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    Minecraft Small rock mounds in the ocean

    Minecraft Small rock mounds in the ocean


    Small rock mounds in the ocean

    Posted: 05 Oct 2019 09:17 AM PDT

    There would be tiny little islands made of stone that generate in oceans, typically pretty circular, about five blocks in diameter.

    submitted by /u/SuperShibe-
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    Magma Cubes and Slimes attacks should cause considerable knockback.

    Posted: 05 Oct 2019 04:19 AM PDT

    I got this idea from Hypixel's skyblock. Both Slimes and Magma Cubes are not really a threat in survival mode, not even in the early game. Having a big knockback attack would make them more dangerous due to the risk of throwing the player off a cliff or into lava, and it kinda makes sense if they're supposed to be bouncy.

    submitted by /u/Tumatik
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    The "Soul Sand Valley" should be a Wither Skeleton spawn location

    Posted: 05 Oct 2019 05:03 AM PDT

    The Soul Sand's name and texture indicates that it has souls trapped on the inside. And if this theory is correct, the Wither skeletons are the bodies of those souls, that way making perfect sense to have them spawn in this biome.

    Besides this logic, there are multiple reasons why this should be a thing:

    - Wither skeletons would be easier to farm (manually or automatically).

    - They could work as a zombie Pigman replacement for this biome

    - They would fit into the overall vibe of the biome

    submitted by /u/XxBom_diaxX
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    When standing on a sapling and it grows, you should be moved to the top of the sapling.

    Posted: 05 Oct 2019 01:10 PM PDT

    When the player is standing on top of any sapling, and it grows, if there is space on top of it, the player should be moved to the top so it seems like the tree grew under them rather than just instantaneously appearing.

    submitted by /u/Milo55545
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    Fjord Biome

    Posted: 04 Oct 2019 04:05 PM PDT

    So, I think this would be a cool idea to go along with the new mountains - Fjords.

    -They would be quite rare (think Mega Spruce level rare), and would only spawn between a mountain biome and an ocean/beach biome.

    -Terrain generation similar to North Norwegian Coast and the French Southern and Antarctic Lands

    -Features the S n o w i e r S n o w and Occasional Ice Lakes

    -Could be either grassy or rocky, depending on the adjacent ocean type (could be a good determinant of ocean type)

    -It would basically be a scenic, carved out, mountainous coastline. I think it would be cool, especially with the inspiration of the Norwegian coast. I've been wanting something like this for a while, and I suspect others would like it too.

    Edit: Thanks for the Gold! It's my first :D Not bad for my first post on this sub

    submitted by /u/Awe_Da_City
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    Zombie raids should improve

    Posted: 05 Oct 2019 12:59 AM PDT

    As of now the zombie raids are really boring and brief. My idea is to make the zombie raids more rare and great. So, first of all zombie raids should occur only on certain circumstances, like with the pillagers. For example: when you destroy the zombie spawner, you recieve an effect similiar to bad omen. And when you go the village at night, a zombie raid starts. After the first wave, more mobs will appear, like skeletons, creepers, spiders and etc. During the final wave, an unused Giant Zombie spawns as a miniboss, which when you kill him he'll drop a lot of exp, rotten flesh and some amount of ingredient for the poison of resurrection, which you can use for healing the villagers easier. I guess that could be added in the new combat update, which will happen eventually.

    submitted by /u/Dipp-the-great
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    Caves need more Depth

    Posted: 05 Oct 2019 11:29 AM PDT

    The world is limited in depth, but there's also the immersion part to consider, caves are very repetitive, and while badlands and mountains have slightly unique cave/underground features, anywhere else you go exploring caves seems exactly the same. So perhaps they could gain more unique traits from the biomes above them.

    I propose that caves take advantage of a feature that's actually somewhat disliked right now: Grass and trees or greenery, generates after caves, which normally only does stuff like spawn random grass and flowers in caves. Taking this and giving it use, you could instead populate the caves with things like moss, and depending on how moss might get added, would change how immersive just moss can be.
    But there's a lot of biomes, so:

    • Deserts might have something like scorched roots hanging from the cave ceilings.
    • Frozen caves would have icicles hanging from the ceiling, they could have the unique property of falling and dealing damage if the block they are on is removed, or perhaps when a light is close enough to melt them.
    • Lush biomes like jungle could have more vines, moss, and maybe rare bioluminescence flowers.
    • Underwater caves are fairly new, but regardless are seemingly more empty, a plant that can refill your air, would make exploration of these caves much more reliable, although more would need to be added to make them more enticing.
    • Mushroom Island caves could host different mushroom variants and fungus.

