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    Minecraft Trading with atleast one villager of every biome skin gives you the advancement - "Player Worldwide"

    Minecraft Trading with atleast one villager of every biome skin gives you the advancement - "Player Worldwide"


    Trading with atleast one villager of every biome skin gives you the advancement - "Player Worldwide"

    Posted: 05 Sep 2019 06:33 AM PDT

    Criteria

    Trade atleast once with a villager of every biome skin. Plains, Savannah, Desert, Taiga, Tundra, Jungle, and Swamp.


    Along with "Adventuring Time" you have an incentive to not just find all the biomes in your world, but explore them a bit deeper to actually find all of the villages too.

    • It's also is a subtle allusion that you aren't just exploring the landscape but trying to meet people from different little cultures all around the minecraft world.

    And of course the name of the advancement itself is in reference to this old meme.

    submitted by /u/Axoladdy
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    Shears break sponges faster

    Posted: 05 Sep 2019 04:19 AM PDT

    Sponges currently have no tool that mines them any faster than your fists do. Given wool, leaves, etc I think shears would be a fitting tool.

    submitted by /u/TheRedstoneRazor
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    Add sulphur pools to the Nether

    Posted: 05 Sep 2019 06:00 AM PDT

    They are simply shallow pools of liquid sulphur (brimstone), and damage upon contact like lava does. Unlike lava, liquid sulphur will not set you on fire, and you can swim in it, but only diamond armour can protect against the extremely acidic properties of this liquid.

    Liquid sulphur will also destroy carpets and hurt just about any mob that touches it save for Nether mobs and undead mobs. It will also turn foliage like tree leaves a very, very brown colour (RGB 150,45,15), kind of like irl autumn leaves.

    If liquid sulphur is poured into water, it will violently react, producing tons of bubbles and causing the water to become poisonous. Swimming in this water will cause fatal poisoning. The water also goes a dark-yellowish colour, indicating contamination.

    If liquid sulphur interacts with lava, it will hiss and disappear with smoke and steam particles, because lava is hotter than sulphur in liquid form.

    Liquid sulphur can be collected in a bucket and poured. It flows just as fast as water does, and shares the same physics. It is the Nether equivalent to Water. It has a yellowish texture to it and is not affected by biomes in colour. It has a colour like this: (RGB 200,190,0). This is meant to simulate what I think lakes of sulphur would look on Venus.

    Sulphur generates second most-often to lava. It does not replace lava seas, and is mostly found in lakes on Netherrack and SoulSand.

    Sorry if I didn't get my RGB values correct, I tried to picture them and copy from memory of what it might look in Minecraft.

    This would help spice up the Nether a bit, also adding challenge.

    submitted by /u/SnowBallEarth43
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    1.15 Mob: The Honey Hopper (honey slime)

    Posted: 05 Sep 2019 01:09 AM PDT

    1. HONEY HOPPER!: This is a mob I spent a lot of time thinking of features for. The honey hopper is a slime-like block of honey that is tameable and will follow you, it can also be dyed different colors ( honey can be dyed! Just look at bees harvesting candies), It can even be upgraded to larger sizes using honey and healed using honey. The Honey hopper has a unique Use: Transporting mobs by absorbing mobs. By using a tool called a Honey Dipper (which can also make the ground and a wall temporarily sticky by creating a honey patch that's also sought out after by animals) You can capture and release mobs by activating it on an entity or on the hopper itself. While mobs are inside the hopper, they'll start to eat it from the inside and thus lower its size; Depending on the mob The hopper might even have to release the mob if it becomes smaller than it ( But can regain size with honey of course). You can spawn the hopper placing a honey pot and filling it with honey, a regeneration potion, and a slime block, you then use the honey dipper and a hopper will appear before your eyes. The honey pot can also store honey similar to the way a cauldron collects water and can collect honey my being placed underneath a beehive, it also has one more feature, you can wear it on your head and bee completely invisible to bees ( can also appear on the head of zombies in a forest biome ) The Honey Hopper mob will make it waaaaaaaaaay easier to transport unique animals and villagers or capture monsters for zombie conversion and maybe even dungeon builds, hey, maybe you can even transport the monsters and uses them to guard your base!

    https://imgur.com/BqWPSPP

    submitted by /u/Hyper_INFINITE71
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    Enchantment for swords that deals more damage to nether mobs

    Posted: 05 Sep 2019 12:14 PM PDT

    I'm honestly surprised this isn't already a thing. Similar to bane of arthropods, impaling and smite, but with nether mobs.

