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    Minecraft Wither Bee

    Minecraft Wither Bee


    Wither Bee

    Posted: 08 Sep 2019 07:36 AM PDT

    If you feed a Bee a Wither Rose, it'll turn into a Wither Bee, a black hostile bee that attacks players and other bees.

    Edit: The Wither Bee drops 1-2 "Wither Moss". Used to brew Wither potions.

    submitted by /u/Everedeck
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    Unique Enchantment for Crossbows: Precision

    Posted: 08 Sep 2019 06:33 AM PDT

    The Bow has 4 unique enchantments(power, punch, flame, and infinity)while the Crossbow only has 3(piercing, multishot, and quickdraw). An idea I had for a new Crossbow enchantment is Precision.

    Precision has 3 levels. Each level decreases the arc of the Crossbow's shots, meaning the arrow will travel in a straighter trajectory. This enchantment would be really good for long-range combat and would make the Crossbow a more useful weapon.

    This enchantment is especially useful when combined with Piercing, as it lets you line up your shot through multiple mobs more accurately. Quickdraw is only half as effective when combined with Precision since Precision basically turns your Crossbow into a sniper rifle, and Quickdraw would take away from that aspect.

    submitted by /u/AlexSteckline
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    Terracotta Golems- Your Personalized Defenders!

    Posted: 08 Sep 2019 01:39 PM PDT

    Utility mobs- that is, golems- are useful for a variety of purposes. Snow Golems are a cheap source of snow and mob aggro, and Iron Golems protect your villages and beat up baddies. But what if there was another kind of Golem to help you?

    Terracotta Golems would be made out of two Terracotta blocks existing in-game and a Pumpkin, in the same arrangement as a Snow Golem. They would somewhat resemble the famous Chinese Terracotta Army- humanoid sculptures made of terracotta, wearing terracotta "armor".

    Terracotta Golems would function similarly to Snow Golems at first glance- they would move slowly, and once spotting a hostile mob, attack. However, unlike their snowy counterparts, Terracotta Golems would be useful defenders- they wield crossbows, and are able to pepper hostile mobs with arrows from a distance. Made of tough terracotta, they would have a bit of natural armor, and be resistant to blasts, making them especially useful against Creepers.

    While staffing up your archer towers and guarding your castles, though, Terracotta Golems could also be colored to your liking. They could be built in any of the 16 colors of Terracotta. The middle block in their construction order determines the color of their helmet, and the bottom block their body.

    submitted by /u/steam50
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    Creepers should have a chance to misfire

    Posted: 08 Sep 2019 10:20 AM PDT

    Creepers should have a small chance of just fizzling and dying instead of exploding. Then maybe they could drop more gunpowder I don't know

    submitted by /u/Bookdemon1
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    A new Nether exclusive ore: soul stone.

    Posted: 08 Sep 2019 09:43 AM PDT

    Spawning: it is as rare or even rarer than diamond.

    Drops: one soul stone. (With fortune 3, 1-3 soul stones)

    Uses: craftable armour and sword.

    At the beginning, the armour is equal to leather. The sword equal to Wooden sword.

    Special effect: corruption. The tools absorb exp, growing stronger. (With Mending effect, half times they repair selves, half the corruption effect kicks in.)

    After gaining 1395 xp (the same as level 0-30) it stops getting stronger. The sword then deals 8 dmg and the armour is at full (like diamond).

    Having a full set of armour (or Elytra) fully upgraded gives you an effect, named full corruption. It regenerates one absorption heart every minute for a max of 5 hearts (10 hp)

    Pros:

    stronger overall.

    Will make people spend time in nether

    Cons:

    hard to max out.

    Is rare.

    At the beginning is too weak.

    submitted by /u/Legged_MacQueen
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    When bees share the location of their memorized flower, it does a little figure eight dance, much like bees in real life do a waggle dance to lead others to nectar.

    Posted: 08 Sep 2019 06:37 AM PDT

    In case you didn't know, each bee has a stored set of coordinates that is where it's "favorite flower" is. Bees can share those coordinates with other bees, bit currently there is no animation for it.

