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    Minecraft Moles

    Minecraft Moles


    Moles

    Posted: 12 Oct 2020 03:54 AM PDT

    **So I made this mole model as a suggestion for 1.17!**I think it would be a cool way to make the lush caves feel more "alive" and maybe it would be a type of farm animal underground that could dig up stuff when you feed it and it could be used to obtain leather without having to go above ground!

    This is how I imagine them to look:Fancy render: https://imgur.com/a/Ulm8DTWIsometric Render: https://imgur.com/a/e6k4y6TNormal Render: https://imgur.com/a/1OKmx6A

    It wouldn't have a lot of hp (maybe the same of a rabbit) and it would drop either leather or its claws upon death! Don't kill them though they'll attack you and if theres other moles nearby they'll attack you too! If you spectator them in spectator node it shows a blindness like effect!

    My mole suggestion on the minecraft feedback page: (still needs to be approved sorry)

    submitted by /u/Hooplurd
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    The Leaves of the nether trees should disappear like the leave of the normal trees

    Posted: 12 Oct 2020 05:12 AM PDT

    I know it's not technically leaves but it's pretty annoying to clear the whole tree after the wood was harvested

    submitted by /u/MajorTomSKU
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    "Ain't nothin' gonna break my stride"

    Posted: 12 Oct 2020 06:18 AM PDT

    This advancement could be awarded for going 500 or 1000 blocks of lava on a strider. The parent advancement would be "This boat has legs".

    EDIT: edited the distance

    submitted by /u/Slovak_Shadow
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    milk with honey - a drink that cures only negative effects.

    Posted: 12 Oct 2020 07:41 AM PDT

    milk with honey is craftable using three honey bottles and one milk bucket (the crafting is shapeless)

    cures weakness, poison, slowness, levitating, mining fatique and any effect that is similiar to these. can still cure bad omen.

    ignores positive effect such as water breathing, regeneration, speed etc.

    this item could be very useful for beating ocean monument, as you want to deal with mining fatique but you risk drowning to death if you don't have more water breathing potions) and to make surviving attacks from wither skeletons and strays easier.

    i think this idea will encourage players who uses potions to farm bees and generally i feel milk with honey could be very useful item.

    also both honey and milk is tasty irl lol

    what do you think?

    submitted by /u/Pingas9999
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    It would be really cool if we got a new music disc with every major update.

    Posted: 12 Oct 2020 09:27 AM PDT

    Adding Pigstep as a disc in the Nether was so unexpected, but it makes so much sense and I think we can all agree that it is FIRE (pun intended).

    It's not exactly extremelly needed gameplay wise, but it brings some welcome variety in that department. I'd love to see a new disc getting added in the new Caves And Cliffs update. Maybe themed arround the new "The Deep Dark" biome and the new mob, The Warden? I'd love to have more awesome songs centered arround the update's theme or an aspect of it.

    submitted by /u/Linkthepie
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    Replace the wooden chests in underwater shrines with corroded copper chests

    Posted: 12 Oct 2020 01:18 PM PDT

    Something like this would look much better underwater than the classic wooden chest, don't you think? Corroded copper matches the color pallet of the ocean floor, and would look incredible alongside prismarine.

    submitted by /u/Ajreil
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    Luminescent blocks: A colored lighting look-alike that is actually feasible!

    Posted: 12 Oct 2020 11:00 AM PDT

    Luminescent blocks: A colored lighting look-alike that is actually feasible!

    Now that glow squid has finally been added to the game, it would be nice if it had useful drops, instead of, say, only dropping ink sacs. This new drop might be used to craft items and blocks that are luminescent.

    Luminescent things appear bright when rendered, but don't emit any light of their own. So they can be seen in the dark, but don't light up anything around them. The effect is similar to enderman's eyes, or spider's eyes, in that they are visible in the dark.

    The glow squid's drops would probably be used in glowing blocks, perhaps combined with colored dyes, to produce blocks that glow in different colors. They would glow the color of the dye, and would be very visible in the dark, but don't actually light up the blocks around them. It is very similar to colored lighting.

    Luminescent blocks may look something like this. From RTX Beta. Note that they don't actually give off light.

    Note that this would not be difficult to implement: it is true that colored lighting is very difficult to implement and would be quite laggy, however, luminescence is different from colored lighting, and (without getting into too many technical details), can be implemented very easily, and without performance cost.

