• Breaking News

    Minecraft Shooting stars at night.

    Minecraft Shooting stars at night.


    Shooting stars at night.

    Posted: 26 May 2021 02:26 AM PDT

    I think it would be a cool idea if there is a 25% chance of a shooting star at night. If this is in your FOV you would get the luck effect for one day. This would be mostly visual but it would add a way to get luck other then with commands and it would make nights a bit more interesting in my opinion

    submitted by /u/Cosmicgamer2009
    [link] [comments]

    Bees should be able to pollinate from potted flowers too

    Posted: 26 May 2021 07:38 AM PDT

    You might want to create an ambient atmosphere in your aesthetic house. So adding beehives in your balcony, or inside your house would be absolutely amazing... But we could let them stay within our desired needs if they are able to pollinate using potted plants too...

    submitted by /u/RRaf-Tiger
    [link] [comments]

    /summon should be able to summon multiple entities

    Posted: 26 May 2021 06:03 AM PDT

    This always bugs me when I'm trying to spawn a lot or un obtainable mob. This is similar to /enchant being able to enchant incompatible enchants but just multiple mobs in /summon.

    submitted by /u/TheDigitalProdigy
    [link] [comments]

    Naturally generating wheat

    Posted: 26 May 2021 09:04 AM PDT

    Wheat should generate naturally in small quantities, adding to the foraging feeling of early Minecraft

    submitted by /u/MrSlimeOfSlime
    [link] [comments]

    Different desert underground

    Posted: 26 May 2021 11:55 AM PDT

    Deserts should have smooth sandstone instead of regular stone and sandstone, and the smooth sandstone would drop regular sandstone (unless it´s mined with silk touch) so it´s a cobbled variant of sandstone. The sandstone then could be smelted into smooth sandstone. I think this would be a good addition because pyramids or large desert cities need a ton of sandstone, and i dont like digging the entire top layers of deserts away just to craft them into sandstone, the whole desert looks bad after that and you just ruined the spot where you wanted your pyramid/city to be. (Maybe also add sandstone ores and the ability to turn sandstone back into sand by either putting it in a crafting table or a grindstone)

    submitted by /u/Barrabbazz
    [link] [comments]

    Ceramic Rework

    Posted: 26 May 2021 12:39 PM PDT

    Ceramic Rework
    • Furnace:
    1. Stained Terracotta -> Smooth Terracotta (1 from left)
    2. Smooth Terracotta -> Glazed Terracotta
    • Crafting Grid (2x2 formation)/ Stonecutter:
    1. Smooth Terracotta -> Tile Terracotta (2 from left)
    2. Glazed Terracotta -> Patchwork Terracotta (3 from left)

    Personally I think that the ceramic theme in Minecraft is completely incomplete. Yes, glazed terracotta gives unique textures and patterns and is a very useful decorative block. But the world of ceramics is richer than the collection of 16 patterns, and I want to expand it with this modest addition.

    https://preview.redd.it/w7tqenw4pi171.png?width=1024&format=png&auto=webp&s=fe08332dbf9c15c5a026cc0541d1e4d2a1e125d5

    submitted by /u/Embebeber
    [link] [comments]

    The Archeologist

    Posted: 26 May 2021 12:59 PM PDT

    Since archeology might be added in the near future, i think that archaeologist villagers can be a neat addition. These guys can be found in normal villages, archaeological sites, or if there's a fossil underground, there can be their camps on the surface (neat way to find fossils other than mining mindlessly).

    They can, of course, be traded. On each level:

    Novice: (s) brushes and (s) bone meal

    Apprentice: (s) item frames and (s) coal (more expensive to buy than selling coal to armorers)

    Journeyman: (b) clay pots and (b) bone blocks (more expensive than buying bone meal from him)

    Expert: random ceramic shards (s)

    Master: (s) completed ceramic shards depicting Herobrine and (s) ceramic shards depicting standard galactic alphabet with a Mojang Thing at the center. Both are unobtainable by other means.

