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    Minecraft Inflated hitbox for Elytra

    Minecraft Inflated hitbox for Elytra


    Inflated hitbox for Elytra

    Posted: 10 Dec 2020 07:55 AM PST

    Currently the hitbox for someone flying with an elytra is less than one block. Combine this with the elytra's fast speed and it is nearly impossible to hit someone flying with elytra.

    My solution is to used the inflated hitboxes from the new combat test snapshots and make the hitbox somewhere around 2x2x2. This would make it so we can have proper elytra dogfights and still be able to fly through one block holes.

    submitted by /u/BigGreenMan_
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    Mojang shouldn't "mOdErAtE" Minecraft severs and ban people as they now do in Bedrock

    Posted: 09 Dec 2020 07:04 PM PST

    https://www.minecraft.net/en-us/article/moderating-minecraft

    "Oh good, this will improve the game!"

    Yeeeeeeaaaaaaaaaahhhhhhhhhhhhh, no.

    It is the job of a server's moderator for banning players on THE ONE SPECIFIC SERVER for SERVER-SPECIFIC RULES, if someone talks politics or builds and upside-down T on a server where those things are aloud they shouldn't loose their ability to play multiplayer Minecraft, let alone their entire Microsoft; and when things on Java switch from Legacy and Minecraft accounts to Microsoft that change will more than likely come to Java too, so don't think we're safe. It's bad enough they had mandatory censored chat in Bedrock and now this.

    This post by u/Felnstaren has a comment by him that explains how BS this is for multiple reasons. Please, we need to stop this tyranny. Help us do so.

    submitted by /u/trainsrbest
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    Feather falling should be valid on horse armor.

    Posted: 10 Dec 2020 06:25 AM PST

    Falling from a high height and having your horse die while you continue to live sounds like a pretty annoying experience, and this would be a solution.

    submitted by /u/HardAlmond
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    Ancient tablets : Right-click on librarians to unlock the corresponding enchanted book trade (Book trading overhaul - concept art in post)

    Posted: 10 Dec 2020 09:12 AM PST

    Ancient tablets : Right-click on librarians to unlock the corresponding enchanted book trade (Book trading overhaul - concept art in post)

    Currently, enchanted books are really easy to farm. All you need is a couple of villagers for breeding, and lecterns to cycle the trade and find the book trade you need. There is no incentive for the player to go exploring, fight mobs or go on a mining adventure. What's more, some enchants like mending are very unbalanced, because they provide the player a sustainable tool/weapon/armor piece that can last for the whole playthrough, and this from the early game. The goal of this suggestion is to tackle these issues, and provide a (hopefully) fun and complete mechanic to unlock new enchanted book trades throughout the whole playthrough.

    Ancient tablets and their mechanic

    My suggestion contains the following changes and additions :

    1. Librarian book trading overhaul : instead of getting random echanted book trades each level, librarians unlock empty enchanted book trades, that can be completed with an ancient tablet.
    2. New item : Ancient tablets.
    3. New functional block : Research table.

    Introducing : the Ancient Tablets

    Reminiscent of the ancient times, these lapis tablets hold the deep secrets of the art of enchantment. Each one corresponds to a unique enchant and level.

    How does it work ?

    1. Acquire an Ancient Tablet with one of the four methods.
    2. Right-click with the Ancient Tablet a librarian that has an empty trade slot. Only non-treasure enchant ancient tablets are consumed.

    They can be acquired with 4 methods :

    • Trading : Other villager profession could trade on their master level a ancient tablet corresponding to their profession. For example, you could get a Sharpness (I to IV) ancient tablet with a Weaponsmith, or a Protection (I to IV) ancient tablet with an Armorer.
    • Treasure chests : Different chests contain different ancient tablets. For example, you could find Depth Strider or Aqua Affinity in the underwater ruins or sunken ships, or bow enchants in Skeleton spawner chests. While providing a bit of lore, these changes give a reason for exploring whether the player is early or late game.
    • Archeology : Explore and search through the rubbles to find Ancient Tablets.
    • Research Table : this new functional block acts kind of like a brewing stand / enchanting table. Put a stack of item and some lapis, wait for a bit, and you might have found a way to craft an ancient tablet! For each enchant, there's a corresponding stack of items. For example, put a stack of gold and lapis in the research table, and you'll get a Fortune III ancient tablet.