    However, luminescence looks very similar to true colored lighting. In most builds, they are interchangeable.

    Finally, these luminescent blocks might be used in a build such as Eylsium Fire's city map: https://www.youtube.com/watch?v=UtLun2-jOQ8. It was made using a RTX pack that adds glowing light blocks.

    The colored light blocks you can see in the build are essentially luminescent blocks, since they don't light up the blocks around them; they only glow. With luminescent blocks, this build would be possible in vanilla minecraft, without the use of shaders (although shaders might make the build look better)

    https://preview.redd.it/1r2kaeymdps51.png?width=2304&format=png&auto=webp&s=a0d7d95edf6578916e8a1fb33230de5d1f5eb775

    Luminescence would be revolutionary for building; it is a compromise that basically allows for colored lighting, while being quite easy to implement. I see it as the next step forward for Minecraft's building meta, which hasn't changed much, except for the addition of more blocks and textures.

    Edit: Re-posted after removal with mod permission

    submitted by /u/joshuali2
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    You can put Poisonous Potato in composters.

    Posted: 12 Oct 2020 02:58 PM PDT

    You can do nothing with Poisonous potatoes so it would be nice to have something to do with them.

    submitted by /u/Otsokana
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    Fallen Kingdom

    Posted: 12 Oct 2020 10:45 AM PDT

    walking into a dead village should give you the advancement: Fallen Kingdom.

    idk, i thought it was cool i guess.

    submitted by /u/thatonegayweeburmom
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    Goodbye World (or something like that)

    Posted: 12 Oct 2020 10:34 AM PDT

    Break your elytra while above the building limit gives you the Advancement: Goodbye World, a reference to the all too relatable moment in your Hardcore world when you elytra breaks and all your work is forever gone.

    submitted by /u/thatonegayweeburmom
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    Giant Salamanders

    Posted: 12 Oct 2020 10:27 AM PDT

    Everyone's been talking about the caves part of "Caves and Cliffs". But nobody's talked about any mobs for the cliffs part. Well, not until today. After the addition of one critically endangered salamander, what harm would be another?

    This ones gonna be short, blunt and straightforward. No jokes. Last time I tried this suggestion it got to about 8 upvotes and died like my dreams. At least it was 100% upvoted.

    1: Stats

    Giant Salamanders are passive to humans. They have 4 stages in life: egg, baby, juvenile and adult. They spawn rarely in flowing water in mountains and caves. They don't spawn in still water.

    Babies have 5 HP (2½ Hearts) of health and grow into juveniles in 5 Minecraft days. They are half a block long.

    Juveniles have 10 HP (5 Hearts) of health and grow into adults in 20 Minecraft days. They are 1.5 blocks long.

    Adults have 40 HP (20 Hearts). They are 3 blocks long. They will sneak up on fish and eat (kill) them.

    All salamanders stay idle/motionless unless hunting. After eating they will not hunt for 10 Minecraft days. Only adults and juveniles hunt. Babies do not hunt. Babies can be scooped with a bucket.

    2. Breeding

    2 adults must be fed 5 fish each of any kind to breed. Once bred, they lay 4-5 eggs in water. Eggs are entities with 1 HP (½ heart) of health and can be scooped with a bucket. Other baby and juvenile salamanders will try to eat (kill) the eggs, so keep them away. In about 10 Minecraft days the eggs will hatch and you will have 4-5 bouncing baby salamanders (not literally bouncing but you get the point). Adult salamander breeding cooldown is about 20 Minecraft days.

    3. Uses

    When breeding, salamanders have a 1% chance to produce giant salamander slime (no dirty joke intended). Giant salamander slime is basically axolotl ectoplasm. It can be placed on any floor surface and cannot be mined once placed (even with a silk touch pickaxe). Mining the block it is on will destroy it. When directly standing on it you get stuck in it, like honey, but you get regeneration V. It can be used as a healing station in your base. The point of this is so these guys have a use and don't end up becoming polar bears.

    Comments section exists for feedback. Think this is good? I don't mean to be a beggar but please help me bring this to the front if you see this in new. If you want an explanation for anything just ask.

