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    Minecraft Placing a sign while pressing ctrl does not bring up the menu to type.

    Minecraft Placing a sign while pressing ctrl does not bring up the menu to type.


    Placing a sign while pressing ctrl does not bring up the menu to type.

    Posted: 21 Sep 2019 12:54 PM PDT

    Plain and simple. I don't build with signs too often, but I even less frequently use signs as actual signs. Having a simple way to plop them down without being interrupted repeatedly would be great.

    Since shift is used to place things on interactable blocks, it needed to be another key.

    submitted by /u/Digiboy62
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    Different water levels

    Posted: 21 Sep 2019 04:47 AM PDT

    Just think about this, instead of all water being at 64, naturally generated worlds could spawn with rivers with waterfalls, it would be so much easier to make dams too

    submitted by /u/Tacticle_Juicebox
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    When you have Bad Omen, a crow should spawn.

    Posted: 21 Sep 2019 02:37 PM PDT

    Crows are generally bad omens themselves, they sometimes represent harbingers of death in mythology, why not have them show up at times when you have the bad omen?

    Crows would look similar to Parrots, but of course in black. When you see them, they actually try to guide you towards a village. This can actually be useful in some cases, like if you need a village. But of course be careful, they only spawn when you have bad omen, meaning it will trigger a raid if you get close to the village.

    I personally think they would just be really similar to bats as they wouldnt do much by themselves. Maybe the crow could have a special drop, maybe the crow could be invincible and only disappear when the omen disappears, who knows.

    submitted by /u/TypeLX
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    Dynamic Data Paths: A powerful way to extend the Minecraft `data` command

    Posted: 21 Sep 2019 01:33 PM PDT

    Dynamic Data Paths

    Dynamic data paths would be a nice way to essentially dynamically construct NBT paths, with the added benefit of indexing lists and compounds dynamically.

    The concept of dynamic data paths comes with two separate parts. The first part is a new data subcommand, called path.

    The "data path" subcommand

    There are 6 commands associated with this new subcommand.

    data path set <path_id> (value <path> | from <path_id>) data path index <path_id> <NBT source> data path filter <path_id> <NBT source> data path push <path_id> (value <path> | from <path_id>) data path pop <path_id> [<number>] data path clear <path_id> 
    • data path set would create or modify a new data path, either from a literal path (using value <path>), or copy it from another path (using from <path_id>).
    • data path index would append a compound or array index node (like .hello or [13]) to the path specified by an "NBT source" (like from ... in data modify). This subcommand does different things depending on the nbt source it's pointing at
      • if it's pointing at an integer it appends [<the int>]
      • if it's pointing at a string it appends .<the string>
      • if it's pointing at a compound it just appends [<the compound>]. This acts as a way to append list filtering, but has a different type of functionality that data path filter hasThis would be the way to allow dynamic indexing.
    • data path filter would append a filter node (like [{<stuff here>}] or .{<stuff here>}) to the path specified by an "NBT source". This source must only point to a compound tag, and the filter will match the compound.
      This subcommand would append in a slightly different way than one would expect. When pointing to NBT that looks like {Slot:0b}, this would happen based on what the path was
      Key -> Key{Slot:0b}
      Key[] -> Key[{Slot:0b}]
    • data path push would append to the specified path either a literal path (using value <path>), or append from another path (using from <path_id>).
    • data path pop would remove nodes from the specified path equal to <number>, or by default just one.
    • data path clear would delete/clear the specified path.

    A new execute store subcommand would also be added,execute store (result | success) index <path_id> -> execute, which would store the result/success of the command into the index of the specified path (like data path index does).

    The "reference" NBT source

    The second part would be a new "NBT source" that could be used a source or as a target of data modify or execute store.The commands associated with this would be

    data modify reference <path_id> <sub_path> (entity <selector> | block <position> | storage <storage_id>) ... data modify ... from reference <path_id> <sub_path> (entity <selector> | block <position> | storage <storage_id>) execute store (result | success) reference <path_id> <sub_path> (entity <selector> | block <position> | storage <storage_id>) (byte | short | int | long | float | double <scale> -> execute 

    The purpose of these commands is pretty straight forward, aside from the <sub_path> argument. <sub_path> would be an extra NBT path that would be appended to the specified path (just for that command).

    Having "." as a root NBT paths

    To make the <sub_path> argument work, . would need to be added to the NBT path syntax as the "root node" (like / as a directory root) so that <sub_path> could be empty, instead of being optional.