    So why not give bees a little waggle dance while doing so? It would be a cute little extra bit of mob ai for the bees.

    submitted by /u/bibizu
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    Frost Walker for Lava?

    Posted: 08 Sep 2019 12:48 PM PDT

    Okay, so basically, what I mean is that there's this enchantment for boots, and I was thinking the name could be Lava Cooler, but that's a terrible name so name it whatever. It would basically just be Frost Walker, but, of course, for lava. When walked upon with this new enchantment, it would become a new block called "Heated Magma" and act like the ice that the Frost Walker enchantment makes, but turns into lava. Also, this IS a suggestion, so MoJang can do whatever with it.

    submitted by /u/That_One_Name_I_Have
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    A key to lock trapdoors

    Posted: 08 Sep 2019 07:08 AM PDT

    Currently, a lot of builds use trapdoors because they're so versatile. But it's really weird to be able to open trapdoors that aren't meant to be, so maybe add a new "key" item that you can right-click on trapdoors so that they don't open, not even with redstone

    submitted by /u/-FireNH-
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    If instant health acts as instant damage for undead mobs, then regeneration should act as poison for them

    Posted: 07 Sep 2019 06:03 PM PDT

    There's really nothing else to say, other than that this would a simple and nice change

    submitted by /u/connordor64
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    Improve the Ocean Monument!

    Posted: 08 Sep 2019 07:36 AM PDT

    The mysterious atlantic ruins surrounded by odd laser-shooting cyclops fish... It's not often sought out, because there isn't much reward to it. You fight three fatigue-giving giant pufferfish and then collect some gold and sponges, and maybe some prismarine.

    I think that it was a huge lost opportunity to improve them in the Aquatic Update, so here's some things I think would make them much more fun to find and explore.

    New Rooms

    - A Drowned Spawner room.

    - A room full of tropical fish.

    - A chest inside the main treasure room.

    - A Soul Sand bubble column on top of the treasure, allowing quick escape through the hole in the top.

    - A secret room you can either break into or swim through a 1-block gap from the outside.

    New Treasure

    - The Elder Guardians should really drop a Heart of the Sea. I mean, it just makes sense.

    - Inside the aforementioned treasure chest, there could be a few rare items; dried sponges, a trident with random durability, maybe even some precious gems.

    - Maybe add some enchantment books into a chest near the Drowned Spawner?

    Improving the Guardians

    - Normal Guardians should get distracted if you put down a fish in a bucket. It's got one eye, it'd be really hard to focus on a raider AND some fish that came out of nowhere.

    - Elder Guardians should have bigger rooms and a charging attack in addition to the standard laser attack. I think there should be only one per monument as opposed to three.

    - Make the Elder Guardian actively seek out the player if they're mining through the casing of the treasure. I don't know if this is possible to program, but it'd be neat.

    - Perhaps aesthetically change the jumpscare with some sort of wavy effect?

    submitted by /u/HyperGhost1
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    Villager Addition

    Posted: 08 Sep 2019 01:13 PM PDT

    If a player has low hunger and has a high reputation a farmer will throw 2 prices of bread at the player when they enter a village.

    submitted by /u/andythelord
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    Independent Villagers/Nomadic Groups

    Posted: 08 Sep 2019 07:58 AM PDT

    All of these have unique events that can happen anytime. Fun way to add quests to the game.

    Forest Villager

    should appear in the middle of a forest living in a nice wood shack, at least 500 blocks from the nearest village, they should be able to defend themselves with a stone sword and have a chest with typical new player stuff, may cook food and give it to the player if they visit and trade with them. Trades are the same as usual and can have any profesion. Doesn't change location. Can have a unique dungeon beneath their house and if the player clears it, he will gain gossip and better trades, including enchantments.

