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    Minecraft [Updated] A new gamemode that spawns you in the nether FIRST, using a Cursed Respawn Anchor.

    Minecraft [Updated] A new gamemode that spawns you in the nether FIRST, using a Cursed Respawn Anchor.


    [Updated] A new gamemode that spawns you in the nether FIRST, using a Cursed Respawn Anchor.

    Posted: 19 Apr 2020 07:29 AM PDT

    This post is meant to be a sort of extension to a post I made about six months ago, right after the Nether Update was announced. Since then, that post became the top 3rd post of all time on this subreddit, and a lot of things from that post came to be in the game.

    So after discussing it a bit with some people in this sub's Discord, I decided that the idea could be built upon a bit, taking into account everything that has come out for the Nether Update since the original post.

    Cursed Respawn Anchor


    So the Classic Survival and Nether Survival gamemodes are the same. The only difference is that you, of course, spawn in the Nether in a small crimson house. In the center is the Cursed Respawn Anchor and you are linked to it.

    • The Cursed Respawn Anchor never runs out of charges, so you can't just off yourself repeatedly to get to the overworld.
    • The Cursed Respawn Anchor overrides beds, so even if you've made it to the overworld, unless you've broken the anchor, you're doomed to respawn in the Nether again and again.

    Your ultimate goals in the gamemode is finding the Obsidian to make a portal out of the Nether, and finding the diamonds to make a pickaxe that will allow you to destroy the Cursed Respawn Anchor and free yourself from the Nether for good. Since the house is made of planks, you have some material to start off with, so you'll want to tear the house down and get going!

    Survival


    Each biome offers different resources and the progression really just depends on where you start out. So this is how I would approach them.

    • Nether Wastes: There are mushrooms around to make stew. There's also lots of gold and piglins for bartering. Try mining some gold behind the piglin's backs and barter it back to them. Might get some useful stuff.

    • Warped Forest: You're fine on planks for a while. Nothing really in terms of food. But hopefully, you can find a promising place to chuck a pearl to.

    • Crimson Forest: Very dangerous but if you can brave it, that biome is the hotspot for everything. Food, Wood, and you can barter for a lot of things with piglins.

    • Basalt Deltas Same as the wastes, there are mushrooms for stew. Not a lot of gold or piglins, but there's a lot of Blackstone there, so you can get a solid upgrade to your tools rather quickly.

    • Soul Sand Valley: No food, no gold, no wood. Just a constant hellfire from ghasts and skeletons. Your best bet is to just make it out of the valley to literally any other biome. Good luck.

    Iron can be bartered from Piglins, and Diamonds and Obsidian can be found in Nether Fortresses. So you have your work cut out for you in this challenging and unforgiving gamemode.

    submitted by /u/Axoladdy
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    With emotes coming up for Bedrock, I think it's the perfect time to add a "sit" emote.

    Posted: 19 Apr 2020 01:06 AM PDT

    Before you downvote me, yes, you (well probably 5% of people viewing this post), about to comment "eww emote user forkknifer downvoted!11!!!", I'll mention that I'm not really a fan of the upcoming emotes. I can say that the emotes are more cringey than me. I've also even made a previous post about the emotes presented in Minecon Live, and what I think of them: Link (it's not a rickroll, honest!)

    Now that out of the way, I think with the addition of emotes, it's a good time to add a "sit" emote, which of course, would make the player sit down as if they're in a minecart. Why? Because it'll make role-playing style gameplay more fun, and instead of having to add a specified "chair" item (which has been rejected by Mojang anyway), without limiting creativity, you can sit here, sit there, sit anywhere! It's probably a good alternative to the methods of shoving stairs into minecarts, only to see the minecart escape from the stairs again.

    Edit 2 hours later: Perhaps they could also add an emote that does the old "team up" sign that you could do with swords. I do know it's on the FPS list, but since it's an emote suggestion, and it's not just swords, it probably doesn't apply. A user in the comment also mentioned the idea of a "petting" emote, which sounds good to me.

    Anyway, thanks for reading; what do you think?

    submitted by /u/solar_powered_noob42
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    If a Wither destroys a lit Nether Portal, some of the surviving Obsidian Blocks will transform into Crying Obsidian.

    Posted: 19 Apr 2020 05:12 AM PDT

    This will give a new way to obtain the stuff.

    I thought of this happening with Ghasts too, but that would be too frustrating, I feel.

    submitted by /u/pamafa3
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    Soulstone, a worthwhile reason to traverse the Soulsand Valley.

