shells. This would also make Crabs more useful as Coral Reefs are hard to find thus killing Crabs is an easier and replenishable way of getting Coral.

    Benefits of Adding Them:

    - Provides the Ocean with another recognizable real-life mob that can still pose a threat to the player, much like the shark, however unlike the shark the Crab can actually be added to the game.

    - Provides an underwater challenge in the sea that is not the Drowned and, closer to Ocean Monuments, the Guardians, thus adding diversity in underwater threats.

    - Are neutral and have unique personalities, meaning they are a threat if made so and thus won't threaten players too much unless the players approach too much, unlike the Drowned and Guardians that actively hunt players down in droves.

    - However, they litter the ocean floor and underwater caves and ravines (which I find are very devoid of mobs as of right now), giving an extra challenge to anyone who tries to enter underwater ruins, shipwrecks on the seafloor, and who mines in the underwater ravines and caves.

    - Has more health than most other mobs, and since most forms of ranged underwater combat are limited it makes Bane of Arthropods, a relatively useless enchantment (sorry not sorry), ever the slightest more useful since melee combat is preferrable against them.

    - Gives a good food source, but not too good as to detract from the Kelp and Fish.

    - Cooked Crab Meat, as well as other sea items, would provide the "best" food item in the game in the form of Fish Soup, making underwater fishing and hunting and scavenging the seafloor more beneficial than just fishing at the base (however without detracting from what makes fishing at your base useful).

    - Provides coral, a material that as of right now is very aesthetic and pretty in underwater builds but is very rare and non-replenishable (and plus who wants to destroy coral reefs to get coral? I'd much rather kill a Crab than contribute to the deaths of the Coral reefs).

    - Drops slightly more EXP than most other mobs

    - Has an easily recognizable but still cool design. Much like the Spider, players will recognize it as a Crab and thus know what to expect, but the size and the wisened look of the Crab due to its seaweed and corals growing on its carapace make it seem more fearsome than any regular real-life crab, effectively conveying its intentions to any players of it acting like a Crab but being capable of putting up a hefty fight.

    - Different variants of Crabs for different biomes that are purely cosmetic adds a layer of aesthetic complexity to the game that fits it nicely.

    - Since the Crab cannot swim it is unique in movement style compared to every other underwater mob.

    Question(s) for you:

    - Should Crabs be considered both Arthropods and Aquatic Mobs, so that Impaling and Bane of Arthropods affects it equally?

    submitted by /u/Laurent_Spaghetti
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    If you shoot an fire arrow from a flame bow onto a hydrated farmland, it should dehydrate the farmland, even if there is water nearby and it would stay that way until the arrow is picked up or despawn.

    Posted: 03 Aug 2019 08:00 AM PDT

    I think it would be fun for a minigame, i think.

    submitted by /u/minhkhoi2609
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    Cookies and sweet berries should be consumed faster than usual food.

    Posted: 03 Aug 2019 01:21 PM PDT

    Right now, attempts to fill your hunger bar using only cookies or sweet berries is a quite torturous process, why wouldn't speed the process a little? Make them work like seaweed does.

    submitted by /u/aneckdope
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    Minecraft should add bigger boats

    Posted: 03 Aug 2019 01:42 PM PDT

    Something like a portuguese caravel. They would be faster and could transport some mobs and items on chests inside the boat. The boat would only need 1 player to be ridden and a new block like a steering wheel would be added. The boat would be built in pieces. Like you build the steering wheel the sails and the wood part of the boat and then you assembled it all. What do you think?

    submitted by /u/tomhoq
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    Let us dye slimes!

    Posted: 03 Aug 2019 08:34 AM PDT

    What if you could dye slimes the same way you dye a dogs collar? This probably won't effect slime blocks because that would be a whole other thing. It is purely cosmetic.

    submitted by /u/goldninjaI
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    Add the ability to pet your dog or cat

    Posted: 03 Aug 2019 01:38 PM PDT

    I think petting your dog or cat would be a great addition to the game. Doing so, can increase your pet's abilities, such as scaring away a creeper from a farther range or doing more damage to zombies from a dog. You can pet your dog by crouching and right-clicking for PC or left trigger for PS4/Xbox.

