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    Minecraft Not a big change or anything, just replace Glass in End Crystal recipe with Amethyst Shards

    Minecraft Not a big change or anything, just replace Glass in End Crystal recipe with Amethyst Shards


    Not a big change or anything, just replace Glass in End Crystal recipe with Amethyst Shards

    Posted: 07 Dec 2020 09:30 AM PST

    Reason why I think Amethyst Shards should be replaced is because they seem to be magical, while glass doesn't and End Crystals have a focused beam that heals Ender Dragon, which probably would need some kind of magic to function. That's all.

    Lé Edit: If Amethyst Shards don't get use to redirect beacon beam, make beacon glass replaced by shards as well.

    submitted by /u/Nightfall-memer
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    Being able to put an amethyst crystal in a pot for decoration.

    Posted: 07 Dec 2020 07:21 AM PST

    As simple as the title, just a decoration item to make houses look nicer.

    submitted by /u/Willy-bru
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    A new mob with new potion effect for Cave Update

    Posted: 06 Dec 2020 08:27 PM PST

    A new mob with new potion effect for Cave Update

    Caves and bats go hand in hand, so why not an interesting mechanism tied with bats. This bat would spawn rarely in a group of 2-4 in caves. Additionally, the bat can't be bred in any way. I made this idea along with few friends, I hope it inspires someone or even developers for coming update!

    https://preview.redd.it/elehfufoap361.png?width=1600&format=png&auto=webp&s=e70d168f26f9bb3f4f77b823299a08890c2c85ec

    https://preview.redd.it/bkv60y6map361.png?width=1600&format=png&auto=webp&s=e312889efa84ffa42465acf13f59bfbe0c042298

    submitted by /u/nightdesert_326
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    The ability to make cobblestone in a stonecutter

    Posted: 07 Dec 2020 09:20 AM PST

    Pretty basic, you should be able to make cobblestone from stone in a stonecutter.

    This way, if you mine with silk touch and you want to use cobble in a build or something, you can quickly convert large amounts without needing to re-mine it all.

    submitted by /u/MCjossic
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    Tuff should be generated instead of Stone when Lava flows over a Water source.

    Posted: 07 Dec 2020 08:06 AM PST

    It would only work for source blocks so that cobble generators still work, but it would make tuff renewable.

    submitted by /u/Houpinator
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    Faster than light

    Posted: 07 Dec 2020 09:08 AM PST

    Drink a speed 2 potion while using soul speed 3 on soul sand

    submitted by /u/Im_Calcium
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    The Sulfuric Mounds: A small, rare biome that is abundant with creepers and lava pools with the ground being composed of gravel and stone variants.

    Posted: 07 Dec 2020 09:39 AM PST

    It is very flat but contains "bubbles" (bloated parts of the ground) which explode when jumped on or a heat source such as lava, explosives, or fire is added. This biome doesn't really have much to offer except large amounts of creepers and perhaps a small chance for charged creepers to spawn naturally without the use of lightning.

    submitted by /u/its-abstract
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    Armories in strongholds and fortresses.

    Posted: 07 Dec 2020 05:29 AM PST

    Armories could be a great addition to the games structures. They could provide a challenge that rewards the player with high level loot such as armor, weapons and books. These structures would have to be quite rare to exist but could support players as they enter the end for the first time. Some of these challenges could be: - Puzzles - PvE - or any other suggestions

    submitted by /u/OrenjiAo64
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    A New Feature For Armor Stands!

    Posted: 07 Dec 2020 11:21 AM PST

    Have it so if you place seeds or wheat in the hand of an armor stand, it will attract animals to the armor stand.

    This will ultimately make it easier to make a mob farm and have automatic food supply

    submitted by /u/McNick2912
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    Make Auto Jump and Tutorial disabled by default.

