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    Minecraft Bats should eat glowberries, gaining the glowing effect, helping players find caves.

    Minecraft Bats should eat glowberries, gaining the glowing effect, helping players find caves.


    Bats should eat glowberries, gaining the glowing effect, helping players find caves.

    Posted: 15 Mar 2021 06:09 AM PDT

    When a bat eats a glowberry, they should gain the glowing effect. This gives players trapped deep underground help finding a lush cave by noticing distant bats.

    submitted by /u/DAL59
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    Calcite Caves; A cave of many tiny stalactites.

    Posted: 14 Mar 2021 07:17 PM PDT

    Calcite Caves

    This biome only generates at or below the deepslate layer. It is filled with large deposits of Calcite, which are covered in Calcite Straws and Snottites. The biome fills with water after a certain height, creating large lakes and rivers. A few important decorative structures generate here, including Calcite Rafts and Toxic Smokers.

    Calcite Straws

    Work a lot like pointed dripstone but will break if you fall on them. They also can only be picked up with silk touch, dropping 1-2 Calcite Shards when mined otherwise. Four Calcite Shards can be made into a calcite block.

    Snottites

    Small colonies of Bacteria growing on the straws, Snottites are an actual thing in real life, although they don't glow in real life, unfortunately. Here they are the primary light source, illuminating the complex biome.

    Deep Lakes

    This biome is dominated by large lakes that fill the lower caverns. The surfaces of the lakes are full of many Calcite Rafts, making it often possible to jump across even when the laked are very wide.

    Calcite Rafts

    Floating islands of Calcite that generate thickly on top of the lakes. Their primary purpose is to produce a "mirror image" illusion on the water, so they have straws both on top and underneath in the lake itself. Clearer image.

    Toxic Smokers

    Strange holes through which a green toxic smoke emanates. Standing in the cloud will deal damage to the player and poison them for ten seconds. Do not recommend. Breaking the Toxic Smoker block inside with a pickaxe will give you it as an item (which I didn't have time to texture sorry) and you can place it anywhere else!

    bat

    submitted by /u/NethyIsTrue
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    Enderman head

    Posted: 15 Mar 2021 11:07 AM PDT

    Eh its a verry basic idea, basically endermans also will drop their head like zombies or creepers and when you look at to his eyes it will release a redstone signal.

    submitted by /u/hilmiira
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    You shouldn't be able to use bone meal on a tree that can't grow.

    Posted: 15 Mar 2021 12:28 PM PDT

    It's probably caused alot of useless inconveniences to many people just because of some block blocking the tree and wasting alot of bone meal for no reason. Newer players may not realize the tree is blocked because it uses bone meal, so they may spam the bone meal and waste it all (literally watched it happen twice to different people)

    submitted by /u/Gullible_Note5680
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    Dodos - A New, Funny Mob That Gives Islands A Unique Creature

    Posted: 15 Mar 2021 06:36 AM PDT

    Ok, just say it. I am as dumb as a dodo for making this post. But what if I'm not? Islands could use a unique mob. I present to you, the clumsy, funny, and strait up dumb mob, the dodo.

    Dodos are what you would expect them to be. Slow moving food sources. And in a way you would be right. They would provide a new source of food for travelers that go to the islands. However, they have a funny and cool side to them as well. Dodos will wander around the beaches and forests of the islands, however sometimes they will peck up a certain something from the sand. Weather this is a map, or a book, you will have to follow them around to know. Dodos are also very curious, and will follow you around when you explore the atolls.

    When you kill dodos, you get dodo meat and feathers. Dodo meat can be cooked into cooked dodo meat, which can of course be eaten. They don't give much food, however the food bars they give you will last longer than other foods. Also, when you kill a dodo you get the achievement, Dead as a Dodo.

    You can also breed dodo birds with watermelon(reference) and seeds. They will then lay an egg, like how a turtle lays eggs. The eggs can be destroyed by cats, rabbits, goats, dogs and sheep. However, if the egg hatches, you get a dodo chick. Dodo chicks are fuzzy little cuties that have a new ability, imprinting. If the baby dodo sees you right when it is born, it will imprint on you. This means it will follow you around, jump when you jump, and basically be a shadow. When you crouch, it takes a nap. When you open a chest, it digs around in any dirt or sand around it. They will even peck at enemies you hit, however it does very little damage. If you kill a dodo that imprinted on you, you get the achievement, Dumb as a Dodo.

    Well, this was the dodo bird idea. Thank you for reading and I hope you enjoyed. Have a great day!

    submitted by /u/GeckioGaming
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    Cows should be able to eat grass

    Posted: 15 Mar 2021 04:41 AM PDT

    Cows should be able to eat grass just like sheep right? It just makes sense.