    submitted by /u/Ventroxii
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    Warthogs

    Posted: 03 Aug 2019 02:40 AM PDT

    Get it wart-hogs? Warthogs would be like pigs but a bit bigger and with a brown and red texture with nether warts growing on their back. Similar to mooshrooms they can be sheared which drops 1-3 nether warts and turns them into a pig. They would spawn in the nether but not too close to lava oceans or fortresses. a passive nether mob would bring more life to the nether

    submitted by /u/Sansbutimretarded
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    Quests

    Posted: 03 Aug 2019 02:20 AM PDT

    Alright, not sure how well this will go down, as it practically revamps the entire game, but quests. In Villages you'd find Quest-masters where they require you to find a quantity of block/item/mob, and return it to him, which in turn slowly upgrades said village, there'll be one per village, and each time you return to the village with the requirements, the villagers will start building the village up once you've talked to the questmaster.

    I actually doubt anyone would agree with this, but it could potentially bring older players back and encourage players to keep playing.

    submitted by /u/Do_You_Pineapple_Bro
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    Overhead doors that are opened or closed by a pull chain.

    Posted: 03 Aug 2019 01:42 PM PDT

    The thickness would be a slab but placed vertically and made from iron blocks.

    Inside you could have my suggestion of an alternate ravager that attacks illagers in there then release them when the raiders are trying to raid your town as a nasty surprise. Later adaptations could be fully automatic with the flick of a redstone switch.

    submitted by /u/XxJS804273xX
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    New Enchantment - Melting I

    Posted: 03 Aug 2019 10:16 AM PDT

    I'm proposing a new enchantment for pickaxes.

    Only available through trading and loot, the Melting I enchantment would give pickaxes the ability to automatically smelt ores when mined. This enchantment will also light mobs on fire the same way the first level of Fire Aspect does. This enchantment is also mutually exclusive with the Silk Touch and Fortune enchantments.

    submitted by /u/asande19
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    I feel like Wolves in Minecraft are being left behind, so here are my ideas!

    Posted: 03 Aug 2019 12:14 PM PDT

    (I posted this on r/minecraft but got redirected to this subreddit, thanks!) With the addition of all the new mobs with complex behaviours such as Foxes, i feel like Wolves need some love too, right now they feel pretty static, so i made a list with some suggestions to improve them, the list is below:

    • Improving AI and Pathfinding: I'd suggest that Wolves AI gets improved, they often get lost while following the Player, specially when travelling through water, they get stuck and do not teleport. Their Pathfinding also need improvement as Wolves also seem very susceptible to potential deaths (i.e. Falling to death).
    • Alerting the Player: I'd suggest that Tamed Wolves alert the Player about the presence of Raid Patrols, this could be done with the Wolf to start a distinctive barking while looking at the position the Raid Patrol Leader is at, the same could happen for Raids.
    • Sleeping: I'd suggest that Tamed Wolves sleep with the Player, just like Cats do. Wolves are naturally a social animal and this would make them look alive.

    I hope you liked these suggestions, i think they would really improve Wolves in Minecraft!

    submitted by /u/Dororl
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    What if wheat was flammable?

    Posted: 03 Aug 2019 12:38 PM PDT

    I see no real reason for it not to be flammable I mean grass is, I just want to be able to burn down my friends wheat field or have a wheat field stricken with lightning and go up in flames

    submitted by /u/Hallzmine
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    Smarter villagers

    Posted: 03 Aug 2019 12:24 PM PDT

    Is it just me or are villagers kind of dumb the smartest thing they really do is open doors and harvest crops. Other than that they are really stupid I mean they can't even hand other bread to each other. So hear are some things villagers should be able to do.

    1. Run away from all hospital mobs and bosses -right now the uh only run from zombies variants and illager why don't they run from creepers,skeletons,polar bears,spiders, the wither, and a dragon.

    2.read - they should walk into a library and read a book and put it back in the bookshelf.

    3.their jobs - right now most of them just trade ithem blacksmiths,weaponsmiths,and armorsmiths should smelt iron and hit it with hammer on an on their workbenches, fishermen should fish,and librarians should stay in the library.

    4.cut wood there should be a lumberjack villager that cuts down trees in the village and sells them to the villagers who need wood like blacksmiths.

