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    Minecraft Fishing Rods should be able to reel in Tridents

    Minecraft Fishing Rods should be able to reel in Tridents


    Fishing Rods should be able to reel in Tridents

    Posted: 14 May 2020 07:10 AM PDT

    Fishing rods can already reel in other rods and bows (often enchanted, too) so it would only make sense for them to be able to pick up Tridents as well, especially since Tridents are only ever under water naturally. Even if there's no chance for it to be enchanted, I still think it would make sense to allow fishing rods to reel in tridents.

    submitted by /u/Weebi5
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    Riding pigs should make hoglins stop attacking you

    Posted: 14 May 2020 08:43 AM PDT

    The idea is that hoglins think that you are part of the pig, and are therefore one of their kind. This would give an interesting use to saddling pigs, and might occasionally be practical in the early game. Even though it may not be all that useful, it would still be a fun little feature to have.

    submitted by /u/_spacedino_
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    The Sunken Castle

    Posted: 14 May 2020 06:06 AM PDT

    Occurrence/ Finding:

    So, unlike ocean ruins, sunken castles can be found rarely on (or rather, under) land. They represent and old civilisation of villagers that have since been lost to time (or zombies/ pillagers!). They are spread out over vast distances across the world,and have the same rarity as woodland mansions. The only indicator of their presence above land is a small, 2-3 block tall pillar of stone brick, cobblestone and walls. sunken castles have a chance of spawning at least 5 blocks underneath the ground in plains, forests, deserts, badlands, savanna and taiga biomes. They could be found by getting a Castle Explorer Map from a cartographer.

    Appearance:

    The sunken castles, when all the blocks around them are removed, are basically four large towers, with larger rooms at the top, and staircases leading down to the base where all four are connected to each other via a wall-like corridor. This corridor surrounds a large maze, 35 by 35 blocks in a square. The maze has a roof and is four blocks tall and two blocks wide, allowing the larger hostile mobs to spawn in and attack the player. Most of the maze paths lead to dead ends, while only one leads to a central room complete with zombie villagers hanging in cages and a diamond block. Throughout the castle, mob spawners, traps and loot chests can be found. I will go into more detail further down. The castle is constructed from a variety of stone bricks and cobblestone.

    Exploring:

    Upon walking within 10 blocks or on top of the sunken castle, you will receive Players Bane, a 'curse' effect that similar to the mining fatigue you get when near an elder guardian. Except, while mining normally is possible, the player looses 3 whole hearts of health. The walls of the castle are two blocks thick and mobs come at you from all directions, so even a small loss can add up. This effects confirms you are near a sunken castle.

    Afterwards, find a tall pillar of stone bricks. On one of the sides of this, a ladder will let you go into the castle. This area is at the top of one of the towers, and no mob spawners or chests generate here. Instead, in the tower with the ladder, the top floor will have an iron sword in a frame, with a 10% chance to have 0 enchantments, 40% chance to have smite 4, and a 50% chance to have sharpness 4. After getting this sword, you need to wander into the dark down via some stairs to the bottom level of the tower, where a zombie spawner will reside. After lighting this up, you can proceed along the main corridor to the next tower. 2 tower bases will have loot chests while the other ones will have spawners. It is worth checking every part of every tower, as sometimes at the top of some loot chests can generate.

    Next, you need to find some iron doors that lead to the maze. You will probably end up breaking these, and you will carry on, trying to find the central room. One the way, zombies, skeletons and spiders will naturally spawn, as well as medium-sized slimes, that will only spawn once. Once you have reached the central room, there are zombie villagers hanging in cages from he ceiling, ready to be cured, and a slime spawner on top of a platform of emerald blocks. On one side of the room is the main reason you would have travelled there - a loot chest, containing very good loot, to help you out on the next quest you go on.

    Lastly, Player's Bane is removed once the slime spawner is destroyed. once all slimes in the central room have been killed.

    Chest Loot:

    Towers contain: iron nuggets (often a lot), gold ingots, leather, iron or gold amour (often damaged), tools like stone axes, swords and hoes. Occasionally also contains emeralds.

    Mazes contain: basically the same as the towers, but emerald are more common.

    The central room contains: four emerald blocks, generated underneath the slime spawner, inside the chest there is loot similar to the last two areas, but also with: diamonds, iron ingots, iron blocks, slimeballs, arrows, enchanted weapons (normally iron, but sometimes diamond hoes, axes), enchanted books.

