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    Minecraft Torches should become unlit when underwater

    Minecraft Torches should become unlit when underwater


    Torches should become unlit when underwater

    Posted: 06 Jun 2020 06:11 AM PDT

    Rather than immediately breaking, Torches should have the ability to become waterlogged and be put out when placed underwater. If broken, it would drop an unlit torch, and to relight it using Flint and Steel. Running water will still break the torch like normal, as there would have to be a complete rewrite in the current waterlogging system.

    Redstone torches should also burn out underwater, however will still drop a regular Redstone Torch when broken.

    Soul Torches should be the only torch to not burn out when waterlogged. Instead, they will generate a smaller and much slower bubble collum.

    I believe this would be good for underwater builds for atmosphere, and possibly shipwrecks. Torches burning out when underwater would also be a good detail to the game.

    Thank you to everyone for your feedback!! I made a few changes that I hope people are happy with. I posted this to the feedback website but I'll update this again when it's finished pending approval! :D

    submitted by /u/gameo7
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    Because ruined portals in the Overworld contain Nether blocks, Ruined portals in the Nether should contain Overworld blocks.

    Posted: 05 Jun 2020 07:41 PM PDT

    The Ruined Portals in the Nether should contain blocks from the Overworld, as a balance to the Overworld portals containing blocks from the Nether. They should contain stone, Grass, maybe even a ore. This would also create more of a link between the 2 dimensions.

    submitted by /u/SamuelDoesNotExist
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    Give the Squid an overhaul

    Posted: 06 Jun 2020 07:09 AM PDT

    The squid has been in the game for a very long time, and therefore it is in need of an upgrade. Although Update Aquatic rolled around a few years ago, they didn't update the oldest aquatic mob. Now, the squid looks out of place in the game (especially compared to newer mobs) and it's rather stupid, unlike real world squid which are very smart predators.

    And so squid should get an upgrade in appearance, AI, and drops.

    Aesthetic Changes

    Currently the squid is a simple cube with eight tentacles and very little is going on in terms of detail. The model would be updated to have a proper mantle separate from the head, eight arms with two long, clubbed tentacles towards the mouth, and the size of the squid would vary from small, medium (current size), and rarely, giant. The giant squid are more common in deeper oceans. Their eyes would now be on the sides of the head but will still keep their derpy look. In place of the inaccurate toothy mouth, they will have a small beak. The squid would have four variants: the "default" look, the tropical variant, and the "deep variant." (IMGUR links attached)

    Default Squid

    The default squid is the same color as the current squid, being a dull blue. The underside of the tentacles and mouth area would be a lighter shade of blue. This squid is found in every body of water. https://imgur.com/a/Mhdv3uz

    Tropical Squid

    The tropical variant of the squid would be a crimson colored squid, with faint stripes along the top of the body. The underside of the tentacles would be a sandy peach color. They are found in lukewarm and warm oceans https://imgur.com/a/okvnhDy

    Glow Squid

    This squid texture would basically be the glow squid from Minecraft Earth redone to fit the new squid model. The glowing patches will be emissive textures like endermen eyes. They are only found in deep cold oceans. https://imgur.com/a/tqP3Pwj

    Behavior

    The AI of the squid would be updated to make them generally smarter, chasing schools of fish, avoiding shallow water (one-block-deep water), and swimming away from dolphins. They would still spray ink when hit, only it'd cause blindness for three seconds.

    Right clicking a squid with a bucket would give you a bucket of ink, which can be crafted into 9 black dye.

    Drops

    Food (Calamari)

    When killed, the squid will dropped raw calamari rings, which can. be cooked. Raw calamari would restore 1 hunger point, and when cooked 2.5 hunger points.

    Other

    • Squid would have a death animation that consists of their tentacles "dropping" downward and squirting a small cloud of ink.
    • Ink sacs can be brewed into potions of blindness.
    • The squid's texture depends on the biome it is spawned in.
    submitted by /u/BashoBoi
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    Layer snow on top of note blocks to change octave

    Posted: 06 Jun 2020 10:50 AM PDT

    Feedback site link

    We should be able to put snow layers on top of note blocks to change the octave.

    Putting a single layer on top of the block would decrease the pitch all the way down to the lowest octave. Each additional layer jumps to the next octave.

