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    Minecraft We should get Mojang to pick top 10~20 posts from this sub each year before Minecon and get the fans to vote one to be added into the game

    Minecraft We should get Mojang to pick top 10~20 posts from this sub each year before Minecon and get the fans to vote one to be added into the game


    We should get Mojang to pick top 10~20 posts from this sub each year before Minecon and get the fans to vote one to be added into the game

    Posted: 26 Jan 2021 11:56 AM PST

    This would be so amazing. Mojang are good game developers and actually listen to their fans on what they want in the game and which things they should update.

    But what if, before every minecon, alongside or maybe instead of the usual mob/biome vote, they take the 20 ish top posts of the past year, put them into a tournament and get the fans to vote one (or maybe even two) to get added into the game!

    This is subreddit ia one if not the biggest place for minecraft suggestions, with top posts getting around 54k or 47k upvotes, this is definitely a sub that minecraft players want to see more checked for suggestions, and if Mojang got the playerbases suggestions and got the playerbase to choose it would get minecraft even more popular!

    Additionally, if people saw that their submissions might reach top and be put in the game, i think the quality of submissions might be a bit better.

    Thanks for reading! Hopefully if this gets popular enough Mojang would consider it, and if they saw this they probably would!

    submitted by /u/Th3fantasticMr-Egg
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    Wither should have it's own death type, not a regular one that almost every mob has

    Posted: 26 Jan 2021 08:50 AM PST

    I've been scrolling a bit through hot posts today, and saw one post that said that Nether Star should be visible inside Wither's ribcage. I propose that upon dropping Wither's health to 0, Wither will self detonate in 10 seconds. This explosion can destroy Obsidian, maybe Netherite/Ancient Debris as well, but the explosion would be 20 blocks in all direction. What do you think about this?

    submitted by /u/Nightfall-memer
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    When a pet dies, you can keep a Broken Nametag as a memorial.

    Posted: 25 Jan 2021 09:12 PM PST

    When a mob with a Nametag dies, it should drop a new item, the Broken Nametag. It will have a little symbol on it to show what kind of mob it was, and when the player right clicks it, it will read out the death message (example: Polly tried to swim in lava). It cannot be put on an Anvil or used on another mob and serves no purpose other than as a memorial to the fallen pet.

    submitted by /u/perfection_uwu
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    Right Clicking for Cracker Bricks

    Posted: 26 Jan 2021 01:24 PM PST

    Just like you can right click logs for Stripped Logs, I believe you should be able to crack bricks by right clicking on them with a pickaxe! I think this would make building with detail much easier.

    submitted by /u/tolayeet
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    Enderman should, on occasion, spawn with a block from the wrong dimension.

    Posted: 26 Jan 2021 02:55 PM PST

    For example, an enderman spawning with a sand block in the nether, or a nylium block in the overworl, or a grass block in the end.

    submitted by /u/Pasta-hobo
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    Naming Pigs "Beta" will redesign their body to look like a creeper's.

    Posted: 26 Jan 2021 12:35 PM PST

    They could still keep the 3-D nose and nipples, but this would be a shoutout to how the creeper was invented: A glitch that messed up the pig's body design. They got an idea and retextured it to make the creeper!

    submitted by /u/OmeetTheMighty
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    /gamerule ShowPlayerNames true/false

    Posted: 26 Jan 2021 10:17 AM PST

    We all want to be able to roleplay in minecraft, whether it be consistent or not, but what really gets in the way is Playernames. If we're with our friends, we know what they are already, and even on servers, the admin can just quickly "zoop/zoop" the gamerule on/off. I can't add much more to this but I believe that adding the ability to toggle the visibility of playernames would greatly benefit things such as roleplay.

    u/swithinboy59 a few weeks ago suggested that if this is implemented, pressing f3 if the gamerule is on "false" should allow players to see other's names if they're unfamiliar with the person.

    My feedback site post is now approved, and that is the reason I am posting this now, is so that more people can vote on the feedback site.

