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    Minecraft Wolves should run away from Llamas no matter what, even if attacked, and even if angry.

    Minecraft Wolves should run away from Llamas no matter what, even if attacked, and even if angry.


    Wolves should run away from Llamas no matter what, even if attacked, and even if angry.

    Posted: 16 Jul 2021 07:06 AM PDT

    Disclaimer: When I refer to wolves, I only mean wild ones. I don't think any of these changes should affect tamed wolves at all.

    I read on here that the reason Mojang made llamas attack wolves is because llamas in real life are used to guard sheep pens from real wolves. I wanted to, therefore, use a llama to guard my sheep. I tested out having a llama guarding my sheep pen, and it didn't work. The wolf saw my sheep and got angry, and It's angry state made it ignore the llama. Once the llama spat on the wolf, the wolf attacked the llama and killed it easily. So I think this should be fixed, and wolves should always run from llamas. Llamas aren't that useful anyway, so it'll be good to give them another purpose.

    submitted by /u/Swaagopotamus
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    Ruined Portals

    Posted: 16 Jul 2021 06:31 AM PDT

    A few days ago it hit me that even though Overworld ruined portals have netherrack and other Nether-related blocks and stuff around them, their Nether counterparts don't have Overworld blocks. I think it would be really cool if ruined portals in the Nether have Overworld-related blocks such as dirt, grass and flowers. Maybe there could even be a tree if your lucky, though I think that would be a little unfit for the Nether.

    Possibly there could be a feature where the blocks around a ruined portal could match the biome on the other side of the portal (if lit). So, you could find a ruined portal in the Nether and find grass and flowers around or sand and cacti, and an Overworld variant could have Nylium or Soul Sand, instead of the regular netherrack.

    submitted by /u/wvisdom
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    Light up the desert temple loot room

    Posted: 15 Jul 2021 09:15 PM PDT

    It's annoying when mobs spawn there and then accidentally set off the pressure plate, destroying the loot before the player gets there!

    submitted by /u/Quirky_Yoghurt_9757
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    A tweak to the End---

    Posted: 16 Jul 2021 03:33 AM PDT

    --Game loot.

    Tools/Armor Found In loot chests in the End Have a Chance to receive an enchantment slightly higher than what is possible in an enchantment table:

    Simple: the end is a place where the laws of physics are implied they dont work the same as in the overworld. Also, endgame loot needs to be something you can't get in the overworld. As such, Tools/Armor such as swords, axes, hoes, shovels, pickaxes, helmets, chestplates, leggings, or boots found in loot chests could have a slight chance to receive enchantments at a higher level, such as Fortune IV, or Sharpness VII.

    These levels can extend up to 10, but finding a sharp X sword, efficiency X pickaxe etc. Is very difficult. Alongside this, items with an Enchantment levels higher than what is possible to achieve in magic cannot receive the Mending Enchantment.

    Sharpness VI-X is incompatible with mending, you get the idea. This way these tools have a limited(if not lengthy) lifespan and are difficult to acquire.

    submitted by /u/CJPsalm139
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    An update to the stone beach

    Posted: 16 Jul 2021 02:47 AM PDT

    An update to the stone beach

    Beaches really need an update, they are just sand and water, but the the stone beach needs it more. It's just a silly pile of rocks sitting next to water. The mountains got an update, why not their wet cousin?

    Sub biomes for the stone beach:

    The 2 new sub biomes:

    The cliffs will be steep, mostly vertical cliff of the mountains. Imaging the White Cliffs of Dover but with mountains directly behind it.

    These cliffs will be around 12-25 blocks above the sea. The cliffs look if the sea eroded the mountains forming steep cliffs. Big rock lie before the cliff, so watch out where you jump in the water.

    The gravel shore is the other new sub biome of the stone shore. here is the shift from mountain to sea more subtle. The gravel shore is flat but by the begin of the mountain it goes up until its connects to the mountain meadow or mountain grove. the terrain here is more flat than the normal stone beach and the cliff, but sometimes even more steep.

    the normal biome:

    The normal stone beach will stay. There will be more rough terrain here and shipwrecks generate here often, crushed by the stone seabed of the rough sea. the rough terrain will go hand in hand with the mountain. The terrain goes steep but not as steep as the cliff biome. Like the gravel shore, the stone beach connects to the mountain meadow and the mountain grove, even if it needs to generate steep hills.

