• Breaking News

    Minecraft casting a fishing rod on the ground makes a tamed cat chase it.

    Minecraft casting a fishing rod on the ground makes a tamed cat chase it.


    casting a fishing rod on the ground makes a tamed cat chase it.

    Posted: 18 Sep 2019 10:43 AM PDT

    IRL, cats have toys that look like fishing rods , one end is held by the person and the other end is for the cat to chase/hunt/kill.

    and it would be kinda cool if everytime you throw a fishing rod your cat chases the bobber .

    feel free to give feedback or add to this idea.

    submitted by /u/AtomicCockRetard
    [link] [comments]

    Dispensing Flint & Steel on a creeper ignites it

    Posted: 17 Sep 2019 11:06 PM PDT

    If it works with sheep and shears, why not?

    submitted by /u/veryoriginalusrname
    [link] [comments]

    Unique Cave Spider Texture

    Posted: 18 Sep 2019 03:34 PM PDT

    When roaming in a Mine Shaft, it may be difficult to differentiate the Cave Spider from the average Spider. For the different mob the Cave Spider is, it deserves some more uniqueness. Therefore, I suggest adding a red skull-like pattern. I don't find that such a pattern would be overly explicit, but adds more character to this preexisting mob.

    Here's an image of how this may look in practice:

    https://imgur.com/TpXq8C4

    Here's my texture:

    https://imgur.com/L68RpS4

    If you like this idea, please support it on the Minecraft Feedback site here:

    https://feedback.minecraft.net/hc/en-us/community/posts/360050495731-Unique-Cave-Spider-Texture

    Overall, this minor change adds just a bit more character to the game, and may be a nice addition to a bug update. Tell me what you think.

    submitted by /u/Wintrius
    [link] [comments]

    Nether Fortress Update!

    Posted: 18 Sep 2019 06:13 AM PDT

    Nether Fortresses are cool, but they feel a bit dated and could use improvements.

    There would be two variants of the fortress: The more common Nether Outpost, and the rarer but much bigger Nether Fortress. Here are images of my proposed redesigns

    Nether Outpost:

    The Nether outpost would be a mini version of a fortress. There would be 4 small towers connected by walls with a chance for a chest. One of the walls would have a gate that leads to the center courtyard. Additionally, one of the towers would have a spiral staircase leading down to a basement that contains a blaze spawner as well as a few loot chests.

    Nether Fortress:

    The nether Fortress would be more rare than it is now, but it would be much larger. The general design would be like this:

    Around the outer perimeter of the fortress would be made up of shorter watchtowers connected by bridges. Some of the watchtowers would have bridges that lead to central towers.

    The central towers would be much bigger than the normal towers and would have several stories containing many rooms. The rooms include chest rooms, meeting rooms, traps, nether wart farms, and prisons. At the top of all the central towers would be blaze spawners. In the middle of all the central towers would be the main tower.

    The main tower would be the largest central tower of them all. There would be only one bridge leading to it. Inside would contain a maze of halls, stairs, and rooms. There would be the chance to find treasure rooms that contain chests full of gold, diamonds, horse armor, golden apples, etc. These rooms would also be decorated with quartz.

    These changes would maybe make nether fortresses more fun to explore. It would also give players the option to obtain blaze powder more easily via outposts, or instead get more resources via forts; a cool risk/reward factor.

    submitted by /u/k00ji
    [link] [comments]

    Item suggestion: Telescope. Carry off-hand to draw maps at twice the distance and emits redstone signal of the moon phase

    Posted: 18 Sep 2019 02:00 AM PDT

    This is an unapologetic proposal to make mapping easier (with possible balancing) and adding a redstone component in the process

    Crafting: there is always room for new materials but as long as it's glass + something relatively hard to get, I think its fine. E.g. craft with 2 Glass Blocks + 1 Heart of the Sea, as a hint to the relationship between astronomy and seafaring

    Behavior: while being equipped, maps will be drawn by twice the distance (so to around 220 blocks) from the player. If this change is too OP, it can be a smaller increase. As a redstone component, it emits a signal based on the phase of the moon, which afaik there's no way to get at the moment

