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    Minecraft Make right clicking an armor piece in your hot bar switch out what you’re currently wearing, Instead of only functioning when you’re not wearing anything in that spot.

    Minecraft Make right clicking an armor piece in your hot bar switch out what you’re currently wearing, Instead of only functioning when you’re not wearing anything in that spot.


    Make right clicking an armor piece in your hot bar switch out what you’re currently wearing, Instead of only functioning when you’re not wearing anything in that spot.

    Posted: 22 Aug 2020 01:16 AM PDT

    A small change, but it would make things feel a bit smoother. Especially when switching between elytra and chest plate.

    submitted by /u/Coinsucker22
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    You should be able to climb chains like vines

    Posted: 22 Aug 2020 08:41 AM PDT

    That would make them more useful. I also think that if you click multiple times on the "base" (the chain connected to the roof) you should add more chains lower down. Like a reverse scaffolding. This would give the player more ways of navigating and would be useful when you want to climb down a ravine or deep cave.

    Maybe this has been posted before but I didn't see it. If so I'll remove the post.

    submitted by /u/Tegurd
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    Weakness effect will make you unable to fully charge your bow.

    Posted: 22 Aug 2020 08:34 AM PDT

    You know how weakness should make you.. weak? Well, if you get the Weakness potion effect, you not only can't do as much damage as you should, you also cannot fully charge your bow! Not sure what to do with the crossbow, it would make sense that you couldn't use it at all, but that seems a bit too much. Let me know what you think!

    submitted by /u/OmgkillerCz
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    A ‘Dark Mode’ for inventories.

    Posted: 22 Aug 2020 01:15 AM PDT

    My eyes are very sensitive to light, and Minecraft's user interfaces always tend to give me a headache. (inventories, chests, etc.)

    Though texture packs exist, wouldn't it be simple just to have a built in feature that makes the UI dimmer?

    submitted by /u/TTSot1024
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    Colorblind Mode - It tells the player which color they are looking at or changes similar blocks/items into different textures.

    Posted: 22 Aug 2020 07:39 AM PDT

    Many people who play Minecraft have difficulty with color blindness. So why not give them an option which allows them accessibility

    For example, George who's a friend of a Minecraft You tuber Dream. Can't access certain mini-games because how he sees the world.

    So we could either change similar blocks/items of different colors to also have texture differences.

    Also we could have the color blind mode tell us what colors we are having our cursor on top.

    submitted by /u/TheGallantRobot
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    Oak saplings planted in swamp biomes should grow into the swamp variant.

    Posted: 22 Aug 2020 01:18 PM PDT

    There's a chance this has been mentioned here before but I searched through the subreddit and could not find anything so I've made this post.

    I'm someone who likes to replant the trees I cut down so that the world still looks fresh and beautiful. Unfortunately, I do not believe there is a way to naturally re-create a swamp tree, so this is my suggestion on how to get around this issue.

    submitted by /u/PopsicleIncorporated
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    Gamerule to go instantly thru the nether portal in survival

    Posted: 22 Aug 2020 11:19 AM PDT

    /gamerule survivalPortal <true/false>

    True : actual portal behavior

    False : let you travel instantly in the nether like in creative mode

    submitted by /u/ItsMeKaZeRr
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    Hoes for Combat

    Posted: 22 Aug 2020 12:31 PM PDT

    I saw jeb say something about adding hoe enchantments for combat much like the axe so i have a few suggestions.

    Reaping enchantment : heals the user half of how much damage he dealt. Reaping 1: adds 2.5 damage(since hoes doesn't deal much damage) Reaping 2: adds 4 damage

    Pulling enchantment : pulls the target when hit.

    I also have an idea for a hoe upgrade which is a chain and sickle.

    Chain and Sickle: a throwable support weapon like the fishing rod. -it can be charged and thrown, the amount of knockback increases as charged for longer duration of time. (pulling enchantment pulls the target instead) -can be cast instantly like a fishing rod. -Decreases damage dealt with reaping by 20%.

    These are NOT perfectly balaced but i hope you guys get the idea.

    submitted by /u/ShawneXskie
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    [Terrain Formation] Sunken Lakes

    Posted: 22 Aug 2020 02:08 PM PDT

    [Terrain Formation] Sunken Lakes

    A few days ago I created a world using the 'Caves' world type and I was greeted with this.

    https://preview.redd.it/6jpy876lami51.png?width=1920&format=png&auto=webp&s=1f72fe4853bc7f58a76ce13ea1eb7ee664ec06ee

    And it made me realise. Minecraft's terrain is pretty dull.

