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    Minecraft Spiders should not take fall damage if they land in cobwebs

    Minecraft Spiders should not take fall damage if they land in cobwebs


    Spiders should not take fall damage if they land in cobwebs

    Posted: 22 Nov 2020 06:07 AM PST

    We probably all know that spiders have a very dangerous habit of crawling up walls and then jumping down taking heavy fall damage. In the same way spiders are unbothered by the slowing effect of cobwebs, I think cobwebs should negate any fall damage for spiders that land in it. Although this might not be super relevant since cobwebs mostly generate in isolated mineshafts, I think it would be a neat detail. It can also be of use to builders and mapmakers when making spider traps of various types without having to worry about the spiders killing themselves.

    submitted by /u/Chris_The_Alligator
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    Eels

    Posted: 22 Nov 2020 09:07 AM PST

    Short and simple one today. Thought of what aquatic stuff could spawn in caves and suddenly recalled this eel I saw in New Zealand in Waitomo caves a couple years back, so here goes.

    Eels are passive aquatic mobs that spawn in cave lakes and water bodies. They're about 1.5 blocks long and have 5 hitpoints (2.5 hearts) of health. As aquatic mobs, they are affected by Impaling on Tridents.

    When killed, they drop 0-1 slime (25% chance), 0-1 bones (25% chance) and 1 Raw Eel, which can be cooked in a smoker/furnace into Unagi. Raw Eel recovers 2 Hunger Points (1 drumstick) and Unagi restores 6 Hunger Points (3 drumsticks). They also drop 1-3 XP points if killed by a player or a tamed wolf.

    They can be scooped up in a bucket like most fish, and once placed down by bucket do not despawn. However, they do not suffocate on land like other fish. Instead, similar to guardians, they move to the nearest water source asap, except by slithering instead of bouncing like a ball like Guardians. When in the water, they tend to swim near the bottom rather than nearer to the surface.

    When fishing in cave lakes, you have a 25% chance to catch a Raw Eel on your rod. Why you're still using fishing for anything is beyond me. Fishermen will sell Raw Eel to you too. I could talk about the other ways you could get them from villagers and the statistics and data etc. but I did and it took up half the page, so nope.

    In case you haven't noticed, this is literally a ctrl c + ctrl v (copy and paste) of the salmon mob except it drops slime, doesn't suffocate, spawns in caves and has double the health.

    TL;DR add cave fish

    also model

    edit: i guess it would've been a great idea to clarify this is just another generic fish type mob with nothing to do with electric eels whatsoever. electric eels are completely different animals and deserve a completely different mob unrelated to regular eels should they be added. here is a much older electric eel suggestion i made, yall can go check it out and i plan to do a version 2 of that some time soon.

    submitted by /u/wet_breadlord
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    Goat horn sound should make nearby stalactites fall

    Posted: 22 Nov 2020 03:29 AM PST

    Useful for traps or as a defense against mobs

    submitted by /u/_Haxington_
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    Vines should age just like kelp, and stop growing at some point

    Posted: 22 Nov 2020 01:59 PM PST

    If you go in a jungle biome, there are vines everywhere, some long, some short, some sticking to tree trunks...

    But if you decide to settle down in that place, and you stay there for a long time, the vines just take over, there are litterally curtains of vines everywhere, that are annoying, ugly and don't look natural...

    My solution would be to give vines a random age, just like kelp, and when it grows, the next vine has one age less than the previous one. That way, vines will grow at random lengths, and will stop at some point, which will make it look a lot better, and a lot less annoying.

    submitted by /u/JustWyren
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    Overtaken Villages

    Posted: 22 Nov 2020 10:54 AM PST

    Some villages should generate as if they were overtaken by a raid. There would be pillagers and the occasional vindicator that naturally spawn here. There would be jail cells that contain hostage villagers, too.

    submitted by /u/HappyGav123
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    Make it so you don’t need to be hungry to eat suspicious stew.

    Posted: 22 Nov 2020 09:52 AM PST

    The main appeal of suspicious stew is the potion effects provided by them so I don't think it makes much sense to need to be hungry to use them. It would be like if you had to be hungry to eat a golden apple.

    submitted by /u/jamminhead
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    A map to find a fortress

    Posted: 22 Nov 2020 09:37 AM PST

    Nether fortress are really hard to find.
    So why not add a map to find it, when you trade with a cartographer at a certain level you can trade with him a map to a mansion or an ocean monument, same thing but a map to a fortress.

