• Breaking News

    Minecraft Since Mojang wants to tackle world generation at some point, I've got some ideas for unique types of worlds.

    Minecraft Since Mojang wants to tackle world generation at some point, I've got some ideas for unique types of worlds.


    Since Mojang wants to tackle world generation at some point, I've got some ideas for unique types of worlds.

    Posted: 16 Sep 2019 12:40 AM PDT

    Like what the title says, I've got some ideas for world generation that hopefully are unique in some way, and isn't the posted-so-many-times-the-mods-had-to-do-something "Old World Gen" suggestion (I'd like Old World Gen as much as the next guy, but that's not what I made this for), and the ideas run as thus:

    • Geometric: Any ground-based biome (Plains, Desert, Taiga, Woods, e.g) would form in a random geometric non-square shape, all connected to each other is a big cluster of shapes, with the ocean-based biomes being the non-standard polygons that connect each cluster of shapes together.
    • Surreal: Anything that makes the Default worldgen somewhat realistic (temperature zones, landmass rules, e.g) are completely ignored, making it possible to see a Ice Spike biome right next to a Warm Coral ocean biome (and et cetera.), the biomes themselves taking on many unusual shapes or even thin stripes or stripes, the land the generation follows on also taking on unusual forms.
    • Dangerous: Not only are there more holes, ravines, and tons of other large heights you could fall through, lava spawns much more frequently (sometimes as an entire ocean, even!), mountains are much higher up and steeper to climb, none of the more relaxed biomes show up in world generation, and villages spawn much less frequently.
    • Tiled: A square/hex/octo grid is used as the primary basis of generation, the border either being water or a 5-block high bedrock wall, and each cell of the grid being a random biome, following the rules from the Default Worldset. How big and how many sides the cells of the grid should have can be customized.
    • Islands: The only walkable land that's generated are tiny islands with one single tree at minimum, 90% of the world being one giant ocean. There'd also the the rare meidum-sized island, with a couple of trees and a house if you're willing to go that for for it.

    That's about all that I can come up with, feel free to suggest extra worldgen ideas or expand on what I've already made!

    submitted by /u/kinker2
    [link] [comments]

    New types of ladder for Minecraft

    Posted: 16 Sep 2019 09:48 AM PDT

    Hi everybody, first time posting. So I had this idea for two new types of ladders to add to Minecraft. The first one would be an iron/steel ladder which would be a 3D ladder that doesn't need to be placed on walls. It would have a similar texture to an anvil/cauldron to make it look more sturdy and industrial. The second would be a rope ladder which would basically act like vines except you can't run through them and they also don't need a wall behind them. I could see both being pretty useful in a practical sense but also in an aesthetic sense since I could especially see people using the steel ladder for their builds.

    submitted by /u/Argenis201
    [link] [comments]

    Parrots should follower their owner when they're flying with elytras

    Posted: 16 Sep 2019 01:29 PM PDT

    Parrots are pretty useless: they copy mobs noises and scare the shoot out of their owner and they die when fed a cookie.

    Yes, they dance when there's a music disc playing and mount on shoulders which is very funny but what if they also had the use of a "tail" for players flying with elytras?

    A main argument against this would be that they're too slow for that, but in real life birds are faster when following homies. I also would see lot of people (YouTubers and friends) that would quite enjoy this feature.

    Of course, they wouldn't follow you if they're sat or if their AI big brain decide that they're running into a dangerous situation (they would dismiss as soon as you hit lava for example).

    Another thing to add, they would act like llamas' caravan, all following each others real quick.

    So basically, when your parrots are standing and you're flying an elytra, your feathered friends should follow you like a kite tail, which would be very fun.

    I will be posting the link for the suggestion website when it'll get approved, stay tuned to vote for it!

