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    Minecraft Crosshair Update

    Minecraft Crosshair Update


    Crosshair Update

    Posted: 11 Jul 2021 05:50 AM PDT

    Crosshair Update

    Minecraft has always had the basic + crosshair which I personally have nothing against. I just think it could be a little bit more unique and helpful. (Just to let you know, I used the crosshairs from Vanilla Tweaks for reference. They could be something completely different). I think that your crosshair should differentiate based on what you're looking at. (Edit: This would be toggleable for players who prefer default settings)

    Plus Crosshair with Dot for using Projectile Weapons.

    Plus Crosshair when looking at a mob.

    Square Crosshair for looking at blocks.

    No Crosshair for looking in the distance. (Holding any kind of weapon will bring the crosshair back)

    submitted by /u/TheTellerverse
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    Piglins should attack players wearing a wither skull, regardless of Golden Armor

    Posted: 11 Jul 2021 02:11 PM PDT

    In game Piglins and Wither Skeletons are hostile towards eachother, this would make complete sense.

    submitted by /u/Ryrykingler
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    1-2 Villagers should be trapped in Pillager Outpost Cages

    Posted: 11 Jul 2021 01:47 AM PDT

    Basiclly the title, If you save them by breaking fences and making them walk atleast 30 blocks away from the outpost you can give the villager trades and they will grant you a lifetime discount (not as good as curing zombie villagers)

    submitted by /u/Not_WhiteShockX
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    There should be a way to create custom blocks using data packs

    Posted: 11 Jul 2021 11:32 AM PDT

    Right now, mapmakers have to manipulate existing blocks in order to have custom blocks for their maps. Since there are a limited amount of blocks to remodel and retexture, especially if a block with special properties is needed (e.g. a chest), one will quickly run out of blocks to retexture for a particularly ambitious project. To fix this problem, as well as to make it much easier for mapmakers to customize blocks, I propose that data packs should be able to define new blocks using JSON. Here is an example of what that JSON could look like:

    { "translation_key": "block.custom.cabinet", "fallback_name": "Cabinet", "material": "minecraft:wood", "opacity": 15, "friction": 1.0, "gravity": false, "collision_model": "minecraft:block/cube", "block_states": [ "closed", "open" ], "inventory": 18, "actions": { "right_click": { "play_sound": "block.custom.cabinet.open", "open_inventory": true, "block_state": "open" }, "close_inventory": { "play_sound": "block.custom.cabinet.close", "block_state": "closed" } }, "properties": {} } 

    This example file would be placed in data/custom/blocks/cabinet.json. While this defines a more complex block to show off the possibilities of the system, a more bare-bones block could look like this (placed in data/minecraft/blocks/oak_planks.json):

    { "translation_key": "block.minecraft.oak_planks", "fallback_name": "Oak Planks", "material": "minecraft:wood", "opacity": 15, "friction": 1.0, "gravity": false } 

    I would also suggest adding a method for defining custom block materials, like so (this would go in data/minecraft/materials/wood.json):

    { "tool": "#minecraft:axes", "flammable": true, "sounds": { "break": "block.wood.break", "fall": "block.wood.fall", "hit": "block.wood.hit", "place": "block.wood.place", "step": "block.wood.step" } } 

    To simplify things, materials could also inherit properties from other materials in case one wants to derive a new material from an existing material:

    { "parent": "minecraft:wood", "tool": [ "minecraft:feather", "minecraft:stick" ] } 

    Block JSON

    Here is a breakdown of the keys in the block example above.

