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    Minecraft Netherite Feedback [Comment your feedback on Netherite as posts concerning changes of it will be removed]

    Minecraft Netherite Feedback [Comment your feedback on Netherite as posts concerning changes of it will be removed]


    Netherite Feedback [Comment your feedback on Netherite as posts concerning changes of it will be removed]

    Posted: 07 Feb 2020 09:45 PM PST

    All posts on Netherite changes, for better or worse, will be removed and that feedback redirected to this post. The goal of this is to reduce unnecessary conflicts and arguments, as well as summarizing all the feedback in a single post for the devs to be able to directly view.

    —Frequent points of interest—

    • Rarity and acquisition
      Too rare or not rare enough? Should Ancient debris be the only method of acquisition, or for the devs are there already alternative plans for different means?
    • Crafting method
      Unique, but is it too cheap?
      Should it be made through the crafting table, or instead with an anvil or smithing table?
    • Power compared to diamond
      Not enough durability, or just right?
      The mining speed isn't noticeable enough to make a difference, but should that change, or stay as is to keep diamond mostly relevant (note, it has a higher mining level, meaning diamond might not be strong enough to mine some new future block)
      Is the armor "too OP" and in need of a downside, or is it fine as is?
    • Enchantment removal
      Fair or not? (This is likely done on purpose, but also likely can be changed if the feedback is for it. Also would be nice to hear anything on that from the devs)
    • Fire resistance
      Aside from the items not burning in lava, should they provide additional buffs to the player, or to keep Fire protection useful (reduces burn time) & fire resistance potions & enchanted apples (fire & lava immunity) useful should they grant no further buffs?
    • The name
      for the devs Is it a placeholder, or is it reasonable to suggest alternative names?

    —Do not forget—

    Keep things civilized, we will be moderating the comments!

    submitted by /u/Planemaster3000
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    Lava in cold biomes changes to Basalt

    Posted: 08 Feb 2020 06:44 AM PST

    Water in cold biomes changes to ice. Well, Basalt is just cooled/frozen lava, so the same sort of change should apply to it. It isn't that overpowered, as Basalt already hasn't got any use besides decoration.

    submitted by /u/MaeBeaInTheWoods
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    Make campfires turn blue when on top of SoulSoil or if crafted with it instead of coal.

    Posted: 08 Feb 2020 09:27 AM PST

    Blue campfires would be amazing to have as an adventure map/decoration block, so I thought of a simple way to implement them.

    submitted by /u/renauster
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    The Nether Star and any other nether related items should be fire proof

    Posted: 08 Feb 2020 06:27 AM PST

    I've been playing minecraft for a while, and I'm a really good fighter, so the Wither Boss isn't an issue for me. However, for the casual player, or those who just aren't that good at combat, it might prove to be a challenging fight.

    Now imagine, you're fighting the Wither near a cave. There are creepers and spiders in said cave. The Wither targets them, and goes deeper and deeper in said cave... until he's surrounded by lava. You can't just leave him there or even lure him out, so you kill him and his star is burned in the lava. This happened to me.

    This change only makes sense to me, as the Nether Star is a nether item and thus should be immune to burning.

    submitted by /u/ligmaenigma
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    Mods, can we get a Nether flair?

    Posted: 08 Feb 2020 06:39 AM PST

    We have User Flairs up to Village and Pillage, End Update, and Update Aquatic. Well will we get one for Hoglins, Piglins, or any of the new blocks?

    submitted by /u/MaeBeaInTheWoods
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    Polished Basalt!

    Posted: 08 Feb 2020 08:44 AM PST

    Crafting Recipe:

    https://imgur.com/WpqIvji

    Texture:

    https://imgur.com/itDpMGR

    Basalt should have a polished variant. It is a block currently without purpose, but would be great as a building block!

    Here is an example:

    https://imgur.com/3DLXD46

    https://imgur.com/diOAWxh

    submitted by /u/Plantkillable
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    Change "Serious Dedication" to require using up an entire Netherite Hoe

    Posted: 08 Feb 2020 10:04 AM PST

    Just as the title says lol

    submitted by /u/The-Myth-Of-Legends
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    Rename the Soul Sand Valley to just the Soul Valley.