    (s) = sells these for emeralds

    (b) = buys these in exchange for emeralds

    Job site block: Archaeological table. The function might be the ability to inspect a ceramic shard more closely before being burned into a clay pot.

    submitted by /u/8bit95
    [link] [comments]

    Piranha (Fangfish)

    Posted: 26 May 2021 12:59 PM PDT

    Piranha (Fangfish)

    Note: I know Minecraft will not have hostile real life mobs but this mob is conditionally neutral (is neutral but hostile under certain conditions), If you still don't like it than call it a fangfish instead so it isn't a piranha.

    Behavior: The piranha is a fish that would spawn in rivers in jungle biomes and swim through the river in large groups. They will attack players and mobs that drop meat if you or a mob are in the water and are in close proximity to a piranha or if you hurt a piranha. They do not deal much damage but because there are many of them they can be harmful. If you try to escape they will not chase you like most mobs because piranhas in real life attack humans because they feel threatened and not because they want to kill you.

    Piranha concept art

    Items: upon death, a piranha will drop a raw piranha and a few piranha fangs (0-6). raw piranha can also be caught while fishing in jungles and also can be cooked. Piranha meat is slightly better than other fish meat. The piranha fang can be crafted into a fang trap with three fangs on the top, three on the bottom, and a pressure plate in the center. When a player, mob, or entity is on the fang trap then the trap will close dealing some damage to the player or mob inside and the victim can not get out without breaking the trap or the trap being opened by redstone. The trap will stay open no matter what is inside it if powered by redstone, this allows you to open the trap. The trap can only hold one entity which does not despawn unless it gets out. This can be useful for traps, farms, displays, decoration, etc.

    fang trap concept art

    submitted by /u/_Anonymous_Person_7
    [link] [comments]

    Disabling hostile mob spawns in survival using beacons: a use for mob heads or new beacon base material functionality

    Posted: 26 May 2021 01:35 AM PDT

    I believe it is well and truly high time we had a way of disabling mob spawning locally in survival mode. It is absolutely painful having to cover our grand and intricate builds in torches or make design concessions in order to avoid mob spawning, compromising or sometimes ruining the aesthetics and atmosphere. I have in mind two potential ways of implementing this feature that I believe would be true to Minecraft's theme, and balanced in terms of the time & difficulty of obtaining versus the reward. I imagine these features being implemented alongside those suggested by /u/OldGolld in their great post earlier this month.

    Mob Heads

    Simply feeding a mob head into a beacon could disable spawning of its respective mob within the beacon's area of effect. For example, a zombie head would disable zombie spawning in the area. This would necessitate the addition of spider heads, enderman heads, and whatever other hostile mob heads that are presently absent from the game. With this mode of implementation, the player must collect all types of mob heads to completely disable mob spawning in the area, presenting a potentially difficult and lengthy but highly rewarding challenge. Furthermore, the individual disabling of certain types of mob spawns would have heavy implications for uses in hostile mob farms, making it much easier to farm a specific type - creepers come to mind (You might see this as a pro or a con depending on how you feel about spawn mechanic exploitation).

    This feature may also lead the developers to change the way mob heads are obtained in survival if the existing method of killing mobs in charged creeper explosions seems too tedious. Perhaps mob spawners could drop heads (no good for endermen). Maybe they could simply be an ultra-rare drop (boring?). Or they could drop as a reward for killing a certain number of that mob type (more tedium). Maybe each mob type could have different novel ways of killing required to obtain the head - charged creeper explosion for creepers, blown up by ghast for skeleton, burned by blaze for zombies, etc. It is admittedly tricky to balance between fun challenge and annoying tedium.

