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    Minecraft Nether Biome: Lava Wastes (Images Included)

    Minecraft Nether Biome: Lava Wastes (Images Included)


    Nether Biome: Lava Wastes (Images Included)

    Posted: 08 Oct 2019 10:37 AM PDT

    The Lava Wastes

    The Lava Wastes are a treacherous biome, a place only a madman would attempt to build any kind of livable structure. The terrain generates many floating islands over a large lava ocean below. In addition to a lava ocean below, the cavern roof is also filled with lava. Lava drips down through the ceiling and fills the air with lava droplet particles. Blazes and the occasional "larger blaze" spawn in this biome, providing a new place for farming valuable blaze powder. Magma stalactites and mites generate, protruding into the open cavern, extending up from the ocean and islands and down from the ceiling. And finally, the roof of this biome is dotted with a rather unusual block, the Living Valve.

    Living Valve

    The Living Valve is a block that generates in the ceiling of this biome. normally it is closed, but randomly it will change its block state to open temporarily. Lava and water can run through this block when it is open, flowing down onto the envoronment below. As a result, the lava falling from the cieling is unpredictable, and the player must keep on their toes at all times to avoid suddenly being incinerated by lava from above.

    Or, ya know, use fire resistance.

    Valve Variants

    Unless the player uses Silk Touch, the valve will drop a Dead Valve when mined with a pickaxe, seen in the center of the above image. It can be opened and closed by right clicking. Water and Lava flows though it, going in one side and out the other, making one block wide pipes possible. Entities smaller than one block in size, like items, bats, chickens, and bees, can also go through the open valve, but can only enter and exit from the open sides. Water and lava source block can be placed inside the valve.

    The Redstone Valve can be crafted using 1 redstone dust, a dead valve, and 1 stone brick block. It can only be opened using redstone.

    One other thing; because of the lava inside the ceiling makes it almost impossible to collect, the items dropped by the living valve when it is mined do not burn in lava.

    FEEDBACK LINK: Not yet available.

    submitted by /u/Netheferious
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    Kill cam in death screen

    Posted: 08 Oct 2019 12:35 AM PDT

    One of the options next to "respawn" and "exit game" could be "kill cam" which is pretty self explanatory. By any other death besides by player it would just be your POV while death by player would be their POV. Could help identify hackers or be a harmless way of showing a sick bow shot or whatever. Dont know how complicated it would be to implement, but a simple feature id like to see added.

    submitted by /u/Tetanus_
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    Big Gate

    Posted: 08 Oct 2019 11:06 AM PDT

    When you place two gates next to each other, they should combine to make one big gate so that you can fit your horses through them. Think this would be useful for stables instead of having to break the fence.

    submitted by /u/OldCharacter3
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    Let us place anything anywhere in Creative Mode.

    Posted: 08 Oct 2019 08:34 AM PDT

    I can place tall grass on mossy cobblestone, berry bushes on fences, basically, like the title says, we can place anything anywhere in Creative Mode. If the player is in Creative, they can place any item, doesn't matter what as long as it's placeable, on any block and update it without having it pop off. I can even have a random floating dandelion if I want one for some reason. There's no real reason why we can't do this so why not let us?

    Edit: u/BadMoogle Suggested it to be a gamerule instead. I think that's a good idea.

    submitted by /u/CouldBeSteve
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    Make Wolves Faster and Better at following the player

    Posted: 08 Oct 2019 10:12 AM PDT

    Please make wolves faster and better at following the player.

    I don't know if it's always been this way and I haven't noticed it until recently, or if there was something that changed in how they worked, but wolves need an AI and speed change.

    Nowadays, I don't like bringing wolves with me on adventures exploring the world because I have to wait for them to catch up with me often. They'll get stuck in a body of water and can't teleport to catch up to you, and in fact, why are they so slow that they need to teleport to catch up with me? They're wolves! I just miss exploring with my doggos, but I'm too afraid they'll get stuck in a body of water and I won't notice until it's so far away I don't know where they are, or that they just can't keep up and accidentally teleport next to a cliff or something.

    TL/DR: make wolves a lot faster, let them teleport while in bodies of water. Please.

    submitted by /u/TheRagingScientist
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    Magma cube take damage in water

    Posted: 08 Oct 2019 08:06 AM PDT

    It make sense, magma cube are lava mob, so they will take damage in water and eventually die (they don't take damage in rain, because rain water is not enough to damage them). They will drop cobblestone if killed by water. Also, magma cube can swim in lava.

    submitted by /u/kudnalod
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    Some new advancements

    Posted: 08 Oct 2019 06:07 AM PDT

    "It's dark down here!" - Go below y=0 and survive

    "Weeee!" - Enter a bubble column

    "Skydiving" - Fall 100 blocks

    "Nyoooom" - Travel in a boat on blue ice

    "Dog fight!" Kill a phantom while flying with elytra

    submitted by /u/-DCPT-
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    Chorus Chomper, a deadly plant that likes to hang out!

