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    Minecraft New Soulsand walking sound effects

    Minecraft New Soulsand walking sound effects


    New Soulsand walking sound effects

    Posted: 09 Oct 2019 06:04 AM PDT

    I had this idea just the other day. So, we know that Soulsand literally contains the souls of people. I was thinking it would make more sense for the Soulsand block to make a more ghostly or haunting sound when a player walks on it or places it down. I'm thinking whispers, long deep breathes, and even very faint screams. If you stepped on sand that contained souls, would you expect it to make just a regular sand sound?

    EDIT: I have posted the idea to the official MC website.

    submitted by /u/AureusWolf
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    Another approach for an Atlas item (now with pics!)

    Posted: 09 Oct 2019 12:49 AM PDT

    Crafting and UI

    Crafting: Put 8 maps of any kind around a Book and Quill to craft an Atlas. Maps are consumed when crafting. Map name, number and scale is added in each page

    Use: Each map will be added as a page on the Atlas in the order that they are positioned in the crafting table and will show all features and banners at the moment of crafting. Use an Atlas on-hand to open it. An Atlas works as a "Written book" in the way that it can't be modified anymore. It can be placed in a Lectern. If a map is renamed with an Anvil before using it to craft an Altas, the whole name (35 characters) is added at the bottom of each map (should use 2 lines)

    Pros: a way to "stack" 8 maps in one slot

    Cons: An Altas don't show the position of the player (this is important imo), can't be cloned, zoomed or updated in any form

    Other ideas to Consider:

    Add an "Empty Atlas" item (crafted with 8 empty maps and a Book an Quill) for the sole purpose of cloning Atlases. I think this would be pretty important in multiplayer

    Atlas in a Lecture will show the location of the Lecture in any page that covers said area, in the same way a Map does in a Frame

    Thanks for reading!

    submitted by /u/parishiIt0n
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    New crop: Corn

    Posted: 09 Oct 2019 11:09 AM PDT

    Corn seeds would be found the same way wheat seeds are found. If you hit a grass block if it drops a seed, it is either a corn seed or a wheat seed, never both. The corn plant will grow 2 blocks in height. When fully grown, the player must destroy the top of the plant to collect the corn, which will eventually grow back.

    After harvested, corn can be eaten raw (1 hunger) or cooked (5 hunger), 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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    Skeleton horses spawn in soal sand valleys

    Posted: 09 Oct 2019 06:12 AM PDT

    The soal sand values main feature is that it has giant skeletons and from the trailer it looks really bland because you don't really have a reason to go their. I think skeleton horses spawning in that biome could really give people a reason to go there also I'd like to see the new piglin mobs sometimes riding them like pillagers use to ride the ravenger.

    submitted by /u/fishycoper
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    The Wither Caverns

    Posted: 09 Oct 2019 06:27 AM PDT

    This biome would spawn very rarely in the nether, It would consist mostly of wither related items, Wither skeletons would be the main threat in this biome. However the thing that makes this biome so dangerous is the blocks itself. Rather than lava it would be a new liquid known as "Soul Lava" (Still trying to think of a good name for it. This soul lava would be twice as dangerous as normal lava. Not only would it burn you. It would also give you the wither effect. You could collect the liquid like any other but it would be used for one main purpose, Brewing. If you put the bucket in a brewing stand with akward potions it will brew wither potions. Now this liquid would drip from the ceilings and would have a black color to it. Now for the rest of the biome, A new structure would spawn called "The Wither Alter" It would basically be an altar with a failed attempt at summoning the wither. I feel like this would help the player would learn how to summon it without googling it. This biome would be extremely rare but be very large when you find it. (Feel free to critique. I'm kinda new to this suggestion stuff)

    submitted by /u/FighterAxis
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    Honeycomb Lamps

    Posted: 09 Oct 2019 12:35 PM PDT

    It's Like Jack'o Lantern,But Honeycomb. it will crafted with one torch and Honeycomb block

    submitted by /u/justalperen
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    Another End mob, the Voidwader

    Posted: 09 Oct 2019 11:30 AM PDT

    The Voidwader glides through the sky in the outer islands, and is a stronger variant of the Phantom, as a homage to when Phantoms spawned in the End. They will adopt the old Phantom texture, but their eyes wont be as derpy (im thinking of their eyes Purple though). They will have 35 HP and deal 8 Hp per bite, so these guys will be extremily dangerous. Don't fret though, they wont spawn often, so you may see one or two flying around like, every 10-15 minutes. They drop their own type of membrane that dont fix the Elytra, but instead, make it a bit tougher, allowing it to last a little longer before ripping. Only one Voidwader Membrane can be attached to an Elytra through Anvil, temporary turning it into a Reinforced Elytra. Do you think this is a good idea for an End mob?

    submitted by /u/doctorlakiboss
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    Dispensing iron ingots should heal Iron Golems as well.

