• Breaking News

    Minecraft Chains

    Minecraft Chains


    Chains

    Posted: 24 Jun 2020 08:13 AM PDT

    The new chain blocks should link together. That would mean that if you pull the top one upwards with a piston, it drags the rest of the below chains up as well. I'm not sure how that would be useful, but so think it would make sense and be unique. Like slime/honey but you don't have to worry about the sides

    submitted by /u/Ampspam
    [link] [comments]

    Rare piglin drop to give a map to a bastion

    Posted: 24 Jun 2020 10:19 AM PDT

    EDIT: Rare piglin trade

    Some nether spawns are absolutely atrocious and it can be really difficult to find these things. It'd be way better if you could potentially get a map from a piglin. It would also make sense as a mechanic since it could be seen as the piglin thinking you're lost and giving you a map home.

    submitted by /u/AllomancerJack
    [link] [comments]

    Mirages in the desert

    Posted: 24 Jun 2020 10:34 AM PDT

    Off in the distance it looks like there's a village or a watering hole?! It disappears as you get closer

    submitted by /u/Otista
    [link] [comments]

    Allow us to shear Striders for string!

    Posted: 24 Jun 2020 12:12 PM PDT

    It seems wrong that you have to kill a friend in order to get the materials to ride them!

    Let us shear them for string instead!

    submitted by /u/ButterBeeFedora
    [link] [comments]

    Baby mobs should have half the health of their adult counterparts

    Posted: 24 Jun 2020 04:24 AM PDT

    I've never understood why baby mobs have the exact same health as adult mobs. It doesn't really make much sense giving adult and baby mobs the same health. In particular, the baby zombie is quite hard to kill as it's 4-5 times faster than regular zombies and has a largely decreased hitbox.

    submitted by /u/lemonny3663
    [link] [comments]

    Village Mechanic changes that help with iron farms

    Posted: 24 Jun 2020 07:44 AM PDT

    Sorry if the flair is wrong and please guide me as this is my first post here

    Specifically for Bedrock Edition, village mechanics are really wonky with the village center being able to shift to different places. This randomly alters the area in which iron golems can spawn. However, I think bells, which CAN be a village center should ALWAYS be the village center. However if no bells are present in the 32 block detection range of the villagers, a bed could be randomly chosen as the center of the village. So far, I am fine with other village mechanics and I am happy too that they increased spawn rates. However not being able to know where they would spawn would essentially make it useless.

    Also, I am not sure about village mechanics and iron golem spawning in Java Edition although I think if this idea is embraced by the Bedrock players out there, so will the Java ones.

    submitted by /u/Cyberfox14
    [link] [comments]

    Other armors should have unique tectures like the nether mite armor.

    Posted: 24 Jun 2020 02:22 PM PDT

    I know the s is something that might be in a texture pack but mojang showed us that they could make different textured armor so why not give them each something different and cool. ( maby you could do tools to) thank you for reading bye.

    submitted by /u/robot-armadillo
    [link] [comments]

    Parrots and chickens!

    Posted: 24 Jun 2020 02:17 PM PDT

    First off I think parrots move to slow in the game and shouldn't have to teleport. Secondly, I think they should fly horazontaly like bats. Speaking of bats, I think they should fly around the sky at night, not just in caves. Third is that chikens should peck and scratch at the ground. ( all the new mobs have cool animations like panda and fox. Some other anamal s should have unique animations.) thank you for reading, bye

    submitted by /u/robot-armadillo
    [link] [comments]

    Make target blocks solid on bedrock

    Posted: 24 Jun 2020 08:23 AM PDT

    Target blocks on java edition are solid blocks which means redstone power diverted into them powers adjacent components. For some reason mojang has yet again decided to limit bedrock redstone and make them transparent, thus designating them to be one of the most niche and useless redstone components added for a long time. I do not know why this is and it seems to be an odd decision by mojang.

    submitted by /u/keepcalm-and-kermit
    [link] [comments]

    The pauldrons on chestplates should change size depending on what type of skin you have.

    Posted: 24 Jun 2020 11:28 AM PDT

    The pauldrons are four pixels wide, fitting the classic "Steve" skin style perfectly.

    However, the "Alex" skin style has arms that are three pixels wide, making the armor look a bit... off.

    So, I suggest that the pauldrons be altered to fit the style of your skin.

    submitted by /u/whitestripe999
    [link] [comments]

    What if tool textured varied based on where you found them, or where they dropped?

