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    Minecraft Deer, Elk, and Moose

    Minecraft Deer, Elk, and Moose


    Deer, Elk, and Moose

    Posted: 19 Nov 2019 11:34 AM PST

    Deer are wonderful animals, ain't they? I think adding Deer to Minecraft along with Elk and Moose could bring a lot of life to Minecraft Worlds.

    Venison: When you kill a deer(I'll leave health up to the Mojang Team) they would drop 1-3 (without Looting) Raw Venison, which would yield 2 hunger points(1 hunger bar) and 1.5 saturation. When cooked, Venison would give you 10 hunger points(5 hunger bars) and 4 saturation. (Venison is quite filling, as anyone who has had it can attest to.)

    Elk: Elk would be found in the Tundra Forest(Snowy Taiga) biome. When killed, Elk would yield you (without Looting) 1-2 Raw Elk. Raw Elk, when consumed, would yield 2 hunger points. When cooked, Raw Elk would become Elk Jerky(VERY easy to make, so it still fits in the style of Minecraft, I've seen people make it in their car! All you need is a hot space with a bit of air flow. Like smokerooms.) Elk Jerky could be eaten .2 seconds slower than Dried Kelp, and would yield 6 hunger points and 4.5 saturation.

    I frequently find Elk bones when I go camping. There should be a 5% chance that Elk would drop their Jawbones when killed, along with the other drops. Elk Jawbones could be ground into 2 bone meal in any crafting interface, and when hitting something with the Jawbone, it would deal 1 heart of damage, but have a .5 second cooldown, with a durability of 50.

    Moose: Moose would drop Leather, and Antlers. When placed in an item frame, Antlers would be like a map, where the item frame disappears and the antlers are displayed on the wall. But, instead of taking up the entire item frame, Antlers would make the item frame invisible. That is all. Thank you for reading.

    Feedback Site Link: Could not condense. Editor isn't working. https://feedback.minecraft.net/hc/en-us/community/posts/360055123631-Deer-Elk-and-Moose

    submitted by /u/CJPsalm139
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    More Negative / Corrupt Status Effects

    Posted: 19 Nov 2019 08:46 AM PST

    One thing that has always baffled me in Minecraft is how many good or positive effects don't have a negative counterpart. With 19 positive effects and only 13 negative ones, there are definitely many positive effects left without a negative partner. And given that a part of brewing is using a fermented spider eye to reverse the effect, this is especially surprising. In fact, most of the time, because of the lack of reverse/negative effects, the fermented spider eye counterpart of many potions doesn't even make sense. For example, brewing a FSE into a potion of leaping gives the potion of slowness...???

    Some status effects DO have a negative or reverse counterpart, such as Speed/Slowness; Haste/Mining Fatigue, but loads like Jump Boost, Water Breathing etc., do not.

    So here's what I propose - more counter status effects are needed in the game.


    Reverse Jump Boost - "Weight"

    The "Weight" status effect inhibits jumping. The way to get this status effect is to make a Potion of Weight. You can get this potion by applying the FSE to the Potion of Leaping. Due to the fact a potion that inhibits jumping SERIOUSLY incapacitates opponents in a PVP setting, its effect time should be relatively short (e.g. 15-25 seconds as a splash potion).

    Also, using these in combat might actually give you an incentive to actually brew a Potion of Leaping. I mean really, have you EVER brewed one of these???

    Reverse Resistance - "Vulnerability"

    Resistance makes you absorb some attack damage. You can get it from golden apples and beacons (but not potions, surprisingly (unless you brew that silly turtle potion)). So naturally, Vulnerability INCREASES attack damage. Again, you'd probably brew this as a splash potion or arrow for enemies in a PVP setting. I dare say you could get a Potion of Vulnerability by corrupting a Turtle Master potion, to get Vulnerability and Speed.

    Reverse Regeneration is essentially Poison/Wither, and I don't feel Fire Resistance needs a reverse potion

    Reverse Water Breathing - "Drowning"

    Water Breathing potions make it so you can breathe underwater indefinitely. So what about a potion that means you start taking drowning damage as SOON as you are submerged??? This would be again good in PVP settings where you don't want your enemy to escape across water. You can get the Potion of Drowning by corrupting a Water Breathing potion.

