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    Minecraft Tamed wolves should help find items in the ground in 1.17's archeology addition

    Minecraft Tamed wolves should help find items in the ground in 1.17's archeology addition


    Tamed wolves should help find items in the ground in 1.17's archeology addition

    Posted: 30 Jan 2021 04:33 AM PST

    Wolves: You tame them, you leave them in your house, they never move again. Its a cycle many people have with wolves, and with archeology being a part of the 1.17 update, I think it'd make sense for wolves to help find buried objects.

    Like real dogs, tamed wolves would detect a random buried object every few minutes (assuming that archeology isnt limited to dig sites, which i think i heard is the case? I dont remember, but if not, then they'd detect whenever a dig site is within 3 chunks) and begin a sniffing animation, slowly walking towards that object until reaching it, where the wolf would stand normally again, but still keep looking at the block. They would stare at this block until the player is too far for the wolf to not follow / teleport or until the block is broken or brushed. Several wolves would all detect the same block, to not make wolf packs overpowered. Wolves would also prioritize lower value items to not make the feature too overpowered.

    It would make wolves a bit more useful besides a body guard that you dont need after getting iron armor and tools (which is fairly easy to do)

    submitted by /u/KingCreeper7777
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    Change the arrows in jungle temples to tipped arrows

    Posted: 30 Jan 2021 09:44 AM PST

    I don't think that the jungle temple traps are very good, But I propose that it can be improved by doing 2 simple things.

    1: There should be multiple dispensers for more damage and so it will be harder to dodge

    2: There should be tipped arrows instead of normal arrows. My idea is that there is a different chance for each arrow slot 1-9 normal arrows will be a 50% chance for each slot 1-6 poison arrows will be a 30% chance for each slot 1-3 arrows of decay will be a 10% chance for each slot 0 arrows will be a 10% chance for each slot

    I think that this will be a slight change that brings some sort of value to this structure.

    submitted by /u/JamminClamin
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    Axolotls can survive in cauldrons

    Posted: 30 Jan 2021 08:50 AM PST

    Right now, cauldrons don't really do anything that real water does. They can put you out, but they can't foster fish, cushion falls, or hold the adorable axolotl. I think this should change. How hard can that be?

    submitted by /u/PeskyBird404
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    The Whirler - a Passive Elytra Boost!

    Posted: 29 Jan 2021 06:20 PM PST

    The Whirler - a Passive Elytra Boost!

    The Whirler is a small poof of cloud, spawning at high altitudes. They are small, spinny, and very cute!

    https://preview.redd.it/rn8t1sfvnde61.png?width=379&format=png&auto=webp&s=0baffdf17f7f9e8c37b65823741deaa54fb94d73

    Whirlers cannot be harmed, instead dissapearing into a puff of cloud when hit. They only spawn around cloud heights, and dislike getting too low or high. They float around, hovering slightly up and down. They are also relatively rare, spawning about as commonly as Spiders at night time. They also only spawn when the player is at y=90 or above.

    Now, for a use - their spinning! When somebody with an Elytra flies around these little guys, they'll try and get underneath the person, then SPIN!

    WEEEEEEEEEEEEEEEEEEEEEEEE

    This spinning sends cloud particles up into the air, similar to a bubble column. It lasts for a few seconds, and when the player goes above a spinning Whirler, they get pushed up 10 blocks or so. A cute little boost for players flying with Elytras. This is really nice if you can get boosted by a few Whirlers in a row.

    https://preview.redd.it/hmnzueyjode61.png?width=507&format=png&auto=webp&s=d8c6c35baa9794fcbba4df4a4c97c9a922079d5a

    There are a few easter eggs, too!

    The player will get the advancement, "Head in the Clouds", when they are boosted by a Whirler.

    If one were to name a Whirler "Rainy", they'd get a darker color, and spew rain particles from their underside. A little rain cloud!

    It's hard to do, but you CAN catch a few of these guys as pets, or something. They're lured by Phantom Membranes (their favorite food!), but will immediately try to float up if they go below y=90. You'll want your base in the mountains if you want some of these guys!

    They are adorable babies, and I love them. What do you think?

    submitted by /u/Jely710
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    Bundles holding arrows should act like quivers

    Posted: 30 Jan 2021 02:01 PM PST

    In the title. If a bundle is holding ammo for a bow or crossbow, then it should automatically supply it with ammo. Simple quiver work-around.

    submitted by /u/StaticSimurgh
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    Glow squid ink can be brewed with an awkward potion into potions of glowing, which can be further brewed with a fermented spider eye into potions of blindness.

    Posted: 30 Jan 2021 01:10 PM PST

    This effect would help it have a use other than in decoration. The potions of glowing would have the time of a normal potion, while the potions of blindness would have half the duration of a potion of poison. To make this useful in non pvp scenarios, glowing would increase the range of mobs to target a player/mob, and blindness would decrease the range and accuracy of mobs.

    submitted by /u/substantial-cringe
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    Mojang needs to nerf raids and buff woodland mansions.

