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    Minecraft When you un-wax a copper block, you should get your wax back so it’s less agonizing when you accidentally right click your copper with an axe.

    Minecraft When you un-wax a copper block, you should get your wax back so it’s less agonizing when you accidentally right click your copper with an axe.


    When you un-wax a copper block, you should get your wax back so it’s less agonizing when you accidentally right click your copper with an axe.

    Posted: 19 Mar 2021 01:10 AM PDT

    We've all had the experience where we're running around in our bases built with decorative logs and we just happen to be holding our shiny axes. We go to right click a button or access a crafting bench, but we miss and accidentally strip one of our logs and need to go replace it.

    Now imagine accidentally un-waxing a copper block in your base. What's worse with the copper blocks is that they don't have a clear visual difference between their waxed and un-waxed states. Yes, it gives a particle effect when you right click, but it happens once and then the indicator is gone. And even if you see it, you gotta run and find replacement wax somewhere in your mess of chests, and risk forgetting which block needs fixing when you get back.

    Now, we could technically make the waxed and unwaxed variations of copper visually distinct from each other, but that defeats the entire purpose of preserving the look of a copper block in the first place.

    I think the more elegant and simple solution is to have the block return your wax honeycomb when you right click it with an axe. That way, if you accidentally un-wax it, no worries. You have the wax back to fix it and clearly saw which block you need to apply it back too. Quick and easy.

    Is it realistic to get a full wax honeycomb back after you've smeared it all over some copper? Not really. But in a situation like this, functionality and practicality take priority over realism and it will save us a lot of headache.

    TL;DR: Copper should return a wax honeycomb after being un-waxed. Accidents will happen and it's best if they're quick to correct.

    submitted by /u/Southstreet42
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    Large aquifers should generate on cliffs!

    Posted: 19 Mar 2021 09:56 AM PDT

    If the new aquifers from the 1.17 snapshots were implemented into the cliffs/mountains of the update, we could have really beautiful waterfalls and rivers flowing down the mountains. Just imagine: you're traveling over the new Mountain Meadow biome and you see the terrain split by a beautiful little river cutting through it. Nearby, you find a waterfall falling over the edge of a cliff. Wouldn't this be a great spot to build a cute little home?

    submitted by /u/24afortenbacker
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    Soulsand should have an animated texture

    Posted: 19 Mar 2021 03:51 AM PDT

    What if soulsand had an animated texture, nothing crazy, just something slow like prismarine. Like if the faces in soul sand slowly moved or shifted... that would definitely give it a reason to slow you down, the terrain is moving!

    Edit: thank you for the silver kind stranger

    submitted by /u/Bre4593
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    /npc command

    Posted: 19 Mar 2021 10:27 AM PDT

    When you execute a /npc command it spawns in a player model in the game with a steve skin. You can add certain nbt values to the npc such as:

    Eyecontact

    The npc will look at you like how mobs behave

    Skin{player name}

    The npc gets a texture of a minecraft player

    AI{mob name}

    The npc gets the ai of a certain mob, e.g. zombie.

    Invulnerable

    Npc doesnt take damage

    Health{value} Amount of health of npc

    Reach{blocks} Reach of npc

    Inventory{[inventory slot number, item]} The inventory of the npc can be set with it having a sword, armour etc.

    Interact Interact executes a function and mostly needs datapacks to execute certain functions. When the npc is right clicked it executes the nescessary commands such as for example: Chat: the npc can speak in chat Inventory: the npc can open an inventory like a villager trading menu

    And finally, the last attribute, Name{name} The npc can be named for better identification in datapacks and stuff, by default the npcs are named 1,2,3 etc.

    I feel this would be an interesting addition as it could bring more variety in maps and stuff, where every single npc doesnt have to be a villager or every mob isnt a zombie or something

    submitted by /u/Masterdeetectiv
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    In-game mobestiary

    Posted: 19 Mar 2021 01:29 PM PDT

    This would be great for players that don't want to use the wiki.

    You could unlock mobs in mobestiary by encountering them. (by unlocking mobs I mean informations about them)

    It could have informations such as damage, health, spawn and attacks (creeper blows up, skeleton shoots arrows) with a small introduction to the mob.