    It should be called something like idk 'Fury' etc.

    submitted by /u/david_this_isnt_weed
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    Blocks of skulls

    Posted: 05 Sep 2019 06:31 AM PDT

    As simple decoration block.

    When you collect 8 skeleton skulls, you can combine them in the toolbox and obtain 1 block of skulls, with different design as follows:

    • 8 skulls around a block of cobblestone: texture with unordered skulls disposition - gravity dependant, like sand
    • 8 skulls around a block of stonebrick: texture with all skulls perfectly aligned - non-gravity dependant
    • 8 skulls around a torch: the block texture will have a little window in the middle, with a candle on it (making light) - non-gravity dependant
    • 8 skulls around a mossy cobblestone: texture with mossy skulls. - non-gravity dependant
    • 8 skulls around a chiseled stonebrick: texture with a crowned skull in the middle. - non-gravity dependant

    They come in handy for creating catacombs or dungeons walls.

    They all are more fragile than a normal block, requiring half the shots to be destroyed.

    submitted by /u/spasquini
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    Shadowbane: Block that decreases light levels (nether biome)

    Posted: 05 Sep 2019 11:56 AM PDT

    I think there should be a new biome in the nether themed around shadows and darkness. I don't think there would be too much in this biome honestly apart from a new mob, probably more soul sand and blocks that generate like glowstone but in larger and more frequent veins and possibly on the ground too. This would be Shadowbane.

    The new mob would be a black larger blaze variant with red eyes called the lurker. It would still set you on fire but when it attacks you it has a 1/3 chance of 3 second or so blindness. The lurker would drop blaze rods and shadow shards, which are basically only used for crafting. They would make black dye, shadowbane with 4 in a square and dusk wood when crafted with wood of any type. Duskwood would be a new wood type that would be black and not flammable to normal fire but it would be to black fire. Nothing game breaking there. I think that clicking use on fire with a shadow shard will consume the shard and 'dye' the fire black. Walking through this fire would inflict blindness temporarily.

    Shadowbane would be a block with a similar appearance to glowstone but black and when placed it would subtract from light levels rather than add. However this darkness would not allow mob spawning. Its radius would be similar to a torch. In the spawning sense it would be counted as if the block wasn't there in terms of real light levels but it would appear to be darker to the player. The only light source that counteracts the darkness of shadowstone is glowstone.

    That's all for this suggestion. If you can think of anything to add to this biome, the lurker or shadowbane I'd love to hear what you think in the comments

    submitted by /u/david_this_isnt_weed
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    A feather forged enchantment

    Posted: 05 Sep 2019 05:16 AM PDT

    Feather forged would be an enchantment that would increase the attack speed of any tool. It would have three levels, each increasing the attack speed by 15 percent. It would be a treasure enchantment.

    submitted by /u/bernaton
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    Sweet Potatoes for 1.15

    Posted: 05 Sep 2019 12:46 PM PDT

    With the addition of honey, I propose a new food called "sweet potato". It would not be like a real life sweet potato, but rather a modification of the potato. I think when a potato crop reaches full growth via pollen, it should have a small chance to turn into a sweet potato crop. The sweet potato would give maybe a bit more food than a regular one, can not be cooked, but could be used in some kind of potion or other crafting recipe, or maybe it gives an effect when eaten itself.

    submitted by /u/TheNakedFig
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    More boot enchants

    Posted: 05 Sep 2019 04:42 AM PDT

    Normal enchants

    surefooted

    decreases knockback from mobs, goes up to lev 3. Each level increases 10% knockback resistance

    Trampling

    Allows you to deal damage by jumping on mobs. Bounces you up when you hit a mob with this (think of Mario or other platforming games)

    Treasure enchants

    Bounce

    jump heigh depends on how long you hold down the jump button

    Curses

    Leadfeet

    movement speed decreased by 15%

    Drag

    Makes you sink faster in water (think of the speed of magma blocks pulling up downwards)

    submitted by /u/lolbit_511
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    Gold-Sifting

    Posted: 05 Sep 2019 11:37 AM PDT

    Using a bowl on sand will give you certain items:

    Sticks, coal and other common items will be most common.

    Gold, iron, armour and tools will be semi-rare.

    Diamonds and emeralds will be the most rare.

    There is an ender-pearl like cooldown along with a big durability loss on the bowl.

