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    Minecraft 1.18 Experimental Snapshot Feedback!

    Minecraft 1.18 Experimental Snapshot Feedback!


    1.18 Experimental Snapshot Feedback!

    Posted: 13 Jul 2021 04:17 PM PDT

    1.18 Snapshots have started!

    With this first experimental snapshot there is a lot of feedback needed!

    This is an experimental snapshot so you will have to manually download it to test!

    —Points of Interest—

    • Cave generation & deeper worlds
    • Ore distribution
    • Mountain biomes!
    • New terrain blending (Hills and such are no longer part of the biome)
    • Cave biomes!
    • New monster spawning (only in complete darkness)

    —Links—

    Extra snapshot info here, including the changes as well as how to download!

    —STAY CHILL—

    Keep feedback and discussions civil!

    submitted by /u/Planemaster3000
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    Witch hut cauldrons should have unbrewable potions in them as loot.

    Posted: 13 Jul 2021 10:05 AM PDT

    Think about it, Witch Huts don't have any sort of loot, unless you count a cauldron and a black cat for you to tame. If witch hut cauldrons had unbrewable potions, such as potions of haste, potions of luck, potions of blindness, etc. , they would be way more valuable, and would make them a structure you'd actually want to find, rather than just ignore.

    submitted by /u/Swaagopotamus
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    Being able to breed tamed parrots

    Posted: 13 Jul 2021 01:25 AM PDT

    Why?

    It would be nice to have many parrots, even if you live far away from a jungle, so when you find a jungle, you have to take only two parrots, then breed them when you're home to have more parrots!

    How?

    First, you give two parrots seeds. Then they breed, and after breeding, one of them will go to the nearest hay bale (hay bales could work as nests) and lay a few eggs that will hatch soon.

    What would baby parrots be like?

    They would be a like adult parrots, but smaller and maybe a bit fluffy. They could be fed with seeds or melon slices. And, maybe a fun feature would be that if you drop a melon slice on ground, an adult parrot would pick it up and bring it to it's baby.

    submitted by /u/CherryAxoltotl
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    Bonemeal should work on vines and cactus

    Posted: 13 Jul 2021 07:09 AM PDT

    Title says it all. Since bonemeal already works on all the other plant based blocks I think it only makes sense to make it work on vines and cactus.

    submitted by /u/Stormy7266
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    A small change is seriously needed for the deepslate crafting recipes.

    Posted: 13 Jul 2021 02:23 AM PDT

    So I needed some deepslate tiles and bricks for a build, so I grabbed my silk touch pickaxe and mined around 3 shulker boxes worth of deepslate, little to my knowledge that regular deepslate is involved in none of the crafting recipes (Not even compatible with a stonecutter) and instead requires cobbled deepslate. Now if I want to make this stuff useful, I have to place and re-break 5184 blocks to turn in into cobbled form before I can turn it into bricks and tiles.

    This makes absolutely no sense as stone bricks require regular stone while deepslate bricks require the cobbled variant. At least make regular deepslate compatible with stonecutters. This is ridiculous.

    submitted by /u/BradenStew
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    New Jack O' Lantern Recipe

    Posted: 13 Jul 2021 07:26 AM PDT

    Now that 1.17 is out, I just think that jack o' lanterns should be made of a carved pumpkin and a candle instead of a torch. That's it.

    Edit: After reading some of the comments, I realized I'm also fine with torches staying in the recipe, and just another recipe being added where candles could be used.

    submitted by /u/StrangePotato2002
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    eating cakes with full hunger

    Posted: 13 Jul 2021 10:47 AM PDT

    simply you can eat them to at least get some saturation or change their shape/size, you might get effects like nausea or slowness for eating too much tho, cakes aren't even that good

    submitted by /u/lool8421
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    Bow enchantment to enable you to get loot from mobs without going to their corpse.

    Posted: 13 Jul 2021 02:08 PM PDT

    In the nether, it really sucks to see ghast tears fall into lava while fighting ghasts. Wouldn't it be nice to add an enchantment to enable the loot to fly to you automatically after killing a mob with the bow?

    Let's call it Gravity I.

    EDIT: Attraction I and Telekinesis I are more suitable names.

    submitted by /u/etrius460
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    Deer (and Reindeer)

    Posted: 13 Jul 2021 02:31 AM PDT

    Do you know what biome is REALLY missing something unique and interesting? The Birch Forest.

    It's such a shame that the Birch Forest has literally nothing other than Birch trees to set it apart from the regular forest.

    What if the Birch Forest had its own unique mob, the Deer!

    Deer spawn in groups of 4-6, forming a small "Herd". They have 12 health as adults, but only 6 as babies.

    Similar to Cows, the Deer would have features of both Male and Female, as such all Deer would have Antlers. Deer can be bred with Apples. However, unlike all other mobs, only ONE deer can be fed to breed. ALL OTHER DEER then fight each other for dominance (they ram each other and lock antlers but don't do any actual damage to each other). The deer who makes it to the one in love mode first gets to breed.

