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    Minecraft Falling on another player negates half of your fall damage and deals that damage to the other player

    Minecraft Falling on another player negates half of your fall damage and deals that damage to the other player


    Falling on another player negates half of your fall damage and deals that damage to the other player

    Posted: 18 May 2020 08:17 AM PDT

    A death message for when you die in that matter could be: [player] was crushed under the weight of [player]

    Some people also brought up if falling deals damage to another player then it should to mobs (besides slimes/magma cubes) as well.

    Going fast while gliding using an elytra should also do damage in the same manor as described in the title.

    Inspired by u/expertdistribution 's post on r/shittymcsuggestions

    submitted by /u/Hotdog1352
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    Minor idea: Rename the “Thing” banner pattern to “Relic”

    Posted: 18 May 2020 11:36 AM PDT

    For those who don't know, the "Thing" banner pattern gives you the symbol in Mojang's logo.

    However, now that Mojang is rebranding as Mojang Studios, the symbol is no longer a part of their logo.

    Since Mojang is soon going to be be ditching that symbol as part of the company's logo, the banner pattern is going to be the only instance of the logo appearing in-game now.

    I feel like renaming it from "Thing" to "Relic" would kind reflect of how it's part of Mojang's past now. This obviously isn't a major change, but I think it would be a neat little thing to see.

    submitted by /u/PinguinoDelRio
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    Shields should be enchantable with Thorns

    Posted: 18 May 2020 05:24 AM PDT

    Thorns is a nice defensive enchantment, so it would make sense for it to be added for shields. Shields are also generally lacking in enchants at the moment, so it would help flesh out high-level combat.

    submitted by /u/CantInventAUsername
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    Horses should be able to equip banners

    Posted: 17 May 2020 11:42 PM PDT

    In medieval times, horses would have banners of a town/country on their back. I think it would add a really nice touch to the horse's appearance and would make it a cool way to display your banner.

    Edit: This would also apply to donkeys, mules, llamas and maybe even ravagers.

    Feedback: The banner could be shown by having it display as armour or the pattern be the armour.

    submitted by /u/Cant_find-a_username
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    Parrots should fly higher

    Posted: 18 May 2020 08:35 AM PDT

    Parrots are boring, they barelly fly and when they do they don't go more than a couple of blocks away from the ground.

    They should prefer to stay on tree branches and fly from tree to tree, instead of hanging around on the ground \insert floor gang joke here])

    submitted by /u/XxBom_diaxX
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    Parrots don't dance to tracks 11 and 13

    Posted: 18 May 2020 05:50 PM PDT

    I was thinking it'd both make more sense and be consistent with the spook factor of those two tracks if, when you play track 11 or track 13 around parrots, they don't dance. Instead, they just stare at the jukebox and look scared.

    submitted by /u/OptimisticTrekkie
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    The Update of Arthropods 2.0

    Posted: 18 May 2020 11:53 AM PDT

    I posted the first version of this update a few months ago. Since then I have seen other people's suggestions and feedback, and continued to add too and revise my list.

    Bane of Arthropods is useless. There is no situation in game that one would more likely need Bane of Arthropods over any other enchantment. There are 5 Arthropod Mobs in game each one less threatening than the last. This lack of challenge actively devalues the enchantment turning it into more of a curse. The solution is simple: More Arthropods! Found in more environments and posing a slightly stronger threat than the usual fare in order to justify the enchantment. Here's my list of new Arthropod enemies. Each one should be taken as its own addition, able to function in game without any other content, while still being able to fit in with the others while still staying true to that fickle minecraft feel.

    Scarabs: the second desert dwelling mob. Scarabs are tiny. The same size hitbox as endermites, with a black and brown paint job and more pronounced legs. They spawn rarely and exclusively in deserts. Scarabs have the miraculous ability to crawl up, down, through, and on top of sand blocks. (The same way players use scaffolding blocks) they use this ability to ambush the players by becoming hostile within 10 blocks of the player but not revealing themselves until they are within 2 blocks. If the player leaves their hostile range again, they burrow back into the sand and wander around until the player crosses their path again. Scarabs have 6 HP and attack for 1 on easy and 3 on hard. Each scarab has a 4% chance of dropping 1 gold nugget. (in reference to gold coins marked with scarabs that were used across the Mediterranean.) Scarabs can maybe be hunted by meerkats in future updates.