    Beacon material properties

    The alternative to the mob head idea is to attribute spawn proofing properties to all beacon materials, increasing in effectiveness according to the tier. The selectivity feature could be somewhat implemented this way by having each material grant the ability to block a certain type of mob from spawning in lieu of the tier 2 effect. For example, copper for spiders, iron for zombies and spiders, gold for skeletons, zombies and spiders, diamond for all overworld mobs. Perhaps netherite beacons could block all overworld spawns, but as a special ability it would also kill any hostile mob that comes into its area of effect by setting it on fire.

    Otherwise, the spawn blocking ability could be limited to netherite beacons only, allowing for the other beacon base materials to have their own unique abilities. Furthermore, the netherite beacon could still require the mob heads in order to block mob spawns, adding to the amount of work required to obtain the ability. Either way, this feature would give long overdue functionality to the different beacon materials available in the game.

    Thanks for reading, I hope I was able to convey my ideas clearly. I encourage you to share your opinions, if you think we don't need it, doesn't fit, too OP, whatever it might be. Also please share your thoughts if you have anything to add to the idea.

    submitted by /u/mowing_the_air_rand
    [link] [comments]

    You can select what item you need to get from bundle using mouse wheel

    Posted: 26 May 2021 10:50 AM PDT

    Currently if want to pick up one item from the bundle you will need to pick up every item from the bundle to get this item.

    Adding ability to choose item using mouse wheel will fix this and make using bundles less annoying

    submitted by /u/ArtemusChannel
    [link] [comments]

    End spikes/ pillars

    Posted: 26 May 2021 11:31 AM PDT

    The End Spikes (obsidian pillars) should be able to spawn in the outer end islands, about as common as End cities, and have chests on top or inside instead of the crystals. They could put a chest on top with an efficiency (random value) diamond pickaxe and then have a chest a few blocks underneath to dig to it with the pickaxe you got from the top.

    submitted by /u/Makefunof_everything
    [link] [comments]

    Villager houses should have foundations

    Posted: 26 May 2021 11:37 AM PDT

    I know it is not a big deal because no one sees it but the floor generates into the ground and I find it just strange that immediately underneath the walls at floor level is just dirt like they were built in a pinch, for example the floor layer of the cartographer's house is like this (D = Dirt, P = Planks, C = Cobblestone, W = Wood): DDDDD DPPPD DPPPD DPPPD DPPPD DPPPD DDCDD For realism should have some sort of foundation like this: CCCCC CPPPC CPPPC CPPPC CPPPC CPPPC CCCCC I know Minecraft does not have physics so this kind of foundationless building is OK, but it is still very strange and generated structures should at least not do it

    Many builders make unexposed floor blocks under walls be just dirt because no one will see them, how making them cobblestone instead because a dirt foundation does not make sense

    submitted by /u/Asadefa
    [link] [comments]

    Violet Jungles

    Posted: 26 May 2021 01:36 AM PDT

    They are a rare biome that spawns in the end islands. There are 3 main features in this biome; violet trees, ender shrines, and corruptids.

    Violet trees are a shade of dark purple, and they have 3 variants; underbrush, normal growth, and giant. The Underbrush trees are like over world oak trees, except they have flatter leaf growths. Normal growth trees are about 8-15 blocks tall, and about 15-20 wide. The branches spread out like cobwebs. Giants are 30-50 blocks tall, they have 3-4 layers of leaves, spreading in the same fashion as normal growths.

    Violet logs are 20% more durable than oak. Violet leaves can be smelted into purple extract, then 3 of them in a bowl can be ground to purple powder. When brewed with a thick potion, they become purple steam, which serves as an alternative to dragons breath.

    Violet vines are 30% faster to climb than ladders and other vine variants.

    Violet grass is a block that resembles end stone with a purple top, similarly to grass blocks. They are mined with a pickaxe, but can be shoveled to make a path block.

    Violet lakes spawn rarely inside the biome. Water placed inside the violet jungle biome is deep purple and poisonous to any non-ender mobs. Endermen can swim in this variant of water.

