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    Minecraft The bell’s usefulness shouldn’t be limited to raids.

    Minecraft The bell’s usefulness shouldn’t be limited to raids.


    The bell’s usefulness shouldn’t be limited to raids.

    Posted: 10 Sep 2019 04:29 AM PDT

    Villagers have an amazing ability to ring a bell as a sort of panic button for when they are in danger. But why do they only use it if there is a raid active? Here are my suggestions to give the bell more versatility.

    • If there is an active fire going on in a village (more than 10 blocks on fire within a villager's sight) then the villager will ring the bell and nearby villagers will take water out of the village well and try and put out the fire. If after a minute this does not work, then nearby priests will throw splash water bottles on the fire instead. After a bit more the villagers will then just give up if the fire progresses too much.

    • Bells can be used to call iron golems to the town center to defend against a surplus of hostile mobs. When a bell is rung, all iron golems within 50 blocks will rush to it simultaneously.

    • Villagers will ring the bell if there are more than 10 zombies in their sight or if they witness another villager die to one.

    • Villagers will ring the bell during a thunderstorm to signal everyone to go to their beds early for the day.

    submitted by /u/-C4-
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    Librarians villagers will sometimes stay up after dark and read stories to baby villagers. (With potential usefulness to player)

    Posted: 10 Sep 2019 11:16 AM PDT

    So when the village is going to sleep, librarians will sometimes seek out baby villagers sleeping in beds and will read them a bedtime story.

    The librarian will open a book and talking in his own hmm hmm hmm language for about 30 seconds before leaving the baby villager and seeking out a bed of his own.


    If you sleep next to the story telling villager, you will have a "dream" which is a brief pixel animation that player in your bed view right before the game skips to day. That could offer the player a variety of tips and trivia in the game like how to build the wither and how to respawn the dragon.

    submitted by /u/Axoladdy
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    When your dog dies, it should drop its collar

    Posted: 10 Sep 2019 05:09 AM PDT

    So the player will have a bit of an homage to their deceased pet. The collar will depend on the dyed collar that the dog had.

    submitted by /u/SEVENRlNGS
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    Ideas for Shield Enchantments

    Posted: 10 Sep 2019 09:23 AM PDT

    Here are ideas I have for Enchantments for Shields, since they lack some proper Enchantments.

    Attraction I, II, and III: When blocking, items dropped get pulled towards the player. Attraction I pulls items with 2 blocks range, II pulls with 3 blocks range, and III pulls with 4 blocks range.

    Parry: If you block a Melee attack at the perfect time, you can Parry. Melee parries stuns the enemy for 2 seconds until attacked or ignored for 2 seconds.

    Bounce: Similar to the Parry. Projectiles blocked get reflected and bounce back if Parried. Most projectiles bounce include arrows, Ghast charges, and splash bottles. Projectiles parried deal 1.5x more damage to players and enemies.

    Reinforce: Similar to the Parry. If you block at the right time, you get defense up for 3 seconds, perfect to strike your enemy.

    submitted by /u/YaBoiFexX
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    Towns

    Posted: 09 Sep 2019 04:47 PM PDT

    Towns would be a new rare variant of the village. Towns would be 3 times the size of a normal village and would be surrounded by a wall. The wall surrounding the village would have 2 openings at opposite sides of the town. Every building would be located inside the town except the farms. The town would only be able to spawn in the plains. The town would spawn with 3-5 iron golems upon world generation.

    Blacksmith Changes : The blacksmith building inside the town would spawn with double all the basic blacksmith gear of a village along with a some sort of unique uncraftable item to make it worth finding.

    submitted by /u/andythelord
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    Fire Resistance lets you have lava vision

    Posted: 10 Sep 2019 04:13 AM PDT

    Basically, if you have Fire Resistance, you can actually see better in lava and can make out whats in front of you

    submitted by /u/The-Myth-Of-Legends
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    Nether Deserts

    Posted: 10 Sep 2019 02:40 PM PDT

    Right now, soul sand is just scattered around random places in the Nether. It doesn't look too bad, but it doesn't really match with the colors of netherrack and lava (to me, at least). Because of this, I suggest that they have their own biome in the Nether. I don't have everything thought up yet, so if you guys have suggestions for my suggestion please tell me. (I've looked this up, and I know other people have suggested this, but I didn't see anyone talk about what new mobs could be added in for them, only talking about some sort of Nether cacti, which is ok but seems kinda boring to me.)

