• Breaking News

    Minecraft Since slime blocks don't stick to honey blocks, I think that slimes SHOULD be able to jump on honey blocks.

    Minecraft Since slime blocks don't stick to honey blocks, I think that slimes SHOULD be able to jump on honey blocks.


    Since slime blocks don't stick to honey blocks, I think that slimes SHOULD be able to jump on honey blocks.

    Posted: 10 Nov 2019 01:09 PM PST

    Entities and blocks get stuck if they happen to be positioned on top of a honey block. However, some blocks don't stick to honey blocks. Slime blocks are a good example of this. Since slime blocks are just slimes without eyes, I think that the parent mob, slimes, shouldn't stick to honey blocks like other mobs.

    submitted by /u/Diriector_Doc
    [link] [comments]

    Grindstones should show XP amount that you receive

    Posted: 10 Nov 2019 12:14 AM PST

    Currently you can't tell much if you will receive 1 XP or 10 XP from disenchanting an item. I suggest that grindstones show how much XP points you will receive when you put a tool in.

    submitted by /u/solar_powered_noob42
    [link] [comments]

    More campfire smoke effects

    Posted: 10 Nov 2019 04:38 AM PST

    Currently, only one block alters the appearance of campfire's smoke - the hay block, and the only thing it does is extend it. I think adding more options like this would be a very fun addition and would open many interesting new possibilities for builds!

    • A coal block underneath the campfire would extend the plume and also make it darker and progressively wider as it floats up. Big clouds of almost black smoke would help in builds like volcanoes, factories, cities or just when the hay block smoke feels too small for your huge house.

    • Placing a cauldron filled with water over the campfire (or even regular fire and lava) would block the smoke particles coming from it and produce white steam particles instead (magma blocks and their bubble columns could also produce steam), creating an awesome effect for waterfalls or saunas! Maybe colored smoke for cauldrons with dyed water?

    • Smoke emitted from campfire placed over some soulsand would have a pale cyan color and screaming faces in it.

    submitted by /u/f_____s
    [link] [comments]

    Soups and water bottles stack to 16

    Posted: 10 Nov 2019 10:12 AM PST

    In a recent snapshot, honey bottles could now stack to 16 to make them a more viable food source and make it easier to craft honey blocks.

    Soups, as of now, are pretty useless, as they don't stack. Like honey bottles, we could make them more useful as a food source by allowing them to stack to sixteen.

    As for water bottles, this just makes sense as if honey bottles are stackable, water bottles should be as well.

    Edit: suspicious stew would not be stackable, as it gives effects and I think it would fall under the same category as potions, and it would be too op

    submitted by /u/bibizu
    [link] [comments]

    Villagers should also meet around campfires.

    Posted: 10 Nov 2019 12:54 PM PST

    At the moment, villagers congregate around the bell in a village at certain points in the day. However, they can be difficult to obtain, requiring the player to either steal one from an existing village or buy one for an exorbitant amount of emeralds.

    So, I present my idea. I think villagers should met around campfires in the absence of bells, making it easier for players to start their own functioning villages. To avoid making them overpowered, they could have a smaller radius to attract villagers and do not have the function of making villagers hide indoors during a raid.

    Additionally, butcher villagers could cook on the campfire, although some changes would need to be made to prevent villagers burning themselves.

    submitted by /u/TheCoderCube
    [link] [comments]

    Stone Golems (Hear me out.)

    Posted: 10 Nov 2019 02:51 PM PST

    Stone Golems are entities which cannot move and have 1HP. Upon death, they crumble to dust instead of die normally as they aren't alive at all. No magic, no machines, none.

    They serve as a reminder of older golems that existed and create a sense of continuity. Currently we have no traces of golems. Every mob has a trace except for any type of golem, so I think this would work as a way to make it flow.

    Stone Golems are golems in a position of permanent rest, slumped against a block. They spawn naturally anywhere, but only rarely. They spawn slightly more on floating islands, icebergs, and especially more in villages.

    When destroyed, they drop cobblestone.

    They have 4 different poses.