    Ideas for balancing: works only during the day and in clear weather. It only work while standing still or walking; no sprinting, no horse riding, no swimming

    Finally, this item could be turned into a workstation with an Astronomer as the profession, but there's not much interaction with the celestial bodies in the game so far to justify it imo

    submitted by /u/parishiIt0n
    [link] [comments]

    Idea for using/generating data without access to a data pack

    Posted: 18 Sep 2019 03:12 PM PDT

    Boring introduction/context

    Today's snapshot 19w38a brought a very useful data pack feature: predicates. They enable you to check lighting, weather, stats, and do RNG and complex nested checks. However, this inclusion further highlights an accessibility issue with all the fancy data-driven files: regular commands are falling further behind.

    Setting up a data pack with files can be inconvenient, or outright impossible if the player lacks the technical skill or just wants to test somewhere they don't have file system access. When someone wants to make something with commands, inert files shouldn't be a blockade for certain techniques, especially when those techniques seem less complex than thins that don't require them (e.g. you can check the exact contents of an inventory with commands alone, but you need a data pack to check the weather?)

    The actual suggestion: anonymous data

    My proposal is the ability to insert predicates and loot tables directly into the command, as an alternative to using the resource location name. Here are a few examples:

    /execute if predicate {"condition":"location_check","predicate":{"light":{"light":{"min":15}}}} run say it's bright

    /loot give @p loot {"pools":[{"rolls":1,"entries":[{"type":"item","name":"dirt"}]}]}

    /summon cow ~ ~ ~ {DeathLootTable:'{"pools":[{"rolls":1,"entries":[{"type":"item","name":"cow_spawn_egg"}]}]}'}

    It's basically an "anonymous" piece of data. Obviously these commands could get pretty large, but most real projects would ignore this in favor of the current named references. The convenience for testing is nice, but the main benefit of this feature would be enabling users to access data even when they can't access a data pack.

    Alternative: generating data

    This alternative way might be easier, not sure how I feel about it though.

    Since structure blocks can currently be used to create data in a fake "generated" data pack, possibly a command could be added to create and write other kinds of data to this false pack.

    /generate loot_table cool:table {"pools":[{"rolls":1,"entries":[{"type":"item","name":"pufferfish"}]}]}

    /generate predicate cool:predicate {"condition":"location_check","predicate":{"light":{"light":{"min":4}}}}

    It would save in the same way structure blocks do, and from there the specified name could be used in other commands. Either of these solutions would solve the issue of data accessibility in my opinion. Advancements and recipes don't really make sense to have anonymous, but they could be included this way I suppose.

    submitted by /u/tryashtar
    [link] [comments]

    Give us a preview of how blocks with different configurations will look before we place them

    Posted: 18 Sep 2019 08:59 AM PDT

    So blocks with different configurations when placed (Stairs and logs come to mind) should have a preview "ghost" to show how they will look when placed when you mouseover the intended placement location.

    Not sure if the GUI could do this, but I know Schematica can show ghosts so I presume the default GUI is capable.

    Set it to F3-whatever so people can turn it on/off at will.

    Thanks!

    submitted by /u/Lasivian
    [link] [comments]

    Biome concept: Tar Pits

    Posted: 18 Sep 2019 05:02 PM PDT

    Imagine walking out of a savanna biome and seeing huge fossils sticking out of the ground, submerged in tar. The tar pit would add a new, cool element to the game. Bone fossil structures could spawn in it, as would dead bushes, sand/dirt, and most important, tar. The tar would be a retextured lava block that is black. If you fall in it, you will move slowly while in it, and may sink and suffocate.

    submitted by /u/joedabro56
    [link] [comments]

    Cloudy and Foggy weather...

    Posted: 18 Sep 2019 02:53 PM PDT

    ... when foggy, make the game look like having 2 chunks of render distance but seamless (loading all chunks, but not letting you see far enough) and also maybe thick fog that lets mobs spawn

    submitted by /u/BlaxeFrost
    [link] [comments]

    Ability to copy lines from one book to another using a lectern.