    Now, to get the map you don't need to trade with a villager, it's a loot that spawn in Ruined Portals (only in the nether, also i am not really sure about where to find/how to get the map, so if you want to give ideas in the comments go a head), it works like a treasure map would.
    For the people who think the Nether would be easier with the map, well no, because of the 1.16 update, it would be still hard.

    submitted by /u/spaker6554
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    Underground Roots for the Cave Update

    Posted: 22 Nov 2020 06:12 AM PST

    With the Caves and Cliffs update coming out, players will spend more time in caves than ever before! The worst thing that can prematurely end a spelunking session is running out of resources, namely food and sticks; both are much scarcer and harder to plan inventory out for early and mid game. Introducing the roots block. Looking similar to a vine and growing down from the ceiling as such, harvesting them will give you roots you can craft into sticks or eaten as an inefficient food source, allowing you to hit two birds with one stone and solve a food shortage issue in a pinch or craft more torches.

    submitted by /u/DarkDevero
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    Moon Crater and Moon Rock

    Posted: 22 Nov 2020 10:35 AM PST

    Moon Crater is an uncommon structure which can be found in the desert. It will look like a small hole in the ground, and in the middle there is a small chunk of moon rock.Moon rock is a soft building block with a texture similiar to the moon. When mined, it will drop Moon Fragment. Four Moon Fragments craft a moon rock.

    Maybe moon fragment can be used to brew Moon Walk potion, which gives the player the abilty to walk and jump like he is on the moon.

    submitted by /u/friendbutinelvish
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    Piglins should drink Fire Res when they take fire damage

    Posted: 22 Nov 2020 10:09 AM PST

    I always found it weird that piglins could die from fire damage even though they live in the Nether. Piglins do barter fire resistance potions, so maybe, when they start taking fire damage, they could drink a fire resistance potion. This could be similar to how wandering traders drink invisibility during the night.

    submitted by /u/liltay4prez
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    New potion: potion of the clownfish master!

    Posted: 22 Nov 2020 11:04 AM PST

    The potion of the clownfish master would be a mixed effect potion(simmilar to the potion of the turtle master) but acts roughly in the opposite way. It would be brewed from a tropical fish.

    This potion would give you speed III, but weakness II at level I, and speed V and weakness IV at level II.

    The duration mechanics would work just like the turtle master potion.

    This makes it easier to run away from others, but makes it harder for you to deal damage.

    submitted by /u/HermitFan99999
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    Minecraft's Loot should be overhauled.

    Posted: 22 Nov 2020 12:47 PM PST

    Minecraft's curent loot is weird, as how good the chest content are rarely scales with the difulty to get 'em. (often a desert temple will have a better loot than an woodlands mansion), so I think the loot should be overhauled in almost all structure to give the players a better reward.

    The loot of vilages and Ruined portals and shipwrecks would be the first tier, and should be kept as they are.

    For the second tier we would have the loot of underwater ruins, wich should be buffed to match the curent desert temple loot. In this tier we would also have Desert temples and Jugle Temples (with the last reciving a small buff aswell)

    For the 3rd tier we would have the dungeons and mineshafts loot, that should recive a big buff, with more gold, iron and many emeralds( and some enchanted iron and chailmail gear)

    4th tier would be nether fortress, bastions and strongholds. All of them should be buffed to match the Bastion remnet loot, with the stronghold having plenty of enchanted books

    And 5th tier would be for the woodland mansion. It's loot should be completly overhauled, Some of the loot to be found would be: Iron and iron blocks, gold, a lot of lapis and redstone and wheat. Golden aples would be common. There also should be a lot of enchanted books and even some potions to represent the magic. Dimond gear if 2/3s or less durability with curses would also not be uncomon

    6th Tier would be the endcity loot, and it could be impoved, but it is not a must.

    Upvote on the feedback site for the devs to see: https://feedback.minecraft.net/hc/en-us/community/posts/360074883432-A-Rebalance-To-Minecraft-s-Loot

    submitted by /u/PedroKlein_
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    Bookshelves of different wood types.

    Posted: 22 Nov 2020 10:22 AM PST

    The only type right now is the oak bookshelf. It can clash with the interior of your house depending on what it's made of.

    submitted by /u/Mega_Firefly
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    Utilizing zombie horses in survival

    Posted: 22 Nov 2020 01:25 PM PST

    so we all know there are mobs in the game that are not possible to spawn, or summon in survival mode. this includes the giant zombie, the killer bunny, and the illusioner(for a full list go to this link https://minecraft.gamepedia.com/Mob). It makes sense that those mobs aren't in the game since the killer bunny and giant wouldn't make sense being in the game. And while the illusioner would make sense, it is extremely overpowered and difficult to defeat (that doesn't mean I don't like a challenge though). But it doesn't make complete sense to me that the zombie horse isn't utilized in survival mode. We already have normal, and skeleton horses, so why not zombie horses?

