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    Minecraft Unlocking all crafting recipes

    Minecraft Unlocking all crafting recipes


    Unlocking all crafting recipes

    Posted: 05 Jan 2021 04:24 AM PST

    In the Adventure tab, an advancement called "encyclopedia" which you get when you unlock all recipes.

    submitted by /u/Shadowwwind
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    New cave Biome: Slime cave.

    Posted: 05 Jan 2021 12:59 AM PST

    Its walls will be covered with slime, something like slime chunk.

    submitted by /u/Yuri2286
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    When you go through a ruined portal, you should come out of one, too

    Posted: 05 Jan 2021 11:12 AM PST

    Basically the title. I think that it makes sense to have ruined portals on both ends, meaning that for every one of them in the overworld there is one in the nether.

    submitted by /u/MagicMayhem117
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    Piglins dance if they hear the Pigstep music disc.

    Posted: 05 Jan 2021 12:01 PM PST

    Piglins dancing is not common, so why can't we just see them dance by the pigstep music disc? This may be cool.

    submitted by /u/stikcman
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    Turtle Helmets should give the player extra bubbles, not water breathing for 10 seconds

    Posted: 05 Jan 2021 10:35 AM PST

    The reason this is is because the helmets are quickly made redundant, because 10 seconds is nothing compared to Respiration III, and since the helmet takes so long to get, it would be better to get more bubbles that work with Respiration than to just have 10 more seconds underwater.

    submitted by /u/yoko-the-cat
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    New effect: Water vapor.

    Posted: 05 Jan 2021 01:10 AM PST

    I went back and refined my idea.

    If there is one block of water on top of the magma block, then water vapor will go from above.

    •This can be used to start a flight on elytra.

    •You can make a biome of magma caves, and on top of such a biome there will be a " hot " source that releases water vapor.

    submitted by /u/Yuri2286
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    I just want one thing: Calamari

    Posted: 05 Jan 2021 10:30 AM PST

    They should add Calamari into minecraft, or at least some form of squid and cooked squid. It would be a great source if food and give more to squids than just ink sacs.

    submitted by /u/SF0915
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    Improvements that could be made to Abandoned Villages.

    Posted: 05 Jan 2021 07:37 AM PST

    T.L.; D.R.:

    • Abandoned Villages generate on fire.
    • Abandoned Villages have Infested Blocks
    • Burnt/Leafless trees generate
    • Abandoned Villages have large gaps in Grass Paths and are covered with grass and vines.
    • Abandoned Villages have Archeology Sites/maps leading to Archeology Sites/Buried Treasure.
    • Better Loot in Abandoned Villages
    • Abandoned Villages generate with an Iron Golem having 5 - 10 HP.
    • Abandoned Villages spawn more Zombie Villagers and less other mobs
    • A new advancement/achievement for entering an Abandoned Village

    Idea by u/_The-NightHawk_, please do not copy.

    Abandoned Villages are some of the more forgotten parts of Minecraft. Very few players have actually seen one. Most of the players who run into Abandoned Villages are from Bedrock Edition. Here are some changes that could be made to Abandoned Villages to make them better.

    Structure

    Currently, Abandoned Villages already generate with some differences. Cobblestone is replaced with Mossy Cobblestone, some Logs are replaced with Cobwebs, and Glass is replaced with Brown Stained Glass. Along with this, Abandoned Villages have Zombie Villagers which do not despawn.

    Firstly, Abandoned Villages could generate with some buildings on fire. This would occur only in Savannah, Taiga, and Plains Villages. The Player would have to fight the fire to prevent the houses and nearby trees from burning down.

    Secondly, Desert and Taiga Villages could replace Stone and Cobblestone with the Infested versions of the Block. Infested Sandstone could also be implemented in Desert Villages.

    Thirdly, The trees generated in such villages wouldn't have any leaves. They also could generate on fire. Abandoned Villages should also have large gaps in the Grass Paths, due to them being unused. It would also make sense if the grass blocks were overgrown with grass and flowers, and Vines generated on the houses.

    Loot

    Archeology Sites, upcoming in Minecraft 1.17 should have a chance of generating near Abandoned Villages. Abandoned Villages should also generate Chests with better items compared to normal Villages, as well as Pottery Shards and Brushes. They should also contain Maps to other Archeological Sites, and to (maybe) Buried Treasure.