    Either it would have no effect or they could make it so after you've milked a cow, you have to wait for it to eat grass until you can milk it again, just like shearing a sheep.

    Additionally, cows that eat Mycelium should have a small chance of turning into mooshrooms. This wouldn't be gamebreaking, since you would already have to find a mooshroom island to get mycelium, and if you want to have a cow farm on a mushroom island it can be possible by separating normal dirt from the mycelium so it only grows as normal grass.

    submitted by /u/Froztik_
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    Snow golems should appear in snow villages

    Posted: 15 Mar 2021 01:58 PM PDT

    Snow golems should appear in snow villages, obviously along the iron golems,like a combo.

    The snow golems distract the mob while the iron golems kill the mobs.

    submitted by /u/godzilla-earth
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    Renewable Sand, Clams, and pearls; No more tearing up deserts!

    Posted: 15 Mar 2021 08:37 AM PDT

    For far too long we have had to destroy deserts, ruining vast parts of your overworld all for sand, sand has so many uses that it's necessary, tnt, glass, etc takes so long to get because of this. I have a solution!

    Clams are an undersea mob that can't move, they will spawn only on sand blocks, however, you can mine them like a block and bring them wherever you want, but they won't do anything on land or when not in sand.

    So, what do they do? Clams produce pearls rarely, and sand of course. Almost like a chicken, every 10 minutes clams produce sand, however, pearls can replace the sand 1/10 times. Simply put, this is an elegant solution to the sand problem, using clam farms, you can get vasts amounts of sand over time.

    But what do pearls do? I decided to give this mob extra use, so they sometimes drop pearls. Pearls first use is in beacons, when placed instead of the usual ore, they instead make the effect last 60 seconds so you can exit the beacon range for a while without it wearing off. The other good use the pearl has is armor and tools, in a smithing table, pearls can be infused into armor which will not only change the texture, but will increase the number of enchantments the item can have on it (like when it says 'too expensive'). Pearls also have blocks

    Updated Feedback post: https://feedback.minecraft.net/hc/en-us/community/posts/360077455932-Clams-and-pearls-renewable-sand-too-expensive-enchants-

    submitted by /u/The-Real-Radar
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    Bats can hang from dripstone, and Parrots will sit on the tip.

    Posted: 15 Mar 2021 08:45 AM PDT

    Inspired by birds liking to balance on thin areas, and bats being bats, this is more aesthetic than anything. Just a small suggestion.

    Let me know what you think!

    submitted by /u/harry1o7
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    /playerrule.

    Posted: 15 Mar 2021 11:33 AM PDT

    We have gamerules that affect players, but there should be a way(without plugins nor hacks/clientside mods) to affect certain players with those types of abilities without affecting the entire playerbase of that world/server.

    Some examples: /playerrule keepinventory true (playername)

    /playerrule doFireDamage true/false

    /playerrule DrowningDamage true/false

    /playerrule DoFallDamage true/false

    /playerrule PlayerSound true/false

    These are just a few ideas, I'd love for some of you guys to make up some in the comments, and if I like them, I'll put them in this post.

    submitted by /u/CJPsalm139
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    add "Education Edition" flair in this sub

    Posted: 15 Mar 2021 11:56 AM PDT

    I have an idea for EE but there isn't a flair for that. It will be nice if mods added the education edition flair.

    submitted by /u/AssassinoDB
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    Oceans need more realism

    Posted: 15 Mar 2021 10:27 AM PDT

    Before you downvote me, just hear me out. I am obsessed with oceans and ocean wildlife, and I think a cool feature would to add an increased depth. IMO, that would go very well with the caves update, given the fact that the world depth has been increased to -64 I believe. I think there should be these new biomes:

    Murky Trenches

    This biome would be inspired by the Mariana Trench. This will be reached at Y = -20 to -64. Given it is a trench biome, it replaces underwater ravines and can extend from 20-50 blocks in width, 30-75 blocks long and -20 to -64 deep. Due the extreme pressure, you'll need a diving suit, which is made by combing a diving helmet surrounded by copper ingots and one netherite scrap anywhere. A diving helmet can be made by surrounding a glass pane with 8 copper ingots. This biome's main block can be deepslate. No mobs spawn here. The only reason you would come down here is to find rare underwater caves, which spawn a bounty of diamond. And maybe maybe an extremely rare chance of netherite. Of course, this biome is completely pitch black. The light level is equal to that of having the blindness effect. The only way to see is by carrying a lantern, using night vision or placing any other light source that cannot be broken underwater.

