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    Minecraft [Brainstorm] Top Monthly Suggestions For June 2020! This Month's Theme is "Enchanting System Feedback"!

    Minecraft [Brainstorm] Top Monthly Suggestions For June 2020! This Month's Theme is "Enchanting System Feedback"!


    [Brainstorm] Top Monthly Suggestions For June 2020! This Month's Theme is "Enchanting System Feedback"!

    Posted: 02 Jul 2020 08:22 AM PDT

    Your monthly reminder that yes, there are suggestions that do get over 100 upvotes from the Minecraft Community. Truly crazy, innit?

    In this post are showcased all the suggestions for the past month that have achieved an upvote notoriety beyond 100, as well as the 10 closest stragglers that were just shy of making the choice 3-digit beauty mark.


    Hello everyone! Welcome to the June TMS report!

    Before we begin, I need to make an important announcement. Because the last couple of TMS reports have been so huge, we staff have decided to change things up a bit.

    The changes are as follows: from now on, only 200+ upvoted posts will be allowed in the TMS reports, since 100+ upvotes is far too easy to get these days. This of course does not include the top 10 honorable suggestions, which will still be 100+ suggestions, but it does cut out a lot of ideas nonetheless.

    We've also decided to remove the 1.16 Feedback section from the TMS for the time being, until 1.17 starts up the development cycle again. Although 1.16.2 is on the way, it's really just the Piglin Brutes that are coming, and there's no point in making a post specifically about them. Don't worry, we'll see the feedback section of the TMS appear again.

    If your suggestion didn't reach 200+ upvotes, we're very sorry about that, but it had to be done, because the lists are simply getting too large. The TMS reports are supposed to be for the top posts only, not almost every single idea posted for that month.

    We hope you understand.


    SO, without further ado, let's take a look at the month of June! Even despite the new upvote limit we're putting on the TMS reports, we still have 138 posts that surpassed 200+ upvotes, and wow, a lot of them are in the 4-digit mark. It's a good thing we have some new names! ;)

    We have 14 ideas reaching 300+ upvotes (Luminous!), 11 reaching 400+ (Super Luminous!), 4 reaching 500+ (Brilliant!), 4 reaching 600+ (Fabulous!), 5 reaching 700+ (Enlightened!), 2 reaching 800+ (Grand!), 1 reaching 900+ (Magnificent!), 20 reaching from 1000+ -- 1500+ (Ascended!), 19 reaching from 1600+ -- 2000+ (Legendary!), 9 reaching from 2100+ -- 2500+ (Mythic!), 8 reaching from 2600+ -- 3100+ (Omnipotent!), and finally, 1 reaching a whopping 4000+ upvotes (G.O.A.T.)! That just might be a new record!

    Special congratulations go to /u/grimeshake for being MVP for the month of June thanks to their 4000+ post. Outstanding! :D


    And here's a look into what types of suggestions made it onto this list:

    • Mobs: 33
    • Blocks & Items: 21
    • General: 14
    • AI Behavior: 13
    • Structures: 8
    • Magic: 6
    • Combat: 6
    • Plants & Food: 5
    • Sounds: 5
    • User Interface: 5
    • Gameplay: 4
    • Command: 3
    • Terrain: 2
    • Weather: 2
    • Dimensions: 2
    • Java Edition: 2
    • Advancement: 2
    • High Quality Post: 2
    • Redstone: 1
    • Controls: 1
    • Bedrock Edition: 1

    The Mobs flair reigns supreme once more (not that anyone's really surprised)! Once again, let's hope that some of them make it into 1.17 someday.


    THEME: Enchanting System Feedback

    This month's theme is...the enchanting system! Some of you have asked for it, many of you have already posted ideas for it, well, now you have it! Show us all your ideas about how the enchanting system can be improved. Do you think curses should be more varied? Or how about a better way to find certain enchantments like Mending? What about new enchantments? Updates to old ones? The possibilities are endless! (Just...remember the FPS list, though.)


    IN OTHER NEWS:

    Another month, another milestone! 175K subscribers! Let's hope that growth continues.

