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    Minecraft Iron golems spawned in the nether should be covered in warped/crimson fungus instead of vines and flowers.

    Minecraft Iron golems spawned in the nether should be covered in warped/crimson fungus instead of vines and flowers.


    Iron golems spawned in the nether should be covered in warped/crimson fungus instead of vines and flowers.

    Posted: 10 Jun 2020 10:32 AM PDT

    Just a nice aesthetic detail

    submitted by /u/CoolioAruff
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    Hellfire Enchantment

    Posted: 10 Jun 2020 06:35 AM PDT

    This would be a treasure enchantment only able to be found in the upcoming Nether Bastions. This enchantment would work like the current Fire Aspect enchantment, but with a few differences.

    The Hellfire enchantment causes the following:

    • 240 ticks of fire damage to the damaged target.
    • The hellfire enchantment can light nether mobs on fire.
    • Up to Two Levels.
    • If there are multiple nether mobs in the vicinity, the Hellfire spreads between them as follows.
      • The nether mob on fire can spread that fire to mobs within one block of itself, lasting for 80 fewer flame ticks per spread.
        • 1st mob 240 ticks, second 160 ticks, third 80 ticks.
      • The fire spreads to different Nether mobs depending on the Hellfire enchantment level.
        • One spread with Hellfire I, Two with Hellfire II.
      • The fire only spreads to nether mobs currently hostile to the attacking player.
    • The mob attacked by the player with a Hellfire sword leaves a trail of fire where they walk.
    • Can only be applied to a Netherite Sword.

    Edit: Changed the fire damage to soulfire damage. Halved the burn duration due to soulfire doing 2x the damage of normal fire damage. (Credit: u/The_Human_Empire)

    Edit 2: Reverted suggestion mentioned in the edit above to comply with FPS list.

    submitted by /u/Luke58665
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    Logs have a chance to be stripped when struck by lightning

    Posted: 09 Jun 2020 08:22 PM PDT

    A simple change that might add more realism to the game while not breaking anything.

    In real life, when lightning strikes a tree, it heats the water at the base of the tree, and the steam pressure blows off the bark.

    While this doesn't really change much in terms of gameplay, it can also be a way of teaching new and returning players about stripped logs (a relatively new addition).

    submitted by /u/Chrice314
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    Different death screens

    Posted: 10 Jun 2020 07:39 AM PDT

    There should be different death screens when you die in different situations and dimensions. They would add a fun look to MC when you die in lets say, a pool of water.

    A black death screen with a rushing wind sound will occur only if you died in the Void. The screen will fade to black, but only in Bedrock, as the void is already black in Java.

    A look of red-hot glass some ashes on it is a death screen background if you die whilst burning up on fire, in lava, and on magma/campfire blocks. A roaring of fire sound effect occurs, furthur adding realism. If on a magma/campfire block underwater, the colours are darkened, and hissing sounds occur rather than fire sounds.

    Various bubbles going upwards and the screen distorting and a blue tint are used when you have drowned underwater. Currents of water swirling around can also be heard. This does NOT occur in lava.

    An overexposed (as in colour) death screen of the background scene occurs if you die from a lightning strike, this also has electricity sound effects referencing the tingling when a lightning strike is imminent.

    A normal death screen now looks transparent, albeit darkened a little with the usual text.

    Death screens now also have a little tip displayed on how to avoid dying in that situation again. If you wait a second, you will get a small game tip on how to avoid dying again in that situation, i.e, if you die in the Void, and its the End Dimension, the tip will say without the quotes: "Make sure you are using an Elytra or Ender Pearl when trying to go to the End Islands."

    submitted by /u/SnowBallEarth43
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    Make the potion effect on tipped arrows affect the target before the damage of the arrow

    Posted: 10 Jun 2020 02:11 PM PDT

    An extremely useful example of why we need this is tipped arrows of instant health and of turtle master. If the effect of the instant health was applied before the damage it would be fully possible for a healer class to exist In team PvP instead of accidentally killing a teammate you want to help, same goes with title master, the resistance could be applied before this making the arrow near harmless

    submitted by /u/ender_51
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    Sneak to use tools

    Posted: 10 Jun 2020 03:04 AM PDT

    I think it would be very helpful to have a controls setting that forces the player to sneak to strip logs, make grass paths, etc.

    This would prevent doing it by accident or while trying to block with a shield.