    New players don't know what to do before they search online, so this could make their life easier, especially now when the game has a lot of mobs and some of them looks similar.

    submitted by /u/RandomValue134
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    Waxed copper should look different to copper under a spyglass.

    Posted: 19 Mar 2021 10:05 AM PDT

    This would add more functionality to the spyglass as well as help distinguish between waxed and unwaxed copper.

    submitted by /u/The1GiantWalrus
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    Bringing more life to Lush Caves

    Posted: 19 Mar 2021 12:10 PM PDT

    Bringing more life to Lush Caves

    Some tweaks regarding Lush Caves that I had in my mind.

    Small Azalea Trees

    Smaller versions of Azalea Trees can generate on Lush Caves, and some times, they can have Glow Lichen attached to their trunk. They would also have their own wood type now (represented in the image with Jungle Logs, just to imply that it would be something rather than Oak).

    Small Azalea Tree

    Scattered Azalea Leaves

    Both variants of Azalea Leaves can generate scattered on the ground, ceilling and walls of Lush Caves.

    https://preview.redd.it/go5ugm2h71o61.png?width=1366&format=png&auto=webp&s=9058521b927275418341b04a296e42dceb68ab8c

    https://preview.redd.it/okl8ic7971o61.png?width=1366&format=png&auto=webp&s=f429d4b0e637f4b97617d6a0dcd20304270f6434

    https://preview.redd.it/pac3tgpc71o61.png?width=1366&format=png&auto=webp&s=a3a5de7d21290a8796c5c9d8233ac1b9bcdeeaeb

    Azalea Trees from Azalea bushes

    Azalea bushes can be used to grow Azalea Trees, and they work in this way: if planted on Moss, they will grow into a small variant, and if planted on any dirt type, they will grow into a large variant, wich we already know.

    Ferns

    Ferns now generate on Lush Caves. I just thought that there's no reason for them to not generate there.

    https://preview.redd.it/8q6wkv6s71o61.png?width=1366&format=png&auto=webp&s=dbc214172139c2844dc69d5e18928930f476a4e1

    Calcite

    Now generates on Lush Caves, like in some screenshots posted by the devs, making it more accesible and easier to obtain.

    It kinda fits with the biome, imo

    Seaweed

    Water bodies in Lush Caves now have Seaweed, bringing more life to them.

    I was thinking about adding Lily Pads as well, but Dripleaves already work like a lily pad to this biome.

    And that's all. Feel free to say what you think about this suggestion. Thanks for reading.

    submitted by /u/Brun333rp
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    Track time in different dimensions

    Posted: 19 Mar 2021 01:50 AM PDT

    I've been doing a lot of work on a project in the End and it got me thinking, "How long have I spent in the End?". I went to check the statistics but couldn't find anything. Even though you can see how many times you've interacted with a block, or ridden an animal, or even how long you've played in that world.

    I feel as if it would be a pretty simple addition to track the time the player has spent in the Overworld, Nether, and the End.

    Also not sure which flair to use. User Interface because it's in the menus, or Dimensions because that's what this post is kind of about.

    Edit: I was really tired when I wrote this, so it might not make sense. I was thinking it would say "X amount of days spent in Nether" and it would be the same for the Overworld and the End. Real life days. Not in game.

    submitted by /u/N0CakeForYou
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    clouds should sometimes speed up, slow down, and move different ways.

    Posted: 19 Mar 2021 02:44 AM PDT

    Whilst there is no set wind in Minecraft, clouds only moving in one speed and one direction is pretty weird. So I propose that we add clouds that can change direction and speed up or slow down. With every update coming to Minecraft, the game has been adding lots of things to make the game more realistic (bees, fish, aquatic life, etc.) So this shouldn't be far of Mojang's list to add.

    If they were to actually code it into Minecraft, this is how it would work.

    Clouds can have a 15% chance to change direction. The transfer of direction would be smooth, starting with the cloud slowly panning to the right, left or backwards.

    Clouds would have a 10% chance to speed up/slow down, 15% after rain or thunderstorms. The cloud entity would simply just speed up/slow down a hair.

