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    Minecraft Honey blocks and slime blocks should stick independently of each other

    Minecraft Honey blocks and slime blocks should stick independently of each other


    Honey blocks and slime blocks should stick independently of each other

    Posted: 11 Oct 2019 02:32 AM PDT

    With the introduction of the honey block we now have a second block which can stick to other blocks when pushed or pulled by a piston. While this is really great and has some varied applications in redstone vs the regular slime block (such as a cockpit for a flying machine), at the end of the day it's just really a glorified way of being able to easily farm slime blocks.

    Complex redstone machinery with a lot of moving parts could get a lot more compact if the honey block and slime block didn't stick to each other. This does actually have some logic behind it as in real life you don't mix certain adhesives together because they don't bond properly. I'd be interested in seeing what sort what of redstone machinery could be made with two sticky blocks that ignore one another.

    submitted by /u/SinisterPixel
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    Why aren't we having sugar cubes as palcable storage block for sugar?

    Posted: 11 Oct 2019 03:26 AM PDT

    It's probably mentioned here as asuggestion to add storage block for sugar, similar to how hay bales work. It just struck me we have honey blocks comming, but no pocessed, alternative sweetener to place as a block!

    We litterally have sugar as cubes irl, and not in a game full of cubes. Why is that?

    To not just make it a decoration/storage block, it could be used as a feedable item to horses in order to breed them like hay bales work for llamas. It could be subtly, grainy textured, and whitest white block aviable in game. To make it more so, could emmit light on the same level blue ice does. That would make it stand out!

    Edit: +1 for u/SoldiDelfinu for pitching this fun idea in the comments.

    Make sugar cubes another food item, that gives a player status effect. I find "diabetes effect" a rather not suitable name for a game like Minecraft, but it made me think about how eating sugar cube might affect hunger bar.

    I figure, limit it, cut away one hunger icon black, sort of like reversed absorbtion, so you are unable to regenerate health with food while under this effect.

    Help me out with the name! Maybe "sweet tooth effect"?

    Edit 2: +1 X2 for u/WendayThePotato01 for throwing in idea the block could be affected by gravity sand/gravel style and disintegrate when in contact with water. Cool mechanics for minigames and redstonery!

    submitted by /u/blejzak
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    Hoe enchantments

    Posted: 11 Oct 2019 10:44 AM PDT

    Since people liked my previous enchantment post for the elytra, I thought I'd make some for the hoe

    The enchantments effect the farmland and then whatever crops are planted on them

    BOUNTIFUL HARVEST - I-III

    • ⁠Increases the maximum drop size of a crop by 1 per level. E.g. instead of 1 wheat per wheat crop, it's 1-4 wheat per wheat crop. Cannot be paired with Spring Grace

    • ⁠Produces orange particles on farmland

    LUNAR BLESSING - I

    • ⁠Crops grow at the same speed at night that they do at day, with no need for lighting

    • ⁠Produces white particles on farmland

    SPRING GRACE - I-V

    • ⁠Increases speed at which crops grow. Cannot be paired with Bountiful Harvest

    • ⁠Produces pink particles on farmland

    HYDRATION - I

    • ⁠Farmland starts off fully hydrated

    • ⁠Produces blue particles on farmland

    Wilderness Gift - I-IV

    • ⁠Chance to get seeds from other crop types (including carrots and potatoes) - melon, pumpkin, beetroot, carrots, potatoes

    • ⁠Produces orange particles on farmland

    submitted by /u/Lunaticular
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    Mojang why cant we pet the dogs?

    Posted: 11 Oct 2019 02:02 PM PDT

    Mojang why cant we pet the dogs? It could be used in so many ways! It could heal the dog slightly or have some other function!

    submitted by /u/c0d3ninjakingthe2nd
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    Breaking double slabs one by one

    Posted: 11 Oct 2019 03:37 AM PDT

    When breaking double slabs, shifting should allow breaking the targeted slab, not both of them. This was already implemented by the mod KleeSlabs, which is against the rules of this subreddit, but this is such a vanilla concept that I think it should be allowed.

    Edit: Vote Link >>> https://feedback.minecraft.net/hc/en-us/community/posts/360054121791-Breaking-slabs-one-by-one

    submitted by /u/QuazarQ305
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    Being an Outlaw

    Posted: 11 Oct 2019 10:41 AM PDT

    Baseline: Being an outlaw, at least for a certain time, should be an interesting option. Returning into the society should be difficult.

