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    Minecraft Curse Idea: Curse of Ignorance

    Minecraft Curse Idea: Curse of Ignorance


    Curse Idea: Curse of Ignorance

    Posted: 04 Jun 2020 12:49 AM PDT

    This curse could be applied by accident in an enchantement table and it is not displayed on the enchantement list of any items.

    Once you use the enchantement (either by holding the item or equipping it in the item's specific slot) you will lose all knowledge about the item. It's durability, enchantements, stats and name will all be hidden. (To go the extra mile, it could have a special texture so you couldn't even know what type of item it is.)

    Looted items with this curse will also hide any other curse before the item is used which could add a layer of trickery to looted curses.

    EDIT: Awesome implementation ideas in the comments by u/simanalix

    EDIT2: Feedback site link

    submitted by /u/kodicraft4
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    Blacksmiths will occasionally repair damaged Iron Golems

    Posted: 04 Jun 2020 01:40 PM PDT

    I think the title says it all, but I think it would be a nice touch to villages. It would also give some villages a chance to recuperate after, say, a raid, where surviving Iron Golems can be repaired by a Blacksmith. Other villagers can make "contributions" to the repair, such as giving the Blacksmith some extra resources, an increase in food, or more to aid in the repair of an Iron Golem. Any additional Blacksmiths can come and help. Since villagers don't have the same "abilities" as the player, it is logical that a full repair time would take some time, roughly 5-10 IRL minutes. A repair is forfeited and repair progress is lost if:

    • A raid starts
    • A hostile mob enters the village
    • The Iron Golem is provoked
    • The Blacksmith(s) repairing the golem is hurt and/or killed

    A full repair time refers to the amount of time it takes to fully heal the Iron Golem to full health, and thus repair time is a bit dependent on how much damage the golem has suffered.

    Player-spawned golems will not be repaired by any local blacksmiths.

    I am open to critique and will alter this post as such.

    submitted by /u/FadeShock
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    Dimension messages in chat

    Posted: 04 Jun 2020 09:05 AM PDT

    Idk I just think it would be cool if you could see when someone enter or leaves a dimension e.g. "Blockybirul has left the nether" or "BigBoysEatPizza has entered the End"

    submitted by /u/meghdoot_memes
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    What if armor stands held lanterns in a different way?

    Posted: 04 Jun 2020 01:28 PM PDT

    Armor Stands are very fun and unique, but one way I feel that we can make them a little more interesting is by giving them fresh ways to hold certain blocks and items, like the lantern.How I imagined it.

    submitted by /u/Big_Boy_Ace
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    You should occasionally see piglins placing piglin banners to signify that it is their territory!

    Posted: 04 Jun 2020 05:43 AM PDT

    It is a pretty simple idea, but it adds the more ambience and fear to the nether. They are basically wanting more land for they own kind and if mobs are in the territory, they will willingly kill them. Of course, if you are wearing gold armour, they won't proceed to attack you. And maybe if you pick up the banner, they will attack you, even if you have gold armour equipped.

    submitted by /u/Shrek_Was_Here
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    Who's in my bed? Bedstone!

    Posted: 04 Jun 2020 09:53 AM PDT

    i was just talking about an automatic wheat farm that someone was designing. they were using a farmer to sow wheat seeds, and then using water to flush the grown wheat/seeds into a hopper line for collection.

    i was suggesting that they somehow separate the seeds from the wheat, and then direct the seeds to over the villager's bed. then connect a daylight sensor so that at nighttime, when the villager is in bed, an auto-dispenser refills their inventory with seeds.

    this led me to ask whether or not beds can be measured via comparator. and they cannot.

    would that be interesting? using a comparator to get a signal from a bed. if the bed is unoccupied, the signal is 0. if there is an entity sleeping in the bed, it outputs 15. alternatively, you could make it so that a villager outputs 10 and a player outputs 15.

    considering that villagers sleep in beds now, it might be an interesting and useful feature to be able to determine if a bed is currently occupied or not.

    submitted by /u/doc_shades
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    During a raid, illagers have a chance to burn Village houses down.