    Posted: 08 Feb 2020 02:47 PM PST

    It made sense to call it that for Minecon because soul sand was the only soul block there was. Now that it is here though, you can see that soul sand isn't even the most abundant block in the valley, soul soil is.

    submitted by /u/ShebanotDoge
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    Netherite Scrap drops when Netherite Tools or Armor breaks.

    Posted: 08 Feb 2020 10:32 AM PST

    We have all had it happen, your working away at your newest giant hole and then... PLINK no more Diamond Pickaxe.

    I think there should be the chance to get 1-3 scrap back when an item breaks.

    With the rarity of Netherite it would be nice to get something back if your helmet is destroyed by a passing creeper.

    Netherite Scrap is what it says it is, scrap. So collecting remnants of a broken item wouldn't be to out of the realm of possibility.

    In my opinion this wouldnt be to over powered as you need 4 Netherite Scrap to craft one Netherite Ingot. That way there is still some loss but it is not as bad as losing everything.

    submitted by /u/T_Wilde
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    Current progression system and why a new dimension is a great opportunity

    Posted: 08 Feb 2020 10:31 AM PST

    I am not quite sure how to start off this post as I've been thinking about it ever since the new snapshot came about and it's a painfully overused and possibly annoying suggestion ( I am not a regular on this sub but I am pretty sure this is the case).

    So, we have reached an unprecedented event in the development of Minecraft, the audacity to add a next tier to a decade old progression system that has solidified itself as a brand of the game. That is a great and in my opinion very well executed move by the devs, but lets not dwell on Nethrite right now, there are enough discussions on the pros/cons of the addition.

    What this means for Minecraft, is that they are no longer scared to change something so established. However currently there stands the slight problem from where I kind of get my arguments:

    • The current tier system's main problem is that there is not that much inbetween the tiers themselves. What I mean is that when you have iron you are indeed basically all set for life. The difference in terms of mining is not enourmous for the everyday player who doesn't mine out huge amounts worth of terrain. PvE is also in a standstill as the difference between using Iron and Nethrite tools is a of th 1/2 swing interval. The way I seee Nethrite currently is as a reward in having it itself not so much for the percs of a damage point and some fire insurance. This is where I reach a point for the need to have stronger mobs, which could be a problem but more on that later. The inclusion of enchantments is actually a core problem for this as it was a way to give more progression but currently it's absolutely exlpoitable as with Mending for example there won't be a need to get more than 32 Netherite ores to perfect your armor and have it forever.

    • The long overdue, anticipated and slightly hinted at Cave Update (3D biomes in the latest snapshot)
      is something that can give mining an overhaul in terms of variety and difficulty, even strategy but it cannot be too far of from what we currently have as mining is an "early game" tool for aquiring items which in time can be completely made redundant using villager, iron, gold, which farms as all ores with the exception of Netherite (I hope it stays that way) are availiable to get in other ways, which could be automated almost, including getting plenty of diamond tools from trades. All of this means that even with cave biomes, in my opinion we can't stray so far off from what is established as it may not be a welcome change for newer players if it gets too complicated. However whatever happens in the future I think mining itself won't change as much in terms of tier progression and necessity unless entirely new mechanics are introduced.

    So with all that said our current problem is that if you are a type of player who wants the game to supply you with objectives and tasks to complete you are kind of given several days worth of gameplay more from the current Nether update before mining out huge areas of netherack becomes annoying and unnecessary due to enchantments. So we reach a plateau once again. Of course many players such as myself create their own tasks and objectives, which include building and farms, where your creativity takes the wheel and if you want to, you can always be entertained with creating more and more contraptions, that is in my opinion what Minecraft is all about. However not all players are like that, so they turn to mods, to enchance their game-given experience, so they don't run out of things to do.

    What does that mean? Well as I said I am not so sure mining can be as overhauled as we want it to be with introductions of new mechanics. New ores, new tiers of tools, new minable blocks are things that should be extremely carefully thought through and correctly implemented as to not be "just another chest in the chestroom". So because of that I won't be looking at this from mining perspective as much as from exploration and PvE perspective.

