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    Minecraft [SUGGESTION] If you punch mob while holding a feather, it takes no damage and just gets pushed

    Minecraft [SUGGESTION] If you punch mob while holding a feather, it takes no damage and just gets pushed


    [SUGGESTION] If you punch mob while holding a feather, it takes no damage and just gets pushed

    Posted: 28 Dec 2020 04:59 AM PST

    Suggestion to make so that if you punch a mob while holding a feather, it takes no damage and doesn't get hostile towards you (for iron golems, dogs etc.), that way you can push mobs wherever you like.

    (I will post link to my Minecraft Feedback post once it gets approved)

    submitted by /u/NameSyrname
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    Snow balls should hurt magma cubes

    Posted: 28 Dec 2020 02:39 PM PST

    I think it would be nice to have snowballs be more useful and not needed just for blazes.

    submitted by /u/Homie_Waffle
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    Right-click dyed blocks with a wet sponge to undye them.

    Posted: 28 Dec 2020 05:33 AM PST

    This would have 2 actual purposes, them being

    a) the ability to change the colors of previously dyed blocks, for example a certain bit of concrete on a build where you think the color you gave doesn't really fit and should be different

    and

    b) a use for wet sponges, rather than just being a nuisance obstacle slowing down the process of water draining

    Also, if this were to happen it would make sense for the sponge to have a durability bar, decreasing by 1 point for every block cleansed. Once the sponge is fully depleted of its durability it would convert back into a dry sponge.

    submitted by /u/Nibbardose
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    Wardens attack everything

    Posted: 28 Dec 2020 12:20 PM PST

    This might already be planned, but the warden should attack any mob that the sculk detects.

    A creature that can only detect things based on how much noise they make shouldn't be able to tell the difference between a zombie and a player.

    Also, considering it will most likely kill any mob in one hit aside from bosses and endermen, which could teleport away, it would be a simple yet effective sign that the warden should be avoided at all costs.

    submitted by /u/MajorasYamask
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    Instead of stone swords every time, Wither Skeletons should rarely drop "Wither Swords"

    Posted: 28 Dec 2020 02:11 PM PST

    When I'm running around a Nether Fortress trying to get enough skulls to spawn the wither again my inventory gets filled with stone swords that I don't really need. It also clogs up my inventory, and I'm not able to pick up loot from any other mobs I kill along the way (Blaze rods, Magma cream, Bones etc). They shouldn't drop their swords, but there should be a very small chance (About the same as a skull), that they drop their swords. It has the same base damage as a stone sword, but it inflict Wither on whatever it hits. Also it would have a different looking sprite.

    submitted by /u/chrisb0302
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    Bees can regrow their stinger with a regeneration potion or instant health

    Posted: 28 Dec 2020 12:23 PM PST

    It's kinda annoying when bees have stung you and now you won't have honey, I think that you should be able to throw a potion of regen or instant health to let them grow back their stinger and not die.

    submitted by /u/Homie_Waffle
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    Biome for The End: The Choir Forest

    Posted: 28 Dec 2020 04:06 AM PST

    Let's face it. The End needs some variety in landscapes besides floating islands made entirely of rock. We'll get an update to it eventually, so here's one idea for a new biome for it.

    The Choir Forest would be a forest made up of Chorus Plants and new Extra Large Chorus Plants that are basically the "trees" of the biome. (Similarly to the Warped and Crimson "trees" in the Nether) the logs would be called "Chorus Stalk" and can be crafted into planks and stripped into wood. As you would expect, the planks would be purple.

    (personally, I think colored wood types should be left to unique trees. Another end Biome would probably have yellow mushrooms or something for yellow wood)

    Chorus Trees would not have leaves, but have many branches made of Chorus Plants with fruit and flowers on them. To grow them, combine some Bone Meal with a Chorus Flower to create a Blooming Chorus Flower. Then plant it on Endstone (or Podzol, since almost anything that doesn't require farmland can grow on Podzol in this game!)

