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    Minecraft You can put carpets and beds in a loom to give them patterns.

    Minecraft You can put carpets and beds in a loom to give them patterns.


    You can put carpets and beds in a loom to give them patterns.

    Posted: 09 Sep 2020 04:07 AM PDT

    Banner is made of wool, carpets are and so are beds. It makes sense for us to be able to make unique patterns on our carpets and beds.

    Edit: apparently bed patterns are on the FPS list. The title is now Custom Carpet Patterns.

    submitted by /u/TheOutcast06
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    Villager unemployment is too high.

    Posted: 08 Sep 2020 09:09 PM PDT

    Political jokes aside, this is a serious problem that I encounter every time I find a village. At least half of the villagers are unemployed, and at least half of the remaining villagers are farmers. Usually there are only 2-4 distinct job types per village (including farmers), which really makes me wonder how they sustain that. Here are the solutions that I have:

    Guaranteed job diversity:

    There could be a guarantee that at least 5 unique job-site-block buildings generate for each village. It could even be environment-dependent, such as a guarantee that a village that generates by an ocean or river has a fisherman.

    Locators for other villages:

    Another theory is that the villagers sustain themselves by trading with other villages. Therefore, there could be maps that generate (in chests) that are basically locator maps for villages. Alternatively, if two villages generate within 256 blocks of each other, then there could be a road/trail connecting them.

    submitted by /u/Emperor-Nathan
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    The End Sparrow

    Posted: 09 Sep 2020 06:50 AM PDT

    The End Sparrow is a passive mob inspired by the strider from the Nether.

    This passive mob will be a bird like mob. It can be tamed by chorus fruit and will naturally generate on top of chorus plant (End Dimension Only) .

    When it is tamed it will ride on your back like a parrot rides your shoulder.

    This passive mob will give the ability to look at enderman without angering them. You will also be able to jump higher (perhaps jump boost 2) and slow fall. When either effects are active, the end sparrow will spread open its wings, making it look like you have purple wings sprouting from your back. This mob is meant to help you explore the end easier such as the strider has done for us.

    submitted by /u/Pyro-shroom
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    Why not add Hornets in the Nether ?

    Posted: 09 Sep 2020 07:46 AM PDT

    The Nether update offers us new mobs like piglings, hoglings etc... but it would be nice to see more hostile mobs in the Nether in the futur.

    Nether Hornets :

    https://i.ytimg.com/vi/mjPmXjo62r8/maxresdefault.jpg by SystemZee

    Nether Hornets can be find in any forest in the Nether, hornets attacks are like bees attacks except that they do a bit more damage instead of 1 damage they do 2 to the player. Unlike bees poison who last 10 second their poison is similar to the cave spiders and they don't lose their darts.

    Nether Hornets will be fast in Minecraft, fast like a baby zombie, but in health they will be very weak like the Bees, her health will be a bit better like one more heart but they will be still very vulnerable and can be kill in one or two hits by the player.

    They will have a very big weakness, and it will be fire who will kill them directly by any hit with them or if they touch a flame or any source of big heat like magma block or lava like in real life.

    Hornets are attract by gold, in the Nether the player can see them around gold block, if the player wear a golden armor, they won't attack him except if the player attack her hive or break a gold ore block or gold block in front of them.

    In the Nether they can appears randomly in a group of 3 or 4.

    If a player goes near the lava or any source, the hornets will not attack him.

    There is a chance that the player can find hornet near the nether portal it will be rare, but it will maybe explain why bees are rare in Minecraft.

    Nether Hornets Hive :

    https://external-preview.redd.it/YakI3_H4a_awWFYfCgvxjG-IddG7yjxRbh9am4x-x8g.png?auto=webp&s=3b3d8d9e013a62a2b466b6032b749e0a369e0c23

    Players have a medium chance to fall on an inhabited hornets hive in the Nether forests.

    The hornets have a hive but huge, the player will be able to enter to explore and destroy it with fire easily.

    The player can find inside of the hive a lot of gold, that the player can collect but he needs to be careful because the hornets will be very mad when he will enter the hive.

    The player can use TNT or simply burn their hive, or can decide to create a farm if he wants in the Nether.