    Killing a trader (villager trader or wandering trader) gives you the 'Criminal' effect, which is permanent until the player cleans his record. Further trader kills adds up (+1 per trader) to your criminal record, up to 256. To clean the criminal record, the players has to capture pillager banners. Per banner, the record is reduced by 1.

    The Criminal effect has following impact:

    • When killed by the player, villager traders drop 2 to 4 items of their full product range, as if they were level 'Master'. One of these items could be an emerald. Villager traders should be farmable.
    • Wandering traders drop 2 to 4 random items, including better loot, with a certain chances for a rare item (diamonds, elytra, shulker shells, etc.). Wandering traders are not farmable.
    • Trading is impossible (applies to both types, villager and wandering trader)
    • People are afraid of you, villagers hide in their homes, wandering traders drink their potion of invisibility when approached.
    • Iron golums will immediately attack criminals.
    • Pillagers are neutral against criminals, unless attacked of course.
    • 'Criminal' has no impact on other dimensions than the overworld (as there are no traders).

    After losing criminal status, everything is back to normal, but reputation is low.

    The idea could be taken further, e.g. having groups of 'bounty hunters' spawning now and then, similar to the role of pillagers.

    submitted by /u/mi5ter
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    Bees covered in pollen that go into water lose their pollen.

    Posted: 11 Oct 2019 03:16 AM PDT

    It's a minor detail that makes sense and adds a way for you to keeps bees out of their nest in order to harvest their honey.

    submitted by /u/-C4-
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    Cheese - a new food item

    Posted: 11 Oct 2019 04:52 AM PDT

    Putting milk in a cauldron would give you cheese overtime, with bonemeal increasing the speed. Also, cows should have a milking cooldown, but this is optional

    submitted by /u/QuazarQ305
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    Redstone on the Sides of Honey Blocks

    Posted: 11 Oct 2019 04:17 AM PDT

    As the title suggests, I think it would be a welcome addition to make it possible to place redstone (and redstone related items) onto the side of Honey blocks. It would make them more unique from Slime Blocks (redstone wise, mostly), while not being overpowered. If a player can stick to it, surely a bit of dust would be no problem.

    While sticky redstone isn't exactly a unique idea, it is a popular one. With it being implemented this way, there's no need to add hundreds of crafting recipes and new items to the game. Of course, different variants of existing blocks will need to be added. I feel like this is quite simple, and would only help the redstone community, without doing any harm.

    submitted by /u/Droidy365
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    More animal variations, like Pandas, Parrots, Horses and Cats

    Posted: 11 Oct 2019 02:19 AM PDT

    The newer passive mobs are well implemented but some of the older ones could do with an aesthetic update.

    Think: brown and black chickens and pigs, black&white cows, horned sheep, different sizes of all the animals, different "breeds" of Dog like how cats work, etc. There's a muddy pig in the Minecraft Earth trailers, why not bring that to vanilla too?

    Even Strays and Husks could wear slightly different coloured cloaks, and Creepers could have a sandy and snowy variant. Spiders could also go different colours as well as different sized phantoms being applied to Vanilla (the option is there via commands but it's not implemented afaik ) Dark green and more yellowy slimes could also work - even all colours if Mojang are OK with the slimeballs defaulting to green.

    These should be relatively quick to make - just some texture edits, no need for different AIs. It could add a lot to the game and extra rare (1 in 500-4000) could be like Shiny pokémon, making them extra special and would give players an extra thing to do postgame.

    Oh and coloured shulkers like how you get coloured shulker boxes would be nice too.

    submitted by /u/AnonAccount474
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    Geese in Minecraft

    Posted: 10 Oct 2019 07:11 PM PDT

    Yeah, Geese in Minecraft. I've been playing Untitled Goose Game is why.

    -Geese are white, and slightly taller than pigs.

    -They are neutral to players. If you hit them, they attack you. Similar to Zombie Pigman, nearby Geese will assist fellow Geese in battles. They will also attack you if you're holding Bread in your hand and you don't feed them it after about 10 seconds.

    -Drop 0-2 Feathers upon death.

    -Make a 'honk' sound. Despite seeming trivial, this has multiple unique features. For one, if a goose honks near certain mobs, they will jump in surprise and turn their attention towards the source. This could lead to it honking near you, causing hostile mobs to notice and attack you.

