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    Minecraft Waterproof torches using glow squid ink

    Minecraft Waterproof torches using glow squid ink


    Waterproof torches using glow squid ink

    Posted: 25 Jan 2021 02:15 AM PST

    A pretty simple idea, it basically sums itself up. Crafted with 1 stick on top of 1 glow squid ink, which gives you four underwater torches, that don't get destroyed underwater. When placed down, they would create the glow squid's sparkle particles instead of smoke.

    submitted by /u/_Azulite_
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    Villages should generate a little wood plank bridge over deep holes like they do with water

    Posted: 25 Jan 2021 06:45 AM PST

    We all know how annoying it is when villages generate with a big ravine in the middle of them and there's not even a way to get across! But when villages generate with a water pool or river in them, there's a little 3 block wide wood plank bridge over them, so it should be the same if there's a hole 8 blocks or deeper

    submitted by /u/beanmAn11
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    Make Snow golems have skeleton AI

    Posted: 24 Jan 2021 04:35 PM PST

    A bit odd for a mob that can barely do any damage but if Snow golems had AI the same as skeletons, not only it would be a great thing to watch but the snow golems would last longer. Snow golems need to be buffed in some sort of way to make them usefull, so giving them smarter AI could be a starter.

    submitted by /u/Mike-101616
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    Icicles - the Icy variant of Stalagmites.

    Posted: 25 Jan 2021 02:07 PM PST

    Icicles can spawn in up to 4 hanging on one block in snowy biomes, and can fall. If a player makes too much vibration, it will crash upon their head, shattering without giving the drop. They have to be mined with a Silk Touch pickaxe in order to be collected, but once they are manually placed, they will not fall unless they are hit once, which will revert it back to its fickle state. You can use them as traps or just for a wonderful decoration for snowy builds.

    If it is hanging from a snow block, it will drop little snowflake particles, which will fill up cauldrons with Powder Snow! They also melt in warm biomes and near fire, but not next to non-fire light sources.

    Tell me what you think in the comments below!

    submitted by /u/OmeetTheMighty
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    Arowanas

    Posted: 25 Jan 2021 10:06 AM PST

    We've had one ambient mob, why not another? Since the swamp update is coming soon with frogs as a confirmed feature, I suggest another swamp ambient mob that has interesting interactions with the aforementioned frogs and interacts with players in meaningless but fun ways (like foxes).

    Part 1: The Arowana

    Arowanas are aquatic mobs that spawn uncommonly in swamps (similar to enderman spawn rate at night). They are slightly over one block long and have 15 hitpoints and 2 armor points. As aquatic mobs, they take additional damage from tridents with the impaling enchantment.

    They come in 3 common color variants (Super Red, Golden Crossback and Blue Base Crossback) and 1 ultra rare variant (Black Rose), which has a 1/1200 chance of spawning (like the purple axolotl).

    Super Red

    Golden Crossback

    Blue Base Crossback

    Black Rose

    Part 2.1: Player interactions

    Arowanas are passive towards players and will flee when attacked. However, they act normally when players move around them. As fish, they can be scooped up in a bucket.

    Arowanas interact with players quite similarly to axolotls, although slightly differently. They can be "tamed" using tropical fish; once tamed, an arowana will swim towards a player in a 3 block radius from where it was tamed. However, if the player leaves this radius, the arowana will wander around. The location where it was tamed is marked as its "home block"; this "home block" can be changed by moving the fish around with a bucket. Arowanas can wander further from 3 blocks from the home block but will return if the player enters the radius.

    Arowanas will also lunge at a player holding tropical fish (and/or whatever frogs drop) within a 6 block radius of wherever it is but instead of attacking the player it will simply circle the player until fed, after which it will simply return to wandering. After 10 minutes, the arowana will become hungry again and will be once again attracted by tropical fish.

    Additonally, when fed, arowanas have a 10% chance to give Luck II to a player for 10 minutes in game. I believe this is a good way to implement Luck to survival since luck is in itself rather useless and it ties in to traditional chinese folklore that arowanas bring good luck. This is practically solely cosmetic but it's still a nice touch.

    Part 2.2: Environmental interactions

    Since frogs are a confirmed feature for the swamp update, most (all) environmental interactions will revolve around these frogs.

    1. When a frog is within range of an arowana under the water, the arowana will lunge at the frog and kill it in one strike, leaving no drops. Super red in lunging position
    2. When a frog is at the surface of the water, the arowana will have a 50% chance to perform a jump attack, where the arowana jumps out and kills/eats the frog. Blue Base Crossback preparing to jump and Golden Crossback mid-jump
    3. When a frog is directly over the water on a lilypad or a leaf block, the arowana will jump directly upwards and eat the frog, destroying the lilypad. Super red in vertical jump

    Part 2.3: Breeding

    Arowana Breeding is rather unique. When two arowanas are bred using tropical fish, one arowana will become "pregnant"; its mouth swells up and jams shut, unlike other arowanas that passively have it slightly ajar. After 6 ingame days the arowana opens its mouth and a baby arowana swims out, the baby becoming an adult in 5 ingame days.