    A Nether Hornets Hive can be find in the Overworld but it will be very rare like find a Mansion in Minecraft.

    Items drop :

    Dart (Medium loot drop): The player can use the dart for useful items.

    Thanks to the dart he can make poisonous potions, the player can replace the spider eyes by the dart. The player can build too poisoned arrows, the craft will be like a normal arrow but instead of the flint the dart will be put instead to get a poisoned arrow.

    New Disk (High loot drop) : The flight of the drone.

    New success :

    Hornet Hunter : Burning an Asian hornet hive.

    Burn them with fire : Kill a hornet

    Why do I hear boss music ? : Meet a Nether hornet group.

    The introduction of the Nether hornets could be good for add a new hostile mob in the Nether and especially a new mob in the forest with the Hoglins.

    submitted by /u/EfficientProduct0
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    Separate keepinventory and keepexperience

    Posted: 09 Sep 2020 01:19 PM PDT

    The gamerule /keepinventory into two gamerules, /keepinventory and /keepexperience. Now, keepinventory would not save your levels upon death, and keepexperience would have you lose your stuff, not levels.

    These should be separate for players who still want a risk with dying, but don't want to lose items, and for players who do not want to lose levels upon death.

    submitted by /u/The-Real-Radar
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    When a lodestone item falls in lava/fire, the chiseled stone gets burned but the netherite ingot at the center survives

    Posted: 09 Sep 2020 07:23 AM PDT

    (If you only care about the idea, just read the bold text at the end of the post)

    I've been reading a lot of suggestions about certain items not burning, and a lot of responses pointing out how this would make netherite less special, so I thought:
    "People say netherite must be special by being the only item that does not get burnt in lava/fire, let's take a look at all the netherite-related items...". So I went to the Minecraft gamepedia to make some research, this was the result:

    Netherite tools/weapons: Don't get burned
    Netherite armor: Doesn't get burned
    Netherite scrap/ingot, Ancient Debris: Don't get burned
    Lodestone: Gets burned...

    So I thought, "Lodestone is just a netherite ingot surrounded by chiseled stone (since there doesn't seem to be any netherite in the borders/surface of the block), so when it falls into lava, I get that the stone gets burned and disappear, but why the netherite ingot?"

    TL;DR (kind of): All the text above was just a short story about my thinking process. Basically, my idea is what the title says, when a lodestone item falls in lava/fire, there will only be 1 netherite ingot remaining in that lava (since all the chiseled stone should be getting burned). So you loose the stone, but keep the ingot.

    (This may help a bit to counter the fact that when you have F3 to see coordinates, a piece of paper and a pencil, a button you press to take screenshots, notepad or literally any method to remember a few numbers, the lodestone is pretty useless in survival worlds.)

    submitted by /u/TheDragonWarrior2284
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    Nether plant's color should change depending on which biome they're in

    Posted: 09 Sep 2020 09:55 AM PDT

    For instance, if you place crimson nylium in a wet/cold biome the color would be much duller. If you place it in a desert however, it would look exactly like how it looks in the nether.

    submitted by /u/Strangest_things11
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    Please raise clouds

    Posted: 09 Sep 2020 12:11 PM PDT

    Here is the thing, i like to make tall buildings, and i love cloud aesthetics. however it sucks being in your base only to be blinded by a cloud.

    submitted by /u/cyborg8
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    New end mob, Glyders

    Posted: 09 Sep 2020 09:17 AM PDT

    I'm sure we all like the Stryders, they're very useful for nether exploration, I was thinking that maybe there could be an end equivalent of them known as The Glyders! Of course, you would need a saddle to ride them, and maybe so you can control them, you use a popped chorus fruit on a stick! This would give an actual use for popped chorus fruit! Their design could be them looking just like a normal Stryder but they have a more purple color instead of red, they would also not have any legs and instead have wings that look like beetle wings!

    submitted by /u/ILikeYellow15
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    Luck Potions

    Posted: 09 Sep 2020 04:59 AM PDT

    As you probably know, luck potions are useless. I have some Ideas to make them better: 1: Mobs with little use spawn less. ( Zombies, Skeletons, Creepers, Phantoms.) 2: Mob drop rate will increase. (Like a 75% chance of an ender pearl) 3: Enchanting with better luck. (Like how an expensive enchant will sometimes give unbreaking or something.) These are just suggestions, but I think they would be cool.

    submitted by /u/xxMasterDisasterxx
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    A dropper should be able to put things directly in entities' inventories.

