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    Minecraft Queen Bee

    Minecraft Queen Bee


    Queen Bee

    Posted: 19 Jan 2020 08:20 AM PST

    A Queen Bee has been a mob suggested before multiple times, but nearly every one I've seen has made them a boss. While at first this may make sense, it completely contradicts the entire point of bees in Minecraft. Adding a bee-based mob that you are supposed to kill goes against the mechanics of bees, where instead of killing them, you must take care of them, as you don't really benifit in any way by killing them. The Queen Bee has a rare chance to spawn with normal bees, and mostly acts the same, except wjen sue spreads pollen, it's twice as effective as normal bees. Killing her drops nothing, but giving her a flower will grant you the "Queen's Blessing" statis effect. Similar to Dolphins, this effect gives you buffs, jump boost and slow falling in particular, mimicing a bee's ability to fly. Overall, I think this is a way to intigrate Queen Bees to Minecraft in a manor that fits the theme of Bees.

    submitted by /u/WendayThePotato01
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    Gold Lanterns - Wireless Redstone

    Posted: 18 Jan 2020 11:38 PM PST

    Gold Lanterns are similar to it's normal counterpart, with a few added features. It's crafting recipe is a redstone torch surrounded by gold nuggets, in the same way you'd make a normal lantern. It yields one gold lantern per craft. It has the same model as the lantern, except, of course, with a gold and red texture instead of white and yellow.

    Gold lanterns are initially lit, unless powered off. It also gives off the same light as normal lanterns, but also works as a power source. The idea is that all blocks that the gold lantern shines on will be powered by the light level it is. For example, a block three spaces away from a lantern would power redstone circuits with more power than a block 10 blocks away. Basically, it allows for wireless redstone! This would be a game changing feature for builders and redstone players alike.

    submitted by /u/TheGamingMage30
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    Distinctions Between Different Bodies of Water

    Posted: 18 Jan 2020 08:25 PM PST

    I think this sounds harder to pull off than it actually would be. Mojang could definitely just determine what a body of water is classified as based on the biome that it's in (river is river, obviously, all the ocean ones are ocean, etc, and the other biomes could be lakes). Making this distinction properly has so much potential, like saltwater fish only spawning in oceans, aquatic arctic creatures only spawning in cold_oceans, having saltwater at all (I've wanted salt water to be added to the game for a while, as well as the item "salt" for some reason).

    Mojang has sort of started this by changing the colors based on how warm/cold the oceans are, but I think there is so much more potential by just making these changes.

    submitted by /u/WhoDaPenguin
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    Weak armors will “catch” weapons

    Posted: 19 Jan 2020 06:32 AM PST

    If a player is wearing chainmail, gold, or leather, attacking players will have a longer cool down, giving players a reason to use those low tier armors.

    submitted by /u/BiC_MC
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    Sneaking bonuses while wearing leather armour

    Posted: 19 Jan 2020 09:52 AM PST

    For a while now, I've been thinking about suggesting unique bonuses to different types of armour. Since each material has its own properties irl, I thought we could give non-combat buffs to armour based on those properties, so that it is no longer only about the extra defence.

    Why this suggestion?
    Imo once you get full diamond armour, you just never have to consider taking it off again, and the other types of armour are just... forgotten. I want to remedy that by introducing more interesting game mechanics to make the other types more viable.

    How does it work?

    • When you have leather armour equipped, mobs don't detect you as easily. So, the detection radius of the mob shrinks. In effect, it allows you to get closer to those annoying skeletons without them seeing you. Or, if need be, to run away without them noticing.
    • It also allows you to sneak up on certain mobs, say witches (I don't know which mobs it should be tbh), from behind them, without alerting them to your presence. This would have a myriad uses in clutch situations.
    • The sound produced by footsteps is reduced. This is perhaps only useful in PvP, but it is an intuitive change.

    Thanks for reading :)

    submitted by /u/RazorNemesis
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    Dyeable Haybales.

    Posted: 19 Jan 2020 03:17 PM PST

    I know some people who dislike the red strings on the haybale, so I think you should be able to change the color of the red strings on the haybale to any of the 16 dyes. It's a cool and simple decorative idea imo.