    To fit with the theme of the End's color scheme being an inverse of our own, the "grass" (which I want to call "Nyoom" for some reason) will also be purple, but a pale purple. Not as pale as Mycelium, but still pretty pale.

    submitted by /u/Swordkirby9999
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    Firework rockets should be in the loot table in end cities.

    Posted: 28 Dec 2020 02:35 PM PST

    While many players are aware that you can fly with your elytra using rockets, it isn't explicitly shown anywhere in the game. Similar to the ruined portals, it might be useful for new players to be give. Hints to certain features of the game.

    submitted by /u/Junesucksatart
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    Frost Berries

    Posted: 27 Dec 2020 05:33 PM PST

    Frost berries would be a new berry type with freezing properties, which makes it useful for both a food source and as an alchemical ingredient.

    Appearance: Frost berries would be a new berry type, growing in cold places like snowy taigas and near the top of mountains, when harvested that would be light blue and resemble a raspberry, they would also have leaves that resemble mint leaves.

    Effects: When walking into the bush it would stars to freeze the player while also poking them, when eaten they will freeze the player for five seconds and filling two hunger.

    Potion of Freezing: To brew a potion of freezing you will need a awkward potion and a frost berry, just brew a frost berry into an awkward potion to get a potion of freezing, it will freeze mobs and players for one minute. To make it last longer add redstone to make it last for three minutes, to make it deal freeze damage faster then add glowstone.

    Other: If you breed foxes with frost berries they will make a snow fox. If you plant regular berries in a cold biome then they will grow into frost berries. Strays have a small chance to drop one to two frost berries. frost berries will grow in snowy taigas instead of regular berries.

    submitted by /u/slenderender64
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    Fishing for the first time should give the achievement "Saving fish from drowning"

    Posted: 28 Dec 2020 11:03 AM PST

    This achievement should be obtain when you catch any kind of fish with a fishing rod for the first time.

    The alternatives: "Air for everyone" "i tought he was drowning"

    submitted by /u/IspinLikeU
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    Hoes should be able to break more blocks

    Posted: 28 Dec 2020 09:58 AM PST

    Hoes should be able to break more blocks

    In recent updates, Hoes become the proper tool to break certain blocks.

    This update on hoes was very important, because it gave a proper use for them. However, I think that it don't completelly filled their niche in Minecraft.

    Considering that for most of the following blocks their current proper tool don't makes much sense for them and that some of them don't have yet a proper tool to be mined, Hoes should also be able to break:

    All the blocks that hoes should ALSO break

    • Brown Mushroom Blocks
    • Red Mushroom Blocks
    • Mushroom Stems (not sure about this, because it's trunk-like)
    • Pumpkins
    • Carved Pumpkins
    • Jack'O Lanterns
    • Melons
    • Vines
    • Bamboo
    • Chorus Plants
    • Chorus Flowers
    • Cacti
    • Honeycomb Blocks (I just added it because u/huwriley1234 suggested that)

    submitted by /u/Brun333rp
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    A simple change to granite and diorite.

    Posted: 28 Dec 2020 02:48 PM PST

    Granite and Diorite(intrusive igneous rocks) should form near magma(lava) like in real life this would make mining more stratigic(the goal of 1.17),because the player would know to be more careful near those blocks and know they are close to lava. It would also make it so these lesser stones don't clog the inventory, because the player can just avoid them. Thanks Science Class! Thanks for coming to my TED talk.

    Edit:Andisite only forms next to open surface level lava pools, because it is an extrusive igneous rock

    submitted by /u/Fluid_Act4167
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    Villagers should offer service trades

    Posted: 27 Dec 2020 10:40 PM PST

    Some things I've got in mind are: Tool smiths, armorers and weapons smiths repair gear in exchange for emeralds, this could easily take them one or a few Minecraft days depending on damage severity, material and enchantment.

    Butchers should cook raw food you give them.

    You should be able to pay farmers to tend to your crops.

