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    Minecraft Since Biome Information stored Vertically is possible now sincs the Nether Update, why not make it so that Sky above Clouds are their own seperate biome in which Rain does not Fall.

    Minecraft Since Biome Information stored Vertically is possible now sincs the Nether Update, why not make it so that Sky above Clouds are their own seperate biome in which Rain does not Fall.


    Since Biome Information stored Vertically is possible now sincs the Nether Update, why not make it so that Sky above Clouds are their own seperate biome in which Rain does not Fall.

    Posted: 19 Jun 2020 07:10 AM PDT

    Since the Nether Update and the implementation of Vertical Biomes, it have opened up a lot of great possibilities that were once unachievable in Minecraft. One of them would be this suggestion, make the Sky above Clouds, a seperate biome in which rain does not fall, like Deserts and dry Biomes. This would be enough to make it look like rain actually falls from clouds rather than having rain fall above clouds which looks very strange. Here's what they should do with the sky to achieve this effect:

    1. Sky should have a dry in-game climate like that of Desert's and Savannah's so that rain wouldn't fall in the Sky unlike in most other biomes.

    2. Sky should be its own biome. Since Vertical Biomes are now possible, this should be possible.

    Thanks for reading my Suggestion, have a Great Day!

    submitted by /u/HoveringPigs
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    Zombie Villiagers to have different drops

    Posted: 19 Jun 2020 03:50 AM PDT

    The basic idea is that zombie villiagers are now going to drop different things to regular zombies. It is common knowledge that zombies drop iron ingots, carrots and potatoes (as well as rotten flesh), this means that carrots and potatoes can be accessed by a way other than structures. Currently there are only 2 foods that you can only get from an interaction with a structure at some point, these are beetroot and chorus fruit. Now the idea is that zombie villiagers will drop seeds such as beetroot seeds, its other seed drops will be pumkin and melon seeds as these are regularly hard to obtain without structures. Another change is that zombie villiagers instead of dropping iron will drop an emerald. These drops will happen alongside the drop of rotten flesh and have a 2.5% chance to do so. Only one of them can drop though so you cannot get beetroot seeds and an emerald in the same zombie villiager, for example.

    submitted by /u/TD0g4002
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    Make Jungle Temple Traps Shoot Poison and Harming Arrows

    Posted: 19 Jun 2020 07:28 AM PDT

    Jungle Temples are really easy to solve, and when one thinks of a hidden jungle temple one also thinks of booby traps with poison tipped arrows. As such, to better fit the narrative of the temple and to increase its potential threat why not make jungle temple traps shoot Harming II and Poison II arrows instead of regular arrows?

    submitted by /u/Laurent_Spaghetti
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    Hoppers and Jukeboxes

    Posted: 19 Jun 2020 07:02 AM PDT

    You should be able to use hoppers on jukeboxes to put music discs in from the top and take them out from the bottom when they're finished playing so you could automatically play music discs. You could make some cool things with this for example you could automatically play a music disc on repeat by just making it go around with hoppers and droppers or if you put multiple discs in the hopper you could make a shuffle playlist kind of thing.

    submitted by /u/JamesDuncan9
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    New Biome: Wheat Fields

    Posted: 19 Jun 2020 10:53 AM PDT

    The Wheat Fields is a biome that is flat, similar to plains. It is almost like a Plains biome, but it has fields of wheat. Helps new players start the game with farming, looks nice, and an early game food source (wheat = bread).

    submitted by /u/roplume
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    Bolts---Ammunition for Crossbows

    Posted: 19 Jun 2020 06:56 AM PDT

    In real life, a crossbow shoots missile called bolts. If it is brought to game, it will be like a arrow, but the flint is replaced by a iron ingot, the feather with a stick. It will make 8 bolts. The bolts will have a better range than arrows, it deals extra damage fron arrows, and it will be able to travel though 16 blocks of water before slowing down. It can be tipped like arrows, and it will be a part of a variant thst might just resemble the opposite of grappling hooks…(to be continued…). It will be a good way to use some of the iron ingots from the iron farm that've almost no spaces, and it will be

    submitted by /u/Ancient_Derbis
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    A new gamerule that toggles taking damage from explosions

    Posted: 19 Jun 2020 01:59 AM PDT

    This gamerule would be called ExplosionDamage and would be used to turn damage that explosions cause to players to on/off. This would be very similar to 3 gamerules we alreadly have, which are FireDamage, DrowningDamage and FallDamage, and much like these 3, this gamerule would be useful for mapmakers as well as for some explosive minigames.

    submitted by /u/mcupdatewanter
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    Shield Enchantments

    Posted: 19 Jun 2020 07:28 AM PDT

    Shields have zero unique enchantments for the past 4 years so here's some ideas

    Key: [Name-Max Enchantment Level-Description]

    Flank Guard-5-When shielding if you take damage still it is reduced by 10%/20%/30%/40%/50%

    Parry-3-When the shield blocks an attack your next hit will do 30%/40%/50% more damage. The parry damage boost has a 5 second cooldown before being able to be used again.