    Posted: 30 Jan 2021 04:36 AM PST

    Currently raids make mansions basically useless, as a Tier 5 raid can give you around 8 totems of undying while a mansion only gives 3, and plus raids are renewable so they are totem printers, especially if you have an outpost and raid farm while mansions you have to travel tens of thousands of blocks.

    My idea is that raids should drop other loot, such as enchanted books for example and whatever else you can think of that wouldn't be too overpowered, however they should no longer drop any totems at all, since totems are supposed to be a special and rare item and they should be challenging to get, they shouldn't just be something you can pull out of a printer.

    submitted by /u/CynosaBasilisk
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    Potion of glowing

    Posted: 30 Jan 2021 10:49 AM PST

    It should be possible to brew a potion of glowing using glow ink. This potion would give the same effect as spectral arrows do. Perhaps the recipe for spectral arrows should be changed to glow ink instead of glowstone, or maybe there should be two different recipes for spectral arrows. I just feel it would make sense if glow ink was somehow connected to the glowing status effect that already exists.

    submitted by /u/how_to_namegenerator
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    Suggestions for 1.17 Achievements/Advancements

    Posted: 30 Jan 2021 09:56 AM PST

    I don't think all of these need to be included, but I just thought I'd make a little list as half prediction and half suggestion.

    - Trickster: Let a befriended Axolotl play dead.

    - Diversion: Trick a Warden with a Snowball

    - Snow Way Out: Lure a mob into Powdered Snow

    - I think they got the Point: Kill a mob by using falling Pointed Dripstone

    - False Alarm: Use a goat horn in a village

    - Spelunker: Visit all cave biomes

    - It's Alive!: Power Redstone using a Lightning Rod

    - Land Ahoy!: Use a Spyglass while in a boat

    - Pocket full of Posies: Fill a bundle with any types of flower

    - Crystal Clear: Discover an Amethyst Geode

    - Happy Birthday to You!: Put a candle on a cake (Rewards a party hat character creator item)

    - Sonar: Trigger Redstone with a Sculk Sensor

    submitted by /u/david_this_isnt_weed
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    Every major update should include a new music disc made by a guest composer

    Posted: 30 Jan 2021 12:24 AM PST

    Pigstep in 1.16 was a great idea. I want to see more stuff like that. New music discs are a much appreciated addition, we've had the first 13 for a long time. Having guests artists also makes the soundtrack more varied and gives the artists more recognition.

    I wonder what a cave themed disc would be like?...

    submitted by /u/wt_anonymous
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    Add night vision as a beacon effect

    Posted: 30 Jan 2021 02:16 PM PST

    I think that you should be able to choose night vision as one of the beacon effects. It's not too OP since it just enables you to see better, and it makes your world nice and bright during the nighttime.

    submitted by /u/lemonlimerhymetime
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    The “mysterious compass”

    Posted: 30 Jan 2021 04:28 AM PST

    The mysterious compass is an item that leads to the closest nether fortress. You can get them as a final trade from cartographers. Pretty simple but I think it would be nice since they're kinda annoying to find as of now.

    submitted by /u/odaxboi
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    Spiders should hunt smaller arthropods like silverfish, endermites, and bees

    Posted: 29 Jan 2021 07:23 PM PST

    I don't know if someone already posted this, but i think it makes sense. The spiders would chase the mobs, eventually killing them. Bees would be able to sting the spiders, causing the spiders to end its attack. This can be futher expanded on by adding a new type of beehive surrounded by spider webs, which instead of spawning bees spawns 2-3 cave spiders.

    submitted by /u/Orange_the_Alien
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    Beacons Beams and Tinted Glass (1.17 sugggestion)

    Posted: 30 Jan 2021 10:29 AM PST

    Beacons Beams and Tinted Glass (1.17 sugggestion)

    I was thinking now that we have those tinted glass it would be cool we if we can put them on top of the beacon beam and stop it but without loosing the effect like this

    https://preview.redd.it/8snmg7pcjie61.jpg?width=1920&format=pjpg&auto=webp&s=ad6e8edadd29b17a2bea283b93cb3bfcc5ae9b3e

    submitted by /u/caos998
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    Creepers can't climb ladder because they don't have hands.

    Posted: 30 Jan 2021 11:33 AM PST

    It's simple and logical.

    submitted by /u/Yuri2286
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    Paintings can use your computer file pictures, but pixelated like other normal paintings

    Posted: 29 Jan 2021 10:26 PM PST

    It would be awesome if paintings could use custom desktop files, just make it pixelated so as to bring in the original feeling of Minecraft. On right clicking a painting, you could either choose a normal painting or choose a file from your desktop. The game will randomly pixelate the picture inserted.

    submitted by /u/Dumped_Garbage
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    Combine ender pearl with spyglass to show ender pearl trajectory

    Posted: 30 Jan 2021 04:07 PM PST

    I'm extremely frustrated now because seemingly accurate thrown ender pearls while bridging end islands just lead to me falling off a wall, then down into the void. Just one of those made me lose all my hard-worken levels of xp and enchanted diamond gear in addition to tools. Additionally, I've seen several people on the Minecraft subreddit get killed in the void due to these seemingly thrown ender pearls.

