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    Minecraft Getting a parrot off your shoulder should be bound to a unique key.

    Minecraft Getting a parrot off your shoulder should be bound to a unique key.


    Getting a parrot off your shoulder should be bound to a unique key.

    Posted: 26 Aug 2019 03:28 AM PDT

    Currently, parrots will fly off the players shoulder when ever they jump or fall down more than a block. Am I the only one who gets annoyed by this? I wanna go on a long epic journey across many different biomes, with a trusty parrot companion on my shoulder without having to worry every 5 seconds. The current system makes what should be a cool little feature just an annoyance. I suggest that you should be able to run, jump and fall with a parrot on your shoulder without any problem. To get a parrot off, it should be bound to a unique key. Not sure what would make most sense really, maybe enter or backspace could be the default as they are 2 keys that aren't really used.

    submitted by /u/D_Wigz
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    Naming a Pumpkin (with an anvil) "dinnerbone" will turn the blurry texture upside down.

    Posted: 26 Aug 2019 02:20 PM PDT

    Edit : someone missed it so I'll say right here, I meant the blur from wearing the pumpkin.

    submitted by /u/TypeLX
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    Brew Charcoal into a potion to remove the particles.

    Posted: 26 Aug 2019 01:42 PM PDT

    The potion's tooltip would say "Cleared", indicating that there are no particles. This would not only give an actual use for Charcoal but would make Invisibility potions MUCH more useful. You could have Strength, Regen, Speed, ETC and your opponents would be none the wiser! It would also be nice for general convenience, not having those irritating smoke swirls in your face.

    Cleared potions would also not have the enchantment glint of normal potions.

    submitted by /u/AlexSteckline
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    If you put a cauldron under a bee hive it should slowly fill up with honey

    Posted: 26 Aug 2019 12:09 AM PDT

    Please can we have shield enchantments?

    Posted: 26 Aug 2019 06:33 AM PDT

    I've always thought it would be cool to have enchantments for the shield as its a missed opportunity and I feel it could be expanded on. We could have a ton of creative enchantments for the shield, for example:

    Knockback

    Any mobs that melee the player whilst wielding the shield are knocked back further.

    Heat Absorption The shield absorbs fire damage at the cost of being worn down every tick.

    submitted by /u/ThatMysteryGuy_uk
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    If you hook an Iron Golem with a fishing rod and try to reel it in, you should be pulled towards the golem, which doesn't move.

    Posted: 25 Aug 2019 05:02 PM PDT

    This would act as a grappling hook of sorts. Perhaps it could also apply to other heavyweight mobs?

    submitted by /u/xXx_LI_xXx
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    Nether Grubs

    Posted: 26 Aug 2019 02:30 PM PDT

    A Caterpillar-like worm that feeds on Nether Warts.

    Physical Traits:

    • Yellow belly
    • Red hide
    • Segmented body
    • Sea-blue eyes
    • A nose similar to a Weedle
    • Stubby antennae

    Behavior:

    • Its segmented body moves up and down, unlike a Silverfish's side-to-side.
    • It cannot burn to death.
    • It can crawl over walls and ceilings.
    • Upon consumption of 9 Nether Warts, it will poop out a Nether Wart block in item form.
    • When killed, it will drop 0 - 1 slimeballs and 0 - 1 string.
    submitted by /u/Takama12
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    New Villager Occupation: The Beekeeper.

    Posted: 26 Aug 2019 08:21 AM PDT

    With the addition of bees and the existence of a craftable hive, there exists the perfect opportunity for the domestication of bees by villagers. Villages may rarely spawn with a field of flowers containing a few bee hives surrounding a small house. In this house lies the beekeeper.

    Beekeepers' job blocks are bee hives, and are special for the fact that they harvest honey from bee hives in the way that farmers till crops. However, the bees are less than content at getting their honey taken from their nests, so they try and attack the beekeeper. To counter this, the beekeeper wears a special uncraftable helmet called the beekeeper's hat, an item that makes one immune to the stinging of bees.

    Beekeepers offer the following trades:

    Novice:
    5 of a Flower (Picked Randomly) -> 1 Emerald.
    10 Emeralds -> 1 Bee Nest

    Apprentice:
    1 Empty Bottle & 2 Emeralds -> 1 Honey Bottle
    1 Honeycomb -> 1 Emerald

    Journeyman:
    1 Emerald -> 5 Empty Bottles
    5 Emeralds -> Flower Charge Banner Pattern

    Expert:
    30 Emeralds -> 1 Bee Hive
    15 Emeralds -> Bee in a Bottle (Releases a Bee upon Right-Click)

    Master:
    50 Emeralds -> 1 Beekeeper's Hat

    With the arrival of 1.15, I do not want Mojang to abandon the idea of adding new jobs to villagers.

