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    Minecraft Arrows fired from a bow with Infinity should be made of magic

    Minecraft Arrows fired from a bow with Infinity should be made of magic


    Arrows fired from a bow with Infinity should be made of magic

    Posted: 15 Jan 2020 01:29 AM PST

    (the flair is Blocks and Items because it will not affect combat)

    I think the arrows fired from an Infinity bow should be made of magic. Makes sense, seeing as bows with Infinity use magic to infinitely recreate one arrow. It could also work as a visual indicator in PvP to tell players that there are many, many more arrows where that came from.

    Thanks to u/Digaddog for pointing out that it could also work for the Multishot enchantment as well.

    Edit: It's taking a bit to approve my suggestion. Please wait and stick with me!

    submitted by /u/Keelinie
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    Dog whistle

    Posted: 15 Jan 2020 11:20 AM PST

    I just finished fighting a raid that I started accidently and the city took a decent hit. I bred about a dozen dogs for the purpose of defending the city but they didn't get to where most of the action was happening because they were sitting.

    What if we had a dog whistle that would alert all of the players tamed wolves within a 5-10 chunk radius to converge on the players location to aid in battle.

    As with all my suggestions I understand the idea isn't perfect which is why I'm hoping to get some feedback on how to make it work.

    submitted by /u/Fortunate_Fowl
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    Gold, iron and diamond armors makes you invulnerable against cactus and berry bushes damage

    Posted: 15 Jan 2020 10:02 AM PST

    These "rigid" armors would prevent you from being hurt by these plants. However, leather and chainmail don't protect you because the spikes of the plants can pass through these materials.

    submitted by /u/razor1523
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    One way detector rails

    Posted: 15 Jan 2020 10:09 AM PST

    These new detector rails will open to redstone creators a new way to do circuits. Moreover, rail transportation will see their building possibilities extended, allowing players to make rail circuits that detect the direction of the minecarts.

    submitted by /u/razor1523
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    Let a boat's wood type alter its speed, resistance to sinking, and hostile mobs' ability to board it

    Posted: 15 Jan 2020 11:31 AM PST

    With this suggestion, the Oak Boat would have the status quo performance.

    A boat can sink if it spends too much time above a water column or under a waterfall, but I couldn't find the specific numbers on this so I have to improvise here. I am assuming 40 ticks (2 seconds) as the threshold for having a boat be sunk by a waterfall or water column--whatever the actual number is, if it differs, the numbers should be adjusted accordingly.

    Speed Resistance to sinking Boarding delay
    Acacia boat 10 m/s 25 ticks no delay
    Birch boat 9 m/s 30 ticks no delay
    Spruce boat 9 m/s 35 ticks 10 ticks
    Oak boat (baseline) 8 m/s * 40 ticks 10 ticks
    Jungle boat 7 m/s 50 ticks 20 ticks
    Dark oak boat 6 m/s 60 ticks 20 ticks
    • equivalent to minecart speed

    This suggestion would allow the different uses of wood for boats to have a specific benefit. When cruising the coastlines an acacia boat gives you the speed to circumnavigate all those islands and loopy beach fronts. When going over open ocean, the dark oak boat will be less vulnerable to any magma blocks down below. For inland river travel with lots of twists and turns, you'll want a boat type with a medium speed.

    I would also suggest the different boat types give a different delay against having a hostile mob jump in the boat with you. The logic here is that heavier boats will have a lower center of mass and require more physical force to make the boat list enough for the mob to board your vessel. I don't think there is a delay at all for hostile mobs to board a boat if they are in position to do so, so I propose adding one. (And even if there is no delay given, the speed of the boat should mitigate this.)

    submitted by /u/aqua_zesty_man
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    Armour changes...(balancing chainmail, gold and leather)

    Posted: 15 Jan 2020 08:09 AM PST

    Gold: Less rare as loot. Can get even better enchantments.

    Chainmail: A bit less rarer as loot. Each piece worn decreases fire damage by 15% and lava damage by 2%.

    Leather: Each piece worn grants a 2% extra speed boost. Dyed varieties are cleaner.

    submitted by /u/Nukeplex-One
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    Leaves and tea

    Posted: 15 Jan 2020 01:39 PM PST

    When a leaf block breaks it has a 50% chance of dropping the respective leaf of the tree, then you can brew the leaves into tea and depending in the species of the tree the tea causes an different effect: Oak: strength Spruce:haste Birch: protection Jungle: jump boost Acacia: speed boost Dark oak: regeneration

    submitted by /u/Artur_nerdy
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    A gamerule to set the max light level of mob spawning

    Posted: 15 Jan 2020 03:03 AM PST

    My idea will affect only the Overworld hostile mobs, every mob which spawns on a 7- light level like creeper, skeleton, phantom, witch (not the one in raids) and etc. This mobs will be affacted, the maximum light level of their spawn is what the gamerule will change, if you set it to 3, (these) mobs will spawn only in light level of 3 or lower, if set to 10 they'll spawn in light level of... you get the point BUT

    If you set it to -1 or lower these hostile mobs won't spawn (light level 0 already exist) If you set it to 15 or higher these monsters will always spawn...