    Posted: 07 Dec 2020 02:00 PM PST

    It's very annoying to switch the Auto Jump off every time I change versions. And the tutorial appears in the top right regardless of which gamemode I'm playing, sometimes even when I relog into a world I have played before. It's a simple and small change but it would make playing so much less uncomfortable.

    submitted by /u/TheEeveelutionMaster
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    Villager's Quality of Life should be reflected in their trade prices.

    Posted: 07 Dec 2020 02:37 PM PST

    Players should be encouraged to design their trading halls in a more ethical manner. Right now, it's in the players best interest to confine villagers to as little space as possible which doesn't seem very ethical. All of this suggestion is with respect to players trading with the villagers.

    Things to Discourage:

    - Socially Isolating Villagers

    - Confining villagers to few blocks

    - Depriving villagers of sleep

    - Intentionally scaring the villagers

    Things to Encourage:

    - Villagers should be able to move freely about

    - Villagers should be able to socially interact with other villagers

    To help subtly discourage forced confinement new villager mechanisms should be introduced. Villager's trade prices should fluctuate based on the villagers quality of life.

    To encourage the player allowing the villager to move more freely, their prices should be influenced by the average number of unique blocks the villager has traveled taken in the last 3 MC days. The more the villager can walk around, the lower the trade prices. Conversely, if the villager fails to walk a minimum number of steps in a single MC day, the trade prices go up.

    Next, the villagers naturally like to gather around the bell with other villagers at the end of the working day. This social engagement should also be encouraged. So to encourage this, villagers that have been to the local bell after working hours in the most recent MC day, have lower prices for the next working day. Additionally, if multiple villagers are around the bell after working hours then the price is reduced further.

    Lastly. the villagers also try to sleep every night. This natural villager behavior should also be encouraged. So if the villager was able to sleep and not be scared their prices should remain neutral. However, if the villager cannot sleep or tries to sleep and the villager is scared, their trade prices should increase for the following MC day.

    Of course, the max efficiency people will still have their zombie conversion mechanics to play with, but the above penalties would mean the trade prices of 1 emerald would slowly rise if additional conditions aren't maintained.

    submitted by /u/RocketTwitch
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    Copper should carry a current

    Posted: 06 Dec 2020 05:27 PM PST

    So what I mean is that if you strike a copper block with lightning, every entity on it acts as it was struck by lightning

    So maybe if you strike a copper platform with a lightning trident (can't thing of the enchantment off the top of my head) any creepers within 10 blocks of the strike that are on that copper platform would be charged. Same applies for villagers, mooshrooms, what have you

    If you strike a copper platform the charge will carry for up to 10 blocks or until the platform ends

    submitted by /u/TheCoochieSnatcher69
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    Apple Pie

    Posted: 07 Dec 2020 09:29 AM PST

    The crafting recipe would be the same as pumpkin pie but with an apple instead of a pumpkin and it would restore 5 bars of hunger instead of 4 like pumpkin pie does and the same saturation because apples are generally harder to farm.

    submitted by /u/Hairy_Potato_222
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    Feeding a snow golem blue ice will cause it's snowballs to deal freezing damage and slowness I for 5 seconds.

    Posted: 07 Dec 2020 10:09 AM PST

    Right now, snow golems basically aren't used for anything besides mob traps.

    So, what if feeding it blue ice cause it's snowballs to freeze and slow down the opponent for 5 seconds?

    submitted by /u/HermitFan99999
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    Using a spyglass in your offhand and a bow in your main hand will add a scope zoom in effect when you fire the bow.

    Posted: 07 Dec 2020 09:01 AM PST

    I kinda thought of this out of nowhere and it's my first post but I think it'll be a nice small detail to add a kind of "scope" to the bow. Since the bow is a pull and wait kind of thing and the crossbow is a pull then use later type, the bow can be used along with the spyglass for a more precise shot. This could maybe improve aim but i think it could just be purely cosmetic.

    submitted by /u/its-abstract
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    (Passive Mobs) Natural Breeding

    Posted: 07 Dec 2020 03:18 PM PST

    Currently we need to breed mobs ourselves but what if they breed like how villagers do? If the correct food is dropped then its picked up and they breed, this would make auto-breeders possible with mobs other then villager.

    submitted by /u/EletricDragonYT
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    Having three or more foxes next to a sculk sensor gives the advancement/achievement "A group of sculks is called a Skulk!"