    It would be made on the crafting table as such:

    None None None
    None Haybale Dye
    None None None

    The order wouldn't really matter though. Just put the haybale and the dye of choice anywhere in the crafting table and it would work.

    Anyway, that's my idea. Please give me any feedback you have. It is very appreciated, thank you!

    (Also it is my first time posting here, so I'm sorry if I chose the wrong flair or did anything else wrong)

    submitted by /u/Nino123-
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    Gremlins

    Posted: 19 Jan 2020 08:22 AM PST

    Gremlins are a green, 1 and a half block tall, hostile mob that spawns in caves. They can be found solo or in groups of up to 4, and will attack the player on-sight. Upon getting a blow on them, the Gremlin will run off, stealing an item from the player. They have a 50-50 chance to run back and grab another item, but you're better off chasing them down. Upon killing them, they will drop the items they stole, and maybe other valuables they may have stolen elsewhere.

    submitted by /u/WendayThePotato01
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    Villager Tents

    Posted: 19 Jan 2020 06:19 AM PST

    Villager Tents spawn in all surface overworld biomes except ocean. They are 6 blocks long and and 7 blocks wide. They have a tent shape with colored wool depending on the biome and fence inside the top of the tent (wool color and wood type). There is also a chest inside that can contain 0-5 of items (Items list: Iron ingot, gold ingot, diamond, emerald, Vine, any leave, any log, podzol, sand, any flower, any log, any coral, any coral fan, honey Bottle, water bottle, potion, splash potion, sugarcane, smooth stone, crafting table, bell, melon block, pumpkin, bone, raw fish). There is a fence post outside with two Trader Llamas leaded to it. A Wandering Trader will also spawn inside or near. There is a rare chance for 0-2 wolves (tamed and loyal to the WT), 0-2 cats (tamed and loyal to the WT), or 0-2 villagers to spawn aswell. Patrol Pillagers cannot spawn near Villager Tents. If a non-natural fire block, non-natural lava, or TNT block is created within ten blocks of the Villager Tent, the Wandering Trader will start walking away to despawn and all mobs of the tent (the wolves, the cats, the villagers, and the trader llamas) will follow him. Upon the WT leaving, in order to follow him, his cats and wolves will stand and the trader llamas' lead will snap.

    Special Villager Tents are villager tents that spawn in the Inner End, Outer End, Nether, and the bottom of the Ocean. They are also made of materials instead of colored wool. They also have drops unobtainable in normal Villager Tents (Obsidian, Endstone, Purpur Brick, Chorus Fruit, Chorus Plant, Netherrack, Soul Sand, Glowstone, Glowstone Dust, Quartz, Quartz Ore, Magma Cream, Magma Block, Blaze Powder, Blaze Rod, Prismarine, Prismarine Block, Prismarine Brick, Kelp, Turtle Egg, Endstone Brick). They all function the same as normal Villager Tents, with the exception of the Ocean one, in which there are structure voids to prevent water getting in, and the trader llamas are inside instead of a fence post outside.

    Savannah-Themed Villager Tent: https://www.reddit.com/r/MaeBaeInTheWoodsSR/comments/eqj7pf/savannahthemed_villager_tent/?utm_medium=android_app&utm_source=share

    Jungle-Themed Villager Tent: https://www.reddit.com/r/MaeBaeInTheWoodsSR/comments/eqj8vm/junglethemed_villager_tent/?utm_medium=android_app&utm_source=share

    Plains-Themed Villager Tent: https://www.reddit.com/r/MaeBaeInTheWoodsSR/comments/eqj9wu/plainsthemed_villager_tent/?utm_medium=android_app&utm_source=share

    Badlands/Mesa-Themed Villager Tent: https://www.reddit.com/r/MaeBaeInTheWoodsSR/comments/eqjaot/badlandsmesathemed_villager_tent/?utm_medium=android_app&utm_source=share

    Inner End-Themed Special Villager Tent: https://www.reddit.com/r/MaeBaeInTheWoodsSR/comments/eqop2w/inner_endthemed_special_villager_tent/?utm_medium=android_app&utm_source=share

    Outer End-Themed Special Villager Tent: https://www.reddit.com/r/MaeBaeInTheWoodsSR/comments/eqoqlg/outer_endthemed_special_villager_tent/?utm_medium=android_app&utm_source=share

