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    Minecraft Undead Mobs sould do blue fire attacks with flame enchantments

    Minecraft Undead Mobs sould do blue fire attacks with flame enchantments


    Undead Mobs sould do blue fire attacks with flame enchantments

    Posted: 02 Oct 2020 04:17 AM PDT

    When a Undead Mob (maybe just skeletons) has a Flame enchantement to his weapon, the flames would be blue, like soul fire.

    Mostly cosmetic, but a neat concept!

    submitted by /u/S1m0nC0
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    Water boats

    Posted: 02 Oct 2020 04:38 AM PDT

    So my other post was taken down and it was completely unrelated but this one I feel is a small bit better. Anyway since we already have shipwrecks, why not have some sailing boats on the water. They could have the same chest spawns as shipwrecks in where ever is better. I think either normal Illigers or a different kind that's more pirate like would spawn on the boats. I suggest this because the bottom of the sea is amazing, unique, and truly astounding. But then the top of it is kinda, meh. I don't want the top of the ocean to have too many structures because it's peaceful up there. I just want something that can popup every now and then. Thoughts?

    submitted by /u/JamesMurrayImp
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    Blazes should be blue if they spawn in a Soul Sand Valley

    Posted: 02 Oct 2020 08:04 AM PDT

    It would just make them fit in a bit more when the fortress is in a Soul Sand Valley. That's it, just a simple aesthetic change.

    submitted by /u/UnchartedCHARTz
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    Who remembers the old minigames in legacy console editions? I would love there to be a new server with them!

    Posted: 02 Oct 2020 04:24 AM PDT

    If they came back, It would be the best day ever for probably most of us, and the nostalgia itd give!

    submitted by /u/PanDPandJa
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    The Mace & Ruined Castles

    Posted: 02 Oct 2020 06:00 AM PDT

    Minecraft should have maces. But not craftable maces, you find them in the nether. Why? Well, We need a nether specific-weapon. After all, we have a water-specific weapon: the trident. And an end specific weapon will probably be added. (Possibly a spear? Halberd? Baby pig assault rifle? IDK) You would find maces very rarely in bastions and a new structure: ruined castles.

    Ruined castles would have the same theme as bastions, but would be larger, have turrets, and would make ancient debris spawn more commonly under it. There would be a room in the middle that has a throne and a lot of gold blocks surrounding it. There would be up to 15 piglin brutes protecting it and 20 piglins. There would be chests that have the same loot as bastions, except with more of it. There, you will find the mace.

    The mace would appear to be a combination of iron, gold, and netherite, but would not be craftable. It would deal 10 damage and have an attack speed of 1.2. It would have extra knockback as well and have as much durability as an iron axe. It would also disable shields.

    Enchantments:

    • Fire Aspect
    • Looting
    • Unbreaking
    • Mending
    • Pounding (Would make armor take more damage, Max level of 4)
    • Sweeping Edge
    submitted by /u/EandCheckmark
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    Clocks should be found inside mineshafts' loot chests

    Posted: 02 Oct 2020 02:28 PM PDT

    Clocks are not a very useful item unless you're underground and can't see the sky to check if it's day or night. And so the only place/situation where they could be used that comes to mind is mines/mining.
    So I think it would make sense if whatever ancient being/civilization was mining in those mineshafts had brought clocks with them. (And later stored them in their chests, same as torches, rails and other mining-related stuff they took to the mines with them)

    submitted by /u/TheDragonWarrior2284
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    Goats (When added) should be rideable and able to charge

    Posted: 01 Oct 2020 11:51 PM PDT

    We don't really have a battle mount so I thought of one, goats could be tamed like horses and then equipped with saddles, they would move slower than horses, but if you run while on a goat it will move faster and deal damage to any enemies in front of it.

    submitted by /u/Cabra117
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    How Minecraft 1.18, the Weather Update, would look like.

    Posted: 02 Oct 2020 07:38 AM PDT

    How Minecraft 1.18, the Weather Update, would look like.

    We are all familiar with the current weather system in Minecraft. Like the much discussed cave update, the weather has been left untouched since 2011, at Minecraft Beta. The only update ever received was a visual and sound one, at Minecraft 1,9. So what would a Weather Update look like?

    I have been suggested to post this here, so here it goes. Before you begin reading, I am aware that some of the features I mention have already been suggested, but this post aims to further improve on some ideas.