    Feedback Site Post. Please vote for it!

    submitted by /u/CJPsalm139
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    Updating Mob Dungeons for the Caves and Cliffs update

    Posted: 26 Jan 2021 07:57 AM PST

    So mob dungeons definitely need an update. Here's what I think mob dungeons should be updated.

    Firstly, the current mob dungeons will not change. They will be generic mob dungeons that can contain a skeleton, zombie, or spider spawner. They will also by far be the most common type of dungeon.

    There should be 3 new types of dungeon that are significantly more uncommon. Each of these dungeons is a specialized dungeon for the 3 types of mobs found in mob dungeons and is guaranteed to contain at least 2 spawners and as many as 4. The reason why I think we should do this is because multi spawner xp farms are extremely difficult to build and require very good RNG. This will make multi spawner xp farms easier to make more consistently while still being fairly rare, but also preserves the RNG and challenge element of integrating even more spawners with good RNG and skill. But with that explained, here's the design of the 3 uncommon types of dungeons.

    Skeleton dungeon: the skeleton dungeon is a box of mossy/cracked/regular stone brick with some skeleton spawners on a 3 by 3 platform in the middle. On all sides, the wall is lined with target blocks. If any of them are hit, then the floor surrounding the platform will be pulled back to reveal a pit of lava. Obviously you'd have to be supremely careful with this. The chest would be directly in the center of the platform, and the spawners could be on any of the 8 blocks around it.

    Zombie dungeon: the zombie dungeon would be a box of the same block palette. There would be grave like structures inside the room with chiseled stone tombstones with iron swords or shovels on the item frames and a chest buried directly beneath it. This room would have a dirt floor several blocks deep, and the spawners would be hidden in the dirt randomly, so you'd have to scramble to find them all to deactivate them.

    Spider dungeon: the spider dungeon would once again be a box of the same block palette. The spider spawners would be suspended in midair in the middle of the room and there'd be a chest on top of each spawner. Every other block inside that room would be filled with a cobweb, so that's the challenge.

    I also think that we should have biome specific spawners. In ice biomes, especially in ice cave biomes, most of the skeletons spawners would be replaced with stray spawners. In desert biomes, especially in desert cave biomes, most of the zombie spawners should be replaced with husk spawners. This would also be a great opportunity to update the husk to drop sand, making sand renewable.

    submitted by /u/wielderofFire1051
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    Compressed ores in the deep dark

    Posted: 26 Jan 2021 11:51 AM PST

    I was thinking of how the deep dark biome could be made useful, and one of these things could be adding "new" ores. Not entirely new ores, just variants of the ones we already have. These ores would be the equivalent any overworld ore, but they would have several differences.

    1. They would be much harder to mine, with the pickaxe level required to mine them increased by 1 (for example, coal would require a stone pickaxe, iron would require an iron pickaxe, and diamond would require a diamond pickaxe), having as much blast resistance as obsidian, and taking 1.75x as long to break as the normal ore.
    2. They would have a background texture of the stone variant in the deep dark, similar to how normal ores have a stone background. In addition, they would always generate (if touching air) with one of those "stone" blocks replacing any lava, water, or air block similar to how netherite does not generate exposed to air.
    3. They would make much louder sounds and alert any wardens within twice the normal range when mined, moved, or walked over without sneaking, and would have a chance of alerting any warden rendered in a chunk loaded by the player depending on the ore (any ore requiring stone to mine has a 1% chance, an ore requiring iron has a 2% chance, and an ore requiring diamond has a 3%. chance).
    4. Most importantly, they would grant much more resources. If smelted, they would become a block of the resource type they correspond to (i.e. an iron block), and if they are a type of ore that does not drop itself, when mined they would drop 3x the items and 1 extra experience orb.

    What do you think about this idea, and do you think that alerting the warden is a balanced downside?

    submitted by /u/substantial-cringe
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    "And You Smell Like One, Too."

    Posted: 26 Jan 2021 10:32 AM PST

    Placing and extinguishing a candle on a cake.

    submitted by /u/Pasta-hobo
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    Ravagers can drop chains.