    Posted: 09 Sep 2020 10:50 AM PDT

    Powering a dropper onto a block with a certain entity (listed below) in it should put an item directly into the inventory.

    Entites this would work for

    • players
    • chest and hopper minecarts
    • donkeys, mules or llamas with a chest equipped

    This would be like using a dispenser to dispense armour/saddles. The code is already there with dispensers, why not be able to put things directly into entities inventories?

    If the inventory is full, it would just come out as an item like normal.

    submitted by /u/PhantomMembrane102
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    Thin Ice

    Posted: 09 Sep 2020 08:04 AM PDT

    So i read u/Jean_Christ's post and it gave me an idea: thin ice. When you walk on it, it would have a chance to break, and it it would have the same texture as regular ice but be only 2 pixels high.

    submitted by /u/EandCheckmark
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    Gravitator

    Posted: 09 Sep 2020 12:08 PM PDT

    Gravitator

    The Gravitator is an alien squid-like neutral mob found floating around the large empty spaces of the End. They always stay in the air and so don't stray too close to land. They turn hostile when a player flies too close and use a beam to pull the player in and attack them, before escaping again.

    Appearance

    The gravitator is squid-like in appearance. In fact, it is closer to looking like an actual squid than normal Minecraft squids. It has three main sections to its body -- the main body, the head and the tail. The head and tail are both purple while the body is primarily white with purple markings. The tentacles/arms are also purple. The gravitator has a large square off-white eye with an enlarged blueish iris/pupil, which looks similar to an ender pearl. Its gravitation beam would be light purple. Below is a rough sketch I made of my design concept. I'm no concept artist but hopefully it makes things clearer.

    Rough Concept Sketch

    Stats

    Gravitators have 50 health points (25 hearts), making them a tough opponent.

    It is immune to fall damage, although cannot fall anyway.

    Behaviour/Attack

    As long as the player is 20 blocks or further from the gravitator, it will ignore them, remaining neutral. Unless provoked, it will try try to maintain a minimum 20 block distance from any other mobs. It will additionally try to stay 30 blocks away from any non-air blocks. When neutral, it will slowly float/swim in the air in a similar manner to Overworld squids. Don't let this apparent docility fool you though -- it is capable of moving a lot faster when it needs to.

    When a player is within 20 blocks of a gravitator, it will use a gravitation beam to pull the player towards it at incredible speed. The gravitator is also pulled towards the player, with them meeting at the middle. The beam is similar in appearance to that of a guardian, as well as making similar sounds (although perhaps slightly distorted).

    When the player is within range of its bite attack, the gravitator deals 6 - 12 damage (depending on difficulty), plus the corresponding fall damage for the distance the player travelled (so a max of 7, which can be reduced with Feather Falling). The bite can be blocked by a shield, but the fall damage cannot.

    The exact breakdown of the attack strength is 6 (3 hearts) on easy, 9 (4.5 hearts) on normal and 12 (6 hearts) on hard. This means an ill-equipped player can survive an attack on hard mode, but only just (if you add the fall damage).

    After attacking, the gravitator will swim away at a similar speed to its attack, in order to escape the player. It attempts to fly over 20 blocks away from the player, becoming neutral again when it does. There is a 2 second cooldown until it can detect a player within range again.

    A player can attempt to escape the beam by flying away, but the gravitator will try to keep the beam aimed at the player until the player is sufficiently far away (outside of 20 blocks from it).

    If the player attacks it from a range of more than 20 blocks (e.g. if they used a crossbow), the gravitator will merely try to escape (in a similar manner to its escape after its attack), rather than attacking the player.