    Mosquitoes: Mosquitoes are airborne pests which spawn in swamps and jungles in groups of 4 to 7, each with a hitbox comparable to that of the Bee mob. These slim looking insects spawn in with only 6 health points. As they attack nearby mobs and players they gorge themselves on the creature's blood. Striking for 2 points on easy and medium, and 3 on hard mode each time. Every point is used to bolster its own health, with a max of 20 HP for each. Their abdomen grows bulbous and bright red to reflect their health (Much like a dog's tail reflects the animal's health). Mosquitoes would be naturally hostile to all warm blooded entities including bats and dolphins and would not attack any undead, arthropod, or slimes, as well as, golems, and witches.

    Like bees they are incapable of attacking anything underwater. In future, Mosquitoes could even be actively hunted by Frogs which are cold blooded.

    Burst Beatles: Lapis Lazuli colored, 1x1x1 block sized, flying bugs that spawn in Jungles. They cling to the sides of trees when not flying. (Like bats) They exist purely to disgust and disorient you as you make your way through the already difficult terrain. These hostile creatures fly in close and explode but not with the environmental damage of the iconic Creeper. Instead simply causing a number of status effects. Namely Nausea, Blindness, Poison, or Hunger. I personally can't decide which ones would work best but any two or three effects at a time should be challenging enough. Perhaps they could drop gunpowder, slime balls, or even lapis lazuli if dispatched before detonation.

    Giant Crabs: These 1 block tall 3x3 crustaceans would spawn in and skuttle around the bottoms of deep ocean biomes. While naturally hostile they wouldn't be much threat to the player because they can't swim and must find shallow shores to ever crawl out of the water. They would however drop Raw Crab Meat for cooking (and perhaps even a shell. The shell might be crafted into armor as an alternative to leather or a shield as an analog to the turtle helmet or perhaps it would just be a new source of bonemeal). Giant crabs may be naturally hostile to slimes to reflect their realworld status as bottom feeders but they probably wouldn't spawn anywhere near each other.

    Magma Crabs: The Nether veriant to Giant Crabs are the same size but with a texture of red hot lava peaking through the cracks of their deep black obsidian shells. They are of course fireproof. (these crabs might have more health than their overworld counterparts). Like their overworld counterparts, Magmacrabs would be naturally hostile both to the player and Magma cubes. They would wait patiently under the oppake surface of lava oceans to ambush the player. Magma crabs might still drop crab meat, even precooked, but might more rarely drop magma blocks or blackstone or even obsidian as a way for players to build themselves new portals to escape the nether.

    Bone Crabs: Not only are Bone Crabs the only mob exclusive to Soul Sand valleys, they are also the only mob that counts as both an Arthropod and an Undead. They lose no mobility on soul sand or soul soil. Their health would be the same as their overworld cousins. They would be hostile only to the player (because they no longer need to eat magma cubes) and would drop Soul Sand and Bone Blocks. These mobs would sport the same bleach white empty texture as other skeleton mobs, making for the perfect contrast to the dark fiery magma crabs.

    Scorpions: This tan colored, 18 HP creature spawns at night in deserts and even more often in red deserts. It also remains hostile in the hot sun. Their large claws and long stinging tails give them a longer, more powerful reach making up for their inability to climb vertical surfaces. They affect their prey with poison along with regular damage. They have a chance to drop spider eyes and a rare chance to drop 1 venomous stinger. The stinger can be crafted with a stick and feather as a quick way to make a single poison tipped arrow, as well as being brewed into potions of poison. Their color should be a light tan color and their bodies should share as many shapes as possible with spiders.

    Scorchers: Are the nethers counterpart to scorpions. Like most other inhabitants of the netherworld Scorchers evolved the innate ability to burn their adversaries with fire. They are however unique in their ecosystem for having kept the ability to inject their prey with poison2. they are naturally hostile towards piglins, hoglins, and players. Their stats and drops remain the same as other scorpions, their appearance however differs with a three pronged pitchfork shaped stinger, and a Blackstone colored exoskeleton. They would spawn in Wastes, Deltas, and Valleys.

    Netherachnids: Found in the Crimson Wastes, these 1x1 block sized cave spider variants are naturally hostile and adept at tracking their prey through walls, and over vertical structures. (Perhaps even being able to crawl along the sealings of the massive caverns.) their small size allows them to follow the player through any tunnels they might dig while mining. They have a chance to set their prey on fire and are themselves fireproof. Their appearance should be that of a red tinted cave spider.