    Posted: 26 Jan 2021 12:38 PM PST

    I mean, they are draped all over it, so why not?

    submitted by /u/OmeetTheMighty
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    A threat of the deep - the Clawfish! (+Images)

    Posted: 26 Jan 2021 02:56 PM PST

    A threat of the deep - the Clawfish! (+Images)

    Hello! It's me, the guy who's made a few cool posts before. I've finally learned to use Blockbench, so hopefully my posts are higher quality now!

    Anyways, I saw a post a while back - it was about a new mob. the Shellker. Something that shoots a projectile which pulls you down into the water. I really liked this, and wanted to make my own version of it!

    25 Health

    Onto the Clawfish, a lobster-like variant of the Silverfish, who has a big ol' claw. This mob is hostile, and instead of directly attacking you, it opens up it's claw, which has magma inside, and makes it's own bubble column to pull you down. This is a directional bubble column, which pulls you towards it, hopefully making you drown.

    The Claw

    When you die, the Clawfish will rummage through your dropped loot, and eat any food items it finds. I like the idea of a mob actually hunting and eating your stuff.

    But, what does it drop?

    The Clawfish drops Claw Fragments, little bits of claw that you can use to your advantage. You can only make 1 thing with this, however: The Clawfish Claw!

    The Clawfish Claw is basically a directional bubble column. To make one, you surround a Magma Block or Soulsand with Claw Fragments. These can be placed in any direction, like a Piston, and when given redstone activation, it will open up and make a bubble column in whichever direction it faces.

    The Clawfish Claw requires 1 block of space above it to work - it needs space to open, after all. Looks-wise, it resembles the Clawfish's big claw, just slightly bigger.

    Overall, I feel this would be a good mob for Minecraft, providing somethings fans want and a new foe for the Ocean, as well as a new use for Bane of Arthropods & Impaling.

    Underside

    upperside

    he's a lil boi

    What do you think?

    submitted by /u/Jely710
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    Crossbows should automatically load the last arrow type they fired.

    Posted: 26 Jan 2021 08:14 AM PST

    Say you have two sets of arrows in your inventory, one for healing one for hurting.

    Your crossbow will automatically load the first one in your inventory, meaning you constantly have to open your inventory or unequip your shield to load specific arrows.

    I suggest that crossbows should lock to the last arrow type they fired as long as you have said arrow type in your inventory. If you run out it defaults to the first one in your inventory.

    This seems like a reasonable advantage the crossbow could have over the bow, as they would then appeal to different playstyles.

    submitted by /u/Pasta-hobo
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    Pillager Ambush

    Posted: 26 Jan 2021 10:49 AM PST

    Sometimes you'll find a (trapped) chest in the middle of nowhere, containing very little loot. Like 1 emerald or something.

    When you open it, several armed pillagers come at you from behind. Being spawned in a similar though non-identical fashion to the skeleton horse trap.

    The pillagers will always spawn behind you when you open the chest.

    submitted by /u/Pasta-hobo
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    Snow Golem Overhaul.

    Posted: 26 Jan 2021 12:29 PM PST

    Snow Golems are useful in large numbers as to keep pursuing mobs far at bay, but as for artillery, they are strongly lacking. So here's a snow golem overhaul just for you!

    Their Snowballs Apply the Freeze Affect.

    This would be basically an upgrade to the snow golem's whole "keep-mobs-at-bay" shi-bang. This could also slowly weaken them so you can finish them off easier. This would probably have a 65% chance of happening.

    Apply a Packed Ice to a Snow Golem to Keep it Cool, Even in Warm Biomes!

    If you right-click a Snow Golem with a Packed Ice, they will have an icey core that radiates chill to keep it from taking damage, even in places like Deserts and Nether Wastes!

    Snow Golems have 20 HP.