    I think there should be a way to know the aim or trajectory of an ender pearl. Thus, I thought of this: Combining a spyglass with an ender pearl on the smithing table should show the trajectory of the ender pearl, which means that it will show more precisely what accurate. Spyglass works best for this situation because spyglass is also kinda like a trajectory.

    I think this addition will help me and many Minecraft players bridge the void in the End more easily.

    An ender pearl combined with a spyglass will show an enchantment glow of yellow, thereby distinguishing it from normal ender pearls.

    submitted by /u/Quirky_Yoghurt_9757
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    New biome idea: Salt Mountains

    Posted: 30 Jan 2021 04:06 PM PST

    Since the new update has new mountain generation wouldn't it be cool if they added some salt mountains as a really rare thing? Maybe like Mesa rare. Salt blocks could be a thing which you might be able to use for building, new foods, or potions?

    submitted by /u/Flush_20
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    "No more monekys jumping on the bed"

    Posted: 30 Jan 2021 03:57 PM PST

    Parent: Sweet Dreams

    How to get: Take fall damage after bouncing on a bed

    Edit: advancement is supposed to be called "No more MONKEYS jumping on the bed"

    submitted by /u/V0IDN
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    Hostile mobs should stop making ambient noise in the vicinity of a warden.

    Posted: 30 Jan 2021 03:51 PM PST

    If there's a lumbering giant walking around clobbering everything that makes a sound, of course the mobs that are native to those areas would wise up to that and start to stop making sounds. Maybe zombies would be exempt from this rule because of the fact that they're 'stupider', but I feel like the 'smarter' mobs like endermen and skeletons should purposefully try to shut up around a warden. Obviously creepers are naturally exempt from this. It would make the deep dark good for mob farms because they would be quieter which is one of the problems with mob farms.

    Any passive mobs like pigs or cows that are brought down there are of course not aware of the wardens, and so would not follow this same behaviour.

    This would not only make sense for them to do that, but also make the deep dark a little bit more dangerous because of the fact you can't hear a nearby skeleton sneaking up on you.

    submitted by /u/FetusGoesYeetus
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    Allow Drowned to spawn in Shipwrecks

    Posted: 30 Jan 2021 02:07 PM PST

    Right now, drowned spawn everywhere in the ocean at relatively high rates, which is really annoying at times. Thus, I think drowned should spawn more near ocean-related structures, mainly ocean ruins and shipwrecks.

    Drowned already spawn in ocean ruins, which is good, but I think drowned should also spawn in shipwrecks, and should also spawn more in shipwrecks because the loot in shipwrecks is better than ocean ruin loot (diamonds, gold, iron, emeralds in shipwreck treasure). I'm not a huge fan of the free awesome loot players get in shipwrecks, but have to fight drowned for mediocre ocean ruin loot. It would also make sense for drowned to spawn there, because they were originally the dead members of the once working ship, and after the ship drowned the people died and turned into undead drowned.

    Note: The drowned that spawn in shipwrecks are structure-generated mobs, meaning they will not naturally despawn, nor will they respawn after death. Also, I'm just reducing the spawn rate of drowned in ocean biomes (not part of ruins or shipwrecks), not making them [not spawn] completely.

    Here is why I think drowned should spawn in shipwrecks:

    A: Having them spawn just as common before (shipwrecks are common), but less of a nuisance. This means tridents will be as common as before.

    B: Guarding the valuable loot in shipwrecks; makes logical sense.

    C: A nice backstory for the once drowned that were members of the original non-wrecked ship.

    submitted by /u/Quirky_Yoghurt_9757
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    Clock Comparotor Output

    Posted: 30 Jan 2021 06:25 AM PST

    There's a problem.

    It's basically impossible to get a reliable redstone clock. Daylight sensors don't really work because of weather and any other thing breaks when unloading the chunk(s).

    But we have Clocks!

    The Problem is that, they are items and you can't get an automatic redstone output from them.
    I don't think we need an a seperate Clock Block.

    It think it can be done way more simple.
    If you (currently) get a comparator output from an item frame you get a signal based on it's orientation.

    My Suggestion is:

    that the comparotor output you get from a clock inside an item frame is based on the actual in Gametime.
    Either the 15 possible strengths get devided based on 10mins (1 Day) or 20mins (Day + Night).
    Using this and a small bit of logic you could get a reliable clock which may need ~1min or so "calibrate" and there you go!

    Just a small suggestion. What do you think?

    Any Questions?

    submitted by /u/City-scraper
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    Wolves and Polar Bears should be enemies

    Posted: 30 Jan 2021 01:41 AM PST

    It would depend on the number of wolves though. If there are less than 6, the wolves would run away. If there are 6 or more, they would swarm the polar bear.

    submitted by /u/BIsForBruh
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