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    Minecraft Add Alexs head to the creative inventory.

    Minecraft Add Alexs head to the creative inventory.


    Add Alexs head to the creative inventory.

    Posted: 16 Jan 2020 06:49 AM PST

    When Alex was introduced her head wasn't added to the creative inventory and can only be obtained via commands.

    submitted by /u/Traincraze
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    Stonecutter should only spin right after it was used by a player.

    Posted: 16 Jan 2020 09:41 AM PST

    It will look more realistic as a block.

    submitted by /u/simon0124
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    Fortune enchantment can be added to shears

    Posted: 16 Jan 2020 09:49 AM PST

    How Fortune Shears would work:

    Sheared sheep would have a chance to drop more wool, and leaves broken with Fortune shears will have a chance to drop saplings, sticks, or apples, equivalent to breaking leaves with any other Fortune tool. There is a drawback, however. You can never get leaf blocks by breaking leaves with a Fortune shear.

    Background to this suggestion: I like using shears on leaves because they clear them very quickly, but they never drop anything other than the leaf blocks themselves. This would be a great way to speed up sapling collection and apple picking.

    submitted by /u/tseries_will_fail
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    Pickaxes and fighting

    Posted: 16 Jan 2020 05:07 AM PST

    I suggest a change for pickaxes. Their stats would remain the same, but they should deal 2x more(1 durability per 2 o incoming damage instead of 4) durability damage to armour(not shields since they are made out of wood and axes alreadly counter shields) and bypass 10% of the armour's protection. This would make pickaxes counter armour and add more variety and possible styles to combat.

    submitted by /u/mcupdatewanter
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    Large Dark Oak or Jungle trees should turn dirt into grass

    Posted: 16 Jan 2020 08:55 AM PST

    In 1.13, a change was made to large Spruce trees where they turn nearby grass blocks into podzol when they grow from saplings. To make dirt patches easier to turn into grass, this change should be applied to large Dark Oak and/or Jungle trees where they can turn nearby dirt into grass when they're grown.

    submitted by /u/Gametron13
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    Additional food sources for The End; The Star Fruit.

    Posted: 16 Jan 2020 01:33 PM PST

    Like Melons, Star Fruit would be a block based food source which would have a yellow texture with darker yellow lines and speckles of purple. The block will drop a total of 4 Starfruit slices, which are dull yellow stars with speckles of purple. Each slice will replenish two points of hunger.

    submitted by /u/howlinginkfires
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    The Enchanted Grove + Concept

    Posted: 16 Jan 2020 11:41 AM PST

    I think that there should be a small chance for "Enchanted Groves" to spawn in a flower forest. They should be a small cluster of trees with a sword in a small, stone pedestal. There also should be some particles around the area to show that it's like "enchanted". The "happy villager" particle looks really nice for this kind of thing. The sword should always have 2 enchantments. One of them should be 1 tier higher than possible normally and the other should be a regular top tier enchantment. For example, a sword could have Knockback III (One tier higher than normal) and Fire Aspect II (Normal top tier available).

    Concept Video: https://www.youtube.com/watch?v=xAywrl3pBTU&feature=youtu.be

    submitted by /u/CaptainJoe143
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    More Pie

    Posted: 16 Jan 2020 03:01 AM PST

    Ever sense we got Pumpkin pie and that's all we got from there from the update. But I think we should have apple pie, wild berry pie, carrot pie, all kinds of pie. It would be a good use to put the fruit and vegetables, even chicken pot pie too. Making apple pie will take 3 Apples, Egg and wheat or different kind of ingredients to have that different sort of pies. Even Villager Farmer will be able give you one of those pies for a trade of 1-2 emeralds to give you one of Pie Selections.

    submitted by /u/dedWarrior16
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    you can slightly increase speed backwards by sprinting but jumping will slow you down

    Posted: 16 Jan 2020 07:49 AM PST

    In real life you can go pretty fast running backwards, it would be an interesting functionality if holding sprint would let you sprint backwards (at a slower speed than forward.)

    If the player tries to jump backwards while sprinting their speed will have a 50% chance of setting itself to 0 (to simulate stumbling, as legs are not designed to jump backwards)

    submitted by /u/BiC_MC
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    Tamed Foxes (and their new stealth mechanic)

    Posted: 16 Jan 2020 03:43 PM PST

    I'm gathering that the current system with Foxes trusting you, but not acting as a companion mob, is so that they don't take away from wolves. I don't know if that's the truth, but I figure there's a reason they don't follow us.

    My idea is for tamed Foxes to behave something likes tamed wolves, but with the following differences:

    1. Foxes retain their attack strength of 2 (♡), which is currently half that of wolves.

    2. Tamed Foxes would have a health of 14 (♡♡♡♡♡♡♡), which is less than regular Foxes have now on Bedrock Edition but more than they do on Java Edition. A tamed wolf has 20 points, so Foxes are still at a relative disadvantage there.

