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    Minecraft You should be able to craft white flowers to white dye.

    Minecraft You should be able to craft white flowers to white dye.


    You should be able to craft white flowers to white dye.

    Posted: 07 Jul 2021 03:13 AM PDT

    It just doesn't make sense that a white tulip can't be used to make white dye.

    submitted by /u/CherryAxoltotl
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    New game rule idea: keepGear, a mix between keepInventory and traditional survival

    Posted: 07 Jul 2021 08:26 AM PDT

    The basic idea is it would presser some but not all of your items when you die as to soften the punishment of death without removing it all together.

    The concept would be when you die you would drop your inventory but you would keep the items in your hot-bar, offhand and amour slots.

    Example Here Green area means saved, Red are means dropped

    Example of the command might look like this: /gamerule keepGear true

    This system would mean you may lose the resources you where collecting but you'd have "protected" slots to store the items you care most about (tools, food, valuable items/ores etc). This gamerule would allow you to not worry about losing the items you spent hours making/enchanting while still letting death have an actual penalty to it.

    submitted by /u/ForgottenWorld
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    Eating a Glow Berry should give the player Glowing for a few seconds

    Posted: 07 Jul 2021 04:58 AM PDT

    Pretty simple and small idea, but cool nonetheless!

    submitted by /u/Forsaken_Hope_7842
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    Trapdoor Spider

    Posted: 07 Jul 2021 05:06 AM PDT

    Trapdoor Spiders would be hostile mobs found in large caves and ravine floors. They would look like regular spiders, but with dark brown colors, a bigger abdomen, stubbier legs, and would be bigger than a Cave Spider, but smaller than a regular Spider. They would have 14 hp (7 hearts) and enhanced speed, being 25% faster than a normal spider.

    They usually spend their time hiding in burrows that are invisible to all mobs and players, when a player is within 5 blocks of the burrow, the Trapdoor Spider will peek out a bit, but will only show once a player walks 1 block near their burrow, where they will proceed to hop out and attack players by jumping at them and trying to drag them into their burrow. When slain, they would drop the same loot as the other spiders, as well as 4 experience orbs.

    Trapdoor Spiders can sometimes be seen attacking Zombies in caves, as they have a hatred towards them, and unlike regular spiders, they do not have a jockey variant. If successfull in killing a Trapdoor Spider, you can enter their burrow through the hole they came through, where it will be covered in cobewebs, and rarely have a chest with loot.

    submitted by /u/WackoJacko200
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    More emojis support

    Posted: 07 Jul 2021 03:58 AM PDT

    We have few item emojis (⛏🪓🗡🧪⚗️🪣🍖❤️🔱🏹🎣 etc.) now

    Some ideas:

    ⛑/🪖 — helmet

    🍎 — apple

    🍉 — melon slice

    🥕 — carrot

    🥔 — potato

    🍞 — bread

    🥚 — egg

    🦴 — bone

    🥛 — milk bucket

    🧭 — compass

    💎 — diamond

    🕯 — candle

    🔭 — spyglass

    🏷 — name tag

    🥄 — shovel?

    submitted by /u/Crafterz_
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    Swiftness affects climbing speed

    Posted: 07 Jul 2021 07:28 AM PDT

    I'm one of those rare players that actually uses potions (besides like healing and fire resistance). The other day I had Speed II on and thought it should increase the speed you climb ladders, since my base is a bunker it has a lot of them.

    submitted by /u/Weeeelums
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    Add Wandering Trader exclusive items!

    Posted: 07 Jul 2021 03:26 PM PDT

    Currently, the only real use for wandering traders is the free leads. But what if they add items only achievable through wandering traders, and with variation of which items the trader will have. This idea makes the wandering trader similar to Terraria's, but at least I won't want to kill it on sight anymore.

    submitted by /u/Quinndalin66
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    A much needed upgrade to frost walker.