    Credit

    Thanks to Alluet#0001 for her help coming up with this command.

    submitted by /u/MrYurihi
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    Clay golems

    Posted: 21 Sep 2019 01:37 PM PDT

    We all know how useless snow golems are. There is currently no real way to set up village defenses that attack from a distance. Clay golems would be built like an iron golem but out of clay or terracotta blocks. They would have half the hp of an iron golem, but be able to attack by slinging clay balls at hostile mobs from a distance that would deal around 2.5 hearts of damage. They could spawn around villages with a stonecutter. Upon deaths they could drop clay balls. This would be a good addition to the game because clay golems are already a well known type of golem, and a way to have a friendly ranged attacker that can't melt or spread snow would be really good. Additionally, a clay farm could be set up making clay a renewable resource.

    submitted by /u/EldritchMayo
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    Bookshelf overhaul, dyed books, written books as loot and enchantment re-balancing.

    Posted: 21 Sep 2019 06:52 AM PDT

    Hello! Let's get to the point: Books and bookshelves and boring and honestly don't make a whole lot of sense as they currently stand. Why? Let's start with bookshelves.

    So you throw six planks and three blank books into a crafting table. Boom. Except... who would have a bookshelf full of blank books? This is more jarring when you consider that enchantment tables are somehow drawing knowledge from these blank books. Additionally, being unable to store books (written, enchanted and otherwise) feels like a wasted opportunity.

    I also ask you this: Doesn't enchanting feel a bit repetitive and perhaps even a bit arbitrary? Purely down to luck? Doesn't dungeon, ruin and end city loot feel a little dull? I think I can at least partially solve all of these problems.

    First, enchanting. Enchanting tables shouldn't draw knowledge from blank books! This ties into having empty bookshelves that we can stock with books ourselves - enchantment tables would require bookshelves stocked with written books, increasing in effectiveness depending on the number of books in a shelf, and their length (as well as a check to make sure players at least put some effort into writing books, which assigns a value when the book is signed - see how Animal Crossing evaluates letters!).

    Now, a quick detour into loot! Specifically, written books as loot! These could be short stories or even factual guides for things such as farming, how to use redstone or notes about enchantments and their effects - perhaps even potion recipe books.

    Written books from loot chests could potentially even infer bonuses to enchantment tables when stocked in bookshelves, such as increasing the chance of any particular enchantment or what levels of that enchant you'll get. Stocking enchanted books would decrease the chance of getting those enchantments again, for if you're truly sick of seeing Bane of Arthropods or Smite for the fifteen billionth time.

    As an additional, smaller feature, it would be nice to be able to dye the covers of books, so we can colour-code them and know which books are which at a glance, or just so we can have nice colourful bookshelves.

    Last but most certainly not least, we need to talk about the middle child, the giant in the room, the most bizarrely implemented block in the game. Anvils.

    Please, put your crossbows and assorted sharp melee instruments down a minute.

    Anvils are on the pricier end of the block scale, and are immediately set apart by the fact that they are the only crafting block that breaks (important side note: Real-world anvils can last longer than a lifetime and are often passed down through generations).

    Merging tools can sometimes be disproportionately more expensive than enchanting new ones (even if the new tools have better enchantments), and the "too expensive" limit only serves as an irritation - due to the prior work penalty, it discourages you from putting multiple tools or books with weaker enchants together to reach the more powerful levels (as each operation doubles the next one's cost until you quickly hit the cap), making needing high levels to begin with a necessity.

    Remove the prior work penalty as it currently stands, and make the merge cost for tools and books flat based on the enchantments the end result has, which also applies to repairs. Additionally, also remove the "too expensive" cap. Players can already get their "overpowered" tools; this only serves to invalidate getting those tools more gradually.

    Thank you. You may now spear me with tridents or whatever.

    This was originally going to be posted to the official suggestions site, but that plan was thwarted by the 1,500 character limit.

    submitted by /u/Auhrii
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    Customize Gear Inside The Blacksmith Table

    Posted: 21 Sep 2019 08:13 AM PDT

    The issue

    One problem within the game that I see is that all players somewhat feel the same when it comes to gear. There are only 5 armour types in the game and 4 tool/weapon types, but to add more ores in the game to counter this may feel like a bit too much in my opinion. Sure you can dye leather, but no player would want to risk death for looking nice.

    My Idea:

    When you go into a blacksmith table you should be able to put in your armour or tool/weapon along with a iron, gold, or diamonds ingot. This will allow you to use xp to make a attachment onto the gear(ex. weighted diamond pommel). This will give extra small effect to your weapon and you can choose diffrent designs to make your weapon more personalized.

