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    Minecraft Not everything needs to have a “Use” or “Purpose”, but a “Reason to Exist”

    Minecraft Not everything needs to have a “Use” or “Purpose”, but a “Reason to Exist”


    Not everything needs to have a “Use” or “Purpose”, but a “Reason to Exist”

    Posted: 16 Nov 2020 03:24 AM PST

    When you're thinking of a "use" or "purpose", also think about why you're doing so?

    "Use" and "Purpose" are just some of the many "Reasons to Exist" that are easier to comprehend and felt as players, hence I believe why the devs said it like so.

    Utility and purpose are concepts that are understood by players, and though players' experience certainly matters, you can't design a game solely from the players' perspective — players are not the game makers.

    Utility and purpose are great ways to give features reasons to exist, they could be direct and impactful. But there are obviously many other reasons — ambience, emotional elements, world building, aesthetic, humor, etc. But note —

    — these reasons are all impactful and felt by the players.

    And when you think from the opposite way this might not be the case.

    The example that inspired this post is water bottles. Several posts recently tried to give use to them mostly related to extinguishing fires. Though that is a nice realism detail, it is merely an "use". The different types of water bottles already had a reason to exist, and that is the logical existence for the potions they create, like sticks. Fire extinguishing is a "use" for this item, but wouldn't be "used" by players, as they'd experience extinguishing fire with hand early on in the game and feel no need for other methods while this suggestion wouldn't be much of a better one either. Extra details might be good, but besides extra work it also means more things to consider. In this case, drinking water to extinguish fire on player was also suggested in a similar vein. But what it also means is that it affects and breaks the progression curve of Nether adventures, which is where you'd most likely use such feature. Maybe fire resistance potion doesn't create a good enough curve in this poster's opinion, but this is to show that how every extra "use" you thought to be might give a distorted "reason to exist" when it's handed to the players.

    submitted by /u/Gon_ExplodeOnMyChair
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    Husks that drown should drop Sand upon conversion

    Posted: 16 Nov 2020 02:04 AM PST

    One thing that people always asked for was a effective renewable source of Sand(Wandering Traders aren't a effective source at all) and what people always suggest is that Husks should drop it upon death, but... Why not something that's more unique? Farms focused on just killing a mob have become kinda repetitive so here's my unique take on how sand should be renewable:

    As we all know, when a Husk drowns it converts into a normal a Zombie and later into a Drowned, so let's use that! A Husk should drop sand(2-5?) when converting into a normal zombie, this way basically saying that the drowning cleaned a layer of sand that magically covered them and that affected their behavior! That would encourage farming Husks and would give more of purpose to them.

    If you want to support my suggestion vote on it in the Feedback Site: https://feedback.minecraft.net/hc/en-us/community/posts/360074696852-Husks-that-drown-should-drop-drop-Sand-upon-conversiom

    submitted by /u/JoKrun83
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    Cauldron over fire should melt snow and boil water

    Posted: 16 Nov 2020 09:31 AM PST

    Purely aesthetic. When cauldrons are placed above a fire, the contents inside the cauldron should react. Snow should melt into water. And water should have bubbles and slowly boil away.

    submitted by /u/RocketTwitch
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    the co-ordinates turn green when you're in a slime chunk

    Posted: 16 Nov 2020 10:30 AM PST

    the co-ordinates turn green when you're in a slime chunk

    this works for both editions

    submitted by /u/spookyink2570
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    Let bears spawn with brown skin in dark spruce forests

    Posted: 16 Nov 2020 08:45 AM PST

    Dark spruce forests have nothing now, we have polar bears, thats ok, but it doesn't make sense that we have pandas & polar bears, why not normal bears? I know someone might shout: bears are useless

    but hey listen dark spruce forests have NOTHING except those woodlands which are very very rare & It's not like you will face one out of 10 dark spruce forests, they can be more hostile than normal bears so it adds a bit of challenge to dark spruce forests, It wouldn't be so hard for Mojang to do it, I can make It's add-on in a day using the same polar bear model but a different texture & behavior.

    (I even messaged Jens for this but he didn't respond :/)

    EDIT: someone in comments said forests I say are dark oak, yes he is right I meant dark oak forests.

    submitted by /u/FakeCubeMaster
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    Make shulker boxes show the contents like bundles do.

    Posted: 15 Nov 2020 03:59 PM PST

    When the first snapshot for 1.17 came out, i thought only text can be shown, but second one proved me wrong. If bundles can do it, why shulkers can't? It's looks better and is easier to use.

    submitted by /u/M4KC1M
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    "They're flocking this way"

    Posted: 16 Nov 2020 10:28 AM PST

    Get 10 hostile mobs of to chase you at once. The name is a reference to Jurassic Park.

    submitted by /u/Rat_Of_A_Brat
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    Spawners in dungeons should generate the biome specific versions of their current possibilities

    Posted: 16 Nov 2020 07:57 AM PST

    It's simple, yet has not been done to it's full extent.

