• Breaking News

    Minecraft The Telescope

    Minecraft The Telescope


    The Telescope

    Posted: 10 Jul 2021 03:45 AM PDT

    Created with a Spyglass, 4 sticks and 3 stone slabs, the Telescope would be a placeable, stationary version of the spyglass.

    You could press the use button once on it to enter the GUI (which would be a wider version of the Spyglass interface) and press it once again to exit.

    It could be zoomed in and out with the mouse wheel (for Java players) or crouch and jump buttons (for Bedrock players).

    While being used, it would emit a redstone signal based on what FOV the Telescope is using, from 1-45 (P.S. This only works when a comparator is next to it, like a lectern.).

    Starting at 1 (degree and signal strength), every 3 FOV degrees, the Telescope would add 1 to the signal strength. It would be at its highest point at degree 43 and above, having a signal strength of 15.

    EDIT: It would be rotate-able, and would stay in its last position after being used. Using a slime ball on it would lock its position to the last one used, and using an axe would un-lock it, much like waxing a copper block.

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

    If you die from glitching through the world border

    Posted: 10 Jul 2021 10:20 AM PDT

    The death message should say (player) tried to break the 4th wall

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

    Shipwreck chests should have a chance of having spyglasses.

    Posted: 10 Jul 2021 03:05 PM PDT

    What comes to mind when you think of spyglasses? For me, it is pirates. In minecraft we have shipwrecks. These shipwrecks could be wrecked pirate ships. And what is the things that pirates use to see? Spyglasses! This is why shipwrecks should contain spyglasses.

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

    Villagers should spawn in the prison cells of the woodland mansion

    Posted: 10 Jul 2021 06:40 AM PDT

    I want villagers to spawn inside the prison cells of the woodland mansion so it will be like the players will have to save the villagers that are in the prison cells of the mansion.

    submitted by /u/RoycePlays12
    [link] [comments]

    Making Poisonous Potatoes Better... Without Making Them Useful!

    Posted: 10 Jul 2021 03:19 PM PDT

    Basics:

    Right now, poisonous potatoes do all of 2 things... Poison you, and count towards the advancement "A Balanced Diet". A lot of people want the poisonous potato to have some purposeful use, but I think you can make it better without that. I think it would fair much better if it was an actually fleshed out joke item. So, here's how I suggest they improve the joke value of poisonous potatoes.

    "Uses":

    Of course, they're not supposed to be useful, but there's a lot you can do to make a joke item better!

    You could make them have easter egg jokes to make the whole thing a little more funny. Such as putting one in an item frame giving pop up messages every 5 minutes you stare at it. "Go do something else, this is pointless", "Make a house instead", "Stay hydrated", etc. Maybe even some game tips like the loading screen.

    Or another possibility could be combining 2 poisonous potatoes on an anvil gives you 1 potato with the item 'lore' (an unused feature without commands) "Useless". Now while there could be uses done with this (using a renamed lore poisonous potato to add lore to another item), I don't mind not having them be useful.

    Perhaps an advancement to nail home the point that this is useless. "Yes, This is Useless" (obtain the most useless item in the game). This could maybe link somewhere quotes from Jeb about that.

    Another thing that might improve the comical value is a death message, if you manage to kill someone, or get killed by a mob holding one, you get a death message something like "<Player> was seriously slain by a poisonous potato. HOW?!"

    Now, poisonous potatoes can't be composted... But what if you could, except they'd just pop right back out. I think the first few times might be rather amusing, especially to try that on friends.

    Summary:

    While that was a bunch of random ideas, all of them are meant to make the poisonous potato much more of a joke item. Nothing is directly useful, but if you put all of those ideas together, fix them up, and add them to the poisonous potato, you'll have an item that is cohesively a joke item. There would now be many ways to run into the "punch line" per say, and perhaps there would actually be some laughs. It's very important though, that all of these are meant as useless joke additions. This post is not about adding a big purpose, just fleshing out it's original potential purpose.

    submitted by /u/Planemaster3000
    [link] [comments]

    Mobs get kill credit for knocking a player off a high place

    Posted: 10 Jul 2021 01:12 PM PDT

    It's simple as the title suggests. Currently, if a mob pushes you off and you die of fall damage, you only get shown "<player> fell from a high place".