    Spawning

    These villages should also have a chance to spawn with a low-HP Iron Golem, preferably with 5 - 10 HP. They could also spawn tamed cats inside the houses. Inside the village or its houses, Zombies would have a 25% chance to spawn as Zombie Villagers. Spawning of other mobs would be reduced.

    Advancement

    When a player enters an Abandoned Village for the first time, they will get the achievement/advancement 'Abandoned Settlement'. This wouldn't give the player any XP.

    As mentioned above, if you have any suggestions, please post them in the comments.

    submitted by /u/_The-NightHawk_
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    New Weapon: The Battering Ram

    Posted: 05 Jan 2021 06:50 AM PST

    The Battering Ram is a purely melee weapon - it deals a little less damage than an iron sword, but it deals much more knockback. However, if right click is held for a bit, you can "charge" up the weapon, and releasing right click will have you dash forwards a bit while also attacking with the ram, dealing more damage and knockback in the process.

    Not too sure on its exact crafting recipe it would have, but I'd assume a goat horn would be used since this idea was inspired by the goat mob's ability to launch you, and well, battering ram.

    submitted by /u/RomanFlour24
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    why doesnt this already exist

    Posted: 05 Jan 2021 04:03 AM PST

    its been over a year, can we get crawling in bedrock. smh my head its been far too long to not have it

    submitted by /u/EpicNarwhal23_
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    Awkward potions stop growth on plants

    Posted: 05 Jan 2021 05:54 AM PST

    Although a good substitute is string there are some plants like maybe wheat or Berry bushes I want small or not fully grown. it's small but seems like a good way to add potions into farming and decor

    submitted by /u/Jarkels
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    The ability to "favourite" items, meaning they can't be dropped

    Posted: 05 Jan 2021 05:50 AM PST

    Title says all, I just lost my netherite pickaxe that I couldn't afford to lose on a 5 person server where we have like 4 ingots between us and I have no clue where it is, I triple checked very chest and barrel on the whole server and it's nowhere.

    submitted by /u/TheOPWarrior208
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    Fletching Table idea!

    Posted: 05 Jan 2021 10:46 AM PST

    I think you should be able to use the fletching table to make tipped arrows easier. you put in a potion, and how ever many arrows you want, then they become tipped/have the potion effect on them.

    submitted by /u/MrCopperNick
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    INVISIBLE ITEM FRAMES

    Posted: 05 Jan 2021 11:01 AM PST

    I have a lot of builds that need decorating, and the frame around the item in the frame, just doesn't do the trick. There should be someway to make the frame invisible. I know there are texture packs to do this, but there are no good ones for bedrock edition. Maybe you could throw an invisibility potion at an item frame...idk. just PLEASE add this.

    submitted by /u/MrCopperNick
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    dragons new attack, tail swipe

    Posted: 04 Jan 2021 11:44 PM PST

    the deagon will dive down and swipe their tails onto the ground the player is standing on

    the swiping motion will have the radious of 10 blocks

    damge will be (debatable) 10 damage

    just a new attack for the e drag

    submitted by /u/big-nicks-dick-muget
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    Better leaf block physics

    Posted: 05 Jan 2021 10:33 AM PST

    The leaf block is one of the oldest blocks in the game and definitely needs to be updated to have physics similar to scaffolding and powder snow.

    Leaf blocks should work like upside-down scaffolding, so if you jump on top of a tree you sink down one block, and if you sneak you can go all the way down. Also if you jumped onto a tree you would take reduced fall damage. If you walk through a wall of leaves you go slower but can still walk through.

    submitted by /u/BigGreenMan_
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    Pillaged Villages, an Abandoned Variant of Villages.

    Posted: 05 Jan 2021 09:24 AM PST

    We've seen Villages that have become overrun by Zombies in the form of Zombie Villages, which is an interested concept as to what happens when a Village isn't safe.

    With Pillagers also being a new threat to Villagers, this concept of a Village Variant could be expanded slightly with the addition of Pillaged Villages.

    Similar to Zombie Villages, these are Villages without any Villagers or Iron Golems in sight. These villages could have been ruined by Pillagers and Ravagers, and the chests include Pillager themed loot, such as Crossbows or Saddles. Of course, the only mobs you'll find in these villages will be groups of Pillagers (that don't respawn unlike those at outposts), and rarely, a ravager. Like Zombie Villages, these structures would be rare.