    Posted: 07 Dec 2020 02:58 AM PST

    Explanation: In real life, a group of Foxes is called a Skulk, one letter off from Sculk.

    I just thought it'd be funny.

    Other names could be "Sculk Skulk.", "A group of foxes.", "The quick brown fox jumped over the sculk.", "Gary."

    submitted by /u/Stefananananan
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    Wormholes, a rare phenomenon

    Posted: 07 Dec 2020 09:33 AM PST

    These holes in space can spawn randomly in all dimensions, out of the players control. They can spawn anywhere, in the air, in the caves, even in your own home rarely. They are entities, so they wont damage blocks fortunately.

    Wormholes start spawning after you slay the Ender Dragon, and would usually last a short bit before dissipating. One can use commands to summon their own, very useful for mapmakers.

    A wormhole can be interacted, jumping into one would throw you into a random spot elsewhere, but only in the same dimension. For example, a wormhole in the overworld would NOT take you to the Nether.

    Wormholes are a bit risky, since you have no control where you go, hope you dont end up 100 blocks in the air. Ender particles flow out of the portal, meaning that it would spawn Endermites like a mob spawner. Endermites also spawn with you after teleporting.

    I feel that wormholes would be a fun addition to Minecraft, as well as a gamble. Either you get lucky and wind up in a cave of diamonds, or you get unlucky and fall to your doom!

    submitted by /u/Ze_Illusioner
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    Overral witch buffs that are much needed including immunity from bad potion effects!

    Posted: 07 Dec 2020 03:32 AM PST

    How was your first time encountering a witch in minecraft? When I first found one, I thought I would have an epic battle, full of awesome potions and effects, but no. She just poisoned herself and tried to heal while I just gave her 3 crits with an iron sword and she was dead. 2 seconds. Pretty anticlimatic, isn't it? Yeah, I think witches are a mob that wasn't really very well-implemented into the game, but I've got some suggestions that might make her more fun and difficult to fight, especially because of her rarity.

    1- First of all, She needs to be immune to poison potions. 99% of witch fights consists on her hitting herself with the potions and them taking an eternity to drink a potion that won't even get her to full health again, and in this time the player can just get in there and wipe her. I think it's just common sense for her to not be affected, but lore wise it could be because she developed a cure for these effects or has a built-in immunity, similar to how people take small amounts of poison to be immune from them.

    2- A worse alternative to the first idea but still viable would be to get her to drink a bucket of milk whenever poisoned.

    3- Witches need to drink potions faster. At the rate that the player can spam attacks even after the combat update, the witch has no way of keeping up with her healing, and will be stuck without doing anything. a solution for this would be that she had a special ability where she could drink potions faster. This would give her a chance to at least survive a spamming player on top of her. This ties well with the second suggestion, since she would drink the milk bucket faster therefore leaving more time for healing/attacking again. I tested this on a world and she might heal a little too much with this change, so a cooldown of 1 or 2 seconds between healing could be also implemented.

    4- Make witches similar to skeletons and ghasts, in the way that both try to get away from you. If you think of it, the witch isn't a close range fighter (or at least shouldn't) for two obvious reasons: It can be locked in the player's attacks just to die and it can also get to close and be affected by her own potions. A way to solve this is that the witch would try to be as far as possible from the player while still being able to throw potions at them. This could be helped by giving them a slightly increased movement speed, similar to the evoker, but not that fast (point no. 5 might even remove the need for this natural speed buff)

    5- One thing I'd like to add to witches is a "detection range". Currently, witches will attack players withing 16 blocks (I will be calling this one the "attack range" for simplicity reasons). The new "detection range" would be 36 blocks. If the player is within the detection range, but not the attack range, the witch would start to get aware of the players presence, and will buff itself with potions in case the player decides to attack. The two potions she will use in the detection range are the swiftness and resistance. You might have noticed that the swiftness potion, which in the vanilla game is in the attack range, has been moved to the detection range, this is why when the player is 16 blocks away from a whitch, it is almost guaranteed that they will attack her, since she will attack the player as well, and at that time there is no time to drink speed buffs, she should be already positioning herself and throwing potions.