    Pregnant Super Red

    That's all I have to say for this suggestion, I do think arowanas as endangered animals would make a nice environmental addition to Minecraft's upcoming swamp update. As they live in swampy areas in real life, I think it would be interesting to see a brightly colored fish swimming in the murky, drab swamp waters.

    submitted by /u/wet_breadlord
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    Packed Ice Bricks.

    Posted: 25 Jan 2021 11:28 AM PST

    I honestly think Igloos made of snow is unrealistic. So I thought about, why not add Packed Ice Bricks? They would serve a use for Packed Ice and as a makeover for Igloos.

    You'd make them the same way as Stone Bricks, except with Packed Ice instead of Stone. You could also make Illuminated Packed Ice Bricks with Packed Ice and Glow Lichen. It glows but with no dynamic lighting. Then there is Cracked Packed Ice Bricks, only found in Igloos. All three generate instead of snow on the walls of an igloo.

    Tell me what you think in the comments below!

    submitted by /u/OmeetTheMighty
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    Crazy Cat Lady

    Posted: 25 Jan 2021 03:04 AM PST

    Crazy Cat Lady

    Crazy Cat Lady: Own at least 7 cats.

    The number of cats required to get this achievement is up for debate.

    An idea of what it could look like, the Creeper face is a placeholder.

    submitted by /u/BenjiBananas2048
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    Rotten flesh should be able to dry into leather on a campfire

    Posted: 25 Jan 2021 01:25 PM PST

    Similar to a tanning rack or other brand new station / mod it would be nice to be able to place a rotten flesh along the four corners of a campfire similar to how you can put other food items to cook it and have it turn into leather. Maybe because of how common rotten flesh is and how otherwise useless it is it could be turned into leather scraps that when combined with four pieces create leather. This would allow a gradual but still useful implementation of the mechanic.

    submitted by /u/Ellenwood1998
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    Evokers should be much tougher

    Posted: 25 Jan 2021 04:37 AM PST

    They drop arguably the second-best item in the game, the Totem of Undying. They are a mini-boss in Dungeons. Yet in the original game, they are arguably REALLY easy to beat. In fact, you can in theory beat them to death with your fist ON HARD MODE without dying and don't even have to be that careful!

    They only have 24 health and have absolutely no defense against arrows or Iron Golems. They can be very easily taken down, which is a real shame considering how awesome and unique this mob is. When I take one down so easily, I almost feel like I don't deserve the totem as I got it too easily and with barely a fight.

    The Evoker is already one of the best and coolest mobs in the game, so it's a shame it has so many weaknesses and that they're so easily defeated. It's great but it could be so much better.

    So here is what I suggest: it needs some additional spells and a big buff.

    The two attacks it currently has are amazing. The vex spawning is perfect. The defensive fang attack is great, but it would also be amazing if say 20% of its normal fang attacks released eight shorter rows of fangs in a star-like pattern.

    Next, the Evoker should simply have more health. I'm talking doubling their health to 48. I would argue the Enderman is much tougher to take down than the Evoker, and this would help change that.

    Second, the Evoker should be able to regenerate its health slowly and continuously (as if it had Regen I). It has the power of magic and literal totems itself. Why does it not regenerate its health? They could have this mechanic be based on difficulty - Easy mode sees no regen, Normal it has Regen I and on Hard, Regen II.

    As for additional spells, the Evoker should have a spell against projectiles. Maybe even some sort of reversal spell that sends arrows or tridents right back at the player, enchantments and all, and you'll have to avoid your own arrow or trident to avoid taking some serious damage from your own heavily-enchanted bow! Some sort of shockwave spell that reverses the direction of arrows or tridents back at you would be incredible. This would NOT work with splash potions, however, so you could still use them in a fight.

    I also believe given how powerful their drop is, it should be made harder to let the Iron Golem do all the dirty work for you. So they could also have a spell against Iron Golems. If they are attacked by an Iron Golem, they have a 30% chance to perform a knockback spell that pushes all golems back 16 blocks. This would also make sense in the in-game lore - as Evokers are exiled villagers that would have likely had to fend off many angry golems, leading them to develop a spell against them.

    Finally, there could be a mechanic that means when its health gets very low (below 4), it has a chance to hold a totem in its off-hand and uses it when its health reaches zero. If it does this, it will still drop a totem when you kill it. This would only happen on Normal and Hard.

    TO SUMMARIZE

    -Vex spawning is perfect as it is.

    -Double its health from 24 to 48.