    Small Details About Nether Deserts: Nether Deserts are comprised mostly out of soul sand. Lava is rare, along with every other Minecraft Nether mob. The two mobs you'll have to worry about most are Ghosts and Crawlers. Ghosts are translucent floating mobs that can come towards you pretty fast and don't have any weapons. Ghosts are very weak, only having 5 hearts and only being able to deal half a heart of damage. They are hostile, and attack in groups. They drop Soul Segments, which when put in the crafting table as the chest recipe creates a Soul Chest. Anything put in the Soul Chest is instantly given to you after you respawn, obviously meant for worlds with keepInventory off. Crawlers are like zombies, but like other undead in the Nether they don't receive fire damage. Crawlers have 10 hearts, and only move around by crawling on the soul sand floor. They attack you by grabbing onto you, which gives you Slowness, then biting you, each bite dealing half a heart of damage.

    submitted by /u/NothingNothingAtAll
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    Return Of The Killer Bunny

    Posted: 10 Sep 2019 03:55 PM PDT

    The killer bunny was a great idea with poor execution.

    For starters, thee killer bunny is a killer, it should attack anything, like a wither does. and it should be bigger than a normal rabbit so you can tell it apart.

    The killer bunny shouldnt just spawn in the world like other things. i suggest having obtainable heads for all animals via charged creeper explosion. and by wearing the rabbit head, a killer bunny has a chance to spawn near you. when it does it will viciously attack you until you or it is no longer living.

    opon defeating the killer bunny you are met with A pair of rabbit feet, that you can wear, and these will make you jump 1 extra block higher but will have the same defence as leather armor.

    This will add another piece to the "special" armor items.

    submitted by /u/Monkeyman049
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    Beacon's should get certain buffs based on what block the base is made of

    Posted: 10 Sep 2019 11:05 AM PDT

    I think that currently, people only really build their beacon bases with iron, because it is the cheapest of them all. But what if using different materials gave buffs. Examples:

    Gold: an extra minute of the effect when you leave the area
    Diamond: an extra 100 blocks of range for the beacon

    Emerald: The effect's level would increase by 1

    The numbers would probably need changing, that's just some examples. It would also be cool if the material used to activate it also buffed a little bit, in the same way.

    submitted by /u/ProfessorPi31415
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    Candles. A brilliant light source with survival value. (Plus Wax Blocks)

    Posted: 10 Sep 2019 06:15 AM PDT

    Right now in Minecraft, there are very few good light sources available in-game. To name the main ones:

    -Torch

    -Lantern

    -Redstone Lamp

    -Glowstone

    -Sea Lantern

    Sea Pickles (though only underwater)

    -Campfires

    And this is expanded in Bedrock Edition, with more subtle blocks like Blue Ice and Monster Spawners.

    With this suggestion I will introduce a new light emitting block: The Candle.

    1.15 will be a small bugfix update supposedly releasing around December, so far we have bees, and feature parity as the big additions for this update. The bees are a wonderful new mob to add more ambience to the plains and flower forests of our favorite block game, and while their full use seems to be unfinished, (two hidden textures in the game files) they are kind of lacking in overall usefulness. Yes, honey bottles eliminate poison, and pollinating bees help crops grow but they need more to really be worth the effort.