    Instead, it could say "<player1> was knocked off a high place by <player2>" where <player2> is the mob/player that dealt the last amount of damage before the player died of fall damage.

    submitted by /u/AgentX24
    [link] [comments]

    New end advancement

    Posted: 10 Jul 2021 11:00 AM PDT

    You should be able to hit back dragons breath. If you get hit, you get the advancement "Return to Ender"

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

    Effect particles should be invisible in first-person mode

    Posted: 10 Jul 2021 04:08 AM PDT

    Sometimes the screen can get a bit cluttered in first-person from having potion effects, mainly from beacons. So I think your own effect particles should be invisible in first-person.

    Just in case the effect monitor in the top right isn't noticeable enough, I propose a different idea: an effect like the one for powdered snow, that only affects the corners of your screen.

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

    Cats should be attracted to newly-placed redstone torches

    Posted: 10 Jul 2021 04:17 AM PDT

    I feel this should be added to mimic cats in real life and the light pointer toys that some owners use.

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

    New Illager type, "The Looter"

    Posted: 10 Jul 2021 04:42 AM PDT

    I know the name needs work but basiclly what this illager does is go around and finding chests, barrels then looting the items inside those, their appearance will be a illager wearing a yellow, brown grey robe with a bundle behind him acting as a backpack, The Looter cannot fight back, instead they'll run away and just focus on stealing items, they'll have the same hand style as villagers crossing their arms, they'll have the same health as a pillager and they can only fit in 30 items in their barrel, when their bundle is full they will retreat and hide behind the vindicators, evokers, ravagers and pillagers, if you kill the looters it will drop all of the stuff that it has looted and a bundle, They can also pick up dropped items not just items from chests, Their spawning depends if the raid area has chests, barrels, dropped items, if there are 3 chests there will be 2 looters (Pretty much -1 of the count of chests in the raid area, if there are no chests, 2 Looters)

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

    Multus, the failed, decaying withers of the soul sand valleys

    Posted: 10 Jul 2021 06:57 AM PDT

    The multus are failed attempts at Withers in the past. They roam the soul sand valleys as a collection of shambling soul soil blocks with Wither skulls on top. They have 30 hp and gain more by killing mobs.

    They are highly aggressive to anything NOT 'fortress-exclusive' (by fortress-exclusive, I mean the wither skeletons, blazes or scrapped wildfires), but move horrifically slow. To counter this, they fall apart into the soul-infested sands or soils and teleport.

    Each skull will belch out soul fireballs, similarly how a blaze or wildfire would. A multus will also be able to reflect projectiles if it has killed enough mobs (15).

    Upon death, they drop soul sand or soul soil as the skulls sink back into the depths of Hell; leading to the idea that each multus you defeat is fought again later.

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

    The ability to record music in Minecraft

    Posted: 10 Jul 2021 11:53 AM PDT

    I'm sure somebody's suggested this before, but I still think it would be really cool to be able to record your noteblock music creations onto a CD and play it whenever on a jukebox. It would be a really fun addition and give a lot more purpose to creating these elaborate note block creations.

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

    Ocean trenches

    Posted: 10 Jul 2021 10:35 AM PDT

    They would be the deepest ocean biome and spawn glowsquids more than any other. Could be sort of like a cabe biome.

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

    Dynamic Music-Overworld Edition

    Posted: 10 Jul 2021 02:51 PM PDT

    Alright so basically I believe the system we have in the nether should be in the overworld as well.

    In the nether the biomes have different sounds/music that plays when you are in them. I believe a similar system would work excellent in the overworld to make exploring more exciting. For example, going to a cold biome would let off a more wintery music (perhaps reusing some C418 music that was in mashup packs) and going to foresty biomes give us woodland type music. There is a lot of different music types you can use. This also goes for caves too. Going into the caves alone gives you different music but entering the cave biomes will give you other types. Of course none of the current music will be overided and will still play sometimes regardless (or they will be used at certain biomes as well, who knows).