    People of the internet, I hope you like this idea

    - dream the best

    submitted by /u/dreamthebest
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    Fisherman villagers fish using fishing rods

    Posted: 19 Mar 2021 03:13 PM PDT

    Fisherman villagers are fisherman. They do fishing. Fishing in real life requires your arms to be out and to be holding a fishing rod in the hand.

    Similarly, for Minecraft, fisherman villagers should periodically carry a fishing rod and go fishing. During this time, the villager will have its arms out, and will be the only villager to do so ever. To add on, fishing will still be like normal fishing, you wait for something to bite like 30 seconds after using the rod.

    This change would add creativity to fisherman villagers!

    submitted by /u/Quirky_Yoghurt_9757
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    Husks should drop better loot

    Posted: 19 Mar 2021 02:23 AM PDT

    Both Strays and Husks are added in 1.10 and they are zombie and skeleton counterparts Strays can drop slowness arrows and this is a op loot imo. Husks should atleast drop sand or something.

    submitted by /u/burbur842
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    Creative dropper/ dispenser

    Posted: 19 Mar 2021 10:16 AM PDT

    A creative-only version of the dropper and dispenser that doesnt use up the item inside the dispenser when given a redstone signal.

    For example a creative dispenser is filled up with 9 splash potions. It gets a signal and fires off one potion. But there are still 9 potions inside the dispenser. The purpose of these blocks is for maps where you can have resettable traps and stuff without the dispenser getting empty

    submitted by /u/Masterdeetectiv
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    I was pacing back and forth though my room when I found out that jeb was making new combat snapshots and I took almost 5 hours to come up with these 7 ideas for the new minecraft combat system

    Posted: 19 Mar 2021 12:55 PM PDT

    i know i am not very big on social media but I would love to see some peoples thoughts on my 8 ideas for the combat update jeb is currently working on and I feel like these would add more skill and "realistic" combat mechanics into minecraft here are my ideas and what i think about them

    idea 1: tipped arrows being injected to the player that holds them by right-clicking and by hitting a mob/player it will apply the effects to that player/mob

    personally I cant bow-boost to save my life and I feel like it would be kinda funny if there was a special death message for if you tried to heal yourself with an arrow and died

    idea 2: attack penalty recharge only applies to one hot-bar slot at a time and if a hot-bar slot is recharging it will automatically use there offhand for attacks until recharge is complete or they swap to another slot in there hot-bar

    personally when i saw new combat update I immediately thought of duel wielding because it just fits so perfectly into minecraft that I am truly surprised they didn't implement this in the 1.9 update

    idea 3: bows are more accurate the more you have them pulled back and will show if player is using a tipped arrow, spectral arrow, or a normal one whilst bow/crossbow is being or already is drawn back

    I don't know why jeb was doing this the other way and its basically encouraging bow-spamming in the pvp community which is already shamed on by by a lot of 1.8 and 1.9 players

    idea 4: tridents being able to enchant with sharpness but will decrease damage dealt by impaling on ranged attacks and impaling decreases damage dealt by melee attacks

    the tip of a trident is logically sharp so I don't know why we cant do this already i mean its literally just logic even tho minecraft is just a bunch of cubes

    idea 5: using flint instead of iron on a crossbow would give it the ability to catch (possibly with a 50% chance?) arrows on fire but decrease the damage dealt with each arrow

    I just don't like how we cant have flame crossbows because immediately thought of crossbow-bolting (when you shoot 3 or more crossbows in a 1 second time-span) with flame arrows and how overpowered it would be with instant harming 2 flaming arrows

    idea 6: make axes with the have the ability to have sweeping edge enchantment so when applied a swing attack witch will attack based off sweeping edge but it will only be a half sweep and this only happens when an axe is 200% charged and could break wood type blocks within the range of an "axe sweep" (3 blocks at max one beside the player one in front and one diagonal) would be broken instantly and it would deal damage between a normal attack and a critical-attack and this would make axes a "getaway weapon" because it gives the player 1 free hit every like 2 seconds while in a high intense chase with low health and would help add more variety with a players weapon choosing

    this would just keep axes as a form of combat but would make them useful in certain situations making the axes more realistic which is what jeb was going for in the first place and it would make pvp more strategical game-play than just getting combo-ed onto a hill and when you try to run and heal with golden apples (especially in a planes biome) you would just get bow-spammed to death

    idea 7: hitting mob/player while having higher velocity mid elytra flight would increase damage by 1.20 times the players velocity and every like 5 or 10 mps(meters per second) damage boost increases by 0.05 if player is in "elytra mode" or flying also would do the same thing with sprinting or speed potions but at a 1.05 for how fast on ground using mps but if a player throws an ender-pearl and/or gets teleported this will not apply

