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    Minecraft Time is reversed in the End (example: copper becomes uncorroded)

    Minecraft Time is reversed in the End (example: copper becomes uncorroded)


    Time is reversed in the End (example: copper becomes uncorroded)

    Posted: 13 Oct 2020 12:46 PM PDT

    Anything NOT exclusive to the End dimension that has a "younger" state will be reversed to that over time. For example, if you bring a dog into the End (you're a terrible owner for putting that good boy at such risk btw) it will become a puppy eventually.

    Plants won't grow, and tree trunk blocks, pumpkins, melons, etc. will become their seed/sapling over time.

    Copper will now be reversed too, so it will UNCORRODE when inside the End. Nothing affected by this reversal (mobs, plants, etc) will disappear/die, it will just stay in the youngest state whenever it reaches it.

    Edit: by the way, this doesn't stop you from getting food sources, you can eat chorus fruit. Animals can still be bread by using wheat to grow them, and trees/plants can still be grown using bone meal. So the time reversal isn't INSTANT. You know how it takes several minutes for a mob to become an adult? The same happens for it being young.

    submitted by /u/Tactical-Kitten-117
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    Stalactites should drip more when that chunk is experiencing rain.

    Posted: 13 Oct 2020 06:35 AM PDT

    It would be really cool if the drips were significantly faster when it's raining. Would give the caves a sense of change and life.

    submitted by /u/1jl
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    "jeb_" for glow squids, or something similar.

    Posted: 12 Oct 2020 08:17 PM PDT

    The idea is simple, something like the "jeb_" sheep, but for glow squids, but that cycles much faster. Rave squids, imagine that. That would revolutionize... Nothing, but you get the point.

    They don't have to be names "jeb_" specifically, it's really up to Mojang if they decide to add it.

    submitted by /u/calamariclam_II
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    An exclusive profession block for the new archaeology site structure

    Posted: 13 Oct 2020 06:38 AM PDT

    The new archaelology site being added in 1.17 could have an exclusive profession block for a new villager profession - the archaeologist.

    The Archaeologist would be able to buy any ceramic shard or other, unknown artifacts for some emeralds or archaeology gear, he would also be able to sell Brushes and similar stuff to you.

    This block could also act as a station to get lore from various artefacts, like finding out something about its creators.

    It can be crafted from wood and a new material, Ancient Canvas, which can either be obtained using archaeology or always bought from the Archaeologist in this pattern:

    Ancient Canvas - Ancient Canvas
    Wood - Wood
    Wood - Wood

    Due to this canvas being only obtainable after finding this site, it makes it sort of exclusive to this location.

    EDIT: Spelling

    submitted by /u/Slovak_Shadow
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    Nether caves!

    Posted: 13 Oct 2020 07:56 AM PDT

    Now I'm not sure if Mojang said that they would update the caves in the nether. However, having only the overworld caves look better would feel a bit weird. Therefore I feel that the caves in the nether should also get changed. Other than just looking better, perhaps they could also have biome specific caves.

    submitted by /u/BIonty
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    Petition for underwater cave that spawns a block which drops a nautilus shell.

    Posted: 13 Oct 2020 04:25 AM PDT

    The way to make a conduit is much more boring than any process like beacon. It requires 1 treasure of sea and 8 nautilus shell. And nautilus shell is only dropped from drowned. So I suggest that underwater cave should contain a block that might possibly drops 1 nautilus shell for a little chance. Just imagine the block like barnacle. It would be cool feature to explore the underwater cave.

    submitted by /u/Hide_on_Push
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    Leather armor upgrades

    Posted: 13 Oct 2020 11:23 AM PDT

    I think if combine leather boots with a block of wool it would make some kind of padded shoes so you could walk past the warden without it noticing you. But you still couldn't run past it or break/place blocks.This is a short one

    submitted by /u/BlastBroFrenzyMan
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    The Underground should have it's own Music

    Posted: 13 Oct 2020 11:08 AM PDT

    I would like if there's unique Music only for the Caves and the Underground (similar to Terraria)

    here is also the Link of the post to the Minecraft feedback side:

    https://feedback.minecraft.net/hc/en-us/community/posts/360073687191-The-1-17-Update-should-add-it-s-own-Music-Ambient-to-the-Underground-Caves

    submitted by /u/Scringrandmaster347
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    Two new nether biomes: withered fields, and plasma jungle

    Posted: 13 Oct 2020 07:20 AM PDT

    Withered fields:

    A biome where wither skeletons spawn. It's grayish red, and made out of a new block called bloodstone. Grey fog fills the area, and there is a rare variant of wither skeletons there, known as gilded skeletons. They are essentially wither skeletons with gold and red flakes, and gold swords. Other variants of either skeletons include crossbow skeletons, which shoot at you using crossbows. Dead trees are dotted across the terrain, along with wither roses.

