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    Minecraft The ender dragon egg keeps chunks loaded.

    Minecraft The ender dragon egg keeps chunks loaded.


    The ender dragon egg keeps chunks loaded.

    Posted: 04 Aug 2019 11:51 AM PDT

    The dragon egg currently serves no purpose other than being a trophy. Sure, it's priceless (since there's only one dragon egg per world), but it doesn't actually do anything.

    As random as this is, I think it would be cool if we could use the dragon egg to keep the chunks they're in* loaded. This would allow for some cool long-range redstone contraptions, and, since you can obtain more than one egg in creative mode, it would be perfect for bulk command block machines.

    *Edit: and possibly the chunks around it

    submitted by /u/Parfriskus
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    New villager type "Explorer" To aid the player in locating more structures, villages, and biomes.

    Posted: 04 Aug 2019 12:18 AM PDT

    This relates to game progression in that it aims to gain more player involvement earlier in game, and let them find structures easier.

    Another villager type may seem excessive, but hear me out.

    Explorers don't live in the village, but rather in outposts stationed around the nearby world, within 3000 blocks, and are placed at random (although preferably in a separate biome). For every cartographer that the village spawned with, there will be 1-2 explorer outposts. Cartographers will sell the player maps to these outposts and to structures near these outposts. The maps sold that lead the player to the outpost will be named after the biome the outpost is stationed in. Explorers at the outposts will sell maps back to the village from which the originate and maps to the structures but for a slightly lower price.

    Since villages explore their surrounding area, it would only make sense that they would find other villages. Adding structures I call embassies to villages that are close together would be the result of this discovery. An embassy would contain a villager that sells maps to their originating village. A village would have an embassy if they are within several hundred blocks of another village. This would be a way to make the game feel more alive, and to be more realistic, villages hundreds of years ago traded with each other. I'm suggesting that in Minecraft they actively trade, it's just implied through the embassy (even though they don't trade.) Villages seem to have been made less rare in 1.14, I say that they should be made slightly rarer. The reason for this is you can still have it be easier to locate villages, but it be a less lazy way and more interactive way.

    Upon adding interaction between separate villages, it would only make sense for each village to be readily identified. Possibly by each one having their own banner that they will fly on buildings and flagpoles. Any wool in a village will match the banner in color (ie. Base color red, blue dot -> Red and Blue wool)

    Click here to see examples of these structures

    Edit: Credit to u/conorh3617 after exploring all of the maps that you buy from the *explorer* they will upgrade, thus increasing the range that they will
    look for structures in.

    All of this provides a simple way to be able to

    1. Locate nearby villages more easily
    2. Locate specific biomes
    3. Enhance the player interaction
    4. Contribute to one of Minecrafts biggest appeals, exploration
    5. Make the game feel more alive (These additions make it feel like the world is lived in)

    The reasons for this change are currently in Minecraft, there isn't a whole lot of interaction between you and the villagers before you are in the endgame. The only interaction between you and villagers is basically you exploiting their mechanics to aid you in creating farms, or stations to trade with them. Yes, you can trade with them prior to beating the dragon, but it is still when you are at the functional end of the game. Villages are also somewhat rare, making you have to play for a while to find them. There should be more interaction between you and the villagers earlier in the game. This would breathe more life into them, since it would be before you *can* exploit them for slave labour. I suggest we do this is the form of adding an explorer villager. Village cartographers map out certain structures, but not all of them. And just as well, you do have to think, how did they find these structures if they never leave the village?

    submitted by /u/Spongebosch
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    Shearing vines/reeds/kelp/bamboo to stop them from growing any further

    Posted: 04 Aug 2019 02:29 AM PDT

    The title pretty much explains it all. Right click with shears on any of the above plants (plants that physically grow in size) to stop them from growing further. This would be mostly useful for vines, so that finally we no longer have to place string everywhere anymore, but for consistencies sake it should work for all of these plants.