    PvE's current problem as I said is that most mobs are too easy to kill once you have reached an endgame state. Well of course, that is the idea, however the path to get there is not as hard as it used to be before enchantments and farming mechanics. So what we need are stronger mobs? Well yes and no. Local difficulty was introduced as a way to get around that, but in all honesty it's a joke. The system can be overhauled but that would mean players, whose cup of tea is not fighting for their lifes but building for example won't be as happy with this addition. Even the new combat mechanics that they are currently developing won't be as nerfed as they need to be. All in all we need a way to add stronger mobs and more dangerous experiences that keep you on edge even after you have reached current endgame tier. And the easiest player suggestion cop-out is of course another dimension. But hear me out.

    Currently they have shown that they are ready to take big steps to introduce new content. And a Sky Dimension, even though it's something huge and difficult to implement is a perfect next step looking at current game mechanics. A dimension where the whole tier system can be put at the bottom of the food chain, the chance from dying in the void exists, new enemies, new mechanics, new dangers. A place where going without Elytra, Nethrite tools and amour and potions is a joke in itself. I am not going to list out suggestions for mobs, items, blocks as we can all fantasise for all of theese and to be honest a very famous mod, the Aether of course, has given as an insignt of what this heavenly hell can look like. It can however be completely different, braver and more unique than that. It doesn't even need to be a sky dimension, it's just that it sure looks like a perfect candidate for a new world if there ever is one.

    That is my take on things. As I have not read threads on the topic (there surely are a lot, probably of exactly the same nature) I would love to hear other people's opinions on the topic.

    submitted by /u/ChickenPaegn
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    Make Soul Fire Lantern with Gold Nuggets instead of Iron Nuggets

    Posted: 08 Feb 2020 07:39 AM PST

    As said in the title, I think it would go much more with the theme of the nether and it would match the not so irony textures on its sides.

    submitted by /u/MaeBeaInTheWoods
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    Update Weather It's Good - A Potential Revolution to Minecraft's Weather System! (x-post r/MC_Brainstorming)

    Posted: 08 Feb 2020 01:07 PM PST

    Originally posted on r/MC_Brainstorming, crossposting here. Unfortunately I've found out a brainstorming flair doesn't exist anymore, but I'm posting it here for the sake of it. Get corrupted. Here we go...

    I was thinking, weather hardly plays a role in Minecraft. Usually it's sunny, with maybe a few instances of rain, which is simply annoying. Thunderstorms are cool, but I feel they could be further expanded on. This is why Minecraft needs a weather update. And now, I introduce to you:

    Update: Weather It's Good!

    Light Rain and Heavy Rain

    Rain is now split into Light Rain and Heavy Rain. Light rain is similar to the current rain, but the sky looks less gloomy. The sun can usually be seen - not as clearly as clear weather though. The sky looks blue-grey, the visibility doesn't change much and the sound of rain is not as intensive.

    Effects caused by light rain:

    • Fishing is faster
    • Farmland can become hydrated if not already
    • Can extinguish fires
    • Damage to endermen, snow golems and blazes (although the rate of damage is slower)
    • Riptide tridents can be used on land

    However light rain does not affect the following:

    • Impaling enchantment's effect
    • Schedules of villagers
    • Cauldrons
    • Burning of undead mobs

    Heavy rain remains as the current rain.

    Hailstorms (not Cloud Islands 2: Electric Boogaloo)

    In snowy areas, occasionally snow can rain as hail. This weather cannot occur until you have played 3 Minecraft days, but still it is pretty rare. You can occasionally take half a heart of damage when walking through these areas. To prevent this you must wear a helmet. However you can still receive the occasional ouch if a hailstone hits you while you are jumping.

    Mob X (Requesting names)

    This mob will attack using hailstones and spawn only during hailstorms and snowstorms. But watch out! If you're underestimating the mob, it will pummel you to your death.

    Snowstorms

    This happens in snowy areas too. Your visibility is massively decreased, and you can hear storm sounds going woooosh like you've missed a joke. Snow is likely to spawn in many layers. Don't get lost!

    Lightning Rods

    You can craft a lightning rod using a blaze rod and an iron ingot. This will redirect all lightning within an 8-block radius to the rod itself. But if the lightning rod is too close to your wooden house, your house might burn down so watch out! Lightning rods can also emit a redstone signal with strength of 15.