    Posted: 04 Jun 2020 12:27 AM PDT

    This could be an exclusive feature on hard difficulty, or could have a chance of happening on all difficulties.

    submitted by /u/SamuelDoesNotExist
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    Overhaul of the ender dragon fight

    Posted: 04 Jun 2020 07:40 AM PDT

    The ender dragon fight seems very boring and easy to be the final boss fight. However, I dont think it should be plain harder(dragon has more hp, more damage, etc.), because it would make the fight very boring and not interesting. I think that the fight should have more mechanics and variation. Not everyone wants hard bossfights however, so the dragon attacks listed below are eiter active on all or only on certain difficulties. Almost no following attacks are on easy and none are on peaceful.

    first phase

    The first phase of the fight is about destroying the crystals, but it seems very easy since you just need a regular bow plus you have unlimited time to destroy the crystals and the dragon doesnt even mind you most of the time. From now on, iron bars cover the end crystals properly so its neccesary to pillar up.

    crystal repair(medium and hard)

    Whenever the dragon is sitting on the bedrock padestal, has at least 90% hp, at least 1 crystal is destroyed and at least 2 crystals are left, the remaining crystals start repairing the destroyed ones and stop healing the dragon temporarily. The repair takes 5 seconds per crystal and right before a crystal is repaired, an explosion happens on the pillar(similar to dragon resurection process), but crystal repair doesnt repair the obsidian pillar. When the dragon's health goes under 90%, all crystals are repaired/destroyed or she exits the padestal, the repair stops. The best strategy to stop the repair is putting the dragon under 90% hp.

    padestal aura(easy, normal and hard)

    Whenever the dragon is sitting on the bedrock padestal, the whole padestal gets covered in a new type of dragon's breath, the static dragon's breath, which deals more damage and can't be picked up. This means that you can't be inside the bedrock padestal when the dragon is sitting on it without taking damage and bed exploding takes even more skill.

    acid shower(normal and hard)

    The dragon will ocasionally start an acid shower(acid being dragon's breath). She starts firing dragon fireballs extremely quick, but only straight under herself instead of aiming. This attack only lasts for a few seconds and the dragon doesnt care if she hit you or not.

    second phase

    The second phase is after you destroyed the crystals and the dragon can't heal anymore. When all crystals are destroyed, the dragon roars and heals to full hp one final time, which makes damaging the dragon before destroying all crystals useless apart from stoping crystal repair. She also starts having purple cracks and becomes enraged. Enraged dragon is much more aggresive, has additional attacks and roars frequently. When all crystals are destroyed, all obsidian pillars get covered in static dragon's breath until the dragon is defeated.

    projectile aggrovation(normal and hard)

    Whenever the enraged dragon is hit by a projectile that dealt damage to her, she will immediately target the player that shot the projectile, and on hard difficulty the attack can't be cancelled by dealing damage to the dragon. The attack can be dodged however, but requires effort to do so.

    warp stab(normal and hard)

    When the dragon is enraged, she sometimes starts a new attack called the warp stab. She starts producing a large ammount of teleportation particles and then disappears. After 3-6 seconds, she appears behind the player and attacks. After that she flies back up.

    desperate rush(hard)

    When the dragon is under 10% hp, she starts her final attack called the desperate rush. She flies to the ground and goes under. After a few seconds, she rises from below and attacks the player. She rushes the player and attacks over and over from all sides quite quickly, while being partially burried in the ground(like 1/3 or so). She flies in an "8" pattern with player in the middle and hits him until one of them is defeated. Only the first dragon has this attack, because she's desperately protecting the egg. Other summoned dragons lack this attack.

    I think these new attacks and mechanics would help flashing out the potential of the ender dragon as well as being optional, because not everyone wants minecraft to be challenging.

    submitted by /u/mcupdatewanter
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    Crafting red dye from redstone

    Posted: 04 Jun 2020 11:41 AM PDT

    Short and simple: it would be a lot easier if we could craft red dye with redstone. We get a few redstone per ore, so why not put the extra redstone we get to use?

    submitted by /u/teenage-friendbag
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    Setting a grass block on fire should turn it to coarse dirt.