    The thing about Snow Golems is that a Silverfish could strike them down in 12 seconds, give or take, so you have to heavily guard them while still allowing them to attack, which means Skeletons will turn one into Frosty the Snow Cone in a single strike. Therefore, it should have five times the health so it can withstand skeleton attacks.

    Tell me what you think in the comments below!

    submitted by /u/OmeetTheMighty
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    Spider Nest & Spider Queen

    Posted: 26 Jan 2021 03:38 AM PST

    Spider Nest & Spider Queen

    In the upcoming 1.17 Caves & Cliffs update (it looks amazing so far) I would love to see a new structure called the 'Spider Nest'. It includes a lotta spiders, a new boss, and a new weapon.

    (TL;DR at the bottom)

    The Nest

    Inside, the nest appears to be an old simple cave base which has been completely infested by spiders; the place is crawling with them, both normal spiders and cave spiders.

    Spider Eggs

    Along the floors, walls, and even some parts of the ceiling are spider eggs, large yellow-orange sacs that look similar to the honey block but much more opaque. They could glow a little, or be partially encased in webbing, but I'm not sure. These spider eggs might hatch if they get old enough (20-ish minutes?), spawning a cave spider or a normal spider.

    New Web Types

    In this infested cave base you can find three new types of webs, all of which can be collected with shears.

    • First, hanging webs that dangle from the ceiling. They're similar in structure to weeping vines (the red ones) and slow you down just like normal cobwebs.
    • Second, a type that is more like a carpet of webs. It can be on the floor, walls, or ceiling (like glow lichen) and it slows you down, but to a lesser degree than any other web type.
    • Third, a web cocoon. Basically just a full block of webbing, this one slows you down about as much as the carpet webs. These cocoons can sometimes be found hanging in mid-air supported by some hanging webs, to give the illusion of trapped prey.

    https://preview.redd.it/lhhrhns9xnd61.png?width=1920&format=png&auto=webp&s=608b0ccd059c8cfb8785fcf073f5de1f186b6330

    Loot

    The loot that can be found in this structure is mostly stuff left behind by the original owners of this old base. There are chests that can be found in the more built up areas of the base that can contain rotten flesh, bones, lots of string and cobwebs, copper ingots, perhaps a few amethyst crystals, and some iron tools. Rarely, a chest will contain diamonds, golden apples, enchanted golden apples, or enchanted books.

    https://preview.redd.it/8ezhwb0dynd61.png?width=1920&format=png&auto=webp&s=b79c26e2f474b92d52e7d2415ff4bc69fc9821ae

    The Spider Queen

    The main attraction of the Spider Nest is the chance to kill the resident Spider Queen. The largest spider in the game, she is two blocks tall (from floor to back), about four wide (legs included), and three blocks long (from head to abdomen). Her colouration is a dark purplish-blue, and she had blood red eyes. The Spider Queen spends her free time scuttling around or laying eggs (about one every minute or so), though she will only do the latter if she thinks there are not enough eggs or spiders near her.

    She is immediately hostile to anything that is not a spider, a warden, or a creeper. Spiders because... duh, wardens because she knows they mean no harm and she probably couldn't take them anyway, and creepers because they'll explode in her face, damaging or destroying her precious eggs. She will never willingly leave her nest, and will only attack you if you enter it. If you leave she won't follow, though she'll still keep an eye on you as long as you're in sight.

    Attacks & Health

    She can throw and spit web projectiles from her abdomen and face respectively that create a cobweb on impact. These webs will disintegrate after 10-ish seconds. She of course aims these at the player. If the queen bites you she will inflict poison and nausea, as well as dealing 10 - 15 damage (5 - 7.5 hearts) when you're not wearing armour. Through some vampiric effect (probably drinking your blood), she has a chance to gain a little health (1 - 5 HP) when biting you.

    In total, she has 100 health points and counts as a miniboss (like the Elder Guardian and the Ravager).

    You can avoid a confrontation by using an invisibly potion, thought she will still notice you if you get too close or if you destroy an egg.

