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    Minecraft Flying through campfire smoke with an Elytra should increase the players altitude/push them up in the air similar to how bubble columns work with soul sand in water

    Minecraft Flying through campfire smoke with an Elytra should increase the players altitude/push them up in the air similar to how bubble columns work with soul sand in water


    Flying through campfire smoke with an Elytra should increase the players altitude/push them up in the air similar to how bubble columns work with soul sand in water

    Posted: 20 Dec 2019 05:40 AM PST

    As mentioned in the OP, flying over a campfire (through the with an elytra should boost the player into the air similar to how bubble columns work with soul sand in water (note that you would not be pushed up if you were not flying). The effect could also be increased if a hay bale is being used to boost the campfires smoke column as well, though its probably fine just having the increased smoke column height.

    This feature would allow players to make aerial "highways" of sorts where players could fly between large groupings of campfires gain altitude (these locations would also be highly visible).

    The idea is based around the fact that gliders can use rising hot air from thermals to increase their altitude.

    submitted by /u/Derpenwolf
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    Golems Avoid Berry Bushes

    Posted: 19 Dec 2019 10:59 PM PST

    Pretty much exactly what the title says. I noticed this problem when I saw my golem walk into several bushes.

    submitted by /u/Ronnie-R15
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    Two people should be able to ride a horse

    Posted: 20 Dec 2019 01:06 PM PST

    Also you should be able to throw fire charges

    submitted by /u/8gH
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    Endermen should use the blocks they hold in more ways

    Posted: 20 Dec 2019 10:22 AM PST

    Endermen have three defining traits of their behavior: hating rain and water, picking up blocks and attacking you when you look at them, it would be nice if these behaviors could connect to each other:

    1. Block umbrellas, endermen hate the rain, it'd be cool if they could protect themselves from it using a block if they have on in their hand

    2.blocks as weapons, if you look at an endermen holding a block it would attack you with the block, dealing more damage based on blast resistance (the stat that makes blocks more or less resistant to explosions) as the stronger that block that harder it'd hit

    submitted by /u/GarfieldFutanari
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    Weather in Other Dimensions

    Posted: 20 Dec 2019 09:10 AM PST

    Nether - (Heat) Haze: When the atmosphere turns more orange-shifted, the haze will have begun. Essentially, hazing is just to make the Nether a tad bit more inhospitable. Heat Haze will last 1 to 5 minutes, and what it does is basically damage you 1 heart every 30 seconds. It's not a big deal, but makes the Nether a bit more interesting.

    End - Rift: Loud 'ripping' echoes will be heard throughout the End as it's rifting. There will be dark particles around the air, and random portals may pop up every now and then. The portals will just transport you to another end island. They will dissipate upon entering, so at your own risk! [End Small Islands, End Midlands]

    • Gloom: Vision will be greatly reduced as the End glooms. It has 3 stages of 'gloominess', and each stage lasts 5 minutes, from there it can get better or worse (±1 stage, but if reached stage 3, only gets better). [End Highlands, End Barrens]

    The End origin island will remain weatherless to retain the simplicity.

    submitted by /u/ZephyrFlewAway
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    Improved woodland mansions- New loot tables, more interesting mob spawning, new rooms

    Posted: 20 Dec 2019 09:39 AM PST

    You travel 5,000 blocks to a woodland mansion. It's a pretty cool structure, but what do you get out of it? Maybe 3 totems of undying, 10 emeralds, and a diamond tool in the best scenario. You could've easily gotten that loot by villager trading and starting raids! So what's the point?

    I propose we make some changes to this structure.