    Reasons behind my suggestion

    • It gives an incentive to explore the world : Currently, treasure chests are often disappointing in the loot table they provide, especially late-game. The goal of this mechanic is to give a reason to search for these chests. In fact, early game, you'll most likely wont have many farms, and the easiest way to get certain enchantments could be by exploring.
    • It creates a use for near useless items : You could now have a reason to farm other items that you never had to in the past. For example, if you want a librarian with a Feather Falling IV trade, you'll need to farm for some phantom membranes.
    • It stays within the boundaries of the untold lore of Minecraft.
    • It presents the player with an arbitration on which playstyle to adopt in order to progress. To stay true to Minecraft gameplay, the aim of this mechanic is to not restrain the player to play a certain way, but to offer new routes to reach its goals.
    • It offers the possibility to scatter certain enchants throughout the progression. What if mending was only available (at high chances) in end cities ..?

    Overall, the goal is to integrate enchanted book trading into a much more interconnected network of playstyles and mechanics.

    Hope you like it!

    submitted by /u/zeetou01
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    Pillagers should blow Goat Horns at the start of the Raid.

    Posted: 10 Dec 2020 10:15 AM PST

    They already make the sound, but we can't see them making it. This would provide context.

    submitted by /u/revanswrath2003
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    Foxes scare Zombies

    Posted: 10 Dec 2020 11:41 AM PST

    Currently, taming a fox does not bring much use besides to how magnificent and cute foxes are. If the player has problems with mobs attacking, they can tame wolves instead of foxes (wolves spawn in every biome that foxes spawn in). Thus, foxes need an overhaul.

    My idea is that foxes should scare zombies. (living scares the dead) Thus, in this way, more players would want to tame foxes [to get pesky baby zombies out].

    Skeletons and zombies are the main parts of the undead category. Since wolves scare the first part (skeletons), foxes should scare the second part (zombies).

    submitted by /u/Quirky_Yoghurt_9757
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    A new, more polished Infinity snapshot

    Posted: 10 Dec 2020 08:45 AM PST

    Even though it was intended as an April fools joke, the Infinity snapshot really has fun gameplay potential. I know that it wasn't meant to be perfect, but a few, simple changes could make it look more polished, and more people might try it out.

    So the whole point is that all these dimensions are random and chaotic, but something about them is "too chaotic". I'm talking about when the terrain is made out of flower pots, or carpets, or stairs that all face the same way. It feels more like a glitch than an exotic new world. So, when generating terrain, instead of shuffling all the blocks, it could just be all the full cube blocks.

    Also, a huge portion of worlds is filled with stained glass. I'm guessing that each color has the same probability weight as all the other blocks. There's nothing wrong with these dimensions, they're just too common. Stained glass generally should be as common as the other blocks, and the color should be chosen randomly afterwards.

    And what's more, if this new snapshot (let's call it Infinity+1) is released after the cave update, the randomly generated dimensions will be more interesting as well, since some of them borrow world generation code from the overworld, if I know correctly.

    submitted by /u/David_Umann
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    New Death Messages

    Posted: 10 Dec 2020 12:33 AM PST

    When a player gets killed by a player or mob, it says <player> was slain by [player/mob]. It would be better to add more death messages relating to melee attacks. Here are my ideas:

    • Player killed by someone with a hoe: <player> got harvested by [player/mob]
    • Player killed by someone with a pickaxe: <player> was mined by [player/mob]
    • Player killed by someone with an axe: <player> was chopped up by [player/mob]
    • Player killed by someone with a shovel: <player> was dug up by [player/mob]
    • All other melee attacks will be: <player> was slain by [player/mob]

    ...