    • translation_key - For localizing the block's name using language files in resource packs, such as en_us.json.
    • fallback_name - A fallback name to use if the translation_key is undefined or not found for the player's language.
    • material - The material JSON to use for the block's sounds and the tool that should be used to break it.
    • opacity - An integer value determining how much the block decreases the level of light that passes through it (e.g. 15 for stone, 2 for ice, and 0 for glass).
    • friction - A decimal value determining the friction of the block (e.g. 1.5 for slime blocks, 1.0 for normal blocks, 0.5 for ice, and 0.0 for a perfectly frictionless surface).
    • gravity - A boolean value determining if the block should fall like sand.
    • collision_model - The path to the model that should be used as the block's collision model and hitbox. If this is excluded, the collision should fall back to the model defined in the block's corresponding block state JSON.
    • block_states - A list of the block's potential states, where the first in the list is the default.
    • inventory - The inventory contained within the block, where the value is an integer determining how many slots the inventory has. Leave this key out if the block should not hold an inventory.
    • actions - Actions the block performs when interacted with. In the example above, the block does the following when right-clicked: plays a sound, opens its inventory GUI, and changes its state to open. When the inventory GUI is closed, it plays a sound and changes its state back to closed.
    • properties - A list of special properties the block may have, such as the ability to spread like fire, flow like a liquid, or emit particles.

    Material JSON

    • tool - The tool (or list of tools) that are most effective for mining the material (e.g. pickaxes for stone). This is not necessarily the tool that causes the block to drop items (which would be defined in the block's loot table), but rather the tool that mines blocks with the material most quickly.
    • flammable - A boolean that determines if the block can burn.
    • sounds - A list of sounds the block should use when it is placed, broken, etc.
    • parent - If this key is defined, the material will inherit the specified material's properties. Any properties defined in the child material will override those of the parent material.

    This would be a dream come true for mapmakers. I've wanted something like this to be added ever since resource packs were released. While this would probably require a rewrite of Minecraft's block loading code, especially if it is used for vanilla blocks, it might make it easier to add new vanilla blocks in the future.

    submitted by /u/sonicstrychnine
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    Fishing rod Drowned should pull you in

    Posted: 11 Jul 2021 06:23 AM PDT

    Drowned already have a chance to spawn with a fishing rod, yet they act no different from unarmed ones.

    Drowned with fishing hooks should shoot a fishing hook projectile at the player. This is different from player cast fishing hooks in that it doesn't float to the surface and has a much higher velocity and range. If the drowned hooks you, it will quickly reel you all the way to it. Fishing rod drowned cannot shoot out a hook for 10 seconds after casting one, and do have a limit to their range. If the player is too close, they will melee attack instead.

    This would add a bit more variety to drowned and some extra challenge

    submitted by /u/PhantasmShadow
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    new superflat options

    Posted: 11 Jul 2021 04:00 AM PDT

    it's a pretty interesting world type, very good for making challenges, but making worlds might be annoying due to its limitations, however i find only a few types actually useful (mainly the void). i have some ideas for new superflat settings:

    1. mixed biomes, that would simply make everything more accessible

    2. structures generated in superflat ignore their spawn conditions (simply those are sometimes too annoying to find or even generate because those are very limited

    3. allow generating all biome-specific structures regardless of the biome (mainly if the 1st change won't work)

    4. add some more presets, maybe stuff like lavablock (default preset with lava instead of grass), nether/end or some other interesting maps that would be fun to try out and maybe make a long-term survival world

    5. fps list, ctrl+f, search "superflat", that's it, i don't really have to say this, it has already been suggested, i'd just make it optional and not forced

    6. make it possible to generate caves, lakes aren't really good candidates for caves

    submitted by /u/lool8421
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    Add particles around players going through nether portals

    Posted: 11 Jul 2021 02:33 PM PDT

    Currently, when players go through a nether portal, they look like they pop in and out of thin air, which looks pretty ridiculous. I think it would be a good idea if particles started accumulating around a player when they go inside a portal as well as where they will land.

    This would be a simple addition that would make the game more polished, especially for other players when playing in multiplayer.

    submitted by /u/YaCCBoy
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    Music Disc - We should be able to stack multiples of the same song.

    Posted: 11 Jul 2021 05:07 AM PDT

    For example if I have 3 'cat' discs I think that --considering irl I would be able to stack them no problem-- I should be able to stack them in-game as well.

    submitted by /u/BigFaded
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    Curse of the Monolith

    Posted: 11 Jul 2021 05:28 AM PDT

    Curse of the Monolith

    You need to shrink amount of fast slots in some player's inventory on your adventure map? You want to put non-usable item with annotations into chest ? Use this.