    The part you snipped should get a slightly different texture to indicate that it will not grow any further, to prevent any confusion in the future. Here is an example for how that might look for vines.

    If you break the snipped end of the plant it can grow again.

    If you like this idea, please upvote it on the Minecraft feedback website, because that is the only way for Mojang to consider adding it. Link here: https://feedback.minecraft.net/hc/en-us/community/posts/360048401832-Shearing-vines-reeds-kelp-bamboo-to-stop-them-from-growing-any-further (might still be pending but I think you can vote already)

    submitted by /u/N1cknamed
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    A subtle magic sound effect for when a mob drops a rare item (music discs, tridents, rabbit's foot, etc)

    Posted: 04 Aug 2019 11:28 AM PDT

    Sunken Forests, a new biome

    Posted: 04 Aug 2019 09:21 AM PDT

    To add another detail into the Minecraft world, we should have ancient forests that have been sunk deep in a body of water.

    The sunken forests can be made out of shredded wood or a new type of wood: "petrified wood", just a decoration block for builders.

    It's mostly for aesthetics and breathing more life into the game.

    submitted by /u/SnowflakeSmashers86
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    More cliffs

    Posted: 04 Aug 2019 04:31 AM PDT

    I feel like the current world is mainly made of slopes with different steepness. I love to see really high cliffs you can't climb because they are vertical you can't just parkour up it you need to build stairs. The size of the cliff doesn't really matter It could be 10 block tall as well as 50 but it needs to be vertical or an overhang.

    submitted by /u/Hydrocast
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    New plant: Spire Coral

    Posted: 04 Aug 2019 05:47 AM PDT

    IMGUR ALBUM

    Spire Coral is a type of coral that only generates in the Nether. Its name derives from the fact that the coral takes the shape of huge "spires" that erupt from lava oceans. These spires vary in height, length, and shape(some are straight, some are jagged, and some are curved). The smaller coral and coral fans spawn at the bottom of lava oceans and on top of magma blocks(they also spawn on the coral blocks for added depth).

    If Spire Coral is placed outside of lava/magma blocks, they turn into dead versions. The dead versions have a dark and ashy appearance, reflecting their firey surroundings. All connected Spire Coral Blocks will live if at least 1 of them is touching lava. If Spire Coral touches water or is placed in water, it will combust with an explosion strength of 1.

    I think this would add a lot of life, color, and flair to the Nether. What do you guys think?

    submitted by /u/AlexSteckline
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    Apple tree

    Posted: 04 Aug 2019 07:47 AM PDT

    Currently in Minecraft, there are many tree types. With luck, you will manage to get an apple out of a tree. My idea is, remove this feature and just add an apple tree, which you can pluck apples from and you get 5 apples if you chop the tree down.. this makes the game more fun and it can also be used as an decorative block

    submitted by /u/psycho708
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    Zombies

    Posted: 04 Aug 2019 01:06 PM PDT

    Zombies are the most common enemy in the game. They spawn from the very first night and hunt you down until your very last. They aren't difficult at all, which makes sense. They aren't supposed to be. They're just standard, stupid undead that only pose a threat until you have an iron sword. But there are other versions, too. The husks and drowned provide a new level of challenge to the standard zombie enemy, as well as providing a concept that has piqued my interest: your death plays a role in your undeath. There are more ways to go than drowning or starving, though. This is why I am suggesting a whole new stock of zombie variants. They don't all have to be added, especially not at once.