    Also, here are death messages when players get killed by lightning:

    • When a player gets killed by natural lightning: <player> got severely electrocuted
    • When a player gets killed by lightning because of Channeling: <player> was struck by lightning

    Same thing also applies to mobs. For example, if a wolf was killed by lightning, the death message would show: Wolf got severely electrocuted.

    submitted by /u/Quirky_Yoghurt_9757
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    New cave biome: The Unstable Caverns

    Posted: 10 Dec 2020 04:02 AM PST

    This would be a cave mainly consisting of gravel and cobble. Gravel would make up the majority of the ceiling and cobble would make up the walls. If the player moves to quickly while under the gravel ceiling, the gravel would fall. However if the player is able to traverse the cave without making too many vibrations, they could possibly be rewarded with a previous, and more unfortunate caver's loot. Perhaps it could be an old chest buried under some gravel that collapsed years prior? Or maybe the armor picked off the skeletal remains of an adventurer who was incautious while traversing the cavern.

    submitted by /u/Vanyith
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    When you hold up a gold ingot, Piglin would show/hold item they would like to exchange for it.

    Posted: 10 Dec 2020 05:35 AM PST

    Currently, piglin bartering doesnt involve much .... bartering - its just lucky dip. I've seen people barter a full stack of gold and not get any of what they where after - which gets a little boring and wasteful.

    Just like villagers hold up items when they see you holding at item they would trade, the piglins could do something similar. You have no way to change their mind, but you could decide to take your gold to a diffrent piglin, who might barter sometihng diffrent.

    If you only have a few ingots of gold, you want it to count, and finding diffrent piglins may give you an alternative to just mining for all the gold, just to discard most of the barters. Anyone with a tone of gold would ignore this, and be unaffected.

    This would also help educate new players, and feel more like actual bartering. I think veriaty makes a game more fun, and being able to look for piglins instead of more gold would make nice change.

    submitted by /u/jenopus
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    Pickaxes Should Have Downward Knockback

    Posted: 10 Dec 2020 10:00 AM PST

    This is inspired by Smash Bros. In that game, Steve has a couple of "spike" moves where he bonks opponents with his pickaxe.

    This got me thinking: Why not add this into the future combat update? If someone is midair, hit them with a pickaxe, and they fall faster. This could also add more strategy to combat. This could be seen as a counter to people placing a clutch block to save themselves to falling to their doom.

    Thoughts?

    Edit: Maybe it could also increase fall damage?

    submitted by /u/liamardo_
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    Bushes!

    Posted: 10 Dec 2020 08:55 AM PST

    Bushes! Huge and small. In some you can get stuck like in a spider web! You can hide in them. Some bushes may have holes that the player can fall into. Bird nests can be found in the bushes, be careful! And in some huge bushes you can find the ruins of an old house or a well overgrown with moss. Bushes can be found in dark and light forests, in the mountains, near the swamp, in the jungle, in the fields ... •What do you think?

    submitted by /u/Hokomonera
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    Achievement Idea: The Achiever

    Posted: 10 Dec 2020 10:17 AM PST

    Complete all achievements. (This would be on java too).

    submitted by /u/Nightmare0ZX
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    Make cacti in flower pots stackable

    Posted: 10 Dec 2020 05:37 AM PST

    Nothing intricate here, I just want really long cacti.

    submitted by /u/Noxinne
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    Traveler's Winter Outfit

    Posted: 10 Dec 2020 01:39 AM PST

    Traveler's Winter Outfit

    Hello! I wondered why the itinerant merchant always wears the same suit. If, for example, he spawns in the mountains or taiga, eeeeee .... how is he not cold? I did not make a big concept of a winter suit (sorry I didn't do my hands, I don't really model) and it seems to me that this will add a little realism and beauty to the game :D

    https://preview.redd.it/tj4otur8yb461.jpg?width=1420&format=pjpg&auto=webp&s=dfb8e347fcf362f4c6315d56a07c87967c9fca65

    ![img](qwlqx2qj1d461 " (no lighting) ")

    submitted by /u/Business-Advice2190
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    When certain mobs walk, the screen shakes.

