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    Minecraft Chains should be able to hold up sand, gravel, and other falling blocks.

    Minecraft Chains should be able to hold up sand, gravel, and other falling blocks.


    Chains should be able to hold up sand, gravel, and other falling blocks.

    Posted: 06 May 2020 08:28 AM PDT

    If a sand, gravel, or other falling block is placed underneath a chain, the block should be prevented from falling. This would be a cool useful feature for holding up these blocks, since this cannot be done now without using a bug with tall grass. This would also give chain a use other than just being purely decorative.

    --- EDIT ---

    I am receiving word that this post has been suggested before. I didn't know, I tried searching before but I guess I didn't look hard enough.

    Also, I think that sand and other powdery blocks should be included, despite what people are saying. Making this feature more selective on blocks would severely limit opportunities to use it, and it would overall be more fun to have consistency with all falling blocks.

    submitted by /u/Mushroomest
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    Make horses great again

    Posted: 06 May 2020 04:49 AM PDT

    Horses in minecraft are a fun thing but really not that useful. They are bulky and just annoying to use for traveling outside of flat biomes. Climbing mountains getting through a forest or even just crossing a river proposes a challenge and causes more trouble then it's worth.

    But i like the idea of exploring and traveling with them. They fit into the world of minecraft. Therefore i suggest some items and different mob behaviour to make them more useful:

    -Jumping like Mario. The longer you press space the higher they jump, no need to load up your Horsebar. This would make climbing mountains so much easier.

    -make leads more smooth (and maybe easier to craft; slimes are rare in the beginning). How about having horses on a leash while riding. So you just jump off and they follow without having you to clean up your inventory first. To unleash click their heads to hop on click on their body.

    -add Horse Armor Enchanments: For example floating, which makes it possible to cross rivers while riding. Or just frost walker. Other Enchanments could make them jump even higher, or even faster.

    -how about Horses are not just straight controlled by the players camera movement. (e.g. Camera Movement + Walking in a direction) Making 360° spins on the spot a bit harder but also allowing to view the side of the horse while riding them. (Similar to the old boats or maybe even like the new boats). Would add more style to horseback riding in 3rd person.

    -They can fit into a 2×2×1 area and not only a 2×2×2 area but are unable to turn in any direction. This way you can get easier through gaps in forests and even through mined strips in the nether or elsewhere.

    -okay i admit it i like Botw. What if Horses would try to follow Pathways (maybe also a nether equivalent) if not given specific other instructions. So instead of needing hundreds of iron to make a minecart track to the next village you just right click the hell out of your shovel, hop onto your mighty steed and just enjoy the view of minecrafts landscape.

    About the next things i'm not quite sure how they would fit into vanilla minecraft but they would be fun to have: -Horse Whistle. Make your Horse pathfind towards you. Would make forests easier maybe? or even: -Enderlead gives horses/other animals the teleportation ability that dogs and Parrots currently have. (cross forests without having to worry about your horse) -Elytras for Horses. Who does not want Pegasi? -Villagers can ride Horses. Just imagine Cowboy Fletchers. Yee-Haw!

    submitted by /u/Kuhfuerst
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    Golden Deal: Repost because the other one was removed.

    Posted: 05 May 2020 11:38 PM PDT

    Golden Deal was a post by u/Da_Chicken303. It was removed for being "low effort" with 900 upvotes. Anyway:

    The advancement is called Golden Deal. It's a child of the Nether advancement (enter the nether) and possibly the parent of a potential Bastion advancement.

    You get it when first bartering with a piglin: by throwing a gold item at it, and picking up something it sent you back. The in-game description is: "Successfully trade with a piglin".

    This is a good advancement, as it has a parallel to the Overworld's villager advancement "What a Deal!". On top of that, it gives a player who doesn't know about the mechanic a chance to learn about it, through the advancements tab. It also represents progression in the same way that trading with a villager represents progression: it means you have gold, and that you are semi-comfortable in the nether. All around, a great advancement that didn't need to be removed. Since it was, here's a repost that hopefully won't get removed.

    submitted by /u/SekoiaTree
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    Smelting Chorus Fruit In a Furnace makes a popping sound

    Posted: 06 May 2020 09:59 AM PDT

    Title says it all, When smelting a chorus fruit in a furnace, it turns into a popped chorus fruit :Implying that it has been popped, But where is the Popping sound? This change would be a nice aesthetic little detail That I would love

    submitted by /u/The-Phantom-Phantom
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    Add thorned shields and shield variety.