    1. The Impaled: These zombies were killed by arrows, tridents, cacti, or sweetberry bushes. They are mostly identical to zombies in behavior, but immune to projectile damage. When killed, an Impaled will release low velocity arrows in all directions, damaging the player as a sort of final blow.
    2. The Scorched: These zombies died in lava, fire, or to magma blocks. They mostly spawn in caves by lava pools, and will retreat to the lava pool if they take significant damage. They will hop in, as they are of course immune to fire damage. However, fire regenerates them. As they approach, the player should wall off or defend the lava pool to keep these guys at low health. They rarely spawn above ground, but if they do you should kill them before the sun rises. They take damage in water as well, and if they have a sword it is more likely to have fire aspect.
    3. The Choked: The presence of mineshafts and human development in caves suggests that there were miners once. What happened to them? Some of them suffocated in gravel and became the Choked. Choked are grey, on account of living and dying underground, and make a sort of coughing sound. They all carry pickaxes. Choked can break blocks at the rate a normal zombie can break a door. As a result, they can pathfind through walls, but only if the wall is one block thick. Because their lungs are full of rocks, hitting them with a pickaxe does more damage than it usually would.
    4. The Imbued: These bad boys would only spawn after a player make the advancement "Local Brewery". Why? Because you need magic to kill them. Hitting them with an enchanted weapon will cause only the bonus damage that the weapon has to effect the Imbued. For example, hitting them with a sharpness II sword only does the 1.5 damage that the enchantment adds. They are still vulnerable to fall damage and fire. Most notably, they will have one random (beneficial to undead) potion effect applied to them. When killed, they have a 20% chance to drop a potion of that effect. If another Imbued picks it up, that effect will be applied to them.
    5. The Channelled: These zombies were struck by lightning. Attacking them with an iron weapon gives a 30% chance that you will be shocked and take 1.5 hearts of damage. This chance increases the more iron you're wearing. Instead of attacking the player, Channelled will prioritize approaching creepers. It will bite them, and they will become charged. Channelled are not very common because of this.
    6. The Fallen: Zombies that died of the most common cause – fall damage. I have had a similar idea to these guys denied before, because I guess half zombies that drag themselves towards you and grab your ankles to pull you off a cliff are too scary. Instead, the Fallen spawn at the tops of ravines and mountains, and crawl instead of walking upright. They will prioritize hitting you off a cliff. But the real danger of these guys comes from ravines. Let's say you're mining along on the wall of a ravine, and suddenly you hear something whooshing through the air – a Fallen. They do not take fall damage, so they try to drop down onto the player and knock them off cliffs.
    7. The Haunted: No one really know how these zombies died. Haunted will not have a very zombie-like appearance, but rather have the same model as a player, or even random skins found online. They make zombie noises, but have no AI. They just disconcertingly stand still, clutching some gear of their old life. Haunted tend to spawn in large groups, all facing the same direction. If you are on a multiplayer server, Haunted will have a random skin of one of the players that is online. They don't do much, but they are creepy as hell, and serve as a reminder – not all are up to the task you face. Others have tried, others have failed. Haunts do not burn in daylight but rather disappear, as if they were never there at all.

    Again, I don't see all of these new zombies being added, especially not at once. Sorry for the long post.

    submitted by /u/Eggs-official
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    Endermen sometimes spawn holding Netherrack in the Overworld

    Posted: 04 Aug 2019 01:35 PM PDT

    Would be an interesting sight to see, and to give another sign to players that they can hop between dimensions

    Vote on feedback.minecraft.net

    submitted by /u/Mac_Rat
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    Changes to Slime

    Posted: 04 Aug 2019 06:13 AM PDT

    I've compiled some ideas of my own, as well as some I heard from other people.

    New actions:

    1: Slimes should not take fall damage, seeing as that's what happens when a player lands on a slime block. Maybe slimes could even bounce back up, depending on how long high they fall from.

    2: Slimes should take less damage from arrows, and arrows should get stuck in the slime like on a player.

    3: Different sizes of slime should have different sizes of jumps.

    • Tiny(formerly small) Slime: 2 blocks
    • Small(formerly medium) slime: 1.5 blocks(can jump over a fence)
    • Medium(formerly large) slime: Current jump height.
    • Large slime(new, 4x4 blocks): 1 block.