    TL;DR

    It's a mob that takes social distancing to the extreme (and then totally ignores it to bite you). It generally only attacks once (to teach you a lesson), but that attack is quite vicious.

    submitted by /u/Ninesquared81
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    Chains could be used to link Minecarts together

    Posted: 09 Sep 2020 10:52 AM PDT

    An item would need to be crafted called a link (crafting recipe: two chains on top of each other) which can connect two minecarts that are one block or less apart from each other if you crouch and right-click on the minecarts.

    I could see Furnace minecarts being used to propel all the minecarts (chest minecarts especially) linked to it.

    Thank you for reading my rant and I hope you have a good one. I may or may not expand on this later.

    submitted by /u/5-dig-dick
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    Ghast fireball has a chance to turn sand to glass on impact.

    Posted: 09 Sep 2020 01:38 AM PDT

    I think it would be a really cool idea as it could be a 1 in 20 chance it turns to glass and it would be a fun achievement to get.

    submitted by /u/That_donut_lover
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    Traveler Villager

    Posted: 09 Sep 2020 12:08 PM PDT

    If a ruined portal spawns within a radius of a village, a villager spawns that sells glowstone, gold items, potions of Fire Resistance, nether wart etc. This would be rare, but a good way to get gear to ease your time in hell. This villager wouldn't have a job site block, so it can't be replicated.

    submitted by /u/Ka1-
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    A Potion a Day: Potion of The Unstoppable (and reverse, Potion of Pausing)

    Posted: 09 Sep 2020 04:04 AM PDT

    I have several ideas for new Potions in Minecraft, so I'm going to be posting one a day this week. Tell me what you think!

    Sunday | Monday | Tuesday | Wednesday | Thursday | Friday | Saturday


    Potion of The Unstoppable

    Brewing: Netherite Scrap -> Awkward Potion = Potion of The Unstoppable

    Effects:

    Constantly purges all other status effects from the affected entity. Also grants the affected entity +6 Armor Toughness (not to be confused with Armor itself) and +2 Knockback Resistance for the duration. Lasts 3 minutes.

    Variants:

    • Redstone Dust -> Potion of The Unstoppable = Potion of The Unstoppable+, increasing the duration to 8 minutes.

    • Glowstone Dust -> Potion of The Unstoppable = Potion of The Unstoppable II, doubling the Armor Toughness and Knockback Resistance values to +12 and +4, respectively, but lowering the duration to 1.5 minutes.

    • Gunpowder -> Potion of The Unstoppable = Splash Potion of The Unstoppable

    • Dragon's Breath -> Splash Potion of The Unstoppable = Lingering Potion of The Unstoppable

    • Fermented Spider Eye -> Any Potion of The Unstoppable variant = corresponding Potion of Pausing variant

    Aesthetics

    • Potion of The Unstoppable bottles are black with a ruddy glow, similar to Netherite armor and tools.

    • The affected entity constantly pulses a dark red color, signifying all other effects being purged from them constantly.


    Potion of Pausing

    Brewing: Fermented Spider Eye -> Potion of The Unstoppable = Potion of Pausing

    Effects:

    Applies the 'Paused' status effect to the affected entity, pausing the duration countdowns of all other status effects active upon the affected entity until the 'Pausing' status effect wears off. Lasts 3 minutes.

    The other effects are still active, their duration timers are merely paused, to be clear. Just to explicitly confirm, a Potion of Pausing does not grant the Armor Toughness or Knockback Resistance that a Potion of The Unstoppable does despite being brewed from one.

    Variants:

    • Redstone -> Potion of Pausing = Potion of Pausing+, extending the duration to 8 minutes.

    • Glowstone -> Potion of Pausing = Potion of Pausing II, lowering the duration to 1.5 minutes but 'locking in' any currently-active status effects, making them unable to be removed except by death until their duration expires (by Milk, Honey, or even a Potion of The Unstoppable).

    • Gunpowder -> Potion of Pausing = Splash Potion of Pausing

    • Dragon's Breath -> Splash Potion of Pausing = Lingering Potion of Pausing

    Aesthetics

    • Potion of Pausing bottles are pure white.

    • While a Potion of Pausing is active, all particle effects produced by the entity play their animation 75% slower.


    Discussion

    Potion of Pausing

    The Potion of Pausing was the original idea for this concept, as there is currently no way to extend status effects in Minecraft without simply re-applying them.