    Blocks:

    Most of the blocks will stay but the cliffs get a new block. The textures i made are a bit to light, so you can't see them very well :/

    The chalk block has 3 lines going over it. This represents the sediment. Maybe chalk can be used for archaeology, if it gets into the game.

    the chalk block is a new stone type found in the cliffs, but also underground in blobs, if your lucky. The chalk block has variants, of course: the chalk bricks and the chiseled chalk.

    The chiseled chalk, crafted in a stone cutter or crafted with two chalk slabs.

    The chalk bricks, can be crafted with the stone cutter using the chalk block or in a crafting table with four chalk for two chalk bricks.

    The chalk block is the only block that will be new. stone beaches will consist mostly of stone. Andesite, granite, diorite and chalk will be reduced, giving a better feel to the stone beach. Gravel will be in huge quantities available in the gravel shore, but can also be found in the stone beach.

    Dripstone ( the spikes) could be in the water around the cliffs, making it dangerous, but i don't want the dripstone caves less special by removing one of its uses.

    Structures:

    Existing structures:

    Mineshafts and pillager outposts have a small chance to generate here.

    Shipwrecks generate here often, mostly in the sea but around 25% generate on land or partially on land. They have the most chance to generate by cliffs or stone beaches but have a reduced chance of generating in the gravel shore.

    Ocean ruins generate less here, i don't want to make this biome to overpowered, anyway, who wants to live in a stone beach?

    Also caves aren't exactly a structure but i putted it here. If you are a miner, it's your lucky day. caves generate here often, especially in the gravel shore. The stone beach haven't got much caves, especially in the shore bit of the biome and the cliffs haven't got caves at all.

    New structures:

    maybe a sort of pirate camp generates here? I am thinking of structure with a skull of bone blocks on it. There would be a campfire and some spruce shacks around it, and of course, like i said, a skull of bone blocks. These shacks would be damaged and repaired with some spruce trapdoors.

    I do't know if this would be skeletons of pirates that live here. Skeletons would be an obvious choice for a pirate camp but pillager to, so i don't really know, but i prefer the skeletons.

    Here is an example of the loot table:

    arrow (1-12) 70%, 7-12 is much rarer.
    bow (1-2) 60%
    apple (3-6) 60%
    almost broken iron sword (1) 55%
    iron nuggets (4-26) 55%
    bread (3-5) 50%
    emeralds (1-4) 40%
    iron ingot (2-6) 35%
    gold ingot (3-7) 35%
    almost not damaged iron sword (1) 10%
    overpowered enchanted bow (1) 2%
    diamonds (1-2) 2%

    you can say that gold or iron ingots are to overpowered if a begin-game player visits this structure. 7 gold or 6 iron can be overpowered for somebody with a wooden sword but they need to defeat the skeletons/pillagers first before they can loot and your not always guaranteed to get those 6 iron ingots or 7 gold ingots , you can always get only one 1 or 2, 6 or 7 isn't guaranteed.

    Mobs:

    Mountain mobs:

    yes, goats can spawn on cliffs, if this was your question. All mountain mobs ( i don't know if rabbits and polar bears spawn in mountains but if so, they don't spawn in the stone beach and its variants) can spawn on cliffs but not on gravel shores or stone beaches.

    Aquatic mobs:

    stone beaches are more aquatic than mountainous, so there are more aquatic mobs here.

    Turtles don't lay there eggs on stone beaches, they will visit stone beaches but prefer sand to lay there eggs on. turtles aren't gonna naturally spawn here, they only get here by spawning on a normal beach or ocean and then they can get here.

    Salmon and cod spawn here, nothing else to say about this.

    Dolphins and axolotls don't spawn here. Dolphins will actively avoid stone beaches. Axolotls can't spawn here regarding there are blocks above them or not, they only can spawn here if they are at least beneath Y-20.