    Stranded Villagers

    appears in the desert, should defend themselves with a wooden pickaxe, walks to the nearest village in the day and makes a little base at night, trades are things like wood, sticks, water bottles, food, etc. For Sand, Sandstone, cobblestone, and rotten flesh. Y'know, the guy is stranded in the desert, he doesn't have a lot. They are assigned a village at world creation and it'll have an empty house and profession table for them. Will stop being able to attack when he gets to a village.

    Quest:help him to get to the village and defend him from groups of husks.

    When completed: he will gain a lot of gossip and give you huge discounts.

    Tundra Villagers

    Should have tamed wolfs with a lead and live in multiple igloos, also to make igloos more interesting. They use iron swords/bows as defense and live in groups of 2-3, Maybe a snow golem spawn near their camps if they are 3. Trades are seeds, flint and steel, and coal for iron, pumpkins, Wood and enchanted iron axes/swords. Doesn't change location.

    Quest: Groups of Squeletons and strays spawn near the zone at night, they are a limited number and appear in groups similarly to raids, can wear armor and enchanted bows, Villagers will also attack them if the player does.

    When completed: you gain gossip and new trades. Villagers now use bows with Slowness arrows. Camp grows in number

    Savanna Hunters appears in groups with a single camp composed of a campfire, rack and a chest with bones and flesh inside and underground cabins with brown beds and a dead bush. They use wooden swords, but they dual-wield them, are faster than other villagers but have less life, will collectively attack the player if harmed. Trades are leather, bones, spider eyes and bows for enchanted wooden/stone tools, food and leather armor, useful in early game. Changes their location every 15 days.

    Quest: a Big Pillager group appears, they want to make the villager camp their own and kill them all. A Ravager may appear (doesn't count as raid)

    When completed: Villagers use and sell the crossbows and axes, increases gossip. Makes the camp grow in number

    submitted by /u/ComplexDespacito
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    Turtles should have skins that match types of sea turtles

    Posted: 08 Sep 2019 11:25 AM PDT

    These skins would be:

    Green (Default)

    Leatherback (slightly larger and black. They are found in deep and colder oceans)

    Loggerhead (brown shell and greenish brown skin)

    Ridley (olive green shell and lighter green skin)

    submitted by /u/The_Moldy_Baguette
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    Be able to pet dogs

    Posted: 08 Sep 2019 04:37 PM PDT

    Thats it.

    submitted by /u/Snoc_
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    When the bubble bar underwater almost runs out, the player "exhales" and creates a bubble effect

    Posted: 08 Sep 2019 12:35 PM PDT

    Right before you start drowning, maybe 2-3 points left on the bar, you'll see a bunch of bubbles in front of you as if you exhaled the air you held in, notifying that air is almost out. Also there would be a sound effect so you can also notice it with your inventory open or with particles turned off.

    submitted by /u/PikePegasus
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    Orchards for fruit

    Posted: 08 Sep 2019 03:53 PM PDT

    Another means to farm apples, oranges, bananas etc.

    Apples/bananas/coconuts can come from their respective trees when you attack their leaves. Then you can plant these fruits on the ground like saplings, where they would grow to a fruit tree. A fruit tree then periodically drops their fruit to be picked up.

    This could then allow orchards to be grown and another source of food/trading material. Maybe it would even allow more crafting food to be available.

    submitted by /u/YandereTeemo
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    Entity spawning tables.

    Posted: 08 Sep 2019 08:38 AM PDT

    We have loot tables for customizing item drops, why not have something similar for entity spawns?

    Entity tables should syntax similar to loot tables, but with the item field turned to an entity field. A few tweaks would probably be needed, but not a lot of major stuff.

    Under this change, there would be spawning tables for all biomes, which control what entities can spawn there. In addition, you could use them for mob spawners (making the syntax for making custom ones MUCH easier to work with), the mobs spawned when infested blocks are broken, and what spawns when a slime is killed. This would let data packs have a greater ability to customize how the game plays.