    This potion could have an unusual property - if you throw a trident through a lingering cloud of Drowning, it will imbue the trident with Drowning. When thrown at an enemy, including an aquatic mob, it will cause the mob or player to get the effect, and to start drowning. This can last maybe 20 throws, regardless of whether it misses or hits.

    It would give the Trident some actual use.

    Reverse Invisibility is, in a way, Glowing. Reverse Blindness is Night Vision.

    Reverse Health Boost - "Health Loss"

    First of all, I am amazed the Health Boost potion is not a thing in Minecraft. But I'm sure with a Nether Update or.. ya know.. honey... they could think of something. Seriously why is brewing honey into a potion of Health Boost not a thing?? It would give honey some actual survival use.... but anyways, corrupting a Health Boost Potion gives, you guessed it, lower health. Whereas the Health Boost gives you more base hearts, Health Loss reduces your base hearts in a fashion equal and opposite to Health Boost. Also useful in PVP settings, or for throwing at mobs to lower their health points.

    Also, regarding "Dolphin's Grace"...

    Can we please rename "Dolphin's Grace" to "Swim Boost". "Dolphin's Grace" doesn't actually tell you what the effect is, it just tells you how you get it. That being said, I don't think this potion really needs a slower swim counterpart.

    Finally, reverse Hero of the Village - "Enemy of the Village"

    You get the "Hero of the Village" status effect for beating a raid. It causes the villagers to massively reduce their trade prices and throw random gifts at you. The "Enemy of the Village" effect, you can get if you commit a heinous crime, such as murdering a child villager or setting a house on fire.

    This effect causes a huge increase in trade prices, and the villagers to actually turn hostile on you, all of them coming in to swing a good punch at you as long as the effect is active!


    So these are my thoughts on possible new negative status effects that counter some of the positive ones are.

    What are your thoughts on these new effects? Would you like to see these added, or changed in any way?

    submitted by /u/FeelThePower999
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    Structures like End Cities should also spawn hanging from the bottom of End islands

    Posted: 19 Nov 2019 02:57 AM PST

    There is void below the islands of the end, but it's treated as a hazard when really, it's free real estate. Players would have a reason to dig through these masses of endstone for once. And navigating through an End City with nothing but the void below you sounds proper spooky.

    submitted by /u/gamtosthegreat
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    Rappelling. Attach a lead to the fence, hold on tight, and climb down.

    Posted: 19 Nov 2019 12:20 PM PST

    You know how you can tie an animal to a fence with a lead? What if you could just hold onto the rope yourself?

    Let's say that you have a range of 10 meters, multiplied by how many leads you possess at the moment. You descend or climb at a walking pace, long as there's no overhangs. (If you do, you can jump down about two meters without trouble, but good luck getting back up without going around the gap.)

    I know they said they don't like the idea of tying a rope two two fence posts, soooo I guess that means the player just has to keep hold of the rope, or let go and the rope pops off, dropping as an item and sitting on top of the fencepost.

    The idea here is to add another unique mobility ability, based on a real sport, using already existing items and their logical applications.

    The animation could be like the player dangling from the rope, both feet on the wall, only daring to take one hand off when they need to interact with something. Alternatively, it could be possible that the player cannot interact with anything until they let go.

    Possible upgrade: A harness that's basically a 'chestplate' made of strings, that enables you to rappel hands-free, and so frees your hands to build and whatever while hanging, also solves the problem of slowing your descent when you're under an overhang.

    submitted by /u/VectorLightning
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    Flint and Steel enchantments! Scorching, Blazing, Frostfire, and Everburn!

    Posted: 19 Nov 2019 12:37 PM PST

    SCORCHING

    Scorching is a fairly common enchant that increases the damage of Fire from 1/2 heart per second to 1 heart per second. This makes it good for combat situations. The fire created by this enchantment is a red color.

    BLAZING

    Blazing is slightly rarer than Scorching. It increases the spread of fire by 2x, making it excelling for destroying flammable structures. The fire created by this enchantment is a yellow color.