    -Health regen scaled by difficulty: None on Easy; Regen I on Normal; Regen II on Hard.

    -Defensive fangs are perfect, but the normal fang attack could have a 20% chance of being released in a star-like pattern where each row is shorter.

    -An anti-projectile spell that sends any arrows or tridents right back at you, complete with all their enchantments.

    -An anti-golem knockback spell that activates 30% of the time after being attacked by a golem - all golems are knocked back 16 blocks.

    -A chance to hold a totem when its health gets super low, but only on Normal and Hard. You'll still get a totem if you kill it.

    FINAL WORDS

    This theoretical super-evoker would obviously be a much more strategic fight, having to dodge between its fang spells and vexes while having to time your melee attacks to avoid the fangs. It would be more like a mini-boss. Since its attacks will be on a timer, you could employ timing-based strategies, getting some hits in when the Evoker is busy dealing with golems. They would still have weaknesses - such as fire and lava (although you would risk losing the totem), and splash potions. With more health and regeneration and the occasional totem, it would be a much longer fight too, making the totem you get from them feel far more deserved.

    submitted by /u/FeelThePower999
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    Make Glow Item Frame entities be regular Item Frames with a new "Glowing" tag set to true

    Posted: 25 Jan 2021 08:06 AM PST

    This would make it way easier to use commands to make a regular item frame glow, or vice versa. Right now, the only option is to kill the previous item frame and summon a new one in its place with the same item inside.

    submitted by /u/ThePotatoKing55
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    Making actual & functional ITEM FILTERS in minecraft with the new bundles

    Posted: 25 Jan 2021 07:51 AM PST

    • Introduction:

    So, I just had this idea to fix the issue with massive item storaging, we all know that creating those giant(in proportion to its real functionality) redstone-hopper mechanism just to automatically store 1 single item is ridiculous and we need some kind of filter that allows hoppers to filter more than one item.

    • Actual Idea:

    I came out with this idea about using bundles with items, inside hoppers to make actual item filters(we can put inside a bundle 4 different items-15 in quantity so it makes 60 and items can pass through it, since if we put 16 the bundle would be full and not able to pick anymore items), and then adding the normal blocks in the hopper, and voila, we have an actual filter for 4 different items in a single hopper, making this worth building according with this feature.

    I know this use for the new bundles is different because normally when you place an item in a hopper it tries to move the item with all the items inside(as it happens with the shulker box) but maybe is worth doing the new behavior in bundles to make hoppers filters ;) this is a good and non-futuristic idea to fix this problem with item sorting in vanilla minecraft.

    • Handicaps-'need to be fixed someway-

    Unfortunately I have not the enough intellectual capability to suggest how this bundles with multiple items inside hoppers can work with redsone components, such as comparators for example, I think that it can work the same obviously but in the way that hoppers can detect the items inside of a bundle. And I have thought of having 64 different items in it, but I feel this is too op for the resources that requires making a bundle and buliding the sorting system.

    Finally, I think is a good suggestion, correct me in the comments with doubts or reasons to not put this into the game, I just would like to remind everyone know that even if this is not implemented, we still NEED actual filters in minecraft. I will keep waiting for someone else to make an original idea that fixes this problem. byee

    submitted by /u/lya_neru
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    Have certain cave biomes generate more commonly under other certain biomes.

    Posted: 25 Jan 2021 12:38 PM PST

    A main example I have is that Lush Caves should spawn more commonly under jungles, Things that would make sense.

    submitted by /u/According_Response
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    Achievement: "Patience Is A Virtue"

    Posted: 25 Jan 2021 03:37 PM PST

    Obtain any type of fully Weather Copper Block in your inventory (Could be any variant, whether it be Stairs, Slabs or cut variants)

    submitted by /u/The-Myth-Of-Legends
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    Polar Bear Overhaul.

    Posted: 25 Jan 2021 02:24 PM PST

    The Polar Bear serves as a tertiary food source and that's it. And who would want to kill such a cute thing? Therefore, we should have a Polar Bear Overhaul.

    1. Diving

    Polar Bears are known to take dives underwater. So Minecraft's furry fellows should do the same. They could stay under for 120 seconds and would attack any Salmon it saw. I think this could add more life to it.

    1. Taming.

    If you lead a baby Polar Bear away from its parents successfully, and I tell you that would be hard, it will become like a big furry dog, doing the same things as a tamed wolf, the fighting, the following, the teleporting. It could be healed with fish. I suggest this because I read an article about a man with a grizzly bear he rescued as a cub. It was said to act like a "big, furry dog that never showed any signs of aggression."

    1. Brown Pelt Polar Bears.

    This would be a little Easter Egg: If a polar bear spawned in a forest, it would have a brown pelt! This is obviously a reference to grizzly bears. It would attack foxes and bees as well as salmon.