    Blocking-3-Increases the block range of the shield from 90 degrees to 100/110/120 degrees

    Shove-2-Melee damage that is blocked sends the attacker backwards by 3/6 blocks

    Mobility-1-Reduced movement speed penalty when shielding

    Mirror-1-Projectiles blocked by the shield are reflected back at the perpetrator as if you launched it

    submitted by /u/Centurypong
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    When breeding, mobs should have a chance of having multiple offspring.

    Posted: 19 Jun 2020 09:42 AM PDT

    While I'm at it, baby villagers should mature quicker.

    submitted by /u/MirrorNo
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    New Temples/ Temple Update?

    Posted: 19 Jun 2020 12:59 PM PDT

    So as we all know, there are lots of generates structures, but I think that the ones that impact the lore the most are the temples (ie the jungle temple, desert temple, and the ocean monument kind of). However, we haven't seen a new temple since 1.8, so I've been thinking of some new temples that could spice things up a bit.

    The Sky Temple: As we know, sometimes sky islands spawn in the natural world, so I thought we could use this to our advantage by having a temple that spawns on these islands, preferably near mountains for the convenience of the player, and within it is a parkour challenge to get to the top, where there's a boss fight with the Queen Phantom (pretty much an outdoor dungeon with a giant phantom and a phantom spawner). The prize could be an elytra, some membranes, or maybe even a new potion called the potion of flight, which bestows the drinker with creative mode flight for the duration on the potion.

    Improved Desert Well: Lets be real, the desert well is boring and useless, so let's improve it! What I'm thinking is something similar to the Well of Souls from The Raiders of the Lost Ark, where there's a tomb filled with low level mobs and a prize at the end.

    The Monolith (working title): This is similar to the Aztec pyramids, and at the top is a hole to the center of the structure, which contains loot, a maze, or even a new boss called the Revenant, which is a fallen king that sold his soul so that he could live past death, and practices dark magic similar to that of the evoker. The grand prize I think could be a powerful enchanted sword or a lot of enchanted books to really set in the idea of magic in the build.

    Ice Temple: This build would be similar to the desert temple, except made of packed ice and quartz blocks. Below the temple, there is a ladder leading down into an icy dungeon filled with arrow traps, potion traps, and even a stray spawner with some strays shooting at you from guarded turret stations. The loot would be encased in a 4x3 space of ice, and there would be 2 chests filled with things like arrows, potions of slowness, silver ingots and nuggets, as well an enchanted bow.

    The Great Shrine: This would be a polished stone structure surrounded by stone henge-esc structures, and would serve as a place where people came to worship and leave offerings. These offerings are left in chests, ranging from stews and bones to enchanted weapons and high tier armor. However, disturb the chests and you'll have to face the shrine's guardian, the Stone Golem, which is different from the snow and iron golem because it acts like a statue until awakened, and then it wields a sword, as well as a shield. When brought down, it drops it's weapons and some cobblestone.

    submitted by /u/Whomstami1
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    Spawn eggs for rare mobs

    Posted: 19 Jun 2020 12:06 AM PDT

    This would make it easier to get these in creative, the mobs are:

    • Brown Mooshrooms
    • Charged Creepers
    • Iron Golems
    • Snow Golems
    • Skeleton jockeys
    • Chicken jockeys
    submitted by /u/SamuelDoesNotExist
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    Undead Cavalry! -a zombie counterpart to skeleton traps

    Posted: 19 Jun 2020 12:06 PM PDT

    Under the phase of a new moon, enterring a roofed forest biome will have a 5% chance of spawning a zombie horse. Killing the zombie horse will enrage a horde of an undead cavalry, zombies riding zombie horses carrying swords (wooden, gold, or iron) in a caravan-like fashion similar to llamas. In a cavalry, there are about 6-8 horsemen that follow a leader (the one leading the cavalry) that would be typically in front but will be unlikely using more horses by his side as a meat shield. Zombie horses that are controlled by the leader on the other hand can slow down the player on contact. The horses are armored in leather, the leader however will be using chain horse armor.

    submitted by /u/CodanRaigen21
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    Two new villager advancements

    Posted: 19 Jun 2020 01:52 PM PDT

    There are only two villager advancements at the moment (if I remember right) and I'd like to see more of them added. So I came up with these two new advancements regarding trading.

    The first one would be: **A unique collection**
    For this advancement, you'd need to trade once with every villager profession. It could be any trade of your choice. This would be a normal advancement, like Acquire hardware or Diamonds.

