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    Minecraft Let nether wart blocks be used to create red nether bricks

    Minecraft Let nether wart blocks be used to create red nether bricks


    Let nether wart blocks be used to create red nether bricks

    Posted: 14 Dec 2020 09:48 AM PST

    I think nether wart blocks should be able to be crafted into red nether bricks for multiple reasons.

    1. You now obtain a lot of it through farming nether stem "trees", the only use of which is either for decoration or turning into bone meal. Currently, you craft nether wart into blocks but you cannot revert the process. Before they added new nether wart trees I thought this was silly due to the lack of uses but with the introduction of nether trees it is understandable why, as you want players to explore fortresses to get the item.
    2. It would still fit thematically. Its still technically the same material to craft it and potentially would allow you to make blue nether brick too. With the last update with all the red v blue in the nether now this would be a logical step. Especially as the two nether brick colours are purple and red, it would make sense for blue to be there also.
    3. Red nether brick is a pain to make, making them a horribly underused block. through piglin bartering you can now obtain nether bricks which makes the process easier but is still a pain to make mass amounts to use at a decent scale as nether wart is one of the more annoying items to farm in the game.
    4. You could make it so using blocks creates less nether bricks so creating them with the wart themselves would be more efficient but gives you multiple ways of doing it.
    submitted by /u/adinade
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    Advancement paintings

    Posted: 14 Dec 2020 07:58 AM PST

    A complete overhaul of the painting system. Every advancement would have a painting tied to it, and you would only be able to place paintings of the advancements you have. This can be a great way to show off what advancements you have to other players, and would tie advancements to in-game rewards. If a player is in creative, the paintings would act as if they had every advancement. Link to come soon. !remind 24 hours

    Edit: Earlier advancements get smaller paintings. You can change the painting you use via a loom. Due to that change, only like paintings are stackable. If you don't choose which painting to use, you get pack.png as a default.

    submitted by /u/Frioneon
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    Aurora borealis in cold biomes (Northern Lights)

    Posted: 14 Dec 2020 09:12 AM PST

    In cold biomes such as tundras, snowy forests, snow plains and other snow-related biomes; you can see aurora borealis at night, also commonly known as northern lights. I think this would be an amazing touch to the game and would add alot in cold biomes. There could be an advancement for when you do see them. They could also perhaps increase the light level very slightly.

    example in real life

    submitted by /u/JaysonOnReddit
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    Curses suck at the moment.

    Posted: 14 Dec 2020 04:43 AM PST

    Currently, curses are nothing more than inconveniences to players who have encountered them before. Their only use is to trick new players into interacting with them out of curiosity, and then they discover they are useless and never interact with them again.

    Here's a new way that new and old players can interact with curses:

    Curses now have a chance to be applied to all enchantable items when you put them through the enchanting table. You can also obtain them through trading with villagers.

    Curses are now, how should I put this... more potent versions of enchantments. For example, you could get a "curse of sluggishness" on weapons that gives the weapon Sharpness 6, however, the weapon's attack speed is severely reduced.

    Similarly, you can get "curse of zealousness" that increases attack speed but reduces damage.

    An armor enchantment could be "curse of weightiness" that increases defense but decreases the player's movement speed, or "curse of lightness" that increases movement speed but lowers defense.

    Obviously, this concept has a lot of potential. What curses do you think would be a good addition to the game?

    If you don't want curses, you can now grind them off in an anvil.