    New behaviour:

    4: Slimes should actively seek out planted crops, and try to trample them. Combined with the higher jump heights, this will make slimes a real pest.

    5: When a slime lands on a non-food item, the item will be visible inside the slime. When it lands on a food item, it will eat the food and when it has eaten enough, it will grow a size. You can also feed it to accelerate this process. Amount of food needed to be eaten to grow scales up with each size.

    New items and King Slime

    6: When a large slime eats enough food to grow, it changes into a new mini-boss, the King Slime(Kinda like how zombies turn to drowned). It is a massive 8x8 blocks. It has as much health and attack as an iron golem, but is completely immune to arrows. It can jump 10 blocks into the air, and when it lands, it leaves a pool of slime(more on that later).

    Its weaknesses are fire and explosives. Explosives just do damage, and fire also makes it smaller(it melts), however you won't get as many drops when it's small. The slime king drops a new item called super slime, which can be combined with enderpearls to make Slime Pearls, which bounce, and only teleport you on their second impact. It can also be thrown like a snowball, and will bounce around for a little bit. Credit for superslime idea goes to TangoTek.

    7: Slime bomb. Combine a slimeball and a bottle in the crafting table, and you have a slime bomb. When thrown, it spawns a pool of slime goo, which slows players and mobs who, walk on it, down.

    8: A new block: Slime Goo. It cannot be obtained in survival mode, and will disappear after some time. It slows players and mobs, who walk over it, down. It is spawned from the king slime and slime bombs.

    9: Bucket o' Slime. To make a bucket o' Slime right-click a tiny slime with an empty bucket. When you are in a slime chunk, the slime will jump in its bucket, as seen in the Quark Mod. You can always right click to let the slime out again.

    10: Slime Pearl. Superslime and an enderpearl in a crafting table make a Slime Pearl. Slimepearls bounce, an only teleport the player on their second impact.

    And that's it. Let me know how you feel. Are they stupid? Good? Tell me!

    submitted by /u/PhilosoraptorfiedEel
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    When arrow hits a block it makes different sound based on the material

    Posted: 04 Aug 2019 01:38 PM PDT

    When an shot arrow hits a block, it should make a different impact sound based on the material of the block it hits.

    For example, a THOK / THUD when it hits wood and a rustle when it hits leaves

    Vote on feedback.minecraft.net

    submitted by /u/Mac_Rat
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    New Villager Type: Logger

    Posted: 04 Aug 2019 09:40 AM PDT

    This villager type would be focused primarily on wood related items such as saplings and logs. I know that I'm a little late for 1.14, but anyways. If you've got any ideas for workstation blocks or trades, just shout them out.

    EDIT1

    From u/minecart64

    Name should be carpenter, and workstation a sawmill, the same as stonecutter, but for wood.

    submitted by /u/tazz4843
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    If you give a tamed cat a fish, the cat will follow you like a dog for a few minutes.

    Posted: 04 Aug 2019 04:39 AM PDT

    I'm tired of having to destroy all the beds in a village just to get my cat back to my base. This would be easy to do (I think) and would make cats less frustrating.

    submitted by /u/ZuperZucker3000
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    Snowy Biome Ideas

    Posted: 04 Aug 2019 03:59 AM PDT

    Right now, mostly everyone is focusing on a cave or nether update. Here I am, posting my ideas for a potential snowy tundra/taiga update.

