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    Minecraft Some way to mark barrels, brewing stands, etc as MINE

    Minecraft Some way to mark barrels, brewing stands, etc as MINE


    Some way to mark barrels, brewing stands, etc as MINE

    Posted: 07 Dec 2019 06:34 AM PST

    I'm tired of these squidward-looking creeps invading my house because they want my stuff. I know the solution here is obvious: Build away from the village. But that shouldn't be necessary. I am the MAYOR. I BUILT this village from the ground up! The change could be as simple as marking any job-site blocks near a player-owned bed as unusable.

    submitted by /u/LordSaltious
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    If you throw a Loyalty trident with your offhand, it returns to your offhand.

    Posted: 06 Dec 2019 07:34 PM PST

    This would make it a better tool for combat, as a trident's greatest attribute is its throwability.

    submitted by /u/PloopTheWizard
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    Enchantment glint should be pixelated

    Posted: 07 Dec 2019 03:21 PM PST

    Everything in the game is made up of squares, pixels, blocks, etc. except for one thing: the enchantment glint. I feel like the current glint looks far too "smooth". I think the enchantment glint would look cool as a pixelated, animated overlay to all enchantable items in the game. It would look like a wave of lightened pixels passing over the item on a constant timer.

    submitted by /u/dankmemer_69_420
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    New 'Nether Slug'

    Posted: 07 Dec 2019 06:44 AM PST

    Lets call it Slagma (Or Slugma as a Pokemon reference)

    These would be a passive Nether mob and they'd be aesthetic mostly. They'd look like slugs and would be made of magma (imagine Magma Cube's texture but on a slug). They'd be as big as bats. They'd drop experience but they'd slowly crawl along the beaches of the Nether. They'd also have a particle effect similar to lava where bits of lava will pop off of them as they crawl. They'd drop an item called a "Cinder Pebble". Get 9 of these in a Crafting Table and it'll craft one Blaze Powder. Not too useful but I just think MC could use more aesthetic mobs

    submitted by /u/The-Myth-Of-Legends
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    Witches drop their hats when killed

    Posted: 07 Dec 2019 01:11 AM PST

    The hats are obviously meant to be worn in the helmet slot. While they won't give any armour benefits, they give a boost to enchantments on other equipment and potions. So, when it is equipped, enchantments on your chestplate, boots, leggings, sword, axe, fishing rod, etc, as well as potions get buffed by maybe around 20%.

    For example, a level III lure enchantment on a fishing rod reduces time taken to catch something by 15 seconds. With a witch hat equipped, the time reduced would instead be 18 seconds. Similarly, a regular fire resistance potion lasts for 3 minutes. With a witch hat equipped, it would last for 36 seconds more.

    Also, cats now have an increased chance of giving gifts.

    EDIT: Because I've got overwhelming feedback that it is OP, it could be a RARE drop instead. Thanks u/very-original-user for the idea!

    Thanks for reading :)

    submitted by /u/GustoBoy
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    Dragons breath can be made into fire charges, but players can direct them and shoot them like the dragon does.

    Posted: 07 Dec 2019 03:39 PM PST

    We can make fire charges like the ones that ghast use as weapons, but they are not very useful for player use. Perhaps sonce dragons breath is in a bottle, which can be manipulated for potions, we can make a miniature of Dragons breath, and use it the way the ender dragon does.

    It would work like this:

    You have a bottle of dragons breath. When altered (it is legitimately dragons breath but in a bottle) or not, players can make a directional ranged attack, that consumes the bottle. The attack would either resemble a splash potion but 3x the range, or like a fire charge that can travel infinitely and cause a small cloud of dragon's breath to hoverr there, like a lingering potion.

    Because it is not a harming potion, it should be weaker than lingering harming, and last about 5 seconds. It would classify as a magic attack, like potions, ghast fireballs, evoker fangs, or blaze fireballs.

    submitted by /u/GameSeeker040411
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    Hotbar Slot Lock

    Posted: 07 Dec 2019 02:40 PM PST

    You should be able to lock an item to a slot in your hotbar, so you cannot accidentally drop it.

    submitted by /u/MrDinosaur_7
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    PVE dungeons that prevent players from placing/breaking blocks

    Posted: 07 Dec 2019 12:28 PM PST

    Minecraft could use randomly generated dungeons with a focus on PVE and loot.

    Randomly generated structures have been a thing in minecraft for quite some time (strongholds, netherfortresses, abandoned mineshafts, villages). But what always holds them back from being truly challenging is the ability to mine and place blocks, and the poor loot quality. Theres very little in the game that provides the player an opportunity to weigh high risk vs high reward.