    Posted: 04 Jun 2020 01:42 AM PDT

    I also think that to make this a little more present in gameplay fire should spread just a bit on grass blocks. Nothing big, just something worth taking care about. It only makes sense, or at least to me it does, that fire should ruin more than just wood.

    submitted by /u/Rainbow_lllllama
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    Facing of Workstation Blocks

    Posted: 04 Jun 2020 01:56 PM PDT

    I feel like it would be a common suggestion
    Basically you can place blocks like Fletching table, Cartography table and Smithing Table to face in different directions. It would make the blocks more friendly to builders, especially the cartography table (we all know the side :)

    submitted by /u/BrightBoi128
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    Improvements to Desert Temples

    Posted: 04 Jun 2020 12:23 AM PDT

    Desert Temples are an intersting structure. They contain good loot and look really good. But there is a problem, they haven't received an update since forever and are really predictable. Break in through the top, don't fall onto the pressure plate and break it, and loot the chests. So I have two ideas for this structure.

    First of all, there is a new mob, the Lost Adventurer.

    The lost adventurer is long dead and lives in two blocks called Chiselled Cobblestone. You have on goal, flick the lever on the foot of the block and stop the adventurer spawning, without waking him up.

    You have to sneak to be able to safely flick the lever. If you run, jump or walk, he awakens. The blocks vanish and you need to defeat him to be able to loot anything. He has 20 health points and runs quite quick. He hits you with his gold axe, only dealing a heart of damage.

    However, there is one deadly attribute about him; he has a chance of inflicting you with a negative effect.

    On Easy, there is a 20% chance of you getting affected

    On Normal, there is a 50% chance of you getting affected.

    On Hard, there is a 70% chance of you getting affected.

    On Hardcore, there is a 100% chance of you getting affected.

    It can give you Poison for 10 seconds, Weakness for 20 seconds, Slowness for 15 seconds, or Blindness for 5 seconds.

    Upon death, he drops iron, string, sand and a unique item; the Adventurer's Mask. It grants permanent Speed I when worn, and thus is really good for exploring or getting around.

    Secondly, the loot.

    Instead of always having the same trap, there will be one of 5 random traps that can generate, each one having a 20% of generating.

    Trap No. I, Classic Trap

    This one is the one that currently exists, with the pressure plate and TNT

    Trap No. II, Classic with a TwistThis is very similar to the one that we all know, but it has an observer under the Pressure plate, so if you break it it triggers the TNT.

    Trap No. III, Scary Chests

    The chests are replaced with Trapped Chests, which trigger TNT behind them. You can identify this trap by a band of green terracotta above the chests.

    Trap No. IV, Lava Fall

    The walls are replaced with lava, that has a bit of blocks at the bottom to stop it from covering the chests.

    Trap No. V, Mob Filled Pit

    This one is probably the deadliest of all. In the loot room, there will be 5 random mobs in it. It is chosen from one of these:

    Witch, Zombie, Skeleton, Spider, Cave Spider, Husk and Slime.

    Any thoughts? Leave them below!

    Edit: Now some people have said that I should add a boss to desert temples. And despite the fact that it sounds absolutely AMAZING, it doesn't really fit into the theme of Minecraft. Plus, Desert Temples are far too small to fit a mini boss. Plus if Mojang Studios really wanted to add a desert temple boss, the Lost Adventurer could just be buffed.

    submitted by /u/Da_Chicken303
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    Village evacuation possibility

    Posted: 04 Jun 2020 12:54 PM PDT

    Villagers will evacuate if one villager is very close to illagers.

    The villager goes fast to another villager and spread the word. Any villager thats asleep would be forget.

    Some villagers will not believe and continue their work.

    There is a 5% chance that none villagers will believe and continue their daily habits. There is also a 2% chance that the villager will run away alone.

    The villagers will go to the nearest village and live there or make a camp fire and mini houses where they will live for a while till they go to other villages to live.