    The second one would be: **Businessman**
    For this one, you'd need to trade EVERY possible trade option, with EVERY villager profession. And yes, you would also need to trade the options that are not always the same (e.g. a cleric villager doesn't always have the ender pearl trade), which would make this a challenge advancement. (the one where the epic 5-10 second music plays)

    submitted by /u/Demolicious51
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    Valley Biome generation

    Posted: 19 Jun 2020 07:59 AM PDT

    Since we're getting a mountain update soon, I think that it'd be nice to add a "Valley Biome" of sorts. Unlike the rivers that cross mountains we have now and unlike Plains, which are mostly flat, we'd have a biome that slopes downwards, many times beneath the sea level (something we don't really have yet, unless you count rivers).

    These wouldn't just be Plains biomes surrounded by mountains; the terrain would slope down from mountains to a lower point, getting an increasingly gentler slope. At its lowest point, we could have a river generate sometimes - perhaps even lakes. These biomes would preferably generate away from oceans, but if they did generate close to them, it could be nice to build dams between them.

    Perhaps forests (mainly oak and birch forests, maybe Taigas, too) could have Valley variations akin to Hills. Most forests in minecraft are flat or in hills, so it'd be nice to have a variation that slopes downwards. Maybe valleys could be just that - a downwards sloping terrain generation of other biomes, with the occasional river down the middle.

    What do yall think of the idea?

    submitted by /u/Estellarium
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    Make sandstone slightly darker than sand

    Posted: 19 Jun 2020 01:20 PM PDT

    It blends too much with sand... That's pretty much it. Sand and mud mixed together is usually darker than just sand... Idk about sandstone itself, but sand mud bricks would be darker and would stand out a little better against the sand. I just think it would look better in building and world generation. That's all.

    submitted by /u/Rossomak
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    Tridents summoning lightning in common rain

    Posted: 19 Jun 2020 07:59 AM PDT

    It really bugs me that I need to wait for a thunderstorm to summon lightning with my channeling trident, and by doing so I'm taking the risk of a natural lightning hitting a building and starting a fire. So I think summoning it in normal rain too could be cool (since tridents are really hard to get at least in Java, it wouldn't be something OP)

    submitted by /u/BodeNinja
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    this should have been added quite a long time ago

    Posted: 19 Jun 2020 01:45 PM PDT

    it's gonna only be for bedrock, because in java you can backup worlds, so it will be a bedrock feature.

    basically being able to connect worlds from other devices. For example, you're moving from the PS4 bedrock to the windows 10 edition, you connect to your xbox live account and your worlds show on the windows 10, to get this easier to understand, suppose you have a world on xbox names "the mods aren't admins", and it be saved or your xbox live account, and when you connect your xbox live account to the minecraft windows 10 edition, that same world called "the mods aren't admins". It would be nice because you wouldn't lose your worlds

    submitted by /u/paladin873
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    Make the eggs so we can cook them in a furnace!

    Posted: 19 Jun 2020 03:15 PM PDT

    Seriously, they are so easy to get, but so hard to use! It would make farming chickens more of a sustainable practice. And in the beginning you find eggs just lying around, why can't you make it food!?!

    submitted by /u/Valknut28
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    The underground laboratory structure

    Posted: 19 Jun 2020 01:03 PM PDT

    I suggested a new boss called The Professor, which was an evoker boss, and I had theorized that the Illagers had a secret underground lab where they carried out various experiments in hopes of turning endermen back into humans (in The Game Theorists they theorized that endermen were humans) but that their plan backfired, turning them into Illagers. I thought maybe The Professor could me moved into a lab or at least new kinds of Illager structures could be created. My idea was to create an underground Illager structure.

    The snowy dark oak forest

    The underground laboratory would spawn in a new type of snowy forest, this time with it being dead dark oak trees and no mushrooms. These would have the ruins of ancient villages, covered in snow and occasionally a new villager variant, the wastelanders. These would be normal villagers except with snow covered dark brown robes, and occasionally hoods. These would trade for food and would only trade dark oak logs and dark oak saplings, at very low prices, meaning the only thing they want is food and are giving you all they can give, because their homes were destroyed. They would also spawn with Wasteland golems, an iron golem variant with a black hooded cloak, more vines than usual and more cracks. They would give piggy back rides to baby villagers and would focus on protecting baby villagers, but would also protect adult ones. These new villagers would occasionally shiver as though they were cold, and would not "talk" like normal villagers, instead they would talk similarly but with a sad voice. The elder of the Wastelanders would guide them and lead them and it would have a dark oak cane.