    Glow squids spawn here faster. They will spawn in the caves of the stone beaches, gravel shores and cliffs. Like i said by structures, there are much caves in the gravel shore, so if you want glow squids, go there!

    Normal squids spawn here like normal.

    Drowned spawn here often, so if you want a trident go here. drowned like the cliffs the most, so the cliffs have a higher drowned spawn rate.

    Other mobs:

    Most normal mobs spawn here like normal. Pillagers and cave spiders are found in their respective structures. Skeletons/pillagers can be found in the pirate camp, but i don't know if it fits more for pillagers or for skeletons.

    pigs, cows, sheep don't spawn here, so you need to rely on fish to keep you alive.

    Hostile mob spawns don't change except for drowned (increased spawn rate).

    Conclusion:

    The stone beach and its variants, gravel shore and the cliffs need to get updated to catch up with the mountains. I hope these ideas make it interesting.

    There is somebody gonna say: "why din't u make an idea for the whole beach?!" Well, stone beaches are one of the most forgotten biomes and i want to see stone beaches in minecraft to represent their real)life counterpart.

    I hope you liked this idea! Tell me the problems or flaws with this idea, i want to hear what could be improved. Also sorry for the less good pictures of the new blocks.

    submitted by /u/Red_panda1130
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    Use for goat horns involving skulk sensors

    Posted: 16 Jul 2021 03:00 AM PDT

    Simaler to how a compass can be linked to a lodestone, I think goat horns should be able to be linked to skulk sensors. Meaning that when you play the sound on the goat horn only skulk sensors linked to the horn would listen allowing for some really cool remotely activated machines without activating everything in the area. If it's to op maybe you have to add something to the goat horns (netherite, warden drop etc) to make it work.

    submitted by /u/FBallisticAsh
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    Beached Barrels

    Posted: 16 Jul 2021 09:09 AM PDT

    Beached barrels would be random barrels washed ashore on beaches. These barrels would contain random loot such as food, various metals in small amounts and various other trivial materials. These barrels could help new players while adding lore to the game.

    Beached barrels can also be found under the sand and must be dug to be looted, however this is much less beneficial and useful than the top barrels which is just free stuff. Beached barrels can also be found- well- not beached! Some of these barrels can be found on the ocean floor, or under the ocean floor. These barrels are also extremely common near shipwrecks and even in shipwrecks as additional loot. These barrels can rarely contain an extremely rare treasure map to the nearest burried treasure chest.

    Anyway, here are the loot tables:

    Item Chance Amount
    Bread 14% 1-2
    Apples 13% 1-3
    Potatoes 14% 2-5
    Poisonous potatoes 7% 1-3
    Carrots 10% 1-3
    Bowls 8% 1-3
    Bottles 9% 1-3
    Bucket 1% 1
    Water bottle 6% 1-2
    Treasure map (to nearest buried treasure) 0.4% 1
    Map 2% 1
    Compass 1% 1
    Sticks 12% 1-4
    Flint 6% 1-3
    Iron nuggets 8% 1-3
    Iron ingots 2.5% 1-2
    Golden nuggets 7% 1-2
    Golden ingots 1.5% 1
    Emeralds 4% 1-4
    Feathers 5% 1-3
    Golden apple 1% 1
    Enchanted golden apple 0.25% 1
    Diamonds 0.5% 1-2
    Suspicious stew 3% 1
    Raw iron 6% 1-3
    Raw gold 4% 1-2
    Raw copper 7% 1-4
    Copper ingot 4% 1-2
    Spyglass 1.5% 1
    Amethyst crystal 0.3% 1
    Coal 5% 1-4
    Cooked cod 4% 1-2
    Cooked salmon 3% 1-2
    Pufferfish (not bucket) 2% 1
    Gunpowder 4% 1-2
    Seagrass 9% 1-3
    Kelp 8% 1-3
    String 6% 1-2
    Sugarcane 5% 1-3
    Wheat 7% 1-2
    Seeds 8% 1-3
    Beetroot 9% 2-3
    Beetroot seeds 10% 1-2
    Flint and steel 1% 1
    Enchanted book 1% 1
    Book 4% 1-2
    Paper 7% 2-5