    Posted: 07 Jul 2021 05:36 AM PDT

    Let me elaborate:

    There are many enchantments in the game. There are some that are more useful than others, but none of them are particularly "bad", except frost walker. Let me lay out the pros and cons of the enchantment:

    Pros:

    1. You can walk over large stretches of water
    2. Looks cool (?)

    thats about it really

    Cons:

    1. Breaks any farms which include water
    2. Leave ugly paths of ice at night or in darkness
    3. Makes you walk slower than normal, making it faster to just swim or boat
    4. When broken, the 1st stage of ice does not give water

    etc.

    Every other enchantment in the game has more pros than cons, even the weakest ones. Except frost walker. Its hard to find, and is more degrading to your experience overall.

    So how can we fix this? Ill try and address the cons one by one.

    1. I though of 2 solutions for this. Either a) The enchantment doesn't affect player placed water sources OR b) The enchantment doesn't affect 1x1 (or even 2x2) water sources. Out of the 2, I think (b) is the better option, as it's easier to implement and allows one to use it in custom builds.
    2. The concept of the ice not melting in darkness is cool, but it gets frustrating rather quickly. Its very easy to accidentally freeze a water stream, which is a pain to fix in dark areas such as mob farms. Making it turn into water regardless of the light level is a huge improvement in quality of life. Mojang can still retain this feature though, by making it so that the ice melts faster in higher light levels and slightly slower in lower light levels.
    3. Frost walker turn water into ice, and somehow, the ice reduces your walking speed, being super inconsistent with the rest of the ice variants in the game which speed you up. Simple fix, make it so that you go the normal speed or maybe slightly faster on this ice. Side note, you ant bunny hop on the ice, which is a real shame. Maybe we can have another tier of frost walker that allows bunny hopping.
    4. This is just plain annoying. The amount of times I have had to replace water in farms and such is plain ridiculous. Simple fix, the ice always leaves water, regardless of what stage it's on. Idk why this was a thing anyways.

    Anyways, that's it from me folks

    Thank you for coming to my ted talk

    Have a great day

    submitted by /u/ImInfiniti
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    Polar bears attack zombies

    Posted: 07 Jul 2021 09:09 AM PDT

    If polar bears be given some use, it would be they would attack zombies (including husks and drowned) only if they feel like it. It might make sense since zombies are walking flesh and are similar looking to the player. They may even attack them if they were close to their cubs.

    The polar bear if it encounters a zombie will stare at it for a second and then chase it. It has a limit on how many it can hunt per day/night which is 2-3 and reset every 20 minutes. However, there may be exceptions, if a zombie is near a polar cub, the parent bear would attack and the zombie would flee after being attacked. It won't pursue if the limit was full at the time.

    This would make polar bears an interesting obstacle in snowy biomes. The behaviour that the bears have being hostile if their cubs were provoked would had some more potential if it were expanded to other mobs, not just only players. It would actually give more life than ambience in these biomes. They just don't have any other interesting behaviours at the moment.

    submitted by /u/Uncle_Neb
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    Treasure Maps That Lead To Amethyst Geodes As Dungeon Loot

    Posted: 07 Jul 2021 12:31 AM PDT

    While the player participates in an overworld dungeon/cave, I felt like it would be pretty cool to have a semi-rare chance for an "Amethyst Geode Treasure Map" to spawn inside the chest as loot.

    I also thought that this would a fun little way to make a (somewhat intuitive) guide to introduce these amethyst geodes to players.

    Please let me know your thoughts.

    submitted by /u/An_Sg
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    "Well-Fed" Effect from stews that reduces saturation loss rate

    Posted: 06 Jul 2021 07:53 PM PDT

    "Well-Fed" Effect from stews that reduces saturation loss rate

    Thank you to u/SailorThe for brainstorming this idea on the MCS Discord server with me!

    Stews Are... Not The Best
    Let's face it, stews are probably the last foods any of us consider when playing in Survival Mode. They fill a solid amount of hunger/saturation, but because they do not stack, they simply are not worth hanging on to. You are much better off seeking out cows for an endless supply of steak. So, how do we give stews a buff without just allowing players to stack them?