    If you are are in a Desert or Mesa biome, zombie spawners should be husk spawners. If you are in a Snowy Tiaga or Ice Spikes biome, skeleton spawners should be strays. If you are in an a Swamp or Ocean biome, zombie spawners should be drowned.

    There are ways to exploit the current spawners, yes, but this is just explaining how this should be done without the exploits.

    submitted by /u/_DVz_
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    Lingering Water Bottles should actually linger, making a zone where fire can't be placed

    Posted: 15 Nov 2020 03:53 PM PST

    Based on an idea I came up with when replying to u/ninjabutz suggestion about splash water bottles dowsing players on fire.

    Like all Lingering Potions, the Lingering Water Bottle would create a 5x5 area at the potion's impact point. In this zone...

    -Any fire, campfire, and their soul equivalents will be extinguished.

    -the blocks in the zone will not be able to be lit on fire until the effect dissipates

    -you are NOT immune to fire damage or being set on fire while in the zone, however...

    -staying in the zone will lessen the amount of time you stay on fire by half, or extinguish you completely if you stay in there for 3 seconds.

    (Edit because I forgot about this mechanic where water damages certain mobs)

    -Mobs that take damage from both water and rain will take half a heart of damage every second while in the effect area. (Blazes, Snow Golems, Endermen, Ender Mites, and Magma Cubes)

    -Endermen will teleport away upon contact with the effect area, just the same as though they touched water (because, you know, they did.)

    (right now, from what i understand, the amount of time you are on fire depends on the source, how long you are in said source, difficulty (for Blaze fireballs, ) the Weather, and the various levels of the Fire Aspect enchantment)

    submitted by /u/Swordkirby9999
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    Mountain Inhabitants

    Posted: 16 Nov 2020 10:01 AM PST

    It would be very cool to have the iconic Brown Bear, an animal inhabiting much of the worlds wilderness to the new Mountains.

    Goats are cool, but a Brown Bear to inhabit the high mountain cliffs and caves would be very cool. Plus, it is kinda strange that minecraft has the Panda and Polar Bear but no Brown Bear.

    submitted by /u/Jrod6621
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    pushing together 2 blocks of powder snow via a piston would create a snow block.

    Posted: 16 Nov 2020 09:48 AM PST

    So you know how powder snow is essentially lighter, fluffier snow? Well what happens when you mash together 2 fluffier materials? It creates a more compact, denser material, which in this case, is regular snow blocks.

    submitted by /u/HermitFan99999
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    Iron helmets have a plume you can dye

    Posted: 16 Nov 2020 10:16 AM PST

    Iron helmets have a plume you can dye

    The plume helps players differentiate iron helmets from other helmets in two ways: by the added color contrast and the altered silhouette. The player could also dye their plume to differentiate themselves from other players. It doesn't radically change the armor, if anything, it accentuates the "iron-ness" of iron armor by making it more knight-like in appearance, which also fits the game's medieval fantasy theme.

    Concept art. The top left helmet is undyed.

    The plume is a 2 pixel wide strip that starts at the top of the helmet and goes down the back of the helmet. It should also stick out of the helmet slightly so it could be seen from the front and the side. Some players have trouble differentiating iron armor from diamond, so the plume gives the helmet a slightly different outline.

    Iron helmets are still crafted with 5 ingots as it always has been. But then you can take an iron helmet and combine it with a dye at a crafting table (Java) or cauldron (Bedrock) like leather armor. Plumes can be dyed 16 different colors with the 16 dyes in the game, the same colors as dog collars, candles, beds, and sheep. If the same color mixing mechanic for dyeing leather armor is extended to iron armor, then there are 12,326,391 possible colors.

    If you wish to not dye your iron helmet, its plume will just be armor colored so it looks like a ridge thats part of the helmet. So even when undyed, it still has its distinctive silhouette. You could also undye the helmet at a cauldron.

    Besides being a visual change, I think it balances the armor tiers. Diamond is the strongest but not modifiable, leather is the weakest but its the most modifiable, and iron is in between. Iron armor doesn't completely rip off leather armor's unique feature and the plume makes iron armor feel more complete.

    Edit (if you still like the old helmet):

    Some people dislike the the idea of every iron helmet having a plume or the ridge in the middle and would rather have it as a separate helmet. I completely understand because it's been that way for so many years.