    In typical wet breadlord fashion here's a model. Last time I tried inserting links it didn't go well, hopefully it doesn't blow up in my face this time like everything in my life has so far. Edit: cool it didn't

    I swear bolding the texts on these suggestions is the second hardest thing to do behind staying up until american waking hours for people to see it.

    submitted by /u/wet_breadlord
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    The cave update should overhaul ambience

    Posted: 12 Oct 2020 02:48 AM PDT

    Right now all the random creepy/odd sounds you hear while mining are meaningless, why? Literally every player I know of always thinks some of them mean something because they should. Mojang please fix this.

    • Cave 16 & 19 (the mineshaft ones) should only play when there are enough tracks placed in the nearby chunks
    • Cave 17 & 18 should signal a fortress nearby
    • Cave 1 & 10 should signal ravines
    • Cave 14 could trigger when there are enough 'end' themed mobs/blocks near you. Things like enderman, the warden, the motion sensitive blocks, and other end themed blocks announced
    • Ones not listed I consider pretty general and should signal as normal, though it would be nice if the longer tracks happened when larger caves are nearby
    • They should also add a number more as well. We have an entire horror themed ungerground biome, that alone should justify a few more being added! They could also add one to signal a nearby amethyst patch

    Thoughts?

    (list of sounds here under 'cave ambience')

    submitted by /u/Sushimus
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    You should be able to take a gulp of air out of an empty glass bottle underwater.

    Posted: 12 Oct 2020 07:38 AM PDT

    Its pretty simple actually. When you are underwater you should be able to rightclick with an empty glass bottle in hand to "drink" the air inside. This would add 3-5 bubbles of air to the bar. This would also fill the bottle with water. Something like this would be useful for underwater cave exploration and as an addition to the breathing enchantment.

    submitted by /u/R1ght_b3hind_U
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    Special arrows using Fletching Table

    Posted: 12 Oct 2020 09:55 AM PDT

    Most of the posts I've seen about this have some overpowered/game changing arrows, my ideas are more grounded and fit the game better imo.

    Idea is that you craft one of these items with 16 arrows in the fletching table and it gives you 16 special arrows back.

    Prismarine shard - arrows travel at full speed underwater

    Iron - more damage but higher drawback speed and less range

    Blaze powder - sets fire to target without the need of the flame enchant (especially useful for crossbows)

    Ender Pearl - arrows do not have drop-off, travel in a straight line until collision

    Redstone - creates redstone pulse equivalent to the speed of the arrow before collision from the block it hits

    Glowstone dust - creates a light source from the arrow until it's picked up or despawned

    • FUN* Any dye - when collided with sheep or leather armour, it changes the colour to match the arrows colour
    submitted by /u/BrychanJ
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    Add miner’s hats.

    Posted: 12 Oct 2020 03:04 PM PDT

    I just got this idea and I think it suits Minecraft as well as it has good balance. I think we add a new block called the Miner's Helmet.

    What it does: The Miner's Helmet does what you'd think it does: it gives off light. It'd work kinda like what optifine does with light blocks, but it'd only give off a light but only in front of it. I'm thinking it'd be about the size as the player's screen, with the light a little dimmer on the edges.

    How to craft it: You would craft the miners helmet with 4 iron ingots and one block of glowstone in the shape of a helmet with the glowstone in the middle. I think this would be at least fairly balanced, as you have to have gone to the nether to get it, and it's only a iron helmet, making it balanced like how the you sacrifice your chest plate armor with an elytra to be able to fly. You'd replace your diamond/netherite helmet with an iron one, in return for being able to see without torches.

    If anyone has any other suggestions for improvement I would gladly like to hear them.

    submitted by /u/PS4isBetterThanXbox_
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    Lost adventurers, a new mob that spawns in the deep dark

    Posted: 12 Oct 2020 06:09 AM PDT

    Lost adventurers, a new mob that spawns in the deep dark

    If you have watched Minecon live, you would know what a Warden is, but the name "warden" is very weird, it wouldn't be called a warden if it wasn't watching over something, or rather, someone

    The lost adventurer (name pending)

    these are human-like mobs that spawn in the deep dark, when not aggravated, their models would be like a crouching player

    The idea is that they are past victims of the wardens, and are only undead husks constantly repeating what they were doing before they died (sneaking around avoiding the wardens).