    If it happens that only one villager will run away, than he will live day and night alone near a camp fire and a mini house

    What do you think? Anything that could be added/improved?

    submitted by /u/Enocyt
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    Phantom Parcels: the magical mail service

    Posted: 04 Jun 2020 03:42 AM PDT

    What in the Overworld could a Phantom Parcel be? That's a very fitting question to ask, as you'll soon see...

    Combining any single-stack-or-less quantity of an item with a single Phantom Membrane (and maybe a single dye) via a shapeless recipe wraps it up into a Phantom Parcel, an unstackable special item. Holding the Use button while it's in one of your hands unwraps it, re-exposing the item inside and likely destroying the wrapping.

    In Survival and custom Adventure maps it's a way for certain items to be obscured while inside chests before you get the opportunity to safely inspect them, adding an element of risk to explorers simply grabbing the most interesting items from a loot Chest and running. Some Villager types (Wandering Traders/Clerics?) could potentially also have a rare randomised Phantom Parcel trade, or want to buy parcels made by the player. You might get ripped off sometimes, but that's part of the fun.

    The primary purpose is to enhance Survival Multiplayer, though. Naming Phantom Parcels in an Anvil allows them to be sent as a sort of magical mail service via Ender Chests!

    If a player with the Phantom Parcel's name has ever logged onto the server before (protecting against typoes) and there is a free inventory space in the reciever's Ender Chest, the item will be transferred from the sender's one to the reciever's.

    They can be used as surprise gifts players can prepare for their friends on birthdays and gift-giving holidays, as well as part of day-to-day trade. They'd also have the name of the person who wrapped it (like signed Written Books).

    From a survival perspective, this gives additional value to the Phantom and its drop for players who don't have or aren't particularly interested in Elytra, and don't need slow-falling potions. It also partially addresses that you see the mob disproportionately in SMP because it's hard to coordinate sleep when other people are online. They're hard enemies to beat - so the Phantom Membranes definitely need a boost in utility to match!

    submitted by /u/toaster1
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    Putting gunpowder in the top slot of a furnace/blast furnace should do the same amount of explosion as TNT if there is fuel

    Posted: 04 Jun 2020 03:09 PM PDT

    I mean it makes sense, if you light gunpowder on fire it explodes, so why not in a furnacd

    submitted by /u/karentheirmykids
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    A way to turn off lanterns

    Posted: 03 Jun 2020 08:59 PM PDT

    The title is self explanatory.

    This would be a really good detail for haunted/abandoned builds!

    It would also be good for a light source that can be toggled that doesn't require redstone interaction. (e.g.: Redstone Lamps).

    Just simply right click a lit lantern with a stick, and it will be turned off and won't produce any light and the texture will change.

    To turn it back on, right click it with coal/charcoal/blaze rod/blaze powder. The item will be consumed and the lantern will be lit up again!

    This would also work for soul fire lanterns.

    This would add 2 new blocks/items to the game:

    Unlit Lantern (minecraft:unlit_lantern)

    Unlit Soul Lantern (minecraft:unlit_soul_fire_lantern)

    If you mine an unlit lantern/soul lantern you will - obviously - get the unlit lantern/soul lantern item.

    Bonus Idea: Turning off a Soul Lantern could make some of the soul particles! (The same ones produced by the soul speed enchantment).

    submitted by /u/Everedeck
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    Mechanically Interactive Mob Variation Ideas

    Posted: 04 Jun 2020 05:49 AM PDT

    I don't know about the rest of you, but the more interactive a hostile mob's mechanics are, the more interesting they are in general. One of the single greatest mob updates of all time was the various horde mechanics added to the zombie. As such, I've compiled some of my own ideas on how to make the mobsphere more interesting in general:

    Zombies:

    -Base Zombie:

    First thing's first, remove the 2 points of armor that is included on all base zombies. You'll see why I'm doing this in a second. And then make base zombies move ever so slightly faster, I feel that as they are now, they're sliiightly too slow to be considered dangerous (Youll notice that I have a bias for increasing difficulty, feel free to ignore if that's not your style).