    Posted: 06 May 2020 06:08 AM PDT

    The regular shield feels... Old. So what if there was a thorns shield? It needs a normal shield and 3 iron,gold,diamond,netherite spikes. spikes are made in a V shape. You craft 3 of them and put it next to the shield. It makes a thorned version. Other shields- gold shield (less durable by 20) diamond shield ,(more durable by 75) Netherite shield, (more durable by 125) That was it. Also theres spiked versions too. The abilities- reflect,bash,and swordbend.

    submitted by /u/Rotten_Brein
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    Silk touch II

    Posted: 06 May 2020 12:48 PM PDT

    It could allow you to pick up infested blocks, chorus stems and over items you cannot get with regular silk touch.

    submitted by /u/cactus489
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    Totem of Rebirth

    Posted: 06 May 2020 09:27 AM PDT

    The Totem of Rebirth is an ancient relic found only in the Nether Bastions, very rarely .

    The Totem of Rebirth looks like a dark gray Totem of Undying, and it has red eyes instead of green ones.

    When this item is held in your offhand, it will prevent you from dying much like it's counterpart, however, it has the added effect of teleporting you directly to your spawn point as well.

    This means that when exploring places like the end, or when dying to lava, simply holding one of these Totems will teleport you instantly to your spawn point so that you don't lose your precious items.

    This can be useful to prevent loss of items, but it also won't outshine the Totem of Undying. The Totem of Undying does not teleport you away, it gives you a chance to continue the fight. So in things like PvP, I see it as still being more useful than the Totem of Rebirth.

    submitted by /u/ligmaenigma
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    Holding Warped Fungus repel Hoglins

    Posted: 06 May 2020 06:27 AM PDT

    Holding Warped Fungus in your main or off hand should be able to repel Hoglins as effectively as it being placed on the ground or in the plant pot

    submitted by /u/T3m0xx
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    Chains should be found hanging from the ceiling in dungeons

    Posted: 06 May 2020 11:27 AM PDT

    What can I say? Dungeons are literally just boxes, at least chains will make them seem livelier.

    submitted by /u/Ctef2015
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    Attempting to cook gunpowder pr TNT in any furnace makes it explode

    Posted: 06 May 2020 04:50 AM PDT

    If you try to put TNT, Minecart TNT or gunpowder in furnace, smoker, or blast furnace with fuel in it, it will blow up.

    Gunpowder would only make an explosion 1/2 of TNT.

    TNT and Minecart TNT would be the same power of explosion that they have.

    When blowing up, nearby Minecart TNT and TNT will be triggered like any explosion would, but will also trigger the explosion of any furnaces with gunpowder, TNT, Minecart TNT in them even if there is no fuel inside.

    If the player dies from this, the death message says: "Player was blown up by [Bad Culinary Skills]".

    submitted by /u/LawnmowerKing
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    Guardians should very rarely drop wet sponges

    Posted: 05 May 2020 08:37 PM PDT

    Sponges are very hard to come by, so much so that their use is really not worth the effort. You either have to get lucky with your monument or hunt tons of elder guardians and find a few monuments that have sponge rooms if you want to take on any giant projects. The alternative is, of course, getting thousands of sand and gravel to fill in water. Nobody wants to do that.

    To fix this, guardians should also drop wet sponges very rarely, about the rarity of Wither Skeleton Skulls, in quantities of 1-6. This would give ocean monuments more of a purpose.

    submitted by /u/HairClippingJesus
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    A yeti for 1.17 (Mountains Update)

    Posted: 06 May 2020 06:36 AM PDT

    I want a yeti for 1.17, they'll have the body shape of an iron golem and the face of a villager but blue-ish with red eyes and they're hunched over (Also they'd have white fur) These yeti will roam the snowy mountains and they'll hunt goats. They growl once they see you, if you kill them they'll drop frozen flesh which you need to cook to thaw and a yeti's tooth, this is a rare drop and you need to hold it in your off-hand so it gives you a fortune effect without the enchantment, you can only use it 3 times until it breaks and turns into bonemeal.

    submitted by /u/UnsatisfiedZoomer
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    Slimes in jungles

    Posted: 06 May 2020 09:56 AM PDT

    Slimes in jungles would make the jungle biomes more dangerous because they could just jump off the tall cliffs of the jungle biome and attack the player. They would make getting slime easier for early game players

    Go Vote it on the feedback site:

    https://feedback.minecraft.net/hc/en-us/community/posts/360062443251-Slimes-spawn-in-Jungles

    submitted by /u/Hypotekus
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    Player skins can be modified by resource packs and commands. (for Adventure Maps)

    Posted: 06 May 2020 12:07 PM PDT

    This is primarily for adventure maps and servers, though I can also see this being used for player realms. Sometimes a map requires you to have a certain skin applied for the sake of immersion, or a server where you play as certain characters.