    Interactions with wardens and the environment

    1. they would avoid stepping on skulk growths or any skulk-related blocks
    2. When they hear a warden's footsteps they would crouch-walk away slowly
    3. but when they are cornered and a warden is in their sight range, they will panic and start sprinting around in random directions, which would usually end them getting them killed by the warden

    Interactions with players

    1. they can't really see very well, if they hear a player they will crouch-walk away
    2. when a player is in sight range, they will take their sword out and start slashing and jumping at random directions, which can get the attention of you-know-who*

    Notes:

    1. they have a high chance to be equipped with old but enchanted gear, which you can get upon killing them
    2. they take damage in sunlight (they're not used to bright things)

    *I'm referring to the warden

    forgive me for the bad picture, I rushed this a bit

    this is a completely unarmoured lost adventurer with a pickaxe

    submitted by /u/lolbit_511
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    Bars

    Posted: 12 Oct 2020 11:55 AM PDT

    6 bars horisontally - Jail Door, good for dungeons and jails; 6 bars vertically - Cage Trapdoor, like ones from old wooden ships, good for coliseums, bases, ceilings. Just some cosmetic addition.

    submitted by /u/Embebeber
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    The hermit spire - chameleon of the dripstone caves

    Posted: 12 Oct 2020 09:12 AM PDT

    The hermit spire - chameleon of the dripstone caves

    Dripstone caves probably are one of the most suggested cave biomes and it is great that they have been implemented. But the only thing we have so far are another mechanic for the cauldron that no one will use and probably some stuff for mob traps. That is very cool and all, but not very exciting if you have gathered enough of the dripstones. So what about a new mob?

    Summary:

    This mob is a mob that has similarities to piglins, polar bears and axolotls, but also adds a lot of its own rather then just being a mix of mobs. It can hide in its shell and adapt to the stone blocks around it, gets distracted by gems and protects its young, larvaes. It lives in groups of 4-5 and have group attack behaviour like piglins.

    Disguise and protection :

    When danger is near or when it is in its "resting phase" (wich will occur every 15 minutes and lasts 5 of them) it will hide in its shell and change its texture to the blocks around it, like granite, andesite or normal stone. When it is hidden it does take a bit less damage but isnt immune to arrows like shulkers are. It wont be washed away by water in this phase and doesnt take fire damage.

    Children and where they hide:

    The children of these mobs are small, black larvaes with small and weak shells. They cannot hide in them yet and also do not have the ability to change texture. When a player is near the ponds, they attack you but can be distracted with gems. They also are unable to grow unless fed. As they are so weak, they will hide in small ponds, a structure unique to them. There is a new plant in these ponds, called silverleaf wich they hide under when mobs other then the hermit spire are near. They can be picked up into a bucket and fed with gems in order to tame them (emeralds, diamonds, amethyst etc). When grown up, tamed shiverspires will drop shell parts that can be smelted into iron. Grown tamed larvae never attack you.

    Silverleaf:

    These plants are about 1 block high and are usually 1-3 leaves at a time. When you eat them, they give you night vision for about 30 seconds. They can only regrow in their ponds. A potion of breathing can be made with them, improving vision under water and making you consume less oxygen. They also are smelted into white dye, just a small detail here.

    Attacks and drops:

    Attack Damage Rarity of attack
    Charge: will attack from far away and do a lot of knockback. 3 hearts without armor. Everytime when enough distance is there.
    Slam: Will retreat about 3 blocks, then attack. 2 hearts without armor. 20%
    Hit: Just a normal hitting attack 1,5 hearts without armor. 60%
    Jump hit: A stronger hit with more knockback. 2 hearts without armor. 20%

    Drop Amount
    Iron nuggets 1-3
    Irony shells 0-2
    XP 5

    https://preview.redd.it/grjoe8hpuos51.png?width=600&format=png&auto=webp&s=002d60a26ff1a2930a15798f92ffec132a49dfa7

    submitted by /u/LolbitClone
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    The beacon range need to change.

    Posted: 12 Oct 2020 11:38 AM PDT

    Knowing how expensive are beacon, they need to have a better range to make them useful especially in end game.

    The beacon range need to be x4 more important.

    We will have :

    3x3 Pyramide = 20 blocks > 80 blocks

    5x5 Pyramide = 30 blocks > 120 blocks

    7x7 Pyramide = 40 blocks > 160 blocks

    9x9 Pyramide = 50 blocks >200 blocks.

    New Pyramide :

    11x11 Pyramide = 60 blocks > 240 blocks.