    Posted: 08 Oct 2019 12:24 PM PDT

    Chorus Chompers may spawn on Chorus flowers in the End, hanging down like Shulkers. They release a noxious gas when you get too close dealing 5 HP of damage per second while your in the gas cloud. Try not to break their home, as they would get furious and chase after you, biting you for 8 HP per hit. These guys have a 50% chance to drop 0-2 Chorus Gas Sacks that when thrown, replicate the gas cloud, like a smoke bomb. Dont worry, Chorus Chompers can be farmed by crafting a Chorus Spore Pod out of 6 Chorus Flowers and 3 Chrous Gas Sacks sandwiched together. Placing the Pod on a Chorus Flower on a grown Chorus plant will spawn Chorus Chompers around adjacent flowers like a mob spawner, but at a much slower rate. I'd always like the thought of a plant monster, and mixing it with a habitat in the End will make the End more exciting and challenging.

    submitted by /u/doctorlakiboss
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    New Sulfur Pools biome

    Posted: 08 Oct 2019 09:04 AM PDT

    The sulfur pools would be a new biome that generates within badlands biomes. The sulfur pools will be comprised of lakes and ponds of multi-coloured water. The biome is made mostly from sulfur blocks which can be dyed and also generate dyed within the biome, and stained terracotta and normal terracotta. You can also find little dirt islands with dead oak trees (trees without any leaves)

    Sulfur blocks and sulfur both have special uses. As mentioned above, sulfur blocks can be dyed and will generate coloured as well. What I also said is that the biome has coloured water. You can do this yourself by placing sulfur block underneath a water source. The water will then become the colour of that block. Also, sulfur will make water deadly poisonous. I am talking poison 4, slowness 4, blindness, and hunger

    Sulfur blocks also have a new use in making unstable TNT which explodes when either destroyed by hand (shears can break them) or if fallen from a large height. If shot it may also explode

    submitted by /u/Lunaticular
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    Village maps in outposts

    Posted: 08 Oct 2019 02:58 PM PDT

    Outposts aren't that interesting, they are good for raids and that's all. In the chest in outposts there should be a map to the nearest village, like buried treasure maps or woodland explorer maps.

    submitted by /u/AnAverageHumanPerson
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    Goats are bred with beetroot

    Posted: 08 Oct 2019 02:03 PM PDT

    Beetroot is almost never used as a farm crop. It would make sense if it could be used to breed goats, and spawned at a higher rate in mountains.

    submitted by /u/EarthmanNoEarth
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    Backfire (Shield Enchant)

    Posted: 08 Oct 2019 01:35 PM PDT

    Levels:

    Backfire I - III

    Projectiles that hit a readied shield will launch the projectile towards where the player is looking at the moment of impact.

    The velocity of the projectile is dependent on Backfire's level, III letting you bounce arrows back slightly stronger than a skeleton's shot.

    submitted by /u/DividedEnd
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    Leads should be dye-able

    Posted: 08 Oct 2019 01:23 PM PDT

    It's a small change, but it would make the lead much more unique than being just a boring tan string.

    submitted by /u/_Levitated_Shield_
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    Biomes Suggestion: Overgrown Forest

    Posted: 08 Oct 2019 04:17 AM PDT

    Overgrown Forests are forests made up entirely by the biggest oak tree variant and a new tree called a Fruiting Tree. In this biome you can find Black Bears and Dear two new mobs! There is also a new type of cave generation where Black Bears can claim as their home. Deer are peaceful mobs, and Black Bears are neutral only attacking if you go near there home, you go near a mom and cub, or if you attack them first. Unlike Bears which are exclusive to this biome there is a chance to find deer in a regular forests

    submitted by /u/Greatnite
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    Random Name Generation for Worlds

    Posted: 08 Oct 2019 07:45 AM PDT

    While creating a Minecraft world, I find it hard to think of a good original name sometimes. I think while creating a new world, if you leave the name empty, the game will randomly generate a unique name for it. For example, instead of "OldCharacter3's World" it could randomly generate to "Windal" or "Skyfar" (lol bad names ik).

    What do you think?

    submitted by /u/OldCharacter3
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    Tamed wolves shouldn’t attack pets

    Posted: 08 Oct 2019 04:05 PM PDT

    Tamed wolves shouldn't attack mobs with name tag's (not including players), they also shouldn't attack tamed pets.

    submitted by /u/average-ish-ness
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    Make Fire Aspect more consistent and reliable.

    Posted: 08 Oct 2019 09:14 AM PDT

    Fire Aspect is supposed to make mobs drop cooked meat. However, it doesn't work on all mobs. Fire Aspect isn't the most useful enchantment, so this would be a nice buff to make it at least slightly better. Plus, it would add consistency and polish to the game.