    I think such a mechanic works best as a Potion, though an Enchantment would certainly work. Either way, the Potion of Pausing would be extremely useful, but mainly only in niche situations where the player wants to extend the duration of multiple effects on themselves or - with a Splash or Lingering variant - on someone else.

    Potion of The Unstoppable

    It's counterpart, the Potion of The Unstoppable, is a source of three rare effects: Armor Toughness, Knockback Resistance, and the removal of status effects are only obtainable in two ways (Diamond and Netherite Armor for the former two, Milk and Honey for the latter, and Honey only effects one status effect).

    A Survival player rarely needs all of those effects active at once, but there are situations where the three can come in handy simultaneously (a Cave Spider spawner with Creepers nearby, for example, requiring protection against both explosions and Poison). The main point is offering another source of these obscure effects.

    Where the Potion of The Unstoppable really shines, however, is PvP, where it makes the drinker a juggernaut that practically ignores the knockback on hits, tanks explosions like a champ, and cannot have any negative effects applied to them in the interim. A Potion of The Unstoppable II grants the same Armor Toughness and Knockback Resistance as a full set of Netherite Armor, not that the other variants are to scoff at either!

    Though remember, the Potion of The Unstoppable does not grant actual Armor, it just makes your existing armor be pierced less.

    Closing

    Both of these Potions are thus quite powerful, which is why they require a rare item to be brewed: Netherite Scrap, which, unlike its fellow 'not-yet-complete-ingot' cousins the Iron and Gold Nuggets, has no current use.

    What do you think? Thank for your time and feedback!

    submitted by /u/TheGreatGimmick
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    Villager Quests

    Posted: 09 Sep 2020 03:57 AM PDT

    When you go to a village there can be a few missions you can do for instance

    • Retrieve a lost or rare item from the for a villager

    •Repair broken homes or build new ones

    •Defeat a certain amount of mobs around the given radius around the village

    • "cure" on of their fellow villagers and bring him back

    • Build shops or stations we're the villagers can walk and trade freely

    • Bring livestock to the village ect.

    Rewards for missions may include:

    •Cheaper Trades

    • "Villager trust level" which allows you to trade more items at a time

    • Other loot such as emerald/gold/Iron and if very lucky Armor and weapons

    •XP levels

    •Permission to build anything within the village

    •Maps to lost/secret treasures ect.

    That's my suggestion, let me know if you like it or not or what can be improved apon. My first post here :)

    submitted by /u/AssasinGLX
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    End butterfly

    Posted: 09 Sep 2020 11:23 AM PDT

    End butterflies would be at least flour blocks wide and one up, they would go on course plants pollinating and perching on them as they pollinate, they can be tamed by sitting on them and would fly you to wherever you want. They have purpur color winds void eyes and antenna, and have endstone colored body. Drops would be 1-2 course plants since they eat that and have a rare chance to drop wings that when in a crafting table with string in the middle would make wings that could only glide and the would take more durability than elytra by half. They would spawn in groups of two to three.

    submitted by /u/Homie_Waffle
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    Rare Redstone Structures

    Posted: 09 Sep 2020 07:49 AM PDT

    Abandoned Redstone Villages

    Purpose- The purpose of these rare villages is so new players can grasp or be introduced to redstone. Similar to ruined portals helping new players learn how to enter the nether. This redstone village can introduce players to the redstone community.

    Concept- In these rare villages it will feature a town with common redstone builds that are mildly broken. The purpose of that is so the player will not just use them but will have to work to fix them. The village will feature:

    • 2 X 2 piston doors
    • automatic crop farms ( Carrots, Melons, Potatoes, Wheat, and Pumpkin, will vary)
    • elevators
    • Equipping stations (equipping armour or tools)

    These redstone builds will all be mildly damaged.

    Build Material- The structures will not be made of iron blocks or quartz blocks to get a clean look, but rather plain stone brick. The purpose of these structures are to introduce players to redstone, not loot them of their materials.

