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    Minecraft [Brainstorm] Top Monthly Suggestions For November 2019! This Month's Theme is "Immersion"!

    Minecraft [Brainstorm] Top Monthly Suggestions For November 2019! This Month's Theme is "Immersion"!


    [Brainstorm] Top Monthly Suggestions For November 2019! This Month's Theme is "Immersion"!

    Posted: 01 Dec 2019 03:40 PM PST

    Your monthly reminder that yes, there are suggestions that do get over 100 upvotes from the Minecraft Community. Truly crazy, innit?

    In this post are showcased all the suggestions for the past month that have achieved an upvote notoriety beyond 100, as well as the 10 closest stragglers that were just shy of making the choice 3-digit beauty mark.

    Wait, who's this? Yes, it's me, TitaniumBrain, the guy who made the TMS bot, finally making a TMS post. I hope I do well.

    Here we are again, another month gone (and soon another year), another bunch of great suggestions. Hopefully some of these make it into the game.

    ALRIGHT THEN... this month we don't have a list as big as the last few months' but that's still 72 beautiful suggestions that broke the 100+ upvote mark, with 6 of those reaching the Super Luminous status of 200+ upvotes, 3 becoming Enlightened at 300+, 4 becoming Ascended at 400+, 8 becoming Mythic at 600+, 8 becoming Godlike at 700+, 4 reaching the coveted Omnipotent status at 800+, and then 16 utterly magnificent suggestions that went beyond our normal naming conventions, with 7 reaching 900+, 4 reaching 1000+, 2 reaching 1100+, 2 reaching 1200+ and even one reaching 1600+.

    Congratulations to this month's MVP, u/TrustyGun, and their post about new types of farmland.

    And here's a look into what types of suggestions made it onto this list:

    • General: 17
    • Mobs: 11
    • Blocks And Items: 10
    • Plants And Food: 6
    • AI: 6
    • Terrain: 4
    • Magic: 4
    • Gameplay: 4
    • Structures: 2
    • Sounds: 2
    • Weather: 1
    • Combat: 1
    • Redstone: 1
    • Dimensions: 1
    • User Interface: 1
    • Advancements: 1
    • Commands: 0
    • Controls: 0
    • Bedrock Edition: 0
    • Java Edition: 0
    • Achievements: 0

    It seems that General, Mobs, and Blocks And Items beat out all the others, with Commands, Controls, Bedrock Edition, Java Edition and Achievements being the least popular ones. It seems General keeps being the most used flair, but maybe people aren't flairing their posts appropriately? Make sure to check the flairing guide


    THEME: "Immersion"

    (Sounds, ambiance mobs and simple structures, etc.)

    Every month, we ask the community for suggestions on a specific theme so we can all brainstorm together. This month's theme is "Immersion"! It's the small details that can really make the player immersed in a game! Small structures that make the world feel more organic and not a repeating bunch of blocks, ambiance sounds and mobs help achieve that. Please use the comments & give all your ideas, big or small, that have to do with immersion!

    IN OTHER NEWS

    It seems we haven't much to announce this month (less for you to read ;) ) other than that we now have a separate [rejected ideas page](). Check it out to make sure you don't waste your time with previously considered concepts.

    And now, for another reminder for everyone, please read over the FPS list before making any suggestions, just to be sure that you're idea hasn't already been covered. Also, if you have a Discord account, we'd also like to invite you over to our official MCS Discord server if you ever feel like doing some real-time brainstorming. Or, you know, just put up some memes, we have those too (just keep them SFW and in the proper channels). ;)

    And one final thing: if you feel like you have what it takes to be a moderator for MCS, then that's great! Please don't be afraid to message us with your request, and as soon as we have time, we'll respond to it and let you know if we are accepting new moderators or not. If we have a position for you, you will be considered as a potential candidate for modship. If we don't have a position available, don't fret, we'll keep your application in mind anyway for when a position does open up.

    KEEP IT UP, FELLOW SUGGESTIONERS!


    <>If there was a suggestion that was missed, please let us know below. Despite our best efforts, we haven't yet reached infallible perfection just yet (we're still trying, impossible as it might be), so some mistakes are still within the realm of possibility.<>

    ♦ Beautiful Suggestions 100 and Beyond:

    Honorable 10 suggestions


    <> All Monthly Suggestion Posts are cataloged on the subreddit's TMS Catalog Wikipage.<>

    Note: The comments are not for posing ideas unless they pertain to the feedback theme. If an idea crops up in a discussion, then that's fine, but for posting a suggestion for the community and the developers, that is what the "submit" button at the top right is for. Also also, you can see some suggestions that have actually been implemented on the Successful Suggestions Wikipage! Maybe one of these will make it on there someday! If you have a suggestion that actually has been implemented in some form or another, please let us know so that we can update the list. Thanks!