    Posted: 24 Jun 2020 10:28 AM PDT

    This one's a stretch, but one I couldn't help thinking about. Say you found an iron sword in a treasure chest, what if it looked like a cutlass? The item wouldn't be any different from a regular crafted sword, but it would stand out a little more. It seems like a useless feature, but it could add more depth to the items you find. If not based on where you find it, maybe it could be randomized chance of a different texture when its dropped by mobs. This would also be great for servers. Differentiating different tool based on their texture. Please tell me your thoughts.

    submitted by /u/IronicalIrony4
    [link] [comments]

    End City Traps

    Posted: 24 Jun 2020 02:58 AM PDT

    End Cities should have chests that, upon opening, should spawn 3-5 endermites. It should be somewhat rare, and the chests will contain normal loot, but it gives endermites more of a purpose.

    submitted by /u/GameProPie
    [link] [comments]

    Minecraft Borderless windowed mode

    Posted: 23 Jun 2020 11:40 PM PDT

    Add borderless window to minecraft so people with 2 monitors dont have to suffer any longer

    submitted by /u/drizzyLGA1151
    [link] [comments]

    Village works

    Posted: 24 Jun 2020 09:08 AM PDT

    All professions and roles villagers have should have an impact on a village, and their quality of life. Having more reason for players not to trap villagers inside their trading dungeon, and allowing villagers to be free to access more areas. Leaving consequences for not having a stable economy in the village's society.

    Farmers should play an important role in a village supplying, and distributing food between all villagers, allowing them to eat. Now that is already a thing for villager breeding, however, for not having a regular food supply will cause a famine, and prices would rise, villagers would be unable to regenerate health, if been damaged. I don't expect them to die, but they would be really susceptible from attacks.

    Fishervillagers act similar to farmers in supplying food, however they aren't restricted by their farm, if farmers have no farm, then they can't supply, fishermen are a safer alternative to farmers, however farmers can be better assuming they have a good sized farm.

    Butchers provide the best quality food, and aren't restricted to farms. However they will only supply food to those who have enough emeralds. If a villager has enough emeralds, they'll go to the butcher, and then prices would decrease in the villagers stock.

    Librarians They can increase the amount of experience each villager gets when trading, by a slight bit, having more librarians will effect more villagers. They also can decrease the amount of nitwits that are birthed. With higher levels of librarians increases the experience gained by villagers in a village, while trading.

    Weaponsmith they are responsible for golems, for their creation, and regular repairs. They'll have an influence on how many iron golems could be spawned in at once.

    Armourer They'll supply villagers with armour when a raid begins, the quality of the armour depends on how high the armourers level is, and the amount distributed between villagers is influenced between how many armourers there are. With higher armour, villagers can survive against more damage that has been inflicted on it.

    Toolsmith would impact how often a villager is able to restock their trades. It's level decreases the time for each restock, and the amount of Toolsmiths also has an influence on how many other villagers it effects.

    All villagers will impact each others trades, with more villagers there will be more supply when trading. With more villagers having the same profession would create competition, and prices would drop.

    submitted by /u/King_Bl1ng
    [link] [comments]

    Chains should stick to other chains so you can move them all at once with pistons

    Posted: 24 Jun 2020 07:35 AM PDT

    They could also stick to lanterns

    submitted by /u/Grape243
    [link] [comments]

    Compass' should be able to be held in the offhand.

    Posted: 24 Jun 2020 03:52 PM PDT

    I think the compass could serve much of the same purpose of the map, which you can hold in the offhand. And now with the lodestone in the game it would be way more useful than before.

    submitted by /u/OGS_Galactic
    [link] [comments]

    More Jungle additions

    Posted: 24 Jun 2020 03:26 PM PDT

    jungles aren't particularly dangerous and only have passive mobs for themselves so here's an idea!

    Ambusher

    Ambusher are illagers with green clothing and mud on their faces that hide behind blocks and in double tall grass waiting to attack players with their poison bows they have 12 hearts and do the same damage as pillagers plus poison with a longer range. they drop 0-3 emeralds, 1-4 vines and 0-3 poison arrows with the small 8.5% chance to drop a bow damaged or not.

    Moss golems

    Moss golems are nuetral mobs that are made from foliage and leaves and have 30 hearts and do half the damage of iron golems with the same damage but with a poison effect. Moss golems are also immune to poison and blindness but are extra vulnerable to wither and fire. They can be created using 4 leaves and a melon. they drop 4-12 leaves and 1-3 cocoa beans with a 60% chance to drop 1-2 golden apples. They attack all undead mobs.

    Goblins

    Goblins are small hostile mobs with 15 hitpoints that do 2 hearts if damage on easy 3 on Normal and 4.5 on Hard they are quick and michevious picking up all ores and gems other than coal and dropping them on death. they are afraid of and hated by Illagers and will spawn with iron axes or bows. goblins drop 0-5 gold, 0-2 emeralds a 5% chance to drop a diamond they have a 8.5% chance to drop their natural weapon. They spawn in groups of 2-7 and can be breed like villagers.