    As stated previously in our other pinned announcement, we have some new moderators, and we've also done some major overhauling of the FPS list.

    If you haven't seen the other announcement yet (where have you been?), here it is for your viewing pleasure:

    MCS Staff Update: New Moderators and Major FPS List Overhaul

    Finally, here's your monthly reminder to please read the FPS list before making an idea, just to be sure your idea isn't already on there.

    Carry on, all you wonderful people!


    <>If there was a suggestion that was missed, please let us know below. Despite our best efforts, we haven't yet reached infallible perfection just yet (we're still trying, impossible as it might be), so some mistakes are still within the realm of possibility.<>

    Honorable 10 Suggestions:


    <> All Monthly Suggestion Posts are cataloged on the subreddit's TMS Catalog Wikipage.<>

    Note: The comments are not for posing ideas unless they pertain to the feedback theme. If an idea crops up in a discussion, then that's fine, but for posting a suggestion for the community and the developers, that is what the "submit" button at the top right is for.

    Finally, you can see some suggestions that have actually been implemented on the Successful Suggestions Wikipage! Maybe one of these will make it on there someday! If you have a suggestion that actually has been implemented in some form or another, please let us know so that we can update the list. Thanks!

    Until next time folks, have a fantastic day/night, and take care! :D

    submitted by /u/GreasyTroll4
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    Strongholds get mossier the closer you are to the portal room.

    Posted: 02 Jul 2020 09:12 AM PDT

    It's happened to us all. You finally discover the stronghold, but find yourself roaming around the halls and corridors for what feels like days searching for the portal chamber. It's just one room in a maze of dozens. You could use an eye of ender, but half the time, it'll end up disappearing through a wall before you see which way it went. Wasting an eye is also one step back from completing the portal frame.

    (TL-DR:) So here's a solution. The closer a room / corridor / generated substructure is to the portal room, the more mossy stone brick is generated in the walls. The portal room itself might be 80% mossy stone brick, the next room 70%, the next 60%, etc.

    I don't think that would make it too easy to find the portal. You're in a room, and you have to inspect the rooms around it to get a sense for which direction to head in before continuing. Then you do the same again.

    It makes a bit of sense as well, or at least it could. It's a portal to another dimension, so there must have been be a lot of air circulation going through it when it was built, leading to more moss growth. Or maybe you could take the same suggestion but with cracked stone brick instead and say the walls become more beaten and damaged, suggesting something powerful and dangerous if you follow the cracks.

    Here's a visual aid: https://i.imgur.com/iq0o2SW.png

    EDIT: for the visual aid. lighter green = more mossy stone

    submitted by /u/PixlPlex
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    in snow storms and above 100 blocks there should be a wind sound effect

    Posted: 02 Jul 2020 02:42 AM PDT

    the title is self explanatory i feel like going in high mountains and snow storms doesnt give that effect it feels like being in any other biome

    submitted by /u/kakisako
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    Crimson and warped boats... the right way to do them!

    Posted: 01 Jul 2020 06:27 PM PDT

    I always see people asking for lava boats with the new planks as if that's not what striders are exactly for, providing no major downside. However, the crimson and warped boats are simply missing. Let's fix that, in a way that just makes sense to me. These new boats should exist, and would work the same on water, but be immune to hot damage like fire or lava. So what happens if you place them in lava? Well, it still works and floats, but they would be slow, barely faster than the player's default lava swimming speed. Far slower than the strider's slowest speed. These boats would exist as a way to have boats for the new wood type, while keeping them consistent with the way their fireproof wood works, and also keeping striders relevant for what they're for. Simply put, this is how I think these woods' boats would behave.

    This solves the inconsistency of missing boat types and keeps everything the way it should be. You can try to use one of these on lava, but it would be far too slow or annoying, as lava is simply too thick for a wooden boat or its oars to travel fast on. Striders make sense being so fast as they are creatures evolved specifically to survive and swim in lava. They are a creative solution and should stay this way.

    Additionally, lava boats without some major downside should be on the FPS if it isn't already, and if it is, well, I think my spin is unique enough from the rest of them, which all just obsolete the very purpose of the strider.

