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    Minecraft You should be able to place Brown Mushrooms on the sides of trees, and they should naturally spawn that way in Taiga biomes.

    Minecraft You should be able to place Brown Mushrooms on the sides of trees, and they should naturally spawn that way in Taiga biomes.


    You should be able to place Brown Mushrooms on the sides of trees, and they should naturally spawn that way in Taiga biomes.

    Posted: 04 Apr 2021 12:05 PM PDT

    Growing up near a lot of pine forests, one thing you see a lot of is Bracket fungus; Half dome shaped mushrooms that grow on the sides of large trees.

    So my proposal is that Brown Mushrooms, in a similar fashion to Cocoa beans, should be able to be placed on the trunks of trees, turning them into Bracket fungi; and these should be very common in the Taiga biome, although possibly show up in the other forest biomes.

    If you want to take it one step further, perhaps using Bone meal on them could transform them into Mushroom slabs; which can be stood on by players, and used in the place of the other slab blocks.

    Just a fun little quirk to add, to flesh out the item a little more.

    submitted by /u/ClericDude
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    Glowing Banners

    Posted: 04 Apr 2021 01:24 AM PDT

    Glowing Banners

    Glowing Banners have the potential to be incredibly useful in game. Just like glowing signs, the glowing effect is removed when there is a presence of light. To add the glow effect, you must right click onto the banner to add the glowing effect to the latest layer added. To add to previous layers, you right click the banner to add to the next layer until all layers including the base banner is all glowing. To add to previous layers without effecting later layers you will need individually add it during the banners creation.

    Evolution of a banner having glowing ink sac applied to the banner in stages.

    EDIT/NEW IMAGE: Comparison between glowing and non glowing banners

    Support the suggestion on feedback.minecraft! EDIT: Post Auto Deleted

    submitted by /u/OldGolld
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    Ziplines

    Posted: 03 Apr 2021 07:49 PM PDT

    Ziplines

    I propose a brand new kind of transportation:

    The Zipline

    A zipline is a device which connects two log blocks with a thick cord crafted from wool blocks and slime, like a heavy-duty leash with a range of several dozen blocks.

    Right click the zipline to attach yourself to it, and you'll be able to move very quickly back and forth along it using the normal movement keys, as if on a track. You can also stop moving and hang in midair, or disembark midway through a flight by crouching.

    Janky mock-up of the zipline

    A zipline can carry you both upward and downward at will, but climbing is much slower than descending, and the steepness of the cord determines the rate at which you can traverse it.

    This offers a new short-range travel solution for crossing large gaps with minimal construction, since you only need to set up the anchors and then carry the cable from one to the other.

    There are still disadvantages, however: You can't string up ziplines in sequence, which means you can't turn corners or extend the line indefinitely. Also, the laborious crawl up an incline will make you very hungry. If you want longer, more complex tracks, minecarts will still be an option.

    Another use for the zipline comes from another item:

    The Hooked Chest

    Hooked chests can be hung from ziplines using a copper hook, and behave similarly to chest minecarts. A hooked chest can be propelled by bumping it, pushing it with a water current, or bouncing it along with slime-pistons. It will zip along the line just like a player, coming to rest at the opposite anchor, and interacting appropriately with hoppers along the way. In cases of steep lines, the hooked chest might slide downward on its own, allowing automatic one-way travel, but be very difficult in the other direction.

    Hooked Chest

    Hooked chest in action

    I think the independence from the standard block grid would make this mode of item and player transportation especially powerful under the right circumstances, not to mention the decorative building potential.

    submitted by /u/Trigonaut
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    Ender Dragon & Wither Boss Battle Themes + Discs

    Posted: 04 Apr 2021 11:12 AM PDT

    I think it would be neat if a song played during their fights or something and you could obtain their discs either through like killing them in a creative manner or finding them in their related structures ex: End cities & Nether fortresses.

    I can't make music but if anyone wants to try I think it would be neat.

    I would title the Enderdragon Disc "Freedom" and the Wither disc "Withering Heights".

    submitted by /u/noonyeyz
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    Deafness potion

    Posted: 04 Apr 2021 09:50 AM PDT

    There is already blindness potion, why not add a deafness one?
    Deafness potion does not produce sound when thrown.
    Deafness potion disables the subtitles.
    The witch can throw deafness potion at you when approaching from behind.
    Mobs don't start attacking you without directly seeing you.
    Obviously, when a player is affected by it the sound is disabled.
    It might seem useless because of invisibility potion, but it lets you wear armor and carry items.

    submitted by /u/stevegamer_
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    Minecart variants drop the right item when broken

    Posted: 04 Apr 2021 08:39 AM PDT

    When you break a chest minecart, it drops a minecart and a chest. It would be much more convenient for minecart-based systems if it dropped a chest minecart instead. This would apply to all other minecart variants as well.