    5.trade with each other - they should give each other want the others need like wood,food,and armor.

    1. Put on armor during a raid.

    7.hide under beds during raids - if a baby villager sees a bed when a raid is should attempt to hide under it until the raid is over or the bed is broken

    8.dance - they should dance if music is playing

    9.run into water if on fire

    10.heal other villagers - priest should heal other villagers

    submitted by /u/fishycoper
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    Idea: A new kind of Ravager that is friendly to villagers, iron golems, animals (except illager ravagers), and the player(s), which attacks Illagers and their raid armies.

    Posted: 03 Aug 2019 01:26 PM PDT

    An alternate version of the illager ravager, that is trained to attack any illagers (including patrols) within a 10 block radius.

    It is covered in Diamond armor and has 25% more health and attack points than an illager ravager does. Illagers not in a raid will try to run from this if it gets within 10 blocks of them.

    An achievement called The Good, The Bad and The Ugly will be achieved when this mob is spawned in a village.

    submitted by /u/XxJS804273xX
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    Make horse riding controls similar to boat controls!

    Posted: 03 Aug 2019 01:17 PM PDT

    What I mean is, in order to hit someone from horseback currently, you need to hit them head on through your horse. Your horse looks where you look, it's tied to the cursor. This does not work! I can't even see what I am hitting. The horses head is in the way. This makes mounted combat impractical unless you are using a bow, and even then you still need to aim through a big honking horse head.

    If we were able to lead the horse forward with the arrow keys (drift like a boat) but use the mouse freely to look around WITHOUT the horse rotating when I rotate left or right, mounted combat would be both feasible and realistic. You're not going to hack off your horses head to kill your opponent. You would hit them from the side while passing.

    submitted by /u/OhNoRunningOutOfLett
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    Glowing mushrooms

    Posted: 03 Aug 2019 02:13 PM PDT

    "Brown mushrooms emit a barely visible light level of 1." -Official Minecraft Wiki

    This gave me the idea of crafting together glowstone dust and a mushroom (probably a brown one) and you would get a glowing mushroom. It would probably emit around as much light as a redstone torch.

    This idea is purely aesthetic, maybe someone can comment a way to make this useful?

    submitted by /u/Crayola_God
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    Flip the glazed terracotta item in the hand so it is easier to place.

    Posted: 03 Aug 2019 10:11 AM PDT

    When holding glazed terracotta it is flipped around from how it is placed in the world, if it was flipped back around then it would be easier to place down how you want.

    submitted by /u/MrGurt
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    Cat climbs on Iron Golem's shoulder.

    Posted: 02 Aug 2019 09:35 PM PDT

    I just accidentally saw a video of some kittens climb their humans and this idea came up.

    • Iron Golem spawns in the Village and Cat spawns around the Village. So there will be some chances for them to meet each other.

    • If there is an Iron Golem nearby, the stray Cat will climb on his shoulder and sit there. Just like some real cats do with their humans.

    • The Cat on Iron Golem's shoulder won't despawn and can't be hit by Melee attack.

    submitted by /u/HTVi
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    A biome locates

    Posted: 03 Aug 2019 01:50 PM PDT

    This one would be a command. /locatebiome and then the biome name. This would be useful to people who want to experience things they haven't seen before.

    submitted by /u/Bigboy9969
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    Bee's in Minecraft

    Posted: 03 Aug 2019 02:17 AM PDT

    So i know that i am probably not the first person to suggest it, but why dont we have bees in Minecraft?

    They could add a new valuabe resorce Honey i'd imagine that this could be used as a new food source maybe giving some status like a speed boost when consumed. This new resource could also be used to stick blocks together for example sticking it to the side of a sand block it would have the same effect as a slime block sticking to any block that touched it (on the side with the Honey on it).

    As for getting the bees in the first place they could bee :^) collected in flower forest biomes in wild hives that would be hanging off of trees akin to how coco beans hang off of jungle trees. These bees would be very agressive and get really mad when collected you could however calm the bees down with smoke frome the new campfire block.

    Then once you have collected the bees as a item drop they could be placed in a playercrafted bee hive and start to produce honey if the conditions are right (water & flowers within a certin range). Once this is dont the honey starts to be produced and to harvesd the bees will need to be smoked out otherwise you take damage within 3 blocks of the hive lets say half a heart a second.