    I would rather have it so that an undyed iron helmet is the original texture with no ridge, and then dyeing the helmet adds the colored plume. You could remove the plume by washing off the dye at anytime, reverting back to the original iron helmet. This way it doesnt require a new crafting recipe or making it a new item, just like how a leather cap is still a leather cap whether its dyed or undyed.

    ——————————————————

    You can vote for this on the official feedback site:

    https://feedback.minecraft.net/hc/en-us/community/posts/360074596811-Plume-on-iron-helmets-for-differentiation

    submitted by /u/n4rwhal_
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    Tipped arrows of water(or arrows of splashing) can extinguish fire around a 5x5 square centered on the arrow.

    Posted: 16 Nov 2020 07:30 AM PST

    Recently, u/swordkirby9999 posted an idea about how lingering water bottles can extinguish fire and prevent it being ignited around the effect cloud. Since tipped arrows of water are made from lingering potions, how about they do the same effect, except a slightly smaller radius and 1/4 the effect cloud duration?

    So if there is a big fire going around in the nether/overworld, you can shoot a tipped arrow of water and put out the surrounding area.

    Tipped arrows of water can't be obtained by villagers, so it's essentially a late-game equivalent of water buckets, except more flexible.

    They would also not affect an already burning player/entity.

    Thoughts?

    Here is the link to the base idea:

    https://www.reddit.com/r/minecraftsuggestions/comments/juwczh/lingering_water_bottles_should_actually_linger/

    Edit: Somebody suggested it should be a 3x3 radius, I personally agree.

    submitted by /u/HermitFan99999
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    A type of bundle that doesn't reveal what's inside

    Posted: 16 Nov 2020 07:43 AM PST

    This would be most useful for multiplayer, so that you can give your friends presents and stuff, but could also be used for time capsules and such. Overall, it's a simple idea that doesn't remove any existing features, so it's pretty much perfect.

    submitted by /u/EnderboyKJ
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    A new Music Disc

    Posted: 16 Nov 2020 08:40 AM PST

    So I think we can all agree that music discs have been a bit neglected for quite some time now, but since Mojang has been dipping their toes in the pool of music discs with the addition of Pigstep, I feel like a new music disc should be added.

    What will it sound like? Since the caves are being updated, I feel like the disc should be linked to it. I think that it could be a upbeat, motivating song made up of deep pitches in a way similar to that of acappella.

    How do we get it? I think that with the addition of excavation sites, I think it should be a very rare reward from doing excavation stuff.

    submitted by /u/CarsontheMaster
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    Dripleaf Ladder

    Posted: 16 Nov 2020 11:04 AM PST

    A ladder that, 3 seconds after the player climbs on it, will be unusable for 30 seconds after, similarly to how the dripleaf revealed at Minecon Live functions.

    It would be crafted from 2 sticks and 5 dripleaf vine, a new item received from dripleaf:

    Dripleaf Vine - Empty - Dripleaf Vine

    Stick - Dripleaf Vine - Stick

    Dripleaf Vine - Empty - Dripleaf Vine

    Its texture would be similar to that of a normal ladder however the center, horizontal rods of the texture would look more similar to the dripleaf's texture.

    This would add more options for traps, parkour, , bases or even in PvP— if a player is trying to hurry up to their base, using these ladders would force a player chasing them to wait 30 seconds to reach them.

    Please suggest anything you think could improve it!

    MC Feedback: https://feedback.minecraft.net/hc/en-us/community/posts/360074708152-Dripleaf-Ladder

    submitted by /u/TwstdPrtzl
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    Copper shards, copper nuggets, a better way of getting copper

    Posted: 16 Nov 2020 09:23 AM PST

    I love building. It's really fun! And doing it in survival is really fun because you have limited materials, so there is an extra challenge. Copper is super cool because it's a nice orange block it can turn green and the two textures it has are amazing! However, copper is really difficult to get in large quantities. Even with four ingots to a block, you still have to get tons of copper and go mining for hours for even a semi-large project.

    My Idea

    First of all, bring back the 9 ingots to a block. It doesn't make any sense whatsoever that an ingot that's exactly the same size as every other ingot should make the same size block with less materials. You might as well make every other block only 4 ingots to craft. Moving on...

    Mining one copper block should give you 5-9 copper shards. You could increase this with Fortune I giving up to 15, fortune II giving up to 20, and fortune 3 giving up to 27. Putting a copper shard in the crafting table would give you 9 copper nuggets. Do the math and this means up to 3 copper blocks per ore!

    I think this would be pretty balanced. The extra effort that goes into mining it, and the 3 stages of crafting, mean that it's harder to get than the other basic materials (all of concrete, wood, glass, and stone have materials that can be found abundantly), because it is still an ore, but it is much easier than having to mine 900 blocks for a small roof, like how it is right now.