    Sand Planes

    This biome is inspired by the Abyssal Plain, a flat plane of sand deep below the surface. This biome spawns at Y = 20 to 0. This biome will be somewhat similar to older oceans, but much, much flatter. Similar to the real life counterpart, you can find fossils or nautilus shells lying on the ground. You will not need a diving suit for this biome.

    Twilight

    This will directly derive from the Twilight Zone, a dark part of the ocean with no ground. This biome will simply be a transitional period for aesthetic purposes. You can find glow squids here, and that's pretty much it. Twilight spawns between Y = 30 or Y = 35 and stretches until ground is reached. There will be a sharp decline into this biome.

    Constructive criticism is welcomed with open arms, but please do not be too rude.

    submitted by /u/alesterakens
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    Crafting Red Sand from 8 Sand and 1 Iron Nugget

    Posted: 15 Mar 2021 01:03 PM PDT

    I think this is a reasonable and realistic way to get more red sand. Currently it is rare and quite hard to get, and this could be a solution to that. Maybe if Mojang wants to preserve the exclusiveness of red sand and red sandstone, the recipe could use an Iron Ingot instead to nerf the recipe a bit.

    EDIT: Here's the link if you'd like to vote for it! Thanks!!

    https://feedback.minecraft.net/hc/en-us/community/posts/360077353491-An-alternate-way-to-get-Red-Sand-Craft-8-sand-and-1-iron-nugget

    submitted by /u/celerysatan
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    Badlands + Ranch update

    Posted: 15 Mar 2021 01:46 PM PDT

    I've made 5 updates, all of them consist in one biome plus one associated system update. The first of them: High noon update

    • New taming minigame (taming right now is just clicking a random number of times, waiting and voilà).
    • Stamina (new), speed, HP, jump strenght systems revamped: now you can train your animals (below) and strategically breed them to improve their status. Stamina (specific to each species) and Move Speed = riding your animals on red sand improve these two status. Jump power = jumping over blocks while riding them (1,5 tall blocks are the best, yeah fences and walls). HP = keeping them several days on straw covered dirty block (wait for it) close to water filled cauldron (they drink from it sometimes) and hay bales improves their maximum health.
    • You can convert one hay bale in 9 straw covered dirty blocks, for this you gonna need the new tool: the pitchfork. -Pitchfork build: iron nugget positions 1,2,3 ; Stick positions 5 and 8. It has it durability and is used to pick straw from hay bale and put on dirty block up to 9 times (like a bucket). The hay bale appearence each time becomes more thinner and hole-ish. The straw floor will be cozy for your animals and for the strawberrys (soon). New mob: High Noon Skeleton this annoying guys wear old threadbare leather clothes and red handkerchief on their neck. Their ranged weapons are lasso with which they will hunt and kill any equine nearby and players. If they hit a player there is 40% chance they will pull the player three blocks towards them. (It deals 2.5 times damage to equines!) and if they hit you, you can fall off your mount. Drops: bone, lead.

    For last the three equines need more identity: Horses faster, you can ride them even on water, sprinting stance (stamina) the animal for exploration.

    Donkeys will have up 27 slots based on stamina the animal for storage.

    Mules take less fall damage, have more jump power and are optimum for climbing and accidented terrain.

    submitted by /u/TropicalVampire
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    Invisible Item Frames in survival.

    Posted: 15 Mar 2021 06:52 AM PDT

    In creative you can make an item frame invisible with commands, so why not in survival too?

    My idea is that if you right click an item frame with shears, it would become invisible so placing items is more aesthetic and to make it visible again right click it with leather in your hand.

    submitted by /u/ManuFlosoYT
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    Every stone should have “mossy” variants

    Posted: 15 Mar 2021 08:10 AM PDT

    Basically what I mean by the title is that when we add a new type of stone and a new type of vegetation, they should combine to make a "mossy" variant of that stone.

    We should have crimson a warped blackstone, crafted with blackstone and the respective fines.

    We should have glow lichen deepslate, crafted with glow lichen and deepslate.

    submitted by /u/wielderofFire1051
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    Variable Biome Height

    Posted: 15 Mar 2021 01:23 PM PDT

    Variable Biome Height

    Given that the new mountains are massive and towering, I think we could do with more elevation variation in minecraft. My concept would be to give a region or biome a specific 'local elevation' that can be up to 20 blocks above sea level so that a biome or region could be somewhat taller or shorter based on happenstance.

    As an example, let's say we have a forest biome that starts at +14. Next to it is a desert that is closer to sea level, say +2. That would give the land a far less flat and more interesting texture, as well as present new navigation challenges for the player. These elevation changes could be blended either smoothly or suddenly, making slopes or cliffs. These features could also feature cave openings and make for more interesting entrances to caves.