    I think this would be an interesting method of implementing note block octave changes, while still keeping that vanilla feel of using various materials to change your notes.

    submitted by /u/U2106_Later
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    Hitting mobs with a minecart should damage them.

    Posted: 06 Jun 2020 12:48 PM PDT

    This is pretty obvious by the title, but I think if a mob is hit with a minecart going at its full speed, it should deal damage to that mob, but it should also lower the minecart durability by like 20 or 10 percent. I got this idea partially from u/Minecraft_Warrior from his idea for horses running over mobs.

    submitted by /u/ArthurHaleta
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    Chains should be used to connect minecarts and form trains

    Posted: 06 Jun 2020 01:16 PM PDT

    As of right now, the furnace minecart is practically useless. Shunted minecarts are fragile and break when turning corners, which are highly impractical and makes them useless. By right-clicking a minecart with a chain and then right-clicking another minecart adjacent to the first, the two become linked together and moves as one.

    submitted by /u/OLD_stickyGummybear
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    The Dusted

    Posted: 06 Jun 2020 08:02 AM PDT

    The Dusted are undead blazes that spawn on a 10% chance whenever a blaze dies to water or snow; and in the basalt deltas normally. They fire these clouds of blackstone dust that can give you blindness. They are immune to water & snow and drop gunpowder in death. Dusted will spawn in fortresses on harder difficulties.

    submitted by /u/Angry_Memist
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    the Undead Builder

    Posted: 06 Jun 2020 01:43 PM PDT

    I know what you're thinking: oh no, it's another zombie remake or something, smh put this on FPS list already

    but please hear me out. it's not the actual mob, but it's mechanics that are interesting... and who knows, maybe it won't get added, but the mechanics will be.

    ok, so first off, I don't know what to name it, so I'm just going to call it the Undead Builder, since it's based on you, the player.

    The Cool Part

    now, nothing (so far) is different between it, and the zombie's AI past the fact that is behaves a bit differently (I'll get to that soon), but the interesting part is its spawn rate. It will only spawn at night, when the player is awake, and will spawn at a 1/1000 chance per tick, +.5/1000 for every time the player has died. The number wouldn't reset per night, but instead lose 50% of its value, 1/1000 minimum.

    This would create a situation where the player is actually pressured into not just dying next to their bed to either retrieve hunger and health, and immediately be able to pick all their stuff back up again, but would actually make them think about "Do I really want to fight another five builders tonight, or should I wait for tomorrow before cheating the system a little bit?"

    The Technical Stuff

    really basic stuff: 25 HP (+5 from zombies), does same damage as zombie's (I think it's 2 hp/ 1 heart)

    The "behaves a bit differently" I mentioned above is as follows: this mob, similar to the endermen, will interact with blocks. It will shamble up to trees, stone, or houses and destroy the blocks. not necessarily with harmful intent, but just as a reminder that they were once the creators of the known universe and they need to remember their roots (I like to see it as a message :) you know, for the people playing Minecraft).

    The blocks they mine will be in their "inventory" forevermore until you either kill them, or their inventory fills up, in which their AI would decide which blocks to drop based on value (stone > wood > grass > dirt).

    These mobs would, however, be hostile when you come within three blocks of it.. yes, three blocks. They don't have a big range, because they don't care about you originally, but now that you're getting close to them, they will remember that they were also fighters and your advances towards them reminded them of fighting.

    So what am I looking at/ hearing?

    Their texture would be similar to the original Steve skin, but would also have glowing white eyes a darker color scheme with grays and blacks instead of the blue and purple we so much know and love. their eyes would be a deep blue, and glow a lighter blue when provoked, either by approach or hitting with an arrow.

    Their voice lines would be muttering words. Either inaudible or audible, but muttering would be ideal, since they don't completely understand what they're doing there and don't want to 'cause a scene'

    If you couldn't tell, I really like adding lore to the creatures I create.. I'd like to hear your thoughts on the implementation of the mechanics relative to the game, and to the lore!