    You probably noticed the lack of development for those biome suggestions, well don't worry, that's because I would enjoy developing them separately and getting your feedback for them, however what I listed is merely outlines for what I think each biome should have, they should each be tailored to fit the biome above, and there's many biomes that I won't mention here at all, but maybe even some of you can go on and post ideas for how a specific biome influences the caves underneath.

    Pre-Posting Edit: I removed the mob ideas that I accidentally got ahead of myself and slipped into the biome outlines, since this post is about using the fact that plants and such already generate after the caves to give them more depth. However if further in depth posts on each biome, I'll definitely bring out those ideas and expand upon them.

    submitted by /u/Planemaster3000
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    Leads should be used as chains to connect minecarts.

    Posted: 05 Oct 2019 02:11 PM PDT

    This would make it possible to create trains, make a new use for leads, make item transport easier, and let multiple players travel fast at once without having the risk of the minecarts becoming detached. Also, only the minecarts in the front or back should be able to control it.

    submitted by /u/Milo55545
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    The scythe

    Posted: 05 Oct 2019 07:25 AM PDT

    The scythe would function as both a tool and weapon

    The tool part: the scythe could be used to clear areas of grass, trim trees and various other tasks involving vegetation

    The weapon part: the scythe would be a short/medium ish range weapon that would bring mobs closer to you while doing about as much damage as an iron sword. You can also put both harvesting enchantments (fortune silk touch etc) as well as combat (fire aspect sharpness etc) with the scythe would also come a new enchantment called "reapers reward" which would give you lifesteal

    submitted by /u/joaquom_the_wizard
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    Skeletons in swamps (new mob)

    Posted: 05 Oct 2019 12:46 PM PDT

    Skeletons that spawn in swamps are covered in moss. The shoot poisoned tipped arrows. When they die, they drop bones, arrows, and sometimes poisoned tipped arrows. I do not have a good name for this mob.

    submitted by /u/DontStealMyPotato
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    Some times souls escape from soulsand

    Posted: 05 Oct 2019 07:37 AM PDT

    There must be souls in the soulsand. Makes sense right? So why doesn't minecraft have soul entity's?

    Let me explain this idea. Sometimes souls escape soulsand. If so you will see a transparent entity floating. It can be anything that is humanoid. Villagers, Piglins, Illagers, Zombies, even Vexes.

    If the soul escapes the soulsand it turns into soulstone.

    What do you guys think?

    submitted by /u/UriealedX
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    Biome Lords

    Posted: 05 Oct 2019 01:09 PM PDT

    I had an idea for large Mobs that have a rare chance to spawn in a biome, either when a specific requirement has been met (perhaps mining a specific amount of a specific ore, or maybe just spending enough time in that specific biome) and depending on the biome/lord it could either be an optional boss to fight with a rare and/or powerful drop, or maybe a passive mob that can grant the player some sort of "blessing" while they're in the biome of that specific Lord. the only real ideas i have for it is maybe a giant scorpion boss in the badlands, and maybe a giant bear in the forests

    this idea isnt 100% fleshed out, so any suggestions I am fully open to

    submitted by /u/LordofSnails
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    Foreshadowing for the Ender Dragon

    Posted: 04 Oct 2019 09:07 PM PDT

    So , I recently watched a video about the possible inspiration that Herobrine had over the design of the wither and a couple of other mobs , and in that video It's mentioned how the animators had to create their own villain ( Herobrine ) because the Ender Dragon was not very menacing, and wasn't even like a villain, that she just sat there and waited for the player to kill her , I taught this was very bad for new players, who wouldn't even know about the existence of the Dragon without looking in the internet, the wither has a sand block of his image , while the supposedly final boss of the game has nothing .

    The overworld should have villages that were destroyed, with purple flames ( wouldn't naturally stop burning unless the player threw water into them , ) this villages would also be infested with petrified chorus plants and maybe possibly a new stone block only found in those villages with the image of the Dragon .

    Also , for making things better for the Dragon foreshadowing there could be Endermites spawning naturally in the over world and the spawn rate would increase a little bit every night until You kill the dragon when they would just drop down to how it is now

    submitted by /u/Spq113355
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    When standing on top of a stonecutter's blade, a player or mob will take damage.