    Until next time folks, have a fantastic day/night, and take care! :D

    submitted by /u/TitaniumBrain
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    Add more loot to Ocean Monuments

    Posted: 01 Dec 2019 04:09 AM PST

    Specifically, chests should sometimes be found in rooms containing tridents, nautilus shells, fish, kelp, and other ocean related stuff.

    This would be super helpful for Java edition, where tridents are super rare. It also gives insensitive to raid the monuments even if you aren't interested in sponges or gold.

    submitted by /u/k00ji
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    Abyssal Eye (an elder guardian drop)

    Posted: 01 Dec 2019 10:11 AM PST

    Lets face it, looting ocean monuments just isn't rewarding. Some sponge and some gold for what requires a good amount of prep and travel, its not worth it.

    So here's a proposition: Elder Guardians drop Abyssal Eyes (or another name, regardless)

    Here a some proposed uses:

    • When in your hand, they let you see clearly through water, and perhaps grant a respiration buff.

    • Can be crafted into a block that, when places in the correct stucture (like the conduit), shoots a guardian laser beam at hostile mobs. Range and damage would be dependent on the structure around it.

    • When right clicked, will highlight nearby mobs or players, kind of like the bell for pillagers. Could be usefull for finding caves, or for pvp. Range would of course be quite limited, or the item would be quite op. The item would lose durability, meaning you would have to find more ocean monuments every so often.

    I personally prefer the first or third use, but if you have a different opinion, please comment!

    submitted by /u/Sim-Jong-Un
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    The NIGHT update

    Posted: 01 Dec 2019 07:48 AM PST

    Let's face it, Nighttime is really boring. Most people usually would rather use beds. But I think the simple addition of "WAVES" would really improve it. Basically every nighttime is a new "wave" each night enemies get stronger, come in more numbers, and have more op weapons and items, some only obtainable in the night, even a couple bosses like a revamped Giant mob would appear. If it gets too hard, then simply using a bed would restart the "waves" and if you die too many times it will go back to "wave" 1 immediately. It's simple yet very complex at the same time which is what the team seems to be going for, and I hope this will happen to make Nighttime a whole lot more interesting.

    submitted by /u/RobloxLover369421
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    A new type of armor for horses: Horseshoes

    Posted: 30 Nov 2019 05:57 PM PST

    Horseshoes would fit in a new armor slot in the horse's GUI. They can be found in some chests, but they should be able to be traded from villagers.

    Perhaps, since it is a type of armour, armourers have a chance to sell iron, gold or diamond horseshoes at journeyman level. Some of the trades should be removed to get a more likely chance of the villager offering horseshoes. Iron horseshoes should cost between 4 to 6 emeralds each, gold 5 to 7 emeralds each and diamonds 9 to 10 emeralds each.

    Horses have 4 horseshoe slots, so you need 4 of them.

    What is their purpose? Well, an unenchanted horseshoe protects the horse from things like fall damage, magma block damage, and damage coming from below, pretty much.

    Full set of iron horseshoes reduce fall damage by 15%, gold by 30%, and diamond by 50%.

    But it's really going to be useful with Enchantments. All four horseshoes need to be enchanted to provide the effect. Some enchantments it could go with:

    Frost walker: Basically makes the horse able to walk on water, like how you can using frost walker boots.

    Feather falling: Prevents even more fall damage. They reduce the remaining fall damage by perhaps the players feather falling enchantment.

    Trotting (level 1 to 5): A new enchantment which allows the horse to gallop faster. Level 1 increases speed by 10%, level 2 by 15%, level 3 by 20%, level 4 by 30% and level 5 by 40%.

    Spring (level 1 to 3): Allows the horse to jump higher, level 1 increases by 20%, level 2 by 30%, level 3 by 40%.

    Trampling (level 1 to 3) : Trampling deals a small amount of damage and some knockback if the horse speedily rams into mobs. Depending on speed, trampling 1 deals between 0.5 to 1.5 hearts of damage, trampling 2 deals between 1 and 2 hearts of damage, and 3 between 1.5 and 2.5 hearts of damage. Trampling 2 and 3 also knocks the mob back like knockback 2.

    What do you feel?

    Edit: Changed speedwalker to trotting and removed crafting recipe, added trampling and changed some Enchantments.

    submitted by /u/reedit1332
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    Skeleton hideout

    Posted: 01 Dec 2019 12:46 PM PST

    The skeleton hideout can spawn in the mountain biome inside of a hill,the place is mostly made of dirt and stone

    Inside of the hideout is some chests with...