    It's mostly either plains or hills and mountains. We don't have any real canyons or valleys which you can walk up to and see the land drop away in front of you. So I would like to suggest something to try and fix this.

    Sunken Lakes would be a terrain formation which could generate in any of the existing biomes, similar to the current hill biomes.

    They would generate large, exposed lakes between y=46 and y=31 (Oceans and Rivers generate at y=63), with the lakes being between four to ten blocks deep. Due to the height difference between the lakes and most existing bodies of water it might be best if these spawn completely landlocked, though a waterfall formation would be another solution to this.

    The lakes would vary in scale from just a single lake to a series of interconnecting lakes, with the larger ones having the potential to spawn small islands inside them.

    The terrain that spawns surrounding the lakes should form overhanging shelves around the edges, while the edges of the lakes would vary between steep rock faces and banks leading into shallow caves. Ultimately, the aim is to create a sharp contrast between the surrounding terrain and the lake itself.

    A rough example which I made using WorldEdit

    submitted by /u/JauPim
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    Minecraft needs more Anthropods

    Posted: 22 Aug 2020 08:01 AM PDT

    So I'm currently in my survival game thinking & enchanting my gear & it's difficult to choose between smite & sharpness but bane of arthropods just doesn't ever cross my mind. Their should be more use for it. A idea I had was to adjust Phantoms from Undead mobs to an Arthropod, in real life butterfly's are classified as an arthropod & phantoms can sort of resemble them.

    Even with Mountain biomes silver fish stone aren't all that common to justify the enchantment so maybe a good idea in the future to add an other hostile mob which can be affected by BoA obviously it have to depend on the theme of the next update but I'd love to see all three enchantments on more even ground.

    submitted by /u/builderbrad63
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    Directional Soul sand and Magma blocks under water.

    Posted: 22 Aug 2020 12:59 PM PDT

    Take the recipe odlf a Dispenser and replace the bow with either block, depending on what you want(maybe a sticky piston somewhere as well, to make more sense, but whatever). The upsides are that you can now rotate the block, so you can pull/push players deep underwater way easier and you can turn them off and on by using Redstone.

    submitted by /u/not_dannyjesden
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    Hide the nether load time behind the portal animation.

    Posted: 22 Aug 2020 03:06 PM PDT

    It seems odd to me to have two wait times, one for the portal swirly animation, then another to actually load the nether. Surely if the nether loads as you stand in the portal, you could make this a lot more seamless.

    submitted by /u/b_random9
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    The crafting table and grass icons for the game and launcher respectively should be updated to the new textures

    Posted: 22 Aug 2020 10:31 AM PDT

    The icons for the game and launcher (visible on the taskbar, title bar of the window, etc.) should be updated to use the new textures. I don't understand why this hasn't been done yet, apart from maybe the fact that it would only apply to freshly installed launchers (even then, it would still apply to the newly installed ones), but the game would be easy enough.

    submitted by /u/TKCoolReddit
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    Continent World Generation

    Posted: 22 Aug 2020 10:23 AM PDT

    Unsure on what flair to use since it is Terrain but also an option in world generation.

    Basically, like "Buffet" and "Superflat" world options, a "Continent" world option, where it generates flat earth-like continents, pretty much a new generation type for "Superflat", this would be used for several different things come to imagination. Not my best suggestion, but one that would be nice to have.

    submitted by /u/XGMCLOLCrazE
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    Updates that focus purely on improving performance

    Posted: 22 Aug 2020 09:38 AM PDT

    We got 1.15 which was mostly bugfixes and the only real thing they improved was loadtime through netherporals and tnt. But they should focus on the general performance of the game. Here's a a quick screenshot comparing 1.8 performance to 1.16 performance someone in a discord I'm in made.

    https://cdn.discordapp.com/attachments/680452233741336599/746769668210950144/Screenshot_20200822-0056392.png

    As you can see performance has dropped by over 50%... There's literally mods out there that improve the framerate and decrease serverload by TONS (some popular ones are lithium, sodium and optifine). These mods all changed rendering of things and algorithms which improve the framerates a LOT.

    If mojang were to make performance updates every so often even people on potato pcs will be able to run the game smoothly.

    Let's talk about server performance. It all started in 1.13, mojang should look back at what they did wrong there and correct it. Because server atm require very good hardware or have to be very small to run properly.

    This is not to hate on the developers. They can still fix this, but if they don't and the modders stop making mods like optifine the game will pretty much be doomed.