    Beewax and Wax Blocks

    One of those unfinished textures appears to look like a wax block... I introduce the *beewax item. Everytime the player shears the beehive, there is a chance of one beewax being given. For man made beehives this is a 50% chance, and for bee nests it's a 25%. This item is crucial for our new block. Beewax has no special properties, but it is used for two recipes, a candle, and a wax block. To craft a wax block, it is as simple as 9 beewax filling the grid, and you get yourself the wax block! The waxblock is used as a storage block, as putting it in the crafting grid will grant you your 9 beewax back. What makes the waxblock unique is its redstone potential. The waxblock is like a second slimeblock, but without the bounce, and rather a soulsand effect, just less powerful than actual soulsand. It is also capable of pulling and retracting blocks like a slimeblock, but cannot be pulled or pushed by slimeblocks. (credit to Xisumavoid for the original idea.)

    Candles

    Now for the feature you came for, which is candles. To craft a candle you will need one beewax and a torch above it. Imagine the torch recipe but stick = beewax, coal = torch. The outcome will be 2 candles in return. Candles are a unique light source... They are alike sea turtle eggs and sea pickles in which they can be placed more than one in a block, but light level not changing, that light level being 12. Their appearance is a beigelike waxy tint, with a black tip, and the second candle, which appears upon placing another in the same block, looks slightly smaller. Now why would you, the average player, need this, apart from aesthetics? Well the candle has some useful, and hopefully we'll balanced tricks.

    Candle Utilities

    The Candle has the power to ward off mobs. Not every one, but a certain few:

    -Zombies

    -Husks

    -Drowned

    -Pigmen

    Only the humanoid zombie variants of the undead fear the radius of a candle, however this isn't perfect. - Baby Zombies can bypass the candles at all times - If the zombie mob is already locked onto the player, then they will pursue the player till they leave their field of view no matter if there's a candle nearby or not.

    This block does scare them without player interference, and can be great for zombie/pigmen farms if used right.

    A few more things:

    • They are dyeable, and emit different colored flame particles depending on the candle color as well. (Of course no custom light but ya get it)

    • Nice for surrounding villages

    • Do not burn out in rain, but instead their radius is halved to 6 blocks.

    • Waterloggable, and DO burn out in water.

    • Candles placed around enchantment tables help give rarer enchantments, but at higher prices.

    Hope you enjoyed this suggestion! ;) First suggestion in a long time, and you can help make it better with feedback in the comments.

    submitted by /u/TheGhastlyBeast
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    Caldera or hot springs as a mountainous biome variant.

    Posted: 10 Sep 2019 07:54 AM PDT

    Necessarily a rare biome or variant.

    Must spawn adjacent to an existing mountainous biome.

    It should also suppress the adjacent spawning of a plains or coastal coastline.

    Characterized by lots of lava ponds at the surface, a rare magma block, and mining this biome would be very treacherous because the lava layer would necessarily be at a much shallower depth in this biome.

    This biome should also have hot springs (I have Yellowstone specifically in mind) where even the water is hot enough to damage you. All naturally occurring water blocks in this biome would be basically equivalent to campfire temperatures. So raw meat if put in the water, or animals that fall in and die, might eventually convert into cooked meat. (In a roundabout way, these hot springs would become the fast food restaurants of Minecraft.)

    If you took temperate water and dumped it into the thermal water, it should sizzle and also become temperate. But maybe there could be a simulation check to see when temperate water left alone might become hot water again, within the confines of this biome. Vertical proximity to a lava block and horizontal proximity to any other hot water block should affect the reversion rate of temperate to hot, as well as introducing more hot water to the ground from a supply you obtained somewhere else.

    Finally if buckets can hold lava and not self-destruct, they should logically be able to contain hot spring water that doesn't dissipate. So inevitably someone will carry it to a snowy or cold biome and pour it out over packed ice or blue ice; I would imagine the effect is everything touched by the hot spring water melts into water and the hot spring water itself converts to temperate flowing water. Ironically hot water freezes faster than cold water in real life, but I believe we can overlook that aspect of water behavior.

    submitted by /u/aqua_zesty_man
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    Bees should increase the chance oak leaves drop apples