    Screenshot by u/fWhipCraft

    Currently, the closest we have been in seeing a nice weather system is with the Weather, Storms & Tornados mod. https://www.curseforge.com/minecraft/mc-mods/weather-storms-tornadoes. This mod adds some subtle and some major, gamebreaking features. From simple wind mechanics and localised weather(not everywhere in the world has the same weather), to sand storms and tornadoes.

    Tornadoes from the Weather mod.

    Another example can be seen on the upcoming game, Hytale. Hytale does have a more complex system as well. Depending in which zone you are there are different kinds of storms. You can learn more about weather here. https://hytale.fandom.com/wiki/Weather. Hytale also has a fog system, which you can learn about here: https://www.hytale.com/news/2018/12/happy-holidays-from-the-hytale-team

    A sandstorm in Hytale.

    With all these features listed, we know its definitely possible to update the Weather System. The question would be how. I personally feel that, the weather shouldn't affect gameplay that much. The fact that Endermen don't spawn and other mobs do, is enough. Before I list the features I would want, I shall first list the ones I do not wish to be:

    • Tornadoes. Although very fun, tornadoes are really far from the direction Minecraft is in.
    • Localised Weather. Localised weather is a cool feature, but once again, too complex for Minecraft's gameplay.
    • Temperature. Adding another resource in game would make it hard for new players to get started, as it would give them one more thing to worry about.

    Now that we have all that out of the way, here is how I would overhaul the weather. We currently have one weather cycle. Clear - rain - thunder. This will change. There will now be 2 cycles. One about the clouds and one about the wind.

    Firstly the clouds. The new cycle will be clear - cloudy - light snow/light rain - snow/rain - heavy snow/heavy rain(the colder the biome, the higher the pecentage of it snowing). It will also start raining in warm biomes as well, but their cycle will be clear - less clear - cloudy - light rain - rain. Thunders will now have a chance to hit whenever it rains, with the heavy rain having the highest chance of thunder. During light rain mobs will still be set on fire.

    Our second system will be the wind. The cycle of wind will feature fog as well (will be explained later). The cycle will be heavy fog - fog - clear - wind - heavy wind. Wind will randomly be coming from one of four directions (NWSE). Heavy wind will slightly affect entity movement. Mobs will try to go back to the original place if missplaced by wind. Wind will also interact with rain and snow. On sandy biomes, heavy wind will result in a Sandstorm.

    On the other side of the wind cycle,we have fog. Fog will settle down in any biome and will generally work as expected. Heavy fog will also, make you invisible to phantoms, as long as you are inside it, as well as obscure vision to all mobs except creepers and Fog Dwellers. More info about Fog Dwellers later on.

    Both cycles will only change one step at a time, on a random timer. With the "clear" setting having a higher chance at appearing.

    There will also be 2 new mobs.

    • Fog Dweller. These mobs will spawn at all biomes, whenever there is Heavy Fog. They will have a hit and run playstyle and will generally try to avoid direct contact with the player. They will have 25 HP and will deal about the same damage as an enderman. The player will have an easier time hitting them when they are charging at him. Blocking with a shield will result in stunning them, giving you a chance to get some hits of them. Arrows can also be used. They cannot be set on fire and they turn off fire wherever they step. Killing them will drop Fog Stones (info later on). They are particullary weak when there is no fog, as it will stop surrounding them, making them run at normal speeds. They could look something like this:

    Foglets from Witcher 3. We could make them less scary, since this is Minecraft :v

    • Sand mob*need help with the name* >.< These creatures will spawn in sandy biomes rarely, but a lot more when there is a sandstorm. They will have 20HP like most mobs and will have a projectile-like attack, where they would throw sand at a line. With the new sandstorm visuals, this could be easy to make. The sand will not deal a lot of damage, but will slow the target hit. When there is a raid happening on a desert village, Evokers will spawn these creatures. When they die, they will simply drop sand. The mob could look something like this:

    Fan Art of a WoW monster by Grimnoley

    We can also have some new items :

    • A flag system, similar to the banners, to go nicely along with with our new wind mechanics.
    • A windvane or more commonly reffered to, as a weathercock (dirty minds) seems fitting with the addition of the wind mechanics.
    • Fog Stones, dropped by the Fog Dwellers, these items will be used to craft Fog Boots.
    • Fog Boots. Adding to the non-material armors, we previously had the turtle helmet and the elytra, we now have the fog boots, These boots will summon a fog around the player at night making them invisible to phantoms permanently. They will also grant movement speed when there is fog.