    Tl;Dr Make updates that focus purely on performance instead of just adding new features.

    submitted by /u/atiedebee
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    Hoes should have a vastly increased reach, as well as tridents. This would help these tools become less obsolete (especially the trident) and indirectly buff other fighting methods (horses as an example)

    Posted: 22 Aug 2020 11:24 AM PDT

    Tridents suck for combat. I'm pretty sure this is nearly universal in our minds, but they just don't really have anything to them. They don't do that great in terms of melee damage, and most of the enchantments are only really usable is very niche scenarios- Impaling for certain mobs, Channelling when it thunders, Riptide when you touch water. The only really useful enchantment is loyalty which is an absolute necessity to have on your trident if you want it to be any use at all in PvP.

    My idea would be to increase the range of the trident so you can easily hit targets with the MELEE attack from up to 5 blocks away (I'm not sure if this is an actually balanced number, but you get the gist of what I mean).

    Another idea I had was that if you hit a trident at a player using its ranged attack, it could deal more damage but instead of it dealing all the damage at once, it hurt the player slowly over the course of a second or so; this could emulate the player getting 'stabbed' by the trident and slowly losing blood. It sounds really gory, but I think the idea is quite good.

    I think access to the other core enchantments like looting and sweeping edge, knock back, etc. Would be good, even if they were only accessible via Anvils.

    Now onto the topic of Hoes; they have been bullied for years for being useless, so let's give them a meaning! I always thought hoes looked suspiciously like scythes, so why not put them to use as a long range melee weapon with low damage? It could finally give players a reason to use horses, as they could actually hit players without endangering their equestrian companion.

    I think hoes could also have access to enchantments, again by using an anvil to give them the basic combat enchantments. (Also saw an idea where sweeping edge on a hoe could help harvest more crops at once, but this is a combat suggestion)

    Sorry for the kinda long suggestion; doubt this is well written, but I got a trident and realised it was pretty useless, so I tried to think of some cool ideas to improve it!

    Critique and comments welcome!

    submitted by /u/Old-Mac-Donald-Trump
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    Bees should be able to pollinate potted plants

    Posted: 22 Aug 2020 03:20 PM PDT

    I dont know why this isnt in the game already. It would just make sense. Why can they pollunate flowers but not potted flowers? This is a very simple idea. So goodbye!

    Any questions, Opinions, Ideas or Advice? Tell me in comments!

    submitted by /u/JaysonOnReddit
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    Jungle temple arrows should have Instant Damage II or Poison

    Posted: 22 Aug 2020 03:19 PM PDT

    Jungle temples can have quite a decent loot sometimes, like diamonds or really strong enchanted books (all with the level of a book enchanted in a level 30 enchanting table, same as the enchanted books found in a stronghold's libraries' chests) in their chests. And really, the only protection the chests have are 2 dispensers that are in plain sight with 2-14 arrows that shoot you 1 arrow when you step on a tripwire that can easily be broken. I think it would be a good idea to make Jungle temples at least a bit more risky/dangerous, having in mind the kind of loot that can be found. So, my idea is to make those 2-14 arrows the dispensers be arrows with instant damage or poison. In my opinion, they would ideally have Instant Damage II, but Poison I for 15 seconds would also work.

    submitted by /u/TheDragonWarrior2284
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    Custom banner patterns

    Posted: 22 Aug 2020 03:17 PM PDT

    You should be able to save a banner patten you've made

    (Just got this idea because I need a massive amount of the same custom banner designs and just thought to myself that it would be great to be able to copy a custom banner pattern to another banner rather than manually dyeing it.)

    submitted by /u/psycholgicow
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    Onions

    Posted: 22 Aug 2020 11:57 AM PDT

    Currently, all non-wheat, one-block crops are root vegetables, and adding onions would be a fun way to continue this trend. Onions would grow the same way that beetroots do, with seeds that can be found in dungeon chests or villages. Each onion harvest would give the player 2-4 onions, buffed by Fortune. Onions can be eaten raw to restore four hunger points, or two full shanks.

    Here's the special thing with onions:

    Crafting three onions together with two sugar would create Pest Repellent, a new item that can be placed to prevent the destruction of plants by Ravagers and Rabbits within a 9x9 area surrounding the Repellent.

    As in real life, onions could also be smelted into orange dye.

    submitted by /u/Boring_n_Basic
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    The Easy Way to Improve Bat AI

    Posted: 22 Aug 2020 12:40 AM PDT

    The Easy Way to Improve Bat AI

    There are dozens of Bat posts out there and it's not hard to see why, since their introduction in 2012 (1.4.2) they've had one (1) significant change which was in 2018 where their texture changed.
    So after a long night listening to my neighboring fruit bats IRL I present to you my suggestion on how the Bats can be easily improved, mostly by already using what's in game!