    With commands you are able to set a player's skin to one that is set in the resource pack. The skin files would be in a skins folder, and the skins would have to be named with a number.

    /skin [player] [number]

    /unskin [player]

    To anyone not with a resource pack, the player's skin would be unchanged, and only if they have a resource pack with a skin with the same corresponding number, they will render that skin differently.

    If you take this one step further, you could use data to modify textures of any individual mob, possibly allowing for better custom mobs, like what is possible with Optifine, however that is not the main point of my suggestion and I believe this part has been suggested many times before.

    submitted by /u/KIartraum
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    Medium Sized Dungeons Update

    Posted: 05 May 2020 11:16 PM PDT

    Dungeons are really old, and their age shows in their design. There should be more reasons to look for a dungeon and conquer it.

    Design

    Dungeons are literally square cubes... really? They've been that way since June 25th, 2010. How do we change that? By giving dungeons different structures. (The / is the old name and the new one.)

    Zombie Dungeons/Cemetery

    These are very iconic, finding a dungeon while caving then exploring it's contents. After that, that's it, you might turn it into a mob grinder, but most times you leave it alone. It's not visually pleasing, so why don't we change what it looks like?

    I present... the cemetary...

    The cemetary is a big structure found in dark forests. They contain 4 zombie spawners positioned at different corners of the structure. In the cemetary will be rows and rows of graves. The headstones will be made of cracked stone bricks and their stair variants. The burial will be covered in gravel and there is a .5% chance for a wither rose to spawn next to the headstone. There are no visible chests at first, but as you dig up the graves, around 3 blocks down, you will have a small chance of finding a chest. All of this may hint at an ancient civilization that mourns for the loss of their comrades.

    Skeleton Dungeons/Crypt

    As you walk through a plains/forest biome, you notice a structure that resembles a villager church, but it's severely damaged and broken. You search the building and find nothing. You start to walk out, but then you hear the rattle of a skeleton. "A cave?" You think. You start to mine down and get ready to pull your sword out. You find a hallway, made of cracked stone bricks. You see hallways of what looks to be tombs, in the style of Minecraft, of course. You open the spruce doors and you see nothing. Skeletons start to spawn from the fake tombs and shoot you down. You run, but the halls are as complex as a mineshaft. You easily get lost, but die due to a arrow, shot by one of the spooky, scary, skeletons.

    That's it. There's not much to add.

    Spider Dungeons/Spider Den

    These dungeons are caves, within caves, that are filled with spider webs and spiders. There's not much to add apart from the occasional cave spider.

    Loot

    For every dungeon, there is exclusive loot.

    Cemetery

    Wither roses and iron swords

    Crypt

    Bow, Power, and stone swords

    Spider Den

    Bane of Arthopods, spider eye and bottles of poison.

    submitted by /u/Mr_Mudkip_420
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    Blast Furnace smelting metal tools/armor into ingots. Smithing Table recycling leather armor into hides.

    Posted: 06 May 2020 06:43 AM PDT

    Hello everyone! For the past months of keeping up with the snapshots for the upcoming 1.16 and playing Skyblock in the anticipation for the new update, it made me think of some quality of life improvements for current blocks with very limited/none current function.

    I don't want to seem like suggesting those features only based on my experience from Skyblock, as I'm sure that most of the players in survival worlds are faced with similar circumstances of eventually hoarding lots of armor pieces (especially leather) and random tools as loot from mobs, which eventually and actually rather quickly are becoming obsolete and are just piling up, taking space in chests and inventories.

    Blast Furnace to me seem like a very limited usage block itself, with its only function is smelting ore, and only ore, faster, and not even cheaper. Which in regular worlds might come even useless, as regular furnaces do the job as good, especially if you're doing round mining trips, coming back to the smelted goods being long done by then already anyway. Talking smelting tools and armor pieces, I am aware you can smelt those in the regular Furnace for nuggets for further reuse, I am fine with that and I think it should stay that way for Furnace. That is why it came to me, as an additional function for the Blast Furnace, as it's initial purpose is to smelt/extract metal more efficiently, so it seems as an appropriate function to make armor/tools recycling more efficient as well, by converting them not into nuggets but strait into ingots instead. Of course with the same ratio as with smelting into nuggets: One piece/tool into one ingot.