    Loot tables

    Bones(common

    Arrows(common

    Tipped arrows(slowness,poison)(rare)

    Bow(uncommon)

    Enchanted bow(hyper rare)

    Enemies

    The enemies include 2 to 5 skeletons and,in the center, a skeleton with an enchanted bow(their "leader"). The king drops his crown,a head piece item that doubles the damage of bows and always have a flame enchant effect

    submitted by /u/Xxdeadmeme-69-xX
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    Biome Music

    Posted: 01 Dec 2019 12:07 PM PST

    I'm not saying drag C418 over for a completely new soundtrack, i'm saying drag him over for a few songs that work for specific biomes, like desert music, ocean music, underground music, the music system is simple, but wha if the music changed when you switched to a different biome, this is something i wish minecraft had since the beginning.

    Heres a list of songs and what biomes that would fit into or when they play.

    Minecraft-Plays when you first enter a world and at night.

    Clark-Oceans/rivers

    Sweden-Plains

    submitted by /u/Monkeyman049
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    Let’s spice up Elytra mechanics, shall we?

    Posted: 01 Dec 2019 02:18 PM PST

    Getting shot out of the skies
    Elytra are uniquely overpowered because their mechanics allow players to fly to tremendous heights without any threat. Even if a player would shoot arrows at another player that was flying, the shots would not ultimately make a difference.

    Let's fix it!

    Now, whenever an arrow hits the hit-box of your Elytra, it tears a hole. Being the fragile inter-dimensional pair of wings they are, one arrow will cause veering in the direction of the shot wing.

    Should you be so unfortunate as to receive more than 3 shots in the same wing, that wing will give out and cause the player into experience turbulence and ultimately force the player to land.

    Getting shot would also damage the durability of your Elytra heavily, making any shot good enough a reason to flee.

    If you get shot in both, you shouldn't even ask, because it's as good as not having a pair of wings anyways,

    submitted by /u/The_OP_Troller
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    Endermite-Player Interaction

    Posted: 01 Dec 2019 12:41 PM PST

    Upon coming into contact with an endermite, there is a chance it will leech onto the player and randomly teleport them in a similar manner to the chorus fruit. A total number of 3 endermites can be attached to you at one time (more endermites = more frequent teleporting)

    To remove the endermite a number of actions can be taken: * Take a dip into water (Rain will also work) * Take a dip into lava (Fire will also work) * Have an enderman naturally remove it * Splash yourself with a potion of harming/water bottle * Die (Not recommended)

    Note: Using an enderpearl will not initiate contact between a player and an endermite

    submitted by /u/BV-RE2PECT
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    Crystal Caves

    Posted: 01 Dec 2019 10:20 AM PST

    Giant spawn eggs

    Posted: 01 Dec 2019 10:14 AM PST

    Just give giants a 1% spawn rate at night and a spawn egg. I miss them:/

    submitted by /u/EvCoSi
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    Saplings (item)

    Posted: 01 Dec 2019 03:35 PM PST

    If a sapling (item) falls from a trees leaves, there should be a small chance (maybe 10/15%) that it will plant itself and eventually grow into a tree if landed on appropriate block (dirt/grass). Similar to how trees in real life naturally multiply. I guess in real life it would be a trees seeds but similar idea.

    submitted by /u/2Mellow-Trip
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    New weapon type

    Posted: 01 Dec 2019 04:52 AM PST

    I think a dagger might be a cool idea. They're crafted like a sword minus one diamond, iron, etc., They would do less damage in that case, plus it'd have less range, but they can get enchants special to daggers. I was thinking stuff like poison tip or bleeding, damage over time enchants to make it more powerful. Now I understand that this could be powerful in the early game, but those enchants that make it really powerful should be pretty rare. Another enchant idea for them is parry, or something like that. Like in most video games a parry would be a block that is timed right when the enemy us about to hit, and in this case it will stun the enemy shortly allowing for a free hit. My idea was that daggers could block already without the enchant, but if you try to parry it wouldn't stun. It seems really good in writing, but the downfalls would be range and base damage.

    submitted by /u/ImNot_veryCreative
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    Prepared Pufferfish- a specialized trade

    Posted: 01 Dec 2019 06:25 AM PST

    Pufferfish is naturally poisonous in-game and IRL. It seems strange that with the other cooked fish on the game, you should be able to cook it and remove the poison, right?

    Wrong. The player should not be able to do this. You need a professional to do this.

    Either a Butcher or a Fisherman will trade a new food: Prepared Pufferfish.

    Trading 1 pufferfish and between 5-10 emeralds will yield 2 slices of Prepared Puffer, also known as Fugu.