    On top of the 'local elevation' the normal terrain generation would still apply, giving some biomes even more drastic cliff faces. Imagine a forest plateau that's peaked by its highest hill, or a valley that cuts through the plains, giving it an interesting low point in the middle of what would otherwise be a flat biome.

    This could also be done in a way where the more flat normal worldgen is still intact, while other areas employ this newer 'local elevation' system, preserving the classic overworld while adding a completely new factor to procedural generation. I would suggest that this feature would be adjustable, in case someone doesn't want a world that generates with it, or wants a world that exclusively features heavy elevation changes.

    As a small-scale example, I created this wide canyon that cuts through the forest.

    https://preview.redd.it/5ih3rm0k39n61.png?width=1920&format=png&auto=webp&s=1ccf2bbbb187caa95473e321d5075c730b01d02d

    Let me know what you think!

    submitted by /u/AxisCambria
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    Dynamic Structures

    Posted: 15 Mar 2021 01:16 PM PDT

    A gamerule, turned off by default, that would make structures more dynamic as long as the occupants are alive.

    -Pillager outposts might gain an extra story. Pillager tents would also spawn and dispawn around the world occasionally.

    -Villages would repair themselves with villagers fixing roads and houses. Lamps posts, more roads, fences and torches would occasionally spawn. New villager house foundations would spawn around the village occasionally. These would eventually turn into whole houses. Existing houses might eventually have two stories.

    submitted by /u/JonTravis03
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    Dyed elytras. How has this not been added yet?

    Posted: 15 Mar 2021 07:31 AM PDT

    I feel like it would be an easy thing to add and would work the same as dyeing a shulker box so you could have more than just the pinkish purple color of the elytra. Already imagining black elytras...

    submitted by /u/EXP-N52-PROTOCOL
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    New brick texture/types

    Posted: 14 Mar 2021 10:33 PM PDT

    Bricks and brick blocks arent used as often as they were before, mostly because now there are so many more options that look better and have more variety. Now that lush caves are going to have clay in them, bricks and brick blocks are going to be easier to get a hold of, so I wanted to try and make it look a little more interesting and add some variety.

    The new texture would have darker and brighter bricks to make it less of the same brick over and over. The first variation I added was a brick tile, because the brick block is pretty bad at making nice looking roads. The third one I added was the chiseled brick block, with a zombie's face on the front. The fourth is the brick foundation. The last is the cracked brick block. I wanted to make a cracked brick foundation but it didnt really work. The bonus just has an edited border. Recipes note: Polished diorite can be replaced with polished andesite/granite, and all this is additions, so brick stairs/slabs/walls will still exist. Also, granite/andesite/diorite brick stairs/slabs/walls would also exist.

    Link to main image- https://ibb.co/WvrRdxJ

    Link to extra image - https://ibb.co/8bLtM76

    Link to recipes - https://ibb.co/VjXvgwv

    submitted by /u/Background-Web-484
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    The regular climbable vines in lush caves shouldn't generate as single blocks.

    Posted: 15 Mar 2021 08:01 AM PDT

    Instead, I think they should generate as already grown vines, just like the glowberries' vines.

    This would make it less obvious when you're in a newly generated chunk.

    It would also allow you to climb to the top of some caves.

    submitted by /u/Mr_Snifles
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    Rebound enchantment

    Posted: 15 Mar 2021 02:21 PM PDT

    This enchantment applies to shields and would be found in loot chests of sunken ships and dungeons. When blocking an arrow, a shield with this enchantment will deflect the arrow back to the location that it was sent from.

    Tier 1: Arrow travels up to 10 blocks back to the shooter's location

    tier 2: Arrow travels up to 50 blocks back to the shooter's location

    Tier 3: Arrow returns back to shooters location no matter distance

    As the arrows would be traveling at the same speed they were shot at it would be possible to move out of the way when they rebound back as the arrow would land in the location it was shot from, not the location of the entity that shot it.

    submitted by /u/Dry-Ad6134
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    Spore blossom particles should light up in sunlight to produce sunbeams under the new cracks.

    Posted: 15 Mar 2021 12:42 PM PDT

    Just like in real life these particles old show where the sunlight is even when the sunlight is, before the sunlight even hits any terrain.

    Perhaps there could even be a slight particles increase in spots with sunlight, as sunbeams actually allow us to see particles in the air that we wouldn't normally see in real life.

    This would really make the lush caves just a bit more beautiful, and that's exactly what the they're going for.

    submitted by /u/Mr_Snifles
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