    Vote for this suggestion here!

    submitted by /u/devvoid
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    Let villagers use chests

    Posted: 08 Sep 2019 04:31 PM PDT

    When a villager is about to go to bed they empty their food and emeralds into the nearest chest that doesn't require opening a door. If you steal from them they start keeping their items to avoid theft. If they hear their chest open they have a chance to wake up. If they catch you opening their chest they'll raise their prices.

    submitted by /u/Digaddog
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    Texture variants for flowers

    Posted: 08 Sep 2019 04:21 PM PDT

    You should be able to place multiple tulips, dandelions , poppies, and cornflowers on the same block in the same way as sea pickles. Naturally spawned flowers would also have this spawning mechanic. The flowers would have slightly different textures depending on how many there are.

    I think this would add just a little more versatility to and variability to gardens, making flower beds have less empty space and allowing you to have very pretty walkways

    Flowers in pots would still only have one flower.

    submitted by /u/BlueberryBi
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    Making potions more viable

    Posted: 08 Sep 2019 09:33 AM PDT

    I like the idea of a potion bag that holds 16 of any 1 potion type, and right clicking with it throws the potion (if its splash/lingering). Another idea is making more potent potions using multiple of the potions main resource recipe would give the potion multiple sips in one bottle. This will make certain potions in combat much more useable as no one wants to hold a bunch of potions in their hotbar, but I understand why they are not stackable as is

    submitted by /u/nofap9X
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    Exploration underground has become dull and a chore. How about a new way to tell if you're in a slime chunk?

    Posted: 08 Sep 2019 11:06 AM PDT

    This is a second part to my previous post, "Mining has become nearly unnecessary. Maybe it's about time we got a new ore.", which can be found HERE. Ever had trouble finding a slime chunk? You're not alone. There's no way to tell if you're in a slime chunk in game right now, unless you use a 3rd party slime chunk hunter of some sorts. And to make it worse, slimes can spawn in any chunk underground below y=40! So, how do we fix the problem?

    Slime Chunks should have special environmental aspects

    When you come across a slime chunk now, they look like any other chunk in the game. Let's spruce up slime chunks a bit! For one thing, when you enter a slime chunk through a cave, you'll find slime blocks lining the walls, floor, and ceiling, as well a new kind of block: Slimestone. It's purely decorative, and can be harvested as is with silk touch. With any other pickaxe, when you mine it you get cobblestone and at a 25% chance, a slimeball. When slimestone doesn't have any blocks underneath it, it drips green ooze, similar to how water or lava does. The green ooze can just be the particle effects that slimes give off when they land. Caves in slimechunks will much more open, and slimes that spawn there can rarely spawn in a new variety: Supersized. One size larger than the largest that can spawn without commands as of right now, Supersized slimes are dangerous foes that can kill an unwary miner very quickly. They do pretty heavy damage, and when killed they split into 2-4 big slimes. That's pretty dangerous!

    Slime Chunks should be rarer, and not chunks anymore.

    That's a lot of slime! Maybe 1/10 chunks shouldn't be slime chunks. Instead, it should be 4/100, all clumped together, but not necessarily in a 2x2 pattern! They could spawn all in a row, or with one sticking out. Basically, picture tetris pieces. While that's much rarer, the larger size makes it more useful for farms, and caves that spawn in slime chunks won't be tiny and unexciting.

    Finally, you should be able to detect slime chunks from above ground as well

    The grass overtop of slime chunks should be tinted differently, almost as though they'd be a unique biome. The difference would be very slight, so only someone really looking for one that knows what to look for would be able to find one. Tiny slimes could spawn during the exact night a full moon takes in these chunks as well, as another special signifier.

    submitted by /u/HairClippingJesus
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    miner armor

    Posted: 08 Sep 2019 09:11 AM PDT

    Everybody wants a cave update so here's a neat concept: miner clothing.