    It restores 5 hunger (2.5 shanks) and 11 saturation.

    ||Augh||

    submitted by /u/dualitySimplifed
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    Implement a Transparent Mimic block to hide lighting

    Posted: 01 Dec 2019 07:15 AM PST

    If you want to light up your base without spamming torches everywhere you have to get very creative and even then hidden lighting is decent at best. Torches are ugly, lanterns look much better, but still look out of place when spammed everywhere. We are currently stuck with placing leaves or glass over a light source in the ground or using a couple other tricks.

    **What if there was a block you could create that functioned as transparent for light but also took the appearance of a random block adjacent to where it was placed. **

    Example) You are building a desert island base and want it to be spawn proof. You dig down two blocks into the sand, place glowstone. Then you place the transparent block above by right clicking on the side of the sand as it mimics the block you place it on. *If you right click on the sand it would appear to be sand and if you right click on the glowstone at the bottom it would appear to be glowstone.*

    submitted by /u/commonabond
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    (Java) Separate sliders to set particle and entity render distance for integrated server/client

    Posted: 01 Dec 2019 03:39 PM PST

    As title describes. I think this would be a nice feature for Java users like myself.

    I know some Entity Render distances are different, so my idea would to just have a multiplier-slider. Like it would go from 0.5x to 2.0x or maybe even lower/higher.

    submitted by /u/ZeLalo
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    Villager Proffessions

    Posted: 01 Dec 2019 05:26 AM PST

    Lumber jack (wood)sells wood in decent sized quantities similar to stone mason set by a carpentry bench which similarly to the stone cutter increases yield from wood processing

    submitted by /u/SammaeG
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    Make the orientation that rails are placed depend on the direction and angle that player places them at.

    Posted: 01 Dec 2019 07:27 AM PST

    I thought of this because I just cloned a massive rail system using commands in creative and had all the rails get screwed up because of their weird orientation issues. Instead of having rails have a set orientation whenever they are initially placed, why not make them like stairs where if you place them while facing a certain direction or looking at a certain angle they will be placed in an orientation that corresponds to the way you placed it. This would also fix orientation issues people have when making redstone contraptions, where if someone needs to look up a tutorial on a machine that uses rails, it will make it easier to recreate because it would no longer be directional.

    submitted by /u/TheAwesomeG2
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    Change the way nausea works

    Posted: 01 Dec 2019 10:48 AM PST

    I know a lot of people who say that the nausea effect makes them feel sick, so I think that the effect could use a rework to deal with this. Instead of distorting the player's vision, it should change the binding of the player's movement keys every couple of seconds. For example, the W key would would move you left, the A key would move you backwards, the S key would move you right, and the D key would move you forwards. This would change again after a random amount of time between 3 and 5 seconds. I think this change to nausea would allow the effect to be implemented without making players feel sick.

    submitted by /u/MorEkEroSiNE
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    The diver helmet

    Posted: 01 Dec 2019 07:42 AM PST

    To some of you, this idea seems kind of stupid. But to the few people who have played Minecraft Story Mode, know EXACTLY what I am talking about.

    The functionality: This helmet acts like the turtle helm, but grants extra protection when you are underwater. (3 bars)

    Crafting: 8 iron around a turtle helm.

    What are your thoughts? What other items from Minecraft story mode do you guys want?

    submitted by /u/Ctef2015
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    Can we get dispensers to shear vines

    Posted: 30 Nov 2019 05:43 PM PST

    It keeps dispensers consistent and will be very useful.

    submitted by /u/LiterallyPizzaSauce
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    Curse of Breaking

    Posted: 01 Dec 2019 02:24 AM PST

    Opposite of Enchantment of Unbreaking - when put on an item, the curse causes that item to break faster. It comes in forms of Curse of Breaking I and Curse if Breaking II. Curse of Breaking I causes items to break 1.5x faster, whilst Curse of Breaking II causes items to break 2x faster. Can be found as a book in stronghold libraries.

    submitted by /u/kiwi_42069
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    Visiting servers using data on Pocket Edition / Bedrock.

    Posted: 30 Nov 2019 09:10 PM PST

    So recently I thought about starting a server, then I realized, most of my friends don't have wifi. Then I thought, "kids should be able to play on servers, wifi or not." It would be a simple, yet effective update. You would gain an additional setting labelled, "Servers on data" which would prompt you with a message warning the user about data charges if they enable the feature. If they choose to proceed, their game would now connect to servers through data instead of wifi, and can be switched back by turning off the setting.

    submitted by /u/FVenom03
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    Revamped Wither Boss

    Posted: 30 Nov 2019 06:49 PM PST

    The wither boss is a very quick and powerful boss fight that is hard to process in the moment. It all comes down to how good your gear is. To make the fight more skill-based, the wither shouldn't fire explosives quite as frequently, and the explosives should be slowed down. They could also be hit back at the wither. To balance this out, explosives would be more damaging, and the wither boss could have more health

    submitted by /u/dankmemer_69_420
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