    Here are some suggestions

    special event

    this would be similar to the skeleton horse event. It could happen in a thunder storm and it might be a 50/50 chance to spawn a zombie or skeleton horse trap when it would usually only spawn a skeleton trap. It could also only happen in the rain and could be more common then the skeleton horse keeping it as the most sought after horse type.

    It could also be dependent on the biome you're in, so maybe it only will spawn in a snowy biome when it's snowing, or in a desert biome when its thundering so it's harder to find them since lightning doesn't strike in desert biomes (correct me if I'm wrong on that since I'm not 100% sure).

    spawning

    It could spawn with a zombie riding it as a special mob just like the spider jockeys or baby zombie pigmen on chickens. The zombie would probably have a sword or shovel cause it wouldn't look to cool to just have a normal zombie riding an awesome zombie horse.

    although this would make the zombie horse more common than I think it should be.

    Finding them in the wild

    Maybe there could be new generated structures that are like old run down farms (not exactly what I'm thinking but you get the idea) and you could find them in there. They also could spawn in new rooms in strongholds like a special war room with chests of weapons, and armor stands with leather gold and iron armor. Or abandoned villages could have new stable structures and you can find them in there, This would make it very rare as abandoned villages have only a 2% chance of generating in java edition.

    I don't think these are necessary for the game but it's nice to have a ton of little Easter eggs in a game that aren't used in the game all too much but it gives the game so much more depth and variety in how you play the game. (I also think more weapons would add to that but I'll save that for another post) <3

    submitted by /u/Pesky_Sniper
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    Goat horns should be used to summon pillaged patrols

    Posted: 22 Nov 2020 11:10 AM PST

    As of now, pillager patrols are very randomized, and it can be hard to find a pillager outpost. Since pillagers use a raid horn, the goat horn should summon some curious pillagers, and allow you to start a raid at any time.

    submitted by /u/SterPlatinum
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    Goat horn enchantments

    Posted: 22 Nov 2020 02:00 AM PST

    There have been a lot of posts lately about what the goat horn could be used for, so here's my two cents.

    The goat horn on its own shouldn't do anything (beyond making the sound), but players should be able to enchant the horn to gain various effects. Some examples could be:

    -Scouting: when the horn is blown, every hostile mob in a certain radius gains a few seconds of the glowing effect, much like how ringing a village bell will highlight nearby illagers. Players could use this to locate nearby mobs, whether ones hiding around corners or underground. Could have levels to increase the radius.

    -Panic: when the horn is blown, every hostile mob in a certain radius becomes afraid of the player for a few seconds, and will flee from them similar to how Creepers flee from cats, Hoglins flee from warped fungi, etc. This could be used when a player is being overwhelmed by a swarm of mobs. Illagers would be immune, as would boss mobs like the Wither, Ender Dragon, and Warden. Could have levels to increase the radius or how long the fear lasts for.

    -Rally: This would cause tamed mobs within a certain radius to teleport to the player, much like how other posts have suggested the horns could be used to summon tamed pets. Could be used to retrieve lost pets or to bring horses over tough terrain. (I think this enchantment shouldn't be able to be placed on the same horn as either of the others, as having both effects go off at once would be too chaotic)

    These are just a few ideas that I'm sure could use some tweaking. Please leave me your thoughts below.

    EDIT: A lot of people have pointed out in the comments that some of these enchants could be somewhat overpowered if players can just spam them willy-nilly. To combat this, horns should have either durability, a cooldown of some kind for use, or both.

    submitted by /u/NateTSO
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    "Nice" mobs

    Posted: 22 Nov 2020 02:51 PM PST

    It means as this: if you "help" a mob kill another mob, it will not attack you.

    Suppose a skeleton's arrow hits a zombie. The zombie will try to kill the skeleton afterwards. If the player helps the zombie kill the skeleton, the zombie will not be hostile towards the player and becomes neutral instead. Same for any pair of mobs attacking each other.

    submitted by /u/Evening-Cash-4183
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    Giant Bats (New mob/Bat rework)

    Posted: 22 Nov 2020 02:22 PM PST

    Giant Bats (New mob/Bat rework)

    Since we're getting bigger caves, I think it's time we get us some bigger bats. Bigger, better and with an actual point other than randomly flying into lava. Note that this idea can either be seen as a new addition or a drastic rework for the bats currently ingame.