    13x13 Pyramide = 70 blocks > 280 blocks.

    15x15 Pyramide = 80 Blocks > 320 blocks.

    17x17 Pyramide = 90 Blocks > 360 blocks.

    19x19 Pyramide = 100 Blocks > 400 blocks

    Like that Beacon will be more useful when you will use their power, instead of a bad range, it will be very useful for big base, instead of building 2-5 beacons for normal base, and 4-10 for big base especially the one in the servers.

    submitted by /u/EfficientProduct0
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    Trapdoors

    Posted: 12 Oct 2020 09:32 AM PDT

    I Know, this is a really simple suggestion, but the trapdoors instead of crafting only two, should craft six, because, for us, builders, trapdoors are really expensive, and having more cheaper trapdoors would be nice.

    submitted by /u/lxttuce_
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    Spiderlings

    Posted: 12 Oct 2020 09:23 AM PDT

    These would be tiny mobs, about the size of an Silverfish, that hang down from the ceiling of Dripstone, or regular caves. They would be yellowish-brown in colour, and suspend themselves on string. If the string is broken, the spiderling would fall to the ground slowly, and run away from the player, at a speed similar to a spooked cat. They would not drop anything when killed, but the string drops when broken.

    submitted by /u/goombaherpes
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    More uses/functions for clay pots

    Posted: 12 Oct 2020 12:49 PM PDT

    Since the announcement of clay pots, I've been thinking of ways they could be used in building and decoration, and I've got a few ideas.

    First, you will need to fill a pot with dirt. You can do this by right clicking on is with a block of dirt in your hand. This sets it up for plants.

    For one, we should be able to place double-tall plants inside of them, as you cannot do that with regular flower pots, and I would like to have double tall plants look nice indoors.

    Another idea would be planting small trees inside of it, and I don't mean just saplings. Placing a sapling inside of a dirt filled pot could create a unique model of a small tree. You could even harvest a single apple a day from a tree in a pot.

    Another idea would be using it to decoratively store valuables. This would be useful in ruinous style builds. Placing valuable resources inside of a pot would alter the pots model and it will appear to hold a small pile of the resource. You can place a single resource at a time inside the pot by right clicking with the resource in your hand. Once you place a resource in there, you can no longer place any other types of resources inside. The resources that can be placed inside are; iron nuggets, gold nuggets, iron ingots, gold ingots, emeralds, crystal shards, diamonds, netherite scrap, netherite ingots, copper ingots, copper nuggets (if they're added). Once the resource is placed inside, it can only be obtained by smashing the pot.

    We could also use it to store water in a more decorative manor than cauldrons.

    Another idea would be to be able to apply different glaze designs to the pots by placing glazed terracotta onto the pot. Doing this would give it a porcelain appearance, but void any combinations with ceramic shards, as they might just end up looking stupid. Placing a glazed block onto a clay pot would not let you place any ceramic shards on it afterward, and it will give any that have already been placed back to you.

    submitted by /u/raspberrypieboi18
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    If injured, A Bee will spend one Honey Level in its nest/hive to regenerate itself

    Posted: 11 Oct 2020 08:25 PM PDT

    It is incredibly annoying when a Bee hurts itself and possibly dies and while you do Roll Call, your one to two bee's short. So why not let the bee's make use of that honey they are collecting.

    Whether it be a little scratch or close to death, a Bee can regenerate itself when in their home, consuming one honey level in the process. If carrying pollen, it wont increase the honey level, instead it goes to their regeneration.

    Any negative status effects such as Poison count as being hurt and will also be consumed, but if the Bee was also truly wounded, it wont go and consume two honey levels to cure and regenerate itself, only one level will still be spent.

    submitted by /u/Ze_Illusioner
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    Copper ore changes

    Posted: 12 Oct 2020 12:53 PM PDT

    Copper ore should drop a handful of copper nuggets instead of itself, similar to nether gold ore. This would make copper slightly more realistic, as copper in real life mines doesn't come in perfect form, but in small shards, or nuggets.

    Edit: I just realized that I haven't listed any uses for copper nuggets. Well, they could obviously make copper ingots, but they could also be used to make a copper lantern, which will burn out after a time. Copper lanterns would be crafted the same way as regular lanterns, but with copper nuggets in place of iron ones, and a candle in place of a torch.

    submitted by /u/raspberrypieboi18
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