    These bees could also be breed to be less or more aggressive the trade off to having passive bees is that they produce less than the aggresive bees.

    tell me what you think

    submitted by /u/Ganome_Chilled
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    3 Hoe Enchantments: Needed and Optional.

    Posted: 03 Aug 2019 08:12 AM PDT

    Now i'm gonna post 3 hoe enchantments because they are absolutely needed.

    1: Harvest (I-III)

    Info: Works like fortune. Once the crops have been fully grown, when you mine them (with the hoe) you have a chance of getting multiple drops per one crop.

    2: Super Crop (I)

    Info: When you till a dirt block, you have 50% chance of making a Super Farmland. These farmlands will look exactly like the regular farmlands.

    These "Super Farmlands" will come in 3 variants, meaning that you will have a chance to create one of these.

    --- Super Farmland A. - Which will make your crops grow faster by 1.25x. (high chance of getting this)

    --- Super Farmland B. - Which will make your crops grow faster by 1.50x. (medium chance of getting this)

    --- Super Farmland C. - Which will make your crops grow faster by 1.75x. (low chance of getting this)

    Final Info: I've made this enchantment like this, so players cannot tell if they got a "super farmland" or not. So they won't abuse it. (The only way to tell would be by cheating, really)

    (Optional Enchantment) 3: Spite (I-?)

    Info: When you strike a mob with a hoe, with this enchantment, you have a chance of giving them the wither effect.

    Final Info: This enchantment is only exclusive to the hoe.

    ...and that's it! Also you can share your optional (or needed) enchants on this post too! If the fishing rod can get enchantments, then why not the hoe aswell :P

    Edit: "optional enchantment" means if the staff at Mojang/you guys want this enchantment or not. Basically it's not really that needed.

    submitted by /u/ZuperZhadow
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    Open-Pit Abandoned Pigman Mines in The Nether

    Posted: 03 Aug 2019 07:50 AM PDT

    Introduction

    The nether right now is quite empty and uninteresting, to spice things up, I think a new structure, the open-top mine, should be added to the nether. This would make players have more incentive to explore the nether to find the goodies at the bottom of one of these.

    Structure

    This structure will be slightly less rare than nether fortresses to entice exploration yet not being too frustrating to find. It can generate anywhere where the ground is at least 30 blocks deep.

    The structure would look like this

    It would also have worn down variants of the wall on the top

    Loot

    You may have noticed the burning holes on the side of the mine, those are previous ore veins that the pigmen excavated before the mine was abandoned, what exactly where they mining anyways?

    The answer, gold, a lot of gold. Where do you think their swords come from?

    In these burning holes you can find nether gold ore, however, there is a catch.

    When you break the gold ore, it will light on fire all its adjacent blocks and any mobs in the area tool; and instead of dropping the raw ore block, it will drop 4 gold ingots (affected by fortune and silk touch). This might encourage players to learn the brewing mechanics of the game and use potions to better confront this challenge.

    In the minecart chest on the bottom layer, there is a small chance that a special scroll can be found which can be used to create 8 gold blocks in this configuration

    Gold Ingot Gold Ingot Gold Ingot
    Gold Ingot Scroll Gold Ingot
    Gold Ingot Gold Ingot Gold Ingot

    Or a totem of undying in this configuration

    Emerald
    Emerald Ominous Banner Emerald
    Emerald Scroll Emerald

    This way, players who cannot find a woodland mansion can try their luck in the nether.

    A further use of gold can also be implemented here, you could "charge" a totem of undying by surrounding it with gold blocks in this configuration

    Blaze Rod Gold Block Blaze Rod
    Gold Block Ghast Tear Gold Block
    Gold Block Scroll Gold Block

    to give a nether reskin of it which acts as a repairable totem which can be fixed in this configuration

    Ghast Tear
    Gold Ingot Totem Gold Ingot
    Gold Block

    Pros

    This structure would explain how pigmen get their weapons and provide new loot to incentive exploring the nether more.

    Cons

    This structure could be hard to implement and might be too over-powered for such a small structure without that many obstacles.

    submitted by /u/BobsicleG
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