    If you've read to the bottom, thank you for taking the time, and I hope you have a delightful day!

    submitted by /u/Burning_Toast998
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    Worldborder changes

    Posted: 06 Jun 2020 01:07 PM PDT

    I have 2 suggestions number 1 is: you should be able to change its color, 2 is: opacity, making the border not transparent at all or completely transparent (instead of the blue lines)

    submitted by /u/Garlic_breadlover69
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    There should be a flair for Minecraft Dungeons

    Posted: 06 Jun 2020 03:48 PM PDT

    Minecraft Dungeons is still a Minecraft game and I believe it deserves it's own flair for its own suggestions.

    submitted by /u/BaconWarrior109
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    Smooth Blackstone

    Posted: 06 Jun 2020 08:37 AM PDT

    This would be equivalent to Smooth Quartz, Sandstone, and Red Sandstone. A example of a use for this would be for worn asphalt of roads as the block would not have the borders that the polished variant has. It would have slabs, stairs, and wall variants as well. This might be a bit late for 1.16, but would be nice to see someday.

    submitted by /u/Salty_Ninja_
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    Unique Behaviour for Upcoming Goat Mobs

    Posted: 06 Jun 2020 07:27 AM PDT

    One of the features to come in the Mountains Update are Mountain Goats. They might sound a bit boring but they're actually fascinating animals in real life. They're well known for being able to climb steep cliffs and mountains. They should have a unique and interesting behaviour in Minecraft.

    -Defensive Behaviour: Mountain Goats should be Neutral Mobs as they are known to be defensive animals in real life. Wolves should also attack these Goats and be aggressive towards them. The Mountain Goats should also spawn and travel in herds. If the Wolf Pack outnumbers the Goat Herd, the Goats should flee away from the Wolves and jump to higher places. If the Goat Herd outnumbers the Wolf Pack, the Goats should then chase the Wolves off and the Wolves should flee away from the Goats. If both packs and herds are equal in numbers, Goats and Wolves should attack each other.

    -Fleeing Behaviour: If a Pack of Wolves outnumber the Herd of Goats, the Goats should then try to flee from the Wolves. They'll do this by going to a higher place in the Mountains where Wolves cannot reach them. As seen in the biome vote video, they'll be able to do this by jumping 2 blocks high.

    -Competition Behaviour: Mountain Goats should fight with one another in extremely rare cases.

    -Attack Method: If a Player or a Wolf attacks a Goat, the Goat should charge towards the target and attack by ramming their horns to the target attacker.

    Thanks for reading my suggestion, I hope you have a G.O.A.T Day!

    submitted by /u/HoveringPigs
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    invisible command block

    Posted: 06 Jun 2020 04:10 PM PDT

    This can be great for map making by adding an option to make any command block invisible. for creative mode of course.

    submitted by /u/Nziom
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    Reversing the target block.

    Posted: 06 Jun 2020 11:13 AM PDT

    You can right click the target block to "Reverse" it - making the white parts in its texture become red and vice versa, and the further you are from the center the higher the redstone signal would be. For example, the center would be 1 and the edges would be 15.

    submitted by /u/Ilaiuwu
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    /gamerule DoCropTrampling

    Posted: 06 Jun 2020 07:35 AM PDT

    Crop trampling gets really annoying, either when you are replanting your crops or when you witness a mob jump about in your field. The addition of this gamerule would allow players to disable this option, and allow others to keep it in if they feel like it adds more depth to the game. The gamerule should be automatically set to "true" upon world creation.

    And by crop trampling I am of course referring to farmland converting to dirt upon being jumped on.

    submitted by /u/Wibiz9000
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    Repair the anvil

    Posted: 05 Jun 2020 05:46 PM PDT

    Wouldn't it be nice if you could add iron to the anvil to repair it just like we can now do with the iron golem? I think this would be a nice addition because anvils are expensive to craft, but maintaining them could be cheaper.

    submitted by /u/cardboard55
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    You can attach a potion to an armour stand to make it emit potion bubbles

    Posted: 06 Jun 2020 03:21 PM PDT

    It would add more customizability to armour stands. You can use a potion (any kind) on an armour stand while crouching and it will consume the potion (you get the empty bubble back) and make the potion bubbles of the potion come off the armour stand. You can use a water bottle in the same way to remove the bubbles and you can fully mix the bubble colours the same way you can with potions. It also works with commands.

    submitted by /u/MaeBeaInTheWoods
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    Cattle should drop their food item poisoned if that cattle has been poisoned any time before.