    You may want to breed deer, because when they reach adulthood, they will drop an Antler Horn. These have the following uses:

    1) They can be shot from bows, dealing 25% MORE damage and going farther than an arrow.

    2) Two of them can be added to helmets to give them some "inherent Thorns", doing 1 heart of damage to anything that hits you. This actually stacks with Thorns as well. But this does make the helmet slightly less durable. The horns are visible on the helmet.

    Baby deer are under threat, though. They are hunted by Skeletons, Foxes, Polar Bears, Cats, Ocelots, and Spiders. The other deer in the herd can knock these beasts back slightly, but they can't damage them.

    To the player, Deer are actually Neutral. Per hit, there is a 50% chance the herd will scatter and run, or a 50% chance they will all charge you, each deer charging at you once. If they hit you, they will knock you back a bit and do 1 heart of damage per hit.

    Killing a Deer drops Leather and Venison. Venison is as nourishing as Mutton. But is it worth the risk killing Deer for their Venison? Well that's up to the player to decide.

    0.5% of naturally-spawned Deer in Birch Forests are Albino deer.

    Deer can also spawn in snowy biomes, but as Reindeer. They act the same as regular Deer, but they are slightly larger and have a different skin. Around Christmas time IRL, Reindeer have a festive skin. Reindeer have 16 health instead of 12, but their babies still only have 6.

    submitted by /u/FeelThePower999
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    gamerule MonsterLightLevel

    Posted: 13 Jul 2021 01:17 PM PDT

    The new experimental snapshot for 1.18 is epic, but having this light level spawn change for monsters may make some things difficult for people (especially old worlds using some farms with light from torches in them), while some may find this change cool and interesting (like me), some may find it an awful change (like some people i know).

    So here's my idea to fix that, a new game rule just for that!
    MonsterLightLevel is a new game rule that decides what light level monsters can spawn in, for new worlds the default is 0, for old worlds the default is either 7 or 8 (I'm not sure which is it that monsters spawn in), so people can go and change it to their liking, like:
    /gamerule MonsterLightLevel 15
    which makes monsters spawn at all light levels, giving extra challenge for people or keeping it at 0 for easiest navigation without meeting monsters as often at non-peaceful worlds

    submitted by /u/goldensaur
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    Underwater mineshafts

    Posted: 13 Jul 2021 01:46 PM PDT

    Flooded regular mineshaft. It would add to the athmosphere a lot. Could also boost glow squid's spawning rate.

    submitted by /u/Hirmuinen2
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    Scented Candles and their effects

    Posted: 13 Jul 2021 03:55 PM PDT

    Scented candles would be a new type of candle that would act like baby's first beacon, giving effects in a certain area of the candle.

    Effects: As said before, scented candles would give effects within the range of the

    submitted by /u/slenderender64
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    Looting on crossbows

    Posted: 13 Jul 2021 03:47 PM PDT

    Crossbows need a buff, definitely. I think making crossbows enchantable with looting would be a good solution, and more players would use them instead of bows. Simple, but really improves crossbows. Ikr, you can use looting on a bow when you hold a looting sword in your main hand and you shoot from your offhand, but this is definitely not intentional, and may be uncomfortable.

    submitted by /u/MinecraftWarden06
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    Fruit growing on trees

    Posted: 13 Jul 2021 02:43 PM PDT

    I believe that by adding fruit trees to the game, not only makes more logical sense, but also gives an upgrade to the farming category of the game.

    Instead of destroying trees and waiting for them to drop apples, there would already be naturally generated apple trees, you can tell the difference by noticing the leaves of the tree. But fruit trees would have 4 growth stages before fully developing ripe fruit. For easier comprehension of the growth mechanic, let's use the apple tree as an example.

    Growth Stage 1: Flowers start to form on the leaves, showing signs of pollination and the beginning of fruit development. (Ex: Flowers form on the apple tree's leaves)

    Growth Stage 2: Tiny buds replace the flowers, being the first appearance of the fruit itself. (Ex: Small green apple buds appear on the leaves, replacing the flowers)

    Growth Stage 3: The buds get bigger in size, and start showing color. (Ex: The small green apple buds grow bigger, and start showing red color)

    Growth Stage 4: The medium-sized buds go even bigger, turning into the fruit's normal size, and turns to a full ripe color, ready to pick and harvest. (Ex: The green-reddish apple buds turn to full grown size, and fully red)

    Players can grow their own Fruit Trees by obtaining the fruit off of a Fruit Tree they want and plant it into the ground, forming the tree's sapling. The Fruit Tree doesn't start producing fruit until it's grown.

    submitted by /u/No-Firefighter5661
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    The hoe shouldn't be a part of the combat update 2. (+ more)

    Posted: 13 Jul 2021 03:48 PM PDT

    It's been a while since we've seen an update to the new combat features, but I don't think it should matter. For some random reason, unknown to me, in the new combat update, they made the hoe... the speed weapon? Why? What precedent does the hoe have as a tool of combat?