    I mention again, if the mob spawning is not affected by light, this won't affect it

    submitted by /u/omer_g
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    Crafting tools with bones instead of sticks

    Posted: 15 Jan 2020 01:49 PM PST

    No stat difference, just the ability to craft with a skeleton's damn femur, out of spite/for the aesthetic.

    Additions to this post:

    u/flufferwings 'Maybe the tool would break into a small amount of bone meal?' - Hell yea!

    submitted by /u/J-Cinnamon
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    Simple Mounted Combat Change

    Posted: 15 Jan 2020 02:29 PM PST

    I find when I'm riding a horse at night any trying to fight mobs I can never hit them cause they're too far and they end up hitting me before even coming in my range. This is a big problem, I feel that you should have a combat advantage while mounted but it's essentially a disadvantage.

    This can be solved in 2 ways:

    1. Increase players melee range while mounted by 2 or 3 blocks. I favour this one

    2. Add a new weapon called the lance or something that has increased melee range built into it.

    submitted by /u/danny9448
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    Healing iron golems through dispensers

    Posted: 15 Jan 2020 03:47 AM PST

    During a build I was making, I came up with an idea. I have numerous iron golems tethered to entrances around my village to protect the village from hostile mobs coming in. However, I often come back to them and they're either heavily damaged or dead. How cool would it be if you could dispense a piece of iron "onto" an iron golem to heal it? I'd create a redstone circuit that would heal all my golems at once, and any excess would be hopper'd back into the dispensers.

    I'm not sure how many other people use golems like I do and leash them to fences so they stay put, but it would be a neat mechanic regardless. If you can dispense a jack o'lantern onto iron to make the golem, and dispense hats onto players, I don't see why you couldn't be able to heal golems with dispensers.

    submitted by /u/J_BILANT
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    Redstone system

    Posted: 15 Jan 2020 12:07 PM PST

    It would be nice to add "redstones". Like we would put a redstone powder in the center of the crafting table that we would surround with wool (all wool would be cool) and the wool would do a bit as an insulator for the threads. The default redstone could still be used but at least we could make a circuit in redstone which touches but not as far as it would bind.

    submitted by /u/Empereur-Sami
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    Cartography tables should allow you to make marks/labels on maps

    Posted: 14 Jan 2020 10:38 PM PST

    You can already right-click named banners with maps to make a label with a banner icon appear on the map, but I think you should also have some ability to place labels on maps without traveling somewhere just to place a banner and make labels that way. This would be especially useful for maps that are larger scale and to me seems realistic enough given the indented function of cartography tables. I think it would be reasonable for tables to take 1 level of XP for each label you place on a map this way, similar to renaming items with anvils.

    submitted by /u/alias_bloom
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    Certain items damage

    Posted: 15 Jan 2020 02:40 PM PST

    In order to make sense, certain items now do damage despite not being weapons.

    1 heart = 1 half a heart on the healthbar

    Stick: 2 heart less than Wooden Sword.

    Blaze Rod: same as Iron Sword, but small chance to set on fire.

    Bone: Same as Stone Sword.

    Anvil: Same as Diamond Sword, but very slow attack speed when not inflicted with strength II.

    Rose (it's rose, Poppy can go die): 1 heart less than Wooden Sword (real life roses have thorns and poppy is just renamed rose)

    Wither Rose: same as Stone Sword, but small chance to inflict wither.

    Brick: Same as Stone Sword.

    Nether Brick: Same as Iron Sword.

    submitted by /u/MaeBeaInTheWoods
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    Cherry Blossom and Ghost Blossom

    Posted: 15 Jan 2020 12:54 AM PST

    The 6 types of trees are pretty dull. Idea! Cherry Blossom! Also, Wool-built Cherry Blossoms are stupid.

    Cherry Blossom

    Cherry Blossoms are tress with black-brown logs. They have leaves mixed with petals, making it a mix of green, pink and white. All woodstuffs can be crafted from this.

    Ghost Blossom

    Ghost Blossom is a Cherry Blossom variant. It has no leaves and wood can't be harvested until a certain challenge is done. It's logs are darker. It spawns only in plains.