    All and all, I feel a music update would be excellent, especially if its biome based like the Nether.

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

    We should be able to breed fish

    Posted: 10 Jul 2021 07:19 AM PDT

    I honestly don't see why this would be overpowered in any way. I think we should be able to breed fish. Cod, salmon, and tropical fish should be considered separate and incompatible to cross breed. Cod can only breed with cod, salmon could only breed with salmon, but all tropical fish could be bred with all tropical fish.

    There is an abundant and very easily farmable food source in the ocean that would make sense for breeding these mobs: Kelp

    The reason for this suggestion, is that it would allow people to have a fish farm for cod or salmon as a food source. Sure, guardian farms are much better for fish, but not everyone takes the time to make those. This would also allow you to farm salmon for the right sizes you need for ponds/aquariums The main reason this suggestion would be helpful is for the ability to breed tropical fish to multiply a specific color combination. Currently, 90% of all tropical fish you see will be one of the 22 preset tropical fish. Only 10% will be a randomly generated body and color combination. Obtaining a tropical fish you really like means that you would have to spend a lot of time trying to find another one of it's kind of you didn't grab the whole school it spawned with. There are over 3000 different kinds of tropical fish, so good luck trying to find the same one.

    Breeding should make the offspring a copy of a random parent. This should be true for both salmon and tropical fish, but I'm pretty sure all cod are the same, so they would just breed.

    I don't think they should add baby versions of fish due to the sheer quantity of tropical fish. When breeding, fish should just create another fish of the same size. Neither the parents or the offspring should be able to breed again for 5 minutes.

    submitted by /u/RestlessARBIT3R
    [link] [comments]

    ‘Heavy’ weapons

    Posted: 10 Jul 2021 06:52 AM PDT

    My idea is that swords/axes can become heavy. By making the weapons again but without the stick (to make only the blade) and then combining it with the original axe/sword in an anvil, the weapon becomes heavy. Swords with this have a 50% damage increase but double the attack cooldown. Axes with this have a 30% damage increase but a 50% increased cooldown

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

    More End Music

    Posted: 10 Jul 2021 02:01 PM PDT

    Everyone can agree that the end is lacking in content, and replay value. Something that would help even before there is more content (item or generation wise) would be the addition of more music for the end. Seeing as the end of the game is literally called "the end" it would be nice for there to be at least a little more love put into it.

    Most of the features and stuff in the end feels like it is missing something, it feel like there would be less missing if there was more music. I'd like maybe a spacy version or remixed version of the nether and overworld combined. The best example I could find would be something like this original by aalson, "nightcall" https://youtu.be/t1Toy7yHi3w

    That type of music could setup for some pretty good boss music, and for some good "building" music. Drawing players to the dimension if not just for the music. Having a good soundtrack for specifics in gameplay is something that mojang puts emphisis on, based on the nether update. If and when the end update does inevitably come, I would love to hear the music combine aspects of the overworld and nether soundtracks into one; much like how you get to the end.

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

    insta-spawners

    Posted: 10 Jul 2021 01:47 PM PDT

    these would be generated in some structures, it's like a regular spawner, but it immediately spawns a certain amount of mobs and destroys itself once a survival/adventure player comes close or it receives a redstone signal, these would be also accessible trough commands and editable on creative mode (mainly for map makers)

    you can modify mob amount, player trigger radius, summoned mob NBT tags, attributes and equipment (can be randomized)

    this spawner would have 2 uses:

    1. to make some challenging dungeons in the future, where large groups of mobs spawn immediately, but only once you enter the dungeon and not generate it, it could simply reduce useless lags due to increased amounts of entities (when you don't want to enter, but you have already generated the structure) and make sure those mobs won't despawn since those don't even exist yet

    2. map making so you can give the player some challenge and not have to run /summon 10 times to summon 10 zombies, 1 insta-spawner is enough

    submitted by /u/lool8421
    [link] [comments]

    Any currently-playing music and ambient effects should end when approaching the deep dark.