    Queen's Drops

    When killed, the Spider Queen drops string, spider eyes, and most interestingly, one or two spider fangs. These fangs can be used as daggers, dealing 3 or 4 damage per strike. But that's not the interesting bit. That bit comes from the fact that you can put these fangs in the bottom slots of brewing stands and mix them with potions to create a sort of syringe. You stab something with the fang and it receives the effect stored within. The fang can be used three times before it loses its effect, requiring you to brew it once again. It is not destroyed when the effects run out, it's just empty.

    Summary

    On the whole, this idea would bring more life to the caves and also make the 'Bane of Arthropods' enchantment useful. I think that an arthropod boss is well overdue and this is the perfect opportunity to add one.

    TL;DR: A new structure with a lot of spiders, a Spider Queen miniboss, and a new spider fang weapon, which can be 'tipped' with potion effects. This structure makes 'Bane of Arthropods' useful and is just generally crawling with spiders.

    EDIT: I'll link this video about a mod that allows spiders to climb properly. This would just make the Nest be that little bit more creepy.

    submitted by /u/MCjossic
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    Spyglasses should be added to the cartographer trade table

    Posted: 26 Jan 2021 01:30 AM PST

    Cartographers are also kinds explorers right? So it makes sense that either they shoul sell them or you could sell 1 to them for 1-2 emeralds (50-50 chance) so this is a small and simple idea but it sorta makes sense

    submitted by /u/beanmAn11
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    Cave Mob Suggestion: Siren

    Posted: 26 Jan 2021 04:22 AM PST

    Currently all of the hostile monsters have 1 simple goal: Use their power to directly kill the player. But what if there is a unique mob of the Cave that spawns in large caves that is scared of the player, but uses other mobs to kill them? Introducing, the Siren

    Spawn rate

    The Siren will only spawn in large normal caves as one with a small chance of spawning. The siren then has a large radius around itself that prevents other sirens from spawning so it makes this mob a dependent lone wolf? They have a slightly longer despawn time than most mobs.

    Appearance

    They have a thin slender body that is somewhat purple to make them easier to spot. Their hands are long but feeble to give them the impression of not being able to fight back. They also have a large mouth to signify their behaviour.

    Now let's go on to the most exciting part, their behaviour

    Behaviour

    They are unable to venture outside a cave and if somehow venture outside, they immediately try to find a cave or any shade if unavailable.

    Player Interaction

    Upon spotting a player (they have a very long detection range), they will give off a loud scream that alerts other mobs in a large radius around the Siren to your presence. Mobs that doesn't have a long detection range like the Siren will instantly target you until either they get bored and stop or you get far away from the Siren.

    To make the Siren more deadly, the area around the Siren will have a bigger spawn rate for Overworld mobs other than the Siren so be prepared for a horde!

    Due to the inability of the Siren to fight back, they will instead run away from the player and their scream ability will be on cooldown. The player will have a small radius around them that prevents the Siren from pathfinding to a runaway spot if the player's radius is in the way.

    If they are stuck, they will anxiously sit down awaiting their inevitable doom crying. For every tick it cries, it has a tiny chance to drop their new item: "Siren Tear" which I'll discuss later.

    Killing them gives a reasonable amount of EXP for being hard to catch but no drops.

    Now let's discuss about Siren Tears

    Siren Tears

    Potion Making

    You can brew a new potion called the "Potion of Tagging". It will give a new effect called "Tag".

    When applied to an entity, it will create a large radius around the player which automatically causes all monsters except Sirens (which causes them to run far away) and the Warden within the radius to target them no matter where the targeted entity is and how far they can detect.

    To give an extra bit of detail, if you use Spectator mode to see a mob's perspective, the Tagged entity will have a thick red outline around then like the glowing effect.

    Not only does this work on players, but other entities too. Use it on an animal and every mobs around the animal will start to target it. Even monsters can be affected as they started killing each other creating a little deathmatch!

    Mobs prioritize targeting Tagged mobs than their usual targets allowing you to create a distraction to get out of tricky situation or as a prank?