    I liked the idea of showing what happens if a Village isn't safe, and I think this could be taken one step further with the introduction of Pillaged Villages.

    submitted by /u/JJFreshMemes
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    Polar bear overhaul

    Posted: 05 Jan 2021 03:28 PM PST

    an idea for the polar bear, since currently nobody cares abuot him

    -I would repeat the mechanics of the dolphin

    -If you throw a salmon to the ground near a polar bear in the tundra, without a baby, it would eat it and then go to the nearest igloo

    -if you throw a salmon to a polar bear in frozen ocean, it will direct you to a ship or a ruin, because in frozen ocean dolphins don't spawn

    another mechanics

    -when it is night and is on top of snow blocks, it would sink into the snow to sleep

    - it would also make it possible to swim in the water, since it currently cannot, it only floats, and polar bears are very good swimmers, I would make a nice swimming animation so he can swim to the ships and ruins , also , to kill fish , but not eat the item

    another thing

    -If you throw sweet berries on the ground, and then salmon, it will eat it and defend you if a mob attacks you, currently you do not tame it, it only protects you because you gave it food, this effect would last 3 days in the game so you can gain the trust of a lot of polar bears and make a wall of polar bears in your house

    submitted by /u/user11400
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    Skis as a form of transport in mountains and other snowy biomes.

    Posted: 05 Jan 2021 03:19 PM PST

    Skis would be a new mode of transport that could be used on snow layers or blocks. They would be crafted with a row of 3 wooden slabs (and maybe leather boots), which would give you 2. Ski poles could be crafted with a stick and an iron nugget (only gives one).

    Skis could be used in the boot slot of the inventory. Walking in them would about the same speed as crouching, but if you go down a block, you would speed up greatly. The steeper the angle, the faster you go. If you are going fast enough (or turning sharply enough), there is a chance that you could wipe out. You would take a few hearts of damage and the skis would take some damage. Also, the further you travel, the more damage they take. Skiing through powder snow would reduce your speed, but if you go fast enough, you could drift over it.

    Taking fall damage would also deal damage to the skis. Skis would have around 200 durability, and could be enchanted with unbreaking, mending, and 2 new enchantments: Control and momentum.

    Control would decrease the chances of wiping out, along with the damage dealt to you and the skis (both by 15% per level). It would make you able to turn faster and walk faster in them (20%/level). Momentum would make you lose speed more slowly, increase the speed cap, and make you speed up more quickly. (15-20%/level). They would both have a max enchant level of 3

    Now on to the poles. To be used, ski poles would need to be held in the main and off hands. They would essentially give you more momentum and control, and, if on flat ground, they would make you go faster than walking. They would have around 150 durability and could be enchanted with unbreaking, mending, and effectiveness (name is up for debate). Effectiveness would increase the benefits of poles by 20% per level, with up to 3 levels.

    I think this would tie in really well with the cliffs aspect of Caves and Cliffs. Adding more life to the mountains is a concept that I really like, especially if there are mountain villages (maybe with skis and poles as loot!)

    I'm up for suggestions of additional effects given by enchantment, changing percentages, max levels, durability, and really anything that is more specific than the basic concept.

    submitted by /u/UnIncorrectt
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    New Items: Monocles and Glasses

    Posted: 05 Jan 2021 06:29 AM PST

    When you're in the End, or anywhere with endermen in general, you have to be careful not to look at them. Sure, you can kill one or two of them, but when you're facing a group, it's hard to kill them all. So far, the only way to prevent you from getting aggroed by endermen by looking at them is a carved pumpkin on your head, and it gives very poor vision. So I came up with this idea: glasses.

    Since endermen also doesn't get aggressive at you when you look at them through windows/glass, why not have them on you, and look at them all you want? Craftable with two monocles (or magnifying glass) on either side of a crafting grid with a copper ingot in the middle, it works likes a helmet in the sense that it goes on your head. The durability is at an average 135, and 1 defense point. It does, with enchantments, have other uses than to be extra safe in the End. Enchantments include:

    Mending- Yes

    Unbreaking-All tiers

    Life Sense- With three tiers, Life Sense lets you see if there are any mobs nearby. Tier I shows the outline of any mobs, Tier II lets you know if the mobs are passive or hostile TOWARDS you with red and green outlines. For example, a wolf will appear green when you're chilling but red when you hit it, and a zombie will appear green until it sees you, then it turns red. It doesn't show whether they are hostile towards others. Finally, tier III basically gives you aimbot. You can see the mobs so well, when you, for instance, swing a sword right to a sheep and just miss, you automatically hit the sheep. When you shoot an arrow, the arrow will automatically curve and hit the nearest mob/target, AS LONG AS THE TARGET IS WITHIN REASONABLE RANGE. This is meant to keep you from missing shots by a little bit. Some things the arrows will target will include, but not limited to, end crystals, target blocks, mobs, players, and TNT. If multiple targets are placed in the same vicinity, it will target first hostile mobs, then end crystals, then other players, then passive mobs, and finally target blocks, TNT, etc. This isn't a homing missile, it will only move and redirect its course when missing a "target" by three blocks or less.

    Night vision: Lets you see better in the dark.

    Normal protection enchantments on armor does not work in glasses.

    Now, have you ever been in a situation like this: when you are hunting with your dogs, when a bunch of zombies attack. Your dogs kill them, but you don't know which ones to heal? Well, using a monocle(or a magnifying glass) you can see a mob's health. You can use it on your hotbar, or you can attach it to your headgear with an anvil(glasses excluded). It does not have durability, when the helmet breaks, the monocle drops. This is really useful in many ways, including PVP(seeing your opponents' health), speedruns(actual blaze, ender dragon, and iron golem health) and just playing in general. You craft one by surrounding a tinted glass block with copper ingots, to make one. You cannot enchant it in any way whatsoever.

    All in all, glasses are a way to have both good visibility and be able to look at an enderman at the same time. With enchantments, it can be very useful and somewhat overpowered, but balanced by its otherwise low stats. Monocles are similarly overpowered, because you can see the exact health a mob or player has. They are also balanced by the price it takes to make the items.

    Edit: When merging two differently tinted monocles to make glasses, the color in first person mode is split between the two colors(i.e. blue on the right, red on the left)

    submitted by /u/InfoNut1121
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    A simple idea for keeping small slimes as pets

    Posted: 05 Jan 2021 03:07 PM PST

    A small slime can be tamed with slime balls. A tamed slime will not Despawn. Feeding a small slime slime balls will increase its health so you don't accidentally kill it with a swing of your sword.

    submitted by /u/ThePeraonMan
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    Cave biome: Spider Cave

    Posted: 05 Jan 2021 07:34 AM PST

    The spider cave is essentially the cave equivalent of the cave spider spawner in the abandoned mineshaft.

    The caves are layered with cobwebs and cave spiders can naturally spawn in abundance. There is also a bit of a hazy fog to add to the atmosphere.

    Possibly, cave spiders could also have a slightly different behavior, where they attack anything captured in their web, regardless of what kind of mob they are, just to add to the creepiness of this area. They would probably ignore Wardens for balancing reasons (ie, you can't just trap a warden and get an army of spiders to attack it for you).

    submitted by /u/calamariclam_II
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    Fletching table use:

    Posted: 05 Jan 2021 02:50 AM PST

    Fletching table would have a first slot for arrows, a second slot for input, and a last slot for output. You can replace tips of arrows to give them upgrades.

    Explosive arrow: made with tnt or gunpowder, causes weak explosion

    Quick arrow: made with quartz, keeps going straight unaffected by gravity for an extended time

    Toxic arrow: made with pufferfish or poisonous potato, applies lethal poison for a short time but does less initial damage.

    Crystal arrow: Made with amethyst shard, does extra damage

    Blinding arrow: made with coal gives blindness but does less damage

    Flaming arrow: made with fire charge, is on fire

    Bundle arrow: made with bundle, carries bundle of items with it.

    Teleportation arrows: made with ender pearl or chorus fruit, teleports target randomly on impact

    Quiver could be added to organize arrows. A quiver can store 3 different stacks of any arrows. arrows and quiver are prioritized for the bow but not for the crossbow. Crafted with leather and string

    submitted by /u/_Anonymous_Person_7
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    More off hand items for PE.

    Posted: 05 Jan 2021 10:50 AM PST

    Right now in Minecraft PE you can only hold certain things in your off hand. i think that you should be able to hold what ever you want, and then just have a separate button on screen for using that item

    submitted by /u/MrCopperNick
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