    :Spawning:
    Currently Bat's spawn (in JE) in groups up to eight, in light level 3 or less, below Y=63, in all biomes.
    This pattern is near perfect but my main suggestion with it is to increase it's Y-value spawning but only in all variants of the Mountains biome. This increase would be up Y=85 for example.
    The mountains of Minecraft are full of caves and are a great place to find some exposed ores, however with this ambient mob that is almost exclusive to caves, it is missing from the one of the more 'cave-prone' locations. I feel a height increase any greater would break immersion due to snow appearing on blocks past Y=100.

    :Behavior:
    Safety in Numbers
    How many times have you seen more than two bats together in Minecraft in a natural cave?
    Bat's are known to live in swarms and the code does suggest that they can spawn in groups of eight (8), however due to their erratic AI they frequently part ways and say goodbye forever. (Mostly until they meet a lava column).
    To combat this I suggest learning from those in the waves, to help those in the caves.

    Currently Cod, Salmon and Tropical Fish all swim in schools up to 9, so why not use a similar, if not the same code on the Bats? It'll ensure that bat's are realistically seen in swarms, and reduce the risk of them committing 'fiery-flying-death', or at least making sure we see them more often. They could also partake in actions together, sleeping at the same time, active at the same time or erratically slamming into walls together.

    Interacting with the Player
    Currently Bat's have two modes, cute hanging upside down and flying in any direction at any time. To enhance this I feel they should have a 3rd mode. Passive flying.
    The currently flying on the bat it too erratic for it to be conceived a feasible flight, so adding a slower and more deliberate flight will be it's normal mode. Think similar to Parrots and Bees in their flight.
    However if a player get's too close to them when they're 'passive flying' they will revert to their erratic state, same will occur if a player gets too close to a sleeping bat, however let's make it so the players will have to not be sneaking & in the radius of the bat in order to wake them. Another similar mechanic as to those of sleeping foxes.

    Day-Night Cycles
    Bat's are most active at night so let's suggest another behavior to match this.
    When Bat's in real life are active during the night they go out hunting for food together, now I'm not going to suggest they hunt down apples and the unaware necks of players, however it would be nice to have them out during the night time.
    When night arrives the bat AI searches for skylight, much like skeletons during the day seeking cover or water, they'll then fly out of their cave or dark forest and fly above most ground generation (let's refer to their new proposed spawning height of Y=85)
    They would be flying at their erratic speed in their 'swarm' but in a stable direction. When sunrise arrives, their AI will do the reverse of before and seek cover, preferably with a light level lower than three (their spawning light level), and rest around that area for most of the day.
    However if they do get outside of the player spawn regions for ambient mobs (40 blocks radius) they will despawn.

    :Additional Notes:

    • The erratic flight mode would only be active when the bat is frightened.
    • The Bat's erratic behavior could change so they search for skylight as well to mimic that classic, 'swarm of bat's escaping cave mouth' look.
    • If bats can't find skylight they'll just fly erratically in their swarm.
    • Y-value spawn increase would work well for present day mountain variants, however with the mountains winning the biome-vote it'll be good to change the bat's AI to match their new homes.

    :TLDR:

    • Have them spawn up to Y=85.
    • Fly together in swarms much like fish swim in schools
    • Introduce a passive flying mode that isn't as erratic and much slower
    • Allow players to sneak up on sleeping bat's whilst sneaking
    • Have bats fly into the night in their swarm

    Hope you enjoyed my suggestion!
    I had a lot of fun writing this and I do believe it doesn't meets the FPS list due to not adding utility to bat's however it does near the ideas of 'give X mob, Y mobs behavior' but they were used as examples as to how it could be implemented. If a similar behavior is already in the game, why not cite it?

    Bat's are useless and this suggestion doesn't change that, it just brings more life to them via their AI.
    Feel free to ask any questions!

    https://preview.redd.it/eky6grrprhi51.png?width=1920&format=png&auto=webp&s=0ad09384b83bc787752faec2a25a3b0ad74fecb1

    submitted by /u/ConnorJonasR
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    Introduce a "pick tool" function

    Posted: 22 Aug 2020 01:54 PM PDT

    Another of those control changes that are very minor but could be extremely handy. As of now, a middle-click lets you pick the block you're looking at, and it's already a gamechanger. But what if, say,
    "ctrl+middleclick" dropped the proper tool for that block onto your hotbar? (Of course if you have it in your inventory). Imagine how smoother mining will get, or quick breaking of the misplaced blocks w/o interrupting your flow... As a bonus, this would serve as a "tooltip" for "how the heck do I mine this one?"

    submitted by /u/Sithoid
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