    I hope you like the idea, and were able to read through the whole thing - I know this is a lengthy one!

    submitted by /u/cucumbertree666
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    When wearing a named head/helmet, other players will see that as your nametag instead of your gamertag.

    Posted: 14 May 2020 07:14 AM PDT

    I think it would make sense that if you name a helmet or head in an anvil and then wear it, your gamertag is replaced by the name of that item. This does not work in chat and you would see the player's actual name when you press Tab; it only changes the tag over your head. Of course this would have almost no use in singleplayer but I think it would be a cool little addition to multiplayer servers and realms. You would see the character's actual name when you press Tab.

    Edit: Maybe this could be enabled/disabled using a command, something like /gamerule doHatName true/false.

    submitted by /u/Penguin722
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    You should be able to pick the tone of a noteblock using a new menu

    Posted: 14 May 2020 08:12 AM PDT

    I recently made a noteblock song for my music class since I can't sing and cant play an instrument and I realize how annoying it is just to pick the right note. I propose to make a new menu just to pick the tone using a numbers and the corresponding colored note but you can select the number by typing it in.

    submitted by /u/N0BL3YT
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    Elytra upgrade: Phantom wings, Chicken and bat wings.

    Posted: 14 May 2020 10:38 AM PDT

    With the implementation of the smithing tables UI I think it would be nice if it had more than 1 use, I propose that elytra should be able to be upgraded with it. Phantom wings could allow you to dive and hit the ground without hurting yourself and increase speed, bat wings could allow you to have night vision when equipped and the chicken wings would remove fall damage when the wings break. Phantom wings would drop from killing a phantom and would be, like a wither skeleton skull, a 1/40 chance of dropping. The bat wing would be more common as a bat is less easy to kill due to its speed and is slightly harder to locate so would only be a 1/20 chance. The chicken wings would not not be as simple as attaching a feather to an elytra, you would have to find a pure feather which would only drop from a rare sort of chicken found in either the end or a totally new dimension and would be a sub-boss mod and when killed it drops an egg as a reward and the pure feather that when put in the smithing table with elytra would make chicken wings.

    Edit: the chicken boss could also reintroduce the diamond chicken but bigger or they could be the red dragon wings instead seeing as that idea never really got the love from the developers that it deserved.

    submitted by /u/faketwitchster
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    The F3 menu should tell you the right tool to break a block.

    Posted: 14 May 2020 11:54 AM PDT

    When you bring up the f3 menu, it should, underneath the type of block on right side, tell you the tool to break that block. For example, for a stone block, it would say "pickaxe" for a log it would say "axe". This is more useful now because a lot of blocks got the hoe for their tool. For items like dead bushes and leaves, where you need shears or silk touch to pick the item, it would say what you need to pick up the item.

    submitted by /u/Adiustio
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    A wandering trader forming a caravan should improve their trades

    Posted: 14 May 2020 01:35 PM PDT

    Currently: "Leading a llama actually signals up to ten nearby llamas (both tamed and untamed) to follow each other, forming a caravan. A caravan can have up to nine llamas in it, including the lead, whether it's an adult or a baby. Leashing a second llama forms a caravan of ten more llamas"

    The llamas leashed by the wandering trader will form caravans if they get in proximity of other llamas. Up to 18 llamas can therefore follow the wandering trader.

    The idea is to that a wandering trader forming a caravan should improve their trades in the same way levels improve the trades of villagers. With the amount of llamas being equal to the level of the wandering trader. The leveling would look something like this:

    Novice: 0-2 llamas

    Apprentice: 3-6 llamas

    Journeyman: 7-11 llamas

    Expert: 12-15 llamas

    Master: 16-18 llamas

    So improving the level improves the items they trade, improving the amount of llamas within a level could improve the price. With the natural spawning of llamas capped at 6 per herd at most a wandering trader could spawn as a journeyman, but anything above is dependent on the player for supplying llamas.

    submitted by /u/lj219b
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    The ability to craft dyed shulker boxes in 1 step

    Posted: 14 May 2020 01:15 PM PDT

    I just made 64 white shulker boxes (from shells, chests and dye) and it was so tedious to have to place each box back into the grid. I really think that adding recipes so dye can be put into the grid with the shells and chests would save time/tedium and not change the resources required.