    List of Attachments:

    Sword:

    - pommel(just to customize the looks)

    - remove pommel(decreases attack damage, increases attack speed)

    - long handle(stops you from duel handling, adds damage, decreases attack speed)

    - fuller(adds attack speed, decreases damage)

    - longer blade(increases attack reach, increases attack damage, greatly decreases attack speed)

    - shorter blade(increases attack speed, decreases attack range)

    - guard(just to customize)

    - large guard(decreases attack damage, decreases attack speed, decreases damage from other blades)

    - blade design(you can customize the shape of your blade, each will have different effects depending on your choice)

    Axe:

    - larger poll(adds damage, takes attack speed, add mining speed)

    - smaller poll(takes damage, adds attack speed, takes mining speed)

    - bladed poll(adds damage, takes attack speed, lets it be thrown, take mining speed)

    - blade shape(each has different effects)

    - handle strength(diffrent materials used to make new blade, increases durability, takes attack speed, take mining speed)

    pickaxe:

    - pommel(adds mining speed, customize looks)

    - handle(adds durability)

    - pick shape(each has their own abilities)

    - eye(larger adds attack damage, adds durability, decreases attack speed, decreases mining speed)

    shovel:

    - head(each have different effects)

    - handle(adds durability)

    - pommel(adds mining speed, customize looks)

    hoe:

    - handle(adds durability)

    - pommel(customize looks)

    - head(customize looks, each has different effects)

    helmet:

    - horns(adds small thorns effect to those above you, takes a bit of speed)

    - comb(adds damage resistance to blades, takes a bit of speed)

    - visor(customize, adds armour point, restricts view a little bit)

    chestplate:

    - breast plate(customize, adds armour point, takes a bit of speed, takes attack speed)

    - shoulder piece(customize, each with different effects)

    - arm guard(adds armour point, customize, takes attack speed, takes attack damage)

    - centre piece(customize, it sits in the centre of the breast piece, looks cool)

    leggings:

    - reinforcement(takes speed, adds armour point)

    boots:

    - heel piece(customize, adds blade resistance, takes speed)

    - toe piece(customize, adds armour, takes speed)

    Thats it, please give feedback

    Thanks for your time

    submitted by /u/BeefAndCheese1
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    Palaeontologist Advancement(for finding a fossil)

    Posted: 20 Sep 2019 10:58 PM PDT

    Since finding a fossil is pretty rare, why not add an advancement to celebrate that?

    submitted by /u/Tin_Of_Juice
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    You shouldn't be kicked from your own private survival world for cheating , spamming , etc

    Posted: 21 Sep 2019 02:54 PM PDT

    I think it is rather dumb that you can be kicked from a private survival world , that YOU own for spamming or cheating. My main point is spamming , because Mojang may not want you to use 3rd Party exploits or cheats which is understandable , but spamming in a private server where no one can even join you should not get you kicked.

    The reason i bring this up if because a few minutes ago i was kicked from my private hardcore survival world for spamming. I was spamming the chat because i had just went to sleep and it was taking a little longer than normal for me to get up so i just started spamming random letters because i was bored. Then i was kicked for 'spamming' , even though the server is owned by me , and is private.

    submitted by /u/ShoddyVariety
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    Mushroom Tribes

    Posted: 21 Sep 2019 02:42 PM PDT

    Mushroom islands have a rare chance of spawning with a tribe on them. The tribesmen are villagers with primitive, mushroom-y clothing, and hunt mooshrooms. The tribe is hostile to any approaching player, and will attack with bows similar to skeletons. They'll live in a cluster of tents centered around a campfire. There's really no danger on mushroom islands, so I feel like this will make them a bit more interesting. I can't think of any way to make the tribesmen friendly with you, but I imagine them as being the main threat on mushroom islands anyways.

    submitted by /u/Dragonquack
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    Why the Oceans Should Be Deeper

    Posted: 21 Sep 2019 02:26 PM PDT

    Update Aquatic was in my opinion, as I'm sure with many others, the greatest update yet. It gave the previously dreaded, endless oceans life and reasons to be sought out. However, as outstanding as the additions were, I feel that they have made the game far easier. Mining has become practically unnecessary with the not-so-rare shipwrecks, ruins, and buried treasure. Kelp proves to be possibly the greatest fuel source in the game, eradicating the need for coal once a steady farm is created/automized. Tridents, while not common, still are a significantly powerful tool early on, and truthfully aren't too difficult to obtain from my experience. The same could be said about the easily obtainable enchanted gear and conduits as well. While it's great that oceans receive so much attention nowadays, they take away from those feelings of wonder and danger we all experience on our first nights, so I believe the ocean must be deepened.