    Edit: No, the player should not take damage from lava in one unless they are actually touching the lava, such as if the boat touched the side of lava and sank. Wood has never been a particularly good conductor of heat so fireproof wood would make even less sense conducting enough heat to burn the player.

    Edit 2: Feedback post is now live. https://feedback.minecraft.net/hc/en-us/community/posts/360070940512-The-right-way-to-add-crimson-and-warped-boats-

    submitted by /u/Roadhog360
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    Skeletons should do target practice if they're bored.

    Posted: 02 Jul 2020 04:47 AM PDT

    When a skeleton is bored and there's no player around, but they see a target block, they'll instinctually do some target practice. This would be helpful for traps but also, the more target practice they do the better their aim would get.

    submitted by /u/Jmememan
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    Paradise biome

    Posted: 02 Jul 2020 08:51 AM PDT

    Minecraft has a lot of biomes, and this biome could spawn in islands in oceans or could be on shores. It could inhabit palm trees and dodo-birds perhaps. And would have really thick shores with extra sand. This biome should be a little bit rare just so the player could be excited when they find the biome.

    submitted by /u/ToiletFather
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    Farmers can buy honey

    Posted: 02 Jul 2020 06:55 AM PDT

    On https://minecraft.gamepedia.com/Trading i don't see any profession which buys honey. So please let this happens.

    submitted by /u/tedomedo
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    A Small Quality of Life Change to Phantoms

    Posted: 02 Jul 2020 01:02 PM PDT

    Now, there's a lot to like about Phantoms, but they seem to get a lot of complaints, much more than any other mob in the game. I think a lot of it has to do with how they spawn, and there's a really, and I mean really simple tweak to help make them a lot less frustrating.

    So, in the game, there's this thing called regional difficulty; as you spend time in a chunk, its value increases. Right now, Phantoms are coded to spawn more frequently the longer you spend in a chunk. It's really counter-intuitive; it means that in places you spend safe-proofing, like your base, you're made less and less safe, and there's nothing you can do about it.

    So, here's the tweak; Phantoms should spawn less as regional difficulty increases, rather than the opposite. In other words, the more time you spend in certain chunks (like your home base), the less Phantoms will spawn to hunt you. Finally, some safety.

    However, in the wilds, phantoms will spawn normally. We'd be mostly threatened while exploring at night rather than when building at night, while right now, it's the opposite! This one tiny change would already go a long way to help phantoms feel more avoidable!

    Some background on the reasoning behind this;

    Now and then you get some post here about "fixing phantoms". Even though I generally like the mob quite a bit, I can agree with a lot of the complaints, and I think I boiled most of them down to this main one; for some, phantoms are annoying rather than challenging due to them being frustrating or tedious to avoid.

    Right now, if they spawn, unlike any other mob, you can't directly avoid them. Just behaviour-wise, they're unobstructed by water, which seems to be unintuitive for some new players. They're faster than you, and the way they track you while gliding down also means you can't really dodge their attacks, either. There's little to warn or remind the player of their arrival, either, which is why I sometimes hear people asking for an "Insomnia" effect, or have them only attack you on the second night.

    But, most importantly, though, they're the only mob you can't spawn-proof for. and to some, sleeping in a bed as a requirement can feel tedious when you're already at your home base. They're like the persistent Duolingo owls of Minecraft, and the back-and-forth trek to click your bed every hour when you were in the middle of something isn't really fun to some, and isn't challenging.

    I can really empathize with the complaints. I too have been knocked off from my builds only seconds after hearing a screech, and it's a shame! I think Phantoms have potential to be real... menacing (or at least, interesting rather than annoying!) I don't know if this "fixes" the issues with Phantoms some have, but I think this change would go a long way to please everyone and remove the frustration some of us have when dealing with them.

    submitted by /u/is_not_robot
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    Vexes should be attracted to soulfire

    Posted: 01 Jul 2020 06:42 PM PDT

    Vexes seems to be kind of like souls. They act like some kind of ghost or soul, they go through blocks, look kind of like small angels, and even their sounds sound like that.

    I think it would be really cool and add to the lore of the game if they were attracted to soulfire, soul campfires, soul torches, and soul lanterns.