    Posted: 10 Dec 2020 04:30 AM PST

    This would be really cool and I would personally love this. This would help players avoid these mobs since these mobs are 99% gonna be bad for them. These mobs would include the Ravager, Warden and Iron golem. Also, the closer the mob walks, the louder it gets; giving the player a bit of a indicator of how far away the mob is.

    You can turn this off in the DYNAMIC FOV SETTINGS

    submitted by /u/JaysonOnReddit
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    Who's the boss now?

    Posted: 10 Dec 2020 09:08 AM PST

    Fight the wither, the ender dragon, the Raiders and the elder guardian all at once

    It could be a weird and difficult challenge that branches off how did we get here

    submitted by /u/SoftCustomer6
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    Small changes to Minecraft

    Posted: 10 Dec 2020 04:03 PM PST

    Minecraft doesn't make sense sometimes so i have some ideas to fix that.

    My first idea is that iron shouldn't burn in lava like Netherite can't burn lava.

    My second idea is that Chain mail, Iron,Diamond, and Netherite can't be destroyed by a cactus.

    My third idea is that the Iron golem and the Warden should temporality disable shields.

    My fourth idea is you do more damage depending on how much you fall.

    My fifth idea is some villages should be raided villages that hold villagers as prisoners.

    Those are all my ideas for now, please leave yours in the comments!!!

    submitted by /u/Nightmare0ZX
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    Block Idea: The Grate

    Posted: 10 Dec 2020 10:26 AM PST

    The Grate is a block that resembles iron bars, but it has a unique property with fluids - they can go through the block with no problem. I feel like this could open up new build ideas, such as aqueducts, valve mechanisms, expanded water conveyor stuffs, etc.

    submitted by /u/RomanFlour24
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    Refresh Button for Multiplayer Join List in Bedrock Edition

    Posted: 10 Dec 2020 11:20 AM PST

    One of the most tedious things you can have trying to join a friend(s) world is not being able to join because you open your game before your friend did when you wanted to join. It would be very nice to have this simple and small feature. This is what I mean.

    I just find not having this feature frustrating because my game takes longer to load now, and my friend has quick load times compared to me in the new 1.16.200 update so we constantly can't join unless we close the game or enter a world and exit and I'm sure there are people out there with the same issue(s).

    submitted by /u/CoolManGamingTan
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    Dripstone Ideas

    Posted: 10 Dec 2020 04:02 PM PST

    In the Minecraft 1.17 update there is going to be a block called dripstone. Dripstone is found in Dripstone caves and have and hang or stand on Dripstone blocks. I think Dripstone should kinda grow on the Dripstone blocks like amethyst grows on Budded Amethyst blocks.

    Another idea I have for dripstone is about is falling mechanics, Dripstone can fall on the player and without armor can do 5 and a half hearts. Dripstone can also be launched down or up by slime blocks, so you would think that depending on the blocks the Dripstone travels pur second it should do more hearts but that is not the case as of snapshot 20w49a so i think Dripstone should do more damage depending on how fast it is. These are my ideas, please post yours in the comments.

    submitted by /u/Nightmare0ZX
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    New combat system + new wepons

    Posted: 10 Dec 2020 07:17 AM PST

    I know many of these items have been suggested and are in mods, but i still wanted to get this out there.

    New items:

    Bodkin arrows-

    Historically used in the middle ages, which Minecraft is kinda set in, for armour-piercing capabilities these arrows are more expensive than normal with the flint being replaced by iron but have the special ability to negate some armour stats. This would make them capable of dealing much more damage against hard-skinned opponents like the ravagers, wither and the ender dragon. They're not meant to be cheap shots, their expensive stomping power designed to inflict more damage for a greater resources cost and most likely will find good use in PVP battles.

    Studded leather-

    Improved leather armour to make it worth the effort to keep, this type of armour would increase the protection to roughly gold levels/ chainmail of protection but is much lighter (this is important later). This would be crafted by adding leather armour in a crafting table with chains.