    Edit: There could also be a crafting recipe to take the chest out of the minecart. Placing the chest minecart in the crafting grid yields a chest and leaves the minecart in the grid. Again, this would work for all minecart variants.

    submitted by /u/Legoman1342
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    Echoes in caves or unexposed areas.

    Posted: 04 Apr 2021 04:58 AM PDT

    since caves are going to be absolutely massive in the Minecraft cave update, it would make sense for them to have echoes. mobs from nearby would seem louder just to scare the player and could even introduce more cave noises; for example, a creeper hissing behind you would actually just be a noise. Man made echoes could also enhance the reach of skulk blocks and attract Wardens from farther away.

    submitted by /u/CodIndependent3181
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    Grass-related blocks should have some sort of NBT data that determines it's shade when mined with Silk Touch.

    Posted: 03 Apr 2021 10:40 PM PDT

    Let's say you are in a Desert biome, and want to terraform an oasis with a lush shade of grass. When you bring your own grass over, no matter which biome it came from it's always going to be the "dry" shade when you place it down.

    I think that, if you have Silk Touch, it should keep the color of whichever grass you mined with it. It would be great for an extra layer of decoration. This new NBT data could be used in conjunction with the Debug Stick in Creative Mode to swap between biome shades.

    submitted by /u/Desert_Tortoise_20
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    Ancient Tomes (Adding Customisation to Enchanted Items)

    Posted: 04 Apr 2021 02:30 AM PDT

    Ancient Tomes are items that can be found by using the Archaeology system. These Ancient Tomes can be used in conjunction with the Enchantment Table by right clicking on the block. A regular book will eject itself, with the Ancient Tome replacing it, akin to how a Music Disk interacts with the Jukebox. Any item enchanted through an Enchantment Table with an Ancient Tome will have a different colour to the default purple hue. The colour will depend on the type of Ancient Tome used, with many different variations of colour being possible and some being more rare than others. A different Ancient Tome or regular book can be used on the Enchantment Table to get the Ancient Tome back. All regular books will obviously retain the ability to make enchanted items glow a default purple.

    Edit: Turns out, someone on the feedback site has already posted something very similar to this idea. I'd suggest taking a look and voting for this idea also. Link to the suggestion.

    submitted by /u/OrderOfTheFly
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    Implement the 20w13a end generation as its own island type.

    Posted: 04 Apr 2021 12:29 PM PDT

    In the newest snapshot, we saw a bug affect the end in a never before seen way. It looked amazing, although it was a little broken, so people want it in the main game now.
    The problem, however, is that these islands are a pain to climb, and would generally be very empty.

    The solution: Make one out of 16 or so islands have a (polished and fixed variant) of the generation. It will introduce some much needed terrain variety to the end.

    submitted by /u/LolbitClone
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    Iron gates that connect to iron bars.

    Posted: 04 Apr 2021 08:45 AM PDT

    The iron doors on the cells in strongholds don't actually connect to the iron bars. They also don't really look like cell doors.

    What if iron gates were added?
    They'd be in the b middle of the block, so they'd connect to the iron bars, and they'd have a texture that kind of looks like iron bars.

    In terms of functionality, they could be the same as iron doors. But as this isn't so interesting and begs the question "why even add it?", they should be unique in some way.

    I suggest having them only require redstone to be opened, while they can be closed easily by hand. This would make them work a bit like real life hand cuffs, and would allow you to easily lock up mobs or players, making them a very good fit for cell doors.

    submitted by /u/Mr_Snifles
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    Iron doors connect to Iron bars

    Posted: 04 Apr 2021 01:22 AM PDT

    Make this possible, prisons cells will be so much simpler if this was implemented!

    submitted by /u/YT-Squish125
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    Signature Mob Weapons

    Posted: 04 Apr 2021 01:42 PM PDT

    So, plenty of mobs have some sort of signature weapon (I'm not counting mobs like zombies that can just have pretty much any weapon). Most of these said mobs have a very small chance of dropping these weapons. However, the weapons they drop are just their normal variants, with nothing special about them and not really justifying the rare drop rate. For example, wither skeletons always have stone swords, but the swords they drop are just the same as normal stone swords. At this point in the game you probably could make PLENTY of stone swords, and you may even already have an iron or even diamond sword, rendering the stone sword pretty much useless. I have a solution to this issue! The weapons these mobs would drop would be very special indeed. They wouldn't be able to be repaired or enchanted, but would have a unique ability that cannot be obtained anywhere else. They would still have durability, however, so use them wisely.

    Swords

    Gilded Sword (Piglin)

    -If you attack any non-pig mob with this sword, all nearby piglins will also attack (assuming you are wearing gold armor of course)

    -Can ONLY wear gold armor or else the abilities don't work

    Fetid Gilded Sword (Zombified Piglin)

    -If you attack any non-pig mob with this sword, all nearby zombified piglins will also attack (would be very useful in the nether where there are zombie piglins everywhere!)