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

    Multiple biome superflat

    Posted: 16 Sep 2019 06:28 AM PDT

    A new superflat type that spawns in biomes, but is still flat, this would make it so you could actually play a full blown survival world on it

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

    Nether biome, the Soul Bog

    Posted: 16 Sep 2019 06:42 AM PDT

    To add more variety to the Nether, I think it would be beneficial to add a new biome. The soul bog would have two new blocks, and a new fluid.

    -Soul stone: Soul stone would be crafted from four soul sand, and can't be crafted back. It would appear like Soul sand, but be denser and be gray in color, with red streaks running through it. Soul stone would be the central block of soul bogs.

    -Soul dust: Soul dust would look similar to dust in real life but with faint soul sand designs on it. It would be a falling block, and spawn near lava oceans.

    -Tar: Tar would be a sticky black substance that pulls you down when you fall in. It would form in pools. You can break it with a shovel or collect it with buckets.

    Thanks for reading. Leave your ideas and suggestions in the comments.

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

    Add “extra hearts” to the beacon.

    Posted: 16 Sep 2019 06:58 AM PDT

    The title says it all, the extra hearts potion effect could be a 4th tier option, same level as regen or II, it would only give 2 extra hearts

    submitted by /u/22demerathd
    [link] [comments]

    New Enchantment : Magnetic I and II

    Posted: 16 Sep 2019 09:38 AM PDT

    *A new type that you could enchant on your tools*


    Magnetic I :

    Sucks all items in your inventory within a 2 block radius


    Magnetic II :

    Sucks all items in your inventory Within a 4 block radius


    Only works if you're holding a tool that has the enchantment on it !

    I see great use for this in the near future ! Especially now there's a cave update coming somewhere in the future and not having to jump up and down every block to collect items would be Nice

    submitted by /u/kootje555
    [link] [comments]

    Adding a banner to a written book will give it a custom book cover!

    Posted: 16 Sep 2019 03:00 AM PDT

    Books are fun and unique, you know what would make them even better? Book covers, just like you can add banners to shields you could add it to the book itself and give it a cover, like that we can make the easier to recognize and fun to look at.

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

    Vertical Advancements Layout

    Posted: 16 Sep 2019 08:17 AM PDT

    I propose that the Advancements menu be lay'd out in descending rows (see graphic), rather than columns going right.

    It would be a more efficient use of what is (almost always on PC) a wide / short menu.

    Then a scroll wheel could even be implemented.

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

    Extending the "execute if blocks" subcommand usefulness

    Posted: 16 Sep 2019 12:59 PM PDT

    This execute subcommand is useful for comparing blocks in two areas. It's not specifying blocks by name, which makes it work for all blocks in the game, in theory. If the two areas contain the same types of blocks but have different blockstates though, this usefulness is gone because the command will fail.

    This is what my suggestion is about, comparing blocks (without knowing which blocks) and ignoring the blockstates they (might) have.

    The syntax of the command is as follows:

    execute if blocks <start> <end> <destination> (all|masked) ... 

    there are two arguments to this command which specify how to match blocks, as the wiki states:

    all — every block in the source and destination regions must match exactly. masked — air blocks in the source region will match any block in the destination region. 

    I propose an additional argument:

    type — every type of block in source and destination regions must match, blockstates of these blocks are ignored. 

    So that for example, if you were to compare two oak stair blocks that face different directions, you will be able to execute a command based on that condition, because the type of block is the same.

    Now why is this useful?

    If you're making a datapack which covers all blocks in the game (for whatever reason), you have to use a lot of commands. Not going in too much detail, but that includes comparing blocks, and if that gets foiled by the existence of blockstates you wish for a better option.

    If this suggestion was to be implemented, you could spare a lot of commands. Less commands means more efficiency, smaller file sizes, just overall positives. I can't think of downsides to this suggestion because this doesn't take anything away, but adds something I and other commanders feel is missing.