    We might as well as some new features to already existing items:

    • Cauldrons will gather water when its raining, snow when its snowing and sand when there is a sandstorm. We might as well make it possible to pour lava on the cauldrons, since thats a feature I have been wanting for some while now.
    • Banners will move violently when there are heavy winds.
    • Fire, will now spread faster, towards the direction the wind is going, if the clouds are clear and the biome relatively warm.

    If you made it this far, you deserve a fog stone( I know you want this gift, we all hate phantoms).This is everything that I think the weather update should have. Make sure to leave your suggestions/objections in the comments. Maybe we could push Mojang into releasing this in 2023 or something hahah :D

    submitted by /u/vagri1
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    "Where Am I?" Asked The Dispenser...

    Posted: 02 Oct 2020 02:49 PM PDT

    If a dispenser has a compass in it and it's facing a lodestone, when activated, the dispenser should bind the compass to that lodestone and not drop it as an item. (If it's a stack of compasses, it'll act like water bottles do, where it'll pull it off the stack and add a bound compass to the inventory, dropping it only if there's no more room.)

    This would add the ability to automate compass bindings, meaning we could have a system randomly bind compasses and therefore let us make scavenger hunt type games without manual maintenance to bind compasses all the time. (I'm specifically considering Tango Tek's "Decked Out" game, where he has to manually run around binding compasses constantly just to keep the game working.)

    submitted by /u/IceMetalPunk
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    �� More music ��

    Posted: 02 Oct 2020 05:02 AM PDT

    I want new music discs Maybe more by Lana rain and C418 Also add the dog music disc plz

    submitted by /u/MountainWeird1333
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    An Item that Grants Cave-Air and/or Void-Air Vision when Held

    Posted: 02 Oct 2020 02:42 PM PDT

    Pretty self-explanatory - there should be an item that allows players to see cave-air and void-air when in your mainhand or offhand, similarly to how holding a Barrier allows you to see placed barrier blocks. The item wouldn't be obtainable in survival (it's only for mapmaking).

    The item could either be a creative-only thing like the Debug Stick, or maybe cave air and void air could be added as placeable blocks and act the same way as holding a barrier.

    submitted by /u/conure512
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    Fletcher tables should be used to make tipped arrows

    Posted: 02 Oct 2020 01:57 AM PDT

    Fletcher tables were introduced during the 1.14 update as a workbench for villagers. They are useful for trading and speed runners, but never had a real purpose. Like smithing tables which got a purpose in the nether update, perhaps the fletcher table could be used to create tipped-arrows.

    Tipped arrows were made using lingering potions and arrows. I propose that fletcher tables have a similar UI to smithing tables, and you would put 1 to a stack of arrows in the fletcher table, and another slot with a lingering potion, just as usual. At the same time the ability to make tipped arrows using a crafting table would be removed.

    Thank you for considering this suggestion.

    submitted by /u/_Ragingpuma
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    When you walk into blue fire, the fire effect around the player should be blue

    Posted: 02 Oct 2020 10:18 AM PDT

    Honestly I'm confused on why this wasn't implemented already. You step in blue fire = there should be a blue effect around the player.

    (I'm talking about the fire effect that shows you're on fire, both on the player screen and in third person and to other players.)

    submitted by /u/MastarMastar
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    Universal Versatile Enchantments

    Posted: 02 Oct 2020 01:05 PM PDT

    What if there were a small group of rare enchantments that cover an entire category of items and did different things depending on what it was put on.

    These enchantments would be a bit harder to get considering how good they are. I'd say you'd have to trade with high level traders, found equipped to stronger mobs like the piglin, or even the cities of the end.

    Traveler enchantment- this enchantment is for armor and as mentioned above, will do something different from other. If placed on an ordinary helmet, it will provide protection from falling blocks like anvils and will reduce the spawn rate of phantoms. Shellmets (turtle shells) will give a slight boost in it's water breathing effect along with slightly increased visibility when you're not under the effect of water breathing. I currently don't have any ideas for chestplates. No ideas for elytras, either. Leggings with the traveler enchantment will give you less of a penalty when walking into, berry bush, cobwebs, crouching, and other things. Boots with this enchantment will provide resistance against slipping on ice and boosts to climbing.