    Posted: 09 Oct 2019 02:25 PM PDT

    Now in 19w41a snapshot, players can use iron ingots to heal damaged iron golems. Since 1.15 update is giving more functions for dispensers, and because of this two facts, I'm proposing a way to make Iron Golems able to be healed automatically(I know that you can just through a healing potions on then).

    If you activate a dispenser with iron ingots inside one block near to an damaged Iron Golem, it will be healed the the same amount of hearts if the player would have done this manually. For example, 1 iron ingot used manually heals about 25 hearts, so using a dispenser should consume 1 iron ingot to heal the same amount.

    Thoughts?

    submitted by /u/laujp
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    Autumnal Forest Concept

    Posted: 09 Oct 2019 03:59 PM PDT

    (https://imgur.com/a/iMR3OWG) these are the images

    All of the builds in the pictures would spawn naturally, including the ruins and fences.

    This biome would be an entirely new biome, or could be a variant of forests. Shearing the leaves with shears will drop regular leaves. I think the leaves could be changed just in this biome, similar to how leaves turn brown in deserts.

    The ruins could spawn randomly, and the fences would spawn near drops and rivers. The bottom of the trees could be thicker, with the extra logs. Mojang could also just leave them as 1x1.

    The leaves on the ground could just be a random texture that appears on some blocks in these biomes.

    For weather, it could be rain, or snow. I think they could add a sleet variant, that happened in the Autumnal Forest and maybe the tundra or Mountains.

    (https://www.planetminecraft.com/texture_pack/default-style-fall-pack/) this is the texture pack I used to make the leaves red and yellow. Everything else was built.

    First post on this sub, feedback would be greatly appreciated.

    submitted by /u/Haunting107
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    Something I’ve been thinking about.. (picking up small mobs)

    Posted: 09 Oct 2019 08:39 AM PDT

    Here's a thing I've been thinking about a lot for months already- I wish we could pick up small mobs

    Hear me out on why: if you look at r/Minecraft and sort by new or look at my profile you'll see my survival treehouse I'm currently playing with, and in the post I said I would tame a cat and then this thought came up again

    I wish we could pick up small tamed mobs and small passive mobs such as puppies, cats, pigs, chickens etc and place them somewhere for our convenience, let's say place a chicken in a pen or in my case right now, carry my cat to my house and not have to wait for it to climb the stairs

    I don't know if anyone else experiences this but I always get my puppies stuck in the corner and because of their size it's often almost impossible to get them out until they're adults

    Basically what I'm talking about is transporting mobs and not just having them follow you because you have food, not quite sure how this would work but I'm wondering if anyone else has thought about this/likes this idea?

    submitted by /u/ComedicCatastrophe
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    If you crouch while you're sliding on a honey block, the sliding speed decreases

    Posted: 09 Oct 2019 11:59 AM PDT

    This would make the movement with these blocks more controllable and efficient.

    submitted by /u/DAGJBoi
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    Mooshrooms should get the Wither effect for 3 seconds if they are fed a Wither Rose.

    Posted: 09 Oct 2019 08:37 AM PDT

    Makes sense right? Eating something that applies Wither on contact would probably not be good for you.

    submitted by /u/AlexSteckline
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    New item: Quicksand

    Posted: 09 Oct 2019 09:43 AM PDT

    I have always wanted this into the game! Here is the breakdown:

    Found in jungles, deserts, mesas, and sometimes Savannah's

    Quicksand buckets

    To get out, spam crouch

    Once you sink, you will start to slowly die, and blocks don't help. If you have a bucket on you, that's another way to get out.

    Soul sand makes you fall slower, and magma makes you fall faster

    Items will stay at the bottom, and only food will despawn.

    What do you think? Comment below!

    submitted by /u/Ctef2015
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    A proposed upgrade to Mineshafts

    Posted: 09 Oct 2019 12:54 PM PDT

    This suggestion was thought up on a whim when I created a world and saw a Mesa surface mineshaft bleed into a plains

    I feel like mineshafts should have visible surface entrances, either similar to Mesas where the tunnel is dug into a wall or to play into the "Abandoned" part of it, maybe have some cobble/mossy cobble popping out of a wall to signify a crumbled down celing

    submitted by /u/CynfulEntity
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    Special Tools and Weapons

    Posted: 09 Oct 2019 09:30 AM PDT

    (Sorry if my english isnt perfect, it isnt my first language) Something that would really add more sense about exploring the world are some Special items that we could find in the various biomes and dimensions of the game. This is a list of some items that I would like to found in the nether, in dungeons/temples/strongholds and in end cities. Also some additional mobs could drop these things.

    Nether:

    Lava Set (It could be found in nether dungeons. If you attack someone/something with these tools, the target will catch on fire. If, when you wear the Lava Armor, someone attacks you with melee weapons, he would catch on fire.)