    The axe is completely understandable. Humans have been using axes as weapons since axes were a thing. However, I do not recall any point in which the use of a hoe in armed combat is mentioned. Why make the hoe a viable weapon at all? Why make it the speed weapon, of all things?

    Now, the FPS list prevents me from suggesting any new, alternative weapons, lest this post be removed... but really, now. Why does Minecraft still only have 2 dedicated melee weapons, and only one that's craftable? Why is one of them such a rare find, that's almost useless without enchantments? Let's be real, you've probably never used a trident as your main weapon before, unless you've put loyalty on it.

    If we're going to update combat again, I believe more melee weapons should be added, ones that fill specific niches. Ones made for players who like to click fast, ones made for players who want to attack from mid-range, or for players who want to attack while moving with great speed. They aren't essential changes that the game needs, but I think it's better to have the option, rather than not.

    submitted by /u/_not_a_cultist
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    Some Improvements to Sculk Sensors

    Posted: 13 Jul 2021 03:29 PM PDT

    I was talking with u/TastyAmbergris about how the sculk sensors seem unfinished as a redstone element. The sensors as used in the deep dark biome makes a lot of sense. It seems like a good way to increase the warden's hearing range, but it doesn't really make sense as a redstone component (since it's a natural creature/plant/something). We thought that a way to use sculk sensors to craft a redstone component that works slightly differently would be interesting.
    One idea was if skulk sensors weren't collectible. Instead you had to shear the... tentacles? off of the skulk sensor and use them to craft a redstone component. This means the sculk sensors used in redstone would be mechanical, like all of the other redstone components.
    The other idea is a way to implement directional sculk sensors without wool blocks. When crafting the redstone component you could put an amethyst shard into the recipe to make it pick up on sounds farther away in one direction. Maybe it would still pick up on closer sounds all around it, but its detection area would turn from a sphere around it to a cone in front of it.
    Anyway, we can't wait to see the new redstone possibilities with sculk sensors, regardless of how they're implemented.

    submitted by /u/Legoman1342
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    Don't reduce the air exposure of ores in 1.18

    Posted: 13 Jul 2021 02:04 PM PDT

    Strip mining is incentivized enough, but now in 1.18 some ores will have their "air exposure" reduced (aka, you'll see less of them in caves) & lapis will have 0 air exposure.

    All this does is it forces the player to strip mine by making the caves have less ores and by blocking lapis (the fundamental ingredient to enchanting) behind strip mining. Making caves less useful seems like a rather strange move for a "cave update".

    1.18OreGeneration

    submitted by /u/Buttered_TEA
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    Vikings and Pirates

    Posted: 13 Jul 2021 02:04 PM PDT

    Vikings would be like Villagers, you would be able to trade with them. They would be a Neutral Mobs and would only attack the Player if they are attacked first. They would be located in Viking Villages that can spawn on top of Snowy Mountains. Viking Villages would have a Stable, a Town Hall, 2 Apartment Complexes, and a Blacksmith. Upon death the Vikings would drop: Viking Helmet, Bearded Axe, Leather Clothes. The Viking Helmet has a 70% chance to drop, Bearded Axe has an 85% chance to drop, and the Leather Clothes have a 20% chance each to drop. The Bearded Axe would deal 9 Damage, and the Vikings Helmet would give 7 Protection. Viking Villages have a 45% chance to spawn. Vikings would deal 10 Damage and would have 25 Hp.

    Pirates would be similar to Vikings but would be Aggressive unless you have a Pirate's Hat. They would also be tradable with but only if you have the Pirate's Hat. They would be located on Pirate Ships that have a 30% chance to spawn. There would be: 1 Captain, 4 Crew Members, and 2 Cannon Men. Upon death they would have an 80% chance to drop a Pirate's Hat and a 75% chance to drop a Cutlass. The Cutlass would deal 8 Damage, and the Pirate's Hat would give 6 Protection. Pirates would deal 7 Damage and would have 18 Hp.

    submitted by /u/kjskorner21
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    Map colors make no sense

    Posted: 13 Jul 2021 09:41 AM PDT

    Can we make it so that on a map, dripstone is a lighter brown, and tuff is GREY NOT BROWN please.

    submitted by /u/monkeyworld_M
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    The dripstone caves shouldn't have regular stone inside them

    Posted: 13 Jul 2021 01:10 PM PDT

    In the newest 1.18 snapshot, we've seen dripstone caves in the default generation for the first time and I've noticed a really ugly 'thing' with the dripstone caves.. Despite having a dripstone block, stone generates in them completely ruining the look that they're going for...

    Long story short: Dripstone caves should not use stone in its generation.

    submitted by /u/Buttered_TEA
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    glow berries effects

    Posted: 13 Jul 2021 01:03 PM PDT

    simply eating them gives night vision, but maybe also glowing, these aren't even real thingies, so these can do anything, even give levitation (please, don't), it would still make sense

    night vision underground is always ok, it doesn't make potions useless since those would last way longer and can be consumed when you're not hungry, but it would help in early game

    submitted by /u/lool8421
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