    Extending the depths of the ocean would not only make them more intriguing and exciting to explore, but it would ensure that players do not become practically unstoppable within a couple short hours of play time. Oceans would become far more intimidating and rewarding for those managing to get that deep and survive (assuming the air pockets for blocks like doors have been finally removed). It would allow for larger builds and possibly much larger naturally-generated structures down the line. Increasing the depths of the ocean would most likely call for an increase in the height limit too, opening the doorway for future surface biome improvements and an expansive underground.

    The concern came to mind that the increase in difficulty to reach the ocean floor would make its resources insignificant by the time players achieve the ability to reach them. This may be true for rewards within Ruins, but they mainly serve as sources of crops/treasure maps anyways. Perhaps they could provide a new item/block later on, although I'm not as interested in that right now.

    Thank you for reading and be sure to support this on the Feedback site!

    submitted by /u/Nyodex
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    Connected Minecarts

    Posted: 21 Sep 2019 02:39 PM PDT

    Minecarts should have a feature where you can attach one to another with leads. It would be a big help for multiplayer worlds.

    submitted by /u/-nice-username-
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    Make Ravagers drop "ravager horns" (details in post)

    Posted: 21 Sep 2019 03:59 PM PDT

    The horns could be made into an "instrument" that when used would play one of the raid horn sound effects. They could also be brewed into potions that would give you a high strength buff but would give you large amounts of slowness, like the potion of the turtle master. Ravagers are already neat, but this would make them a much more interesting mob Credit to u/gamera-the-turtle for the idea.

    submitted by /u/sirsnicket
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    Making hardcore mode actually hard.

    Posted: 21 Sep 2019 01:09 PM PDT

    Hardcore mode should actually make Minecraft really hard. Here are a few ideas.

    • Stronger mobs: Without Armour, mobs should be able to wipe the floor with you. They should also have more hp and this will increase their threat.
    • Lower weapon durability
    • Lower craft rewards: An example would be have oak give only 2 planks instead of 4
    • Rarer ores:Ores like iron and coal should be much rarer and finding veins of iron should be harder
    • More daylight mobs.
    • More underwater mobs
    • Rarer food source like sheep, cows and pigs

      These are just from the top of my head. I'm open to suggestions.

    submitted by /u/AmazingEggplant11
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    Mountain biome gets a structure that houses Evokers

    Posted: 21 Sep 2019 02:31 AM PDT

    I made the concept Here at the 3:00 mark. The reason for this is to add more diversity to the terrain, as mountain biomes don't have a structure at the moment. I also incorporated some lore. These Evokers escaped a burning woodland mansion. It resembles a modern build with a bunker in the basement, containing 5 gapples and 64 emeralds.

    submitted by /u/Scxllyy
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    Keys and more doors (image in comments)

    Posted: 21 Sep 2019 09:05 AM PDT

    Keys can be crafted with two gold nuggets and redstone, this will change gold nuggets from extremely useless to extremely useful. (if nuggets are removed for being useless then just use gold bars) Keys can be used to unlock any Iron door/trapdoor. Gold and Diamond doors/trapdoors (from this point on I'm gonna put doors and trapdoors into the same category cause it's getting annoying) are crafted like normal doors but with gold and diamonds respectively. Those need a Key to be bonded to them by right clicking. (or using the button with the same function) A key can be bonded to only one door at a time, and will show an enchantment glow once they are. Gold doors can only have one key bonded to them while Diamond doors can have 1-5 keys bonded to them. (you will need to unlock diamond doors to bond more keys to them and they along with gold doors will be reset once closed.) However you can clone a bonded key by using an anvil, the bonded key, and another key. If all keys bonded to a door are destroyed the door becomes reset and can have a key bonded to it again. Dispensers with keys automatically open doors if they are next to them so they will be useful for redstone contraptions. As a final bonus they can be bonded to chests to lock them, a feature a whole lot of people have been wanting for a long time!

    submitted by /u/RobloxLover369421
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    Can we please have spamming with a fishing rod in Bedrock? We want AFK fishing! ��

    Posted: 21 Sep 2019 04:07 PM PDT

    It does in Java

    https://youtu.be/LTKzTZPuQSk

    At the end of this video is an example of what I mean. You can't hold right click and spam with a fishing rod in PE.

    Even if you don't play Bedrock, please leave a vote! 😄

    submitted by /u/JeremyB43
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    When a sapling is dropped (such as by a leaf block decaying or being broken), if it is in a legal square to grow, have it 'take root' instead of despawning.

    Posted: 20 Sep 2019 07:42 PM PDT

    First, I could not find anything in the Wiki to point to this already being a part if the game. I wasn't quite sure if it ever did but till today I looked and could not find a mention of it.