    Tell me what you think in the comments below!

    submitted by /u/OmeetTheMighty
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    Illager mineshafts

    Posted: 25 Jan 2021 10:48 AM PST

    There should be a few underground tunnels near woodland mansions that lead to a tunnel at ground level 11, inhabited by 5 to 10 vindicators and 1 or 2 pillagers. These shafts have an increased spawn rate of Lapislazuli.

    The Evokers are obviously experimenting on Lapislazuli, so they gotta get that stuff somewhere.

    submitted by /u/Katze10-0-10
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    Chorus Pearl

    Posted: 25 Jan 2021 12:41 PM PST

    By combining the popped chorus fruit with an Enderpearl, you get a chorus pearl, perhaps this could even happen in a smithing table because it would be like an upgrade.

    This would sort of combine the best of both worlds, it would have the range of a pearl with added safety. So, it would work like a normal pearl, but when it hits the ground, it teleports you randomly in a 16x16 radius of where it hits, preferring to tp you to somewhere safe, ie; a solid block, just like chorus fruit do, they do however still deal you damage like Enderpearls. It's a safety bonus for the cost of accuracy

    Here's what they could look like: https://ibb.co/phNWPFV

    submitted by /u/The-Real-Radar
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    Improve the Official Suggestion site

    Posted: 25 Jan 2021 02:07 PM PST

    I'm sure I'm not the only one who hates the suggestion site. It's full of ideas with no thought, logging in is a pain, and there are a few other issues I have. I can see two possible solutions to this: completely revamp the site, or make this sub the official place for feedback. The second option would be a lot easier, as hardly any real work needs to be done. Feedback is welcome.

    submitted by /u/LordBlaze64
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    Penitentes

    Posted: 25 Jan 2021 04:38 AM PST

    They are ice blocks (and packed/blue ice blocks and also snow blocks) that generate in mountain biomes and stretch upwards for about 1 to 5 blocks. They will not generate in caves, and only occur on the sunward facing blocks of a mountain biome, and only on certain blocks like stone blocks, granite, diorite, blackstone, basalt, grass, etc. They will usually occur in a line or in random clusters, and appear white on a map. Each morning, there is a 2% chance a penitente will generate on a mountain biome (sunward side). They must be above y+75 for this to occur. This is to add something aesthetical to the Mountain Update that I feel is missing. See image here: https://sp-images.summitpost.org/701934.JPG?auto=format&fit=max&h=800&ixlib=php-2.1.1&q=35&s=0df3d5dc87f92e16bd826a93eb935f56

    submitted by /u/SnowBallEarth43
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    damage if mob bump head into a stalactite

    Posted: 25 Jan 2021 04:19 AM PST

    I feel it is logical that if a player or a mob jumps into stalactite deal damage because you actually bump your head into a dripstone spike and work the same with levitation the amount of damage depends on the table below.

    status effect none jump boost I jump boost II
    damage 0.5 HP 1.5HP 2.5HP

    I think that seems better for blaze farm as blaze fly upward and if you have any idea feel free to feedback I'd post it at feedback site and here's the link to it.

    submitted by /u/blazter1324
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    Glow lichen can be used to breed glow squids.

    Posted: 25 Jan 2021 04:33 AM PST

    So far, we don't have a way to breed glow squids yet.

    I think that since the glow lichen's color slightly matches the glow squid's color, it should be used to breed glow squids.

    Thoughts?

    submitted by /u/HermitFan99999
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    Artifacts

    Posted: 25 Jan 2021 12:40 PM PST

    I have heard a lot of talk about glow squid,mountains and caves but no one is talking about the arckeoligy in caves and cliff update. What about cave paintings,skulls,fossils,greek helmets, Egyptian hypothesis, statues,maps to temples, spartan sheilds, monitor skulls, astect sacrificial daggers, trade records, the gold coins, the reason of the illagers anger. The possibility are endless if there was even a few of these arckeoligy could be a amazing part of this game.

    submitted by /u/Happy-Common8648
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    Flowers should spread + be plantable like sea pickles.

    Posted: 25 Jan 2021 03:13 AM PST

    Flowers spawn naturally in groups of 1 - 4 on blocks. Over time, more flowers grow on the same block, if four are not already present. This way, you can have flower farms, and obtain dye much easier.

    Wither roses should be growable, too. You can still farm them in wither boss farms, though, if you wish.

    submitted by /u/MulberryBlaze
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    Cave centipedes

    Posted: 25 Jan 2021 12:46 PM PST

    This mob would hang to the top of caves and drop down on bats then after eating it would climb back on the ceiling of the cave this mob doesn't do much it's more of a mob to make the caves seem more alive. But I guess maybe you could eat it but it will give you 5 seconds of nausea cause I dont imagine it tasting that good.

    submitted by /u/Happy-Common8648
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