    1 - Slumped with head leaning down

    2 - Saluting, eyes closed

    3 - Laying down

    4 - Trying to escape something it is buried to it's waist in - used for when incased in icebergs, dirt, or anything else

    Edit:
    These work almost like blocks, but in terms for mapmakers, you can trigger a lot by having one of these. They'd have to be similar to armor stands. You can use these as triggers and cause boss fights by inspecting it. You can alter their poses by right clicking.

    submitted by /u/Duytune
    [link] [comments]

    Strudels are the PERFECT food item

    Posted: 10 Nov 2019 12:02 PM PST

    Right now, the two most basic items based on farming are wheat and seaweed.

    This is based off of a seaweed and wheat strudel.

    It is crafted with 6 roasted kelp on the top and bottom, and 3 wheat in the center.

    It retains the eat-speed of roasted-kelp but has the saturation of bread.

    submitted by /u/Duytune
    [link] [comments]

    Honey Pistons

    Posted: 10 Nov 2019 01:25 PM PST

    could be usefull if there is no slime biome near by

    submitted by /u/LachendesLauch
    [link] [comments]

    Stickier Honey Blocks

    Posted: 10 Nov 2019 01:11 PM PST

    I like how they are, but when standing on a honey block that is then brought downwards, you still get a few moments of fall. This should be changed and you should stick to it all the time, so descend at the same speed as the piston.

    submitted by /u/Nouche_
    [link] [comments]

    Redstone smoke - A new way to make vertical redstone signals

    Posted: 10 Nov 2019 06:54 AM PST

    Currently there are several ways of transmitting vertical redstone signals. But I'm not aware of any way that slowly activates different redstone mechanisms from the bottom up in a compact way. Plus, campfires having this funcionality would give a redstone related use to what is currently just a decoration block.

    The player would be able to create "redstone smoke" by placing a redstone dust in a campfire. This would also work by activating a dispenser adjacent to the campfire.

    Immediately after the redstone dust has been placed, the campfire will start to emit red smoke that will give a redstone signal with a power level of (insert number suggested by the comments here) to all bordering blocks.

    Using hay blocks and pistons you would be able to change the height of the smoke, thus changing the height of the redstone signal. I can't really explain how this could be used, because I'm not smart enough to use it myself. But I'm sure that actual redstone engineers would find this useful

    Big thanks to u/f_____s for helping me come up with this idea with his suggestion about "smoke effects".

    submitted by /u/XxBom_diaxX
    [link] [comments]

    Crossbow Features

    Posted: 10 Nov 2019 09:33 AM PST

    Enchantments:

    Range: Increases range by 1.25x every level, goes up to five levels. Mutually exclusive with piercing.

    Pullback: Increases damage done by arrows by 1.25x every level. Makes loading the crossbow take 0.5 seconds longer per level. (3 levels) mutually exclusive with quick charge.

    Edit: Removed part about new ammo

    submitted by /u/anxious_stan
    [link] [comments]

    Ominous banners should repel pillagers.

    Posted: 10 Nov 2019 03:54 PM PST

    Like having a skull on a spike outside the walls of your kingdom, when an illager patrol starts encroaching on your terrain, its leader will see the emblem of its kind and realize that the owner of this land has razed a patrol before and will not hesitate to do it again.

    Yes, currently this would result in it being tedious but not difficult to entirely raidproof a village due to the amount of patrols that spawn and by extension the number of banners you can get, but Minecraft could do with patrols being rarer anyway.

    The benefits of this include an actual reason to collect ominous banners, as well as a reason for Mojang to make them rarer. It's also emblematic and is quite a cool mechanic if you drop the meta. This would also make it possible to make limited "safe areas" during raids, which enterprising minds could use to create storm shelters or something for villagers to enter. Villagers' own bad AI should stop that from being too OP.

    How this would work is fairly simple. The current ominous banner design features a black border as its top layer. My suggestion would replace this border with a similar-looking yet unique border, much like the vines border pattern already present. Perhaps it would be a more rounded border, maybe a spiky one, the actual shape doesn't matter much. Mechanically, a banner with this border present on it will trigger pillagers to flee the area in much the same way that ocelots scare creepers and the like. This makes it impossible for players to simply craft new ominous banners and use those to scare pillagers.