    Plasma Jungle:

    A biome that naturally houses blazes. It's a companion to the warped forest and crimson forest, with yellow trees, that have green wood. The grass is yellow, and plasma drips from the ceiling, which is essentially a hotter, bluish purple lava.

    With these two biomes, every nether mob will have a biome unique to it, and blazes will be easier to find. I'll add image mock-ups to this soon.

    submitted by /u/Bearmam123
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    Warden doesn't hear vibration over a wall of wool

    Posted: 13 Oct 2020 01:00 PM PDT

    It's simple, like the sculk sensor gets soundproofed with wool, same happens with the warden. I really don't think the warden should have any weakness, but this detail just make sense.

    submitted by /u/upalome
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    Limestone, a block that can be water logged

    Posted: 13 Oct 2020 12:49 PM PDT

    In 1.17 the Caves and Cliffs update, dripstone caves were announced which contains stalactites and stalagmites. Along with this, I feel like limestone would be a nice addition because that would normally be there (due to geography stuff I think.)

    Limestone in real life is a permeable rock, this means that water can flow through it. Imagine if that was how it worked in minecraft, it would have two textures, one dry and one waterlogged.

    submitted by /u/Darkonikal
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    Copper blocks should conduct heat

    Posted: 13 Oct 2020 01:22 PM PDT

    If a copper block is next to lava, fire, or magma, then the nearby copper blocks should also cause heat damage to things ontop of them.

    submitted by /u/Pasta-hobo
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    For the love of God, please make the Soulsand Fire make me burn blue.

    Posted: 13 Oct 2020 03:01 PM PDT

    Whenever I walk on the blue Soulsand Fire, the fire I see on the bottom half of my screen is still orange. I don't like this.

    submitted by /u/XxEmojiMovieLoverxX
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    "Groovy!" (Advancement)

    Posted: 12 Oct 2020 05:16 PM PDT

    Acquire and play every music disc

    Currently there is no advancement for getting music discs, there should be an advancement for the player getting (and playing) every music disc at least once. This should also be a challenge advancement (purple)

    submitted by /u/BiC_MC
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    Capturing squids in buckets

    Posted: 13 Oct 2020 06:05 AM PDT

    I think with the addition of the glowsquid, we should be able to transport squids and glowsquids in buckets. This would be useful if you wanted to have glowsquids or squids as part of a build with lots of water

    submitted by /u/raspberrypieboi18
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    Reverb

    Posted: 13 Oct 2020 06:25 AM PDT

    A simple suggestion.

    Most sounds made in cave_air will have reverb

    submitted by /u/Mr_Mudkip_420
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    Meet 1.17's new Villager- The Archaeologist!

    Posted: 13 Oct 2020 01:46 PM PDT

    With the introduction of Archaeology to minecraft, this is a perfect opportunity to expand upon what 1.14 started and add another villager profession.

    How to Create an Archaeologist-

    The Archaeologist would not spawn naturally in villages, because of its rare job block that could be stolen by players. To get an archaeologist, you would need to procure enough loot from Archaeology to make a Pot, and place it next to the villager like the other job blocks.

    Appearance-

    The Archaeologist looks similar to your average Villager, but with tan clothes and a belt on with a brush attached. This villager also has a hat with a wide brim on, similar to the Farmer.

    Trades-

    This Villager would trade Archaeology-related items, such as the Brush or Sand / Gravel / Dirt with Artifacts in them.

    submitted by /u/JackSpinorex
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    Certain structures should be updated to take advantage of archeology

    Posted: 13 Oct 2020 01:45 PM PDT

    I don't mean they'd get a major overhaul, mind you. I just mean simple changes. For example, ocean ruins tend to spawn at least partially buried. Since these are... well, ruins, it'd make sense for them to spawn with artifacts hidden inside. Alternatively, you could sometimes find a used brush inside of chests, as if to imply that someone was here before you, and make it clear to new players brushes are important.

    submitted by /u/Realshow
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    Potion of Invisibility 2

    Posted: 13 Oct 2020 01:21 PM PDT

    The Potion of invisibility is pretty good. You can avoid fighting mobs if needed, and maybe even contact with players, assuming they don't see the particle effects. Unfortunately, unless you're playing on a very, very small screen, you will see the particle effects.
    That's why the Invisibility 2 effect should make even the particles invisible. Something akin to Host Priviledges on old console version of the game allowing you to become invisible.

    submitted by /u/SlushBucket03
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    New food types for caves

    Posted: 13 Oct 2020 07:38 AM PDT

    Nightcaps: only generates in the deep dark. Can be picked and eaten right away to restore 1 hunger shank, or can be cooked to turn it into a fried nightcap to restore 3 hunger shanks. Uncooked nightcaps will give you 3 seconds of "oreview", which will highlight nearby ores in their respective color. (Ex. Diamond - blue, redstone - red, iron - white). This effect does not work in the nether.