    Etc

    submitted by /u/wielderofFire1051
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    Villagers do stuff for their profession e.g fisherman can fish

    Posted: 28 Dec 2020 08:31 AM PST

    i always thought fisherman could fish so here is a whole update for villagers

    weaponsmiths sell gunpowder and TNT

    butchers lead and kill animals

    fishermen actually fish using fishing rods

    shephards use shears on fully grown sheep

    armoursmiths wear leather armour

    submitted by /u/spookyink2570
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    Bonemealing oak and dark oak leaves should yield a higher chance of them dropping apples.

    Posted: 28 Dec 2020 05:25 AM PST

    The chance of an apple falling from a broken or naturally vanished leaf block is 1/200, or about 0.5%. Applying bonemeal to a leaf block should increase the chance by around 10%, capping at 5 bonemeal for a 50.5% chance. This would be efficient for gathering large sums of apples while still not overpowered due to it costing bonemeal.

    submitted by /u/Nibbardose
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    Nautical update

    Posted: 28 Dec 2020 06:09 AM PST

    WARNING ABSOLUTE WALL OF TEXT AHEAD!!!

    None of the flairs really fit there is a LOT of ideas in this but mostly mobs so...

    The nautical update is sort of an update aquatic two but with a different vibe/aesthetic it's hard to explain

    Starting off this theoretical updates features is an upgrade for boats. There would now be two extra types of boats I don't have any names yet so I'll go with boats 1, 2 and 3. 1 being the current boat. To get boat 2 you put a regular boat in a crafting table two wooden slabs on either side and a banner on top. Boat 2 would be faster and more resistant slightly longer tapers at each end and it has a sail four people can ride in this boat. Boat three would be crafted with one boat 2 in the centre with two regular boats on either side two banners in the top left and right and a nether it's ingot in the top middle. It would be very fast extremely resistant can't be destroyed by any of the current mobs. It would look like an old 1800 whale hunting ship reinforced with netherite. Up to ten players can ride in this boat but it's big enough to walk on (five blocks long three blocks wide and three blocks up) these boats can be upgraded with tar a naturally occurring substance that gathers in pools in the jungle and savannah biome in order to travel into the stormy ocean ( more on that later)

    Another aquatic vehicle is the bathysphere it can be attached to boat 3 and can only travel downwards and can be used as the only way to get into the deep ocean without drowning (more on that later) it is crafted with four iron blocks in a diamond shape tinted glass in the middle and chains in all four corners.

    Now biomes (all mobs will be covered in the mobs section further down)

    The stormy ocean constantly in stormy weather and boats cannot travel here without a tar upgrade (there would definitely be some way to recover your boats because they are expensive but I can't think of one) the water would be a deep turquoise and have a rippling effect that only happens in this biome. Mobs here are orca, albatross, puffin

    The deep ocean can only be accessed by bathysphere and all breathing equipment (turtle shell, aqua affinity etc.) will not work you lose oxygen twice as fast here. A new particle marine snow is in the water and can be bottled some of the mobs here eat it. You can exit the bathysphere for short amounts of time with a diving suit crafted from iron armour and tinted glass (the big bulky metal kind of diving suit) mobs here are dracula squid, lure eel, lantern fish

    Mobs

    Orcas spawn in pods and act like dolphins but bigger and hunt most aquatic mobs they are neutral.

    Albatross are gigantic seabirds that will dive down to catch fish if you attack them they peck you once then fly away they can land on boats 2 and above and you can give them fish to be tamed they will sit on the mast of your boat when tamed and will occasionally fly away to catch fish but always come Back to the boat.

    Puffins are like mini albatross but they look different but will sometimes bring you iron nuggets other than that they act the same as the albatross

    Dracula squid look like vampire squid but much bigger they are the biggest mob in the deep ocean if you attack them that will wrap their tentacles around you and drain your health and heal themselves it is almost certain death if you come unarmed but they are neutral and if you leave them alone they peacefully eat marine snow and any other fish that comes within a three block radius they don't like to use their energy.

    Lure eel are much more aggressive and can sometimes be completely invisible they resemble a viperfish and hunt lantern fish.

    Lantern fish are basically just a generic fish glows a little.

    Whales spawn very rarely in every ocean and are absolutely gigantic they can swallow you but only if you swim in front of them they will disable your ship if you try to attack them and are basically immortal. They come in variants such as cachalot, humpback, blue whale.