    Posted: 06 Jun 2020 12:30 PM PDT

    I know its only a small difference, but I think its logical to have livestock drop their food item poisoned, if that livestock has been poisoned before. Once again, it would be a minor change, as its a rare chance livestock would obtain poison, but a minor feature still make game better.

    submitted by /u/ArthurHaleta
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    Shift Right-Click a Note Block to Increase Octave

    Posted: 06 Jun 2020 10:34 AM PDT

    It would be really nice if you could easily increase the octave of a note block by shift-right clicking. This would obviously only work if you're not holding a block; otherwise the block would be placed.

    submitted by /u/Wolftopia
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    A Brand New magic weapon: The Spell book!

    Posted: 06 Jun 2020 01:39 PM PDT

    Magic is underrated in mine craft

    Potions are tedious to get sometimes and are kinda inefficient in PVP and PVE and there are literally no other sources of magic that you can use so I have a magical item that will add a new type of combat to Mine craft and a new use to experience.

    The spell book is a 2% drop chance from any mobs that use magic (witches, evokers and illusoners) and is an item you build up power over time.

    there are about 13 different spells 5 being unobtainable in the first edition of the book each uses up various amounts of exp

    There are fireballs, warped fungi bombs, ender beams, necromancy and more! I will post more about this book of wonders later to see what people think about it first and to make a couple tweaks and fixes.

    I think this would be a great addition to the category of magic and make experience useful for more mending after finishing all your tool enchantments.

    submitted by /u/Spraxinator
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    Leaf blocks should die before they burn.

    Posted: 06 Jun 2020 08:55 AM PDT

    When a leaf block is burning, they should go from green to brown a few seconds before they disappear, as if they are losing moisture and dying.

    submitted by /u/Schrutey
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    Crouching while using a sword with knockback will not knockback enemies.

    Posted: 06 Jun 2020 09:40 AM PDT

    Having knockback on a sword can both work out great and terribly. It's nice to have it while fighting horde enemies like zombies but can be pretty annoying when you knockback mobs like skeletons or blazes which you usually want to keep close. It's a simple feature that could be very useful.

    submitted by /u/Hellothere6545
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    Ghosts and Potions of Void!

    Posted: 06 Jun 2020 04:09 AM PDT

    Ghosts would be a new hostile mob that rarely spawns at night if the Regional Difficulty is high enough. They can be manually summoned by killing a Zombie via Block Suffocation.

    Like Vexes, they can move through Blocks, although they are far slower and easier to hit thanks to their larger size. They are also semi-transparent (thus harder to see in the dark9 and will try to avoid "walking" in highly illuminated places (so place a Torch and they'll avoid entering the "light zone").

    They count as Undead and thus die during the Daytime and are affected by Smite.

    Ghosts can "spectate" Mobs, like you can do in Spectator.

    These Mobs could have glowing white eyes as a small reference to Herobrine, or emit a Soul Particles on occassion.

    If you get too close to one such Mob, the Ghost will come out and do a surprise attack!

    Killing one nets XP and, sometimes, Ectoplasm.

    Brewing an Akward Potion with Ectoplasm will give you a Potion of Void. Drinking it will grant you the "Void" effect, which allows you to move through blocks like in Spectator for its duration.

    However be careful! You won't move as fast and while moving through Blocks you will have a breath meter just like when you go take a swim.

    And there's also the chance the Effect'll run out while you are inside some Blocks...

    You cannot move through Bedrock for obvious reasons.

    You can also "spectate" mobs, and there'll be a new Advancement/Achievement for it too!

    "2spooky4me: possess a Villager after using a Potion of Void"

    Thougts?

    submitted by /u/pamafa3
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    /locate Plains_Village or Desert_Village etc

    Posted: 06 Jun 2020 01:43 PM PDT

    In minecraft Java, when using the locate command, you cant locate specific villages, you can only use the command, "/locate village". for example, if I wanted to find a village in a plains biome, theoretically, I could type, "/locate Plains_Village". I got this idea, because I was looking for a plains village in my world, but it gave me a desert village. This would be a useful command.

    submitted by /u/ArthurHaleta
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