    LOOT TABLES Chests in woodland mansions have very... strange items in them. Alliums, pumpkin seeds, dark oak saplings... stuff the player doesn't want. Let's think about things that illagers would have that the player would want:

    •Potions (witches are technically illagers) •Valuable loot from villages (collected by pillagers) •Exotic mob loot (normal mobs spawn in dark areas of mansions, so it makes sense that illagers collected it) •Valuable building blocks (leftovers from constructing the mansion)

    MOB SPAWNING The woodland mansion is composed of many rooms- from dining rooms to bedrooms to chapels. It would make sense that vindicators made use of these rooms and spawned in there. Imagine going into a large room and having the spooky experience of having a few vindicators charge at you. Not too many, but more than ehat we currently have. I also think evokers should spawn more often to make up for the amount that spawn during raids. Maybe there could be a large room on the top level to make for a dramatic appearance.

    NEW ROOMS The woodland mansions right now have a lot of rooms that are repeated. A single woodland mansion could have 3 dining halls and 4 large bedrooms! There needs to be more variety. A few ideas I have are:

    •Ravager pens •Brewery •Large sanctuary for evokers

    submitted by /u/dankmemer_69_420
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    Reincarnation Totem - A more difficult Ender Dragon fight, with some exclusive rewards

    Posted: 20 Dec 2019 02:23 PM PST

    What is the current issue?

    So at this point we all know there is one Dragon Egg per world. If you lose it or misplace it, oh well. To solve this problem you could install a datapack or a mod that does it for you. I believe you should be able to get as many dragon eggs as you want, however I think after the first fight with the Ender Dragon, if you want another egg the fight needs to get harder. My proposal: A Reincarnation Totem.

    How do I obtain the totem?

    There are 3 ways you can obtain a Totem of Reincarnation:

    1) Crafting A Reincarnation Totem is crafted with 3 Eyes of Ender, 1 End Crystal, and 1 Gold Ingot. View the recipe below:

    https://imgur.com/gallery/odtUHR1

    2) End City Loot - Totems of Reincarnation have a small chance to appear in the chests of an End City, but are always found in End Ships

    3) Dropped by the Ender Dragon - The Ender Dragon has a 5% chance of dropping a Totem of Reincarnation every time you kill it, regardless if its the more difficult version of the fight or not.

    How do I use the Totem?

    Once crafted, simply respawn the Ender Dragon like you normally would, but hold the Totem while the Crystals at the portal are recreating the crystals on each of the obsidian pillars. Two Shield icons will appear on the sides of the "Ender Dragon" text above the health bar, showing that you are fighting a harder version of the Ender Dragon. The totem will then be consumed.

    What is different about the Dragon fight?

    - Overall the fight takes much longer, as the dragon has more health

    - The dragon doesn't come down to the portal nearly as much

    - End Crystals will respawn after 15 in-real life minutes

    - The Ender Dragon spews twice the amount of fireballs

    - The Dragon has a new move in its move-set: Occasionally it will dive down to hit the player and then immediately fly up

    What are the rewards?

    - An additional dragon egg will spawn on top of the portal

    - The dragon drops 2x the amount of experience from the first time you fight it

    - 2 more End Gates will open, unlike the normal 1

    - If there is no more space for the End Gates, new ones will spawn on top of them that will teleport you even further out in that direction, but they will only spawn for the harder fights

    Other Information

    - You will unlock the recipe after you respawn the Ender Dragon the first time, or find it in a End City/Ship chest, or if the Dragon drops it

    - An additional achievement called "Free The End...Again?" will be given to the player

    submitted by /u/MotorGorilla1
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    Iron Golems, Snow Golems, Shulkers, and Blazes don't get hurt by berry bushes.

    Posted: 20 Dec 2019 07:57 AM PST

    They're not made of organic material, so why should they get hurt by berry bushes?

    submitted by /u/FreezingTNT2
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    [Repeating] A new enchantment for the crossbow

    Posted: 20 Dec 2019 05:17 AM PST

    The repeating enchantment would allow a crossbow to fire a number of successive shots without reloading (essentially making the item semi automatic and giving it a small magazine). The enchantment would have 2 levels with each level adding capacity for an additional arrow (so 2 arrows with Repeating I and 3 with Repeating II).