    The underground laboratory

    These would spawn with cobblestone piston doors, that would open with a lever. Once inside, the player would have to go down a long flight of cobblestone stairs, into the lab itself. It would be filled with strange areas such as glass boxes with Slimes inside of them, cages with villagers in them, glass prisons with villagers inside of them and a map room, bigger than the one in Woodland Mansions. The map room would have a map of the biome, with some areas being marked by the Illager banner, meaning they have conquered those areas. Vindicators would spawn in the mansion too, and would have a leader, the vindicator general. The vindicator general would have a scar on it´s face, as well as an enchanted iron axe, a crimson cape and a long black robe, with pauldrons and a chestplate. (not an item, just part of the design) When killed, the general would it´s axe. The general would be either the equivalent of a pillager captain except more powerful or a mini-boss. The last mob would be a group of 4 Illagers called The Blind Ones. They would have bluish grey eyes, and would summon vexes, as well as using telekinesis to attack the player with enchanted iron swords. They would wear black robes, that would trail behind them on the floor. They would levitate on a cobblestone platform, which once they were defeated, would crash against the wall and vaporize. I don´t know if they would count as a boss, but they would certainly count as a miniboss. Once the player has defeated the Illagers, they could now free the villagers which would give them discounts.

    That would be it for my suggestion! Please give me your feedback!

    submitted by /u/Ardilla3000
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    /execute if version <version> run ...

    Posted: 19 Jun 2020 02:43 PM PDT

    Because of the changes to commands every update, I think it's fair that we should be able to use /execute if version to determine which features a command and/or datapack can use.

    While I would like to see actual versioning numbers, eg 407, major releases would also be viable. I'll be using major releases in this post for ease of understanding.

    While in-game, /execute if version would autocomplete to the current version.

    This is most useful for datapacks. For example, to check versions at load, you can use execute if version 16 run function datapack:ver/16 execute if version 15 run function datapack:ver/15

    Then, the version functions can schedule themselves, or you could use the same setup per tick.

    This would be incredibly useful for those who work to create datapacks that work between versions flawlessly. For example, SethBling's 1.13 datapacks, which are broken as of 1.15, could be rewritten for the new versions without affecting the old.

    submitted by /u/oezingle
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    Make it so that Smokers and Blast Furnaces yield the same amount of XP per item as normal furnaces

    Posted: 19 Jun 2020 12:13 PM PDT

    Since the smoker and blast furnace have been added into the game they have been pretty niche. You can use them to cook your food or smelt your ore more efficiently, however, other than that they don't serve much of a purpose. (Except for being villager work stations)

    Right now smelting one cod in a normal furnace will yield you 0.35 experience points. Doing the same exact operation in a smoker will leave you with just 0.175 experience points. In my opinion there isn't much of a reason for this and just leaves the new blocks out in the dust.

    The change I propose is to make that smoker or that blast furnace return the amount of XP relative to what a normal furnace would give you. This would allow us to get experience from smelting items twice as fast and potentially resort to a different item to smelt in our XP banks or smelters that isn't cactus since 0-ticking will be getting patched.

    You would be able to use the new slightly improved furnaces to smelt your items at not only twice the speed but also get the standard amount of XP from them in return. I think this would improve them slightly and maybe just push them over the edge to make these items a viable option for more players.

    Let me know your opinions in the comments and if this feature could be overpowered :)

    submitted by /u/Captain_Stash
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    A form to change ALL!

    Posted: 19 Jun 2020 12:09 PM PDT

    This is not for survival but is amazing. I don't know how, but the thing that I want is a form to change the Minecraft's structures, for example: you make a structure that is a better version of the birch tree, you make a code for that tree, you enter the code in a world and in that new world the structure that you choose is transform, that can be the normals birch trees, in your better version of the birch tree. A better explain of the system:

    Create One World. Enter (/give structure_code_block) command. Choose a structure size. Make a structure in the choose size. (Minecraft give you a code for your structure). Leave the world. Create a new world and in the option [Enter Structure Code:] put your structure code. Select the structure that you want to change. (You can enter more codes, not only one). And play your custom world.

    submitted by /u/Not-Normal-Robot
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    Crawling

    Posted: 19 Jun 2020 02:57 AM PDT

    Sometimes that you might want to hide under you Minecraft table or lay down on your back, but you don't have a table to do it. If this is a thing, by pressing left and right shift, your charcator will start to crawl. You go in sneaking speed, unable to move quickly with swiftness but instead need both haste and speed(haste speeds up the hand, swiftness speeds up the legs), hiding name tag, but you will be in s 1 by 1 by 2, and you will NOT be able to crawl magma cubes without a fire resistance potion, as that the frost walker on your feets aren't keeping you head safe. Crawling on to you bed will cause you to sleep after you stayed there for 3 seconds. Sweat dreams!

    submitted by /u/Ancient_Derbis
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