    If you don't agree with me, please don't just leave hate. Try to leave some constructive criticism so that I can edit the idea. Just saying "it's a bad idea" or "this doesn't belong in the game" doesn't help. Thanks for reading!

    submitted by /u/harry1o7
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    Piglins attack any undead mob without gold

    Posted: 16 Nov 2020 11:07 AM PST

    Since piglins attack players without gold armor, why not expand it to all mobs that could wear armor? Besides piglins, only undead mobs can wear armor. This will show how much piglins like gold. Piglin brutes, on the other hand, will not attack mobs without gold.

    submitted by /u/Evening-Cash-4183
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    Snow update pls

    Posted: 16 Nov 2020 11:44 AM PST

    In the spirit of Christmas, I and my friends have been snowing each other's bases, but when I went to snow my friends base I couldn't cover her roof. I thought that if snow could be placed on tops of blocks like slabs and stairs it could give a new feel to building in biomes with snow.

    submitted by /u/AUSTIN_LESSARD
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    Bat update

    Posted: 16 Nov 2020 02:16 PM PST

    Seeing as how the cave update is coming out I think Mojang should update one of their oldest and most useless mobs in the game.

    The first thing I would change is the Ai pathfinder and behavior as they should be a little better than just flying around caves smacking into walls. They should fly out of there "home cave" every night a fly around until the sun comes up in which they will fly back to their "home cave" and sleep until the next night. This is god for ambience as well as world-building. It will also be able to show where nearby caves are that need lighting. They can even go around and eat berries and fish. They won't take damage when touching the berry bush and will pick up fish drops (a.k.a raw fish). When the bats are out side they will fly around aimlessly until encountered by the player or a fox. When this happens they will fly away into in a panicked pattern.

    The next thing I would fix would be the spawning mechanics. Bats should spawn in flocks of 3-6 to mirror how real life bats live. The will follow the other bats when exiting the cave but when out of it they will separate. If a player were to place light near them enough to prevent spawning the bats they will swarm and fly out of the cave no matter the time of day which mimics their real life behavior. They won't de spawn in sunlight either.

    submitted by /u/Waffle_Con
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    Dissuade people from just commenting that a suggestion "isn't vanilla enough" or "doesn't feel very minecrafty"

    Posted: 16 Nov 2020 12:44 AM PST

    I've seen this far too often where people just say that they feel a suggestion doesn't fit with the game, or that it feels too mod-like. People are even saying this about features that are currently being added to the game. It adds nothing to the discussion and is super subjective, where most of said un-vanilla suggestions would be treated no differently than any other inclusion by the time the next update rolls around, alongside enchanting, redstone, and the nether.

    Sure, anything beyond a tweak, variant, or reskin will look un-vanilla because it isn't in vanilla yet. Why complain about something being too different when the unique and exiting features are what we desire the most?

    People have become way too closed-minded about what Minecraft can be and do, smh...

    submitted by /u/Devorj6
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    Suffocating in ice blocks should freeze you like powder snow

    Posted: 16 Nov 2020 01:14 PM PST

    Not a huge change, but now that they're getting more specific with this kind of thing I think it'd be best to add some consistency. Powder snow is in my opinion nearly perfect right now, but at the same time it makes more sense to freeze because of ice than snow. Powder snow is a much more useful way of killing than regular suffocation anyway, so it's not like this would make the block redundant.

    submitted by /u/Realshow
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    Change local temperature using the beacon

    Posted: 16 Nov 2020 08:43 AM PST

    Basic idea: you can use beacons to set the local temperature to either hot, cold or temperate. This overwrites the biome-based temperature, but reverts when the beacon is deactivated.

    The intended usage is mostly cosmetical, whether snow melts or not and if rain turns into snow or stops to be, for terraforming. If the player freezing is a thing with the upcoming update, it might help with that, but that is not why I'd want this.

    Option: Instead of setting to an absolute, it might be that you rather apply a gradient to the existing local temperature.

    Option: Using the beacon for this was just my first idea, as it already provides area effects. I would not mind if it is done using another item. Of course, using the beacon means that no new block has to be introduced.

    Option: This might be something you can do with a beacon for free, or it might require additional items. One option would be that this automatically happens when you place a beacon on a pyramid of magma blocks or packed ice blocks, in which case the beacon only changes the temperature and does not work as a regular beacon. With that concept, it would make sense to have the effect being a gradient rather than an absolute.

    (Note that I kind of strongly hope that the suggestion about tinted glass making the beacon beam invisible is implemented, otherwise I'd see the problem that you can't use this to terraform an area without having visible beams.)

    Edit: now also found under:

    https://feedback.minecraft.net/hc/en-us/community/posts/360074605431-Change-local-temperature-using-beacons

    submitted by /u/Ksorkrax
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