    Posted: 09 Sep 2019 07:02 PM PDT

    Basically, oak trees near bee hives should have a higher chance of dropping apples when their leaves decay or are broken. Since Mojang added bees to increase awareness of their decline, I think this feature would also remind people just how important/helpful bees in real life are to the ecosystem. It would also give an incentive for players to not kill bees, since apples are a good food source and are needed for golden apples.

    submitted by /u/jadetlo
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    [READ FULLY BEFORE VOTING] Add a red counterpart to the yellow desert

    Posted: 10 Sep 2019 12:22 AM PDT

    I always tend to think something is missing in Minecraft. I know there is already a red Mesa biome, but why not just copy the desert and change the sand blocks to red sand blocks and red sandstone. Then, just change the villages in it from yellow to red sandstone.

    https://static.planetminecraft.com/files/resource_media/screenshot/1823/2018-06-07-21-31-32-1528445289.png

    Differences from yellow desert and red desert biome:

    Rarer, but not as rare as mesas, can even generate side-by-side a yellow desert

    Fewer deadbushes and fewer cacti (more "duny" terrain however)

    Water turns a yucky reddish colour cause of rust washing in from the sand

    Villagers are dressed in skins that match the red desert

    Dead trees (trees without leaves) may be found, these are the only sources of wood, making survival hard, as they are spaced out really far apart

    Foliage and grass takes a crimson red-brown appearance (should be for Nether as well to match)

    Spiders spawn more often here and are red-backed. Touching them induces fatal poison. These spiders are tiny in comparison to their regular counterpart, but have more potent venom and can kill in just under 10 seconds. They only spawn at night.

    Red-bellied black snakes will spawn here. This mob is hostile. Good luck trying to kill them. Armour (metal+) will prevent you from being poisoned, but will still inflict damage (much less), same to red-backed spiders.

    Iron generates twice as much as normal, like a Mesa generates gold a lot more, this is caused by rust getting into the ore and well, you get the picture.

    Sandstorms (if added) will be blood red cause of iron oxide in the sand

    Remains of a jungle may be found (rarely), these comprise of dead Jungle trees and a few Cocoa Beans still in their latest growth stage and also watermelon blocks.

    Red Desert Temples, which are the same as Desert Temples, only red.

    submitted by /u/SnowBallEarth43
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    Baby parrots

    Posted: 10 Sep 2019 04:14 AM PDT

    Since we already have parrots maybe Mojang can add baby parrots. Like most baby animals the baby parrots head will be big while the body is small. We would breed the parrots with a new item 'parrot seeds'. We can obtain them from villages or in chests. You can also obtain them from abandoned structures in the jungle.

    submitted by /u/someweirdfurry
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    /startraid and /startpatrol

    Posted: 10 Sep 2019 06:42 AM PDT

    This is a twofold suggestion.

    First there is /startraid, which would start a raid at the nearest village to a target.

    In addition, there is /startpatrol, which can be set to coordinates.

    submitted by /u/urbandeadthrowaway2
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    Cats should have personalities like pandas have

    Posted: 10 Sep 2019 06:14 AM PDT

    For example here is a list of these personalities:

    Aggressive - Will be happy to scratch any entity, dealing a small amount of damage. It is not considered a monster, but is harder to keep as a pet. This cat personality is also semi-hostile and gets provoked easily, and water will anger this personality. This cat personality can be recognised by a scowling face, growling sounds, and a menacing glare with enormous pupils and claws sticking out of the feet.

    Skittish - Fears any mob or player coming up similar to an untamed cat. While it is less fearful of the player, it will run away from just about any entity. It also has large pupils and hates water. May attack randomly out of fear, and always has its claws out when something is near, except the player. This cat personality makes cat howling noises and shaky meows.

    Playful - This personality loves to play with almost anything, ranging from Wool blocks and a thrown trident, to an imaginary mouse.

    Docile - Loves to willingly cuddle up with the player. This is the only cat personality that will rub up against your legs, and let you pick it up.

    Tolerant - Tolerates almost anything. These cats are very easy to satisfy, and are the next easiest to own next to Docile.