    Leviathan has only a one in a hundred chance of spawning it is a variant of the whale that looks like a blue whale cachalot hybrid can swallow ships whole (don't worry when you go back to where it spawned it will be gone and your boat will be there) not so sure on this idea.

    Misc.

    Marine snow can be used to make potions of decompression that allow you to stay in the diving suit longer in the deep ocean.

    submitted by /u/skeleleleleletons
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    Mountain LAKES and WATERFALLS in the Caves and Cliffs update!

    Posted: 28 Dec 2020 05:10 AM PST

    I reckon a simple addition such as waterfalls coming down from mountain lakes and cliffs, then carrying on downstream into existing rivers would be an awesome addition to the game, making it feel more natural-looking and adventurous. These rivers then could also disappear into the new caves if the world generation happened to do so, or maybe even into ravines. What do you guys think?

    (P.s. The idea comes from the Minecraft video of bees flying around and one of them shooting down a waterfall. Just looked too awesome to pass up.)

    submitted by /u/Vakeiniux
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    It's Alive!

    Posted: 28 Dec 2020 12:53 PM PST

    To get this achievement, A villager must be struck with lightning that has been redirected by a lightning rod.

    submitted by /u/MajorasYamask
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    Improvements for pets

    Posted: 28 Dec 2020 11:55 AM PST

    Hello everybody, I had this idea while I was looking for the best horse on an SMP.

    The concept is pretty simple:

    Pets and most tameable mobs have stats. You probably know the three stats of an horse (Health, Jump Strength, Speed) and I thought: what if mobs like dogs, wolfs, cats, upcoming axolotls and others can have stats?

    Here are my ideas:

    Wolf (dog when tamed):

    Stat 1: Size | Changes the size of the wolf: bigger it is, stronger and heathier it will be.

    Stat 2: Strength | Damage the wolf will deal (depends from Size)

    Stat 3: Resistance | (aka Health) The amount of damage a wolf can survive, depends from Size.

    Stat 4: Speed | Depends from Size: bigger it will be, slower the mob will be.

    Stat 5: Ferocity | The attack and damage speed of the mob, if its higher than a certain value the wolf/dog will automatically attack any entity except some in a radius, and it will be harder to tame.

    Stat 6: Loyalty | ONLY FOR TAMED this will decide how much a tamed dog is "loyal". If too low, it can run away or attack you if you don't feed it enough.

    Wolves will have different textures: a wolf has a 1/250 chance of being an "Alpha" (usually): it will be REALLY harder to tame, it will be bigger than normal wolves, it will have red eyes, an higher damage and health and it will be automatically max level of "Ferocity". If you are able to tame this beast, it will stay with you for life. Some wolves instead, weaker ones on Loyalty, as I already said, will go away.

    If two Alphas meet, and one of them or both are not tamed, they will fight, and their herd will help them. The one who survives will keep the enemies' herd and it's herd size will increase.

    Different types of wolves:

    Taiga wolf: Common, black, big, with a 1/150 chance of being an "Alpha" (higher stats usually)

    Desert/red desert wolf: Rare/common, small, hides in sand (low stats)

    Snow wolf: Same as Taiga wolf, but white and 1/200 chance of being Alpha

    Plains wolf: Rare, medium, gray/brown (or a mix), 1/275 chance of being an Alpha (medium stats)

    Wandering wolves: Rare, mix of the above, 1/200 chance of being an Alpha (higher stats)

    More? Probably I will add more, maybe not.

    Cat and Ocelot:

    Stat 1: Speed | Changes the speed of the mob.

    Stat 2: Size | The size of the mob changes, and if its bigger it will have a bigger range to scare creepers.

    [Stat 3 (not sure): Ferocity | Same as wolf]

    Axolotl:

    Stat 1: Speed | The speed it has underwater.

    Stat 2: Damage | Damage it will deal.

    Stat 3: Regeneration | Regen the mob has after "dying" and the power of the effect that will be given to the player.