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

    Animals and food

    Posted: 16 Sep 2019 04:04 PM PDT

    So I came up with an idea that might change Minecraft in a big way. How about making animals attracted to food items on the floor and item frames? Let's say you dropped some seeds here and there and a chicken ate them one by one following each food item. And maybe if you put seeds kn an item frame they will follow it but never be able to eat them. Animals should only eat the food items that were dropped first (to allow for precise luring) and animals attracted to the food in the item frame will get so distracted that they won't notice their surroundings (great for auto cookers). Animals have a viewing range depending on how big they are (chicken being the smallest and horse being the farthest). This feature would make luring animals to your farm WAY much easier. If you have any additions or changes to this feel free to write them in the comments and let me know what you think about it! - a bedrock player

    submitted by /u/LeRedditB0i
    [link] [comments]

    A new enemy beyond your world. Extra-terrestrials attack your world!

    Posted: 16 Sep 2019 03:15 PM PDT

    They are not from the overworld, or from anywhere at all, at least from your planet. Aliens have a chance to attack your world at night, a 1 in 12 chance, and you have to be awake to encounter them. They emerge from portals in the sky, and drop down to begin their assault. They will appear as large, winged monsters with scorpion-like tails, but dont have eyes, adding to the creepiness factor. They attack by firing explosive lasers from their mouths, dealing 12 HP per hit, and can stab you with their tail that can deal 8 HP and bring forth Nausea and Poison. Dangerous they are, but only have 30 HP, so keep your distance and stop the waves of aliens. This event works like the Illager Raid, but with 4 waves instead of 6-7 waves. Wave 4 brings out the Queen, who can deal out more damage and boast 120 HP, as well as have an exclusive attack in which she can call the others to protect her. Defeating the aliens before they leave at dawn will earn you a cool out-of-this-world prize: a odd, shining crystal that can simulate the aliens laser abilities. It would use durability, and cannot be repaired, so if you want another one, get another one. Fun Fact: When the aliens arent hunting for you, they are finding and killing cows, so keep your cattle safe if you have any when they arrive.

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

    New Command: poisonDamage

    Posted: 16 Sep 2019 12:59 AM PDT

    If set to false; the player cannot receive poison damage. However, they are still able to take withering damage. I got this idea when looking through the new 1.15 commands.

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

    Spike "block"

    Posted: 16 Sep 2019 07:27 AM PDT

    More like just a big clutter of spikes. They can be pointed in any direction. When mobs and players touch them from the pointy direction, they will take damage, but dropped items will be unphased. Damage from spikes will be increased if the target hits them with extra speed. If a mob touches spikes from a side that isn't pointy, they take no damage and can safely walk through them. Only the back side of spikes can't be moved through.

    If blocks of appropriately small blast resistance are pushed into spikes, they will drop their normal drops (e.g. grass blocks will drop dirt, dirt will drop itself, bookshelves will drop books etc.).

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

    All trees should have a "seed" drop.

    Posted: 16 Sep 2019 06:27 AM PDT

    IMGUR ALBUM!

    APPLE TREES

    • Oak Saplings, Oak Leaves, and Oak Planks have been renamed to Apple Saplings, Apple Leaves, and Apple Planks.
    • Apple Leaves have a 1% chance to drop Apples when broken.
    • Apples can be planted to grow an Apple Sapling.
    • Apples can also be eaten or turned into Golden Apples.

    BIRCH TREES

    • Birch Leaves have a 1% chance to drop Birch Pods when broken.
    • Birch Pods can be planted to grow a Birch Sapling.

    SPRUCE TREES

    • Spruce Leaves have a 1% chance to drop Pinecones when broken.
    • Pinecones can be planted to grow a Spruce Sapling.
    • Pinecones can also be thrown, dealing a fair bit of knockback. The Pinecone will plant itself wherever it lands.

    ACACIA TREES

    • Acacia Leaves have a 1% chance to drop Acacia Shells when broken.
    • Acacia Shells can be planted to grow an Acacia Sapling.