    Stray Spiders: Often spawning in ice spikes, frozen oceans, and snow covered forests, basically anywhere snow and ice can be found. These spider variants have a cool blue and white coloration as well as a fuzzy texture (ala silverfish) in Order to help them blend Into their environment. Hunting during the day, they infect their prey with slowness in order to disable them when fleeing on slippery ice, or while trudging through "snowier snow" the spiders themselves are extremely adept at navigating their homes and don't suffer any mobility problems whether they are climbing or lunging towards their food. These spiders would also make an excellent match for the Stray Skeleton for an Ice variation of the Spider Jockey: Stray Jockeys. All together cold biomes like ice spikes and tundras are pretty boring. This is an easy way to make them more interesting.

    Tarantulas: These mobs have a very rare chance to spawn wherever Spiders spawn above ground (just like husks and strays do in select biomes) and can also appear as a result of spiders being struck by lightning. The Tarantula's hit box takes up a 3x1.5x3 area. They have a fuzzy brown paint job with green eyes and 24 points of health. They move slightly faster than their smaller counterparts, and sport two different attacks. The first is a regular melee attack that causes 3 points of damage on easy, 4 on normal, and 5 on hard mode. Their Projectile attack uses the image of a cobweb as a projectile that causes a few seconds of blindness (which also causes slowness) it is designed to mimic the real world tarantula's ability to blind animals by flicking hairs. This attack can be used no more frequently than a skeleton can shoot, and will be abandoned in favor of melee when the target is within 3 blocks of the tarantula.

    Praying Mantis: The super predators of the insect world. Their hitbox is 2x3x2 just like a horse. They have 30HP and their long reaching claw attack can deal 4 on easy, 5 normal, and 6 on hard mode. They can't actually walk very fast. They are about as slow as spiders. But when they do want to move fast they jump up to 4 blocks in the air and open their wings to glide quickly towards their target. They can even climb vertical surfaces like spiders, to which they are naturally hostile along with cave spiders, Beatles, Butterflies, Bees, Cave Spiders, Cows, Pigs, and players. Like spiders, A mantis is neutral towards the player during the day. (I'm tempted to let the player tame them with spider eyes, after which they can be used as mounts, like horses. Also like horses, they would wander off when not being used, and would not hunt for you. They become hostile again if you attack them.) They spawn in Jungles, Birch Forests, and Plains, and might drop something like bone meal or more rarely, membranes.

    The Arthropod Queen: Such an enemy centric update would not be complete without a mini boss. While some bosses are deliberately summoned others like the Elder Guardian dwell in generated structures. I can't help but imagine a large hive existing randomly generated out in the wild. Like a much worse woodland mansion. This hive would be crawling with arthropod enemies, covered in webs, spawners and made of winding corridors and vertical drops. The queen's strength of course would not be in her own abilities but those of her many drones, as she spawns in wave after wave of Spiders, Cave Spiders, Scorpions, Beetles, Mosquitoes, and Scarabs for you to fight through (much like the evoker). She would be a milky pulsating mass clinging to the sealing of her royal chamber. Her health would be substantial (perhaps even regenerating from something like the Ender Dragon's crystals).When defeated the queen drops One item. I'm not married to any particular name but I've been calling it "Something Gross". Should you collect 4 of them you can craft them with slime balls to creat "a block of gross" this block would be the integral part of a new player made structure (like a beacon, or heart of the sea) this structure when properly made would create a wide area where all arthropods are non hostile or perhaps even refuse to enter (like striders do to water).

    Below is a list of Passive arthropods that could be added to each dimension for the sake of ambiance.

    Grasshoppers: Smaller than 1x1, perhaps the same size as silverfish, green in color, with a 3 block jump height. This comes in handy for jumping over garden fences, because any crops or berry bushes they can find will almost immediately be eaten, save for fungi and grasses. Not even leaving seeds. Killing them wins nothing for your trouble. Making any biome that much less inhabitable. This mob fits in all plains, forests, and savannas as a kind of environmental hazard for farming

    Butterflies: These insects would mostly be there just to look pretty, coming in any number of color patterns and hopefully different wing shapes for each color. They would spawn in flower forests and planes. And have a 25% chance to drop the Dye for their respective wing color.

    Crimson Moths: Flying Bugs that spawn in the crimson forests of the nether. They avoid the player but are hypnotically attracted to mushroom light, be they held or placed.

    Warped Moths: The warped forest variant of the crimson Moths.

    Fireflies: on the other hand, would create their own light in the nether. They might even have a rare chance to drop glowstone dust. They live in the nether wastes.

    Ender Dragonflies: are the perfect arthropod to add just a little bit of ambiance to the end. Not only because I love puns, but I think we can agree that their long thin bodies and bulbous heads match the shape of the endermen. They float amongst the corrus trees where they hunt endermites. They would of course fly around constantly never landing. Their hitbox would be shorter than 1 block tall but larger than 1 block wide, and they would flee from the player if attacked. They would be dark purple with 12 HP to represent their thick armor, but drop nothing of value except XP.