    Cats with a Ragdoll skin should have a mixed personality of both Docile and Playful and Tolerant.

    Cats with normal skins like a black and white cat or grey cat should just have a random personality when tamed.

    You should be able to turn off/on cat personalities using the World Options I feel, as some might not like this change.

    submitted by /u/SnowBallEarth43
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    pet love and beds

    Posted: 10 Sep 2019 10:15 AM PDT

    you know how when you sleep you set your spawn point. well you should be able to make dog beds so they can sleep and you should be able to make them go to bed.

    submitted by /u/guntersmik_breeple
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    Pillager patrols and Wandering Trader spawn rates should decrease depending on the regional difficulty

    Posted: 10 Sep 2019 04:50 PM PDT

    It's really annoying to have them showing up constantly on your base. Unlike other mobs, we have no way to control where or when they are going to spawn. Dealing with patrols can get problematic if you have a village near by, and wanderers teleporting themselves on your face all the time is just an annoyance.

    However, if their spawn rates decrease depending on the regional difficulty, they would show up less on the chunks the player spends more time (aka our bases), and their encounters would only be common when exploring the world.

    For instance, it would be more interesting to find the wandering trader on rare ocasions while exploring new areas, making their encounters something special, like when you find a structure (also they could have better trades, but this has already been suggested I guess...). And why would the pillagers send patrols into the house of the guy who always kills them, anyway?

    submitted by /u/Tumatik
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    Clerics Pay for Ominous Banners

    Posted: 10 Sep 2019 04:49 PM PDT

    Let's be honest, Pillagers have no good drops at all (at least on Java). A crossbow here and there and a bit of experience and that's it. Fighting a pillager patrol is really more trouble than it's worth, especially considering the likelihood of getting Bad Omen before you're ready for a raid.

    The simple solution for this is that you could sell ominous banners to Apprentice clerics, getting a few emeralds in return, as a reward for killing the dangerous pillagers and protecting the village.

    submitted by /u/Mr7000000
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    A volume adjustment for Text to speech chat

    Posted: 10 Sep 2019 04:27 PM PDT

    Generated strucure idea: Asylums

    Posted: 10 Sep 2019 06:34 AM PDT

    -Asylums would be a type of structures that would generate underground, replacing part of Abaddoned Mineshafts (in the places where Mineshafts can generate now, with 50% probability would generate Mineshaft, and with 50% probability would generate Asylum.

    -Asylums would be surrounded by granite walls from all sides, including up and bottom. If Asylum neighbours some natural cave, there would generate iron door/trapdoor in the granite wall separating Asylum from the cave.

    -From the inside, Asylums would consist out of a handful chaotically generated rooms&corridors, just like woodland mansions. Most rooms would contain beds(yes, beds) and chests with loot similar to dungeon/mineshaft chests.

    -Also, some of the rooms would have redstone lamp hung on the wall or ceiling connected with redstone dust to a lever nearby on the wall.

    -In Asylums also would generate two unique rooms. First unique room is "Medical room". Inside this room, there would be a couple of beds, a brewing stand, couple of chests and couple of cages (similar to cages in Igloo's basements). The chests in medical room would be the most valuable thing in the Asylum: inside each chest there would be ~5 stacks of 1-2 decent potions, and, probably, enchanted golden apple.

    -Second unique room would be "Commander's room". Inside, there would be just three things: a single bed, a lectern and a single chest. Inside the chest, there would be a few books and 1-2 music discs.

    Asylums should gave players the impression that long ago, they were the emergency shelters against some kind of cataclysm. What happened to the people who hid inside those shelters, would be on the player's imagination. Gameplay - wise, Asylums would gave a player additional motivation to mine&explore underground, and also provide an alternative way to get potions.

    submitted by /u/Arventur1996
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    Freeplay Mode

    Posted: 10 Sep 2019 04:16 PM PDT

    Freeplay Mode Is Survival But There Is No End To The Game

    submitted by /u/1_Pinchy_Maniac
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    Fashion

    Beauty

    Travel