    Smithing Table "issue". Alright I probably shouldn't call it an "issue", as so far the block has no use what so ever, and the only upcoming feature in the new 1.16 for it is to coat diamond tools and armor in Netherite. Which, in my personal opinion, is a very poor choice of only usage. So referring to the previously mentioned hoards of leather armor, there is currently no way to disassemble those, and throwing it away feels super wasteful, and I am pretty sure I am not the only one with chests full of it, so it would be nice to have some way to recycle those armor pieces back into leather hides. Which also might serve a good use for those players, who prefer to play an "Animal Friendly" play style, as it takes extremely long, and a lot of luck, to to find leather, piece by piece, in random chest loots. I am not talking a full chest armor into 8 hides, I mean in the similar way the tool smelting in the Furnace works, One into one, as disassembling items into their equivalent craft amounts would be too overpowered.

    Please let me know your opinions and other possible ideas!

    submitted by /u/T3m0xx
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    Sheeps avoid wolves

    Posted: 06 May 2020 04:50 AM PDT

    I don't know why isn't this a feature but sheeps should run away from wild wolves. Sheeps get wiped from an area really fast when there is wolves around so they should have something to counter wolves.

    submitted by /u/y3aboi
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    Allow us to eat shroomlight

    Posted: 06 May 2020 09:31 AM PDT

    Shroomlight are basically just an easier to obtain version of to glowstone as of right now. This feature would make them more unique and also add some fun into the game.

    When you break a shroomlight block without silk touch, it drops 1-4 Glowberries. These can be eaten for a half hunger point, and they make you glow for a few seconds. 4 of them will craft them back into shroomlight, and they can be used as an alternative to glowstone dust in crafting recipes like spectral arrows.

    They would be mostly obsolete to farming hoglins for food, but they could actually have a purpose for mini games or even just practical survival. Imagine you lost your friend in a cave. Instead of hunting for his name tag, he can just eat a few glowberries and you'll be able to locate him. Obviously spectral arrows have the same purpose but it's cumbersome to have to shoot yourself each time, especially in tight places.

    submitted by /u/U-Knighted
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    Mycelia, The Mushroom Dimension

    Posted: 06 May 2020 03:04 PM PDT

    Mycelia:

    Mycelia is my favorite idea for a new dimension in Minecraft. We have a while until Mojang adds a new dimension to Minecraft (that's not part of an April Fools update). If you are interested, let's discuss Mycelia, Minecraft's new Mushroom Dimension.

    I have NOT seen posts on this.

    This post is really about having a mushroom dimension. Everything following are just my ideas on what it could be like.

    -Portal

    Mycelia is a late game -ish dimension, but in order to get there, the player has to simply explore the world. For fairness, every world should automatically have everything needed to get to Mycelia within 5,000 blocks of spawn.

    On the Mushroom islands, there will occasionally be an ancient Fungle Temple. The Temple can be at the surface, or buried down below, accessible via a cave. The Temple should be sorta like a strong hold, with the Portal Room randomly located in the Temple.

    The Portal requires 4 Mystshrooms, which are special mushrooms only found in rare underground Dungeons in the Overworld (and in Fungi Jungles in Mycelia).

    When the 4 mushrooms are placed in a 2 by 2 arrangement in the portal room (on the Mystcelium) they grow into a large mushroom, which has a portal stem.

    -General

    Mycelia is a new challenging mushroom themed dimension. Mushrooms of all colors can be found here. Mooshrooms don't live here, since they are just cows with mushrooms on (& in) them, which are native to the overworld.

    Also, any cows that are brought to Mycelia will ocnvert to mooshrooms (the mooshrooms will have mushrooms of the ones around them or the biome they are in).

    -Biomes:

    I have come up with all of these biome ideas myself, even though some may be duplicates. Tell me your biome ideas, and please give criticism and feedback.

    Each biome will have a few fungi types out of 16 colors.

    --Grimlands

    This biome really is meant to feel a little grim and grey. The skies shall even be grey. Dead mushrooms can be found here (like dead coral), and occasional living mushrooms. Big mushrooms won't grow here, without special effort.

    --Jellocean

    An ocean made of slimy goo, called Wello. Sideways plants grow off the stacks of mycillerack plates. Wello is a weird substance made of multiple byproducts of mushrooms, and a good amount of water.

    The plants are vaious funguses, some of which spawn creatures. Some creatures are friendly, and others are hostile.

    --Fungi Jungle

    A huge sprawling jungle of fungus.

    The jungle actually has multiple layers, with openings connecting them.

    --Sugar Shores

    Shores of special sugars, produced be the sugar shrooms.