    Charred Blade (Wither Skeleton)

    -Every hit deals withering for 3 seconds (no, this isn't OP because it's still a stone sword that can't be enchanted to increase damage or durability)

    Battleaxes

    Gilded Battleaxe (Piglin Brute)

    -If you attack any non-pig mob with this axe, all nearby piglins will also attack no matter what

    -While wielding, piglin brutes will become neutral

    -Gives you 4 hearts of absorption when holding, but you can't wear armor

    Bows

    Chilling Bow (Stray)

    -All neutral arrows (arrows without existing potion effects on them) fired from this bow will deal 10 seconds of freezing

    Add on to this in the comments!

    submitted by /u/GZB2007
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    Torches and candles should be interchangeable in certain recipes.

    Posted: 04 Apr 2021 02:48 AM PDT

    Pretty simple: when crafting a lantern or a Jack-o-lantern, you should be able to to use either a torch or a candle.

    I've seen many posts about how the candle should replace the torch in these recipes. But that would make these recipes a lot less accessible, which would be sad as they're just decorative items.

    I think, instead of replacing torches by candles, they should be interchangeable.
    If we can craft lanterns and jack-o'-lanterns both ways, there won't be any disappointing moments where a player expects to be able to craft them and somehow can't, even if it makes perfect sense.

    submitted by /u/Mr_Snifles
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    Player's Book: the crafting book on steroids

    Posted: 04 Apr 2021 03:29 PM PDT

    Ok, so we all know the crafting book and how it works..

    so what if we expanded it :)

    1. Expand to all tables

    The Player's book (name WIP) grows similarly to a diary, or a wikipedia article. The more things you interact with, the more things you understand, and thus more recipes written down. This should extend past the crafting table and furnace (and I guess technically the stonecutter) to the potion table and ... well, ok, just the potion table, but also eventually the fletching table when they decide to update it, and also any future tables that might make its way into minecraft

    2. Items and Blocks Dictionary

    Ever come across a block and you think to yourself "huh, that's kind of cool.. wonder what it does" so you press F3 to look up the name and you google it and find out "oh, this is a magma block. It hurts when I step on it"?

    Yeah, me neither because I memorized all the blocks... however, lots of people with less free time than I don't have the luxury of getting to memorize a massive catalog of items, or they're brand new and don't have the proper resources to educate them in the necessary way.
    I'm not saying write out a paragraph for each item, but at least the efficient tool(s) needed to mine it, mobs that drop it, or uses outside of building (or crafting, if it's an item)

    3. Mob Dictionary

    Just the item and block dictionary but for mobs. Show how much health, damage, extra effects, then also hostile/neutral/passive, their main biome(s)

    4. Other

    I also see this as being an amazing area for lore and story telling. If just a couple of mobs (either bosses, most common, only legacy edition mobs, y'know something like that) had a small something to tie off the lore enthusiasts, we would be absolutely golden, and have so much more content! If anyone knows the game Risk of Rain (both 1 and 2), they have amazing lore entries for every item and enemy (definitely over 200) and the lore community is still exploring the game even after it being released in 2013

    I also think the keybind should overrun the achievement key, as achievements can just be another tab in the book

    submitted by /u/Burning_Toast998
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    Chorus Birds

    Posted: 04 Apr 2021 09:00 AM PDT

    Minecraft has a lack of variety of mobs in the outer End islands. I understand that the End is meant to feel empty, and personally, I like that vibe; however, I feel as though the outer islands should be less so. As they're only realistically accessible after defeating the ender dragon, the supposed final boss, they're essentially a reward for the player's effort. End cities and end ships help, but in comparison to the Overworld and the Nether, they're much less fun to traverse. Due to this, I've come up with the following:

    Chorus Bird

    • Chorus birds have sixteen health points or eight hearts

    They don't take fall damage, which (along with their gliding/flying ability) is connected to the usage of their drop

    • They're neutral, and they become hostile if you attack them or a nearby baby chorus bird

    Nearby chorus bird adults will not attack if you attack an adult

    Baby chorus birds are passive

    They attack with their beaks, which deals one heart of damage/two health points (they also have a head jutting animation to accompany this)

    Hostile ones can chase after players using elytra (they can't hit players in the air; however, they're fast enough that it isn't a worthwhile method of escape)

    Once defeated, they occasionally drop their feathers, which can be combined with splash potions to create gliding potions (these are essentially splash potions that can go further in the air before impact)

    • Chorus birds spawn in packs of two to three (with a 20% chance that one is a baby)

    They aren't rare, but they aren't nearly as common as endermen

    Adults and babies can be herded into bigger groups using chorus fruit

    • They're able to "pick up" chorus fruit dropped on the ground (this has a cooldown of a single day)

    Once doing this, they will sing a tune, and if multiple are gathered together, they'll harmonize (this is based on the original reason for the naming of chorus fruit)

    Baby chorus birds can sing too, although in a higher pitch than adults

    Chorus birds sing for a longer duration of time when other chorus birds are around (although all chorus birds have to be fed)

    If they're right-clicked with chorus fruit, they enter love mode instead (the cooldown for this is connected to the singing cooldown, meaning they can't be bred and sing in the same day)

    submitted by /u/JustAGuyNamedEli
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    Bringing actual physics to the minecart - utilizing booster tracks!