    Thanks for reading!

    submitted by /u/-C4-
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    Slingshot - throw the unthrowable

    Posted: 25 Aug 2019 10:37 PM PDT

    The slingshot (crafted like this) is a nifty little thing with about 100 durability that sorta functions like a dispenser on the go. You have to charge it like a bow or a trident, and it puts whatever is in your offhand (except a shield) in the slingshot. Most items just get yote really far, but not all of them. Here are some special cases:

    • Spawn eggs yeet out mobs
    • Fire charges turn into gravity-effected entities that light fires wherever they land
    • Snowballs, arrows, eggs, tridents, fireworks, etc. work like normal
    • Throwable potions just go farther
    • Slimeballs turn into bouncy entities with some good knockback that drop as items once they're done bouncing. Tamed wolves chase them and bring them back to you
    • If you have no item in your offhand, the slingshot takes any stone, cobbestone, granite, andesite, or diorite from your inventory and throws it, doing 1 heart of damage
    submitted by /u/Bonhomhongon
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    Sculpted clay blocks

    Posted: 26 Aug 2019 12:07 PM PDT

    Okay so I have a silk touch shovel and it is annoying to gather up clay just to bring it back to home lay it down and punch it a bunch for clay so I thought of a solution, sculpted clay blocks. By putting clay blocks through a crafting grid or a stone cutter you would get sculpted clay block(s) it would look like clay with the brick texture overlayed the normal texture and then you could just smelt and bam bricks. Plus it would be a nice additional building block idk

    submitted by /u/SuperBane321
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    Mules should be able to wear horse armour

    Posted: 26 Aug 2019 10:07 AM PDT

    So right now, there are 5 equines: Horse, Zombie horse, Skeletal horse, Donkey, and one other, the Mule.

    To naturally get a mule, without spawning one in, you have to breed a horse and a donkey. The problem is, the mule is basically a different colour donkey, and can only wear a saddle and a chest. I think that Mules should also be able to wear horse armour, since they are half horse, and they already have the donkey attachable (the chest). What do you guys think?

    submitted by /u/BaronOfBears
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    If you have a sword in your dominant hand and nothing in your non-dominant hand, right-clicking should be a sword block

    Posted: 26 Aug 2019 09:01 AM PDT

    It doesn't have to have any effect on combat, I just miss the days when you could sword block repeatedly to show peace

    submitted by /u/Chrnan6710
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    Mud blocks, streams and dried rivers.

    Posted: 26 Aug 2019 05:02 AM PDT

    I think that mud blocks would be great to have in the game; they would spawn at the edge of lakes rivers and in swamps but mostly spawning by my next suggestion, streams (I'll get to that in a second). Mud blocks would act similar to soul sand, slowing the player down and sinking them into the block, however, unlike soul sand, the player starts at the top of the block and slowly sinks to 3/4 block height, at which point they stop. Players can't jump once they reach this point and must walk out the mud to escape. To pick up mud you must have silk touch, else it will drop dirt and there will be a water source block there. To convert it into dirt, you can do this or right click with an empty bucket. Mud is occasionally made by rain hitting exposed dirt/podzol and ever more rarely, grass.

    As mentioned previously, mud would be most common by streams. Streams would spawn from the top of hills (such as in forests, taigas, plains and jungles), extreme hills, lakes and ponds and would naturally make their way to the nearest river. They would mainly be around 1-2 blocks wide, and towards the river they widen up to around 4-6 blocks.

    Finally, there are dried up rivers and streams. These consist of coarse dirt, mud and gravel, and sometimes have water in the bottom of their valleys/banks.

    This would provide us with a whole new block, and would make the ingame water cycle feel more immersive.

    Edit: I have a link to the textures If this takes off I might look into modding

    submitted by /u/itsjakaeduck
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    Can we add boss music to the FPS List?

    Posted: 26 Aug 2019 03:36 PM PDT

    I just see it all too often, besides, the Ender Dragon already has it's own ambient track called "Boss".

    submitted by /u/AmISteve
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    Skeleton Pirate Mob

    Posted: 26 Aug 2019 10:10 AM PDT

    I apologize for my absolute dumbassedness and stupidity in my first post. I completely missed the rule about lists of ideas that aren't related. I'll instead post my idea singularly from now on. Here is my first idea for a new mob. Some will have multiple name ideas.