    I believe adding randomly structured dungeons (akin to strongholds and netherfortresses) could give a much needed PVE experience to the players, but the key is that upon entering the dungeon you cannot place, break or blow up blocks.

    Of course it doesnt have to be so strict. Dungeons could allow you to place blocks but maybe it contains many mobs that can break blocks. Maybe only certain blocks are breakable, which could lead to interesting puzzles and hidden treasure (maybe certain blocks only breakable via TNT a la legend of zelda). As long as there is some sort of mechanic present that stifles block placing/breaking because those options invalidate many fun possibilities for dungeons in terms of puzzles, parkour, encounters and the chance to get lost and the chance to lose.

    This addition wouldnt be breaking any unspoken rules, or even adding anything particularly new to minecraft. Randomly generated structures exist, loot exists, bosses exist, and even structures where you cant break blocks until you complete it exist (underwater temples). Dungeons are very much in line with the RPG aspects of minecraft, and with weapon mechanics receiving an overhaul this would pair very nicely.

    I dont think these dungeons should be required to progress in game, but would be a nice side challenge should you find one. Multiple difficulties and unique mobs/loot would be great but not necessary. They would work great in every dimension, and could have different themes for every biome but again, not necessary.

    submitted by /u/TickleMePlz
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    Sand will become soul sand if multiple people have died on the same block.

    Posted: 07 Dec 2019 08:58 AM PST

    If multiple people in a server die on the same sand block. the souls of the players will get trapped in the sand and turn it into soul sand.

    submitted by /u/Electrikmelon
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    String should be craftable from wool

    Posted: 06 Dec 2019 11:43 PM PST

    I feel like string should be craftable from wool, as that makes much more sense than string making wool.

    (yes I did post something similar, but that was for a loom, which mods decided that even though the loom part was just an idea and not the entire thing, 'the loom is not used for crafting items')

    submitted by /u/BiC_MC
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    Campfires produce less smoke while cooking food.

    Posted: 07 Dec 2019 03:45 PM PST

    When cooking on a campfire, you can't tell when the food is done, so you go and continue whatever you were previously doing. Only, you return and wonder if someone else picked your stuff up (but it despawned). A good way to gauge this is by smoke, if you have food on the campfire, the campfire should produce less smoke (travels up a shorter distance), and it will resume to its nornal state when all of the food items have been cooked. You will know from a distance that your food is done, and you can tell if its still being cooked or not.

    submitted by /u/GameSeeker040411
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    If you could add ANY idea to minecraft, what would it be?

    Posted: 07 Dec 2019 03:41 PM PST

    Title Says It All

    submitted by /u/DATBOI1112
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    Baby villagers struck by lighting grow up to become evokers.

    Posted: 07 Dec 2019 12:00 AM PST

    The title really say's it all. They would behave normally untill they grow up. Maybe add some sort of warning system like their skin turning pale or grey, or maybe their clothes changing. Maybe they also get avoided by baby villagers who aren't in groups and are just alone?

    submitted by /u/The-Most-Sour-Lemon
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    Lore/tutorial mode

    Posted: 07 Dec 2019 05:58 AM PST

    Hello!

    Sorry for such a rant, I'm writing it under the impression of C418 "Ballad of the cats".

    To start with, that composition seems to me a little unsuitable for minecraft. Well, of course it keeps the same style and if you hear it for the first time you might guess that it's minecraft music. What bothers me, is that it's epic. It can provoke some images in your mind, which can be put together into some atmosphere or even some story. It makes you assume there's something big, dangerous waiting for you in the hot pit. Something evil, that is waiting for you, for the grand inevitable battle.

    This music indeed does a great job at creating atmosphere. It does the job so good, the game seems too small for it.

    For real, survival mode in minecraft is all about collecting resources, being creative, having almost complete freedom. I'm not saying it's not interesting, I want to say that the stakes are not as high as the music makes them seem.

    Just remember the boss fights. Wither fight is completely optional and Ender Dragon fight works just like a onetime roadblock between you and the rest of the End. Like everything else, they are used to get items and like anything else they don't have any lore to them.

    But don't you wish for some lore? Don't you want explanations? Don't you want a story? Well, you might say there is "Story mode" from Telltale but let's be honest, the only thing that makes these stories "minecraft" is it's blocky artstyle. It could've been easily released as a cartoon with the same plot and nothing major would have to be changed in it.

    What I think would be a good idea to have is some kind of "lore" mode, similar to story mode in "The long dark" or "Starbound" for example. What are the benefits: epicness suitable for music, lore explained and every boss being given a reason to be, probably a good interactive tutorial for new players, good demonstration of capabilities of command blocks but put together into single map, and the main thing, player being given unforgettable first impression.