    • Snow should fall through leaves when snowing
    • Leaves in snowy biomes should have little flecks of white to resemble snow, and turns completely white while it's snowing
    • Snow can fall on slabs, stairs, and through fences, iron bars, walls, and plants
    • Generate snow like in Bedrock Edition, and make snow stack while snowing
    • Snow storm replaces thunderstorm, which has heavy snow particles and fast snow stacking. Also reduces the player's render distance to four (4) chunks and cut the detection range of hostile mobs by half
    • Sheared snow golems rarely spawn
    • Implement fog when in a snowy biome
    • Sky turns into a darker shade of blue and water turns to a navy blue color
    • Players walk slightly slower on snow
    • Snow is affected by gravity
    • Random piles of snow that can range from small mounds to large hills
    • You can't catch pufferfishes and tropical fishes with the fishing rod
    • Ice and snow should ignore leaves when generating so there won't be patches of grass under trees
    • Less frequent pillager patrols due to harsh conditions

    That's all. TL;DR: Hurr durr make snow better

    submitted by /u/HJTheObserver
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    A prehistoric realm in minecraft

    Posted: 04 Aug 2019 04:00 PM PDT

    Minecraft already added fossils. In a future update, there should be a portal that brings you back in time where there are prehistoric animals. The portal would be a rare find, and you could get better armor and rare enchantments in the past realm. It could be like a second overworld, but you would actually need to go back for more than just mob farming unlike the boring nether and end realms. There could be exclusive plants that are beneficial, but can only be grown in the prehistoric world. Maybe there can even be a prehistoric nether realm... Anyway, I think that a prehistoric update would be a good idea.

    submitted by /u/Billy35084
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    Spawn rate option for structures!

    Posted: 04 Aug 2019 08:26 AM PDT

    We have an amplified setting for crazy terrain generation, I think a slider for structure generation spawn rates would be a neat feature, similar to water/lava lake rarity in the buffet feature! Sometimes i just want that infinivillage

    submitted by /u/Tajjiia
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    Mob Heads

    Posted: 04 Aug 2019 06:34 AM PDT

    Mobs should have a small chance of dropping their heads. All mobs, not just the base ones like creepers and zombies.

    submitted by /u/xxXMrDarknessXxx
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    Destroying a Spawner should always give 2-3 levels of EXP

    Posted: 04 Aug 2019 01:33 PM PDT

    There should be a better reward for destroying a spawner (especially since some people just use it to make a mob grinder for exp anyways).

    They should always give ~3 levels of EXP.

    This would make the grind that is getting exp at least a tiny bit easier for the average player.

    submitted by /u/Mac_Rat
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    Biome specific villager trades

    Posted: 04 Aug 2019 05:59 AM PDT

    Idea: to create villager trades more relavent to the biome that they were spawned/bred in. For example, sweet berries for taiga villagers, possibly a new costal village that trades fish and kelp.

    Just an idea to make it easier to get emeralds for these different biomes

    submitted by /u/daks_7
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    Daggers

    Posted: 04 Aug 2019 03:40 PM PDT

    Originally I feel like daggers were something that would feel out of place, but in recent years Minecraft has seemed to begin a push into more horizontal progression, with the additions of axes doing more damage, crossbows, and tridents. Daggers would be a perfect addition for what looks to be a combat update coming in 1.15.

    What I think daggers could be is a weapon that does less damage, but has a very fast attack speed. It also wouldn't be able to sweep like a sword, due to its size.

    Another ability a dagger could have is the ability to duel wield. Slowing down attack slightly on each dagger, but allowing you to get more hits in total.

    The dagger shouldn't have the exact same enchantments as the sword, for example it couldn't get fire aspect or knock back. But keep more basic enchantments like sharpness. In composition it could get enchantments like a dash attack when you are duel wielding. Or if you are holding one dagger there may be an enchantment to through it, and the ability to pair it up with loyalty.

    I think a dagger would be the perfect weapon to add in 1.15.

    submitted by /u/AlexIsTheHuman
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    Salt (item and blocks)

    Posted: 04 Aug 2019 03:29 PM PDT

    Salt. Sodium Chloride. That's right, good old salt.

    It is a crystal. It can be found in caves (in layers like snow) at Y63 (sea level) and above. Also found naturally on sand beaches. Scoop it with the shovel.

    Once scooped, it stacks as single item that can be used in recipes or crafting.

    You can eat it, but it does not affect your hunger or health meters.