    I kinda got this idea from the origins mod but this is again is just another way to make minecraft more realistic and to keep pvp a movement based aspect of the game also it kinda ties along with boosted knock-back which is another realistic aspect of the game

    I would love to see u/jeb_ 's thoughts on this and redditors what are your thoughts on this as it would change the game tremendously and might make some people mad about how complex it is but it still keeps the basic stuff that jeb already has mad in the game

    submitted by /u/Zavico
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    The respawn anchor shouldn't lose its charge when you mine it.

    Posted: 19 Mar 2021 12:53 PM PDT

    Say you place it down and want to move it? Too bad, die 4 times or waste the glowstone.

    Edit: heroder55 suggested only with silk touch.

    submitted by /u/avandoorslaer
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    Buff turtle shells

    Posted: 19 Mar 2021 10:58 AM PDT

    Turtle shells are pretty hard to obtain in Minecraft. You need five scutes, which means you will need to wait for five baby turtle eggs to hatch. Afterwards, you'll need to protect the baby turtles from all sorts of mobs, such as wolves, foxes, zombies, and skeletons. You do all that work, and the only bonus is that it gives a measly 10 seconds of Water Breathing.

    These 10 seconds of Water Breathing really do not matter much, as players can get a normal non-turtle helmet and get Respiration III. Instead of nerfing normal helmets, I think turtle shells just need a buff.

    Instead of giving 10 seconds of Water Breathing, I think turtle shells should give 1 minute of Water Breathing instead. If you think it would be too OP, please let me know down below.

    submitted by /u/Quirky_Yoghurt_9757
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    An idea for adding dog breeds to the game

    Posted: 19 Mar 2021 09:49 AM PDT

    Probably some stupid idea. What if there were multiple instances of the Minecraft tamed wolf in the code so that each of them had their own texture, but in the built-in resource pack they all looked the same. This would allow for someone making a texture pack to take those individual textures and customize each of them to something different. That means that someone who wanted dogs to all look the same could just use the built-in texture, and someone who wanted different "breeds" could add a texture pack, or there could be 2 built-in packs (one normal and one with breeds, or some kind of in-game setting, but that seems too far fetched).

    submitted by /u/CosmicMango33
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    Changes to Moss Carpets.

    Posted: 19 Mar 2021 01:53 PM PDT

    Ah, Moss Carpets, definitely an... uhh... interesting... addition? Everything that Moss Carpets do is literally in the name. And if all you can do is mentioned in a name like "Moss Carpet", yikes.

    So here are some tweaks I would make so that the Moss Carpet can be a ridiculously viable decoration block and not some niche addition everyone will inevitably overlook.

    1. Allow players to stack multiple layers, like Snow. Pretty self explanatory, I have no clue why Mojang didnt go with this initially but ayo

    2. Allow players to place them on ceilings, like Slabs. Imagine having moss growing on the ceilings, a simple addition yet quite a powerful one, especially when combined with the previous change.

    3. Rename them to "Moss Layer" or "Moss Sheet". Moss Carpet doesnt sound right to me, it sounds like someone made, well, a carpet out of moss... words like "layer" or "sheet" make more sense. Hell, you could even just ditch the second word and just have it be called "Moss".

    submitted by /u/theclaridge03
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    When placing an item in a bundle, it should be added to the last slot, so you can cycle through items.

    Posted: 19 Mar 2021 11:48 AM PDT

    Currently, if you want to get something out of the bottom of your bundle you'll have to take everything out, and then put it all back in, which is incredibly tedious and messy.