    Beached Barrels Representation

    Statistics for reference (the sample will be the barrels shown in the representation which there are 7 barrels on land and in water):

    • the chance of getting no diamonds in any of those barrels is 96.55%

    • the chance of getting no bread in any of the barrels is 34%

    • the chance of getting no iron (raw or ingot) in any of the barrels is 54.31%

    • the chance of getting no enchanted golden apples in any of the barrels is 98.26%

    • the chance of getting no gold (raw or ingot) in any of the barrels is 67.3%

    submitted by /u/JaysonOnReddit
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    Pictures taken from the spyglasscan be put in an item frame.

    Posted: 16 Jul 2021 11:03 AM PDT

    When you zoom in with a spyglass and want to take a picture, you can!

    When using the spyglass and clicking a specific button you get in your inventory a map but with a picture in it,it's like looking at a map but instead you see the picture that you took. The picture on it is the one the you took of course.

    You need paper to take a picture with the spyglass. 1 paper - - > 1 picture. When clicking the specific button when having no paper in your inventory, nothing happens.

    You can put this picture in an item frame.

    submitted by /u/Red_panda1130
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    conduict ruins

    Posted: 16 Jul 2021 09:25 AM PDT

    rarely spawns in the ocean, similar rarity to ocean monuments, tends to spawn next to the ocean ruins. the structure is just a damaged prismarine conduit cage (that's required to activate it), next to this structure you can find a chest that contains buried treasure maps, some prismarine, shells and rarely tridents.

    a lot of players just don't know how to build a conduict, it would simply give an idea how to do it, just like with ruined nether portals, also it's pretty hard to get unless you grind really hard, so a secondary way to get required resources would be nice

    submitted by /u/lool8421
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    Cooking pot/food pot: combining raw food items

    Posted: 16 Jul 2021 10:18 AM PDT

    • cooking pots are crafted like buckets, but with copper instead of iron
    • cooking pots can store multiple food items like bundles ( still unsure on how much food items should cooking pots hold) and put on crafting table like bowls
    • cooking pots only accept raw food items (uncooked meat, crops, etc)
    • can also accept flowers for short potion effects
    • food in cooking pots can only be eaten after cooking it in furnace/smoker/fireplace. Cooked pots would be called "mixed stew/soup" or something similiar
    • restores a lot of health, hunger, and saturation (amount of health/hunger/saturation replenished are determined by its contents)
    • pots do not stack
    submitted by /u/Level8scratches
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    Insta-mining wood

    Posted: 16 Jul 2021 07:24 AM PDT

    I watch hermitcraft and recently iskall brought up the idea of insta-mining wood and that reminded me of the idea I had a while back... Using an efficiency V GOLDEN axe with haste II should let you insta-mine wood. Efficiency V gold pickaxes already let you instamine basalt and terracotta without the use of a haste II beacon so why not add the ability to insta-mine wood using something simmilar?

    submitted by /u/BiThree
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    Hot air balloon

    Posted: 16 Jul 2021 01:34 PM PDT

    Hot air balloon

    The balloon would float in air just like a boat floats on water.

    It should be craftable from two parts:

    • one lower part called gondola, which could be placed on ground, water or rails
    • one higher part which would attach to the lower part

    balloon upper stage (air envelope)

    balloon lower stage (gondola)

    Any kind of minecart can be used in the recipe.

    Controlling the altitude should be possible by:

    • feeding fuel (coal or charcoal) into the furnace minecart (if furnace is present)
    • placing candles (instead of meat) on the corners of the campfire:

    0 / 4 candles - lower / rise the balloon fast

    1 / 3 candles - lower / rise the balloon slowly

    2 candles - keep the balloon at constant level

    Moving direction would be slow but constant and would be set or changed by:

    • pulling it with a lead attached to an animal
    • pulling it with a fishing rod
    • determined by water flow direction (if the lower stage touches the water)
    • throwing eggs or snowballs in the opposite direction
    • launching it from a rail

    Players would sit in the gondola like in a boat.