    Weatherometer (also requesting names)

    The Weatherometer can be used to predict the future weather! Should I watch out for snowstorms tomorrow? When's the next thunderstorm? But the weathermeter won't always be correct so watch out! (We did

    Conclusion:

    These are just ideas: I would love to hear what I could change and what could be added to this. I may consider reposting when I have even more ideas.

    I shall give some credit to r/RazorNemesis and u/PM_ME_YOUR_HONEYHOLE from the Brainstorming Hall chat for their reviews.

    Get corrupted. - u/solar_powered_noob42

    submitted by /u/solar_powered_noob42
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    As far as new Nether biomes go, we need the infamous Mystery Flesh Pits (link within)

    Posted: 07 Feb 2020 05:13 PM PST

    If you haven't seen this in r/worldbuilding, my goodness have you been missing out.

    Edit: okay yeah, so a lot like the Crimson from Terraria (I haven't played it), works by Lovecraft, the zerg creep in StarCraft, the Flood levels in Halo 3, and other such squishy places.

    Since posting this and seeing the positive response, I've been mulling over different extreme versions of this biome, and contemplating what treasures or terrain features it might hold.

    Blocks

    • Flesh. We could have quivering masses of regrowing F L E S H that oinks and squeals and moans like Zombified Piglins, denoting an unspoken but disturbing link between the two. Cut through the flesh quickly with your axe or sword - makes a squishing sound when you walk on it. Can be broken down into 9 rotten flesh (and you can store your own rotten flesh this way, too). Creatures that die on a flesh block will cause a new flesh block to form where they fell. FEED THE MEAT. Oh yes, and jumping on flesh blocks would have a similar bouncy effect as jumping on a bed. Relatively safe landings!

    • Bone. Naturally, long and twisting structures of bone could be found within, and sticking out of the surface like curved monoliths.

    • Tumor/Growth/Cyst. This tough, dark block attempts to gradually overtake the surrounding flesh. Kept in check only by hungry Hoglins, who eat any that is exposed which they can reach. It's a delicacy! Grinds down into a rare alchemical component. (Yeah, maybe this one is a bit far, but the concept of regrowing flesh would still be fun to play with)

    • Digestive Organ. A fascinating color-shifting prize, this dangerous block will actually be harmful to you - you get the "poisoned" status while walking near it (very short duration, clears away quickly). Nonbiological entities and the undead are not affected.

    • Ooze Source Block. Water and Lava, move aside. We have the nasty bile-blood of the flesh, and it flows a nasty green color. Sometimes when you break a flesh or tumor block, it will be replaced with an Ooze Source Block.

    • Hair. What, are you gonna shave this thing? Growing atop The flesh in patches and bushes, coarse hair-like grasses can be harvested for a tough fiber that is an upgrade from your usual String or Rope alternatives. Locally sourced!

    • Compound Eye. I think it blinked. These solitary, somewhat rare blocks (about twice as prevalent as Emerald Ore) always generate touching a flesh block - their yellowish sclera and multiple dark pupils are separated by baby-blue irises. Emits a Redstone Signal whose strength is based on the number of mobs (player included?) who are within its sight range (16 blocks?). This could either be an innate feature or you use the Eye in a crafting recipe, potentially with different ways to control where the eye can look based on line-of-sight.

    Atmosphere

    • Fog. The fog takes on a muted yellow color, contrasting with the pink flesh to make an oddly disturbing, oddly serene pastel landscape of unbirthed sin.

    • Sounds. Squelching, pig oinking, and screaming when lava touches flesh and burns it away. Burn it all away...

    Structures

    • Spine, Ribs. Made of bone, very large, rather formless. The flesh has no beginning or end, and so its bones have no organization.

    • Gastric Chamber. Pools of Ooze source bocks, you are free to swim in them if you really must. Hoglins and Zombified Piglins enjoy gathering at the banks, presumably to drink.

    • Infection. Fungi of various sorts discolor the flesh here into an agitated red - red and brown mushrooms, nerherwart, the newer crimson and twisted ones make spotty appearances. Essentially a cave, the infection has born a wound-like hole that tunnels deep into the flesh to expose much that should not have been.