    I'm not sure what to do with curse of binding and vanishing. I think they should be removed.

    submitted by /u/MulberryBlaze
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    During Thunderstorms in snow biomes, YOU should get the freezing effect powder snow gives you

    Posted: 14 Dec 2020 10:43 AM PST

    Adds well not a challenge to be called really, just a mechanic to make thunderstorms in snow biomes somewhat unique. I do not remember if snow biomes had lightning in their thunderstorms, but if they have, replace it with freezing mechanic, something like Blizzard that was mostly suggested.

    submitted by /u/Nightfall-memer
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    Filament Lamp -- an interesting new redstone light source

    Posted: 14 Dec 2020 07:51 AM PST

    Filament Lamp -- an interesting new redstone light source

    Introduction

    This idea is for a new redstone light source. Now you may be thinking, "what makes this different to a redstone lamp?" I'll answer that by bringing up the point that redstone signal strength can vary between 0 and 15, and also light level can vary between 0 and 15. Maybe you can see where I'm going with this. The filament lamp is a light source whose light level depends on the strength of the signal it is powered by. Essentially like a real-life filament lamp/incandescent bulb, where the intensity depends on the supply voltage.

    Crafting

    The filament lamp would be crafted in a similar way to a beacon, but with stone instead of obsidian and a copper ingot instead of the nether star (could also be gold or iron, but I think copper makes the most sense, even if it isn't used in real-life filaments). I've made a crude mock-up of the crafting recipe in Paint.NET.

    The texture of the actual block would be similar to the item texture seen in my mock-up, i.e. it has a glass-like cover, stone base, and an inner copper-block-like "filament". It would be 3/4 of a block high, like an enchanting table.

    Placement

    The lamp can be placed on top of blocks, but can also be hung from the underside of blocks. In fact, it doesn't even need a supporting block, being placed in a similar manner to slabs. This means you could then place redstone on top of them.

    Mechanics

    As I said in the introduction, the light level given off by the lamp would depend on the signal strength it receives. This would be a 1-to-1 correspondence to the highest signal strength that powers the block (i.e. if you had redstone running into it on one side with a signal strength of 11, and redstone running into another side with a signal strength of 7, the light level given off would be 11. There is no precedence for which side to prioritise; it simply takes the maximum.

    The colour of the copper "filament" would follow a gradient, dependent on the light level, between the copper colour of the unlit version and a bright white as the filament glows at maximum intensity.

    In terms of redstone, there are some interesting mechanics. An upright lamp would be treated as a solid block, i.e. it can pass a redstone signal through it and also blocks redstone wires going up/down through the space it occupies. It would also block spawns. On the other hand, an upside-down lamp would be the inverse of this. It is treated as a transparent block for the transfer of redstone signal, but would be a spawnable block (of course its light level would have an effect on whether things could actually spawn on it).

    Coloured Variants

    There is the possibility of having coloured variants, crafted either by dyeing a normal filamanet lamp, or by replacing the normal glass with stained glass in the recipe. Either way, there would still be the normal version. All the coloured variants would do is change the texture of the block. They wouldn't introduce "coloured light" or anything like that.

    TL;DR

    It's a light source that gives off a light level equal to the signal strength of the redstone that powers it.

    Image

    Crafted in a similar way to a beacon, only with a copper ingot and stone instead of a nether star and obsidian.

    submitted by /u/Ninesquared81
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    Make stone swords smeltable

    Posted: 14 Dec 2020 09:32 AM PST

    I have a wither skele farm which produces a lot of stone swords, which are currently just being thrown into lava. I think they should be able to be smelted down into stone blocks for several reasons.

    1. Adds an actual use to these swords being dropped.
    2. Would align stone swords with iron and gold (both smeltable).
    3. Adds a new interesting way of farming stone.
    submitted by /u/adinade
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    Rabbits & Fall Damage

    Posted: 14 Dec 2020 01:21 PM PST

    Rabbits die way too easily from fall damage because of their low health. This makes hunting them too easy (just chase them off a short cliff - instant food) & transporting them slightly difficult (without minecarts). I think they should have some sort of reduced fall damage (or none at all like cats) so that they can survive moving around in regular terrain generation.

    submitted by /u/_Koza
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    You should be able to place glass panes in stairs or slabs to get half glass panes or 1/4 glass panes without adding a long name to a new item.