    You can use fermented spider eye on the Potion of Tagging to create a Potion of Monster Stealth.

    This will give you a new effect "Monster Stealth" which is like a enhanced version of invisibility but only works against monsters. Monsters won't detect you even if you are wearing armour or in their detection range as long as you don't touch them in any form or damage them.

    submitted by /u/ColbiteBlaze
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    @n target

    Posted: 26 Jan 2021 08:51 AM PST

    @n would target the nearest entity. There is already @a for all players, @e for all entities, @s for yourself, u/p for the nearest player, and @r for a random player. The problem is sometimes you do not want something to happen to all entities but just one but there is no way to specify. This would let you use commands to affect only one entity of a certain type without needing to name tag them. This could be useful for lots of things

    submitted by /u/_Anonymous_Person_7
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    Lassos

    Posted: 26 Jan 2021 04:45 AM PST

    As we know, leads are very useful to transport mobs. However, you have to be in close proximity of the mob, and the lead breaks sometimes. So how are you going to get that pink sheep out of your ditch?

    LASSOS Lassos are basically leads that can be thrown. They are crafted by a lead in the middle surrounded by 8 string. The distance of the thrown lasso can be determined by the time you charge it and the angle you thrown it. It has to hit a mob to catch it. It has a 15% chance of breaking when missed. One thing about lassos is that they can also ensnare hostile mobs. Now you can tie up that zombie without any problems. However, you cannot hitch mobs to a fence. This is to balance it and to make leads still relevant.

    Achievements

    YEE-HAWW —Catch a mob with a thrown lasso

    Cowtender- Have over 15 mobs with lassos attached to you.

    Pet Rock- Break your lasso by throwing it into a wall

    submitted by /u/InfoNut1121
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    Swords should get a "broken" texture if low on durability

    Posted: 26 Jan 2021 03:45 AM PST

    It kinda looks more realistic, when seeing cracking on a sword when it's about to break. It can also show players more clearly see and estimate when their tools break.

    submitted by /u/Nickwilde6978
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    Resin: a simple crafting item for builders and redstone engineers

    Posted: 26 Jan 2021 02:13 PM PST

    Resin

    Resin is created by mixing slimeballs and honey bottles at a crafting table, creating Resin Balls. Resin balls have the following uses:

    Coated Logs

    When a Resin Ball is combined with a log, that log becomes 'coated,' such as 'Coated Dark Oak Log.' Coated logs take slightly longer to break, but more importantly, they become immune to being stripped. This prevents the annoying moment where you're running around your base and accidentally strip part of a wall or pillar.

    Resin Blocks

    Resin blocks would fill the role of see-through blocks that are breakable without silk touch. It would have a slightly foggy texture, and would be an immovable object, making it useful in redstone contraptions.

    Flower Books

    This is a more self-indulgent idea, but combining resin + a flower or plant + a book would turn the book into a Flower Book, where each page would show the sprite of one of the flowers or plants you put in it. More flowers could be added by combining the book with more resin.

    TL;DR: Prevents accidental log stripping, is an immovable object/see through breakable blocks, and pretty flower books.

    submitted by /u/leetsgeetweeird
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    Option on creative mode to disable some mobs from spawning

    Posted: 26 Jan 2021 08:02 AM PST

    In my opinion, there should be an option to disable some mobs from spawning (when you enable cheats, of course). This could help people who don't want ghasts to spawn but don't want to turn peaceful mode on, either. It could also help in people who don't want zombies to destroy their village that they build in creative.

    submitted by /u/Particular-Case5104
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    New overarmor skin layer

    Posted: 26 Jan 2021 02:58 PM PST

    There should be an update to skins, where you can add overarmor, overarmor is viewed like the second layer is currently, but it activates only when wearing armor, and it will appear floating just above the armors texture.

    I believe this could bring so much variety and it would be fun to see what other players would have, and, like the other skin layer, you always have the option to turn it off, or not apply anything to this layer

    submitted by /u/The-Real-Radar
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    Fashion

    Beauty

    Travel