    Posted: 19 Apr 2020 08:36 AM PDT

    Soulstone is a new, quite rare ore that generates amidst patches of Soulsoil in the Soulsand Valley Biome.

    The appearance is that of azure crystals that periodically glow white.

    Once mined, the Ore Block drops 1-2 Soulstone Fragments.

    The Fragments can be turned into decorative blocks, if you feel like it.

    Their real use, however, is to go even further beyond!

    Surrounding an Eye of Ender with 4 Lapis and 4 Soulstone Shards results in one Soulstone Orb.

    Combining it with Enchanted Gear in a Smithing Table will raise one random Enchantment by one level, but there's a caveat:

    This allows you to go one level beyond the Maximum on certain Enchantments, allowing you, for example, to obtain Sharpness VI, Unbreaking IV or Protection V.

    There are some Enchantment on which this does not work: Mending, Infinity, Channeling and Multishot are not affected.

    Gear that has had at least one Enchant go past the limit will have a differently colored name compared to regular Enchanted Gear.

    The Glint will also change, having small faces, like those of the Soul Particle, in the texture.

    Thoughts?

    submitted by /u/pamafa3
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    You should be able to smelt cobblestone slabs and stairs into stone slabs and stairs

    Posted: 19 Apr 2020 07:17 AM PDT

    Just as a small touch. That would make sense. We could even add that for cobblestone walls, that'd get smelted into stone walls, but this would be a new item to add.

    submitted by /u/Nouche_
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    Simple suggestion, easy to implement: Leads can attach from a fence to another fence.

    Posted: 19 Apr 2020 11:10 AM PDT

    Look at all the hermits needing to have an animal hidden to use the leads for decoration and think of all the cool things you can do if you can attach a lead from a fence to another fence!

    It easy to implement because the leads can already attach to fences, you only need to remove the requirement to have an animal already attached. to the lead.

    submitted by /u/anagram
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    The Message Arrow: A fun new way to communicate

    Posted: 19 Apr 2020 06:47 AM PDT

    The message arrow is a new type of arrow used to carry messages. Simply right-click it, write your message and then shoot using your bow/crossbow.
    The arrow itself:
    https://imgur.com/a/lX6oAu7
    The recipe:
    https://imgur.com/a/6ZPsdRD

    submitted by /u/mmg28rtt
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    May have already been suggested but add selling trades to the wandering trader based on what biome you are in

    Posted: 19 Apr 2020 11:20 AM PDT

    The wandering trader gets a fairly bad rap for being decently useless or too expensive to be worth anything. The dudes over at r/MinecraftMemes will tell you that they are really only worth the leads for the llamas, and thats kinda sad. Honestly, I'd love to be using them more, but the lack of benefit for trading (generally, the items aren't fantastic) and the fact that emeralds are relatively difficult to obtain unless if you are near a village means that its really unhelpful. This mechanic has the potential to be a lot better.

    So, my thoughts. Most merchants throughout history would trade something exotic from one area for another item exotic in a different area. The wandering trader right now just takes rare items to trade to the player, not the otherway around. Why not extend this real life mechanic to minecraft?

    Say you are currently in a badlands biome. What if you could sell some of the incredibly rare red sand to the trader for some emeralds? This would give the player some currency to trade for something else rare, say, melon seeds. Boom, profit for both. What if you were in an ice spikes biome? That blue and packed ice might be a great thing to sell. Sunflower plains? Sell some of those flowers

    By adding this kind of mechanic, a lot of depth would be added to wandering traders. By adding selling trades based on what biome you are in, these lead suppliers could finally become somewhat useful and neat

    submitted by /u/coderDude69
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    Update the Squid texture

    Posted: 19 Apr 2020 09:07 AM PDT

    The Squid is a very old mob and has never featured any texture changes, ever. In today's Minecraft, it looks very strange and out of place. The Squid's texture really needs updating.

    submitted by /u/MaeBeaInTheWoods
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    giving older mobs new interactions with world.

    Posted: 19 Apr 2020 06:37 AM PDT

    animal changes

    -wolves will now attack pigs, cows and chickens too and they will eat meat lying on ground, wolves won't attack for some time if they had meal before.

    -animals will now sleep in nighttime, wolves and stray cats will lay like foxes, and other animals will lower their heads down and close their eyes, and won't move until it is daytime unless given food or attacked.

    -cows will eat grass now like sheeps.