    Warmonger - this applies to weapons. Tridents get more distance when thrown. Swords can be swung faster. Axes give a small amount of "bleeding" which makes mobs take small bits of damage over a few seconds. No ideas for bows and crossbows.

    Utility - this applies to tools. All I got for this is one is that hoes will sometimes yield more crops when you use a hoe to mine crops. Heck, don't even make a universal enchantment and just make this it's own thing if nothing can be thought of. Like... "Yielding" or "Harvester"

    Side note. I am aware this may be overpowered. To balance it out, things may need to be tweaked in some way. Also, "Utility" and "Warmonger" shouldn't be on the same axe, if both happen. Feel free to give ideas

    submitted by /u/Foxino_Viola
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    Adding on to the Glo Sac idea, it may also be used for colored glowstone/torches/sea lanterns/lanterns

    Posted: 02 Oct 2020 04:13 AM PDT

    would be nice to have, as the only two light colors are orange-yellow and blue.

    submitted by /u/chonky-boi-yee
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    crows

    Posted: 02 Oct 2020 09:05 AM PDT

    crows just look really cool. They would sit on shoulders, like parrots, however they can't imitate sounds like parrots.

    Instead, you can write something on a paper and give it to the crow. The crow will carry the letter to either a player, or to a crow branch.

    a crow branch is a craftable item. It can be placed to make crows sit on it. On average, crows follow around the player that tamed them with meat. If a player rightclicks on a crow branch, the crow will sit on it until the player rightclicks the crow again. They would look nice if you want to build a haunted house.

    there's a rare chance of a white crow spawning. wild black crows will attack a white crow, no matter if tamed or not. Tamed crows will just make angry sounds at white crows.

    tamed crows can locate the animal mobs. For the crows to know which animal to locate, you hold an item in your hand, and the crow will fly to a nearby animal it's supposed to look for after 5 seconds of looking at the item in your hand. The crow will then circle over the animal you're looking for when it found the animal.

    the items are:
    -Porkchop for pigs
    -beef for cows
    -wool for sheep
    -an egg for chicken
    -a saddle for a horse or donkey
    -a fish for a dolphin
    -a string for a cat
    -a bone for a dog
    -a chest for a llama
    -a bottle of honey for a bee
    -a mushroom for a mooshroom

    if the crow doesn't find the animal you're looking for in a radius of 20 blocks around you, the crow will just stay near you.

    if you have any more suggestion on what crows could do, please let me know.

    submitted by /u/Katze10-0-10
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    If Iceologer wins, Mojang should to add the Illusioner

    Posted: 02 Oct 2020 06:58 AM PDT

    Short Description: If you don't know what the Illusioner is, it's a mob that is an illager that was supposed to be added but never was. The Illusioner is literally in the game! Or in Java at least. From what I heard, you can summon the mob using commands. So basically, If Iceologer wins, why not add the Illusioner? Two illagers would definitely bring some hype to 1.17.

    Attacks(This came from the fandom, since it's a unused mob): The Illusioner is equipped with a bow and will attack the player unless they're in creative. They will attack iron golems and villagers. It has a sensing range of 12-24 blocks. It will blind the player when it raises it's arms and fire arrows at the player. While doing this, it will create identical illusions of itself. The illusions can't be killed. While it makes them, It will cast a invisibility effect on itself that lasts 60 seconds. It will refresh the effect when it runs out, however it will raise it's arms, making it easy for the player to target it for a short while.

    Loot(This came from the fandom, since it's a unused mob): The Illusioner will drop any naturally generated items it was holding such as a bow. There is a 8.5% of this happening, 1% increase per level of looting. It will drop a ominous banner if it was a raid captain and drop 5 exp orbs to the player.