    Unlike the multi-shot enchantment it would require multiple projectiles to load it with the player needing to hold down the reload button as the arrows are loaded at normal speed per arrow (Quick charge would be desirable here). Players would be able to stop the reloading process and fire the partially loaded crossbow if they desire to do so.

    submitted by /u/Derpenwolf
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    The emerald golem

    Posted: 20 Dec 2019 01:27 PM PST

    The emerald golem is a new villager defending mob. It looks somewhat similar to the snow golem but it's green, and emerald-looking. It cannot be created by a player, but it spawns in villages and has a ranged attack. They spawn in the same place as iron golems. They ocasionally hold dandelions similar to how iron golems hold poppies. They have 50 hp(iron golems have 100 for comparison) and they drop 1-2 emeralds and a dandelion(not affected by looting).

    I feel like this mob will have an use because iron golems are quite slow and can't swim. It would also deal with the skeletons on roofs

    submitted by /u/mcupdatewanter
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    New Map idea

    Posted: 20 Dec 2019 04:00 PM PST

    There should be a map that shows the blocks flat on a y level based on the y level that the player was on when the map was made. With this idea you could map underground cave systems and also actually have a working map in the nether. It woul also give a chance for pixel artists for maps don't have to base the map of the above world.

    submitted by /u/nasalsystem
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    A new block that is found in the nether that is as slippery as blue ice but not actually an ice.

    Posted: 20 Dec 2019 10:57 AM PST

    I think ice should melt in the nether for a few seconds and that mechanic can be used in mini-games or when you're chased by nether mobs like piglins, blue ice melts the slowest and ice melts the fastest.

    But one big downside here is that nether ice transportation will be gone... That's why we should have a slippery block that can only be found in the nether and can be as slippery as blue ice and this one, obviously doesn't melt!

    IDK what are the other functionality and name yet but I It think they should naturally be found in a particular upcoming nether biome near lava pools.

    I also don't know if suggesting almost 2 separate things are allowed so I hope this post wouldn't be removed. Thanks for reading anyway.

    submitted by /u/ZhanderDrake
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    Skeleton horses have much better stats, but burn in daylight without armor.

    Posted: 19 Dec 2019 11:17 PM PST

    Skeleton horses typically have frustratingly poor stats for how bad### it is to ride them around. If the rarity were increased, or a mechanic was added like the one in the title, then it would be more balanced with higher-stat skeleton horses.

    submitted by /u/HyperDash
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    Soul Sand Improvements (+ List of ideas)

    Posted: 20 Dec 2019 03:43 PM PST

    Soul sand is pretty useless aside from large nether wart farms and the occasional bubble elevator. Otherwise, it isn't used for much. Here are some ways to make it more interesting.

    1. Soul sand should appear more commonly near lava rather than in random patches.

    2. Soul sand beaches should get their own biome in the 1.16 Nether Update just like normal beaches in the overworld.

    3. Soul sand should have more uses or be required for a crafting recipe. Maybe Soul Sandstone or just Soul Stone for a decoration block.

    4. Soul sand, when pushed by a sticky piston sideways, will keep players on top of them similar to honey blocks but without the ability to pull other entities aside from players, and they can't pull other blocks. Doesn't work with mobs. Only players because they have a soul.

    If you have any more suggestions, let me know in the comments down below! :)

    submitted by /u/Firebolt360
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    Add commands and features for more precise sound control, like position, time and the ability to download from the server.

    Posted: 20 Dec 2019 01:17 PM PST

    Adding more control over how and what sounds get played allows map makers and developers to become even more creative with their maps, datapacks and mods. There are many times when players need a way to pause and resume a record, make regional music play only when the player is in a certain section, or make bees play music wherever they go.

    Instead of the traditional /playsound <sound> <source> <targets> [x] [y] [z] [volume] [pitch] [minimumVolume] command, I suggest these alternatives, or something similar. The volume, pitch, minimum volume, and timestamp can also be condensed into an NBT compound for ease.