    • Pores. Single-block wide rabbit holes that go down in quite a direct manner. There may not even be much down here, but all the same, watch your step.

    Mobs

    • Parasites. Know how silverfish infest some stone brick blocks in a Stronghold? Yeah this is that, but worse. Any given flesh block might break and release a hungry beetle-like parasite.

    • Zombified Piglins. They naturally spawn here, for reasons we are happy to have forgotten. Don't let them see you chopping into the flesh, they defend it like their own...

    • Hoglins. They don't have much purpose yet, why not give them a favorite place to hang out? Mostly they enjoy keeping the growths in check.

    Ores

    • Shard Deposits. No doubt a pain to the flesh, these special flesh blocks will drop a number of crystalline star-shaped gems that have value in alchemy, redstone, and weaponcraft.

    Items

    • Bone components. Stairs, doors, slabs, you name it we have it, just don't ask where we got it!

    Suggestions, feedback?

    submitted by /u/Morvick
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    Abandoned Bungalow Cities in the nether

    Posted: 08 Feb 2020 12:27 PM PST

    You know what would be a unique addition to 1.16 nether. Have abandoned bungalow cities made out of the new planks and moss stone, from past travelers. Bungalows or hanging wooded villages from the edges of any biome where a minecraft village could spawn. It would be unique and show other travelers what past travelers in the nether did to survive. No, not piglins to live in. Bastions would be a separate thing up to mojang. This would be an actual abandoned city hanging off the edges. With plank sidewalks and fence posts, with ladders and etc.

    submitted by /u/CosmicLightning
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    Minecraft Expert Mode

    Posted: 08 Feb 2020 01:49 PM PST

    In Expert Mode :

    All mobs have their PV doubled.

    All zombies have leather or iron armor with iron swords.

    Skeletons have chain mail armor with powerful enchanted bows.

    Pigman zombies have gold armor and powerful enchanted gold swords.

    Pillagers use effect arrows

    Any suggestions ?

    submitted by /u/Soft-Rent
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    Liquid Walker

    Posted: 08 Feb 2020 08:01 AM PST

    This Curse is called Liquid Walker. It is the opposite of Frost Walker, and any ice the Player walks on while wearing boots afflicted with it turns to water.

    submitted by /u/MaeBeaInTheWoods
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    Albino Mobs

    Posted: 08 Feb 2020 01:27 PM PST

    Albino Mobs are the same as regular mobs, however their skin is white and their eyes are red. They act the same as normal mobs and are simply rarer variations. Coming within 10 blocks of any Albino mob gives the Achievement "Rare Discovery". Coming within 25 blocks of an Albino Elder Guardian or Ender Dragon gives the Achievement "Special Discovery". They take double fire damage and stay on fire twice as long. If in daylight for 2 minutes, they will catch on fire (mobs that burn in daylight catch on fire instantly of course). To make it easier to find and contain them, they are persistent and will only despawn upon death. Transformations such as Pigs -> Zombie Pigmen, Zombies -> Drowned, and Mooshrooms -> Brown Mooshroom will retain the property of Albino.

    The syntax for an albino mob is (using enderman as example):

    /summon enderman {Albino:#}

    Replace the # with either 0, 1, or 2. 2 means yes and 0 means no. If set to 1, it has a random chance (like the chance for armor to be equipped or for a mob to be baby) of whether or not it's Albino.

    submitted by /u/MaeBeaInTheWoods
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    Frostwalker should make basalt from lava

    Posted: 08 Feb 2020 03:42 AM PST

    Frostwalker enchantment should make basalt from lava, similar to making ice from water. This would make basalt renewable resource.

    submitted by /u/Toboe_Irbis
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    Wither Rose in the Nether

    Posted: 08 Feb 2020 01:52 PM PST

    Maybe in the soul sand valley knowing it's a dark biome.

    submitted by /u/Soft-Rent
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    Note Blocks placed on top of functional blocks

    Posted: 08 Feb 2020 11:21 AM PST

    Ambiance can be a powerful thing, it allows you to cement in people's minds what your build is all about. For instance, you don't need to see the forge for you to know you're at a smithy when you hear the rhythmic sound of a hammer meeting an anvil constantly in the background. Another example, a barrage of pages being turned almost in perfect sync but not quite surely means you're near a classroom or a literature club without even opening the door. And so on and so forth.