    Nephila: Despite what you might assume by its size, the Golden orb weaver is an entirely passive mob. They are known for building their webs out of golden colored silk. This mob waits in rare, golden webs (naturally generated structure) in the jungle. There are some very special things about these webs. Besides their color they are stronger, taking slightly longer to dig through even with a sword. If you pick up 4 with silk touch you can craft them into 1 gold nugget.

    The webs themselves are also special because they catch other spiders. The Nephila will be hostile to almost anything that it finds caught in nearby golden webs, excluding the player, any Undead, villagers, Illagers, Golems, or Endermen. Switching back to passive if they get free. Instead of being breedable, the Nephila will continue to produce golden webs wherever it walks for a short time after being fed honey. Making it the worlds slowest gold farm. The Nephila has 20 HP, attacks just like a spider, and has all the same drops except for a small chance to drop 1 gold nugget.

    13 new enemies, plus 7 new passive mobs, and a miniboss. At least one new arthropod for every dimension. New mobs for Half of the existing biomes, each with their own unique elements for a total of 25 arthropods, all dedicated to giving BANE OF ARTHROPODS a reason to exist. Any and all of these mobs could be added to the game individually and stand on their own merit. But even without a miniboss the multitude of new enemies would keep the game challenging and exciting and give much more purpose to an often neglected enchantment. We as players still don't know what Termite Mounds will be like, but this is the perfect update to include them in.

    Thankyou for reading. I really want to hear what you all think. What should be changed, what should be added, what would never work?

    submitted by /u/Rhonoke
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    Dogs should try to get in boats with their owner

    Posted: 18 May 2020 02:14 PM PDT

    If a player gets in a boat, that players dog should try to get into the boat.

    submitted by /u/gavinvlogs
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    Villages in Mesa biomes should look like Wild Western Towns

    Posted: 17 May 2020 09:58 PM PDT

    Obviously there are no villages that generate in Mesa Biomes. However if they are added they should be themed around old Western towns. Wild West Towns

    Villagers could then be outfitted with old pioneer clothing as their texture. Everything from the horse stables to the churches could look like something from the Gold Rush/Wild West days. These villages could also generate near abandoned mine shafts.

    submitted by /u/dino_took_my_wallet
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    Sounds should be quieter and muffled in snow biomes like when it snows in real life

    Posted: 18 May 2020 09:41 AM PDT

    I hope this hasn't already been suggested or already implemented but IMO I think it would add just a little simple detail of realism without really affecting the game very much.

    submitted by /u/calvanus
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    Berry Pie

    Posted: 18 May 2020 09:36 AM PDT

    Berries are pretty bad for food, so I suggest you add berry pie. This pie would look similar to and be equivalent to pumpkin pie. Here is a recipe:

    submitted by /u/CharacterBedroom2
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    Dried kelp should be fuel without crafting

    Posted: 18 May 2020 11:10 AM PDT

    Dried kelp should be usable without crafting into a block. But much less efficient, more along the lines of bamboo per block

    submitted by /u/TimDeQuatro
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    Different biomes should have their own music

    Posted: 18 May 2020 09:45 AM PDT

    Minecraft has a selection of songs that plays over the entire game no matter where you are, so why not diversify it? Biomes have an opportunity to be even more unique from each other this way.

    submitted by /u/mouth_
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    Update Dungeons

    Posted: 18 May 2020 03:10 PM PDT

    Right now they're just boxes with a mob spawner. It can't be that hard to make them look better. Grian, a few years back, made a video on new versions of the dungeons that look much better than the ones we have now.

    submitted by /u/MisterAcee
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    Raiders should start destroying the village if a raid is lost

    Posted: 18 May 2020 05:17 AM PDT

    Esentialy, when you lose a raid, which means all villagers and iron golems are dead, the raiders(pillagers, vindicators, etc.) start celebrating, jumping and waving their hands, which is cool, but why did they even raid the village in the first place? Maybe it's because they want to take revenge for their captain, but if they raid a village, why don't they just loot and destroy it afterwards?

    My suggestion is that after a raid is lost, raiders will do the following.

    Pillagers start opening and emptying chests(only the ones that have village loot in it and have not been opened yet.).

    Vindicators will start breaking doors.

    Evokers will light houses on fire.

    Ravagers will destroy crops on purpose.