    -Husk:

    Husks keep the base movement speed that is present in the current game. Husks have an added damage reduction value that operates much like armor, and the unique armor points are equal to the amount of health the Husk has lost out of its ten hearts. If a husk is missing 5 hearts (10HP), it has 5 armorplates (10 armor points) worth of damage reduction. The idea that as you damage them, mummified sandy parts of their body no longer count as health but still protect the mob from damage.

    -Drowned:

    First thing's first, nerf the heck out of trident throwing rate, please and thank you. Next, make drowned swim much quicker, but have slightly slower base movespeed on land. Next, when a drowned melee attacks you, you lose one bubble of air. I was also thinking that as long as drowned are underwater, they have a Regeneration I equivalent.

    -Frigid:

    New zombie that spawns in the same biome as strays would. They move at the current base speed, which would be slower than my new zombies, and they have a higher base damage. They also deal slowness on hit, like strays. They either float in water or do that plus have inherent frostwalk. Since they're covered in frozen flesh and ice, they have a base unique armor equivalent of 20 points, a full set of diamond without toughness, however, in non-snowy biomes or while on fire or near fire/lava, they begin to permanently lose these unique armor points.

    Arthropods:

    -Acacia Ants:

    Silverfish-like bugs that harmlessly live in large acacia trees and swarm you when you get too close. I learned about this IRL species recently and thought it would spice up savanna biomes nicely.

    -Cave Spider:

    Change their base health to 5 hearts, but because arthropods have an exoskeleton, give them 2 points of armor. Return all spider's ability to see through walls please, they removed this when better pathfinding was introduced and I don't know why.

    -Spider:

    Basic spiders now have 15 hearts, spawn more often in caves, increased movespeed, and have 4 points of armor. They also deal like an extra half a heart of damage or something. Spiders are currently not scary at all, so this plethora of minor buffs should make them at least spooky to encounter. Oh right, all spiders are now immune to fall damage. Climb to your hearts' content, leggy bois.

    -Jungle Spider:

    A new 3x3 block size green spider that spawns specifically in jungles. It has 20 (or more) hearts, 6 points of armor, 4.5 hearts of damage or smth. It has a 3 block high jump while attacking. Infinite VERTICAL vision, so if it spawns up in the trees, it will see you from up above if you're close enough, and jump down on you. It also gives you maybe 5 seconds of nausea. Not enough to incapacitate you with one bite, but if it keeps it up, the nausea effect will have enough time to get into full spin. Is hostile even during day, #MakeJunglesDeadly

    -Scorpion:

    2x2 desert variant of the spider that only spawns aboveground in night. Nocturnal, like the rest. Same speed as current ingame spider, so slower than my new spider. 15-20 hearts, 8 armor points, 10 damage, and it does a two pronged attack. First its 10 damage attack with its pincers, then if you're still close after about a second, its second attack is a sting that gives you Poison II. Since its only aboveground, it should have extremely long range vision, like 40 blocks or smth. Night time in a desert should be the worst <3

    -Giant Centipede:

    Only spawns underground or in mineshafts in mesa biomes. 30 hp, 10 armor points, 7.5 hearts of damage, deals a large value slowness if I wanna be really mean. Extremely fast, always hostile, targets and kills bats, can burrow in gravity blocks like sand. Basically the ultimate in raw danger. If you havent noticed, I'm now making it required to have a bane of arthropods sword in certain biomes >:)

    -Cave Spider Queen:

    The general concept is enough, im sure stats would need tweaking, but in general, like 50 hearts, 10 armor, 10 damgage, poison II, spawns cave spiders, etc etc. Drops 8 spider eyes, like 24 string, etc.

    Skeletons

    -Base Skeleton:

    8 hearts instead of 10 for now. Can spawn with various weapons other than bows, but the bow is the most common. Will actively mount wild spiders, making spider jockeys the common occurrence instead of this quirky not-so-dangerous rarity. Here's the big one; Horizontal vision range increases by one block for every block higher the skeleton is to the player (or in other words, its vision is an ever expanding downward cone shape), so a skeleton up on a tower or mountain can be firing down at you from afar, which i think is pretty cool.