    Ender Shrines are found commonly in the violet jungle. They are made from cracked end stone bricks and purpur. They sometimes have chests, which can contain some loot, such as endear pearls, gold, iron and occasionally diamonds, and some chorus fruit.

    There are ender conduits in the shrine. They cannot be crafted and are only found here. They are also only mineable with a silk touch pickaxe of gold, iron or diamond(no netherite). When placed on a platform of purpu, with an iron block in the middle, they give off an effect that is only active in the end, where every player in a 64 block radius is immune to hostility by ender men. Even if they are attacked, ender men will not act hostile towards players under this effect.

    Corruptid towns generate above violet lakes. About 30% of violet lakes will have one. There are 10-12 houses in a town. They are inhabited by corruptids, half villager half ender men.

    They have villager like behavior, and they are scared of endermen(though endermen are not hostile towards them). They can trade end related items, such as pearls, ender eyes, purpur, chorus fruit, etc.

    (Possible idea, though maybe not) Sleeping pods are found in these towns. They are not craftable. This is the only way to sleep in the end dimension. They are powered by violet extract, and have 3 times before they run out. Every time you respawn at one, you are given the wither effect for 5 seconds. They offer the benefit of teleporting you back at every near death instance(at 1 heart), but then you are most likely to die due to the wither effect. This prevents you from losing your stuff in the void or at unknown coordinates.

    Another part of this is a lore bonus. A theory of the history before the player joins was that an ancient civilization moved most of its population to the end to escape the mobs, but then were converted into endermen. Corruptids are those that gained some immunization to the corruption, and retained their villager like aspects, although changing visibly.

    Edit: Corruptids are 2.5 blocks tall, cus theyre half endermen, half villager.

    That's it. Thanks for reading, critique is welcome.

    submitted by /u/Lobotomized_Cunt
    [link] [comments]

    Zombified piglins can spawn with gold armor and/or gold axes/crossbow naturally

    Posted: 26 May 2021 09:20 AM PDT

    Zombified piglins with armor and crossbow spawns like normal zombified piglins.

    Zombified piglins with axes spawn only near or in bastion remnants.

    submitted by /u/Crafterz_
    [link] [comments]

    Arrows shot through lingering potions should give a small dose of that effect, similar to flaming arrows and lava.

    Posted: 25 May 2021 09:22 PM PDT

    Basically, the effect would be more limited than a normal tipped arrow (shorter duration/less damage from harming). But it could allow for several people to use an area to shoot large quantities of tipped arrows, with a limitation on mobility

    submitted by /u/bkuncel42
    [link] [comments]

    Bartering gives experience

    Posted: 26 May 2021 01:43 AM PDT

    If you barter with piglin you get some experience.

    submitted by /u/Crafterz_
    [link] [comments]

    Enchantment that makes your bow/crossbows range larger and more accurate

    Posted: 25 May 2021 05:52 PM PDT

    For a while I thought power increased your range but I was wrong. It would be nice if there was an enchantment that made your bow/crossbow shoot a larger distance. It would make sense if they did this by making the arch or however it flies less curved so it can fly further and be more accurate too (depending on the level)

    As far as names. If the very very extremely small chance Minecraft devs see this I wanna let them decide. but one idea for the name is: "snipe" so like "snipe 1" "snipe 2" ect

    submitted by /u/Mineturtle1738
    [link] [comments]

    TNT mine cart drops iron

    Posted: 26 May 2021 08:41 AM PDT

    Well since the mine-cart is solid iron it should be able to not completely destroy the cart and only a few bits so it drops a random amount of iron from 1-4 which is from the mine cart.

    submitted by /u/TheDigitalProdigy
    [link] [comments]

    Empty Disc / Music Disc (player.name - disc.name)

    Posted: 26 May 2021 06:18 AM PDT

    Obtaining: Creepers killed from Skeletons or Strays during the day from a flame arrow have a very small chance to instead drop an Empty Disc. Empty Discs can also be found occasionally through Mineshaft and Desert Temple chests.