    But because you can right-click to take an item out of the bundle, and right click to put one back in, if the item was added to the last slot you could quickly right click the bundle multiple times to cycle through the items inside until you get the one you want.

    submitted by /u/Cptbubbles848
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    Compactor

    Posted: 18 Mar 2021 04:43 PM PDT

    The compactor would be a redstone block made with 6 copper ingots, 2 iron ingots and one redstone. It would look like a compressor which would crush things visually, it would also look very mechanical.

    The compactor would do what its name suggests, compacts. Essentially, when you input certain type of resources into the compactor, it would compact into its compacted block. An example of a compacted block is an iron block, so lets say you put 9 iron in the compactor, it would compact it into an iron block.

    This block can be inputted by a hopper and can be outputted by a hopper.

    This would be extremely useful.

    Examples of compactable blocks:

    • Melon Slices -> melon blocks

    • iron ingots > iron blocks

    • copper ingots > copper blocks

    • gold ingots > gold blocks

    • wheat > haybales

    -iron nuggets > iron ingots

    submitted by /u/JaysonOnReddit
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    Improving Beachs and Oceans

    Posted: 19 Mar 2021 10:05 AM PDT

    The Beach could be made longer and going 5 blocks below the sea level, making the part below it flooded. And the Snow ones could be made of gravel instead of sand resurrecting the Gravel beaches.

    Ocean biomes should be changed to work like the mountains in Bedrock betas, the biomes being divided into sub-biomes determined by the height.

    Each Ocean biome has a deep variant, except by the unused Warm deep ocean. Dividing the biomes per height allow control the water color and spawn, so changing the ambience as you dive deeper.

    The water color can be used to simulate the reduction of light in the deepest oceans turning the water darker and creating a dangerous feeling.

    The height also could be used to define what mobs you're going to find as you go down. This could be interesting to addition of a glowing fish to the deeps, squid variations and other creatures that have been suggested.

    With the new height limit a new deep ocean variations universal to every ocean type could be add, like Abyssal ocean and/or Trenches, generating in the lowest height. It could be barren and have hydrothermal vents structures, giant worm tubes and some new kind of renewable source of Prismarine.

    The Ocean monuments can have the loot updated, using the new vessel could be an interesting way (assuming that they are a new storage block).

    Some new dungeon can be added to the new ocean biomes, with new peaces of armor could be added to complement the turtle helmet or a new way to get the Trident as loot.

    Thank you for reading. Constructive criticism is appreciated :)

    submitted by /u/wenlfs
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    Dogs and cats

    Posted: 19 Mar 2021 05:36 AM PDT

    Tamed or untamed dogs should atleast chase untamed cats like in real world but shouldn't chase tamed cats as they may become friendly.

    submitted by /u/pratyush_agrawal123
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    New boss idea

    Posted: 19 Mar 2021 12:07 PM PDT

    As we all know, there are only 2 bosses in Minecraft (not including mini bosses). So I had an idea for a new boss, the giant slime. I'm going ti divide this post into different parts so its not a forest of text.

    What is it?

    The giant slime is a boss that is well, a giant slime. Its not to big though. Its 5 times the size of a slime and has 20 health per stage.

    How do I get it to spawn?

    To get it to spawn you have to go to a structure called the "ancient ruins". There is blue fire big pillars and a regular blue fire on the bottom. To get the boss to spawn, throw 64 slime balls into the fire then place a block of slime onto the hole in the wall to complete the picture of a giant slime. This might be a cool new feature since it adds to the history of Minecraft.

    What does it do?

    The giant slime would jump up high and try to crush you. Once it gets low, it spawns in slimes. This boss also has 3 health bars or "stages". Stage 1 is its normal form, stage 2 is when it gets smaller and spawns in slimes, and stage 3 is when its only twice the size of a slime and doesn't spawn in any slimes. To be fair to the player, every time it spawns in slimes, it loses health and gets a tiny bit smaller.

    What does it drop/Why should I fight it

    It gives the advancement "Slimy situation" and drops 64 blocks of slime. The main thing it drops though is a mob head of a slime. I know this isn't a lot but you can't truly beat the game without it if it was added. Any drop ideas guys?

    How do you like this idea? Put your feedback in the comments. Did I miss anything? If I did tell me.

    submitted by /u/MysteryFuel_
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