    A similar mob called the illusioner appeared in the creeping winter DLC, just like how the Iceologer is in the DLC!

    submitted by /u/Pyro-shroom
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    Console Minigames should be added in Minecraft in a new tab on Multiplayer as "Official Minecraft Servers (sounds effects and musics too)

    Posted: 02 Oct 2020 08:07 AM PDT

    When I used to play on my PS3 you couldn't create your own server, but ther was 3 official Minecraft Minigames servers, and they were Battle, Tumble and Glide. I don't see any reason for not adding them since if they not be added they will be lost in time (in a certain way). It would be cool if these minigames were added by Mojang itself

    submitted by /u/Iam4leph
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    You should be able to select night vision on a beacon

    Posted: 02 Oct 2020 06:19 AM PDT

    Its a pretty simple concept, instead of regeneration (there's only 1 level so it can't go with the others) you can choose night vision

    submitted by /u/AltoGami
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    Bouncy ride

    Posted: 02 Oct 2020 11:16 AM PDT

    Normally when a minecart on a rail hits a slimeblock it stops right then and then like any other block. Considering this isn't the case when a minecart is not on a rail, I thought it could be a fun mechanic for it to fling to to the other way of the track

    submitted by /u/Yanive_amaznive
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    Charged TNT

    Posted: 02 Oct 2020 05:18 AM PDT

    Craft :

    1 End Crystal + 4 TNT + 4 Blaze Powders

    The charged TNT radius explosion is 3x bigger than a TNT explosion.

    It will help for building for destroying mountains and make big underground structures. Like that in survival we can make big structures projects with this new TNT. It will help us too find Ancient Debris more easily.

    submitted by /u/EfficientProduct0
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    INDUSTRIALIZATION

    Posted: 02 Oct 2020 02:16 PM PDT

    This is not technically a suggestion for Minecraft but more a suggestion for a mod in Minecraft. I'm going to be updating this every couple days. Right now this is only part of the Turrets category.

    Turrets:

    Sol: Crafted from 4 Cobblestone. A basic, cheap turret. Has slightly more range than the Duo. Uses Cobblestone as ammo.

    Duo: Crafted from 7 Cobblestone. A slightly more powerful version of the Sol. Does significantly more damage, but has a lower range. Shoots 2 bullets at a time. Uses Cobblestone as ammo.

    Gattling: Crafted from 5 Cobblestone and 4 Iron Ingots. A standard all-around turret. Has a fast fire rate with decent damage. Uses Iron as ammo.

    Splitter Crafted from 4 Cobblestone and 5 Iron Ingots. A standard turret. Shoots a spread of 7 bullets. Lower range, but higher damage output than the Gattling. Uses Iron as ammo.

    Scorch: Crafted from 5 Iron Ingots and 4 Steel Alloys. Advanced close-range turret Has very low range, but very high damage. Good for close quarters. Recommended to be used behind walls. Uses Coal as ammo.

    Railgun: Crafted from 4 Iron Ingots and 5 Steel Alloys. Advanced long-range turret. Very high damage, but low fire rate. Expensive to use, but can be placed far away from enemy lines due to its range. Uses Steel as ammo.

    Lancer: Crafted from 5 Steel Alloys and 4 Titanium Ingots. Advanced single-target turret. good medium-range all-around turret. Single target only. Never misses. Uses Power instead of ammo.

    Hail: Crafted from 5 Titanium 4 Steel Alloys. Advanced low-accuracy splash-damage turret. Shoots a barrage of bullets that explode into shrapnel. Useful for large crowds of enemies. Uses Coal as ammo.

    Arc: Crafted from 4 Titanium Ingots, 3 Steel Alloys, and 2 Dirium Alloys. Advanced multi-target turret. Medium range. Never misses. Average to low damage, but can hit multiple enemies simultaneously with chain lightning. Uses Power instead of ammo.

    Plasma: Crafted from 4 Steel Alloys, Titanium Ingots, and 2 Dirium Alloys. Highly advanced version of the Scorch. Very high damage, low to medium range. Uses Coal as ammo.

    Chain: Crafted from 4 Steel Alloys, 3 Dirium Alloys, and 2 Titanium Ingots. The ultimate rapid-fire turret. Shoots large slugs at high fire rate. Medium range. Uses Uranium as ammo.

    Titan: Crafted from 4 Dirium Alloys, 3 Steel Alloys, and 2 Titanium Ingots. The ultimate long-range turret. Shoots large splash-damage shells at a medium range of fire. Long range. Uses Uranium as ammo.

    submitted by /u/Deplizz78
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    BeeKeeper Villager

    Posted: 02 Oct 2020 11:59 AM PDT

    The BeeKeeper is a new villager occupation that uses the beehive as the job site. The Beekeeper buys flowers, glass bottles, and logs with emeralds and sells dye, campfires, Honey, and Honeycomb.

    submitted by /u/shadowfantasy58
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    Fashion

    Beauty

    Travel