    Here's an example

    I'm tempted to make a resource pack that would allow it, but I'd love to stay as vanilla as possible.

    submitted by /u/IntenselyBored
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    When wearing a zombie head, villagers should run away from you

    Posted: 14 May 2020 02:54 PM PDT

    I just recently got myself a channeling trident, and waited patiently for a thunder storm to get some mob heads, and was kind of dissapointed in them, to be honest. There's no achievement for collecting all 3 heads (or all 5 if you include wither skel & enderdragon), and there's no use for them in game. They're especially lame in java, as armour stands aren't customizable at all.

    But besides all the missed opportunities, I wanted to bring up one fun feature I would love to see in the game, which is having villagers react like you're a zombie if you put a zombie head on.

    But what's the point of this?

    Well first off, it sounds fun. It gives an extra funny in game "easter egg" to discover, as getting heads is an end game activity for the average player.

    But this could also be a helpful feature, as it gives a new way to move villagers, without using minecarts or boats. A player could push them into a tunnel or 1 block passage leading to the new area for the villager to inhabit, then put on a zombie head and chase after him as he runs in fear! This would be such a helpful feature to make villagers the tiniest bit more managable in end game.

    This would also increase the value of tridents. Which I believe is a very overlooked weapon, with a lot of power and exciting enchantments.

    Now the downside of wearing a zombie head, is iron golems would attack you on site, as I feel that's a balancing factor to this.

    Any input is very much appreciated!

    submitted by /u/crungyspogus
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    Wolves/dogs fall asleep

    Posted: 14 May 2020 11:11 AM PDT

    After you've been afk or have stood still for 3 sec- 2 min your dog will lay down just like a fox, and soon, fall asleep if the player keeps standing still. Also if the player makes a dog sit, it will sit there watching the player until it's out of its radius or the player stops moving. Then it will lay down and sleep just like I said in the start. If you walk away, it will wake up and stare at you until you're out of radius and then sleep. If you sneak next to it, it will still sleep.

    Wolves, they will act kind of like foxes but will sleep at night. If they're in a herd, they will sleep next to each other.

    submitted by /u/epiceyeball
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    the "Seeking" enchantment for a bow

    Posted: 14 May 2020 02:13 PM PDT

    basically, when you draw back the bow it zooms in farther, or maybe has a little animation where it grays out everything around mobs and mobs become more colorful as to highlight them a bit.

    Seeking I would probably just zoom in

    Seeking II would be a slight color adjustment

    Seeking III would be zoom in much farther and complete greyscale with color

    Seeking IV would be the equivalent if hitting someone with a spectral arrow (like the glowing affect)

    Edit: This would not be used for a crossbow, as it does not charge up the same way a bow does

    submitted by /u/Burning_Toast998
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    Smelting red sand

    Posted: 14 May 2020 10:10 AM PDT

    I think if you smelt red sand you should get red or orange glass

    submitted by /u/Boyrandom3
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    Sticky pistons stick to gravity blocks.

    Posted: 14 May 2020 02:07 PM PDT

    This would be a great addition as it doesn't affect redstone badly and lets trap making be even more creative. Maybe its like two blocks from the piston that stick.

    submitted by /u/JovanReddit4556
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    Curse of Ignition

    Posted: 14 May 2020 10:35 AM PDT

    When using or equiping an item with this curse it will set the user on fire at random.

    I came along with this idea and I can honestly take it out of my head, I think this would be an interesting yet simple idea for a curse.

    submitted by /u/Anlesvavor
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    Soul Light should distract cats

    Posted: 14 May 2020 10:13 AM PDT

    Specifically, Soul Torches and Lanterns, as we wouldn't want the cats dying from the fire like a moth. Maybe they could be attracted to coloured beacons, too. This all comes from cats being weirdly obsessed with coloured lights in real life. As soon as the cats see the soul light, they will just sit down and stare at it until you remove the light or force the cat away with a lead or something.

    submitted by /u/SlushBucket03
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    Strength of detector rail output depends on weight

    Posted: 14 May 2020 09:32 AM PDT

    Detector rails are useful, especially when combined with a comparator and chest or hopper minecart. However, there is currently no way to distinguish between whether or not a minecart is being ridden by an entity, as the output is always signal strength 15.

    My suggestion is to have the signal strength depend on the 'weight' of the minecart passing over them. So, a furnace* cart would give out a strength of 15 (as it's darn heavy), any other 'full' (entity or block) cart gives out 10, and an empty one gives out 5.

    The furnace cart could be grouped with the other 'full' carts (all then having signal strength 15), but I kind of like having it on its own, but either way works.