    "Well-Fed" Effect
    Introducing, the "Well-Fed" effect, which would simply reduce the rate of saturation loss for a duration of time upon slurping down a stew. I believe this would give players a reason to use them even during late-game, in conjunction with their meats, golden carrots, etc. This effect would be especially useful when travelling!

    Mock-up Icon

    Details/Balancing

    • Saturation loss rate is accumulatively reduced by 20% per level
      Ex. Say it takes 3 minutes to lose 20 points of saturation. If afflicted with Well-Fed I, you would lose 16 points in 3 minutes. If level II, 12.8 points, and so on.
    • Mushroom would grant Well-Fed I for 4 minutes, Beetroot would grant Well-Fed II for 6, and Rabbit would grant Well-Fed III for 8
    • Would not slow consumption of hunger/saturation during health regeneration, as chunks would still be removed in order to regenerate health
    submitted by /u/Nyodex
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    Pillager raids should spawn with sky over their heads.

    Posted: 07 Jul 2021 02:41 PM PDT

    I've lost more raids than I can count because a wave will spawn underground, and I'll run out of time looking for them before the raid expires.

    submitted by /u/Mrs_T_Always_Singing
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    Dye saddles

    Posted: 07 Jul 2021 09:08 AM PDT

    The inner saddle and straps will be the dyed colour while the outer saddle will remain the same colour.

    submitted by /u/tapophobia
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    Villagers' trade restocking speed should depend on how developed the village is

    Posted: 06 Jul 2021 11:44 PM PDT

    Villager Trade environment-dependent Restocking Frequency

    TL;DR: Villagers' trade restocking speed should be proportional to the size of available job-related structures assigned to the specific villager(or they could be shared). e.g. A farmer with access to a large farm plot would restock trades quicker, than a farmer with only a small farm. Additionally, a farmer with no access to a farm could restock nothing at all, to communicate to players this mechanic organically in-game.

    I love the direction Mojang has taken with the villager mechanics recently, breathing villages new life.

    My idea aims to expand a little on the theme of having villagers influenced by the environment and the structure of their village, which can be directed by the player intuitively. It could also as added benefit mitigate (what I believe to be) the issue of overpowered early-game village grinding, which requires very little investment for how easily players can obtain treasure-level gear from trading.

    This would be done by determining how many job-related blocks/structures villager workers have assigned, along with their job-site blocks.

    In general, this mechanic will introduce a lower and upper limit to the restocking frequency, with the lowest being zero(no support structure), and the upper limit possibly being higher than the current number of restocks a day(which is about twice), to reward players for developing a village(although it would have to be large).

    The hope is to make it intuitive to figure out, such as how players can find houses with beds occupied by villagers, therefore villagers require beds for a village. Here are ideas for some of the villager jobs.

    • Farmer
      Their restocking speed could depend on the number of farmland near the composter, like the farms that generate naturally, which the player can choose to expand on.
      For the sake of simplicity, the farmland does not have to grow the specific plant in order for the villager to trade it, only the size of the farm counts.
    • Fishermen
      They could depend on the size of the body of water near their barrel. Their fishing stands already generate with water.
    • Shepherd
      They could depend on the number of sheep in the village, such as in pens that naturally generate with villages.
    • Butcher
      Like the shepherd, but with other animals such as cows and pigs.
    • Librarian
      They could depend on the number of bookshelves near their lecterns, which are found in library buildings.

    If you have other ideas for the villagers, please help by leaving a comment :)

    Link to Minecraft's feedback page:
    https://feedback.minecraft.net/hc/en-us/community/posts/4404494916365-Villagers-restocking-speed-should-depend-on-how-developed-the-village-is

    submitted by /u/PotetoPeeledPerfect
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    Minecraft update-- legends and lore

    Posted: 07 Jul 2021 11:37 AM PDT

    Our beloved archeology has been postponed for an undesclosed amount of time. Alas, woe is us, right? Maybe not..