    COCOA TREES

    • Jungle Saplings, Jungle Leaves, and Jungle Planks have been renamed to Cocoa Saplings, Cocoa Leaves, and Cocoa Planks.
    • Cocoa Leaves have a 1% chance to drop Cocoa Beans when broken.
    • Cocoa Beans can be planted to grow a Cocoa Sapling.
    • Cocoa Beans can also be used to craft Cookies and Brown Dye.

    CHESTNUT TREES

    • Dark Oak Saplings, Dark Oak Leaves, and Dark Oak Planks have been renamed to Chestnut Saplings, Chestnut Leaves, and Chestnut Planks.
    • Chestnut Leaves have a 1% chance to drop Chestnuts when broken.
    • Chestnuts can be planted to grow a Chestnut Sapling.
    • Chestnuts can also be eaten, restoring 2 hunger and 6 saturation. You can roast Chestnuts to restore 3 hunger and 9 saturation.
    submitted by /u/AlexSteckline
    [link] [comments]

    Dyeing saddles

    Posted: 15 Sep 2019 11:39 PM PDT

    Self explanatory I guess, just like you would dye shulker boxes.

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

    Wyverns: Pseudo-dragons of the nether!

    Posted: 16 Sep 2019 01:18 AM PDT

    So, this is hopefully the first post in a semi-long series in which I improve the Nether!

    Ok, so wyverns. These are inspired by wyverns with legs in the front, like this: (https://images.app.goo.gl/tu7HgBjJp7cPbzcu9)

    Also, they have very long necks and four eyes, with a normal pair, and a smaller pair in front.

    So, just to clear things up, in this update, stalactites would be structures that generate on the roof of the nether.

    Basic Behaviour Wyverns are pack animals who spend most of their time flying around, crawling along the ground in their arms with their tails on the ground behind them, or hanging from stalactites. When they see a player, they silently glide towards them in groups of 2-4 until they can pick them up with their arms, and carry them into the air and carry them to the nest(more on that later). However, if the player fights back, the wyvern will attack with their claws and mouth, and if that doesn't work, they will enlarge a sack in their throats, with a charge up time of a few seconds before they release a thin, bright beam that creates an area of knock back around it and sets nearby entity's on fire.

    Nests If a player doesn't struggle against a wyvern, the wyvern will take the player to it's nest. A wyvern nest is a multi-leveled structure, with 5-10 bowl-shaped smaller nest structures making it up. Each nest fits only one wyvern, although some have eggs. Eggs are a bit bigger than turtle eggs, but not as big as the dragon egg. When an egg hatches, the baby wyvern is the size of a bat, but cannot fly, only climb around the nest. If a player is not wearing or holding anything made of iron, gold or diamond, they will be dropped into a nest with a baby, where the mother wyvern will attack you. However, if you ARE wearing or holding an item made of iron, gold or diamond, you will be brought to the:

    Alpha The alpha wyvern is slightly bigger than the others, but covering its scales are little pieces of iron and diamond, but mostly gold. If you are brought to the alpha, it attacks you using its claws, mouth and more damaging fire breath. It also has more health and higher armour, given that it is covered in gems. If you get too close while it is on low health, it will flap its wings, pushing you back. If you kill it, it will drop lots and lots and LOTS of nuggets of gold and iron, and quite a few diamonds, as well as it's head. When you kill it, all the wyverns in the nest are scared off and leave for about 5-10 minutes. During this time, you can loot the alphas nest, as it contains many blocks of precious materials. If you want, a silk touch pick will also break an egg, although you can't tame a wyvern. Speaking of eggs, a wyvern will lay an egg ONLY in a nest, and only every full over world moon.

    Anyway, that was my idea! If you have any questions or criticisms, please feel free to comment!

    (Edit: wrote this on a really low battery, probs gonna rewrite some of this tomorrow)

    submitted by /u/Kinoko12
    [link] [comments]

    Fashion

    Beauty

    Travel