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    Minecraft Don't spawn Ruined Portals in Mushroom Islands and other rare biomes

    Minecraft Don't spawn Ruined Portals in Mushroom Islands and other rare biomes


    Don't spawn Ruined Portals in Mushroom Islands and other rare biomes

    Posted: 18 Apr 2020 07:21 AM PDT

    Keep very rare biomes free from Ruined Portals. My suggested list, including sub-variants:

    - Mushroom Island, Ice Spikes, Sunflower Plains, Flower Forest, Bamboo Jungle, Giant Spruce Taiga

    All of them together add up to a tiny fraction of the world's area

    submitted by /u/parishiIt0n
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    Tamed wolves should do a “doggy paddle” animation while swimming in water.

    Posted: 18 Apr 2020 07:25 AM PDT

    The swimming animations from Update Aquatic are very nice and useful, but if your traveling with dogs and have to cross bodies of water, that can slow you down. Therefore, I propose that tamed wolves get an animation that would make them "doggy paddle" across water. Not only is it useful, as they wouldn't lag behind the player when traveling, but it would also be downright adorable.

    submitted by /u/TheAverageRedditor23
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    Brewing a potion of slow falling with a fermented spider eye gives you a new potion, the potion of velocity

    Posted: 18 Apr 2020 09:49 AM PDT

    Potions of velocity would double your fall damage and make you fall faster than usual, but they would also double your speed when using Elytra. This would make them fairly high-risk high-reward when doing things like Elytra races, where you would get an obvious advantage but could easily die if you crashed into any obstacles.

    submitted by /u/Joebot521
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    Brewing a feather in any potion recipe will remove the particles

    Posted: 18 Apr 2020 11:34 AM PDT

    It would be nice to have an option to remove the particles from a potion. On invisibility effects, there could be like transparent particles if it would be too op to remove all of the particles.

    Using feathers is just an idea. If you have any better items, feel free to suggest them.

    submitted by /u/Mr_Krawumm
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    Buff the evoker, nerf the vexes

    Posted: 18 Apr 2020 12:56 PM PDT

    The evoker is a miniboss with no healing ability and the same health as any basic mob. All it takes is two shots to kill it with a bow and three with a sword. They are gone in 2-3 seconds.

    The vexes however tend to linger for quite some time. They have the same health as the evoker but are much smaller and faster, so they are much harder to kill.

    The issue with this is that nobody ever dies to an evoker. People only ever die to the vexes 10 seconds after the evoker is dead. No matter how this fight goes it is always very anticlimactic.

    The minibosses servants are much harder to kill than the miniboss itself. Fighting the vexes is never worth it because you can just kill the evoker and wait out the vexes despawn timer.

    Proposal:

    Increase the evokers' health.

    Decrease the vexes health significantly

    Decrease the vexes damage a bit

    Make it so vexes like to hang out between you and evokers, discouraging only attacking the evokers

    Balance accordingly

    submitted by /u/CombustSean
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    With recent gameplay and graphic changes and improvements, the current animations and mob behaviors seem outdated.

    Posted: 18 Apr 2020 07:54 AM PDT

    Recent updates such as "Aquatic Update", "Village and Pillage" and upcoming "Nether Update" made Minecraft feel more vivid and full of life, but despite many new mobs and mechanisms being added to the game, nothing really changed in the way we can observe mobs. Most of mobs have only walking and head turn animations (+attack animations when it comes to some mobs). I noticed it when I watched "Village and Pillage" trailer and compared it to the actual gameplay. This makes an impression like the player is the only living creature in this world, and everything else is there just to exist and be beneficial or dangerous to the player. Adding some new animations and behaviors would make the game look more fresh and interesting. It would be so interesting for example to see zombies communicate with their weird sounds when there are no players nearby or to see villagers' noses swing slightly when they turn their heads. Mojang makes some great decisions when it comes to new mobs, for example the flappy ears of the piglins, but the older mobs are a little bit neglected when it comes to animations and behavior.

    submitted by /u/G3BAB
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    Efficiency V Netherite Pickaxes should insta-break Cobblestone w/ Haste II

    Posted: 18 Apr 2020 11:27 AM PDT

    Right now, there is really no reason to get an efficiency V netherite pick over a diamond one, so I think it's only logical that they should be able to insta-mine cobblestone, one of the few places where diamond tools fall short.