    Now this could also apply to flowers, sugar cane, other plants, mushrooms, etc. (but not seeds, unless dropped on tilled dirt)..

    So if said plant meets conditions of spacing, light, water, etc., then when it would otherwise despawns, it instead displaces the Air block and can grow as if it were deliberately planted there.

    Thus would make plant regeneration more dynamic, such as when a player takes the wood out of every tree in a grove, the leaves will drop hopefully 2 saplings per previous generation and unless the player wants the ground to remain clear, they can just leave the saplings behind (or if their inventory is full) they can leave the saplings behind and expect them to regenerate the grove over time, not having to worry about all those saplings going to waste.

    submitted by /u/aqua_zesty_man
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    Glowing mushrooms

    Posted: 21 Sep 2019 06:05 AM PDT

    They behave like normal mushrooms, when it comes to growth, except they're more light resistant and can't be used in stews or to corrupt potions.

    Instead, they're a nice decoration. And the colors are biome and dimension specific. They also can be turned into giant mushrooms, to make mushroom houses that are already lit.

    They can be placed on any block using a pot, but need specific materials to spread.

    In the Nether, you'll find red, orange and yellow glowing mushrooms. They require Netherrack to grow and spread.

    In the end, you'll find purple, pink and magenta mushrooms. They only grow on Endstone.

    Green and Lime glowing mushrooms can be found in the caves below the plains, jungle, savannah and any forest except the taiga biome, and the swamp biome.

    Blue, cyan and light blue glowing mushrooms can be found in the caves below the snowy biome, icespike biome and both taiga variants.

    Glowing mushrooms in the overworld are cave specific, and are only found in bigger caves at the y coordinate 20 and lower and require either Podsol or Mycelium to grow and spread.

    When found, they only give aa light level of 3, but when sprinkled with 3 glowstone dust in a crafting table, they give away a light level of 15. Unsprinkled, they can grow and spread, but once sprinkled, they can't spread, only be grown into glowing giant mushrooms.

    The Blue, Cyan and Light Blue ones don't melt away ice and snow.

    Edit, I forgot about the colors brown, white and gray.

    So brown, grey, and light grey mushrooms can be found under the mesa biome and the desert,

    Pink and purple mushrooms can't be found in the end, but under the mushroom biome.

    Black glowing mushrooms however can be found in the end. When it comes to mob spawning, they do give away a light level of 15 too when sprinkled, but if that with the light and various colors got reprogrammed, then it could give away black light, which means only the colorful blocks are visible while all the grey and brown tones are invisible.

    submitted by /u/Katze10-0-10
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    Venus bug trap

    Posted: 21 Sep 2019 03:38 PM PDT

    The Venus bug trap would eat any bugs that come 2 blocks within range

    USE if you can destroy it you would be able to have it as a pet and it would eat other players and hostile mobs

    HOW TO BREAK You would have to use a iron or above pickaxe with silk touch

    OTHER USES+0 It would drop any head of a mob that it eats and if it's tamed it will have a chest inventory

    BIOMS IT SPAWNS IN desert,plains,mountains.

    FOOD IT EATS It eats anything alive but it likes fish

    submitted by /u/DrawGuy123
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    This isnt a serious suggestion but i think it would be funny.

    Posted: 21 Sep 2019 01:22 PM PDT

    Dirt, grass, podzol, mycelium, and corse dirt should be edible but instead of adding food to your food bar it will do 1 damage each time you eat it. There could also be different things it does to you if you eat a lot of it.

    submitted by /u/Dueldarkz
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    "Shovel-able" landscape/terrain blocks should all have layer variants, like snow does.

    Posted: 21 Sep 2019 01:17 PM PDT

    I know people want dirt/gravel/sand slabs, but why not just take it a step further and give those blocks layers, like snow layers? This would allow for some truly amazing terraforming, properly graduated paths, etc. Would also be useful for people who write custom terrain generation or who use programs like WorldEdit.

    A lot of modern resource packs commandeer uncommon slabs and retexture them to look like dirt or gravel (refer to JermsyBoy or fWhip on YouTube, for example). Mojang already implemented the framework for snow, and they already have the textures too since they can use the top texture from the full blocks.

    I can't imagine this would take many man-hours to implement. And they can behave the same as snow layers with regard to spawning, block height, etc., so there needn't be any concern about creating unintentional new exploits, bugs, etc. They don't even need to generate naturally TBH; please just give us a crafting recipe to make them ourselves and I'd be more than happy.

    I think it's past time to look into this for all the shovel-able landscape blocks. I know I'm not the only one who would get a lot of use out of it.

    submitted by /u/DerikHallin
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    Fashion

    Beauty

    Travel