    After all doors are broken, all crops are trampled and all unlooted chests are looted or a few minutes pass(in case some doors/crops/chests are unaccesible), the raid will swiftly exit the village and despawn.

    submitted by /u/mcupdatewanter
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    Conduits give tamed mobs positive effects

    Posted: 18 May 2020 03:29 AM PDT

    Conduits would give tamed mobs (wolfs, cats, horses, mules, donkeys, llamas and parrots) water breathing.

    Alongside that, conduits would grant tamed wolfs and cats ability to dive underwater, move fast in the water - with speed of the player, and let them teleport to the player while he is underwater.

    All the effects are applied in the same area as the "conduit"power" effect.

    submitted by /u/tim-hero
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    New villager profession

    Posted: 18 May 2020 07:08 PM PDT

    There should be a florist villager that trades dyes and flowers and would have a final trade of a wither rose. His workstation would be a flower bed which would be crafted with 1 corse dirt in the middle, two trap doors on the side and bone meal on the bottom. This flower bed could hold up to four flowers in one block and would increase the rate at which nearby bees pollinate.

    submitted by /u/RedVillag
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    Lodestones should still be able to set multiple compasses at once

    Posted: 18 May 2020 01:44 PM PDT

    Lodestones in previous snapshots were able to set up to 64 compasses at a time, and unfortunately that's been removed .

    I propose that by holding shift, you should be able to set up to 64 compasses at a time again. This may seem useless to most people, but it could be used to possibly save a little bit of time while either making backup compasses for a lodestone, or for multiple compasses on a multiplayer server.

    submitted by /u/RinseMyRocket
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    Crouching while gliding with elytra slows you down

    Posted: 18 May 2020 12:12 PM PDT

    Crouching with elytra has no effect, other than accurate landings, making the superman pose or reducing your speed (Legacy Editions).

    To make elytra a little more interesting, crouching while gliding slows your gliding speed, allowing players to make sharp turn while helping conserving momentum (when not powered by rockets).

    It would be as though you pulled airbrakes, except that it would not be as adrupt as circling descent.

    submitted by /u/GameSeeker040411
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    Randomly generated zombie villagers should lead you to the nearest village when cured.

    Posted: 18 May 2020 04:43 PM PDT

    Whether they do this through a map like the woodland mansion ones or just walk there it would be really cool and helpful.

    submitted by /u/BertDama
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    Add a feature where the owner of a world can transfer ownership to someone else.

    Posted: 18 May 2020 02:01 PM PDT

    Pretty straight forward. Let the owner/creator of a world give ownership to someone else. Only one person can have ownership at a time.

    submitted by /u/Unknown-error404
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    The Gulpie - A flying threat for the End

    Posted: 18 May 2020 03:57 PM PDT

    Anyone remember those terrifying fish in mario games that come and swallow you whole, instakilling you?

    I thought it would be cool if there were a mob like that in Minecraft.

    Meet the gulpie: https://imgur.com/gallery/Wk700P8

    This huge whale like mob would be found floating around in the end, emitting eerie, low pitched noises.

    If this creature notices the player flying with elytra, it will start to create a wind like noise, and pulling at the player towards itself.

    At first, the wind effect would only slow the player's flight down (if the player is flying away from the gulpie) However, quite quickly, the power of its vacuum would get much stronger, causing even players at maximum elytra speed to be pulled towards it.

    Eventually, it would 'swallow' the player, dealing very high damage (not instakilling with diamond armour though) and spitting the player out at a high velocity.

    If the player is not flying when the Gulpie spots them (this is less likely as they would spawn at high altitudes), the interaction would be similar, but the Gulpie would go to ground level to get at the player.

    In either scenario, the suction power of the Gulpie could be averted by hiding behind blocks like avoiding a guardian beam. The best way to kill the Gulpie would be with a ranged weapon, because, of course, hitting it with a sword would risk getting swallowed.

    This mob would, first of all, just be cool to see floating around in the end, and would also make for a fun interaction, either hiding behind chorus plants, or flying behind end islands to get out of their range.

    Thanks for reading, please leave thoughts and feedback in the comments!

    submitted by /u/DTCHBOYZ203
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    You should be able to change the launcher background.

    Posted: 18 May 2020 06:07 PM PDT

    In the launcher menu maybe there is an option that allows you to upload a custom image or video as the background. It would add some customisability to the launcher.

    submitted by /u/Da_Chicken303
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    Groovy

    Posted: 18 May 2020 07:49 PM PDT

    Collect all of the music discs

    I don't know why this isn't already a thing, I mean they had you collect music discs on the old console tutorial worlds

    submitted by /u/Greatnite
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