    (crosspost of this)

    Link to it on the feedback site (pending approval)

    submitted by /u/U2106_Later
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    The Totem of Return

    Posted: 10 Jun 2020 08:13 AM PDT

    A magic item, similar to the totem of undying as a late game totem item, you will be able to use the item to teleport back to your current spawn point with your inventory intact. So, for example, if you went out exploring away from your base for a while, and you ended up losing track of it... it wouldn't be a problem with the totem of return, allowing you instant access to your base in a tough moment. And I personally think this would be a good loot item from nether bastions. Similar to a nether portal, the item would take a few seconds to work and would have a screen effect as well that way it can't be misused in a battle or as a way to escape being attacked and if you take damage the teleportation would not work. it would also likely cost exp points to use as well as consume 1/4 of the items durability. Due to this items higher reusability, it will be dropped less frequently in comparison to the already existing totem of undying. And will visually more resemble a piglin due to it dropping from their structures.

    submitted by /u/ZwirlyWhirly
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    Pirate Ships before they’ve sunken

    Posted: 10 Jun 2020 10:02 AM PDT

    Since there are sunken ships, there should be actual, still-in-use ships that you can come across if you are venturing out into the open ocean. They would sometimes be peaceful and so would be like finding a village, but other times be like finding a pillager outpost and you can raid them. This would explain all the sunken ships. And it would also be a cool feature if the bad ships could dock at your own land and start raiding it. This would explain the random pillagers that show up sometimes.

    submitted by /u/abernackle610
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    Villagers and players should be able to lie under the sheets of their beds.

    Posted: 10 Jun 2020 01:26 PM PDT

    Every bed has sheets but you always lie on top of them, I think we only need just a small animation to fix that.

    submitted by /u/View_List
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    Having "flying" mobs (i.e. bees, chickens, bats) on leads attached to the player increases slow fall.

    Posted: 10 Jun 2020 04:15 PM PDT

    Basically, the more mobs with a flying quality on leads that the player is holding, the slower they fall. I thought it made sense. It wouldn't be able to completely negate all damage though. It would be like landing on a bed instead of the ground.

    submitted by /u/IJustShidded
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    Creepier activation portal sound effects

    Posted: 10 Jun 2020 07:46 AM PDT

    When an Ender Portal is activated for the first time, a ghast scream can be heard, giving the impression somebody fell into it and never came back. Its also really creepy as well, and I made it in Creative Mode on Minecraft Switch.

    A similar thing should occur with Nether portals upon activation, but with the End Portal sound effect. This gives off a creepy, dark sound effect like there is a big cave on the other side.

    submitted by /u/SnowBallEarth43
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    New Gamerule: /gamerule domobchanges

    Posted: 10 Jun 2020 03:12 PM PDT

    With this gamemode set to false, Creepers won't become charged, Piglins and hoglins will not become zombiefied in the Overworld, villagers wont become witches, mooshrooms won't become cows when sheared, they won't become brown mooshrooms, and zombie villagers won't be cureable.

    submitted by /u/SamuelDoesNotExist
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    Different variants of beaches and beach generation overhaul

    Posted: 09 Jun 2020 08:56 PM PDT

    I think minecraft beaches as a whole are pretty boring and need some updating , I think one way of approaching this would be by adding different colors of sand at certain beaches and stuff , for instance maybe near artic oceans or even some tropical areas the sand could be black , sort of like the sand at place like IWO Jima in real life , another thing they could do would be adding various new forms of life that spawn in at the different beaches like penguins and crabs , I wont go I to them too much since they're on the FPS , my last 2 suggestion to improve the beaches aswell is to add things like tide pools that spawn in coral and fish , and lastly add rock in formations that form anywhere from 5-50 blocks from the shore.

    submitted by /u/PleaseLetItBe0331MC
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    /gamerule toggleGravity

    Posted: 09 Jun 2020 04:12 PM PDT

    A New Simple gamerule command!

    This command will toggle gravity on and off - affecting items such as sand, anvils and gravel. When this command is false, items such as Sand, Anvils and Gravel float (same with how all other blocks work) - and when it is true, these items will act like they usually do.

    This could be fantastic for any Adventure Mapmakers or even people wanting to try new things!

    submitted by /u/TheMiningD
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    Hares

    Posted: 10 Jun 2020 08:42 AM PDT

    I have an idea for a new passive mob, the hare. These are similar to rabbits, but larger like in real life, and have less colors, so their coats are grey and beige only. They also have black markings in their ears, and run at a great speed, making them nearly impossible to catch. If you kill a hare, it gives you raw hare, which can be cooked or made into hare stew, which like rabbit stew, is made with a bowl, potatoes, carrots and meat (in this case hare meat), but it gives you more health points because hare is a larger animal. Hares can be bred with grass, sweet berries and seeds, but you need to make an extra large fence, because they can hop really high, higher than rabbits. They are attacked by foxes but can camouflage curling a strange position, by laying their ears flat and staying close to the ground to pretend to be rocks or dirt blocks. Hares in taiga´s are grey with black markings in their ears, hares in snowy biomes are white with black markings in their ears, and plains hares are beige with again, black markings in their ears. Hares can jump up to 3 blocks high. This is all for my mob post, please leave what you think in the comments below!