    The sand also breaks after sifting.

    I'm still thinking about this so any suggestions?

    submitted by /u/Johnbutbetter
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    Easier to use fences in decorative builds

    Posted: 05 Sep 2019 11:55 AM PDT

    I think that you should be able to right click on a fence or wall (with an axe or pickaxe respectively) to remove the "connector" sections from the post. This would mean that fences can be used as detailing much more effectively, and Nether Brick fences don't have to be used all the time. This would (ideally) not create a new item (like stripped wood does), and the fence could be used as a regular fence later. You also would only have two states of the block - connectors and no connectors; I.e. You can't have some connectors but not others.

    If this is on the FPS or has been deconfirmed by Mojang I apologise, I did not see it on there.

    submitted by /u/No_64
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    Ya like jazz

    Posted: 05 Sep 2019 03:59 PM PDT

    Mojang should make bees dance at the music disc stal and get an achievement called "jaw like jazz?"

    submitted by /u/Slendykilly
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    Abandoned player houses

    Posted: 04 Sep 2019 09:29 PM PDT

    While a cave and nether update is more important for the game, abandoned houses up and down the map would be pretty cool. You could come across mud huts containing wooden tools, stone, and coal, maybe a stone tool, coal and pork. Basic starting items like wooden planks and dirt. Then mine houses - houses built near the surface in the side of caves. These would hold more stone than wood, and have more stone tools, and iron/gold ore. Then houses made by players further into the game which might contain sets of armour, iron swords and such. Obviously these would be extremely rare to match how valuable they could be

    submitted by /u/legman2143
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    Revamp to horses, donkeys and mules.

    Posted: 04 Sep 2019 08:42 PM PDT

    I've been thinking that transportation mobs aren't being completely balanced, so here is my idea.

    · Horses stay as they are. · Donkeys now can store 27 slots (Full chest) when a chest is attached · Mules can now wear Leather Horse Armor and Iron Horse Armor

    This would make mules an actual option rather than a sterile donkey, also making donkeys a bit more useful, remaking their uses.

    Horses are used for quick travel and protection, but you will need to take better care of your inventory. Donkeys work well for long time travel that need more storage, or even a nomadic lifestyle. Mules are an intermediary, they can protect themselves a little bit and can store some items, so they work for middle time travel mostly.

    submitted by /u/Eraxd12
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    Wolves

    Posted: 04 Sep 2019 08:02 PM PDT

    It's all fun and games hanging out with friends, playing Minecraft, laughing. The works. Then one friend punches you, and your army of wolves comes running to go kill him, what does he do? Accept his fate, or kill the dogs? Well both fates are bad, why isn't there another way where it's win-win for both parties? My suggestion is to be able to stop wolves from attacking things, for example right clicking on the wolf, then the thing you want it to stop attacking. Well, that's my suggestion.

    submitted by /u/Pennutoh9
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    Zombies should only be spawned at specific locations

    Posted: 05 Sep 2019 12:37 AM PDT

    So as we know, deadbodies corrode when suitable tempreture and humility is given. Thus, I think zombies will either become skeleton or husk in dessert in situations where tempreture and humility is given.

    Zombie behavior Hypothesis:

    1. Zombies are undead players/villagers whose brains are partially damaged that they attack and consume their original species.
    2. Zombies do not have ability to replace damaged body tissues as cells are damaged and will eventually lose all human abilities.
    3. Zombies corrode as they are made up of the same substance as any organism thus bacterias will digest its body tissues for food, but because of the cause of Zombiefying, it corrodes slowwer than fresh flesh.

    currently in the game, zombies can spawn at any biome despite the humility and tempreture. This is not very scientific as they are neither corroding or drying.

    I think,

    • Zombies should only spawn in colder and not-as-dry biomes so it will remain partially-corroded and not fully corroded like the skeleton or dry out like the Husk.
    • Zombies should become Skeleton/Husk if it leaves its suitable biome.
    • Husks will gain back its identityas a green Zombie if it is soaked in water currently, thus i think it will be nice for the husk to become a zombie again if it is exposed in a wet biome but it should take much longer.
    • If a zombie is not corroded/dried for a extreme long span of time and it has not despawned, its health should slowly decrease as cells in deadbodies cannot replace itself quick enough against wear and tear.

    If you have anymore suggestions, you can post it below in the comments \/

    submitted by /u/Tipic_a
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