    • /playSound <sound>{volume:[float],pitch:[float],minVolume:[float],timestamp:[long],tempo:[float]} <source> <targets> [x] [y] [y]
    • /playSoundAt <sound>{volume:[float],pitch:[float],minVolume:[float],timestamp:[long],tempo:[float]}

      <source> <targets> <entities>

    timestamp would measure how far in milliseconds a song should start, and tempo would indicate how fast the playback occurs, so a tempo of 1 would play at normal speed, .5 would mean half speed, and 2.5 would mean 2.5 times faster than usual. This also means that the pitch would change only the pitch, and not the length. The second command lets players hear sounds that are attached to certain entities, like bees, so you can keep a portable radio handy with you as you walk around gardening.

    Lastly, adding 2 new packets for servers would make it easier to add a larger variety of sounds. The first packet would be a LoadSound packet, one that contains the sound file itself, a json string detailing the sound id and stream, and optionally subtitle. The second packet would be an unload sound packet, so that developers can tell the client to unload sounds whenever they're no longer needed. All the information the UnloadSound packet would require is the id of the sound to unload.

    The benefits this would bring are enormous, and would allow creators to make unique experiences for players.

    submitted by /u/BananaPuncher714
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    Soul Sandstone & Red Soul Sandstone

    Posted: 20 Dec 2019 09:57 AM PST

    Pretty self-explanatory, right? The soul sand would be crafted from 4 soul sand, or it would be found beneath the terrain soul sand is generated on. This can be crafted into Cut Soul Sandstone (which can also be made using the Stonecutter), and Soul Sandstone Slabs can be used to craft Chiseled Soul Sandstone. Smelting Soul Sandstone gives you Smooth Soul Sandstone.

    Also, Red Soul Sand would be added: can only generate in the Soul Sand Valley (new biome that is confirmed to be added in the next update, 1.16). Red Soul Sandstone and its variants can be acquired through the same means as Soul Sandstone but using Red Soul Sand/Red Soul Sandstone as the crafting/smelting/stonecutting ingredient.

    Soul Sandstone and Red Soul Sandstone can be crafted into walls.

    Cut, Smooth and regular (Red) Soul Sandstone can be crafted into slabs.

    Smooth and regular (Red) Soul Sandstone can be crafted into stairs.

    submitted by /u/Incog_Niko
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    [Bedrock PE] When flying with fireworks, a button appears on screen to use one

    Posted: 20 Dec 2019 09:13 AM PST

    It is incredibly annoying having to time taking off with the elytra on mobile, as you have to keep pressed the screen for about 1-2 seconds to use a firework.

    It would be nice that a button like the one to trade with a villager appears to use a firework, or just tap the screen

    submitted by /u/hadulm
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    There should be an option or a way to deactivate work stations for villagers

    Posted: 20 Dec 2019 02:30 AM PST

    We all know how much the new blocks added to Village and Pillage update in terms of new textures for building. Every time I make a new world, I like capturing Zombie Villagers curing them and putting them in my own custom Village.

    With the current system, we have to be very careful on how we setup work stations, otherwise you never know to which one the villagers are going to link to. We can't add any new work station blocks until we have all of our villagers setup.

    I think it could be a good idea to have some sort of rule or UI option to make a work station block ineligible for villager linking.

    submitted by /u/JardsonJeanCM
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    Variable Redstone Components

    Posted: 20 Dec 2019 06:32 AM PST

    I've seen a couple of posts here relating to the "intensity" of a redstone component by varying the strength of the input signal. While this would be very useful, it would also break many current circuits/ make them not look as good.