    Shores that can be found hear some jelloceans, and jellakes. Also, sometimes there will be pits that are just sugar shores. (lore) These are from the sugar shrooms over growing and sucking the jellakes dry over time.

    Sugarshrooms grow here, which are mushrooms that can be crafted into sugar, and actually slow down your hunger if they are nearby.

    --Snarlels

    Lands full of thick, twisting, interlocking vine structures. These are Snarlemps.

    Snarbirds are found here. Snarbirds are a bird like fungus that will eat anything that moves, and there eggs are bombs!

    ---Ikers

    An ancient society of people called Ikers live here (in the Snarlels). Ikers can be befriended gradually, granting the player services and rewards. Ikers' friendship can be lost just as easily as it is gained, so they require constant attention.

    Though, Ikers will go off on quests in various biomes (and even in other dimensions), and will return with items for the player. To get their items, the player must listen to them tell about their adventure.

    When Ikers first meet the player, they shy away occasionally, and sometimes look at the player grumpily and eerily.

    Ikers require no payment to start a quest or give the player the rewards of it, but will begin to randomly frown at the player if they are not given gifts and attention oftenly enough. After enough neglect, the Ikers will defriend the player, and act as they did originally.

    --Whether

    The whether consists of odd tornadoes made of a little water vapor and mostly wello. These tornadoes can be seen coming for a moment, and throw creatures around. Some plants, even plants made of "blocks" get TWISTED by these tornadoes.

    submitted by /u/Simanalix
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    Iron Golem Wander Radius

    Posted: 06 May 2020 03:20 PM PDT

    Has this ever happened to you?

    You make your own village and its thriving, you managed to wall off possible unwanted entryways but due to the design of your custom village you cant exactly put doors or fences to block off the entries you are using.

    Now you start to realise, you have a pretty big village, not exactly the tiny one from before and you will need some help beating the snot out of zombies and skeletons that dare getting too close, so you build a iron golem or two and do something else for a bit.

    When you want to check on the condition of the golems after a night of monster hunting you realise that they have either vanished from existence or are waaaaay far from your village, for some reason going beyond the village walls and they straight up refuse to go back in without a leash.

    So why not just tie them to a fence? I mean yeah i can do that...but thats target practice for skeletons and pillagers, so what can be done?

    Well here is a suggestion, you guys remember that very neat new block called the Lodestone? The thing that makes compasses point towards that block regardless of what dimension you are in?

    Mojang not too long ago made a snapshot that makes bees not fly too far from their hive, once they reach a certain block limit, they will not go any further, how about we do the same to Iron Golems? They will like bees be only able to go a certain block distance from the lodestone.

    submitted by /u/Jessicajesibiel
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    Magma blocks should deal damage on their four sides and underside

    Posted: 06 May 2020 02:09 AM PDT

    Players take constant damage on magma blocks, so why not apply the exact same concept to while touching their sides or butting it from underneath?

    Just to give it more of a sense.

    submitted by /u/Sapotis
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    Make Monthly Theme a voting event

    Posted: 06 May 2020 03:12 PM PDT

    I highly doubt the idea just pops into the mods' minds. They probably think about others before deciding on one. Mods should take the ideas they come up with and have the subreddit vote on the ideas and the highest voted of them becomes the monthly theme. It could be done with the poll feature. I'm not saying polls should be available to create for the subreddit, but there is a way for a mod to make a post type that isn't available for public on the subreddit.

    submitted by /u/MaeBeaInTheWoods
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    Add the original shulker idea

    Posted: 06 May 2020 09:38 AM PDT

    A couple of days ago Jens revealed in an interview that he originally intended for the shulkers to be able to camouflage them selves into any block they are under but they didn't add it not because it was refused but because they didn't have the technology at that time as he said so he come up with the current alternative I really hope he add the original for example as a wild variation of shulkers in the end that work this way or that live in there own structure or maybe hide themselves as ender blocks in some islands and if they are under a block they can't turn into like obsidian or bedrock etc.. they teleport away or maybe infest any available block.⠀⠀⠀⠀⠀⠀⠀⠀⠀
    If you kill them maybe you'll get something like the block they pretended to be or a component that you can use for a flight potion imagine how op a tipped flight II arrow would be as you can see this idea has so much potential that make end exploration more fun and I really hope jeb add it like the crying obsidian.

    submitted by /u/Nziom
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    Climbable vertical chains, walkable horizontal chains

    Posted: 06 May 2020 05:06 AM PDT

    Chains can be placed vertically and horizontally. Vertical ones can be climbed by pressing space, and you can walk on horizontal chains.

    submitted by /u/RazielRedeemer
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    Fashion

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