    Posted: 18 Sep 2019 05:38 AM PDT

    When you have a book selected, right-clicking with it on a book & quill lying on a lectern should let you select any lines from the first book to copy them into the second book.

    submitted by /u/aqua_zesty_man
    [link] [comments]

    Bakers and mice

    Posted: 18 Sep 2019 04:30 AM PDT

    two new inhabitants to the village

    Baker: a new villager profession that has a furnace

    the baker trades items like pumpkin pie, cookies, even cake but all of them are a bit pricey, like one pumpkin pie is worth 4 emeralds

    another thing that backers have are cakes sitting out, though they won't be to happy if you eat it.

    Mice: a tiny mob 1/4 times the size of a cat, have 3 hearts, and are peaceful

    spawning: mice spawn in most structures, even snow and desert structures

    Facts:

    mice can be bred with cake and bread, when they do they make two babies, not one

    mice can naturally breed because they can eat cake like a player

    not a lot of people like mice, villagers will try to spook them, cats and ocelots will straight out chase and kill them like wolves with rabbits, the mice will try to escape but usually are killed

    mice come in three skins, brown, black, and white, white are more common in the tundra

    submitted by /u/nicknamenderman68
    [link] [comments]

    The witch should play healer to pillagers, illagers, and ravagers all the time, not just during raids.

    Posted: 18 Sep 2019 03:46 AM PDT

    Also, witches should be able to wear the banner during a raid and be able to ride a ravager just like the other illagers.

    submitted by /u/GoodraNinja
    [link] [comments]

    Combining Redstone and Lava makes Molten Redstone

    Posted: 18 Sep 2019 01:14 PM PDT

    Behavior:

    Molten Redstone would have the same characteristics as regular Lava including inflammability radius, but would exist as a solid block like Magma.

    Any mob or player that approaches within some distance of a block of Molten Redstone takes damage. The damage is computed across line of sight; so if you can see it, its radiation can touch you.

    standing directly on top = 3 hearts per tick + immolation 1 block away = 2.5 hearts per tick + immolation 2 blocks away = 2.0 hearts per tick + immolation 3 blocks away = 1.5 hearts per tick 4 blocks away = 1.0 hearts per tick 5 blocks away = 0.5 hearts per tick 6 blocks away = 0.5 heart per tick 

    For simplicity, only the nearest Molten Redstone block would deal damage (fire resistance notwithstanding).

    A Molten Redstone block should turn any side-adjacent Redstone block of equal Y-coordinates or lower into another Molten Redstone block as a chain reaction. If the unmodified Redstone block is at a higher Y-altitude than Molten Redstone, or is only touching edges or corners, it does not convert; the conversion process cannot fight gravity. (For example, see the diagram below, where the 'X' block is the original converted Molten Redstone; All the 'R' blocks would stay the same while the 'M' blocks would convert to Molten Redstone.) You would only need one Bucket of Lava to convert a mass of adjacent Redstone blocks into Molten Redstone.

     R R R RRRRR <-- these blocks would NOT convert MXMMMM R <-- these blocks would convert (except the last one) MM M M <-- these blocks would convert stone stone R RRR RR <-- these blocks would not convert either 

    Water should not be able to resist evaporation near Molten Redstone, so Water would be less effective as a countermeasure.

    Source Water blocks directly adjacent to Molten Redstone should convert into Air blocks and emit "steam" (mob death particles or campfire smoke).

    Flowing Water blocks should similarly "vaporize" when the flow reaches the outer edge of the inflammability radius of a Molten Redstone block.

    A Bucket of Water applied directly to Molten Redstone should convert it back into a normal Redstone block (although adjacent Molten Redstone can change it back).

    Lava, Magma and Molten Redstone should all be able to happily coexist next to one another indefinitely.

    Molten Redstone should probably emit a signal of 15 at all times. Or maybe it could emit a random signal between 1 and 15 from tick to tick, purely for gameplay purposes?


    Uses:

    Molten Redstone could be used as an area-denial defensive structure; its resistance to Water would make it more difficult to neutralize.

    As furnace fuel, it should perform better than Lava; perhaps 120 to 150 smelting/cooking operations per block.