    Tl;dr: make "epic" gamemode with explained lore so everything would make sense.

    submitted by /u/random_rushn_guy
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    Just to get it out there, I’m cross posting this to y’all. Feel free to voice your opinions.

    Posted: 07 Dec 2019 03:02 PM PST

    Dispenser accuracy should depend on how fast it fires

    Posted: 07 Dec 2019 12:14 PM PST

    Dispensers should have their accuracy based on how long the redstone pulse powering it was on, if it is very short, it will shoot very inaccurately, if it is long enough, it will hit the same spot every time

    submitted by /u/BiC_MC
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    The enchantment flint should be replaced with a respectable difference to the weapon instead of the purple waves

    Posted: 07 Dec 2019 03:26 PM PST

    Title says it all. Say you put silk touch on a pickaxe, the pickaxe should look like its sharper kind of like the haste effect icon. Maybe thorns should add thorns wrapped around depending on the level

    submitted by /u/Clayton_Peterson14
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    Totems of Undying Changes

    Posted: 07 Dec 2019 02:57 PM PST

    I fee like the current version of the Totem is't best. Right now, the totem brings the player to half a heart, removes all effects, and gives the player Absorption II and Regeneration II for 40 seconds upon death. I'd like it to give you more hearts, maybe to full or half of your health bar. There are some cases where the damage you're receiving is too powerful and you just end up dying right away. Maybe when killed by the certain effects (for example, the dragon's breath) you get a shield effect that protects you from the effect for 10 seconds or so. This already applies to lava and fire, so why not other effects? To balance the buff, I guess make the Totem drop percentage lower. Currently it drops 100% from an evoker, but after the nerf maybe 10-25%?

    submitted by /u/King_Josh_14
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    Nether mobs should have a rare chance to go to the overworld if a netherportal hasn’t been used in days.

    Posted: 07 Dec 2019 02:13 PM PST

    It would be dope to see all of a sudden a ghast in your world a or some magmacubes.

    submitted by /u/TheRapist729
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    Some kind of stampede mob- like an antelope or something

    Posted: 07 Dec 2019 02:13 AM PST

    so they spawn in groups in Savannas, and if hit by a player or if there is a wolf/ocelot nearby they charge, and a pink thingymabob comes up saying 'stampede' kinda like when it says 'raid', and you can stop a stampede if you manage to climb one and feed it grass while it's charging-

    this earns you 'hero of the village' and the wolves and stuff stop chasing the antelopes.

    you lose 2 hearts when hit by a charging animal.

    just thought Savannas needed more wildlife really.

    EDIT: doesn't have to be an antelope anything is good really

    submitted by /u/nxnjitsu
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    Villager roles the do not spawn naturally

    Posted: 07 Dec 2019 02:16 AM PST

    Recently, I was going through the rejected ideas list, when I came across this one:

    https://www.reddit.com/r/Minecraft/comments/7c77od/minecraft_villages_were_added_before_anvils_were/dpog90f/

    Now, this post is NOT a solution to that, but rather an idea I got from that discussion.

    I figured that we could have some villager roles spawned by job sites that do not occur naturally. For example, making an anvil would allow villagers to take up a new profession, say a "metalworker". However, I think these roles should be more advanced (basically better) than naturally created roles, since the player has put some effort into making them.

    Another example I thought of is an engineer/mechanic, who trades in redstone components. The relevant job site is a redstone block with powered rails entering it from all 4 sides. In this case, the player would have created the job site block with NO OTHER PURPOSE in mind. I get it, other job sites are only 1 block, but these have to be a bit unique.

    Thanks for reading :)

    submitted by /u/GustoBoy
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    Highland cattle/yaks

    Posted: 07 Dec 2019 05:40 AM PST

    Can carry inventory as well as give wool, meat, milk etc...

    Not to mention, SO CUTE

    submitted by /u/oatenbiscuits
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    Spellbooks

    Posted: 06 Dec 2019 08:27 PM PST

    Spellbooks

    Crafting/Obtaining An empty Spellbooks could be crafted with a book & Arcane Dust

    Empty spellbooks could be enchanted in an Enchanting Table for a random spell.

    Spellbooks could also be found with spell in dungeon loot, and sometimes dropped by evokers.

    Arcane Dust Arcane dust can be found as an ore in the end, dropping 2-3 arcane dust when broken.

    Usage Spellbooks could have many usages, such as

    -Teleporting you home
    -Sending out Evoker Fangs
    -Shooting a Guardian Laser
    -Shooting a fireball
    -Cast an Air bubble around a player's head for player breathing underwater

    All usage of Spellbooks would use xp & durability.

    submitted by /u/Charlie-egg
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