    Posted: 04 Apr 2021 01:19 PM PDT

    Bringing actual physics to the minecart - utilizing booster tracks!

    As it is right now, minecarts do not have any actual physics applied to them. This is unrealistic and in many ways, unfun. It should not stay that way. The problem however, is that the current minecart behaviour is utilized in many machines.

    The solution: Using an (activated) booster cart as the last rail of a railroad, you can actually activate minecart physics! This allows people to choose whether they want to utilize physics or not. The cart will behave like it would in the real world, with its velocity determining the speed and angle it flies off the track.

    This gif shows some of the possible ways a minecart could go, with the first image being the default variation without a booster track at the end.

    submitted by /u/LolbitClone
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    New Dye: Spring Green

    Posted: 04 Apr 2021 12:34 AM PDT

    New Dye: Spring Green

    The potential for a new dye with the brand new glowing ink sac is too good to miss, therefore adding one new dye with its new counterparts like wool, glass, banners, etc has a positive outcome for everyone. I introduce: Spring Green.

    It is directly based off a Classic/Alpha Minecraft wool color.

    The crafting recipe for Spring Green dye

    Spring Green will be crafted from the new glowing ink sac.

    Concepts of blocks to be used on Spring Green dye

    Concept of Spring Green dye being used on a banner (Isnt meant to glow as it is right here)

    Concept of Sheep with Spring Green dye

    This would bring more variety into the game. Technically there would be an additional 15 more dyes to go with the optimisations of computer systems but otherwise this has good potential for more colourful pixel art.

    submitted by /u/OldGolld
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    Jukebox on a minecart!

    Posted: 04 Apr 2021 12:30 PM PDT

    This is a small fun idea for a new minecart type- The Jukebox on a minecart! The jukebox on a minecart would be, as its name suggests, a jukebox on a minecart which plays music and moves! This could be useful for stuff like map making, where a player is followed by an invisible jukebox on a minecart that plays ambiance music. It's a small thing, but could be fun!

    submitted by /u/TheGreenCat5
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    Make a GUI for every rideable mob

    Posted: 04 Apr 2021 02:08 PM PDT

    So only horse, mule, skeleton horse, and donkeys have a GUI where you can put and take off saddles and armors (only for horses), but not pigs or striders. They should add a GUI for both pigs and striders, but of course, not armor slot so you can't like put a iron horse armor on a pig. It's just sad how you get the saddle off... you have to kill it just to get the saddle back. It would be cool if you can use your saddle over and over again without losing you weapon's durability or your saddle falling into lava when you kill a strider that had a saddle or anything else. What do you think about this suggestion?

    submitted by /u/no_username6398
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    Honey blocks should have players get stuck to them on the bottom and if they slide into another honeyblock, they will slide down and get stuck to it's bottom.

    Posted: 04 Apr 2021 08:36 AM PDT

    I mean it's honey, it's very sticky. Prevents you from moving. But yeah, their is gravity. But this would make for interesting new parkour maps and just be helpful. I couldn't find this in the fps, nor suggested, so if it has, sorry about that. Anyway, I think it would be logical and gives more use to honey blocks. EDIT: Changed Flair

    submitted by /u/CosmicLightning
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    Leather armor will reduce the vibration produced by the player

    Posted: 04 Apr 2021 04:02 PM PDT

    Well if wool can block vibration why we don't have this feature for leather armor?

    submitted by /u/ArtemusChannel
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    Enchantment Idea: Trauma

    Posted: 04 Apr 2021 03:53 PM PDT

    Enchantment: Trauma

    Cause severe effects to those already affected

    Deal up to an extra 25% damage (or so.. if you think this is too much, let me know) when attacking an enemy multiple times. Hitting an enemy with this enchantment stacks a debuff effect with each level causing an extra 10% damage to be dealt up to the max of the enchantment level

    Level 1: Max 30%

    Level 2: Max 50%

    Level 3: Max 80%

    Level 4: Max 100%

    Level 5: Max 150%

    Can be cast upon Swords, Bows, and Axes

    submitted by /u/Burning_Toast998
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    Freezing

    Posted: 04 Apr 2021 03:50 PM PDT

    You get freezing effect when snowing in cold biomes

    submitted by /u/villager47
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