    Ocean-Themed Special Villager Tent: https://www.reddit.com/r/MaeBaeInTheWoodsSR/comments/eqoqz9/oceanthemed_special_villager_tent/?utm_medium=android_app&utm_source=share

    Nether-Themed Special Villager Tent: https://www.reddit.com/r/MaeBaeInTheWoodsSR/comments/eqor9x/netherthemed_special_villager_tent/?utm_medium=android_app&utm_source=share

    submitted by /u/MaeBeaInTheWoods
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    Zombie villagers with hats

    Posted: 19 Jan 2020 04:38 AM PST

    Zombie villagers with hats, such as farmers and fishermen shouldn't burn in the daylight.

    submitted by /u/crabbyink
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    Horse 2.0

    Posted: 19 Jan 2020 06:08 AM PST

    P.S. I use a translator

    what about horses? many will notice and be right that horses are already in minecraft, check out my list of suggestions:

    1. why not add ponies, wild horses and draft horses? you cannot ride draft horses, but chests can be mounted on them, wild horses cannot be tamed and added creatively.

    2. horse bandages bandages are crafted with 1 bucket of water and 8 sheets of paper.

    3. Trot, gallop a horse can trot or gallop.

    4. horse care well ... add a brush and grease for the hooves, they cannot be crafted, but can be found in the villages.

    5. stable in the village these are not simple corrals with horses, these are full-fledged buildings.

    that's all

    submitted by /u/King_and_buffoon
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    Nether-Enders

    Posted: 19 Jan 2020 08:24 AM PST

    Nether-Enders are hostile mobs, that, as you might have guessed, spawn excusivley in both the Nether and the End. They will fly around, and occasionally swoop down to attack to player, similar to Phantoms. Upon killing them, they have a rare chance to drop their pitchfork, which deals similar damage to an iron sword, but lights opponents hit on fire.

    submitted by /u/WendayThePotato01
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    New boss -> Nightmare

    Posted: 19 Jan 2020 08:11 AM PST

    Nightmare would be giant version of Phantom with 150 HP and some new attacks.

    *6 Phantoms will spawn around him, occasionally changing at player.

    • Will spawn after 15 days (5 real-life hours) without sleep.

    • Sometimes wilm shoot fireball dealing poison damage.

    • Intead of slowly charging at player, it will quickly dash, and only thing that can stop him from damaging you during dash is shield.

    • Can attack you using special beacon attack. Some of the blocks on the ground will change texture to pure green, and after a while it will send beacon-like laser which will deal damage to any player and mob in collision with it.

    submitted by /u/Foxiak14
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    Curse of Disposal

    Posted: 19 Jan 2020 11:33 AM PST

    This curse is applied to leggings If worn, everything, punching, breaking, walking, etc takes the same hunger as sprinting would

    I am aware of the new combat update, if the sprinting not using hunger feature makes it through, it would make sprinting cost hunger

    submitted by /u/The-Real-Radar
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    Skeleton Transition System Like Zombies Have

    Posted: 18 Jan 2020 08:38 PM PST

    I initially made this suggestion after seeing a neat alignment chart here (https://www.reddit.com/r/Minecraft/comments/eqlzbn/undead_elementals_just_a_little_observation_while/) but here goes:

    The Husk -> Zombie -> Drowned transition that happens when these mobs are submerged in water should be extended to the skeleton family. Since water can convert a Husk from a dried corpse into a normal Zombie, and can turn a normal Zombie into the waterlogged Drowned, there could be a similar kind of system with the Skeletons.

    Strays are the cold variety, and when warmed up via being submerged in lava, they could become regular Skeletons. When a regular Skeleton remains submerged in lava, their bones can char and cause them to become Wither Skeletons.

    /u/SmegLiff had the idea that transformed Wither Skeletons would not be able to drop Wither Skulls, just like the transformed Drowned cannot drop Tridents. This would prevent skull farming.

    I just thought it would be neat if our undead mobs had some symmetry going on. :)

    submitted by /u/randomnws
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    Bone fish

    Posted: 19 Jan 2020 12:01 AM PST

    Bone fish would be underwater hostile mobs that would look like skeleton salmons and would have a singular green sack near the throat attatched to the head. They would not be able to suffocate on land. Bone fish would spawn in groups of 2-5 depending on the difficulty. They would attack the player in 2 different ways, biting, and spitting.