    The challenge is that Plains are covered in snow. When you approach the tree, a raid-like indicator appears and it releases ghostly mobs in waves. (Easy: 3 waves, 5 mobs, Normal: 5 waves, 7 mobs, Hard: 7 waves, 9 mobs, Hardcore: 9 waves, 11 mobs) Once all waves are beaten, Wood can be harvested and you get the Advancement "Perfect Cherry Blossom".

    submitted by /u/TheOutcast06
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    Hold tap on items to make them automatically. BEDROCK

    Posted: 15 Jan 2020 01:14 PM PST

    I.e: Hold tap on sticks for make semi half sticks stacks. (Hold tap to the crafting result to make 16 sticks each 5 seconds held tap).

    Example2: Hold tap on a Stone brick in a stone cutter for semi half stack of stone bricks.

    submitted by /u/MatthewCalls2134
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    Enchanting tables that benefit from further away bookshelves.

    Posted: 14 Jan 2020 08:39 PM PST

    This way you don't have to be in a tiny walled off area. You could make a really nice enchanting room with more floor space, but still get the full effect of all the bookshelves.

    submitted by /u/MysticWolf992
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    The Weeping Queen, a new miniboss for the Nether update

    Posted: 14 Jan 2020 07:03 PM PST

    There's a few bosses in Minecraft that exist, but most of them are late to end game exclusive or not considered a boss in every version. Some consider raids to be bosses, but I do not. And they're accessible early on. This will be a good middle stage boss for when the player is first starting to colonize the Nether or readily come there for resources: The Weeping Queen (Other name suggestions are welcome).

    Spawning

    The Weeping Queen is unique in that it doesn't spawn in a specific place or structure, but rather it can appear anywhere in the Nether large enough to accommodate it. This degree of randomness will be important once we discuss drops and the like, so stay tuned.

    Appearance

    The Weeping Queen appears like a large, slightly blue Ghast with a constant particle effect of tears falling from it's eyes. If you stand underneath it, it will look like a less intense rainfall. The main differences are it's size and the fact it wears a comically small crown unevenly on it's head. It does not actually shoot fireballs like a normal Ghast, but instead utilizes this inclement tearfall as an AOE damage-over-time effect.

    Combat

    As previously mentioned the Weeping Queen constantly cries some sort of otherworldly tears that cause damage. You might be thinking "But wait, can't I just build cover to avoid taking damage?" and you'd be right. For a few seconds! Much like the Ender Dragon, this tear rain attack eats straight through anything not native to the Nether (to avoid serious damage to the terrain, structures, etc.).

    After a third of the Queen's health is taken down, it will begin utilizing a lightning attack in addition to this rain. The way to avoid it is paying attention to the area around you, which will emit a few spark particles similar to firework trails just before the lightning strikes. It will come from the Queen's tentacles in either a 5x5 pattern centered on the player's position when the attack begins charging or a large "X" with the center focused on the block the player was standing on. This deals 5 damage on easy, 8 damage on normal, and 10 on hard and is unaffected by armor. You do not have to be underneath the Queen for this to occur, but it cannot cast this to elevations above it's position. To counter this weakness the Queen moves vertically faster than it does horizontally.

    After all of that, what do I get?

    When slain, the Weeping Queen drops 1-10 lapis, it's Crown (only on the first one of every world, as a bragging rights reward like the Dragon Egg), and a Lapis Mirror.

    The Lapis Mirror, when used, will open a small prompt with three options: Home, The Beginning, or Portal. Home takes the player instantly to their chosen respawn point or bed, The Beginning takes them to the world spawn, and Portal warps them to the nearest Nether portal. Home and Bed may only be used in the Overworld. After it has been used the mirror becomes a "Shattered Lapis Mirror", and can be repaired in the crafting bench with four Lapis blocks surrounding it.

    submitted by /u/LordSaltious
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    Parameter in /function

    Posted: 15 Jan 2020 01:27 AM PST

    I don't know it's already argued, but I think there should be a parameter in function command. because it's annoying to make the replacement of parameters. Here are some examples:

    Imagine there's a file a.mcfunction in datapack b, and it's written like this:

    say $0 

    And as I type this command:

    /function b:a "hi!" 

    It will print "hi" in chat. (Because $0 will be replaced as "hi" by the interpreter)

    And there is another file in the same data pack called c.mcfunction, which is written as follows:

    scoreboard players operation $0 sample_scoreboard += $1 sample_scoreboard 

    And as soon as I type this command:

    /function b:c A B 

    It will add B from sample_scoreboard to A from the same scoreboard. (Because $0 is replaced with A (which is the first parameter), and $1 is replaced by B (which is the second parameter) )

    submitted by /u/askminjae
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    Haunted tool mobs

    Posted: 14 Jan 2020 10:05 PM PST

    Haunted tools are hostile mobs that can't drown spawn in mineshafts (and any cave after the dragons has been beat) they can be gold or iron axes Odds are Pickaxe50%/axe50% Gold60%/iron40% They would have 12 hp (6 hearts) and can also spawn in abandoned villages

    submitted by /u/enderson_kyon
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