    As a bonus, cartographers at high levels may sell this pillager-border, the same way they sell globe patterns. When one purchases this border, it can be applied to any banner to give it the same effect as an ominous banner. This provides players with a way to rid themselves nigh-entirely of pillager problems as they enter the late game, the same way one becomes less inundated with monsters as coal becomes more plentiful and torches abound.

    submitted by /u/wunderbarney
    [link] [comments]

    Changing hotbars

    Posted: 10 Nov 2019 09:56 AM PST

    I think that Minecraft should have buttons that scroll through the four lines of inventory similar to in Stardew Valley

    You'd have two buttons that scroll different directions or four buttons with each one going to a different dedicated row

    I think this would be good for Minecraft because you won't have to go into your inventory to get different blocks you just press V or something and go to the row you need

    submitted by /u/Popstar_Rowlet_Rohan
    [link] [comments]

    Make the grass/foliage (Not just leaves) fade to white when snowing. Also make the same thing for burning, but crimson to black.

    Posted: 10 Nov 2019 01:04 AM PST

    I mean, leaves go white in Bedrock, why not grasses, grass blocks, ferns, etc?! Also, shouldn't there be a bit of pastel cobalt blue before going white like ice? Mojang should code the flowers maybe so only the green parts do this. They also take a few seconds more to mine than usual (0.5 seconds longer) cause of rigid particles, thus increasing hardness.

    When leaves are set on fire/plants/grasses/grass blocks, they should fade to black like in Spyro Reignited Trilogy, and then disappear. With grass blocks, they fade to black, and have a 0.5% chance of turning to dirt blocks, but do not disappear, as Mojang has rejected disappearing terrain. When leaves burn from fire, they should have a 0.05% to 0.1% chance of dropping ash, cause leaves turn to ash in fire, same for all the other grasses/foliage.

    On a lighter note, grass and foliage should turn black within a radius of maybe 12 blocks away from fire and lava. This happens because of immense heat. This also can warn nearby players too.

    This can be turned off with /gamerule dograsscolouring set to false. Enabled by default. It probably shouldn't be a cheat, given that it is just colour changing, and the chance of obtaining ash is very, VERY low, to prevent easy ash farming.

    This comes from fire irl. Fire will do this. It should do this in Minecraft. Not only this, but ice blocks should freeze the foliage and grasses around it in a 3x3 block radius (radius depends on biome, the colder, the bigger the radius), which is white to pale cobalt blue in colouring.

    Servers may want this disabled, as it may lag gameplay, especially with hundreds of players.

    submitted by /u/SnowBallEarth43
    [link] [comments]

    Shulkerbox Minecarts

    Posted: 10 Nov 2019 06:29 AM PST

    These can be made by simply right-clicking with a shulkerbox onto a placed down minecart (Or crafted as other cart-combos in the craftinggrid). You can simply remove it by leftclicking twice or breaking it to get the full shulkerbox back with it's insides

    This allows for a shulkerbox to move over rails to empty it with hoppers underneath on the way.

    submitted by /u/SirIkaros
    [link] [comments]

    GEMSTONE SOCKETING - A way to fix the core gameplay loop

    Posted: 09 Nov 2019 07:13 PM PST

    One of the biggest issues with Minecraft's core gameplay loop currently is that, despite being called minecraft, we've had essentially every part of the game since Mending was introduced push us further away from mining. If you couldn't tell by the constant & consistent BEGGING for a cave update (myself included!), this isn't exactly a new complaint. When Mending was introduced, the issue became that, once you've gotten a set of diamond gear, you effectively never NEED to get diamond gear again (unless you died in lava, the void, or just threw all of your gear onto a fire). With the Aquatic Update making diamonds incredibly easy to find without ever mining, and the Village & Pillage update making trading for diamond gear even easier, it's clear we need a solution. While the easy solution to this would be to remove mending from the game, I feel like subtractive adjustments in game design don't really benefit the experience.

    To solve this, I propose a new system. While most proposed systems to fix this issue simply suggest new tiers of gear, I think the solution could be much more fundamentally interesting, and tie everything together much more elegantly. I suggest GEMSTONES, & I'll get to SOCKETING in the latter part of this post.