    Craft 3x3 salt on a crafting table to crate a Salt Block. Use it for decoration. Salt blocks will attract nearby cows and sheep.

    Has potential to be a part of a Sea Water block (and would not be found in a Pure Water block), but that's another suggestion.

    Salt can also play into gamer memes; throw it at players who complain a lot.

    Salt! A natural addition to Minecraft, if you ask me.

    submitted by /u/Down10
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    Fisherman Villager: Fishing, Sharing Food & Feeding Cats.

    Posted: 04 Aug 2019 01:58 AM PDT

    • At work time, Fisherman finds a place to fish. He can only catch fishes and Fishing Rod.

    • If he catches fishes, he will keep them and share the edible ones with another Villager.

    • If he catches a better Fishing Rod, he will use it to fish.

    • If he meets a cat, he will feed it. The first cat he fed will be tamed and become his pet.

    submitted by /u/HTVi
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    Exploration Update Ideas

    Posted: 03 Aug 2019 10:07 PM PDT

    -Zombie Pigman towns in the nether, they'd use gold nuggets instead of emeralds, they'd sell a variety of nether specific goods, (Enchanted Golden Swords, Ghast Tears, they'd buy mushrooms and netherwart etc). They'd have their own pigman guards and nether golems made out of Quartz possibly.

    -Temples would be more like RPG dungeon crawls that have multiple levels that lead to a boss and offer unique trophies. Fight through a pyramid and fight waves of unique enemies to fight a mummy st the end and claim a unique decorative item or weapon, maybe a sarcophagus or a unique Pharos staff or headpiece. Maybe in the jungles you'd find an Aztec style temple where you fight possibly villagers or humanoid enemies wielding poisonous blow darts.

    -Randomly generates structures wouldn't consist of just random tiny places with a small chest of loot, maybe you could search through the ruins of an abandoned village or other building that you can occasionally find to spice up the map.

    -Villagers give you minor quests, take out a Pillager outpost, find an abandoned mineshaft for a blacksmith, chart a map for a cartographer or discover a new potion recipe for the cleric. These would unlock discounts, level up the villager, reward xp or offer new items you can only get through trading with this villager, maybe a map to a forgotten temple, a one of a kind weapon, an enchanted book that no enchanting table could give you or a one if a kind crafting resource.

    -New Bosses/Dimensions, the rule of 3 always works well, so far in Minecraft there's 2 dimensions other then the overworks, we have the Nether essentially the underworld for the undead and fire based creatures, the End which is like some kind of purgatory, it's like the overworld in a twisted way, it has intelligent inhabitants and massive cities, but there is no third dimension, this may be cliche but given the assets are there the Aether would be the way to go, with its bosses and dungeons it not only feels like a separate dimension but like an entirely different fleshed out world. Unlike the End and Nether that are like tiny pockets of a unique world the Aether feels on par with the overworld, Along with a third dimension the Nether and End should have an overhaul, maybe the two realms could get generated structures so they feel like actual complex worlds, maybe flesh out the Pigmen and Endermen so they could be like the inhabitants of these worlds like the Villagers and Pillagers are to the overworld, give these mobs there own towns and make them seem like actual worlds. Why are there whole cities I'm the End while the Endermen Do nothing but pickup blocks and leave, maybe you could show why the Endermen take blocks and where they take them too, maybe they build a shrine to the Enderdragon or at least something interesting. What about another example of underused structures, the Nether fortresses why do Wither Skeletons protect it, what's so important about guarding this place. Is it some kind of temple to the Wither, a place to guard the Blaze.

    All in all it would be nice to see some of Minecraft's more basic and untapped and underdeveloped assets actually be touched on and expanded upon in a meaningful way before the devs focus on adding new things. Hopefully you all got some ideas or concepts from my rant.

    TLDR: Some idiot rants about how more pointless things can be added to a game that everyone's already content with.

    submitted by /u/TheCringeMachine
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