    If these ever get implemented, I think that they would make the witch much more of a threat instead of a "free redstone dust or glowstone or stick or whatever" that can be killed with 3 iron sword critical hits. Of course she'll still have weaknesses, which would be the ranged weapons, but those changes would still make her pack a punch during a fight. Also, not all of these need to be implemented at the same time, but I do believe that the most important ones are 1 and 4. My goal with these suggestions are to make the witch a big threat and most likely death to players that just joined the world and make a good fight for players who already have iron armor, since even a naked player can fight a witch. Please note that I gave the witch these powerful abilities only because of her rarity, as for example, having zombies with the same abilities would be way too op. Please let me know what you think, and if you have any suggestions to add or any critiques :) Thanks for reading! (also sorry for any grammar errors)

    submitted by /u/peanutist
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    Patrol\Guard mode for Cats, Dogs, and in future Axolotl

    Posted: 07 Dec 2020 10:54 AM PST

    I think it would be great to not just let a pet sit in a specific position but rather to let him patrol an area. Dogs could kill the skeletons around your base, cats scare away the creepers, and in future update eventually the axolotl could attack the aquatic hostile mobs.

    If the pets are in the patrol mode, they will not teleport to the player.

    The player should be able to set the area to patrol, or a middle point and the pet would patrol 8 - 16 blocks around it.

    submitted by /u/j-loewen
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    Ban appeals

    Posted: 07 Dec 2020 04:03 PM PST

    On theory, Bedrock bans are a great idea. Preventing racism, bigotry and pedophilia in Minecraft is great. However, some ban appeals aren't that great. One of my friends got banned and they didn't know why. What if someone says "I hate you so much" as a joke, they'll get unfairly banned. You could get banned for an inside joke. It's not fair. I think a ban appeal system is needed to stop unfair bans.

    submitted by /u/SoftCustomer6
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    Make Cobblestone able to be smelted in Blast Furnaces

    Posted: 07 Dec 2020 11:26 AM PST

    Just please do it it's so annoying

    submitted by /u/CarrotLord7
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    Redstone Lightning Battery (working title)

    Posted: 07 Dec 2020 07:35 AM PST

    This block is basically the Lightning Rod, but with more functionality. I think it's alright to merge it with the Lightning Rod, but then it'd have to be more expensive.

    Lightning Battery would be made of Lightning Rod, some redstone dust and quartz, and look like the Lightning Rod but with a bulb or meter to indicate charge level. It'd still attract lightning strikes, but instead of outputting redstone signal, it'd store the lightning. A natural strike would charge it to 15 levels, but a channeling-caused strike would charge it to 10 levels. Charge level can be read by the Comparator, and it naturally drops to 0 over time.

    When powered, the Battery would output its charge by affecting all grounded mobs within a spherical radius of (3 x charge level) with lightning type damage and associated effects (i.e. Villagers become Witches, Creepers become charged, etc.), and then lose its charge. When powered without charge, the Battery would either do nothing or only affect the mobs that stand directly on top of it. Slime and Honey Blocks work as isolators and mobs standing on them will never be affected.

    When activated in water, the Battery would instead affect mobs in water within its radius. Slime and Honey Blocks make no difference in water.

    I think the Battery could also check if it's connected to a metal type block and, when powered then, only affect mobs connected with a line of metal blocks to the Battery, but it may be too much effort.

    submitted by /u/Buster_therealone
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