    Augouties

    Augouties are small animals with 4 hearts which will eat most type of crops and can be tamed and bred eating all crop items and when tamed will gather and bring you food items. They are hunted by foxes, wolves and ocelots.

    Rainy days

    When in a jungle there is an increased chance it will rain

    thick vegatation

    When in double tall grass in the jungle you will get a breif invisibility buff

    Lush grounds

    Crops, grass and trees grow 2x Faster in the jungles.

    I am free to criticism and commentary

    submitted by /u/Spraxinator
    [link] [comments]

    Different wolf textures

    Posted: 24 Jun 2020 02:53 PM PDT

    I know that this is like a texture pack thing but if cats can be different SO should DOGS. There should be dark brown, light brown, black, white, and white with black spots, orangey brown, and of course grey. They should only have these colors when tamed. And they have different eye colors based on breed. Thanks for reading bye.

    submitted by /u/robot-armadillo
    [link] [comments]

    Psyche Shrubland

    Posted: 24 Jun 2020 02:42 PM PDT

    The Psyche Shrubland is a biome found in the End. It would be uncommon, about as common as a savannah. The floor of the Psyche Shrubland is made up of Psyche Endstone, with a deep purple grass-like texture on top. Chorus Plants, Endermen, and End Cities do not spawn here.

    Spread around the biome are Psystalks, tall, yellow growths that resemble tentacles coming out of the ground. When broken, they drop a Psystalk Block, which can be used like wood, craftable into planks and other variations of blocks. Placing a Chorus Flower on Psyche Endstone will convert it into a Psystalk Flower, which can grow to create a full-grown Psystalk.

    Instead of normal Endermen, Psychic Endermen spawn here. They look like regular Endermen but have a purple tint with yellow vines and dark-yellow eyes. They have the same amount of health and deal the same amount of damage as a normal Enderman, but they have 10 armour points. They tend to avoid the player, teleporting away if they get too close. Their teleportation abilities are quite limited, and can only teleport up to 5 blocks in any direction, and takes up to 10 seconds to be able to teleport again. Once provoked, they will behave like normal Enderman until they are down to half health. When this happens, they will start to repel the player with their psychic powers. The easiest way to kill them now is using a ranged weapon, as they cannot see it coming and can not teleport away in time because of their limited teleportation abilities.

    Upon death, a Psychic Enderman will drop several Psystalk Flowers and have a chance at dropping a Psychic Pearl. If a Psychic Pearl is thrown at a mob or a player, the target will teleport directly where the thrower is standing. All End mobs and boss mobs would be immune to this. Maybe it could have more uses, but I can't think of any right now.

    submitted by /u/GlopticalIllusion
    [link] [comments]

    The old crafting

    Posted: 24 Jun 2020 12:52 PM PDT

    I think it was better before the new nether update because the recipe book use to tell you what you needed to craft everything.

    submitted by /u/Redd1tRat
    [link] [comments]

    Critical hit damage should be proportional to the distance the player falls

    Posted: 24 Jun 2020 12:44 PM PDT

    This could be additional damage dealt per block fallen or air time or something. It should also have a cap so the player can't one shot a wither or something.

    submitted by /u/Nosbod_
    [link] [comments]

    Particle effect when enchanted item breaks.

    Posted: 24 Jun 2020 12:40 PM PDT

    Right now, when an enchanted item breaks, the effect looks exactly the same as when an enchanted item. The particles don't have the enchantment glint or anything.

    Instead, when an enchanted item breaks, not only should the particles have the enchantment glint, it should also have another set of particles that look like purple sparks to give the idea that the enchantment on the item has broken and the spell dispersed instead of just disappearing.

    submitted by /u/Yah-ThnPat-Thn
    [link] [comments]

    Leather Armor is needed to craft Iron Armor

    Posted: 24 Jun 2020 04:46 AM PDT

    https://i.imgur.com/qng2UlU.png

    A common complaint I see is that leather armor is too hard to get but iron armor is too easy to get, which is a little unbalanced. This solves the issue by forcing players to first acquire leather before being able to wear iron.

    I don't know if the same restriction should be applied to diamond. For consistency's sake, maybe. This is also more realistic, because warriors used to wear something underneath their armor, like a gambeson, instead of wearing it metal to skin.

    This only solves one problem. The acquisition of leather should be reworked as well.

    submitted by /u/VerySlickRhymes
    [link] [comments]

    Compasses should point to players holding their respective Lodestones.

    Posted: 24 Jun 2020 12:19 PM PDT

    There's a lode of things you can do with this feature. For one, in multiplayer servers, it can be used to track other players, minimizing the use of F3/debug-screens meet up with players. In singleplayer worlds, it can be used to track wandering mobs or create cool item-frame compass animations.

    submitted by /u/LSD_Gaga
    [link] [comments]

    Fashion

    Beauty

    Travel