    -rabbits and chickens are now scared of spiders

    -polar bear will attack cow, sheeps, pigs, chicken and rabbits, also will try to kill salmons in river, will eat meat lying on ground too.

    villager changes

    -villager will now be scared from skeletons (skeletons won't attack them)

    -baby villagers will be scared from spiders (spiders won't attack them though)

    -butcher will breed animal if have correct vegetable in their inventory (few times a day)

    -half of baby villagers will be scared from bees, and other half will give them flowers

    ...smith villagers will try to fix iron golems (it is lenghty process though)

    -villagers will get angry if you attack stray cats and rabbits.

    aggresive mob changes

    -spiders will now attack bees, silverfishes and endermites, and bees will run away from spiders, and won't attack them if spider manage to attack bee.

    -spiders will also try to chase chickens and rabbits, but won't attack them.

    -phantoms will get scared if player uses fireworks

    -zombies will communicate with each other with grunts and moving their arms up and down.

    -husks will delete water in 2x3x2 radius if they contact with it (cooldown for that is 10s)

    stray will make ice if they contact with water, ice dissapears after 5s.

    skeletons no longer will try to attack baby turtles, now spiders will try.

    that's all i could think of, what do you think? does some of these suggestions will drain perfomance or something? anything to add? feel free to criticise.

    submitted by /u/Pingas9999
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    (1.16) It would be great if nether wart blocks on the nether trees decayed like leaves.

    Posted: 19 Apr 2020 01:30 PM PDT

    Imagine running a server and there's just wart blocks floating everywhere. There's a reason why leaves decay.

    Obviously like leaves if placed elsewhere they wouldn't decay.

    submitted by /u/Strobro3
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    Nether brick flower pots

    Posted: 19 Apr 2020 03:38 PM PDT

    We can make flower pots out of bricks, so I suggest that we can make them out of nether bricks.

    No special/different abilities, but it would be a cool decoration block for nether themed building.

    submitted by /u/jujucat222
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    Using a nether star on a respawn anchor will make it last permanently.

    Posted: 19 Apr 2020 02:26 PM PDT

    I think it would be great to have a way for it to last permanalty as long as it isn't too easy to get.

    submitted by /u/MothThatLuvsLamps
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    The Glowstone Candle - Light Source Suggestion

    Posted: 19 Apr 2020 03:02 PM PDT

    So this is a basic new light source block that I think would just be fun to add in the Nether Update. I believe that it would work almost identical to torches but contains a change in the recipe.

    I think that it would be appropriate to have two variants of the candle, one for each new type of nether wood (warped and crimson), in which the candle would be made with the respective type of wood. As for the recipe, it would be one wood block and one piece of glowstone in order to make, and is in the same shape as a regular torch. Glowstone torches are also in some mods which could be another source of inspiration.

    This is a video I made as to what I had in mind. (it also allowed me to delve into Minecraft clone animations). I like how Terraria does their candles, and I somewhat based it off of such.

    This principle could easily branch into candles being made for every type of wood, which I also think could be neat.

    Thanks for reading, and tell me what you think!

    submitted by /u/HowToGod
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    Anvils and Armor Stands can be Hung from Chains and NOT Fall!

    Posted: 18 Apr 2020 06:01 PM PDT

    Chains have been added thanks almost entirely due to popular demand. They have even been made to have connecting textures with Lanterns which is the reason we wanted chains to begin with. But what if chains held more than just lanterns?

    Lanterns have the unique ability to hang from underneath blocks. Chains What if Chains extend this power to other physics blocks. We don't need to extend this Sand or Gravel. Logically you couldn't attach a chain to a loose pile of stuff, but that's not what we want. A chain could logically hold the weight of an Armor Stand, and even an Anvil!

    Here is my suggestion. If an Anvil or Armor Stand that is directly underneath A chain it does not fall. Simple. Logical. Creatively freeing.

    If we vote for it, Mojang will deliver. Please vote for this suggestion on the feedback website.

    submitted by /u/Rhonoke
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    More sympathetic villagers

    Posted: 19 Apr 2020 07:23 AM PDT

    The more dynamic and interactive direction for villagers comes partly from u/VectorLightning's post – the Botanist. It's really cool, and I recommend you check it out as well.

    The devs have done a lot to clean up villagers and their villages- not least of which is their GUI and professions system. It's all amazing stuff, and I really like the new liveliness of villagers.

    But all that's resulted in is players trapping them in holes with their workbenches and trading them up to abuse said system. Villagers represent a situation where players are encouraged to be cruel to NPCs to be most efficient. Mojang already added Pandas and Polar Bears to make a point about conservation, and I feel like creating a system that benefits both villagers and players would fit in that philosophy. They've already done the same thing for fishing, and it's a good decision.