    If you are working on a large project or perimeter, you might run into some cobblestone where water and lava met, making it tedious to clean up, even with an efficiency V haste II netherite pick. It would make logical sense, and provide a good reason for netherite tools.

    submitted by /u/_Bran_Flakes
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    If you burn to death while on flying with an elytra it’ll say “Player flew too close to the sun”

    Posted: 18 Apr 2020 10:32 AM PDT

    Spawning structures

    Posted: 18 Apr 2020 02:59 PM PDT

    There should be spawn eggs for villages, end cities, woodland mansions, shipwrecks etc. They would only be available in creative or via cheats, and the structure would spawn as if it was generated, so it would be slightly different each time.

    submitted by /u/DonkeySweaters
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    Precursor Blocks, a way to bring new Shulkers into the world

    Posted: 18 Apr 2020 01:30 PM PDT

    I propose a modest, balanced way to bring new Shulkers into the world.

    First, you craft what I'm choosing to call a Precursor Block. There's a lot of ways we could craft this, but I'm thinking the ideal recipe would be an End Crystal surrounded by Popped Chorus Fruit.

    For the next step, you're going to need help.

    The Precursor Block is, in most respects, just another variety of Purpur Block. You the player can't make anything out of it. But Endermen can. They simply pick it up, and place it down as a Shulker. Unlike other blocks, Endermen are drawn to Precursor Blocks.

    Should the Developers feel this is too easy:

    1. The behavior could be confined to the End.

    2. Perhaps only some Endermen have this ability, much like how only some Zombies can pick up items.

    3. The Endermen could occasionally teleport a short distance away with your Precursor Block first.

    Why I believe this is a great addition:

    1. Endermen get to interact with their environment in a new, intriguing way.

    2. Its recipe is consistent with player progression. You can't craft it without Chorus Fruit, meaning you still have to go to the Outer End, and the natural next step for many players is to craft End Crystals so that they may re-summon the Ender Dragon.

    3. It gives End Crystals yet another purpose. Did they need one? Maybe not, but I think it's nice.

    4. Shulker Shells would be renewable, but players can't easily farm them without having built other farms first.


    Vote on the Feedback Site

    submitted by /u/RazeSpear
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    Enderman don't attack when you look at them if you are wearing a dragon head.

    Posted: 18 Apr 2020 09:58 AM PDT

    Basically the title. It works the same as pumpkins, but without the vision thing.

    submitted by /u/KOTER747
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    Piglin Champion

    Posted: 18 Apr 2020 01:20 PM PDT

    With the addition of the new bastions, I think that the Piglin race deserves to have more variation of mobs for their species, similar to that of the Illagers. Which is where the new Piglin Champion would come in.

    The Piglin Champion would be a new mini boss that would spawn in the treasure rooms of the new bastion. They would be tough mini bosses just like the elder guardians that reside in monuments. It's appearance would be a wider Piglin, with a leather hide on its back, that would appear to be from a Hoglin. He would have a pole on his back that would contain the new Piglin banner, and a wither skull on the very top. He would have 60 health point and would be able to deal a whopping 10 damage. He would be immune to lava similar to his Piglin brothers. His drops would be gold ingots, leather, and extremely rarely the with skull on his back, as well as the new weapon. The dangerous part about the Champion is that his attacks deal splash damage and have a heavy knock back. This is because he wields a new weapon to the nether update, the Hammer.

    He would have 40% chance of dropping the Hammer on death. It would deal 7 damage, as well as still having a small area of effect attack that would work similar to sweeping edge on swords. It would have low durability though, for its made of gold. It would be able to be repaired by gold still. Some enchantments it could have are unbreaking obviously, smashing which works the same way as with sharpness for swords, an enchantment that makes it faster, and an enchantment which makes its area of effect attack that deals more damage. I feel like we need a new weapon this update, because it's adds more variety into combat, similar to the trident and crossbows in prior updates.

    submitted by /u/WryKnot11
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    New mob : Flaming

    Posted: 18 Apr 2020 02:47 AM PDT

    Flamings are flamingo-like mob that live in the Nether. They are passive. They look like a normal flamingo except that their feathers are glowing red. Just like parrots, these mobs can fly but not so high. Most of the time, they prefer hanging around with other Flamings and Striders.

    They will only spawn in lava lake near basalt deltas and usually spawn in a group of six. Flamings are scared of Piglins and Hoglins, although those two mobs will not attack the Flamings.

    If a player attack one of them, all other nearby Flamings will fly away from the player and after a few seconds they will act like usual. This will make killing the Flamings much harder.