    GEMSTONES are a new set of ores, found in specific biomes; we've already got one- Emeralds, which spawn in Mountain biomes. Each GEMSTONE would effectively act as a new enchantment on your gear, but with a catch: these new enchantments have their own set of durability, and aren't effected by Mending. Once you've broken the gemstone on your gear, it's gone, and you can replace it with a new gemstone of the same type, or switch it to something else. Some gemstones would replace current enchantments, as a way of cleaning up the enchanting system somewhat. The gemstone ideas are as follows, but keep in mind that the numbers are NOT final:

    EMERALD: Emerald effectively adds a flat +250 durability to whatever gear you put it on. When socketed with emerald, all durability damage on your gear goes towards the emerald. I figure that since its already in the game, and you can get it through trading, it should be something relatively simple. This would go hand-in-hand with the pre-existing Unbreaking & Mending enchantments, but in such a way that players would want to keep emeralds on them as a resource when they go mining, rather than bringing 5 or 6 diamond pickaxes. It is still found in Mountain biomes.

    RUBY: Ruby could be a replacement for the pre-existing FLAME and FIRE ASPECT. When a ruby is socketed into armour, it takes durability damage whenever the player is on fire, but immediately extinguishes the flame. When a ruby is socketed into a weapon, the weapon lights whatever mob you hit on fire. When a ruby is socketed into a tool, the drops of that tool are automatically cooked (think Autosmelting suggestions). It is found in MESA biomes.

    SAPPHIRE: Sapphire is a gemstone that is centered around combat; when socketed into armour, it provides a very simple buff to the mostly-unused knockback resistance stat. When socketed into weapons & tools, however, it completely removes knockback from the enemy you attack, keeping them close enough to quickly follow up with another attack. This is a very niche combat style, but would effectively make it the Opposite of a Knockback enchantment. Sapphire would be found in the Plains biome, as, being a very niche desire, this would make it more common.

    TOPAZ: Topaz is a gemstone that addresses a common request, magnetism. When using topaz on a tool, any items dropped by the tool attempt to immediately deposit into the players inventory. When using topaz on armour, all items are drawn towards the player, slowly draining the durability of the topaz. When put on a weapon, topaz chains damage amongst nearby enemies. Topaz would be located in the desert biomes of the world.

    PEARL: Pearl is a gemstone that is centered around water, and, thus, all of the abilities granted by it require the player to be in water to take advantage of them. When applied to weapons, pearl increases attack speed. When applied to tools, pearl prevents items from floating to the surface. When applied to armour, pearl increases resistance to all damage, but, again, only while the player is in water. Pearls are found only in underwater caves, finally giving them a purpose.

    AMETHYST: Amethyst is a gemstone based around magic. When applied to armour, Amethyst attempts to drain debuffs on the player, making them last 1/10 the amount of time, by draining 10 seconds of the debuff per second, using 1 durability each time. When applied to weapons, amethyst increases the duration of any debuff currently applied to the target, proportional to damage dealt, making splash potions all the more useful. When applied to tools, amethyst heavily increases the range at which the player can use the tool from. Amethysts are found in the mushroom islands biome, making them the rarest of the gemstones.

    Now, onto the concept of SOCKETING.

    SOCKETING is a new mechanic for the game, accessible through smithing tables (which, I know Mojang apparently "already has plans" for, but, they also already had plans for the ender dragon egg, which got scrapped, and the smithing table & fletching table plans have been pushed back to at least 1.17).

    Gear in the game that the player crafts is not socketed, by default. Potentially, players could add a socket to the gear, but I personally don't like that concept, instead I prefer the following: socketed gear can only be found as loot, replacing the mediocre enchants that these things usually come with.

    Additionally, while I don't mind the idea that socketing a gem would be as simple as applying an enchantment, I propose that socketing should be effectively a really simple minigame, where, when the player is attempting to socket gear, they have a slider going back & forth on the smithing table GUI, and, when they click it, it locks the slider into place; the closer to the middle they lock the slider, the more durability the gemstone has on the gear. This parallels the existing horse-jump mechanic, if that clarifies my explanation at all.

    THIS ADDRESSES MY ISSUES with the game by effectively creating an actual, tangible incentive to both explore, find, & use the gear you find, as well as to actually continue mining for valuables after acquiring access to diamonds. The proposed system isn't so overpowered that players would be consistently, or ever NEEDING to acquire gemstones, but it would give a pretty good reason to want to continue looking, when they're able to.

    It might not reinvirograte the gameplay behind mining inherently, but it would certainly drive players to at least have a reason to do so. I honestly believe that, with how often the cave update is suggested, that players realise that a fundamental reason why they want one is because, I think, a lot of us really don't even realise how much we actually like mining in minecraft even just as it is. We just don't have a reason to go mining anymore.