    Skeletal Pirate/Sunken Skeleton/Scallywag/Corsair (Hostile)

    A hostile pirate skeleton mob that spawns around shipwrecks. It wears a torn up old pirates hat and a leather belt over its torso, it carries a unique new weapon, a cutlass. This weapon is only obtainable by defeating this mob. The cutlass is very fast and deals good damage but has far less durability than an average iron sword. Skeletal pirates can't swim like drowns but can climb up any kind of block as long as it's under water. They can also walk much faster than you can while under water. This will make shipwrecks allot more hazardous to loot, especially in early game.

    Your thoughts?

    submitted by /u/AureusWolf
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    Dark 1, 2, 3 and 4 underwater ambient sounds should be exclusive to the frozen ocean.

    Posted: 26 Aug 2019 11:41 AM PDT

    I always found the "Dark" sounds (https://minecraft.gamepedia.com/Ambience#Underwater_ambience) very similar to the sounds recorded on the southern Pacific, such as The Bloop, or Train. All of these sounds are concidered to be the sounds of icebergs hitting the ocean's floor.

    I thought, that these sounds should be exclusive to the Frozen Ocean and Deep Frozen Ocean, due to the icebergs, that appear in these locations.

    Just a small feature to make the game more detailed.

    submitted by /u/MinecraftInventor
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    Void Bubble: The End counterpart of the Slime

    Posted: 26 Aug 2019 11:39 AM PDT

    Intro:

    The Magma Cube is the Nether counterpart to the rare Overworld-native Slime. However, I've been thinking that The End should have its own slime-like mob, too. These gray, floating, transparent featureless "blocks" drift about aimlessly in The End. At least, until a player tries to get close...

    Appearance:

    Void Bubbles look like a gray, more transparent, faceless version of the Slime. Their outlines are more visible to the player. They passively produce small colorless versions of the portal particles, which fall inwards into the Void Bubble. The particles are not visible behind or inside the Void Bubble.

    Spawning:

    Void Bubbles spawn at any Y-level and at any light level. Their spawning block must have enough space for a size 8 Void Bubble to successfully spawn (centered at the middle of the Size 8 Void Bubble's hitbox), regardless of the size being spawned. The spawning block must also have no blocks between Y=0 and the spawning location's Y-level. Void Bubbles do not count or adhere towards the hostile mob cap, instead having their own mob cap altogether.

    Behavior:

    Sizes:

    Like Slimes and Magma Cubes, they come in multiple sizes, and split into multiple individuals upon dying. The smallest size is 1(which does not split), but unlike Slimes and Magma Cubes, they can naturally spawn up to a maximum of size 8! Additionally, Void Bubble are more intelligent and can pathfind around obstacles to reach you!

    The max health of a Void Bubble scales with size, just like with Slimes and Magma Cubes. A size 2 Void Bubble has 4 heath, a size 4 Void Bubble has 16 heath, but if Size2 causes the value to go above 25, the health is then calculated as 20+Size for the mob; this means a size 8 Void Bubble actually has 28 heath rather than 64 heath.

    The melee damage inflicted by a Void Bubble scales linearly with size, using the formula 2(s-1), where s is the Void Bubble's size. Void Bubbles always deal full damage regardless of armor, resistances, enchantments, etc. Because they deal Void damage with their melee attacks, armor will not affect or be affected by the attack (i.e. it won't lose durability). However, since size 1 Void Bubbles deal 0 damage with their attack, its attack can degrade armor durability.

    Hostility:

    Void Bubbles have an aggro range that is affected by their current Y-level. Between Y=0 and Y=16, their aggro range is normal (32 blocks). Above Y=16, their aggro range decreases by 1 block every 3 Y-levels (31 blocks at Y=19, 30 blocks at Y=22, 29 blocks at Y=25, etc.). At Y=64, their aggro range no longer decreases, but they lose the ability to see through walls. Once pursuing you, a Void Bubble will continue to do so until the player gets at least 24 blocks away from the mob.

    Void Bubbles do not aggro toward a target immediately; there is a delay of r ticks (where r = 15n1.04, n is the Void Bubble's current Y-level, and r is rounded down to the nearest integer) before the Void Bubble becomes aggro'd. The aggro delay is stored in an NBT tag (AggroDelay), and updates every tick to r unless a player enters its current aggro range, upon which then AggroDelay decreases by 1 every tick, and the Void Bubble will become aggro'd to the nearest player once it hits 0 and a player is within range. If no players are in range, AggroDelay is immediately reset to r. If an aggro'd Void Bubble dies and splits into smaller Void Bubbles, the children will remember and aggro toward the target immediately.