    Pickaxe parsnips: can only be found in lush caves. They are a crop that can only grow if it has no direct access to skylight. They can be harvested for 1-2 pickaxe parsnips, and they restore 1.5 hunger shanks. They give you 10 seconds of 10% increased mining speed when you eat one. You can also plant them to grow them yourself.

    Drip water: a special kind of water that can be obtained by collecting water from stalactites in cauldrons. This water can be bottled, stack up to 16, and can give you 2.5 hunger shanks when consumed. It can also be used in brewing in place of water bottles, and it will prevent any kind of mistake that would make a mundane or thick potion from happening. This would be good for new players to practice making potions.

    Glowsquid calamari: (joke suggestion) you can obtain this from killing the glowsquid, and you can cook it. It restores no hunger points, and when you eat it, you get the advancement "wow, that was pointless"

    Cavern crab meat: obtained from cavern crabs in cave lakes. Cavern crabs will wear rocks as armor, and can hide in them when they feel threatened. In order to penetrate the rocks, you will need to mine it off of him with a pick. Once you kill the crab, you can obtain 1-2 crab meat, which restores 2 hunger shanks each. This cannot be cooked, as crab meat often comes cold. These mobs can be captured in a bucket, and bred together with kelp, which allows you to create underground animal food farms.

    Haunting cod: another food for cave lakes, but you get this from fishing. Raw, it will restore 0.5 hunger shanks, and have a 50% chance to give you the hunger effect. When you cook it, you get fried haunting cod, which restores 3.5 hunger shanks, as well as grant you 10 seconds of invisibility. When you catch this, you get the advancement "paranormal in-fish-stigator"

    submitted by /u/raspberrypieboi18
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    Light up the night with a Glowshroom Caves biome!

    Posted: 13 Oct 2020 12:23 PM PDT

    Light up the night with a Glowshroom Caves biome!

    Have you ever wished that there was something like glowing mushroom forests, or mushroom caves? Look no further. Here, I am going to post some of my ideas for a Glowshroom Caves biome. This adds some lighting features, as well as a new type of mushroom, a new tool, and 3 new mobs.

    Glowshrooms:

    A type of bluish-white mushroom that grows exclusively on dark blue mycelium, and glows with a bluish-white lighting effect. A small area of illumination.

    Giant Glowshrooms:

    Like giant red mushrooms, but themed towards glowshrooms, and are a giant light source. Can only be grown on dark blue mycelium. Light up an area around them, but light is fainter underneath the top part of it.

    Glowshroom Mooshroom (name pending):

    Like a mooshroom, but instead of red glows bluish-white, and has glowshrooms on it's back. Spawns exclusively in the Glowshroom Caves biome, and is a passive, moving light source.

    Dark Blue Mycelium Variant:

    Because of its lack of sunlight, it mutated into a dark blue coloration. When in light other than glowshroom light, it is dark blue, but it glows bluish-white when stepped on, lighting up a small area around you for a set amount of time. It is a literal light source floor!

    Glowbeast:

    Spawns exclusively in Glowshroom Caves biome, it is the only naturally spawning hostile mobs in the Glowshroom Caves biome. Typically a dark blue color, like the mycelium when it's in light, with black stripes, a black fin, black eyes, and a black mouth. When it notices a player, however, it's stripes, eyes, fin, and mouth glow the bluish-white color. Imagine that suddenly lighting up in front of your face! It is drawn to fireflies and firefly lanterns, mesmerized by them, will follow fireflies before attacking player. Can be bipedal or quadrupedal.

    Fireflies:

    Small flying mobs, smaller than bee's, have all three insect body parts. Thorax lights up a different color depending on the individual. Drop nothing when killed, but can be caught using a net. Once caught, can be released or crafted into firefly lanterns.

    Nets:

    Used to catch fireflies. Crafted with four sticks and a string.

    Firefly Lanterns:

    Crafted by surrounding a lantern with fireflies, doesn't matter the color. When placed, it gives off a multicolored light depending on the fireflies that you used. You can see pixels representing the fireflies as glowing dots moving across the surface of the lantern. Unless silk touch is used, when a firefly lantern is broken, the fireflies escape, and you only pick up the lantern.