    Posted: 09 Jul 2021 07:44 PM PDT

    Exactly what it says on the tin. I also think the warden/skulk should be able to induce blindness under certain circumstances.

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

    Wind Emitter

    Posted: 10 Jul 2021 12:40 AM PDT

    The wind emitter is crafted from 7 copper, an amethyst shard, and the Gale bloom, a new flower that only grows at the tops of the 1.18 mountains. It is somewhat based on the mechanics in minecraft dungeons: howling peaks.

    c c c Crafting: c=copper, a=amethyst, g=gale bloom

    a g c

    c c c

    When the emitter is powered by redstone, it creates a windflow in air blocks in front of it. This windflow works somewhat similarly to a bubble column. Instead of bubbles however, windflow is indicated by occasional small white wind particles. The windflow pushes entities in the direction the emitter is facing. Full blocks stop the windflow, but non full block can be "airlogged" allowing the flow to travel through them. Having a full block directly in front does not block the flow. The range is equivalent to the signal strength in receives. Additionally, you can right click on the emitter to cycle through 3 strength states.

    Strength states

    Weak: affects the flight of projectiles, moves particles, and slowly pushes mobs and players, but can easily be resisted

    Medium: Affects the flight of projectiles more, significantly pushes against mobs and players, slowing them down a lot if they try to walk into it. It can slow the fall of mobs and players

    Strong: Completely changes the course of projectiles going through it so they go the direction of the windflow. Pushes stronger than mobs or players can, to the point where it pushes you out of the windflow, and can even levitate the player.

    Other effects

    While flying with an eytra, you get pushed significantly more by windflows

    Having certain blocks in front of the emitter when its active will have different effects. It must be directly in front

    Powder snow: creates snow particles and freezes anything in windflow

    Fire: fire particles, sets entities on fire

    Soul fire: Fire, but deals extra damage

    Wither rose: applies wither effect

    Glowberry: Applies glowing effect

    Magma block: gives air underwater

    Glowstone: All windflow air blocks emit light

    Redstone block: powers any air-logged redstone components, or those at the end of the flow.

    Emerald block: Very small chance to grow any plants in the airflow, essentially may just grow your crops slightly faster

    End rod: Shoots dragon's breath

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

    Geological biomes: default stone in worldgen should change to other types of stones in wide random areas

    Posted: 10 Jul 2021 11:01 AM PDT

    My suggestion is to upgrade the mechanics that populate the underground with stone so that instead of a fixed block the game would pick from an array of stone blocks such as granite, sandstone or calcite (etc.), and use it in a limited area only, maybe 100-500 blocks, than it would change to a different block in the next area and so on.

    Both the underground and mountains would use the randomly picked stone and this would add a lot of variety to the landscape because it would be independent from the biome. Imagine red granite mountains or a jungle growing on a basalt cliff. Especially appropriate for an update about caves and cliffs.

    Simpler but much less interesting alternative: stone type is fixed based on the biome, for example all jungles use granite and all deserts use sandstone.

    Caveats:

    • Availability of stone tools. Easy fix: any kind of stone can be used to craft stone tools, I don't see why not since default stone is everywhere anyway.
    • Texture of ores. Probably the easiest fix is to treat ores as overlays i.e the texture is just the ore, and it gets "pasted" on the texture of the stone it spawns in, pretty much as putting a pattern on a banner. It's nice also because it's future-proof.
    • Stone used in villages. It might or not might be complicated to make structure pick the stone type available in the surrounding area, I don't really know.
    • Chunk generation times. Not sure if this would impact performances but I'm confident it won't because the game can already generate terrain with any block by using data packs and then put caves, ores etc. in it, I don't think changing the default block every 100-500 block would be much of a issue.
    submitted by /u/Wedhro
    [link] [comments]

    Fashion

    Beauty

    Travel