    -Geese have flying attack animation. They flap into the air and peck at you before landing again after hitting you.

    -Geese like to chase certain mobs. The mobs they'll chase are Villagers, and Pillagers. It should be noted that they never will harm them but merely chase them away.

    -Geese have a chasing animation where they raise their wings in intimidation while running.

    -Geese only spawn at ponds which spawn in grasslands occasionally. They would actually be somewhat rare mobs to make up for their annoying behavior.

    -Geese can be bred using Fish. Baby Geese are passive. If you hit a Baby Goose or come to close to a Baby Goose, the parents will attack and other Geese will join in.

    Forget the Cave Update, we need the next update to be "The Goose Update".

    submitted by /u/The-Myth-Of-Legends
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    River rock

    Posted: 11 Oct 2019 01:42 PM PDT

    That's it I would love it if rivers would generate with some river rocks on the beds of the rivers. I think it would look amazing and it would add another block to the game. Some where in between stone and cobble stone and maybe have a dirt-ish look to it.

    submitted by /u/Captain_Pancakez
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    Seed Sacks!

    Posted: 11 Oct 2019 03:04 PM PDT

    IMGUR ALBUM!

    NOTE: All of these Seed Sacks obey gravity and can be used in a Composter(80% chance).

    WHEAT SEED SACK

    • Crafted with 9 Wheat Seeds. It can be crafted into 9 Wheat Seeds.
    • This block will attract all Chickens in an 8x8 radius.
    • It can be found in most Villages.

    MELON SEED SACK

    • Crafted with 9 Melon Seeds. It can be crafted into 9 Melon Seeds.
    • This block will attract all Chickens in an 8x8 radius.
    • It can be found in most Villages.

    BEETROOT SEED SACK

    • Crafted with 9 Beetroot Seeds. It can be crafted into 9 Beetroot Seeds.
    • This block will attract all Chickens in an 8x8 radius.
    • It can be found in most Villages.

    PUMPKIN SEED SACK

    • Crafted with 9 Pumpkin Seeds. It can be crafted into 9 Pumpkin Seeds.
    • This block will attract all Chickens in an 8x8 radius.
    • It can be found in most Villages.

    COCOA BEAN SACK

    • Crafted with 9 Cocoa Beans. It can be crafted into 9 Cocoa Beans.
    • It can be found in Jungle Villages and rarely in Jungle Temples.

    NETHERWART SACK

    • Crafted with 9 Netherwart. It can be crafted into 9 Netherwart.
    • This block will attract all Zombified Piglins in an 8x8 radius.
    • It can rarely be found in Nether Fortresses.

    This suggestion adds extra detail and decoration to Villages, Jungle Temples, and Nether Fortresses, gives a nice looking storage block for seeds, and allows for easier farms including Chickens and Zombified Piglins. What do you think?

    submitted by /u/AlexSteckline
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    Mission contractor villager

    Posted: 11 Oct 2019 06:29 AM PDT

    A mission contractor is a rare villager type mob that spawns with about 1/50 villages. They offer an interesting trade system where you can take up maps and bring back proof for a reward

    For instance, you give them 1 emerald for a contract, the contract leads you to an icon and at that icon a pillager scouting group generates with a slightly different banner, you beat them and bring back the banner and you can trade the banner for 30 emeralds

    All of the contracts are mob based because as the game is, if they just had random structures based on the contracts players could end up finding them and removing the important parts of them long before the contract gets discovered. And if you made it so the game generates them in a random nearby chunk, this might cause problems with builds in that area.

    I guess the only way this could work is if they generate contracts toward structures that already exist which the player hasn't interacted with yet

    This allows the player to experience a sense of progression and understand the "story" of Minecraft without it being written. It shows you more of like villagers interests

    Example contracts

    •A map leads you to pillagers, their flag is slightly different. Maybe a slightly darker grey? This keeps the player from using any pillager flag. Bringing this back merits a reward. This has a pillager flag icon

    •A map leads you to another village, it's under attack by zombies, one of the zombies has an enchanted shovel. When you kill it the shovel drops, bring back the shovel and trade it for a reward. This has a zombie icon

    •The map takes you to a tundra, a villager there is lost, bring him back to the village to unlock a new trade and earn village fame, this trade will be the thing the contractor want. This has a picture of a villager with icicles coming from his nose