    But, what so special if we killed them?

    Although Flamings cannot be tame or fed, they do drop 1-2 glowing feather when killed. This feather can be used to brew Potion of Glow. This potion give player Glowing effect which will scare all hostile mobs except Illagers, Creepers, Endermen, Ghast, Blazes, Magma and Slimes. This potion, however, not lasting long.

    (It is true that it is a "glowing" effect, however, only hostile mobs are able to see the player glows. Other players will also not able to see glows on players with this effect)

    Other ideas are welcome :)

    submitted by /u/La_Paperbag
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    Ability to layer carpets of the same colour

    Posted: 18 Apr 2020 09:10 AM PDT

    Might not be very popular but the ability to layer carpets of the same colour instead of them floating one block apart would be nice for creating floors/rugs with different textures

    submitted by /u/TakeMeToTechNoir
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    Fireworks should scare phantoms away.

    Posted: 18 Apr 2020 02:26 PM PDT

    Sometimes they are just annoying, I feel like they should be scared away by fireworks, and not come back into the area for a minute or two. Maybe within like a 100 block radius? You could have a dispenser at your base that launches a firework at night every so often.

    submitted by /u/Graphite_Fiend
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    Baby Ghasts and a new structure

    Posted: 18 Apr 2020 11:24 AM PDT

    tl;dr: a new structure that serves as a nest to Ghasts, where baby Ghasts spawn

    Structure:

    This structure only spawns in the soul sand valleys. it takes shape as a deep sinkhole in the ground, and it is very wide. Maybe even looking like a volcano, with lava at the very bottom and soul fire. This structure is a Hotspot for Ghasts, and baby ghasts spawn much more frequently there.

    This place is a Ghast Nest, and in it you can find many Ghasts resting. Resting Ghasts sit on the ground, and they are neutral until attacked. The reasoning for this is they do not get agitated when tired.

    Baby Ghasts: Baby Ghasts spawn in the Nether very very very rarely, but in the Ghast Nest structure, they are very common. They are the size of a full block and they can't fly yet, but they hover 2 to 6 blocks off the ground when they are not resting. They are neutral and will only attack if another Ghast nearby or themselves gets attacked. Then they attack by spitting fireballs at the player that don't explode but set one block on fire. This attack launches the Ghast back as it is unable to hold the recoil.

    A baby Ghast does not have any drops. However, they have a unique property. Killing a baby Ghast makes any Ghast in the immediate vicinity "enraged" and they will be much more aggressive and deal more damage. Any Ghasts killed while enraged drop a lot more Ghast Tears, because they are sad you killed their child and you should feel bad.

    submitted by /u/ligmaenigma
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    The Botanist. Reward discovery, and teach farmers how to utilize crops they currently can't but totally should

    Posted: 18 Apr 2020 03:15 PM PDT

    I've always wondered why the villagers have a rather limited diet, why they can't harvest melons or berries or such.
    But I have an interesting idea how to make it evolving.

    Let's start with the Botanist. He's a scientist, who instead of normal trades, will reward you for any unique plant you teach him to farm. He will teach farmers to grow these via the gossip thing where they meet at the bell, and if they have a good spot for it by their garden, they will begin planting these.

    First, the interface. Let's have his trade window resemble the others, but instead of wanting something particular, he will accept anything that he's never seen before. Starting knowledge involves all the crops that villagers know how to harvest. There will be two categories, just any plant will be cheaper than plants that they could actually use. (Nether plants may be more novel, but you can't eat them, therefore the villagers would have little use for them. So the botanist isn't as interested.) For icons, let's give the "unknown plant" one a sprout beside a question mark, and for the "new food" one, let's give it a plate with a question mark in the middle, fork and knife on the sides.

    After successfully trading in a new crop, there will be a button for "show me," perhaps the icon would be two characters kneeling by a sprout.

    Going through an example. Say you offer the botanist a Sweet Berry. He give a couple ems, and asks to watch. So you walk to a clear bit of ground, and he follows. You plant the berry bush, and he offers you some bonemeal (or fertilizes it himself?) and then watches until you pick the berries. Once you do, he gives a satisfied "ahaaah..." and offers a couple more ems. You've taught him to farm berries now, sweet.

    A more complicated example would be watermelon. For this one, you would need to give him seeds and a melon slice. But it's the same process. He takes the thing, watches you grow them, offers bonemeal, and waits until you can get more fruit and seeds.