    *Java only

    submitted by /u/Ninesquared81
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    An underground structure.

    Posted: 14 May 2020 02:33 PM PDT

    Imagine this, you're just walking around in a cave, and suddenly you see a big mossy area at the end of it. Through the leaves you can see a small hole, you enter it and you find a underground structure of some sort.

    The traps:

    As you enter, you see a chest, you open it, and suddenly you fall into a hole that almost kills you. (The hole can be 15 blocks deep, it shouldn't kill you instantly.). You then find a staircase that leads to top floor. Up there are 3 traps (one of which i'll be getting into when i discuss the chests.). One trap is a double dispenser arrow trap (and because unlike the jungle temple it actually has accuracy), and the other is a trap that pulls down some pistons and reveals a pocket with Ancient Guardians wielding bows.

    The block pallete:

    The block pallete is sort of simple. Some stone bricks, mossy and cracked, and some patches of cobblestone and mossy cobblestone. There can also be patches of leaves and vines too, to give it a more overgrown and ancient type of feeling.

    The chests:

    Near the entrance, there can be a chest that is covered in some leaves, the hole trap chest, and one behind the staircase. On the top floor there should be one chest with a bunch of leaves covering it (in a more overgrown part). The third trap on the top floor is here, in the leaves there is a pressure plate, that when activated, shoots out a arrow nearby, and then through a delay uses a flint and steel on the leaves near the chest. (Now for this to work that specific chest should be able to burn. Also every item in it would be gone.)

    The loot:

    I could see the loot tables for the chests having iron gear, only rarely enchanted and also some rare diamonds, with iron ingots too. The chest behind the staircase would have a higher chance of diamonds.

    Locating:

    In a cave, there would be a mossy/overgrown part, and in the end (if it's a dead end on a cave) or on the side (if it isn't on a dead end) there would be a hole you can crouch through to enter.

    The scale:

    It would be around the same size as a jungle temple.

    The rarity:

    It would be around the same rarity as a dungeon.

    Now, I know that this is a lot of free restone (sticky pistons, torches, repeaters) but it's kind of needed for the traps.

    I have actually built this idea on a creative world and it works quite well!

    I dont really know a good name for this structure so tell me some good ones in the comments!

    submitted by /u/WraithPlayz
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    Iron bars suggestion

    Posted: 14 May 2020 09:14 AM PDT

    I think that water should be able to get through iron bars, but not as intense as if there was no block there, so maybe it gets through, but only at half level

    submitted by /u/Mexpotato
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    Racoons

    Posted: 14 May 2020 10:58 AM PDT

    Racoons would be a subtype of the fox that would spawn in the oak,dark oak, and the birch forest biomes. These mobs are although smaller than foxes are way smarter. These mobs would be able to open chests,would run away if you where holding a weapon and would be afraid of creepers and TNT blocks. When a racoon is on a chest it will take food or gem items like emeralds or diamonds. Players might even be able to tame the racoon with fish and when tamed the racoon would pickpocket mobs or players for whatever is in their hand and return it to the player.

    submitted by /u/superseagulls
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    Wandering Traders and Llamas

    Posted: 14 May 2020 02:53 PM PDT

    Wandering Traders and their Llamas could have special biome clothing depending where they are, like if they are in a winter biome the Trader gets a blue fluffy coat, and the Llamas get a blue carpet over them with fluff underneath.

    submitted by /u/19yroldgamers
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    Mob swimming animations

    Posted: 14 May 2020 10:39 AM PDT

    currently players are the only non-aquatic mob with a swimming animation. I'd be nice if mobs like cows, dogs, pigs, sheep, horses, ect could swim as well. They could kick their legs to move faster in water, this would make moving them over water less of a hassle as well.

    submitted by /u/CoolioAruff
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    Netherite pressure plate

    Posted: 14 May 2020 01:00 AM PDT

    A new type of pressure plate that functions like a normal pressure plate but if you put a comparator, it would give the output according to how much items the player that steps on it has in their inventory

    Could be good command free alternative for custom maps where the player's inventory must be clear

    submitted by /u/DarshilGoel
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    Sugarcane should be able to grow with water only under the block they're planted on

    Posted: 14 May 2020 10:01 AM PDT

    Sugarcane should be able to grow with water only under the block they're planted on

    Pretty simple

    They currently can only grow if they have a water block next to them.

    Now they can grow with the water block under the block they're planted on (only dirt)

    submitted by /u/City-scraper
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