    •A map leads you to a zombie villager, cure him and he'll trade something unique, bring back that item for a reward. This icon is a zombie villager

    They also trade for highly obscure novelty items that a very small amount of players are actually on the lookout for. As such this causes players to go out of their way to explore new parts of the game

    •Wither roses for emeralds

    •Music disks for emeralds

    •Stacks of poisonous potatoes

    •Banner patterns

    •Specific fireworks like maybe a creeper firework

    submitted by /u/steakandwater
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    Ender sounds

    Posted: 11 Oct 2019 07:47 AM PDT

    Currently, the ender portal sound is the same as the nether, we need something different, more end themed, maybe inspired from Enderman sounds. Also better end music.

    submitted by /u/jackk6969
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    New Crop: Tomato

    Posted: 11 Oct 2019 07:47 AM PDT

    See my corn post - New Crop: Corn

    Tomatoes can be found in the same way that carrots and potatoes are found, so villages, mob drops, and loot chests. When planted, the tomato plant grows 1.5 blocks and is harvested the same as you would a sweet berry bush. The plant will drop 4 tomatoes.

    When eaten, the tomato fills you up 1 half-point of hunger. 2 tomatoes combined with a bowl will make tomato soup, which fills you up 6 half-points of hunger. It can also be put into composter (65% chance of raising compost level), used to breed pigs, or can be traded with Farmer Villagers.

    submitted by /u/OldCharacter3
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    Honey could be used as a slime alternative for sticky pistons

    Posted: 11 Oct 2019 09:44 AM PDT

    With the addition of honey blocks, which are a little different but more easily attainable than slimeblocks, because of them being very similar blocks in function I think we should also be able to use honey to make sticky pistons, instead of slime

    This seems like a cool addition because there are some people who can't /don't know how to find slime

    submitted by /u/GirixK
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    Iron bar climbing and tree climbing

    Posted: 11 Oct 2019 03:08 PM PDT

    You can climb iron bars but 1.09 percent slower than climbing a ladder and you could only do it if you don't have any armor bars

    You could ascend up trees if you are energized. Your speed depends on how many armor bars you have if you have one bar you would go 7.5 blocks per minute if you have two you would go 6.5 per minute and so on

    To get energized you would have to maintain your experience to 7 levels or greater and you would get an achievement named "tree climber"

    If you have a full inventory or are up till midnight you get drowsy. When you're drowsy you get slowness and if the effect happens for 3 minutes you get nausea

    submitted by /u/DrawGuy123
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    Tar

    Posted: 11 Oct 2019 05:01 AM PDT

    Tar is a sort of fluid that has the physics of lava. It is found in Swamp biomes and is not only poisonous, but also as viscous as lava, making it hard to swim in. When tar meets lava, it will harden into Asphalt, a block similar to stone/gravel you see on roads irl. Asphalt has a cracked appearance and a stony appearance, which is mixed together. You can use a dye to create coloured asphalt in a Crafting recipe with 1 asphalt block and 1 dye of any kind.

    Tar can be collected in a bucket, and then poured someplace else. It is not possible to make infinite sources of tar.

    Tar flows only 3 blocks, similar to lava, even in the Nether.

    Tar will hurt any mob with poison unless they are undead mobs, which are unable to be hurt by this fluid.

    Tar has a colour of charcoal-brown-grey. It is also found in cigars, but I'm talking about the natural liquid found in swamps.

    I'm pretty sure tar is rotting plant matter (peat).

    Lilly pads are the only plants apart from Reeds that can be placed on/in tar.

    While this idea may not seem very Minecraft in theme, bear in mind that this would add more realism to swamp biomes, given that they are very muddy and yucky places irl. Maybe frogs could follow too.

    Tar will not destroy items unlike lava. But items will stick to the surface, as tar is quite sticky.

    submitted by /u/SnowBallEarth43
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    Ash, Ash Dust and Ash Blocks

    Posted: 11 Oct 2019 02:37 PM PDT

    Smelting magma blocks in a furnace turns into 1 Ash Dust. Can be crafted into Ash Blocks. Ash Dust can be placed on the ground in a similar way as the string, and will set the player/entity on fire. Same thing with Ash Blocks.