    Of course, under the hood, I don't expect any kind of learning engine. Rather, the botanist considers it a valid lesson if you give him the crop, you demonstrate growing more of it, and give him the resulting produce. What the gossip here does is unlock the farmer's ability to grow these, and give the farmer the seeds that you gave the botanist.

    Villager farm crops that should be unlockable: Cocoa beans (would imply having jungle trees near the garden), Kelp (implies deep water near garden), melon, mushrooms, pumpkins, sugarcane (yeah, it's not food, but villagers do have a use for them, paper),

    Notes on maybe unlockables:
    . Apples. Villagers don't look like they'd like to weild an axe. Besides, if they get a big tree that's messy to harvest for players and villagers alike, and I don't think they understand ladders.
    . Sweet Berries. I would love introducing this to villagers, but there's the question of whether or not they'd put up with thorn bushes everywhere. Maybe if unlocked, they'll only plant them on farmland, and will destroy bushes planted on grass once ready to harvest them.
    . Chorus fruit. Yeah it's complicated, and yeah it implies bringing endstone in, but it would be cool. Plus, imagine if a cornered villager eats one to escape a pillager or zombie.

    submitted by /u/VectorLightning
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    With chains, add hanging lanterns to woodland mansions

    Posted: 18 Apr 2020 10:57 AM PDT

    With the addition of able to make proper hanging lanterns now, I'd feel like it would be a nice moody aesthetic add on to the hallways instead of tons of torches, and maybe in various rooms such as the dining rooms and libraries

    submitted by /u/Chef--Boyardeee
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    When mobs are killed, they fall in the direction they were hit from.

    Posted: 18 Apr 2020 01:11 AM PDT

    When mobs are killed, they always fall to the right of the players POV.

    It should be changed to where a mob should fall in the direction that they were hit from.

    Say a Creeper is facing the player from 10 blocks away and you kill it with a bow/trident/crossbow via headshot, instead of the Creeper just falling to the right, it should fall on its back. If you were to shoot the Creeper from its right side, it would fall on its left side and so on.

    Swords swing from right to left, so when a mob is killed from a sword, they should fall to their left because thats the way the sword swung.

    If a mob were to die via suffocation, drowning, command. Then the default death animation would be it falling to its right.

    I think this change will add a little more humor and realism to the game.

    submitted by /u/alexanderbrady
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    I know this would be a giant update but my suggestion is you should be able to attach leads to boats and the boats would follow you.

    Posted: 18 Apr 2020 03:45 PM PDT

    Smokers should smoke when you cook items

    Posted: 18 Apr 2020 08:52 AM PDT

    Smokers should have a 2-3 block tall smoke effect like the campfires when used

    submitted by /u/Spikygamer
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    New Mob: Nether Scavenger

    Posted: 18 Apr 2020 07:41 AM PDT

    Yesterday it comes to my mind after reading a post and it's true we need more original creatures in the nether so I present Nether Scavenger.

    This mob Will generate only in basalt deltas, in little nests in the top of some basalt columns They are completely hostile so They will not hesitate to attack you. In appearance they look like a Pterodactyl but with tentacles in his mouth and infernal eyes. The way they will attack you will be as follows it will approach you and make you go back hoping you will fall into a lava Lake. By the way of the loot as they are scavengers they can give you some items that other nether mobs give when they are killed like: magma cream, bones, rotten flesh, porkchop etc. But They only give one (with a low percentage) per mob

    Well that's all for this time like always i'm open to suggestions and changes to the original idea

    submitted by /u/Demon6615
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    Skulker boxes should show their whole inventory when you hover over them

    Posted: 18 Apr 2020 01:35 AM PDT

    I am one of the people who really likes to go on end raids, and therefore I have lots of and I'm really dependent on shulker boxes in my enderchest. Sometimes, finding the shulker that has loot in it but isn't full, or the shulker where I have my iron and gold. A way to make this easier would be making it so that when you're hovering over a shulker box, it shows it's contents on the side of the screen, above or below, so it doesn't interfere when you're looking for other items.

    submitted by /u/ShinyStache
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    Villager Trading

    Posted: 18 Apr 2020 10:56 AM PDT

    Villagers give you better prices in exchange for better living conditions and vice versa.e.g. food, safety( e.g. iron golem) shelter(size and type of material used) socialisation(# of other villagers around them)

    submitted by /u/0Memester0
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    Fashion

    Beauty

    Travel