    Posted: 14 Dec 2020 02:10 PM PST

    It would work pretty much the same as water logging and if you want the pane back you break the block with a silk touch pickaxe or axe. It would work with all glass pane colors. This would be useful for more complex windows like if you were building a cathedral but you don't want the walls to be three blocks thick to add a different shaped window.

    submitted by /u/Ben-Dover-Jonson-jr
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    Potion of Agitation

    Posted: 14 Dec 2020 08:55 AM PST

    Potion Of Agitation

    This potion would come with 30 seconds and 1:30 variants. The effect, essentially, is to do a damage effect without impacting the player's actual health. Here is what I mean - when a player has certain effects like Wither, Poison, or is on fire, every time they take damage they do that small tick thing. This slows the character down, and is pretty annoying. The potion would basically give this effect without actually harming the player. It would be useful in combat, as it would confuse and slow down an enemy, and it would be harder to tell when they took damage. The effect can be applied to mobs, having them light up like they are being hit, but doesn't do any actual damage.

    Potion of Harmony

    This is the opposite of the Agitation (coming with the same time variants). If applied when taking chip damage like poison, wither, ect. It will cancel the damage effect (the ticking your character makes), but not the actual damage. Uses could be to escape faster/easier, but it is also negative in the sense that it's harder to tell how much damage you are taking. If both Harmony and Agitation are combined, they deal e hearts of damage (with no armor), but then cancel out.

    Brewing

    Brew an awkward potion, then add a gold nugget for a potion of Harmony. Adding warped fungus to the awkward potion, conversely, will brew the potion of Agitation.

    submitted by /u/Weeeelums
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    Bats distract the Warden

    Posted: 14 Dec 2020 12:19 PM PST

    My idea is that bats should be able to distract the warden. Bats currently don't have a use, but what if there was some sort of net or jar that you could catch them in, and then when your at the warden, release them. Bats are annoying because they are hard to kill and their sound is deafening, but imagine if you were the warden and could only hear rather than see? The warden should chase bats around til he can kill them. If the player attacks the warden while he is chasing the bats, he will switch back to attacking the player for a bit before he gets too annoyed by the bats and goes after them again. Because Mojang intended for players to sneak past the warden rather than kill it, this will make that a bit easier as well as give bats a reason to exist.

    submitted by /u/PS4isBetterThanXbox_
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    Update To All Mobs- Post 4- THE BAT

    Posted: 14 Dec 2020 02:57 PM PST

    If you asked a MC player to delete one mob from the game, they would most likely pick the bat. They have no purpose, other than annoying the life out of people. So that is why I compiled a few ideas to make the bats actually fun and cool.

    First of all, there would now be two types of bats, the fruit and insect bats. Fruit bats would steal crops and dropped fruits and spawn in jungles and deserts. The fruit bats would also pollinate plants, showing how cool bats are IRL. Insect bats however, would be the opposite. They would eat and fight arthropods like silverfish and sometimes cave spiders. There would also be variants for each of these.

    Another cool update would be semi-tamable bats. If you feed fruit bats apples, or insect bats spider eyes than every night they would stay near you. It would give people a new reason to stay up at night, and not just skip it.

    However, you also now need to be careful because bats will sometimes attack you if you wake up a large colony.

    New items would also be added, like bat ears which could be crafted with skulk to have a helmet of hearing (which basically gives you echolocation). Another new drop would be guano, which live bats will also sometimes drop. Guano could be used as bonemeal, but better.

    That is all for the total overhaul to bats, and please tell me what mob I should update next in the comments.

    submitted by /u/GeckioGaming
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    New *Optional* Gamerule Where Torches Burn Out Overtime

    Posted: 14 Dec 2020 01:55 PM PST

    This was at one point very early on intended to be how torches functioned in Minecraft. (if I remember correctly) But it never happened that way. Now that torches have worked the way they do for so many years, having them burn out by default would not only be annoying, but also ruin pretty much everyone's entire game worlds. But I think it would make a fun optional gamerule for those who want to play with this slight extra challenge. (IE me!)