    New Potions:

    I was thinking... Why not add new potions to the game? So, with this update, I decided to add two. A potion of glowing, made by brewing a glowshroom, and a potion of blindness, made by brewing an ink sac. I know these affects are already in Java edition, but they aren't in bedrock, so I thought this would be a cool way to introduce them.

    There is an image of the glowbeast below. Not the best, but it's a start.

    The Glowbeast.

    submitted by /u/TwilightWings21
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    Putting a torch or lantern as fuel in a furnace, blast furnace or smoker makes it start smelting even if there's nothing in there

    Posted: 13 Oct 2020 08:15 AM PDT

    Putting a torch or lantern as fuel in a furnace, blast furnace or smoker makes it start smelting even if there's nothing in there

    submitted by /u/ENR_Polar
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    Zombies should retreat from pandas.

    Posted: 13 Oct 2020 06:22 AM PDT

    Title kind of says it all but let me explain a bit.

    Skeletons fear dogs, creepers and phantoms fear cats. I think it'd be cool if pandas scared zombies. As it stands pandas are a useless mob that are difficult to breed and adds nothing but ambience to the jungle. It'd be nice if we had a practical use for them. I use dogs and cats in my mob grinder to speed up the rate at which the skeletons and creepers leave the farm, but I don't really have anything that can do that for the zombies. It'd be nice if there were a mob that could scare zombies and pandas are pretty useless so I figure why not?

    submitted by /u/wielderofFire1051
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    Nightmares, Figments, and Terror

    Posted: 13 Oct 2020 10:07 AM PDT

    Nightmares are undead raids that also have a boss fight at the end of them. To activate a Nightmare, you must first craft a Nightmare Shard.

    Nightmare Shard

    Nightmare shards can be crafted with:

    Glass Glass Glass
    Glass Phantom Membrane Glass
    Glass Soul Sand/Soil Glass

    They look like red End Crystals, and can even be placed as such. There are some key differences, however. Unlike End Crystals, they can be placed anywhere as long as they are not exposed to direct sunlight. They do not react to anything other than a melee attack. If they are hit by a melee attack, they will spin faster for three seconds, before releasing an explosion equivalent to a creeper. Not only does this explosion not interact with blocks(Its damage will not be negated by blocks, not destroy any blocks), it does nothing to Undead mobs. You will need some Nightmare Shards to craft a Nightmare Totem.

    Nightmare Totem

    Nightmare Totems can be made with:

    Lapis Lazuli Nightmare Shard Lapis Lazuli
    Nightmare Shard Gold Block Nightmare Shard
    Lapis Lazuli Rotten Flesh Lapis Lazuli

    They look like a totem in the shape of a Phantom, but with red eyes. You will need this to start a Nightmare

    Starting a Nightmare

    To start a Nightmare, you must first need to craft a Nightmare Totem. Then you must stay awake long enough for Phantoms to spawn. When they start spawning, use the totem on your bed at night. Trying to sleep before Phantoms spawn or during the day will give you the message "You are not tired enough to do this yet". If you do this right, time will stop moving and you will see a raid bar fill at the top of your screen, as well as here distorted phantom cries from the distance. You will lose the totem by doing this.

    Nightmare Mechanics

    Nightmares will have 2/4/6 waves of undead enemies on easy/normal/hard difficulty. Every mob that can wear armor will wear armor that fits the difficulty level. When summoning new monsters, the game will use the player's bed as a reference point. If the player dies, the Nightmare ends, time begins to move again, and all mobs summoned by it will despawn.

    The first half of the waves will only spawn undead mobs that can spawn in the overworld. This includes Zombies(Husks If done in the desert), Skeletons(Strays if done in a place where it snows), and Phantoms.

    The second half will have the undead of the Nether, including Zombified Piglins(They will be hostile upon spawning), Wither Skeletons(They will use bows), Zoglins(will sometimes be ridden by a Wither Skeleton), and Figments. During this second half of the Nightmare, the sounds of distorted Phantoms becomes deeper in pitch.

    Mobs that spawn will have their drops adjusted(Gear drop chances will be lowered to 5.0%, Wither Skeletons will have a 10% Chance do drop their head instead of 2.5%), as well as their behavior(undead mobs spawned by a Nightmare will never attack other undead mobs). If you are having trouble finding a mob, just use the bed and it will inflect all Nightmare mobs with Glowing.

    Figment

    They look like purple Phantoms, and act like them too. There are only five differences between a Phantom and a Figment.