    Soul Bow (You could find it in the soulsand valleys. When an arrow is fired, a spirit will attack for 5 seconds the nearbie mobs in a 8 block radious from where the arrow landed)

    Ghast-Zooka (It could be dropped rarely by ghasts. It would launch Ghast Fireballs)

    Overworld:

    Slime sword (It could be found in slime mini biomes. When you attack a mob, it would "freeze" for 2 seconds because of the stickyness of the sword)

    And other things

    submitted by /u/GeneraleArmando
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    I think tar would be a nice addition to nether bioms

    Posted: 09 Oct 2019 11:50 AM PDT

    I dont know about other biomes but with the soulsand valley I wholeheartedly think they should add tar,or hot tar. It will act like lava (maybe flowing slower and of course a change in texture) I think it should be very dark and have a wavy design and the same way lava shoot up little lava drops I think tar should bubble and pop, I think when you fall in it should slow you down while your in it and give you slowness instead of setting you on fire and while you in it you should take damage the same as lava but not lighting you on fire ( maybe giving you a "burning effect but no fire) and you can find fossils stuck in the lava like the tar pits where they find fossils irl, I'd love additional ideas so feel free to add to this

    submitted by /u/thicccchanka
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    "Unstoppable", A new achievement

    Posted: 09 Oct 2019 10:20 AM PDT

    "Unstoppable" would be an achievement for the bedrock addition of Minecraft.

    The requirements for this achievement would be to kill 75000 hostile mobs.

    The gamer score reward for this achievement would be 75 GC.

    submitted by /u/lifetaker123
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    Safety gear

    Posted: 09 Oct 2019 03:58 PM PDT

    Some of us like the challenge of building things in survival without the luxury of flight or sometimes even scaffolding. I'd like to make two items to help out when you're on a man-made dirt scaffolding tower at y130 and the ground gets all swirly.

    Carpenter's helmet

    This hard hat like item is uncraftable, but rather sold by Mason villagers as a tier three trade. It has no protection value unlike a turtle helmet, but when wearing it if you hold a block with different "states" like stairs or pistons it will display a transparent outline of what that block will look like when you place it depending on how you move your crosshair. It also instantly breaks gravel, sand, and other falling blocks (except anvils) like a torch does. Handy to have all-around when caving and building!

    Sticky boots

    Crafted with leather boots and a honey block, these will allow you to cling to a wall of two blocks or higher by sneaking and walking into it, consuming one durability out of one hundred each time you move from one block to another. You can only move from side to side, not up or down. If you use up all but the last durability you begin sliding down until you reach a solid block, allowing you to potentially reach the ground.

    submitted by /u/LordSaltious
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    Chasms

    Posted: 09 Oct 2019 03:10 PM PDT

    The chasms are probably some of the hardest things to find in a survival world, up there with mushroom biomes and woodland mansions. The chasms are huge pits, about 200 block area, that lead straight into the void. Looking down into the chasms, or just the void in general, will give you the nausea effect (not if it's just on your screen, I see it as the enderman rules, stare for a while and you get nausea) until you look away, and mob spawner dungeons are about as common there as mineshafts are in mesas, and you're bound to find at least two if you look around. New flying enemies called wraiths spawn at y=1 if there is no bedrock, so they will pester you in your search for dungeons. They are about as powerful as phantoms, except they deal more damage, and they have the same drops as wither skeletons, other than the skulls.

    submitted by /u/AnAverageHumanPerson
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    horse related update

    Posted: 09 Oct 2019 08:06 AM PDT

    So i thought, and right now horses are pretty bland. I mean, you can take them with you to a long-distance travel, but only on land and you have to take them the whole way back, and most important, they are useless in combat.

    I have two suggestions for solving those problems:

    1. Enchantments for horse armor, for example - frost walker(for sea travel), *protection enchantments*, speed boost...
    2. Lance - colorful spiral looking, 4 blocks range, has two types of attacks: left click - stab attack, same damage as trident(or less), slower. right click - strike attack, continuous click for lifting the lance, working on horseback, when you riding a horse toward mob/player while lifting the lance, once you hit it deals like 5 hearts and big knockback, if the mob/player was riding something he falls from it, if you want to strike again you need to start riding toward the opponent again once you moved away and continuous right click for lifting again, can be blocked with shield but still receive knockback.

    what do you think?

    submitted by /u/upalome
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    Every mob should have a "dire" variant.

    Posted: 08 Oct 2019 08:56 PM PDT

    Some of them already do, like cave spiders, the nether pig, and charged creepers.

    But what if the following more wild mobs existed:

    Dire Wolf: size of a cow, can be ridden if tamed, has more health, otherwise acts like a wolf.