    Bitting would invole the bone fish charging at you faster than you can swim and bitting you for 0.5 hearts of damage extremely quickly, bone fish would only attack this way when the player is 7 blocks or closer to them. They would also use this attack to take down boats.

    Spitting would be the main attack of the bone fish. They would spit globs of acid at the player which would cause poison 1, for 1 second and do a full heart of damage. The acid glob's trajectory would be the same as an above water arrow. Bone fish would also attack other salmon with this attack to convert them into bone fish and retaliate against guardians preparing to shoot them.

    The drops of bone fish would be 2-6 acid globs and bonemeal

    Acid globs can be thrown, and have the exact same effects as when shot by a bone fish.

    submitted by /u/The-Most-Sour-Lemon
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    New secret advancement

    Posted: 19 Jan 2020 12:10 AM PST

    Since there is a very slim chance of spawning an endermite when throwing a ender pearl, there should be a advancement for that when you manage to do it

    submitted by /u/Nemesis0909
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    Mini-games

    Posted: 19 Jan 2020 03:00 AM PST

    No, I don't mean a new gamemode.

    I'm thinking of at least 2 (two) aspects of minecraft that could use some depth: cooking and forging.

    What if there could be special utility blocks that bring up a mini-game interface when you interact with them. The idea is that you could still craft weapons and cook food at the crafting table/furnace, but you have the choice to 1-up those items by "manually" creating them at special "crafting" interfaces.

    The way it goes is that when you use, say the anvil, you could click on a button that says "forge a tool" that would take you to an interface where you can input the materials needed for the tool of your choosing and a mini-game would ensue. Depending on how well you did at the game, your new tool would have an additional 5 to 30 durability points. On hard mode, this could instead be -30 to +30 durability points to raise the stakes and encourage the player to do well on the mini-game.

    For cooking, I actually have a couple different versions of this:

    (1) There is a "cooking" block. You do all the manual cooking there and it has the same concept as with forging.

    (2) The cooking block has different mini-games. There could be one slicing, one mixing, one heating mini-game, one of which you would play depending on the food being prepared.

    (3) Harvest moon style cooking. There is a plethora of cooking utilities you could craft and assemble and put in the block. You select the ingredients, and the utilities to be used and then the game automatically produces the food for you (It's not a mini-game anymore but it would still be fun discovering the many recipes and what you can and cannot cook).

    or (4) Harvest moon style cooking but there is no "one" cooking block - the plethora of cooking utilities can be placed in a kitchen of your own customization and majority of these have a mini-game whilst others just have a simulated cooking interface (for example, an oven with a set timer).

    Now food does have food replenishment and saturation points that could be increased per food item; but since most food items are stackable and is the practical way of bringing them, it would be impractical to bring food items each with unique replenishment/saturation points that would make them unable to stack. Moreover we cannot compensate this with ungodly replenishment/saturation points as that would just be OP and dull. This system works for forging but not with food, unfortunately.

    Instead, select dishes will have set variations and the variations with higher qualities will have prerequisites. Take a sandwich for example:

    Name Food Bar Saturation Prerequisite
    lesser sandwich 1 0 bread (x2) or overtoasted bread (x2), overcooked pork chop, lettuce
    sandwich 6 6.5 toasted bread (x2) or bread (x2), cooked porkchop, lettuce
    greater sandwich 8 7 toasted bread (x2), porkchop well done, lettuce
    Jake sandwich 10 7.5 toasted bread (x2), cooked chicken (medium rare), lettuce

    As you can see, there will be dishes that will require other (well) cooked dishes (in this case, the porkchop) which makes this system interactive and in-depth, and overall, more fun.

    submitted by /u/Yan-gi
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    Add a frill to squids + other minor details to make them look better

    Posted: 18 Jan 2020 04:49 PM PST

    Purely a design change but I feel like squids would look A lot better if they had a small flat frill around their cap like real life squid. Maybe make the squids themselves swim flatly rather than spin for every pulse and two of their middle arms are slightly longer than the rest.

    submitted by /u/jerrythecactus
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    Fashion

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