    I know having such a lengthy introduction is in bad taste, but this is a bit of a big suggestion, so felt the need to & hope I did a decent job elaborating on my reasoning as to why I'm suggesting it. I don't necessarily think it WILL ever be added, but, it would be nice to have something like it, at least, to address the fundamental issues with mending in a way that doesn't feel like a band-aid solution.

    submitted by /u/Athesiel
    [link] [comments]

    Better water appearence

    Posted: 10 Nov 2019 01:14 AM PST

    Water in Minecraft has always bugged me a little. It is blue no matter where it is or how much/little there is of it. Oceans/rivers are very transparent, which is also a bit weird.

    I propose a visual change to water. (Will not effect the mechanics)

    Dynamic color

    Water would be Blue if the sky is clear. In rainy/cloudy conditions, water turns a murkier grayish blue.

    Only water exposed to the sky will be fully blue. The farther from water exposed to the sky other water is, The less color it will have.

    Water not exposed to the sky at all, such as in caves, would be much more clear, like tap water.
    However, even clear water will have a hint of color, changing depending on the biome.

    Dynamic transparency

    Another change would be that water farther away would loose transparency. Close by water would be more transparent.

    This means oceans on the horizon look solid blue, while getting closer reveals what's in the water more and more.

    This would be toggleable in settings

    submitted by /u/k00ji
    [link] [comments]

    Lit furnaces are too hot to touch

    Posted: 10 Nov 2019 04:29 PM PST

    Pretty simple idea, but I think it'd be both funny and add some new possibilities. Whenever a furnace is activated, no mob will be able to touch it. They won't actually be damaged, but they will get knocked backwards and emit flame particles for a second. This naturally only applies to when fuel is burning, and doesn't prevent you from right clicking or mining the block.

    https://feedback.minecraft.net/hc/en-us/community/posts/360055114252-Lit-furnaces-are-too-hot-to-touch

    submitted by /u/Realshow
    [link] [comments]

    Skull of the Fallen

    Posted: 10 Nov 2019 10:20 AM PST

    Skull of the fallen

    Ability 1: If user is in a raid,and the item is held in the off hand 20% if the raid party will flee

    Ability 2:Villagers will give a 5% discount if held in inventory

    Crafting Recipe:

    -Skelton Head -4 pillagers banners Skeleton head in the middle,the banners surrounding it.

    submitted by /u/Pumpkin_PYE
    [link] [comments]

    Rotating Clocks

    Posted: 10 Nov 2019 12:29 PM PST

    Personally, I think clocks in minecraft are pretty useless. Most people who actually have one just hang it up on a wall somewhere and rarely look at it.

    But what if instead of just changing how they look depending on time, the clocks actually rotated in the frame. This way, you could set up redstone contraptions based on actual time, instead of just day/night by hooking up a comparator to the back of a frame with a clock. This would be a much more useful function than just the rare glance at the clock before going outside.

    submitted by /u/guitar_shit
    [link] [comments]

    Can we add honey pistons to the FPS?

    Posted: 10 Nov 2019 03:12 PM PST

    I did a quick read, and I didn't see honey pistons on the FPS. I think it would be a good idea to add them.

    submitted by /u/Sheet_Varlerie
    [link] [comments]

    More stone tools

    Posted: 09 Nov 2019 09:16 PM PST

    Stone tools that can be crafted from andesite, diorite or granite. May or may not have different textures.

    This would make sense because they're types of 'stone' so you should be able to craft 'stone' tools from them.

    submitted by /u/TheChannelMiner
    [link] [comments]

    Cobblestone Bricks

    Posted: 09 Nov 2019 10:42 PM PST

    Crafted just like Stone Bricks, but cobblestone. It has a similar texture to cracked stone bricks but more like cobblestone with showing the little rocks throughout it. Again, like stone bricks it has Stair, Slab and Wall variants. Someone has probably came up with this before but I though of it early this year and just decided to share it. I reckon it will be a pretty neat way to decorate houses with foundations, ovens and chimneys. Sadly I do not have any pictures but if you could imagine it I hope you like the design!

    submitted by /u/Depressed_PencilCase
    [link] [comments]

    Fashion

    Beauty

    Travel