    Warlock: like a witch but can run, fly, wear and sometimes generates with leather armor with enchantments. A small number of witches huts will have a warlock instead.

    Lich: like a zombie but will heal itself when it damages you or a villager. They can also run. They spawn in temples of abandoned or zombie villages, shipwrecks (drowned variant), or in desert temples (husk variant). A lich may also be found in a certain room of the woodland mansion? Maybe they can also turn invisible.

    Giant Chicken: feral and hostile, but will drop lots of feathers and raw chicken. Able to fly over fences one block high. Not breedable and only drops ordinary eggs.

    Golden Sheep: look them up, they are in Greek mythology. Possibly winged. Poisonous. Not breedable. Drops golden fleece which can be smelted into gold nuggets.

    Tauran: dire cow, super cow, when feral it will wreck you if you get too close. But it drops twice the number of cow goodies than a normal cow does. Attacks ravagers because of horn envy.

    Dire Horse: can run for 2x speed of its normal walk, and jump higher, and has 2x health of a normal horse. You need an enchanted golden apple to tame it.

    Dire Polar Bear: moves faster and will seriously hurt you. It can also climb like a spider to get to you.

    Enderman Sorcerer: imagine an enderman that can also throw splash potions like a witch, but will still only ever drop what a normal enderman will.

    Some of these stronger mobs may only appear if (say) there is a thunderstorm or if there is a new moon, or as an alternative curse that falls on a player similar to Bad Omen. Maybe the player or players go without sleep too long, or they kill a dolphin, cat, wolf, turtle, or panda, the Curse of Nature Angered buffs many mobs to make them spawn the dire versions instead for awhile.

    submitted by /u/aqua_zesty_man
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    Change to the "keep" argument in /setblock and /fill commands

    Posted: 09 Oct 2019 04:33 PM PDT

    The "keep" argument in commands isn't all that useful. You can just do "replace air" instead, for exactly the same effect. I propose to completely change it, in a way that I imagine would be at least somewhat more useful (I've certainly found situations where I'd want it). Essentially, my idea is for it to act as the opposite of the "replace" argument. If you were to type "/fill -4 0 -4 4 8 4 iron_block keep grass" it would replace everything in that area with iron blocks, except for grass. Bedrock edition would have something similar, too, though I'm not as familiar with Bedrock commands so I don't exactly know precisely what it would be.

    Of course, you can do something for a similar effect with lots of "replace" commands, but with just one "keep" I think it'd be a whole lot easier.

    submitted by /u/Coomow
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    Llama Caravans are pretty much useless at this point. What if traveling with a llama caravan had a legitimate benefit to all that work?

    Posted: 08 Oct 2019 09:41 PM PDT

    TL;DR: Llama caravans have needed a rework for a really long time. I propose caravans are capable of being upgraded in size, speed, and capacity, and provide special effects to those using them. Llamas themselves are also now way less picky about what'll make them breed.

    Admit it, you either forgot or flat out never realized llama caravans were in the game. I sure did. I've never used them, and for good reason too. Their AI stinks, and I can get the same effect by getting shulker boxes for arguably a little more effort. They're limited to ten llamas too, making them relatively clunky to use.

    My greatest issue with llama caravans is that they're placed in an ineffective spot in the game. You need lots of hay to breed llamas (or luck with finding them). By the time you could put together a llama caravan of decent size, you've already progressed to the point where it's ineffective for the effort you have to put into it.

    Change 1: you can now put leads on the other llamas in your caravan to make it more uniform and speedy. Think train coupling. With all the llamas in a line, controlling them will be easier and faster too.

    Change 2: Llamas can now carry a lot more weight. Instead of just one chest (27 slots) they can carry two (54). More effective for little more effort. To make this change effective, the current system for Strength values is scrapped.

    Change 3: you can use leads to lengthen your caravan. As mentioned in change 1, you can add leads to follower llamas to make them faster. You can do the same and have an extra 10 llamas for your caravan, if you string them all together. To make this change effective, you can no longer get infinite llama chains like you can now.

    Change 4: Llamas are now easier to breed. Instead of requiring an entire hay bale, they need beetroot to breed instead. Adds a use to another completely useless feature in the game.

    Change 5 (WIP): Llamas with certain carpet designs have special effects on the caravan. This idea is still a work in progress because it's a pretty big one, so I'll make a separate post for it when I'm finished. The examples I have already involve Green Carpet and Trader Llamas. Green Carpet designed llamas have creepers on them, so they repel creepers from them, similar to cats. Trader llamas in your caravan increase the odds of a wandering trader to show up that day.

    submitted by /u/HairClippingJesus
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    When you have a dog and drop a bone, the dog will go and pick it up and give it back to you.

    Posted: 08 Oct 2019 06:59 PM PDT

    It would be a cute little behavior that would just make the dogs more like dogs.

    submitted by /u/BoiBotEXE
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