    Spawn Rate- These will be a rare structures but not so rare that it will be almost impossible to find. It think it would be fair to give it a 25% - 30% chance for it to spawn. You could argue that's too common but villages don't spawn in every single chunk. So first a normal village would have to be there to be converted to a abandoned redstone village.

    So that's my idea. If anyone want me to do a non abandoned redstone village, feel free to request it to me. I'll brainstorm some villager types.

    submitted by /u/Pyro-shroom
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    Wandering Trader Functionality

    Posted: 09 Sep 2020 10:44 AM PDT

    A wandering trader is very clearly a villager, in the way that he trades and the look in his eyes. But they have one time usage then they're gone. I think they should have some similar features to villagers where: once per day they will have a chance of looking for a jukebox(placeholder i couldn't think) then if they find one they bind to it, they become a merchant, one merchant per jukebox, a merchant will restock.
    At the moment dirt blocks are only renewable because of this guy, please make it a bit more simple to get.

    submitted by /u/That_Kael
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    Additional "soul" enchantments, counterparts to existing types of enchantments

    Posted: 09 Sep 2020 12:22 PM PDT

    These will be counterparts to existing enchantments of similar names, and are obtained in the same ways. They are mutually exclusive with their counterparts. There won't be counterparts for every enchantment, but mostly for each class of enchantment, such as one for protection and one for a sword damage boost.

    Enchantments

    Soul Thorns: 50% chance to absorb health from armor durability (it does lower damage than thorns, but uses the durability damage it causes to an attacker's armor and converts 25% of that lost durability into health), other 50% chance to absorb their durability (not dealing damage to them but taking their durability and adding it to your armor)

    Soul Protection: same stats as projectile protection but it only protects against magical attacks like potions or enchantments (also against these other soul enchantments)

    Soul Sharpness: durability lost on the sword has a 10% chance to be converted into damage ignoring armor, the health points it deals is durability lost times level of soul sharpness (1 point lost times 5 makes 2.5 extra hearts)

    Soul Power: dispels potion effects from a target, but deals one less heart of damage for each effect on them.

    Soul Mending: when on tools, damage you take occasionally repairs it. When on armor, damage you deal occasionally repairs it. This could be exploitable, but no more than regular mending.

    Soul Falling: falling into soul blocks like soul sand will not result in fall damage, and you'll have resistance 2 in seconds equal to blocks you fell, capping at 20 blocks (or 20 seconds of duration)

    Soul Piercing: does no damage past the first target, but will inflict weakness and slowness for seconds equal to targets pierced (the third target has it for 3 seconds, fourth for 4 seconds, etc.) and they are pulled in.

    Soul Multishot: places 3 visual clones of the player using it at point of impact, similar to a hologram in other games such as Halo Reach or Doom. They're basically armor stands and will naturally disappear after 30 seconds or if punched.

    Soul Punch/Soul Knockback: target glows for seconds equal to level and has a 5% chance each level to be teleported a few blocks backward, if it's into a solid wall they'll teleport to the nearest open space in that direction (they potentially won't move at all) this is to simulate your soul being knocked out of your body temporarily

    Soul Affinity: crouching empty handed can allow you to see the highlight of mobs (glowing), 10 blocks away for each level, this is of course a counterpart to aqua affinity so it's capped at level one without using any commands. Durability rapidly depletes while using it.

    Curse of Souls: this is the curse enchantment of course. When the item breaks, the wearer is teleported to the nether. The item is then restored with low durability and without that enchantment.

    Soul Aspect/Soul Flames: the target is covered in blue flames that only go away after time, water does nothing. The flames deal low damage but quickly deplete hunger of the target instead.

    Why these should be added

    The nether could use more loot worth looking for. We mostly just have netherite and soul speed. That's not to say those aren't good enough, but more valuable items would be nice. These may be somewhat overpowered but I think given that the nether is pretty dangerous, these are perfectly balanced.

    It also makes combat more well rounded in multiple ways, magical protection for example would be invaluable. I'm not sure if this is bedrock edition exclusive but armor and enchantments don't really reduce potion damage, so even with full netherite armor a harming potion will hurt pretty bad. The more options and ways we can customize our gear, the better.

    submitted by /u/Tactical-Kitten-117
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    Fashion

    Beauty

    Travel