    FROSTFLAME

    Frostflame is about as rare as Infinity or Silk Touch. It creates light blue fire that emits snowflake particles and glows in the dark. Most mobs will be slowed down if they touch frostfire. Snow Golems are healed by frostfire. All Nether mobs are hurt by frostfire as if it were regular fire.

    EVERBURN

    Everburn is a treasure enchantment that can only be found in Nether Fortress chests. Everburning fire has an enchantment glint and doesn't spread to nearby blocks, but it burns longer than usual while on a block/entity. In addition, it cannot be put out by explosions, lava, or water(it has a waterlogged state).

    submitted by /u/AlexSteckline
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    Badlands Village Reworks (And Pillagers for that matter)

    Posted: 19 Nov 2019 08:57 AM PST

    Badlands Villages exist... I think? I haven't encountered too many badlands.

    Badlands have Pillager Outlaws, Pillagers riding on horses which use crossbows. They generally will be faster and tougher as a harder variant of pillagers.

    Badland Villagers have a unique variant -

    Villager Cowboy.

    Instead of defending the village, Villager Cowboys will try to run as far away from the village as possible. This will lead to them being chased by the outlaws.

    submitted by /u/Duytune
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    Thermal Air Blocks

    Posted: 19 Nov 2019 02:33 PM PST

    Air blocks above lava should have thermal properties of uplift with elytra flying.

    submitted by /u/ryz0
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    New function for parrots to make them more useful + new storage block

    Posted: 19 Nov 2019 02:00 PM PST

    Right now, pet parrots are kind of useless, all they really do is sit on your shoulder and get funky when the beat drops. I propose a new function to make pet parrots useful. Here's my idea:

    Parrots will fly over to an item in a 20 block radius and pick it up, then bring it back to you. They can only carry one item at a time, but I think this would make parrots great companions to take with you when exploring or hunting.

    New Block - the Parrot Nest Parrot Nests are crafted in the following order; 0 = Hay Bale 1 = Seeds 2 = Diamond

    0 1 0 1 2 1 0 1 0

    How it Works: The Parrot Nest is a storage block with 10 slots for items. When a Parrot Nest is in a 40 block radius of a parrot, the parrot will deliver any items it picks up to the closest nest

    Hope you like my idea!

    submitted by /u/Arc_Nebby
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    The Potion Of Silence

    Posted: 18 Nov 2019 08:00 PM PST

    As the name suggests, this potion would make the user completely silent for up to 4 minutes.(same length as slow falling, so it is not overpowered) the way it would be crafted would be using a Feather, since they're soft, and softer movements mean quieter (usually) I'm thinking the brewing recipe would go somewhat like this: Nether Wart > Feather > Glowstone/Redstone

    The potion effect of Silence I would make the the user's sound of footsteps, chest opening, etc. 50% quieter, Silence II would make the user completely silent. Useful for roleplayers who want to have an assassin in their roleplay. That's pretty much it. I mean and then the other potion stuff like Splash and Lingering.

    Here's the Feedback Site Link

    EDIT: I just realized what else this could have a use for! You can open chests near Piglins and they won't get angry, since they won't hear it!

    submitted by /u/CJPsalm139
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    /pin [coords] [colour]

    Posted: 19 Nov 2019 03:46 PM PST

    A command that summons a beacon beam with a custom ability of being able to penetrate any block that makes it easier for creative users and mapmakers to keep track of things, especially if they are in a large world. Maybe /tppin [colour] to tp to certain pins?

    submitted by /u/DooderBoiCobra
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    Crop revamp

    Posted: 19 Nov 2019 03:18 PM PST

    Crops have been in the game for a long time and desperately need a revamp. I think certain crops should grow in certain biomes. However, there should be more crops for that. Adding crops can be overwhelming as it can seem like many of the crops are useless. Making them need certain growing conditions would make it more viable.

    Cauliflower

    Certain crops are more hardy than others. The cauliflower is no exception. It grows in cold biomes, such as the Tundra and Ice spikes. It would thrive in these places only, and in hot climates it would shrivel up. When harvested, it would give 5 hunger, the trade-off being you only get 1 of it.