    Posted: 05 Oct 2019 12:54 PM PDT

    You will take damage similar to that taken when standing on a magma block while standing on a stonecutter's blade. Literally the title.

    submitted by /u/Necrosis_Jones
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    A phantom biome

    Posted: 04 Oct 2019 06:53 PM PDT

    Ever wonder where phantoms even come from? The phantom biome, of course! This corrupted biome is filled with grey sand and vines, filled with caves and rivers of ash water, a black water that causes nausea, and the quicksand pits that suck you under, unless you use leads to attack yours self to a nearby rock and jump out. But where are the phantoms? They are perched up on a high hill hunting for pray, with there new mechanic, the sitting mechanic, meaning phantoms can sit and watch there prey. But why grey and not green and blue? Because of the elder phantom, of course! Got swarmed by a flight of phantoms? But you came out victorious? The elder phantom goes in for the kill, inflicting nausea, blindness, and poison on its prey.

    New items include broken phantom wings, which are crafting materials,

    phantom lanterns, a black lantern with a green glow,

    phantom blocks, which are grey brick like blocks with green cracks running through them.

    And lastly, the phantom wings. Craft this using the elytra in the middle, broken phantom wings on the l ft and right sides, and 2 diamonds in the corners along with 2 emerald in the other corners, and eye of ender on the bottom, and a nether star on top. You've made the phantom wings, these are like the elytra, but instead of fireworks, you can flap your wings by pressing space (or jump buttons on console) and ride up in the sky, while also emitting a black, blue, and green trail.

    submitted by /u/Silver-Specter
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    Cleric Villagers will heal Zombie Villagers

    Posted: 05 Oct 2019 02:05 AM PDT

    it only makes sense, seeing as they are clerics, it could be an interesting and easier way to cure zombie villagers this could also help towns recover from zombie attacks

    additionally, maybe zombie villagers should stay near their work station to make it easier for the cleric to heal them

    submitted by /u/LemonScented60
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    Iron doors need stronger blast resistance

    Posted: 04 Oct 2019 08:18 PM PDT

    AFIAK they have the same resistance as cobblestone.

    submitted by /u/d-o-w-n-v-o-t-e-d
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    Piglins give weapon Augments

    Posted: 05 Oct 2019 10:51 AM PDT

    With the addition of the "Fletching table" and "Smithing table" and their lack of use, i had an idea.

    It was stated that the next major update will give use to these tables, perhaps whatever the piglins barter with are used for the tables.

    Augments would be artifacts used to upgrade weapons (and possibly armor) similar to enchantments.

    they can have unique functions or functions that correlate with enchantments.

    the augment's abilities can range from increasing speed, damage and range to giving abilities like dash attacks, healing capabilities, soul stealing and dodging.

    Perhaps if you give a piglin enough gold they can give some sort of rare gem that you attach to your sword or a strange looking talismen that you use add to your bow

    they would do more than change function of the weapon, but also appearance to the game feel more customisable.

    submitted by /u/SolarSilencer
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    Village Banishment (Enemy Off The Village Effect) Concept [Update]

    Posted: 04 Oct 2019 07:32 PM PDT

    Village Banishment Concept (Update)

    I've read plenty of really good comments, and I guess I didn't make myself clear as my post was removed. So I thought I'd update my suggestion.

    If you hit a villager, iron golems will come after you as normal, but if you hit a bunch of villagers in succession, kill a villager, steal a lot of things from them (their job items) or wake them up excessively during the night/taking beds,

    Edit: Necrosis_Jones suggests that spamming the bell will also activate the effect.

    you will get the "Enemy of the Village" Effect, which cannot be taken off unless you meet specific requirements.

    When entering a village with the effect, any Iron golems will immediately go after you, unlike how it is now, they will not un-engage anger with you unless you get far from the premises of the village. (re-entering will make them come after you again) Also with this effect, you will not be able to trade with any villagers.

    (Edit: The effect will only apply to the village you had problems with, it will not carry over to other villages.)

    With the effect, Pillagers will not attack you unless you engage first. (Like Pigman.) This is where one of the effects to take of the effect come in:

    If you win a raid, You normally get the "hero of the village" effect, but if you win a raid with the "enemy of the village" effect already on, then it'll be taken off, however you won't get the hero of the village effect. Villager trades will be accessible again, but at high prices, throughout a period of several in game days, the price will go back to normal, until things are back to how they used to be.

    Another way of returning them back to normal is to do nice things, this will normally be hard if there is an iron golem. If you heal them with splash potions, plant crops for them, etc, you will eventually lose the effect.

    If anyone has more ideas, please share them.

    submitted by /u/ThatOneWooper
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