    So without furthere ado, here's my concept for giant bats:

    Concept art. To the left, a giant bat in the bat-equivalent of a T-pose. To the right, a sleeping giant bat next to a normal bat for size comparison

    Giant bats will spawn in open areas in dripstone caves. They will always spawn hanging upside down, sleeping in groups of around 3-8 bats. They are slightly lower than the player in height and about 3 blocks wide when their wings are spread out. When flying they move in a way similar to phantoms.

    Behaviour

    In a way giant bats are similar to the warden as they react to sound. They are, however, not just a warden ripoff that can be found earlier in the game. Roosting bats will completely ignore the player as well as any other mobs around and simply keep sleeping unless they are directly disturbed. If they take damage from any source (player, mobs or environment) or hear a loud noise nearby (explosion, stalactites falling down), they wake up.

    When awake, the bats will fly around confusedly while emitting a high pitched screeching sound (echo locating). This sound serves to awake all remaining sleeping bats in the area but it will also attract the attention of hostile mobs in a larger radius than usual. If they are awakened by an attacking player, they will retaliate by swooping down once or twice doing minor damage before flying off to find a new resting spot.

    Drops

    If you decide to try killing one of these rather harmless creatures instead of just avoiding them, you can obtain a new item: Bat fur, which is very soft and warm and great at isolating sounds. This fur can be crafted into wool-like blocks or decorative carpets. The texture resembles a darker and fuzzier brown wool. Bat fur blocks are essentially just an upgraded wool block when it comes to absorbing sounds and making directional sculk sensors, if implemented wool would not be perfect for isolating.

    Potentially, bat fur could also be used to upgrade leather armour to make it even better at preventing hypothermia/freezing.

    An official teaser pic of a dripstone cave. This is the biome in which giant bats would roost under the ceiling

    Conclusion (TL;DR)

    The general idea is that giant bats are more of an avoidable environmental hazard than just another new ambient or hostile mob. Bats, if disturbed, will indirectly endanger the player by attracting the attention of hostile mobs in a larger are than the player would normally have. Should the player choose to attack the bat, it will briefly attack and then flee. As such, I believe this fits Mojangs criteria of not antagonizing a real life animal (even though these bats are no more real than our giant spiders)

    Giant bats drop a material that can be used to make blocks that absorb sound more effectively than wool, thus making better directional sculk sensors for wireless redstone. This also ties into the general noise theme of giant bats.

    submitted by /u/Chris_The_Alligator
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    Add a Hostile Mob in Flooded Caves

    Posted: 22 Nov 2020 10:27 AM PST

    A large part of being afraid of swimming in dark/deep water is the thought of what could be swimming around in there with you. So it wouldn't be very interesting if you knew for certain that there isn't going to be anything in the dark cave water.

    Even just having drowned spawn in submerged areas of caves would be good, but a unique hostile mob would be better.

    submitted by /u/Devorj6
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    Chilling touch

    Posted: 22 Nov 2020 02:01 PM PST

    The opposite of fire aspect. It freezes mobs it hits, slowing them down and doing damage over time. It deals extra damage to blaze and other mobs that don't take fire damage and it basically a stand in for fire aspect for the nether.

    It cannot be on the same blade as fire aspect, and it does not affect strays.

    submitted by /u/Isaduckapredator
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    New enchantment idea for bows

    Posted: 22 Nov 2020 11:26 AM PST

    I came up with a new enchantment for the bow called Sharpshooter.

    The enchantment would assist aim while using the bow.

    The downside to this enchantment is that it burns through durability fast like the infinity enchantment.

    Mending also can not be added to bows with the Sharpshooter enchantment.

    submitted by /u/Dueldarkz
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    Realistic Thunder

    Posted: 22 Nov 2020 10:35 AM PST

    In real life, a thunder can be heard a few seconds after a lightning strikes because of the great difference between the speed of light and the speed of sound.

    Right now, when a lightning strikes, a thunder can be heard at the same time. Mojang should fix it, by making it so that a thunder comes in delay after a lightning.

    submitted by /u/friendbutinelvish
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    Lasso!

    Posted: 22 Nov 2020 06:20 AM PST

    Just a lead in the top corner and two more pieces of string diagonally to craft. Acts just like a fishing rod except if you hit a mob you can pull them like a lead.

    submitted by /u/averageJ_0
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    Glowstone Glass

    Posted: 22 Nov 2020 01:44 AM PST

    Watched Grian's video where he built a "spotlight" using glass. I couldn't help but think if there was a glass block that glowed it would look absolutely stunning at night and more realistic. Plus glowstone glass would be a great addition to lighting mechanics in builds in general I think. We could always use more of that stuff. You could craft it using glowstone dust surrounding a glass block?

    submitted by /u/KeyNanier
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