    Villagers should react unfavourably to captivity.

    They'd detect they're being abused if:

    They don't get to sleep periodically. One all-nighter's okay, maybe even two, but after that, they start getting confused or clumsy – a fletcher might drop the number of arrows they sell from 16 per emerald to 13. This affects the things they sell, not the price they sell at- an armoursmith's enchanted diamond gear might go from protection II to I.

    They can't move around a lot. 1x1 trading holes make them tetchy, and they'll restock less frequently, and then they won't restock at all until they get some fresh air and exercise. Plus, certain villagers like the fletcher can't get the resources they need to make arrows. It has to be them moving under their own power, as well- no water streams pushing them around and back every two days.

    They don't get to gossip. They choose their prices by periodic chatting with other villagers, and the longer they go without talking to each other around the bell, the more erratic their prices will be. They'll rise and fall randomly, but they'll always be higher than they began. Farmer villagers won't buy as many crops off you, because they have nobody to sell them to.

    They don't have a golem, or feel scared often. If you're using a zombie to threaten them, eventually they'll stop being interested in trading and start concentrating on not dying. Similarly with raids. If you defeat one, that's fine, but you can't defeat 20 raids and expect villagers to be grateful for solving the problem you're creating. There's a part at which the relief of it being over is overshadowed by the fact that they think it will happen again.

    The fewer nitwits there are. They'll be less than thrilled about you if they think you're taking off the members of their village you see as useless and killing them. Which to be fair, is probably a good thing. Nitwits aren't useful to the player, but that doesn't mean we should kill them.

    Additionally:

    You shouldn't be able to convert a villager into a zombie villager multiple times. Some of the time, with zombie media, if you get infected once or have a resistance, you can't be infected again. So when you try to infect them again, the villager dies, because of course they do. This prevents you from being a jerk, but also from getting trades at the minimum possible price.

    There should be a maximum number of emeralds in a village in total. The more villagers there are, the more trading and gossiping they do, and the higher level professions they are, the more emeralds are in the village as a whole. But if I take two villagers, one buying a book for an emerald and one selling a bookshelf (essentially 3 books) for an emerald, eventually, they're going to run out of money. So it's in your best interests to expand their pockets and make them wealthier.

    This is pretty expansive, but I'm sure clever players would find ways around some of these (like they did with the afk fish farming nerf- almost immediately, in fact). But I can't see a way you'd, for example, get around the movement requirements in any way except letting them roam about.

    Lmk what you think – does this nerf villages too much, or does it make them a living part of the world the player has to take care when interacting with?

    submitted by /u/CreatorRunning
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    Vexes should be scared of soul fire

    Posted: 19 Apr 2020 06:48 AM PDT

    Vexes are really over powered and can easily get you killed during a raid.
    Coincidentally, soul fire and its related features are really cool looking, but they lack some lore or purpose. Therefor soul fire should provide protection against hostile souls, which are the vexes.

    submitted by /u/predatoryFred
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    There should be an exclusive music disc from charged creepers

    Posted: 19 Apr 2020 03:32 PM PDT

    So we got a brand new music disc from the new composer recently, and you cannot find it in the classic method. (Killing a creeper by having a skeleton shoot it). So I'm thinking, there should be a new music disc that drops only from a skeleton killing a charged creeper.

    submitted by /u/E_McPlant_C
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    Corals in flower pot

    Posted: 19 Apr 2020 11:45 AM PDT

    I've been thinking about this for a while, Imagine coral in flower pots ! All the possibilities for the decoration ! Of course for consistency, flower pots will need to be fill with water (with a water potion, water bucket or/with the rain).

    submitted by /u/CocoInBush
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    Villagers can get insomnia

    Posted: 19 Apr 2020 12:05 PM PDT

    As of 1.14, villagers can sleep. But they don't need sleep, and most players simply choose not to provide them with beds. Over time, as the villager breeder runs in the background and the careless player loots beds one by one as he needs them, the starlit streets begin to fill with exhausted bodies.

    In the name of villager rights, I suggest an end to this cruelty: Villagers are capable of summoning phantoms.

    If a villager doesn't sleep for two nights in a row, it becomes tired. It gets little two-pixel circles under its eyes to make the change visible. It works more slowly and tends to restock less often. And every night, if more than one eighth of the population of a village is tired, the village summons phantoms proportional to its tired population. These phantoms seek out tired villagers and attack them, reducing the population until every villager has a bed.