    Ambiance can already be somewhat achieved with Villagers, however you have so little control over when they activate their job sites it's effectively random, and creating loops? Basically impossible. Moreover, not all functional blocks are available to be used by a villager. So I suggest adding this to allow players to take their builds to another level.

    The great thing about this change is that it would be fairly easy to implement, no new assets need to be added, just fetch the sounds the block already makes and allow the Note Block to play those sounds.

    Here are the blocks I'm thinking of, it may be an incomplete list though. In the image you'll notice a lack of redstone blocks, I feel those would be redundant as redstone already makes them reproduce their sounds, though I'll admit I can see the value in being able to play just a piston extending without the sound of it retracting. Also, special cases for the Anvil and the Jukebox, the Anvil not only has an interesting sound for when it's being used but also for when it's destroyed by use, maybe tuning the note block uses a different sound instead of changing the pitch of the sound? As for the jukebox, well, currently there's no way to automate playing discs in Java Version so this could be an alternative way to do it? Though some limitations would have to be put in place to prevent stacking the song files too much.

    What do you think?

    submitted by /u/Neospartan_117
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    Command idea: /fog <color>

    Posted: 08 Feb 2020 03:52 AM PST

    1.16 gave us new types of fog, for example - a dark blue fog in the Warped Forest or an aqua fog in Soul Sand Valley. But what if we actually could customize the color of the fog?

    The colors would be the same as the colors in you can render JSON texts (and by that I mean blue, green, aqua etc.)

    For example:

    /fog green 

    ...will make the game render a fog in a green color until you reset the command using

    /fog clear 

    ...which resets the fog to its default setting.

    The visibility of the colored fog will depend on the player's render distance setting.

    This could be very useful for map makers. Please, share your opinions about this idea and tell me what would you change...

    submitted by /u/MinecraftInventor
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    Boats made from Crimson Planks or Warped Planks can be used to safely travel on lava

    Posted: 08 Feb 2020 11:10 AM PST

    Since planks made from the new Nether wood types do not burn, it stands to reason that a boat crafted with them wouldn't burn either. Therefore, my suggestion is to add Crimson Boats and Warped Boats which can travel safely on lava the way other boats travel on water. This would give them a unique use and make it easier to travel around the Nether.

    submitted by /u/Darkiceflame
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    Lava Shark

    Posted: 08 Feb 2020 03:41 AM PST

    Shark-like mobs with a dark red colour, They spawn in the Nether and swim around in lava oceans.

    If the player gets too close to a Lava Shark they will leap out of the lava and attempt to attack the player and jump back in, Like Squids with water, the Lava Shark cannot survive for long outside of lava

    Health - 20 (❤ ×10)

    Damage (Easy) - 4 (❤ x2)

    Damage (Medium) - 5 (❤ x2.5)

    Damage (Hard) - 6 (❤ x3)

    submitted by /u/galaxy3004
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    Limit village generation based on age of the world, so that villages at the start of a new game aren't full of mountains of hay bales, beds, etc.

    Posted: 08 Feb 2020 12:05 PM PST

    Every time I start up a Minecraft world lately it feels like I've done half the game's fun progression just by walking into one of the new villages of the last few years. There's usually resources a plenty, from diamonds, iron, food, beds, books, etc.

    A simple solution would be to scale the spawning of these things based on the age of the world. A brand new village might not have the mountains of hay bales, perhaps just one hay bale in total. It might not even have any beds yet. Whereas finding a village in later game has more content to make it more appealing to later game players, with libraries of books, diamonds, etc.

    submitted by /u/AnOnlineHandle
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    Mossy Cobblestone and Mossy Stone Bricks burning

    Posted: 08 Feb 2020 01:33 PM PST

    If set on fire, they'll catch on fire, but instead of being destroyed, they'll turn to normal Cobblestone and normal Stone Bricks.

    submitted by /u/MaeBeaInTheWoods
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    Fashion

    Beauty

    Travel