    submitted by /u/Ardilla3000
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    Different Types/Tiers of Shield should be on the FPS LIST

    Posted: 10 Jun 2020 12:53 PM PDT

    That's a Topic that has suggested quite a lot recently, and most of the time are low effort suggestion that just suggest the difference as durability, things that are already possible to do with normal Shields or that don't add much difference to the point were they're relevant!

    Unfortunely while i was searching i found out that some of this suggestion were deleted(probably because of the low effort posts rule) so i wouldn't be able to link many of them, but to avoid more and more of posts with this topic, it should be added to the FPS List!

    Below some of the examples that haven't been deleted:

    Example 1 Example 2 Example 3

    submitted by /u/JoKrun83
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    4th Rosette Post: Armored Rosettes, New Rosette types and Bees

    Posted: 10 Jun 2020 03:29 PM PDT

    The Armored Rosette is a payback nuetral mob (A mob which when provoked attacks once and becomes nuetral again) that only spawns in magical gardens they have 15 hearts and 4 armor points and wield a new sword and axe which shall be talked about in a later post that, in their hands, does 3 hearts of damage on easy 4.5 hearts on normal and 6 on hard plus poison and axe wielding ones attack slower but do an extra heart of damage. They heal any non-undead mob (with the exception of the swamp variant as they heal all mobs) for 1.5 hearts or 3 hit points and will protect mobs from other mobs e.g. Illagers from Iron golems and Villagers from zombies by going in front of them soaking up the first hit and then standing between the 2 mobs as mobs will avoid hitting Armored and Non-Armored Rosettes and will eventually give up on the mob and become nuetral towards them (same for the targeted mob if it is also hostile towards the targeter) will also protect mobs from players moving towards them with a sword, bow, crossbow, axe, trident or negative splash potion.

    There are 2 new rosette types one from a suggestion and another because I forgot about the jungle

    *note that this means magical gardens now spawn in taigas and jungles*

    Beery Rosettes: Tan skin twiggy vines and instead of a flower its a small but mature berry bush they can be sheared for berries and will grow them back after 1 minute (also note they are immune to sweet berry bush damage)

    Overgrown Rosettes: Dark Green Skin covered in vines and the occasional cocoa bean With Big Pink eyes and a tendency to cause grass, flowers and saplings to grow every step it takes.

    *Lastly note that Rosettes and Armored Rosettes are immune to poison*

    Bees will sit on top of rosettes occasionally and pollinate themselves and if a pollinated bee goes over a Rosette it will go into love mode and now baby rosettes exist (baby armored rosettes still attack but do significantly less damage and don't protect mobs)

    this is the 3rd last post I will do the next post will be in combat and talk about armored rosette's swords/axes the last one will be in blocks and items talking about normal rosette drops and the previous one was also in blocks and items.

    See you next post!

    submitted by /u/Spraxinator
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    A new Regeneration_speed attribute

    Posted: 10 Jun 2020 04:40 AM PDT

    Attributes are things that can be applied to any item, entity or player. These can change things like max health, attack damage, attack speed or knockback resistance.

    I think it would be nice if we had a generic.Regeneration_Speed attribute. This attribute would affect how fast a player regenerates(when his hunger is high enough for him to regenerate). You could just say "just apply regeneration effect to the player!", but thats different. Regeneration effect heals the player quite quick, and it does so even if the player is starving. Plus, this attribute could even be set to a lower number than the base one for slower regeneration, or to 0 to achieve disabling natural regeneration but only for a specific player. It would be useful for datapackers who want to make custom tools, weapons and armor.

    submitted by /u/mcupdatewanter
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    Stalagmites

    Posted: 10 Jun 2020 05:51 AM PDT

    There should be cave basins with calcite blocks in clusters. The calcite could then be used to enhance bonemeal.

    submitted by /u/linextinofficial
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    Question about the FPS list

    Posted: 10 Jun 2020 02:45 PM PDT

    If a post is on the FPS list, but is intuitive, or creative in of itself, will it get to stay up because it is unique, or taken down because it technically fits into one of the categories

    submitted by /u/The-Real-Radar
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    Fashion

    Beauty

    Travel