    Curse of the Monolith as a book is only obtainable in Creative. Also, you can move cursed items in this gamemode. But in other gamemodes this item is immovable. If you broke a chest with it, the item cannot be picked up. If you receive it with commands, you won't be able to get rid of it even if you die.

    https://preview.redd.it/pgko2aczska71.png?width=609&format=png&auto=webp&s=2cf14c273dc8f7453be502d4b1433b30ca24a1b4

    submitted by /u/Embebeber
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    Lightning sound

    Posted: 11 Jul 2021 12:24 PM PDT

    Lightning strikes at the surface should echo through the caves

    submitted by /u/hollans
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    Make the player able to shave mossy blocks for vines/moss

    Posted: 11 Jul 2021 03:45 PM PDT

    -If the shears have silk touch, it gets sheared for moss

    -If the shears do not have silk touch, it gets sheared for vines

    This would allow for alternatives to finding lush caves or shipwrecks, or in the case of vines, it would allow for underground players to get some moss or vines.

    submitted by /u/JealousAwesomness
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    Official smaller skins no longer have animations.

    Posted: 11 Jul 2021 04:36 PM PDT

    In the older playstation 4 edition I had purchased the "Star Wars Classic Skin Pack". In the pack there are three skins that have the same two block hit box but visually was only one block tall. They had their own animations specific to their height. Their legs, arms, and head moved. Along with armor both fitting them and moving correctly with the smaller body. Here's where my problem comes in, ever since bedrock edition was introduced, I these skins' (and i'm sure any other official small skins) animations were taken away. And their armor no longer fits and moves around in a strange way. It's not a big deal but the little yoda skin has always been my favorite and since I play on playstation bedrock I don't get to have animations for him anymore making me not want to use it as much even if it does look funny. It's annoying primarily because this is an official Minecraft skin that I paid money for and now It doesn't work properly.

    submitted by /u/Rytallion
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    A new item to improve fishing: A can of worms

    Posted: 11 Jul 2021 06:43 AM PDT

    1. You could buy this from a fisherman villager for more than 30 emeralds or find it in loot chests.
    2. When held in your offhand while fishing, rates of catching increase by a lot.
    3. It would run out of durability eventually, and you'd need to get a new one, if you use one completely you get the achievement "Opening a whole can of worms". It wouldn't be repairable because there are no worms in the game outside the ones you're already using.
    4. However, with speed comes less efficiency, as treasure rates would decline in exchange for speed.
    5. You could craft it with 8 gold ingots to create a golden can of worms. Which has less durability, but much higher treasure rates, as well as more speed.
    6. EDIT: When I mean no repairing, no repairing, no mending, no enchants.
    submitted by /u/KrispyKangaroo96
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    Darklings

    Posted: 11 Jul 2021 01:54 AM PDT

    General

    A darkling would be a new hostile mob that naturally spawns in the upcoming deep dark. These mobs while weak on their own, could pose serious threat towards individuals as their attacks inflict blindness. If you see these guys by other mobs, RUN!

    Health and Attacks

    Darklings would have 12hp and would (in order of easy, normal, then hard difficulty) do 1, 1.5, and 2 hearts of damage without any armor. Additionally their attacks will cause blindness for 8 seconds regardless of difficulty.

    Design

    At roughly the same height as a sheep, darklings would share a similar color pallet to that of the warden. They would walk on two legs and would have 2 long arms that could nearly touch the floor. Additionally they would have one eye in the center of their head that would take up a majority of its face.

    Drops

    On death, darklings will drop 0-2 items known as shadow dust. Shadow dust can be used to brew blindness potions or turned into black dye using a crafting table.

    submitted by /u/DH0p3
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    Sync the time when the player can go to sleep with clock striking halfway at the end of the day.

    Posted: 11 Jul 2021 10:20 AM PDT

    Currently, the player may sleep some time during which the clock faces one pixel towards day. This is inconvenient, as the player must place and spam the bed until the correct time.