    3. When a player's tamed Fox isn't straggling behind, players receive a special status effect for traveling in close proximity, very similar to how Dolphin's Grace works.

    This effect is called Lightfooted, which decreases the range from which ordinary hostile mobs can detect you from 16 to 10 blocks. All the other rules still apply, attacking will give you away, and Zombies can still call for backup. The effect breaks much the same way Dolphin's Grace does if your Fox strays behind too far. This may not give an edge in battle, but a player returning home from a long trip may enjoy being able to more safely maneuver around night-time mobs.

    As for why? Foxes are almost always described as clever or sneaky in stories, thought it'd be cool to tap into that side of folklore.


    Note: The taming process really isn't part of my idea, but I suppose it would be done with berries, similar to how they are bred, and/or various meats. I'm just here to say how tamed foxes could function without being mere copies of wolves.


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    submitted by /u/RazeSpear
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    Improving The Landscape of The End

    Posted: 16 Jan 2020 01:23 PM PST

    The End's landscape is incredibly barren; only consisting of end stone and chorus plants. The End is long overdue for a second update.

    For starters, Chorus Plants should have a diversity of types. One variation could be a large, tree-like variation with coral fan type flowers and small amounts of leaves. This version would be dubbed the "Chorus Tree." Another variation would be that the Chorus Plant grows close to the ground and hurt the player on contact. Ender Vines will grow out from the tree in a vine-like style on the ground to slow down players. This version would be dubbed "The Chorus Thickets." The original Chorus Fruit plant would be called "The Chorus Stalks."

    Six additional plants that could be added to The End could be Void Weeds, Smog Flowers, Ender Lilies, Void Moss, Ender Grass, and Ender Bushes.

    • Void Weeds would act similar to seaweed, with large stalks of it growing around the void. It'd be a dark teal with lots of thorns and a dark purple flower at the top.

    • Smog Flowers would be large black flowers that would emit the "minecraft:dragon_breath" particle effect.

    • Ender Lilies are tall, 4 blocks total, bushes of purple spider lilies.

    • Void moss is teal and purple speckled and acts like snow with a few flowers across the texture.

    • Ender Grass and Ender Bushes are simple purple recolors of both the Dead Bush and Grass. While simple, it helps to add additional plants for detail.

    New ground blocks that could be implemented to distinguish islands, perhaps create pseudo biomes are End Loam and End Silt. End Loam would be a darkly colored version of dirt, and Void Silt would be a darkly colored version of sand. Islands which are primarily End stone would have Chorus Stalks and Ender Bushes. End Silt Islands would have Chorus Thickets, Void Weeds, and Void Moss. End Loam islands would have Chorus Trees, Ender Grass, Ender Lilies, and Smog Flowers.

    submitted by /u/howlinginkfires
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    New mechanics for the trapped chest

    Posted: 16 Jan 2020 03:25 PM PST

    Trapped chests should create a bubble effect when opened in water, similar to the bubbles soul sand / magma blocks make underwater. In addition to this, I feel if you give a trapped chest a redstone signal it should open. This would make for some cool aesthetics. For example, you could have a trapped chest in an aquarium hooked up to a redstone clock so it would open and close, giving off bubbles when opened, similar to a bubbler in a real aquarium

    submitted by /u/DankkDaddy
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    A new liquid exclusively found in The End

    Posted: 16 Jan 2020 02:35 PM PST

    A new liquid that could be introduced would be Void Fog, a gas which stays close to the ground and acts like a liquid. It'd have a very smokey texture, similar to the nether portal, but with a much darker purple. It makes obsidian when combined with both water or lava in the end, makes a new block called dry ice when combined with lava on the surface, dissolves water on the surface, and explodes if put in the nether. Picking it up in a bucket has the same effect as putting a sponge in water, and is not affected by sponge. Stepping into Void Fog will hurt the player, taking away half a heart a second, and is like swimming in lava.

    submitted by /u/howlinginkfires
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    Firework directions

    Posted: 16 Jan 2020 07:23 AM PST

    Well, every time you place a creeperface rocket down, it explodes by facing in any direction. I think if you put an dispenser down the rocker should explode facing in that direction which the dispenser faces( if he faces up its a random direction) I also think that letter-rockets would be a good idea.

    submitted by /u/kingofsquirrel
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    If you place a bed while sneaking/running it should be facing sideways.

    Posted: 16 Jan 2020 08:31 AM PST

    Sometimes you need to place a bed quickly in cramped quarters and a sideways placement would be easier than tearing up the environment to be able to get into position for straight-out placement.