    1. Figments have nine hearts of health instead of ten.
    2. Like Vexes, they can travel through any block.
    3. They rarely drop Figment Membrane instead of Phantom Membrane.
    4. They have the death message "[player] lost their mind to Figment".
    5. They sound like distorted Phantoms.

    They have a 10% chance to replace a Phantom when naturally spawning, which is boosted to 20% on hard difficulty.

    Figment Membrane

    Can be used to repair any armor piece. They repair a small, fixed amount of durability at the cost of a level and don't add to the cost of the item in the future.

    Boss: Terror

    Ending a Nightmare will spawn in Terror, the true monster of the night skies. Terror looks like a giant blue and purple Phantom, with some key differences. Her jaw is outlined with teeth sticking outward, and her wings and tail are bigger, not to mention she's the size of the Ender Dragon.

    When she spawns, It is signaled with the sound of distorted phantoms in a lower pitch, only to reveal that the sounds between waves were made by her, as she swoops over the land and her next victims. Her bossbar will replace the raid bar.

    Terror has 165 health points, and has three attacks

    1. Summon: Like the Evoker, Terror creates 4/5/6 Phantoms on easy/normal/hard difficulty.
    • Using Summon resets her attack cooldown for nine seconds and Summon cooldown for 20 seconds.
    • Summon has priority when choosing attacks.
    1. Swoop: Terror swoops like other Figments and travels thru blocks. Anything not undead that touches her main body hitbox takes 6/9/13 damage, and anyone not undead hit by her wings or tail hitbox takes 4/6/9 damage on easy/normal/hard difficulty.
    • Using Swoop resets her attack cooldown for five seconds.
    1. Call to Action: Using the player's bed as a reference point, Terror screeches and summons 5/6/7 Overworld undead on easy/normal/hard difficulty that act like they were summoned for a Nightmare wave.
    • Using Call to Action resets her attack cooldown for nine seconds and Call to Action cooldown for 25 seconds.
    • Mobs summoned by Call to Action will have the Glowing effect for 5/3/2 seconds on easy/normal/hard difficulty.
    1. Recover: When Terror's health reaches 110/55, She will summon three Nightmare Shards. Using the player's bed as a reference point, they will spawn 15-25/20-30/25-35 blocks away from the bed on easy/normal/hard difficulty. Nightmare Shards will only spawn as close to each other as 15 blocks. If that is not possible, the spawn radius will be extended until it is possible. They will fire a beam similar to that of the End Crystals and slowly heal Terror. Terror also surrounds herself with a red shield similar to the Withers.
    • The first time this is used, the Shards will be guarded by Overworld undead.
    • The second time this is used, the Shards will be guarded by Nether undead.
    • Mobs guarding Shards will act like they were spawned as part of a Nightmare, but only attack the player if they get close to the Shard they are guarding.
    • While using Recover, Terror won't attack and will only fly over the players bed.
    • While using Recover, Terror becomes immune to all attacks.
    • The first time Terror uses Recover, she will passively spawn a Phantom every ten seconds until it ends.
    • The second time Terror uses Recover, she will passively spawn a Figment every ten seconds until it ends.
    • After using Recover once, Summon will now spawn Figments instead of Phantoms.
    • After using Recover twice, Call to Action will spawn Nether undead instead of Overworld undead.
    • No matter how many Nightmare Shards are healing Terror, she will heal the same as if there is only one left.
    • Recover can be used even if Terror has an attack cooldown.

    If the player dies when fighting her, she will despawn, time will move again, and being killed by her will give the player the death message "[player] lost their mind to Terror".

    If the player defeats her, she will slowly be covered in darkness, before exploding into a large dust cloud, dropping lots of exp orbs, as well as some Phantom Membrane, Figment Membrane, and a Totem of Dreaming. Time will begin to move again.

    Totem of Dreaming

    A Totem of Dreaming looks like the Nightmare Totem, but with blue eyes. It works like a Totem of Undying. When the player takes lethal damage, it will teleport you to their spawn, fully recover all of your health, and, if you are in singleplayer mode, set the time to day. This can be useful if you fall into the void or you're about to take lots of damage for a long time.

    Advancements and Achievements

    Dreams of the Past: Encounter a Terror.

    Dreams of the Future: Defeat a Terror.

    Night Terror: Start a Nightmare in a village.

    Sweet Dreams: Use a Totem of Dreaming to escape death.

    Reason

    1. Everyone wants a new boss mob, as the last one was added in 1.4.2.
    2. People want an undead raid to occur, and the idea in itself is cool.
    3. Some people have been asking for a Nightmare mechanic to be added to the game.
    submitted by /u/WardenWatcher
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