    Ash Blocks can be used to smelt 10 items on a furnace/blast furnace/smoker.

    submitted by /u/Everedeck
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    Fix fire spread mechanics

    Posted: 11 Oct 2019 12:21 PM PDT

    Currently, if you burn down a structure, it will leave blocks floating in the air, including burnable ones. This is really ugly and unnatural. The issue is that blocks burn before fire can spread. To fix this, I propose that we make each burnable block have a different value for how fast it burns, (e.g., planks burn faster than a log) and all blocks should burn slower than it takes fire to spread. Also, fire should spread in all directions, spreading around the blocks its on first, then upwards, then to the sides, then downwards, all before the block is destroyed.

    submitted by /u/Oparon
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    Improved Pillager Outposts

    Posted: 11 Oct 2019 11:48 AM PDT

    So, pillager outposts as they are now are interesting. They're the only place where you can reliably find pillagers, outside of raids. However, they can be improved, like all other things in Minecraft. So, here are some of my ideas to improve outposts.

    Structure

    The basic structure of most pillager outposts would be the same as they are now. However, sometimes, they would spawn differently. The new outposts would have an extra 10% chance to spawn in place of a regular one for every 250 blocks close to a 500-block radius of a woodland mansion. (For example, 500 blocks away to 750 blocks away from a woodland mansion would have a 100% chance to spawn one of these outposts, while 2,500 to 2,750 would be a 60% chance.)

    The structure of these new outposts would be similar to the original, with a dome roof and a few floors. However, it would be larger (with the diameter of the dome increasing to 16 blocks instead of 9), would have a flag with a pixel-art illager/ominous banner on the top facing east, and would have an extra structure next to it: a sort of stable, with 10-16 pods with a 5% chance each to contain a ravager.

    More Small Structures

    As you may know, pillager outposts have a chance to spawn with a few smaller structures, such as the iron golem cages and pumpkin scarecrow things. However, I have prepared a list of extra structures that could be added. (All of these structures' chance to spawn would be multiplied by 1.5 in a new outpost, with some exceptions.)

    • Stable: The aforementioned stable could spawn in regular outposts as well, with a 20% chance to spawn in any given one. However, these stables would be smaller, only having 6-10 pods. (It would never spawn in new outposts, being replaced by the better stable.)

    • Targets: These would have a 25% chance to spawn in an outpost. They would make use of the upcoming Target Block, with redstone running into a lamp behind the targets. They would spawn on fences, and 3-5 of these would spawn when the structure itself does.

    • Camp: These would have a 50% chance to spawn in an outpost, but only if the tent structure does not spawn instead. What this would be is a few tents surrounding a campfire area, with stone and cobblestone in the ground around it. The tents would contain chests with various loot, sometimes.

    • Statue: The statue would be a simple structure made of stone, looking similar to a pillager head. It would act as a memorial to all the lost pillagers in the war against the villagers, and would contain a cube of emerald blocks inside it. The statue would have just a 0.1% chance to spawn in an outpost, making it one of the rarest structures, if not the rarest structure, in the game.

    Spawning

    The spawning of the pillagers would also be altered in new outposts. First, the pillagers would spawn twice as often in a new outpost than an old one. Second, their spawning location would be somewhat random, spawning at any given place on the top floor of the outpost, instead of having a set spawning point somewhere around the outpost (not just on the top floor.) Finally, more pillagers would spawn in a new outpost when first loading the chunk.

    Destroyed/Abandoned Outposts

    Old outposts would also gain a 2% chance to spawn as a destroyed or abandoned outpost. This outpost would spawn no pillagers, have no banners on the sides, and would have no golems in cages or ravagers in stables. The generation would also be different: random blocks would be missing (especially ones on the sides), the vines would be much longer, and all the chests would be gone. If, by some absurd chance, a statue also spawned in the outpost, there would be a hole in the top and all the emerald blocks would be gone. This could add to the lore of the game, as someone or something would have to have destroyed the outpost for it to be like this.

    Conclusion

    I hope you enjoyed this idea! If you have any suggestions, leave them in the comments and I may add them in. That's all for now. Bye!

    submitted by /u/Tixpix26GotTaken
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    Other mob voting like we did in the 1.13 update.

    Posted: 11 Oct 2019 09:45 AM PDT

    It would be cool for Mojang to do this at least per update because Minecraft has a lack of actual interesting mobs. Maybe mob A would be an End mob, mob B would be a Nether mob, mob C would be an Ocean mob and mob D another sky mob.

    submitted by /u/memerman09
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