    Stat 4: Ferocity | The attack and damage speed of the mob, higher it is harder it will be to tame the mob. I dont know much about them, but if you have to tame them using a bucket, if ^ if too high, they will jump out of it and run away fast.

    Stat 5: Resistance | aka health

    Suggest me more in the comments! Criticism appreciated

    submitted by /u/pierceccowastaken
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    Insomnia Ambiance

    Posted: 27 Dec 2020 06:01 PM PST

    If you liked this post then please leave a vote on the official feedback Link: Insomnia Ambiance

    As the name implies, insomnia ambiance would be sounds that begin playing when a player has not slept for three days. These sounds would be fairly rare however the chance of them playing slowly increases every day until a player goes to sleep. The ambiance could be new sounds that only play under these conditions but I thought these sounds could be reused effects. Here's some ideas:

    Proposal 1: TNT/creeper can be heard hissing.

    Proposal 2: Crossbow can be heard charging.

    Proposal 3: Sound of a player taking damage can be heard regardless if they actually are.

    Proposal 4: Blocks can be heard breaking. Whichever blocks are breaking depends on which one the player is standing on.

    Proposal 5: Sound of an entity walking on blocks. Sound gets progressively faster.

    submitted by /u/Retro_Phantom
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    Horses should wear banners like pillagers

    Posted: 28 Dec 2020 08:32 AM PST

    You should be able to put a banner in a new slot In the armor and saddle ui. The banner would be raised vertically on one side of the horse's back like the pillagers with banners have.

    submitted by /u/catfeesh124
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    We have curses for items, but what about Blessings?

    Posted: 28 Dec 2020 02:38 AM PST

    I was imagining how annoying curses can be and how they can totally invalidate some items, and I got the idea of a flip slide of that coin where some loot items can be found with a "blessing."

    You might ask what the difference would be between an enchantment and a blessing. Well, an enchantment gives new qualities and abilities to an item that impacts the player. Blessings would mainly impact the way the item behaves, similarly to curse of binding and vanishing. These would provide some benefits, for instance:

    Blessing of Binding: Gear with this blessing will stay with you when you die. Obviously, this would be a very rare blessing. Probably the best.

    Blessing of Longevity: Gear with this blessing will never despawn. Possibly incompatible with blessing of binding.

    Blessing of Determination: Gear with this blessing cannot be broken - similarly to an elytra, it will become damaged when the durability runs out and is unusable but the item can still be repaired. Also, when the holder is at low HP, the blessing of determination will slightly boost the stats of the item. (Stronger attack for weapons, stronger defense for armor)

    Basically these are meant to be quality of life changes that are more of a rare reward that encourage treasure hunting.

    Thanks for reading!

    submitted by /u/celerysatan
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    Golden Tools should have an intrinsic "Smite" effect

    Posted: 28 Dec 2020 07:51 AM PST

    This idea is semi-inspired by how silver, a precious metal, is a metal that has undead-destroying effects, but also semi-inspired by how gold works in-game. Plating food with gold generally gives it healing properties of some kind: golden apples regenerate you and are used in curing zombie villagers, golden carrots are a great food source, golden melons are used in making healing potions. Undead take damage from healing, so what if golden tools dealt extra damage to them?

    submitted by /u/RomanFlour24
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    Use a Cauldron to combine potions

    Posted: 28 Dec 2020 02:52 AM PST

    I thought since the cauldron seems to be getting more love from the devs in 1.17 it could just as well get an addition like this. Obviously a cauldron is associated with witches, so why does it not have a witchy use?

    I imagine being able to place potions in a cauldron (like in bedrock edition) and combining up to 3 or 4 different types. Combining non compatible potions like healing and harming will cause a small explosion to come from the cauldron and destroy the potions that were in it. An explosive way to learn what works and what doesn't.

    In the combat snapshots the devs mentioned making potions stackable. These combined potions will not be stackable. That would be too OP. Perhaps in order to mix these potions, the cauldron must be placed over a flame. Either a soul or normal flame or campfire. Maybe the soul fire could have its own special effects when used!

    Let me know what you think? Is this a balanced or interesting way to implement mixed potions?

    submitted by /u/celerysatan
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