    Chainmail-

    Self-explanatory but with an actual crafting recipe.

    Spear-

    Made by adding two sticks diagonally and standard tool making resources this would do less damage than a sword but have much further range of attack. By design, if an opposing entity gets too close then you cant damage them and so for this weapon to be fully utilised then you need to play defensively.

    Iron shield-

    Made by replacing the middle two wooden planks with iron this shield is designed for absolute protection. As long as you are blocking no attack will get through and an axe can't force a cooldown on the shield, furthermore, the Bodkin arrows can't pierce through whereas they can with a normal wooden shield. However, this would make you a lot heavier (important later) and as such force you into a defensive position.

    New combat design:

    As stated earlier on the main point of this redesign would be weight, the accumulation of a weight factor for all your active gear (any amour your wearing and your shield).

    Minecraft is built around being creative and playing as you want it too, but after you get full diamond + an axe you've reached your fighting pinnacle and all earlier gear becomes worthless. This is most apparent when you get iron gear and everything below that isn't worth the effort. As such weight will allow for more variation in combat play as it puts a different emphasis on combat styles.

    each armour set gets heavier but offers more protection, and as such would push for different strategies in fighting especially with the iron shield. Do you go for a heavily armoured hoplite with a spear and an iron shield and fight defensively, but sacrifice offensive capabilities? Do you go for leather or studded leather and keep your speed at the cost of less protection? Or do you go between the two and go for gold and chainmail, keeping some mobility while getting better protection?

    While this seems ridiculous at first it plays well into strategy. A heavier armoured player is naturally going to area control, especially in tight spaces where movement is cut down like in caves, especially with a spear and an iron shield effectively giving them a huge advantage. But in an open space where they can be overwhelmed this doesn't work so well, their slowness will cause them to receive more attacks.

    On the opposite end, a lightly armoured individual works best in area's where mobility is present. They can use this to do hit and run tactics by denying opponents who favour heavier builds a full-frontal battle. With a competent user of this build, with a punch bow and Bodkin arrows, it would just outrun, outmanoeuvre and outperform a heavier build in a mobile area and simply whittle down their opponents till they die. Of course, if they get caught against a hard object then they're going to most likely be crushed.

    Gold and chainmail armour would offer better protection than leather, but allow for greater movement than iron, diamond and netherite. This would allow them to be a compromise and a middle ground between the two, offering neither the advantaged of the others but neither the disadvantages either. Making them an all-around choice for versatility.

    I hoped that doing this would do two things:

    1- Giving a use to other armours and allowing for more flexible gameplay without the point being simply being to rush up the tech tree as fast as possible throwing away everything away before it.

    2- Give greater emphasis to situational strategy. In combat the environment around you is important and with different area's favouring different builds it means that players must be wary of not just the equipment they carry but also the place they're going to use them.

    submitted by /u/Dry-Ad6134
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    Achievement Idea: Up, up and away!

    Posted: 10 Dec 2020 04:00 PM PST

    Get hit be a shulker bullet (this would work on java too)

    submitted by /u/Nightmare0ZX
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    About the new sound options.

    Posted: 10 Dec 2020 09:22 AM PST

    They are a great addition, though I would love to see tool sounds separated from 'Sound'. Standing at a Gold farm and hearing *TINGTINGTINGTING* from a Trident killer is getting a bit repetitive.

    submitted by /u/_Hellosh
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    Re-introducing the nether reactor for the modern era (java included)

    Posted: 10 Dec 2020 10:23 AM PST

    The nether reactor originally served to bring elements of the nether to the overworld in bedrock back when bedrock was pretty limited.

    The new nether reactor (which would still be crafted, set up and activated the same way) would immunize piglins and hoglins from zombifying and vaporize all the water in its range (same as a conduit).

    The effects would wear off if you destroy the nether reactor, and make the nether reactor pushable by pistons so it's toggleable.

    This way it could serve for mapmakers and people who want large flat land in the ocean , maybe even parkour.

    submitted by /u/Growlitherapy
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