    Rice

    Rice, traditionally, grows in Asia. It needs tons of water and often the rice paddies are flooded on purpose. In Minecraft, it would be a water crop. It would still need farmland and would need it's top above water. It would drop 3-7 of itself. The rice would need to be cooked and you would get 1 hunger from each piece. I imagine it could be used for some recipes or something.

    Carrots and Potatoes

    Carrots and potatoes would act as usual. They would not drop from grass, only from zombies. They would grow in plains biomes only. They are some of the better crops, so they should stick to one biome.

    Wheat

    Wheat is hardy. It would grow anywhere it likes. It would also drop from all grass, no matter what biome. It would be a good all-around crop. It would grow slow, but you would only need 1 wheat for a bread.

    Corn

    Corn would be a 3-tall crop. It would be harvested via right click and it wouldn't break. It would grow in the savanna. It could be eaten for 5 hunger bars or used as a substitute for wheat in recipes. It would grow slowly, but give corn based on how many of the blocks in the plant are full.

    Beetroot

    Beetroots would grow in dark oak forests. They would get a buff. Each beetroot would restore 2 hunger and beetroot soup would only require 3 beetroots. It would also restore 8 hunger. Beetroots would need shade, otherwise they would grow extremely slowly.

    Cactus Fruit

    Cactus fruit would be obtained from flowery variants of cactus blocks that would occasionally replace the tops of cactuses in deserts. They would be planted and would always grow a flowery cactus on the 3rd stage. The cactus fruit would give 5 hunger but would have low saturation.

    Other Mechanics

    Crops planted in the wrong biome or given the wrong conditions would shrivel up and die. They would drop plant fiber which needs a use (decide in comments, if this gets enough likes I'll do a post on this).

    Jungles are very lush. They would be able to grow all the types of crops, with a few exceptions.

    *Cauliflowers and Beetroots would need shade. *Rice would still need water. *Flower Cacti would still need sand to grow on.

    Holding a hoe would give the ability to harvest via right click and replenish the crop instantly, (maybe?) giving some EXP. This would take durability.

    submitted by /u/thegamergeeks
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    New Evoker Drop- Spirit Tomes

    Posted: 19 Nov 2019 03:08 PM PST

    Every mob in the game drops some sort of weapon or item they use. Drowned drop tridents, witches drop potions/ingredients, skeletons drop bows/arrows, pillagers drop crossbows/arrows, and vindicators drop axes. But what about Evokers?

    Evokers drop totems of undying which makes...no sense. Shouldn't they revive themselves with it when they die without dropping it? Do they become the totem when they die or something? Why are they the only humans in the world that can perform their type of magic?

    I would like to propose that Totems become a rarer Evoker drop, as well as something found in woodland mansion chests. Evokers common drops would instead be a new combat/magic item called the spirit tome.

    Right-clicking with a spirit tome in your hand would allow the player to summon their own vexes. Right clicking would summon 3 vexes that attack any mobs that you attack, or any mobs that are aggroed towards you. They would despawn after 15 seconds like normal vexes. It wouldn't be spam-able, because it would have a re-use timer, as well as take off xp from your experience bar when you use it (a couple xp points each time). It would look a bit like a magic book, but it would be white in color any appear open in your hand when you hold it (like the one on the enchantment table).

    This would be useful because there are many places that you cannot bring wolves, such as the nether, the end, and lava filled underground. It would also allow for a new fun combat item without being op or lame.

    I should also note this would not have durability. It's durability meter would be its recharge bar between uses. If it did have durability, it would be repaired with leather.

    In order to keep raids useful. They could also drop another type of tome. That allows the player to summon their own "fangs" like an Evoker. It would appear dark gray in color and would also use xp with use, and would have a recharge meter (but maybe a bit faster that the spirit tome).

    Edit 1: Grammar

    submitted by /u/CombustSean
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    Smelt stained glass back to regular glass

    Posted: 18 Nov 2019 06:45 PM PST

    I think it would be cool to be able to smelt all the color variants of stained glass back to regular glass.

    So many times for a project, I over estimated the amount of stained glass I needed only for the left overs to sit in chests and then another project pops up where I need a different color.