    Introducing Minecraft 1.19 (probably not) the legends and lore update! Featuring archeology, and other lost stories of the past waiting to be unearthed and discovered, and made sense of. To each their own story, to each their own legends and lore!

    Edit: possible concepts/features of this update in the comments! :)

    submitted by /u/ashen_always
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    Magma Squid

    Posted: 07 Jul 2021 12:42 PM PDT

    Magma squid is found in the nether and swims around in lava. They drop magma ink sacks that can make a crimson like dye and can be brewed into fire resistance potions.

    submitted by /u/Few_Chipmunk_2590
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    Goats drop mutton on death

    Posted: 06 Jul 2021 06:15 PM PDT

    Pretty simple, goats should drop mutton on death. It would make for an alternative meat source besides sheep, cows, rabbits and pigs (And I guess villagers.) Then they wouldn't be as much a novelty as they are now

    submitted by /u/Dream-is-gay
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    A new Hostile water mob for halloween special.

    Posted: 07 Jul 2021 04:41 AM PDT

    I got an idea for a mob for halloween (yes im well awear that halloween is longgggg ways away)

    A water mob that grabs you and drags you down to the bottom of the ocean and starts slowly suffocating you. This mob will spawn randomly in the ocean it's quite a slow swimmer but once it gets a hold of you it starts dragging you down and makes a very terifying sound while trying to kill you. It's relatively easy to kill about as much as a normal human player x10 Hearts or a little less.

    it will deal normal 0.5 hearts every 2 seconds in addition to the water suffocation damage and you wont be able to see it coming.

    If you're on a boat it will not grab you but if you swim it will go after you.

    Generally it's hostile towards everything but drowned and dolphins can attack if they see eachother. it should be a realtively rare mob so that it doesn't like spawn every 10 blocks you travel because it is gonna be annoying after a while.

    IMO it would be terrifying to get dragged and killed in the ocean by an unkown creature if you die to to it will despawn the second you die so that it doesn't guard your stuff and make it impossible to get them back.

    As for drops if you manage to kill it it will drop just some XP. Just an idea for halloween I want to see what people can come up with for mobs on halloween sorry for the length and any grammatical mistakes.

    submitted by /u/ZombieNek0
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    Minecraft Enchanting Books may only be obtained separate Ways!

    Posted: 07 Jul 2021 05:44 AM PDT

    Minecraft has a HUGE problem that defeats a LARGE majority of the game. So I'm going to try and sound as persuasive as possible.

    This problem is that enchantment books are way too easy to obtain. What is that reason? Villagers. How do we fix this problem? We limit some of the Books that may be required from villagers by doing other activates such as fishing, exploring, hunting for mobs and etc.

    For example. Looting III may only be exclusive to exploration and villagers.

    Sharpness V may only be exclusive to vindicator and pillager drops. During raids, precisely.

    You may only find Aqua Infinity in the Ocean (exploration)

    You may only find (book) from fishing and etc. And exclusive to enchanting tables.

    Why do we need this? You see, Villagers are pretty much devouring, as said again, a huge purpose of playing Minecraft. Since it isn't forced, and it doesn't feel awarding in long-term.

    After completing the Books, exclusive to desert temples and etc (exploration). Or going to enchanting books exclusive to Jungle Biomes. maybe you could go and go fishing next. New things to force yourself do. To fully experience all of what Minecraft has to offer.

    I mean, we can't just trap villagers and endlessly place lectures all day. That's pretty, bland for a game.

    submitted by /u/Redioverz
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    Crypt cave biome and Flickers

    Posted: 07 Jul 2021 11:03 AM PDT

    The crypt would be a new cave biome spawning exclusively below y=0, in the deepslate layer. Strangely, it is made of a mix of deepslate and deepslate bricks, with some cracked deepslate bricks and deepslate tiles sprinkled throughout. Luminous crystals are green crystals which have a glowing texture but emit no light, they grow on the walls of this biome.

    Strange structures fill the biome. Commonly there are deepslate tile pillars holding up the cave roof, with a very artificial design. Occasionally, there are small ruined deepslate houses which have a low chance to contain loot filled barrels and look similar to underwater ruins. Rarely, there are taller tower structures, with multiple barrels. All these dwelling places are abandoned.