    To take this even further, it could possibly heal them if they go inside the soulfire, and maybe even turn it into normal fire afterwards. It can be like they are using the souls in the fire to heal themselves.

    (This is my first suggestion here, so let me know if you have any ideas to add or tell me if you like this idea.)

    submitted by /u/MarshMiloMoon
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    Make piglin brutes bigger

    Posted: 02 Jul 2020 06:58 AM PDT

    It makes sense: piglin brutes are stronger and tougher than the others. In cartoons, strong characters are often portrayed bigger as well, and i think this would fit nicely in minecraft too.

    They shouldn't have to be too big, but noticeable. Let's say, similar to wither skeletons.

    submitted by /u/flameinthepinkpan
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    Desert and Mesa sand Storms

    Posted: 02 Jul 2020 01:16 PM PDT

    Sandstorms would be rather dangerous, if you get caught in one, you would get Blindness till you manage to get out of the sandstorm and they would be incredibly loud, so you can't really hear anything.

    submitted by /u/Indo-nindo
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    Crouching = Reduced Fall Damage

    Posted: 01 Jul 2020 09:05 PM PDT

    Something I would do as a habit would be to crouch when I fall from high places. Then an idea struck me: What if crouching reduced fall damage? It would be a small but welcomed edition imo. It won't reduce it drastically, but there would be a noticeable damage reduction. The idea is that by crouching, your character braces for impact and lands in the most efficient way possible than just simply falling.

    submitted by /u/Starflare125
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    Hi, it's my first post. I thought it would be a good idea to add a book for maps

    Posted: 02 Jul 2020 02:52 PM PDT

    A book where you could save maps and then view them by opening the book. It would be great for exploration and to store maps. You put the maps in the book with the Cartography table, then view one per one by turning the pages like a written book. How many maps we can pout on it? I think 9 slots is a good number.


    It would be like this: https://www.reddit.com/user/josem_cq/comments/hk5um8/book_for_maps/

    submitted by /u/josem_cq
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    Pigstep should also drop when a piglin kills a creeper.

    Posted: 02 Jul 2020 08:48 AM PDT

    If you're too lazy to go find a Bastion Remnant, then you can bring a creeper into the overworld and anger a Piglin with a crossbow. If he kills the creeper, it will drop Pigstep.

    submitted by /u/who_likes_fridays
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    Ostrich Ideas

    Posted: 02 Jul 2020 08:39 AM PDT

    As we all know, the Savanna Biome will be updated soon with Termite/Ostriches. Since they haven't revealed much about it, I have some ideas....

    1. You can tame ostriches by feeding them 1-3 termites, depending on its HP.
    2. Once tamed, ostriches can be saddled. They are the quickest rideable mobs in the game, but have a low HP and cannot jump (similar to striders).
    3. Ostriches lay visible eggs similar to Turtles. Untamed wolves and vultures (once they are added) will try and eat them.
    4. Ostriches will bury their head into the floor, and after 3-5 seconds they have a 40% change of giving you loot (similar to cats when sleeping).
    5. They drop 3-5 feathers and 0-1 eggs.
    submitted by /u/Lopsided_Cherry
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    Palm Trees

    Posted: 02 Jul 2020 01:28 PM PDT

    Palm trees could perhaps Spawn in 2 places, the Desert and the Beach, in the Desert, Palm trees have a chance to have Dates, an edible fruit in the desert, which would nourish you perhaps a bit more than Sweet Berries. On the beach it has the chance to have Coconuts, incredibly nourishing and hard to crack, unlike dates, these would have to be hit with a tool to be opened and ready for consumption

    submitted by /u/Indo-nindo
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    Different type of swamp villages ( and villagers)

    Posted: 02 Jul 2020 12:25 PM PDT

    Instead of having a normal swamp village there should be a village that has ogres. They would have buildings similar to witch huts and would barter like piglins. They could be neutral to witches and players. They could trade with slime. They could also have a slime golem.

    submitted by /u/Homie_Waffle
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    Water in cold biomes should be replaced with slush

    Posted: 02 Jul 2020 09:38 AM PDT

    From my point of view, the water that generates underneath the ice in the tundra biome should be replaced with slush. The slush gives you a slowness effect underwater, which affects all players and mobs which are submerged in at least 1 slush block, and this should be shown with a unique video effect that has the appearance of greyish-white particles (the shape of the particles you can suggest in the comments); being fully submerged in the slush blocks your view with a dark-indigo fog, and the deeper you go, the slower you become and the darker the fog is.