    Use: When used by right clicking while holding the Empty Disc, it will start recording all sounds produced from Note Blocks and Jukeboxes that can be heard from the player using and holding it. Switching or dropping the item mid-recording cancels the process. After 3 minutes, or when the player uses the item again, the recording stops. When the recording ends, it'll give the player the opportunity to name the disc, making it a Music Disc with the player's name and their name for the disc. A Music Disc made this way can be used in Jukeboxes just like regular Music Discs and will make the sounds the Empty Disc listened during recording only from Note Blocks and other Jukeboxes.

    submitted by /u/123DJ321
    [link] [comments]

    Nether Caves

    Posted: 26 May 2021 03:33 PM PDT

    Well since Minecraft is getting a cave update the nether should also have a better cave system, like nether mineshafts, large caves, etc.

    submitted by /u/bobereqqyt
    [link] [comments]

    Rust Enchantment (Curse)

    Posted: 26 May 2021 03:24 PM PDT

    This enchantment/curse would make your sword weaker and break faster, the only way to remove it would be a grindstone and it would replace mending, this enchantment would add naturally to iron swords over the span of 30 hours but you could add this enchantment to any sword by burning them in fire (doesn't work on lava)

    Level 1: -10% attack reduction and -5% durability reduction (Sharpness 5 iron sword would deal only 8 damage and would have about 500 durability)

    Level 2: -20% attack reduction and -10% durability reduction (Sharpness 5 iron sword would deal only 6 damage and would have 450 durability)

    Level 3: -35% attack reduction -20% durability reduction (Sharpness 5 iron sword would deal only 4 damage and would have 250 durability)

    Level 4 (Maximum): -70% attack reduction and -50% durability reduction (Sharpness 5 iron sword would deal only 2 damage and would have 150 durability)

    Anything above level 4 would deal no damage or just instabreak (only achievable by commands)

    submitted by /u/Successful_Problem30
    [link] [comments]

    Colored beacons

    Posted: 26 May 2021 03:16 PM PDT

    So what if we were able to make stained beacons and what colour the beacon is is the color if the beam of light. Now i know about putting glass and changing it that way but sometimes its a little bulky. Just think about it stained beacons

    submitted by /u/Reddit_user1157
    [link] [comments]

    Bundles need only one rabbit hide and one string to craft, but are consumable.

    Posted: 26 May 2021 11:27 AM PDT

    TL;DR: Bundles should be cheaper to craft, but break once you open them.

    Bundles were removed from the snapshots because they do not fit into the current gameplay progression:

    • Too expensive to be used early game
    • Too useful to be made cheaper
    • Too useless for late game play.

    Bundles are supposed to be a quick storage for exploration and chest looting, as well as used for gifts to other players.

    We can solve two of the problems for bundles by making them cheaper (one string one hide, craftable in the player inventory, and easy to get when traveling) and making them consumable (offsets the now cheap cost).

    What I mean by consumable is that current bundle functionality remains the same except when you open the bundle, the bundle breaks. Bundles were never intended to be used as long-term storage, so this solidifies the fact and balances them. Ideally, people would need bundles when they are early-mid game exploring, and want to gather as many materials/loot/items as possible to later put in a chest. One rabbit hide is easily obtained if you know where to look, one string easily obtained on the move as well, making these new bundles perfect for exploration.

    Yes, this will make managing items in bundles near impossible (since once you open them you break it) but for an early game inventory management and storage solution, it feels perfectly balanced. Once you get an enderchest/silk touch pick (and possible even earlier) bundles become obsolete anyway. As for gifts, consider bundles like wrapping paper (throw away when you are done).

    Crafting recipe like this:

    [ string ] [ empty ]
    [ rabbit hide ] [empty]

    or anywhere in the table (string on top of hide).

    submitted by /u/bibizu
    [link] [comments]

    Fashion

    Beauty

    Travel