    -Wither Skeleton:

    20 hearts, please, they're pushovers right now. Can spawn with bows as well, and arrows fired will wither instead of cause fire.

    -Jungle Skeleton:

    Vine-covered skeletons that can climb walls and shoot poison arrows. Only spawn in jungles. 10 hearts, but take triple fire/lava damage.

    -Fossil:

    Desert skeletons with a fossilized look. Almost never spawn with bows, and only sometimes spawn with swords, but deal more base physical damage thank Husks. Also don't burn in sunlight, but still act like they do and will take cover. Drops a bunch of bonemeal when killed.

    Long post, I know, but I hope I've portrayed how a more interactive mobsphere can make basic exploration just that much more interesting. Finding new mobs, maybe forgetting that a certain mob type exists and getting jumped by it unawares. Actually having arthropods that beg the use of the BoA enchantment, stuff like that. These were just base mob variations, but there could be plenty more just like this, maybe different types of ghasts, etc etc. Also give ghasts 30 hearts, please.

    To note tho, I don't like the idea of creeper variations. The creeper is a minecraft icon, and I feel like saturating its name just depreciates its notoriety value without really adding much. You only really need one kamikaze mob. The only other "variant" in the game currently is the exact same mob that just got hit by lightning (altho if they could just spawn naturally during thunderstorms, that would be rad).

    submitted by /u/Headcrabhat
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    An Update Idea

    Posted: 04 Jun 2020 06:46 AM PDT

    So, a lot of people are looking forward to a possible cave update. But an area of the game that I believe could use fleshing out is something that bothers me the longer I think about it. The best food (not including gapples/garrots) is steak/Porkchops. Just outright the best food, great saturation, easy to make in high quantities, great food replenish. And this bothers me because you can make nicer foods that require more effort. See cake or pumpkin pie, but they just aren't as worth it.

    And so I suggest a cooking/chef update. Adding new and interesting recipes and ingredients for different foods that may be better and more situational than steak! Imagine something like beef jerky, you make it and it doesn't replenish much food, but it has the highest saturation in the game. Or maybe something like different fruits and different combinations of ingredients that can apply less potent effects than potions but for longer periods of time. Like a very slight health regen for 5-10 minutes or even longer!

    Here are some other recipes for non-overworld foods!

    •Chorus Fruitcake: teleports you in the direction your momentum is moving for a short distance •nether shroom chowder: short term fire resistance, but can only be held in bowls (non-stackable)

    I'm just spit balling, but I'd love to see y'all's opinions on this.

    I'm also not sure what people want when they talk about a possible cave update.

    Edit: Formatting and spelling

    submitted by /u/RockSkipper22
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    Curse of explosion

    Posted: 04 Jun 2020 03:16 AM PDT

    When the tool you are using breaks, it will explode, dealing lots of damage to you.

    submitted by /u/Amazink101
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    Slime block items should bounce

    Posted: 03 Jun 2020 07:31 PM PDT

    Whenever you throw slime blocks out of your inventory, they should bounce when they hit the ground, just to keep things consistent with slime block mechanics.

    submitted by /u/isqewb3
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    Lecterns allow you to edit books

    Posted: 04 Jun 2020 10:18 AM PDT

    Like the cartography table, the lectern would be used to edit and make copies of books. Instead of crafting the book and quill, to edit books you would need a normal book, an ink sac and a feather (one per book), which all have slots in the lectern for storage. It could also allow for more customisation options, like changing the title of the book or the colour of the enchantment glow using dyes. You could also add paper to a book to extend how many pages it can have, with the default being 20 pages.

    I think that this would add parity between the workstations and make writable books more interesting.

    submitted by /u/mounderfod
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    Stackable paving stones similar to snow layers

    Posted: 03 Jun 2020 11:50 PM PDT

    You know how snow layers can be stacked to achieve different thicknesses. I think it would be cool if you could do that with paving stones to make more textured and unique ground planes.

    submitted by /u/Laniekea
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    Fashion

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