    Slush can be collected in survival with a regular bucket, and can be accessed from the creative inventory with the item Slush Bucket. The block itself can be placed down using commands with the name slush_block or flowing_slush_block if you need the flowing version of slush. Strays are able to spawn in the slush, but their spawn chance is uncommon.

    Slush can only generate in the Snowy Tundra, Ice Spikes, and Frozen River biomes, where the temperature is 0.0 ingame, and always generates underneath Ice Blocks (or Packed Ice Blocks in the case of the Ice Spikes biome) in lakes, ponds, or rivers.

    submitted by /u/mrshapestone
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    New biome idea: The Inferno Canyon

    Posted: 02 Jul 2020 01:24 PM PDT

    The Inferno Canyon is a new home for the blazes, striders and magma cubes. It has several lava ponds and a new ore known as bloodstone. (Netherrack with amber inside) Upvote if you want a new biome. Picture available on r/Minecraft.

    submitted by /u/Angry_Memist
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    Scimitar

    Posted: 01 Jul 2020 11:03 PM PDT

    A new weapon found rarely in Pillager Outposts and sometimes used by Pillagers, this would be a new melee weapon, dealing 3.5 hearts of damage (7 damage for all you damage nerds) and having an attack speed of 1.5 (slightly slower than your normal sword). It can parry like old combat, you would, of course, not be able to use a shield with it and it wouldn't block all damage unless timed right. What do I mean timed right? If you un-parry within 0.3 seconds of getting hit, a sound will play and ALL damage will be blocked but you will be unable to parry again for 1.5 seconds.

    I hope you liked my idea.

    EDIT: u/Babhinav gave me the idea of parrying, then attacking with a swift counter-attack that deals 5 hearts of damage. While I'm here I might as well add that multiple people said that this should only be found in the desert from Pillager Outposts as well as (rarely) Desert Temples.

    submitted by /u/Xoduox
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    Make Snowballs Have a Rare Chance of Freezing the Players(sort of)

    Posted: 02 Jul 2020 06:49 AM PDT

    I came out with this idea when,I was playing Bedwar and I spam snowballs to the enemy. Maybe a snowball have a 16% chance of inflicting 3 seconds of slowness and deal half a heart to the target? It wouldn't apply to strays, polar bears and snow golems because they originated from the cold. This wouldn't be too op because currently snowballs are nothing more than a white ball that damage blazes.

    submitted by /u/Ancient_Derbis
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    Totem of Recalling, mark and recall travel totem

    Posted: 01 Jul 2020 10:48 PM PDT

    The woodland mansions lost their main use, totems of undying, when raids were added. So, a different kind of totem could make it worth going to a woodland mansion, and this totem would also be useful to make it up to the player for traveling that far.

    The Totem of Recalling when equipped to your left hand slot will "mark" the location it was equipped at. When unequipped, it instantly teleports you to the marked location. This means it is only a method for one way travel. You still have to get to a place before you can mark it.

    The Totem of Recalling has a durability of 7, and each time it is used to teleport you, one point is consumed. They'll be rare in woodland mansion chests, but if you find some secret rooms, your chances should be decent to find a couple at least. Their texture is black with purple eyes, resembling an enderman/totem bird combination.

    submitted by /u/Tactical-Kitten-117
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    A function-only command that can stop the running function no matter where you use it.

    Posted: 02 Jul 2020 02:42 AM PDT

    There should be a function-only command, called something like stop. This functions like the break in today's programming languages. For those who don't know programming: with this Minecraft command you can stop a function at any time. This would be extremely helpful for data pack makers, because currently there is no way to stop a running function and prevent it from executing more commands in it...

    submitted by /u/MesterMan03
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