    When I first thought about this, I wanted the gear to have a full set bonus but mojang hates this concept, so why not make each piece of armor have a neat individual bonus. The gear would be between leather and chainmail armor, but in exchange for this weakness, it would give a lot of benefits made purposefully for mining. This could only be found in mineshafts.

    helmet: this is the most obvious, it would shine a light towards the place where the player is facing. It would also make you take less damage when suffocating in gravel/other falling blocks.

    chestpeice: ????, maybe it could make your mining speed dependent on your hunger/saturation? This would be logical because mining for hours with a pickaxe seems exhausting and it would be best to do physically demanding work when on a full stomach. Therefore, whenever your saturation and hunger is full, you gain a 15% faster mining speed. (this would also encourage people to be more cautious while mining)

    leggings: make you much slower but allow you to place 2 stacks of cave-related items in "pockets".

    boots: make minecarts you made go faster without the use of powered rails. probably needs something added to this to make it more worthwhile but I don't know.

    Also, it would be cool it we could have a canary that would warn you when danger (mobs, lava, gravel traps, pits, etc) is nearby. Similaly to how parrots try to immitate the sound of mobs.

    submitted by /u/gg_gameover
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    Some relatively minor changes to horses

    Posted: 07 Sep 2019 11:34 PM PDT

    Horses are a pretty nice form of travel, especially early- to midgame. However, they have a few problems, and here are ideas I have for solutions.

    Straying:

    Currently, horses have a habit of just... straying away. Sometimes you're travelling, and want to get off your horse for maybe 10 seconds and now your horse is lost. Now sure, you can dig a hole and quickly put it in there, but that's honestly just a bit of an annoyance. Another option is to use a lead, but maybe you can't find any slime (remembering that horses' main use is in early- to midgame). Here are just a few solutions I propose:

    Tamed horses stray less: I think it'd make sense if tamed horses would stray less, seeing as they're now domesticated.

    They follow you: Another option would be for them to stray as much as they do now, but generally in your direction.

    A "sit position:" Of course, an easy way to get them to stop straying would be for them to have a "sit position," similar to other tamed pets. However, which button would you use? On PC and maybe console versions, there are plenty of button options to choose from, but on pocket? Would you have two buttons on the bottom of the screen? Separate problem, how would they look? Can you imagine a horse sitting?

    They teleport to you: This is by far my least favorite of the four options, but it had to be mentioned. Similar to other pets, horses could teleport to you, so you don't have to worry about them going off. My main problem with this would be that horses are supposed to transport you, not the other way around. Also, it wouldn't work very well unless combined with the "sit position," and maybe even the following.

    Breeding Problems:

    Horses have the ability to breed, but right now I'd say the system isn't exactly perfect. To give a short explanation, it takes the stats of Horse 1, stats of Horse 2, and an extra random set of stats thrown in - the "mutation," then adds them together, then divides the new number by 3. This makes breeding the best horse almost completely impossible unless you already have two of the best horse, and even then very unlikely. Let's use health as an example. Out of a maximum of 30, Horse 1 has 28, Horse 2 has 30, and the theoretical Horse 3 also has 30. Even with this insane luck, you'll still only get ever get 29, because that's just the way it works. Here's my idea for a new system:

    It takes the stats of Horse 1, then the stats of Horse 2, then adds them together, then divides the new number by two. Then, it randomly increases or decreases the stat, only a few above or below, or just not changing it at all. If the stats go above/below maximum/minimum, then it will simply round it back. I feel this would be a much more intuitive system, and allow you to practically put in the effort to get max stat horses.

    Horses in Water:

    Right now, horses in water are... a little bit tedious. Skeleton horses are all fine, they can be left untouched, but normal horses aren't exactly ideal. Personally, I find the main problem to be when they get stuck in those annoying little pools of water, and just... drown. Here're my ideas for a way to avoid that, and other, (in my opinion) smaller problems:

    Improved Water Pathfinding: Just make them pathfind out of the way if there's a block above their head, so they at least don't drown.

    Better Swimming Speed: In real life, horses are surprisingly good swimmers. And even if they weren't, having that little convenience in the game would just be nice, and would be good for when they've fallen into a river.

    Better Lungs: Maybe horses could hold their breath in the water better than most mobs. I'm not sure it really mirrors real life, but it kind of makes sense - they're big creatures, so they have big lungs, right?

    Anyway, that's about it for horse related changes I could think of.

    submitted by /u/Coomow
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