    Obtaining:

    Some potential methods for creating or discovering Molten Redstone:

    1. Right-clicking a block of Redstone over a block of Lava;

    2. Right-clicking a Bucket of Lava over a block of Redstone;

    3. Placing a Redstone block next to a block of existing Molten Redstone; and

    4. Putting a block of Redstone into a blast furnace with a Bucket of Lava used for fuel. (If possible, this should consume the entire Bucket of Lava)

    5. Small chance of a weaponsmith's house Lava being generated as Molten Redstone instead.

    Since Redstone does not occur naturally in the Nether, there would be no Molten Redstone there either, but players could still create it on their own.

    submitted by /u/aqua_zesty_man
    [link] [comments]

    The Bull (Nether mob)

    Posted: 18 Sep 2019 05:36 AM PDT

    An angry bull that will spawn in the nether, has similar features to a cow but red and has big horns. It will charge and ram you if you are within a certain radius or provoke it a certain way. Please feel free to give feedback and add on to it.

    submitted by /u/wqbrian
    [link] [comments]

    A Bamboo Block.

    Posted: 18 Sep 2019 05:58 PM PDT

    I just want a nice looking bamboo block like the dried seaweed one, It could have a green form and a yellow form, to make it yellow you could smelt the green one. The recipe would be a 3x3 square of bamboo.

    submitted by /u/Werpydurb
    [link] [comments]

    Update the main characters

    Posted: 18 Sep 2019 11:49 AM PDT

    Minecraft's world got revamped in the latest update with beautiful new textures, but if you decide to choose one of the main characters Steve or Alex, they won't match Minecraft's world like they used to unless you use the old textures. It would be great to revamp the characters especially since the next update is based on making the graphics look better. I made a skin based on this concept on April, 21st 2019 and I took months to perfect recoloring every single pixel of the new Zombie with the right colors and everything. It would be perfect to use for the game and would look almost identical to an official one, I also made an Alex with the new textures style to match the Steve. Check out the skin here

    Also, the only downside I see to this is there not being an option to get the old textured characters, but even that can be fixed by adding the old character skins and the new ones as options for skins.

    submitted by /u/FreedomDaPug
    [link] [comments]

    A small change to composters

    Posted: 18 Sep 2019 06:28 AM PDT

    When broken before full, composters should drop 1-2 dirt based on how full they were.

    submitted by /u/fribble_jabbler
    [link] [comments]

    Wearing the Turtle Helmet should improve underwater vision

    Posted: 17 Sep 2019 08:39 PM PDT

    At the moment, the turtle helmet seems a bit underpowered. It's difficult to obtain, and 5s of water breathing isn't that much. I would rather wear a diamond helmet with Respiration 3 and drink a potion of water breathing. However, if the turtle helmet could make everything appear brighter underwarer, and adjust your vision to water faster, it would definitely be worth it.

    submitted by /u/tseries_will_fail
    [link] [comments]

    You should be able to scrape the slime off sticky pistons and turn them back into normal pistons

    Posted: 18 Sep 2019 05:06 PM PDT

    Either plop a sticky piston in a crafting table, or right-click it with a sword or something to scrape the slime off, and make it a normal piston again. With the sword method, you'd get the slime back, but it would be lost with the crafting table method.

    submitted by /u/Fireheart318s_Reddit
    [link] [comments]

    Replacing diamond/iron/emerald with coal under a beacon should unlock negative effects for beacons

    Posted: 17 Sep 2019 06:51 PM PDT

    The title basically says it all, butting coal blocks in a 3x3, then 4x4, then a 5x5 stacked on top of each other should unlock negative beacon effects.

    When this happens the beacon light eould turn black and not produce any light.

    The main point of this is for map makers and also mob farms, so you can poison and slow down mobs. Maybe even have an increase spawn rate/spawn even with light effecg for the beacons.

    submitted by /u/MotorGorilla1
    [link] [comments]

    Copper ore! (Yes, another one of these, hear me out)

    Posted: 17 Sep 2019 07:30 PM PDT

    Alright, hear me out on this. I know copper gets suggested a lot, and everybody's wary about a new ore, but I think copper has real potential in the balance of the game.

    Iron is currently used in way too many recipes. It's kinda the juggernaut of resources, the one you need to grind the most. The most ridiculous extreme example is hoppers. You need to mine five iron ore to make one hopper. Anytime you want to make an automated farm or even just transport items across a large space, that's hours of mining to be done.