    This change forces players to provide enough beds for their villagers to sleep at night; a small thing to ask for in return for the constant outpouring of resources and love that minecraft's most mistreated npc has to offer.

    If you're interested in Villager Rights Activism, check out this post by u/CreatorRunning: https://www.reddit.com/r/minecraftsuggestions/comments/g48h12/more_sympathetic_villagers/?utm_source=share&utm_medium=ios_app&utm_name=iossmf

    submitted by /u/orendorff
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    Nether Wastes Overhaul - Don't Neglect It!

    Posted: 19 Apr 2020 12:30 AM PDT

    With the addition of the other biomes, the nether Wastes seem out of place, especially since all the other biomes are built on top of netherrack. Here are some solutions to make the nether waste biome more unique:

    "Stalagmites"

    The undersides of overhangs in this biome can look like inverted basalt deltas except made of netherrack. What I mean is they have spikey undersides, something no other biome currently has. Dead Roots hang from them.

    Lava Marshes

    Kind of like how swamp biomes have those marshes that looks like a scattering of shallow water and grass blocks, the nether wastes can have lava marshes with scatterings of shallow lava and magma blocks in larger flat areas, striders can spawn near these marshes.

    Solidified Fungi, Dead Sprouts, and Dead Roots

    Solidified Fungi would be greyed mushrooms that emit gray dust particles. They spawn in packs near lava marshes and can be used for decoration or to brew nausea potions.

    Dead sprouts are just like the sprouts in the crimson and warped biomes (the tall grass blocks) except it's red-brown and droopy. Can be sheared or silk touched, and break when a player walks through them.

    Dead Roots hang from the spikey undersides of overhangs detailed above. They behave in the same way as the crimson fungi except they break if more than 2 entities are climbing it at once. They are red-brown in color and drop nothing when mined (unless silk touch / sheared)

    Geysers (or Boils)

    These would be as tall as campfires and also would emit smoke, except not as much, at a shorter hight, and a lighter color. Standing on them shoots you a couple blocks in the air. Can be placed together and connect into larger geysers (up to 2x2) which launch you even higher.

    submitted by /u/SlickDigger
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    Travelling to new dimensions should unlock content in the other dimensions

    Posted: 19 Apr 2020 11:21 AM PDT

    Travelling to another dimension should affect the rest of your world, creating a sense of overall progression to the game.

    For example, using mobs already in the game: the player travels to the Nether. Upon returning, witches begin spawning as they do now in the overworld in places other than witch huts, and much more commonly. This increases the overall difficulty of the game.

    This could also be used to add more opportunities for further high-tier items and maybe even dimensions. Perhaps visiting The End makes it so a new variety of Enderman begins spawning, which drops an item that can be crafted into the base for a new portal? Or to take the concept further, certain kinds of ores override stone blocks deep underground, allowing for new utility items and blocks to be built.

    Minecraft, at its core, tends to suffer from a lack of progression. Perhaps locking certain spawns behind dimensional travel may help mitigate that progression issue, changing the way the game works. Just as well, it allows new players to get used to the controls and concepts but also allowing more powerful and difficult enemies to begin spawning in the Overworld, with greater variety than simple regional difficulty.

    submitted by /u/FourtyTwoBlu
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    Emotes

    Posted: 19 Apr 2020 06:18 AM PDT

    I believe emotes should not be added as emotes. I believe emotes in Minecraft bedrock Edition should be added to just enhance the base game.

    There should be no dancing emotes these emotes are useless and don't feel like Minecraft. Instead the emotes should just be actions to better help communicate with other players,

    The "wave" emote is fine but the animation could be improved so Steve's arm doesn't clip into his body.

    A sitting emote could be cool to use in game to enhance core multiplayer (especially role play servers)

    A petting emote for dogs and cats. Maybe if you use this emote dogs and cats will produce the heart particles.

    The "Do the Pickaxe" emote should just be shortened and renamed.

    The "follow me" emote is also really great for the game and could be a great addition.

    A pointing emote could be useful if you ever need to direct someone to a where loot is.

    Since we haven't seen the celebration emote I have no suggestions to change but it seems like a dancing emote which wouldn't enhance the game. I would also suggest removing the breakdancing emote.

    Emotes in minecraft are going to be harshly judged and should not be cringey. People don't want minecraft to be compared to fortnite. So emotes should probably just be renamed to actions.

    submitted by /u/EvCoSi
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    Fashion

    Beauty

    Travel