    Hitting the upper stage would drop it in "packed" state and the gondola would fall down, like a boat, without causing damage to the player.

    Note: Simple balloons were present in another Minecraft variant:

    https://minecraft.fandom.com/wiki/Balloon

    submitted by /u/Menzagitat
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    You should be able to breed Tropical Fish (and other passive fish) using Kelp!

    Posted: 15 Jul 2021 09:28 PM PDT

    Most passive mobs in the game are able to be bred, but this isn't the case for fish. I feel that the game would benefit from all types of passive fish being breedable. This could be achieved by feeding them Kelp. Different species of Tropical Fish could be cross-bred to combine their attributes, with the offspring having a 50/50 chance to inherit each attribute (colour and shape) from each parent.

    Here are a few benefits of implementing this idea:

    1) Axolotl breeders would have an easier method to obtain more Tropical Fish (mobs) in large quantities, and could now do so in any biome.
    2) Keeping Tropical Fish would be a more interactive experience, as aquarium owners could cross-breed their fish for new colour combinations.
    3) Kelp would become more useful.
    4) Consistency would be improved, as most passive mobs are breedable.

    Please let me know what you think!

    submitted by /u/Alliinase
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    Make the Bedrock Wither easier

    Posted: 16 Jul 2021 10:49 AM PDT

    The wither in bedrock is extremely difficult no matter what potion affects or armor you have. The wither on Java is like an ant compared to bedrock edition. The reason I am making this post is because I just realized that even with a fully powered resistance 2 beacon the wither can still take you down to two hearts in a matter of seconds. not only that, The wither on bedrock has three explosions that you have to avoid, a dash attack that destroys almost every block in it's path, and can even summon wither skeletons. I feel that it is not fair to us bedrock players to have such an overpowered boss.

    submitted by /u/CodIndependent3181
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    Allow hostile mobs to move faster

    Posted: 16 Jul 2021 06:29 AM PDT

    It's a popular sentiment that sprinting has made surviving nighttime too easy. Giving some baddies a way to sprint towards you when they're close would make the game scarier for unequipped players, and make combat more dynamic. You could give different mobs different tactics like, zombies all rushing the player at once, or spiders doing repeated sprints at the player. Skeletons could do short dashes between cover, and creepers would continually sprint after they get hit. Those are just some examples, but the current speed of mobs make them seem dumb and too easy.

    submitted by /u/8gH
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    Piglins should trade items for gold nuggets and blocks

    Posted: 16 Jul 2021 11:42 AM PDT

    However, when trading nuggets, the chances of getting the rarest item is reduced by 9 times since 1 ingot is 9 nuggets. Gold blocks will increase by 9 times.

    submitted by /u/3p1ks
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    new working station just for food

    Posted: 16 Jul 2021 12:53 PM PDT

    (just because it's this month's theme)

    I think food should also get its own crafting table, be it an oven, stove or a pot that would have to be placed atop of a fireplace. (used for crafting, not cooking, since there's already the smoker for that)

    if there will ever be a food update, there ought to be much more recipes. the items could have been still crafted in the crafting table but you would use less ingredients if you cooked it in the pot. (just what a cartography table is used for, because it uses less paper). would be nice if some recipes will only be able to be crafted from the new work table though.

    it could also use coal if you wanted to cook something (unless it's the pot on a fireplace which wouldn't make sense)

    the villager is the cook and he will buy and sell foods. different ones from the farmer, butcher or fisherman. and also bowls.

    a new working area will make more possibilities for future recipes, instead of being restricted to 9x9 grid.

    you will also have to wait for it to be cooked, just like you wait for a steak to be done in the furnace. the time could be different depending on what time the food should take to be made, although I don't think they would bother to code something like that.

    we already have a lot of specific crafting stations (some only having one function) so why not for food as well.

    submitted by /u/nyajinsky
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    The rules can be too broad at times

    Posted: 16 Jul 2021 12:49 PM PDT

    Don't get me wrong, a FPS list is very important to prevent people from suggesting the same thing over and over again, but some of the suggestions on the FPS list are way too broad, like "Magic for any players," "Crystal blocks," or any speed related enchantment on armor.