    If sneaking is on, the bed would occupy the target square and the next square to your right.

    If running is on, the bed would occupy the target square and the next square to your left.


    Alternatively, the bed placing AI could be modified to try the traditional placement template first, but if it's illegal, then it will try to rotate the bed 90 degrees and place it. Then 180, then 270, then it would fail out.

    submitted by /u/aqua_zesty_man
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    Armor stands will "pick up" dropped armor

    Posted: 16 Jan 2020 07:58 AM PST

    If an armor piece that the armor stand is not wearing is dropped within one block of the armor stand, it will equip the armor. This could be useful for "invisible" hoppers that can grab dropped armor through the walls or floor in traps.

    submitted by /u/BiC_MC
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    Chill with the mobs dudes.

    Posted: 16 Jan 2020 01:40 PM PST

    Now I'm sure that this will get lost in controversial or end up in one of those "worst Minecraft suggestions" videos but I feel it needs to be said: Mobs don't need to be so advanced or even really add much to the game.

    Take rabbits for example. Rabbits are probably one of the less useful mobs — like bats or ocelots — that really don't add much to the game. They only add a new food, potion, and way to craft leather. (which I'm sure all of you use) However, they make the desert seam more alive for a barren, lifeless plain. Now take turtles for an example. Turtles AI is very complex. Whereas a rabbit just breeds and flees, a turtle breeds, lays eggs, protects eggs, adds new armor, new potion, produces a god damn bowl when struck by lightning? The list goes on. They're just too much that it doesn't feel vanilla. I think that rabbits being more simple and not needing to be changed make better mobs than turtles.

    Foxes I feel are like a happy medium between people who want really advanced mobs and people like me who just want more simpler ones. While they don't really add anything to the game, you can still play around with them and give them stuff, they're cute when they sleep under a tree, they jump in snow, they chase chickens and flee wolves — they are just, simpler. I like how walking through a taiga, you can find a fox, just doing fox things and when you walk by a sheep, you just see 'em eating grass but villagers got to be working, farming, trading.... Bottom line: Mobs should be more simple.I like them when they're behavior is advanced, not they're functions. Wouldn't you like many new mobs that make the game livelier than one new mob that adds so much stuff it should practically be it's own update?

    submitted by /u/CompleetRandumbnass
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    Add steel wool/iron sponges.

    Posted: 16 Jan 2020 09:07 AM PST

    They could be crafted by iron bars in the middle of the crafting table with 8 iron nuggets surrounding it, or 9 iron bars.

    They should soak up as much lava as a normal sponge would soak water.

    Maybe they could also be found in a room in nether fortresses like almost filling the room like sponge rooms in ocean monuments.

    They would take a bit longer to break than sponges, but could be mined faster with a pickaxe.

    Although I don't know how they would drain.

    submitted by /u/ZerpPickle
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    Villager Name Changes

    Posted: 15 Jan 2020 07:03 PM PST

    I was thinking, when a villager reaches max trade level, all the name is, is master. So I was wondering if the villager name would change more uniquely. This is just a small detail I would like to see changed in the future. Below I have a list of what villager job mastery names would change.

    Armorer: Guard Forgeman

    Butcher: Chef

    Cleric: Pastor

    Farmer: Plantationist

    Fisherman: Angler

    Fletcher: Marksman

    Leatherworker: Tanner

    Librarian: Grand Bookkeeper

    Stone Mason: Brick Mason (still under review)

    Sheperd: Herdsman

    Tool Smith: Gear Forgeman

    Weapon Smith: Arms Forgeman

    I think this would be a nice detail. It's not much to look forward to as a reward, but I think it's a good change.

    submitted by /u/The_Only_Toaster
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    Crossbows should fire bolts.

    Posted: 16 Jan 2020 03:47 PM PST

    Honestly, there are so many things you can do with a crossbow, pierce 4 mobs, shoot 3 arrows, shoot fireworks, etc. So I propose a crossbow bolt. It would be made of an iron nugget, so not too expensive. Crossbows would not be able to use arrows, so only fireworks and bolts.

    submitted by /u/Furious_101
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    Horses and donkeys/mules

    Posted: 15 Jan 2020 10:20 PM PST

    I think it would be awesome to be able to sell horses etc to villagers. Donkeys would go for a small price but since mules are rarer they go for a bit higher. Horses, depending on colour and speed, go for how good and bad they are. Maybe get a bit of gold and emeralds out of it. It could bring a new job for villagers, stable hand. In the section to put the saddle on etc there could be a sell button and then u go over to the stable hand and right click. The stable hand could also sell leads and saddles. Does that make sense? I think it would be an awesome addition to the game.

    submitted by /u/Tomboy09123
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