    It would be simpler and more immersive for the player to sleep when the clock is exactly half-way.

    submitted by /u/Baptism_byAntimatter
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    Minecart/Railway update

    Posted: 11 Jul 2021 01:07 PM PDT

    I feel like mogjang just complelty forgot about the idea of minecarts. The theme of the game, is about mining, and there hasn't been anything that deals with the minecarts? I miss when Servers used to have metros in thier maps. There isn't much need for the minecarts when you reach the ending in survival, since you have other means of transportation.

    We need different types of Minecarts, such as a better furnace minecart. One that can attach to the regular minecarts, and pull the along the track. Or, how about actual switch tracks? Or maybe hopper tracks? beneath the track,, is a hopper, so when a hopper minecart rolls over it, the minecart emptys out it's contents?

    What about working signals maybe? I've been thinking they where probably one day let us be able to connect the carts soon, especially when they added the lead. But it never happened. I was expecting something new with the minecarts with the cave update.

    submitted by /u/Doctorwho991
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    Command To Clear People Ender Chests.

    Posted: 11 Jul 2021 12:32 PM PDT

    It would be nice to have a command to clear people's enderchests. This could be a variation of the /clear command or a new thing.

    submitted by /u/SteveyMcSteve07
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    redstone capacitor

    Posted: 11 Jul 2021 06:22 AM PDT

    this block should be able to charge up with redstone signal strength and be able to discharge it

    submitted by /u/kmg9684
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    Right clicking with a brush removes moss from a stone type

    Posted: 11 Jul 2021 05:18 AM PDT

    A upcoming item in Minecraft will be the brush. I thought of a idea to add another use to it: Scraping moss off of mossy cobblestone, mossy stone bricks etc. It could also drop a moss carpet after brushing. What do you think?

    submitted by /u/Echo026
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    Fishing Update

    Posted: 11 Jul 2021 02:00 PM PDT

    Whilst not the most entertaining part of the gaming fishing could do with an over haul especially since it's semi recent nerf. It is also useful early game for food and so an update would be nice.

    1. Fishing Rack - Allows you to put up to four rods, cast the line then left click a placed rack, this will "store" the rod, it will show a visual representation of the rod. When a fish bites there will be a bell "tinkle", then left clicking the rack will retrieve the appropriate rod and automatically catch the fish.

    2) Lure / Bait: - All would last for 5 catches.

    Bait - Can be crafted from either vegetables or raw meat and a trip wire hook crafting into one bait. Will increase the rate of catches and you are most likely to catch an edible fish.

    Lure (Enchantments) - Crafted with a book, bottle o' enchanting and trip wire hook, makes you most likely to catch an enchanted book or item.

    Lure (XP) - Crafted with an empty bottle and trip wire hook, doesn't effect what you catch but you will receive double XP per catch.

    3) Bell - Can be crafted from a gold ingot and feather, this item can be attached onto a rod to make a "tinkle" sound when a fish bites.

    4) More edible fish.

    5) Harpoon / Harpoon Gun -Harpoon: crafted by 4 iron ingots, in 3 vertical, 1 off of the top, has double reach of a sword, can 1 hit any aquatic mob, Can be enchanted with: Mending, Unbreaking and Looting. Has similar durability as golden tools.

    Harpoon Gun: can be loaded with harpoons, similar loading to cross bow, when the harpoon hits a mob or block, clicking again recalls the harpoon, if the harpoon kills a mob when recalled the harpoon recalls the items like a fishing rod. Can load up to 5 harpoons, left click is fire and right click is recall. Each fired harpoon can latch onto multiple mobs.

    submitted by /u/MrDDog14
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    Rats/mouses

    Posted: 11 Jul 2021 05:14 PM PDT

    Rats have a 20% chance of spawning on villages every 2 minutes, having the spawn cap on a village of 5, they will run from cats while being hunted by them, when killed they have 67% of chance to drop a rat meat that fill half a hunger slot and can be cooked and fill 1 and a half hunger slot but when eaten raw gives poison 1 for 10 seconds

    They wont spawn on snow, desert, badlands and tudra villages

    submitted by /u/homelele50
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