    It just feels unfair sometimes when you have a unique spin on an already existing general concept, and you get deleted because your suggestion technically was already brought up on paper.

    submitted by /u/Sufficient-Ad-6874
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    Cookies should clear potion effects

    Posted: 15 Jul 2021 07:22 PM PDT

    Members of the MCS discord were prompted to think of how food should be reworked,and personally I think that the cookie has untapped potential. Cookies are a bit difficult to craft, and the player should be rewarded more accordingly. I don;t think that cookies should just have their hunger/saturation buffed, as those seem fine as they are, and that would not be unique.

    The cookie should function similarly to a milk bucket, in that it can clear potion effects, except it would only work on certain effects. So far I was thinking that the effects it could remove are slowness, withering, and poison, as cookies are sweet treats that not only feed you but give you energy. This could be an interesting way to combat wither skeletons.

    Perhaps there should be an achievement called "cookies and milk" obtained by using cookies and milk to clear different effects.

    Note: the list of effects that it removes is very open to change. I was considering focusing more on that the idea of the chocolate giving energy - like removing mining fatigue, but that could be too unbalanced.

    Thanks for reading (:

    submitted by /u/Darth-Kcinimod
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    Phosphorus (Glowing) Dripstone

    Posted: 16 Jul 2021 10:03 AM PDT

    I've seen a lot of people talking about how they think that the dripstone caves need something extra, so I just wanted to share this idea. Phosphorus Dripstone could be a glowing version of dripstone that would act like the glow berries in lush caves, somewhat lighting the dripstone caves up. It would probably be less frequent than the glow berries are, and would come as both phosphorus dripstone blocks and pointed phosphorus dripstone. Also the name phosphorus dripstone is subject to change in my mind. Would love to hear more ideas and feedback surrounding this!

    submitted by /u/n0-0ne-home
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    Should the spyglass be a spawning item like the map?

    Posted: 16 Jul 2021 10:47 AM PDT

    It isn't a too powerful of a weapon and would greatly benefit exploring and finding a good spot to live

    submitted by /u/Pyro_flamingo
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    Improved Horses

    Posted: 16 Jul 2021 06:45 AM PDT

    First of all, I think it should be much easier to get an insaneley good horse. Maybe breeding 2 horses with the same stat at a very good level would make their baby even better at that thing but if you breed 2 with different stats, you would get one thats decent at both. After a few breeds you would get a horse with max stats.
    Another thing I wanted to propose was the ability to enchant horse armour with frost walker. I don't think I have seen anyone use frost walker and even if they do use it, they end up swithching for the boots that dont have it. This change would make frost walker useful and horses a great pet for adventures because there is nothing more annoying than going out on an adventure with your horse, running into an ocean and having to leave the horse behind just so you can continue adventuring.
    P.S.: idk if the breeding explanation made any sense.
    Edit: I thought of another enchantment you could add to horse armour - loyalty. I haven't digured out the specifics (maybe you could only add loaylty 3 to the armour) but the enchantment would make the horse stay in his place and not run away as soon as you step off.
    Edit 2: this is a bit of a stretch (that being said, the loyalty was also a bit of a stretch) but what if you could also add quick charge to horse armour. It would make the jump charge up quicker and once it's fully charged it would stay in the yellow zone for longer.

    submitted by /u/BiThree
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    A compass for finding low light levels.

    Posted: 16 Jul 2021 02:32 AM PDT

    When lighting up builds, it is almost necessary to use the f3 debug menu. you'll often find yourself walking across every block and looking how much block light there is using the debug screen which ruins the immersion, and is quite annoying to do.

    It would be very useful to have an item to help with finding where mobs can spawn, like perhaps a "soul compass" which would point to the nearest block without enough light and start glowing whenever you're standing in a block where mobs can spawn.

    submitted by /u/Caviakonijn
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    Fashion

    Beauty

    Travel