    Enter copper. In real life, copper is a very mechanical material. So, in Minecraft, it could be used in alternate recipes for mechanical blocks. The main focus would obviously be hoppers; 5 copper for a hopper instead of 5 iron is a huge difference. Not much cheaper than the current recipe, but much less frustration for the player. In addition, copper could be used in place of iron in the recipes of pistons and tripwire hooks. (Just to be clear, this update would not remove any current recipes, just add alternatives that use copper instead of iron.)

    Alright, so this would be nice, but an entire new ore seems excessive for what is essentially a quality-of-life feature. So here are some of the other uses that copper ore could fulfill.

    It seems like half of the entire dang community has been asking Mojang for a new ore, just for variety's sake. So copper would make those people happy. If we're going for variety anyway, how about adding a new series of decorative blocks that are made mostly with copper? Minecraft could do with some nice factory-style blocks. Maybe the "block of copper" could even look like metallic paneling.

    Currently, chainmail armor is entirely useless. By the time you can collect it from villagers, you've gotten full iron suit a long time ago. However, I really like the idea of a cheaper tier before iron. Crafting chainmail armor with copper ingots would be silly, so I suggest just having a new copper armor suit and giving it the same stats as chainmail.

    I must admit that a set of copper tools would probably be entirely useless. If anyone has suggestions to make copper tools unique or worthwhile, I'd love to hear them.

    As a final thought, adding a new ore would kinda break worldgen in older worlds, so if copper were ever implemented, it should probably be during a larger cave revamp update that would break worldgen anyway.

    Sorry for the semi-wall of text, but a new ore is a huge deal in Minecraft (considering we haven't gotten one in 6 years), and I figured it's important to explain my case thoroughly. Thank you for reading.

    submitted by /u/TheGovernmentIsBees
    [link] [comments]

    Slime blocks and other bouncy things... bounce!

    Posted: 17 Sep 2019 08:04 PM PDT

    Hello!

    I think it would be an awesome feature to see slime blocks, slime balls, and other "bouncy" items actually bounce when they hit the floor or a wall. It would be a small aesthetic feature but I think it would be lovely to see in the game. I made a datapack that does that (I made everything bounce but the slime blocks are what I was meaning), you can watch the video here. The bounce would be accompanied by the appropriate particle and a sound for the item.

    Items that would bounce (please suggest more!):

    • Slime blocks
    • Slimeballs
    • Slime spawn eggs
    • Sticky pistons (?)
    • Lime dye (just because of the texture =P)
    submitted by /u/4P5mc
    [link] [comments]

    Additional weather effects: Dew and Drought

    Posted: 17 Sep 2019 04:06 PM PDT

    Dew could appear from moonset until midmorning, in those biomes that would make sense for it. Graphically it might appear as light blue sparkle sprites on wheat, leaves, bushes, flowers, and crops. Dew would inhibit the spread of fire and allow objects on fire to stop burning faster. All mobs one block high do not burn in sunlight until after 10 am. :) Additionally I want to be able to collect green tinted water from dewy plants growing in any mountain biome. (just kidding on that last one)

    Drought can be a little more serious. All Water and flowing Water blocks able to receive any light from the sky (i.e. no cave water) would temporarily convert to "Dust" blocks. Graphically, the water would simply 'evaporate'. When the drought ends, any Dust block still extant converts back to Water. Dust blocks would behave like Air in all respects including no way to gather it by any means. (No buckets of dust in other words). (Multiple levels of Drought, where more than one surface layer of Water goes to Dust, may be doable if it is easy enough to program all Dust-adjacent Water blocks at y~-1 also turned to Dust.) Obviously Dew and Drought can't happen at the same time. Drought might go on until the next rainfall so that Dust which has rain fall on it turns back into Water.

    I also have noticed the absence of fog which I know used to be in the game, but since it got removed before I started playing, I can't speak from experience how "bad" it looked or what troubles it caused. Maybe someone can explain what was wrong about it.

    submitted by /u/aqua_zesty_man
    [link] [comments]

    Fashion

    Beauty

    Travel