    • Guardians and Elder Guardians drop Cooked Cod or Salmon if killed with Fire Aspect.
    • Elder Guardians drop Dry Sponge if killed with Fire Aspect.
    • Zombies, Zombie Villagers, and Husks drop Baked Potatoes if killed with Fire Aspect.
    • Dolphins drop Cooked Cod if killed with Fire Aspect.
    • Polar Bears drop Cooked Cod or Salmon if killed with Fire Aspect.

    So, what do you think?

    submitted by /u/AlexSteckline
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    New Elytra Enchantment - Flight

    Posted: 08 Oct 2019 12:51 PM PDT

    If an Elytra is enchanted with Flight, than a player can control his/her altitude without the use of fireworks.

    You will only be able to get this enchantment from an enchanted book.

    Also won't work with Mending enchantment.

    submitted by /u/OldCharacter3
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    Passive Healing for Mobs

    Posted: 07 Oct 2019 06:23 PM PDT

    I believe there should be passive healing in mobs, but no just any mobs only Intelligent mobs such as Villagers, Pillagers and their sort, and lastly Piglins. This not only would make sense but it would provide some assistance in keeping villages from dying and also provide a extra challenge if you don't finish off your enemies.

    Villagers- Healing done by villagers will revolve around Farmers and Butchers, when Villagers are damaged and are not currently threatened they will seek out the nearest Farmer or Butcher and commence a trade for food which then slowly restores their health. (Another thing about Farmers that bothers me is how they are unable to hoe their land, I think they should at least be able to hoe land that was previously farmland) -Iron Golems- I also think that Iron Golems should be healed but it will be only be done by the Weaponsmith (Or Armorer or Toolsmith, whichever makes more sense) Every morning the selected villager would find the Iron Golem and heal him, taking anywhere from 1-50 seconds each second restoring a heart. This process will stop if the villager is threatened or attacked. I believe these additions will increase the survivability of villages and stop them from being mostly empty before a player even enters it.

    Hostile Mobs- Intelligent hostile mobs such as Piglins, Pillagers, Evokers and Vindicators should be able to heal their health after not being in combat for 10 minutes. Unlike the villagers each of these mobs will not need to got to anyone to start to heal but would be seen eating meats of all sorts. (Piglin Beast meat for Piglins)

    submitted by /u/SpeedForce22
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    More Illagers

    Posted: 07 Oct 2019 07:54 PM PDT

    I Would love to see new Illagers, like... we just have 4, and one of them isn't even in the game without command. ;/ So in this post i'll say my Idea about new illagers, hope ya enjoy.

    The Elemental.

    The elemental, like the evoker and the illusioner, would be a magic Illager. He can use his powers to summon water (with Pufferfishs), fire, lightning, or dirt walls to trap you. He would have 25 Health and can drop a magic book depending on the last element he used. Used Water = Water Affinity Book. Used Fire = Fire Aspect Book. Used Lightning = Lightning Aspect (Yeah, im suggesting a new enchantment for swords that allow you to hit your enemies with lightning when it's raining).

    The Bomber.

    Puts TNT next to fences, doors, and torchs. Would Drop a TNT and a Flint and Steel. The TNT he uses does minor damage than normal TNT. He doesn't puts TNT next to Iron Doors.

    The Trainer.

    Make Near animals attack you, except if you tamed this animal, obviously. Drops a saddle, horse armor, carrot, or wheat.

    submitted by /u/MiningIdeas
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    Ravager Horn and Illager Strength

    Posted: 07 Oct 2019 07:10 PM PDT

    The Ravager NEEDS an unique drop. Here is my idea:

    Ravagers have a 30% chance of dropping a "Ravager Horn"

    Brew the Ravager Horn in a brewing stand, making the potion "Ravager Strength Potion". Drinking this potion makes the player "roar". The same ability that the Ravager has, dealing damage and knockback to nearby entities.

    submitted by /u/Everedeck
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    Nether Sheep and Steel Wool

    Posted: 07 Oct 2019 03:12 PM PDT

    A simple concept:

    Introduce a variant of sheep to the Nether, in the same vein as the new pig variant in the upcoming update. Make them aggressive, make them resistant to fire, have them eat netherwart, maybe give them horns, but, most importantly, make their wool metallic.

    Steel Wool would emit light or catch fire when it touches a redstone signal depending on the strength, without decaying, and could be used to finally craft Chainmail, which would ideally sit between Iron and Diamond in effectiveness and desirability.

    TNT could be combined with Steel Wool to create a "shrapnel" effect while diminishing damage to blocks, instead changing it to an effective method of damaging a lot of mobs (or players) in an area. The closest thing to a grenade that Minecraft could stylistically (and legally) support.

    If Nether Sheep have horns, they could drop them to be used for items or weapons. A horn that works like a village bell, a stronger bow/crossbow, etc.

    submitted by /u/Unprocessed_Sugar
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