    I think the way it should work is something like this: you can set the gamerule to specify how long it takes for torches to burn out, with the default being infinite.
    Example: /gamerule torchtime 0
    With 0 meaning default/infinite & every other number representing generally how many full days torches would last after being placed in the world, with some randomness so that it isn't too predictable.

    Torches that have burnt out should have a new texture & no longer emit light. And using a Flint & Steel would re-light them & reset the burn time counter. Breaking burnt out torches should only drop a stick too. Also I think that soul torches should last twice as long. Perhaps this addition could mean that torches could be waterlogged but burn out when submerged no matter what the gamerule is set to?
    Also, all other light sources like lanterns, sea pickles, & all the other various light blocks shouldn't be affected by this.

    Bonus: Perhaps the upcoming Candles would be affected by this gamerule as well? Maybe make the gamerule into "/gamerule wicktime" then?

    submitted by /u/_Koza
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    Add a wall block that can be used with the new ceramic shards

    Posted: 14 Dec 2020 11:43 AM PST

    Im really liking the archeology system so far, but I feel like there should be more than just pots so there's more of an incentive to explore these sites.

    I think a great way to expand on what's already here would be to have a new block, maybe tiles or something, that could go on walls that works the same way as a pot. You can place tiles on walls the same way you place carpet on floors, but unlike carpet, you can use ceramic tiles to add pictures to the wall.

    This would be a lot like Greek paintings, where they depict history through art on the wall.

    There could also be a new large ceramic tile that works the same way, but over 2 blocks, like a painting. Maybe they also cover an entire pot instead of just one side, too.

    submitted by /u/thehumblepotato174
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    Snowier snow, being more snowier

    Posted: 14 Dec 2020 10:21 AM PST

    Snowier snow is great for traps and other uses and has a cool new mechanic.

    But how about it acting as snow does in real life. Powdered snow should fall like gravel when disturbed in big clumps, this would be made possible by the fact that it's hanging on to the edge of the new and improved mountains. Should the player, or a mob such as the goats, disturb the powdered snow it will fall off in a great cascade and bury anything underneath as avalanches do in real life. This would make the freezing effect more prevalent as players stuck underneath will start freezing to death making climbing up ice-capped mountains a good challange

    submitted by /u/Dry-Ad6134
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    Adobe Bricks

    Posted: 14 Dec 2020 01:35 PM PST

    I realize this isn't the most exciting addition, but I'm surprised Minecraft hasn't already added this.

    Bricks are among the most common architectural building techniques in the world, and they're found in so many ancient structures. That being said, the available options aren't always ideal. Clay bricks look too modern, stone bricks lack color, and sandstone/end stone are both too bright.

    I simply propose the addition of adobe bricks. They would look like stone bricks but be light brown in color (I personally imagine the color being similar to dark tan LEGO bricks). The would also fit well with the new archeological dig sites coming in the next update.

    submitted by /u/rac_987
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    Sky Gulpers

    Posted: 14 Dec 2020 04:08 PM PST

    With the upcoming mountain update, and the fact that ideologer lost the vote, I think the mountains need a hostile mob.

    Introducing the Gulper! Based off the Gulper Eel, this monster has a slim body, and massive jaw. It however has the addition of wings, or a flying ability. It would only spawn at high altitudes and would use its massive jaw to deal damage, and attempt to drag you down the mountain, anxious to see you fall. It'd be like a phantom, but spawn only at high elevations, but no other factors affect it's spawning. Despite the high attack damage, it can easily be killed, as it's slim body can't take much damage. It could be useful however, as its intense hunger means it could be fed fish in exchange for your safety, as well as a new drop as it's teeth fall out! The Gulper Tooth! This thin yet sturdy tooth can be made into a new weapon, the Mountain Staff! This staff would deal damage between Iron and diamond swords, with the durability of an iron sword.

    Hopefully you like the idea, I'll answer an questions you have!

    submitted by /u/Lookadoggo
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    Familiarity, an anti-friendly fire enchantment.