    Movement:

    Void Bubbles hop about like Slimes, but move "forward" four times as fast and jump twice as high (plus their own height). They are not bouncy, unlike Slimes and Magma Cubes, which lets them more effectively climb hills. Void Bubbles will not fall through Y=0; even if there are no solid surfaces to stand on at Y=0, Void Bubbles can land on it and move as normal as if it were solid ground!

    When wandering around, Void Bubbles can levitate in midair, and will usually stay at a similar Y-level to where they spawn (If a Void Bubble splits upon dying, its children will float around aimlessly within a 24-block sphere centered at where the split occurred if they are not aggro'd). If there is a solid surface where other mobs can stand on, Void Bubbles may sometimes land there and hop about for a bit before taking off again.

    Drops:

    Upon killing a Void Bubble, it bursts into small particles instantly, rather than falling over as a "corpse" and then bursting. Unless its Size is 1, it also immediately splits into 2-4 smaller Void Bubbles.

    Size 1 Void Bubbles drop between 1 and 3 experience (This range is scaled linearly for each higher size, such as Size 2 Void Bubbles dropping between 2 and 6 experience after bursting, Size 4 Void Bubbles dropping between 4 and 12 experience after bursting, or Size 8 Void Bubbles dropping between 8 and 24 experience after bursting).

    Void Bubbles do not drop any item naturally. In fact, they destroy any items that make contact with their hitbox! They do, however, can drop something else that can be picked up...

    Special Drop:

    Void Bubbles can rarely (d% chance, where d is 0.25*Size) spawn with an item-sized blue gem that looks like a nonrotating version of the crystal in the 12w36a render of the Beacon. The crystal floats randomly within the Void Bubble, and upon the Void Bubble's death, one of the Void Bubbles it splits into is randomly selected to carry the gem. Once a Size 1 Void Bubble carrying the gem dies, the gem drops as an entity (so it won't get erased by other Void Bubbles) and can be picked up by the player as a Diamond.

    IMPORTANT NOTE: A comment in one of my other suggestions says that Mojang confirmed that they will never make Diamonds renewable in vanilla Minecraft. However, I would like to be linked directly to their statement for firm confirmation. If it is true, then it's likely because if a resource is renewable, people are going to find a way to farm that resource to large-scale levels (which in the case of Diamonds, would ruin their rarity and value if they were renewable).

    Suggesting that Void Bubbles can be implemented as a renewable source of diamonds was planned out very carefully. These mobs are meant to be challenging to defeat and virtually impossible to farm, given their abilities and spawning conditions.

    submitted by /u/z0mbiesrock
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    Dynamic music

    Posted: 25 Aug 2019 11:52 PM PDT

    What if Minecraft's soundtrack changed slightly based on what biome you are in. This could be mild like a faint didgeridoo playing in the background of the desert, or extreme like the song being played by a solo Marimba when in the jungle biome.

    submitted by /u/Accordionperson2
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    Spectating a bee should let you see in ultraviolet!

    Posted: 25 Aug 2019 06:21 PM PDT

    Currently, spectating creepers, endermen and both types of spiders will add a special colored (or in the spider's case distorted) shader to the view. As bees look for flowers in ultraviolet, I think that spectating one should highlight flowers, nests and make everything else grayscale.

    submitted by /u/4P5mc
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    Rain Puddles

    Posted: 26 Aug 2019 07:52 AM PDT

    Just a 1 or 2 pixel lower block which would have water in that missing space. It could be every block that spawns naturally and fits (for example dirt and grass, but not wooden logs or leaves)

    submitted by /u/Creep440
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    Steve's head on a note block

    Posted: 26 Aug 2019 02:44 AM PDT

    The suggestion of note block making mob's sound after placing mob head on it isn't anything new but hear me out. If the player would put Steve's head on the note block and would power the note block, the best sound in Minecraft's history would play.

    submitted by /u/CinemaSans
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    IMPROVE The Ender Dragon's Music.

    Posted: 26 Aug 2019 04:08 AM PDT

    (if you saw my post past week, you know where I'm going with this.)

    I personally believe that, even though the fight already has music, it needs a bit of improving. Sure, the eeriness fits The End, but not the battle. Something more intense yet still eerie could work.

    submitted by /u/JeffThePuppet
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    Redstone ore gives off redstone signal when activated

    Posted: 26 Aug 2019 08:37 AM PDT

    title says it all, could be cool. it would be a weak signal though

    submitted by /u/devonthecreator
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    Players using the default skins should have their own hurt sounds.

    Posted: 26 Aug 2019 02:59 PM PDT

    Bring back Steve's "OOHF!"! When using the default Steve Skin taking damage will use the old hurt sounds and Alex gets a new hurt sound, too.

    It would be a nice throwback to older, simpler Minecraft.

    submitted by /u/AmISteve
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