    The chests contain high amounts of iron, gold, emeralds and redstone, as well as the rare diamond. Mob drops and assorted chain, iron or diamond armour are also in these chests

    Flickers

    This biome's primary inhabitants are the flicker mob, as all other hostiles spawn much less frequetly here. The Flickers have the same model as a player or zombie, but with a completely black texture. Flickers have several variants. The variant is randomly chosen when it spawns. One variant has glowing green eyes, one has glowing green soul faces, others have green torches, lanterns or candles (these can be crafted with luminous crystal and emit no light), some carry glowing green swords or pickaxes. Flickers do not turn when moving backwards and have no walking animation.

    Darkness

    Being in the dark in this biome for too long will fill up an invisible "dark meter". While you can't see the actual value, it causes strange, intelligible whispering which gets louder as the value increases, and turns into chanting when the meter reaches maximum. When darkness reaches 25%, the first flicker will spawn. The higher it gets, the more flicker spawn. The flicker spawn at least 20 blocks away from you. Stepping back into light will quiet the chanting/whispering into low whispering, and slowly start to lower the dark value. If darkness drops enough, flickers will start to despawn and sound will stop.

    Flicker attack!

    Flickers take damage in light and will stay away from it. When "killed" by light, flickers will explode into particles, laughing, cheering or saying a reversed/distorted "Thank you". They do not do this when killed by other means. When in the dark at >75% darkness, the flickers rush at you and attack, dealing 10 damage. They have 30 hp. Though flickers fear light, they will not run from it when attacking. Held torches and candles deal 5 damage to them, and killing one with either of those items yields the same result as if they were killed by actual light. Any light death reduces the player's darkness significantly. If you have a hoard of flicker attacking you, it may be worth attacking with a torch. Though you may deal less damage than with a sword, defeating enough may lower your darkness enough to instantly despawn the rest.

    submitted by /u/PhantasmShadow
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    Roasted sunflower seeds and pumpkin seeds

    Posted: 07 Jul 2021 03:51 PM PDT

    I think it would be cool if you could cook pumpkin seeds and eat them, they wouldn't give a ton of nutrients tho. Also if you put sunflowers in crafting tables it would be cool if you got sunflower seeds that you could also roast and eat. Idk just kinda a shower thought

    submitted by /u/MrThreshold
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    Bad Reputation

    Posted: 07 Jul 2021 02:20 AM PDT

    My idea is to add a new effect "Bad Reputation" That happens when you kill a Pacific mob that doesn't drop anything like teamed dogs, cats and bats. This effect makes the villagers trades more expensive. It lasts 90 minutes (likes the pillagers) and the only ways to remove the effect is to drink milk or die.

    submitted by /u/Mily_24
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    Weather Sensor (recipe and textures included!)

    Posted: 07 Jul 2021 05:01 AM PDT

    TEXTURES

    The Weather Sensor is a counterpart to the Daylight Detector that emits a redstone signal of 15 during certain weather conditions.

    It is crafted like this, with 3 Glass, 3 Amethyst Shards, and 3 Wood Slabs. The Glass can be any color, and the Wood Slabs can be any type of wood.

    Clicking the weather sensor cycles through several modes:

    • Clear mode emits a redstone signal when their is no weather.
    • Rain mode emits a redstone signal when it is raining.
    • Thunder mode emits a redstone signal when there is a thunderstorm.
    • Snow mode emits a redstone signal when it is snowing.

    Potential uses for this could be a roof that opens up during clear weather, cauldrons that don't open in the rain meaning they won't collect water, a lightning rod that only emerges during a thunder storm, dispensers that make Snow Golems while its snowing, doors that only open during certain weather conditions, roofs that appear over your mobs to prevents them being killed/changed by lightning, ETC. Using creativity, redstone engineers could make really neat contraptions with this device.

    submitted by /u/DestinyReaver98
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