    Posted: 14 Dec 2020 10:13 AM PST

    Coming from the words Family, the adjective 'familiar' and familiar, as in, fictional spirit linked animals, this enchantment would be medium rare, with low enchantment cost. It would have 4 levels and could be cast onto swords, tridents, axes and bows.

    It makes all your blows and projectiles phase through your allies.

    It isn't useless on single player tho. It's main function, is to eliminate possibility of hurting your pets. How often did you shoot your horse with an arrow, or slashed through your wolf, whilst he was just trying to help you survive? (it is actually mainly survival based)

    Here is a list of all mobs that are considered player's allies:pets (owned by self/allies)

    • Wolfs
    • Cats
    • Horses, Donkeys, Mules etc.
    • Llamas
    • Parrots
    • Axolotls
    • Striders

    Village Nation:

    • Villagers
    • Golems (unless provoked)
    • Snowmen (as above)

    OK, but how are allies defined? Well, it mostly comes to already in game "team" mechanic. You know how you can have colored name in vanilla? Well, there is already a gamerule, that let's you see invisible allies, so I reckon it wouldn't be to hard to implement the mechanic, as team detection is already a thing.

    As for levels, the first level of the enchantment halfs the damage dealt. Second level, completely absorbs it. Third level however is a bit more interesting. You see, the previous ones still touch your allies, giving them knockback, the red hurt thingy and blocking you from attacking what's behind them. On level 3, you phase through them, and are able to hurt whatever is behind them. Finally, 4th level, makes you not attack neutral mobs, tho you can cancel the effect by crouching.

    I think this would be a good addition, since not only would that make team based pvp more complexed, but also would remove the pain of impaling your best fluffy friend on a magical sea weapon you accidentally threw at him.

    submitted by /u/MichalTygrys
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    New enchantment: Kinship

    Posted: 14 Dec 2020 03:10 PM PST

    Kinship acts as another protection enchantment choice, but instead of protecting the user, it protects allies (such as pets) within 2 chunks. It gives equal protection for others as protection does for yourself, along with up to half your armor rating, provided that they aren't at the maximum rating. Armor rating maxes out at half, so each enchanted piece gives 1/8 your rating at the highest level, equal to half if placed on everything worn.

    Potion buffs are also shared, but 1/4 as powerful.

    Cons: this can protect an unlimited amount of allies, but the number of allies (within range) that are protected or buffed also drain your armor durability. So for example, your wolf can survive more damage, but if they burn or get a buff potion, you lose durability for protecting/buffing them.

    Allies are pets by default, but players and others too if you right click on them with the enchanted armor piece in your hand.

    submitted by /u/Tactical-Kitten-117
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    Tomes

    Posted: 14 Dec 2020 01:24 PM PST

    These would be books found rarely in Temples, Ruins, Buried treasure chests, and Stronghold libraries. They would be used to select which type of enchantments you receive when using an enchanting table, instead of a completely random selection. They would come in four variants: Combat (Swords, Axes, and Tridents), Archery (Bows and Crossbows), Defence (Armour and Shields), and Essentials (The other tools and equipment). They could be identifiable by their covers, each being a different colour (Combat: Blue, Archery: Yellow, Defence:Red, Essentials: Green). They are uncraftable, and would be used by right clicking the enchantment table, and would remain there until you right click it again, without a tome in your hand to return to a standard enchantment table, or with another tome in your hand to switch them out.

    submitted by /u/goombaherpes
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    If there is a cave near a dig site, some ores from the cave should be mined, and there should be torches.

    Posted: 14 Dec 2020 02:42 PM PST

    What I mean by this is, generate a coal or iron or whatever vein, then remove it, but don't fill it in. It would make the sites much more interesting, in my opinion. Also, since people mine and have torches, place torches throughout the cave as well.

    submitted by /u/Worm_EatingMan
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    Ice Cream

    Posted: 14 Dec 2020 02:13 PM PST

    A milk bucket and ice should be able to make ice cream. Maybe add a bowl in there too to hold it? We have so many other soups, so ice and milk soup would be cool.

    submitted by /u/PinKracken
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