    My suggestion is that a number of components can be crafted with a comparator to create a "variable" version of that item. This will allow the advantages of both types to be used in circuits. These components, and the effect of the variable version, would be:

    • Redstone Lamp - light level varies with the redstone input strength (relates 1:1 light level to redstone signal strength, as the "maximum" for both is 15)
    • Dispensers - The speed at which the item is dispensed increases with increased signal strength. This would be easiest to see with arrows, as bows already do a similar thing when not fully charged. This also affects regularly dropped items (e.g. dispensing iron ingots)
    • Droppers - As with dispensers, the speed the item is dropped increases with increased signal strength.
    • Detector Rail - The speed at which the minecart passes over it affects the strength of the output signal.
    • Piston/Sticky Piston - The block limit of the piston is dependant on the input signal. At full redstone signal strength of 15, the push limit is 12. This decreases 1:1 until a signal strength of 3 is applied. At a strength of 3 or below, the piston push limit is one block.
    • Note Block - The volume of the note played depends on the signal strength.
    • Hoppers - The number of ticks taken for an item to move through the hopper varies with signal strength. However, this will be inverted from the other components - i.e., the higher the signal strength, the slower the items in the hopper are transferred.

    As for appearance, there should be some indication of whether or not a component is the variable version or not (as otherwise creating machines would be a huge mess if you use the wrong version). As comparators are made with Nether Quartz, there should be a white border around a key feature of the block - for example, the hoppers have the border around the "open" end, and pistons have the border on the "pushing" end of the piston.

    submitted by /u/No_64
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    Redstone Villager

    Posted: 20 Dec 2019 03:58 PM PST

    • Trades redstone dust for emeralds
    • Hoppers
    • Droppers
    • Powered Rails

    Etc...

    Would be good to get rails and hoppers.

    Also shears should be on tier 1 for no reason xD

    submitted by /u/Scxllyy
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    In Virtual Reality version have a “table sized” mode

    Posted: 20 Dec 2019 09:41 AM PST

    So with the release of Minecraft earth it had me thinking- what if there was an augmented reality mode, but not augmented virtual reality mode where the player is massive so the world is tiny by scale. Keep in mind that this would require a lot of power, stacked on top of the power required to run smooth virtual reality.

    submitted by /u/only_dan
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    Dragonflyes

    Posted: 20 Dec 2019 06:36 AM PST

    I think it would be nice to have dragonflies in Minecraft. They would fly over the joints aimlessly like other mobs. They are passive. They have 2 hearts and the following varieties occur:

    1. https://upload.wikimedia.org/wikipedia/commons/thumb/9/92/Darter_August_2007-20.jpg/800px-Darter_August_2007-20.jpg
    2. https://upload.wikimedia.org/wikipedia/commons/thumb/f/f3/Hemistigma_albipunctum_002236-3.jpg/1280px-Hemistigma_albipunctum_002236-3.jpg
    3. https://upload.wikimedia.org/wikipedia/commons/thumb/8/88/Ophiogomphus_cecilia_IMG_4225.jpg/1024px-Ophiogomphus_cecilia_IMG_4225.jpg

    So there are 3 different varieties of dragonflies. They occur in swamps and possibly reed-covered water bodies. Dragonflies can fly very fast as it is in real life.

    What do you think?

    submitted by /u/Neonek675
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    Realistic Husbandry

    Posted: 19 Dec 2019 11:52 PM PST

    Currently in Minecraft breeding animals seems unrealistic and too simplified. You are able to condense a bunch of animals in a small space, disregard their living conditions and breed them in mass. This also removes any element of difficulty from husbandry and makes it a far superior method to obtaining food than growing crops.

    So I propose this idea: farm animals now need sufficient space and grass to be 'healthy', if these requirements are not met they go through the following stages: 'Unhappy' - No exp upon death 'Unhealthy' - No exp and no items upon death (Displayed via particle effects).

    An animal will also not breed if they are unhealthy and have a 50% chance of refusing to breed whilst unhappy.

    Sufficient space is reliant on how many entities are in an animal's direct vicinity for a certain period of time. For instance, the game could check if there are 2 or more entities is a 3 block radius every minute, and if there is then their health is affected.

    Sufficient grass depends on how many grass blocks an animal has access too, and perhaps hay bales could be a requirement as well?

    I think this would add an extra challenge to breedings animal and make husbandry a much more enjoyable experience, whist also calling attention to the well-being of animals in real life.

    submitted by /u/Chewbarian
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    Fashion

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