    I don't think it would be too overpowered because it requires you to use more fuel for making that mistake. It benefits the convenience of the late game more and doesn't really affect the early game.

    submitted by /u/yackbard
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    Reforging - A possible solution to combat staleness.

    Posted: 19 Nov 2019 02:59 PM PST

    In the recent unofficial snapshots Jeb has released, some of the weapons took on the roles of others, and it led me to a hypothetical use for the Smithing Table. Reforging.

    It would work something like this. Take a hoe, put it in the smithing table. You have two options for Reforging. You can either make it a Scythe or a Spear. Both have the Hoe's range, but Scythes always sweep attack whereas spears are simply a further reaching weapon, but both deal enough damage based on the material to be viable options in combat.

    Or take a Sword. Perhaps you can give it a bit of reach in exchange for speed to make it a Longsword, or speed in exchange for damage to make a Dagger. The Smithing Table would take material of the tool's make as your cost to create the Reforged weapon as well as a bit of exp, and in some cases like the Sword -> Dagger option you might even gain an ingot. But the idea is, rather than implementing a bunch of new crafting recipes or truly new weapons, the old ones that have been seeing use as makeshift X in the snapshots could become those things via a bit of reforging.

    submitted by /u/PJDemigod85
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    Potion of Burning

    Posted: 19 Nov 2019 12:25 AM PST

    This is a Potion that is crafted unlike any in the game, and is meant to be the polar opposite to the Potion of Frost. To make the Potion of Burning, use a Magma Block in a brewing stand, and brew any water bottles you have to create a very hot potion. This potion will have a bubbling texture to it, and when thrown into water, it will create steam particles. When drunk, it gives you the Burning effect, which causes the entity to go bright, bright red as if damaged, emit steam particles rather than classic effect particles, and continuously take damage very similar to Poison. Armour (except Leather and Diamond) will increase the speed at which your health drains by 1.5x the normal rate. When thrown at a Slime, the Slime will be slowed by a major amount and have a dry, crackly texture, known as a Dry Slime. Killing the Slime in this state causes slime blocks to drop, rather than slimeballs. If the Potion is thrown in the Nether, it will have an explosive effect, exactly like TNT, acting as dynamite. It does nothing when thrown in Lava. If thrown on ice blocks, the ice blocks around in a 3-5 radius will instantly melt. This potion behaves normally in the End. If you throw it at glass, the glass will crack from heat stress. The Potion of Burning will also dry out sponges and kill coral blocks when thrown at them. It will cause instant death to fish, as fish hate heat. Skeletons are immune to this potion, as they do not have any flesh whatsoever on them, and cannot feel it. Spiders will take a massive amount of damage from this potion, because they are insects and so will bees. When this potion "explodes" on the ground, steam particles are released, and a massive hiss noise can be heard. Other than that, you cannot see it.

    submitted by /u/SnowBallEarth43
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    new enchantment for helmet and cap: anti suffocation! (i couldn't think of a better name)

    Posted: 19 Nov 2019 01:29 PM PST

    the new enchantment will allow the player to take less damage when suffocating. there will be 5 levels. level 5 will break the sand or gravel that is suffocating the player level 1-4 will just reduce the damage done per second. a better name would be sand breathing

    submitted by /u/aleksey69
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    New fish: The Gold-Fish!

    Posted: 18 Nov 2019 07:45 PM PST

    Minecraft's ocean monuments are somewhat lacking. They don't offer much beyond sponge and some gold. I propose a new mob, the gold-fish. It would spawn in the central room of the ocean monument. The guardians would consider it to be sacred, and not attack it. The fish itself would be very fast and run away when pursued. If you manage to kill it, it would drop 2-3 gold nuggets. I think in general ocean monuments are pretty useless other than guardian farms, and I think this would be cool as it fits the whole "gold" theme in ocean monuments.

    submitted by /u/thegamergeeks
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    Coral stubs

    Posted: 18 Nov 2019 07:53 PM PST

    Coral stubs would occasionally drop from breaking coral blocks without silk touch, and would exist for every coral type. It would act as a sapling and could be bonemealed into a large coral. They could only be bonemealed in coral reef biomes.

    submitted by /u/thegamergeeks
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