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    Minecraft Constellation Creator

    Minecraft Constellation Creator


    Constellation Creator

    Posted: 22 Aug 2021 08:37 AM PDT

    This is a very simple idea, but I think it could be a very fun way to encourage even more creativity in the game!

    My idea is that you could point a spyglass towards the night sky and connect the stars to make constellations! You could connect the dots anyway you want and maybe even give each constellation a name. You would be able to see the constellations that you created by pressing F3 or using the spyglass.

    And to make things more creative and unique, each new generated world would generate its own night sky with stars placed randomly through it.

    Maybe you could also have an achievement if you place all the generated stars in some constellation.

    This idea could have some potential to be used in magic or some kind of culture-building (maybe by sharing your map of constellations with certain players in multiplayer? Allowing you to map the stars together?). But, at least for now, I wanted to keep my idea simple just to suggest something fun to spend time in our minecraft worlds =)

    submitted by /u/CutieL
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    Wallpapers

    Posted: 22 Aug 2021 06:25 AM PDT

    Similar to carpets, wallpapers can be placed on the side of the blocks. They can be crafted with paper+dye for single-color pieces, or they can copy the texture from certain building blocks. Their purpose is to have more textures on a single block for decorative purposes. They can be also used to disguise certain blocks on servers. For example, you build your house from obsidian to discourage griefing, but you have the option to cover it with wallpapers so it won't look like a total mess.

    submitted by /u/Gabi_Alex
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    A mob “almanac”

    Posted: 22 Aug 2021 09:45 AM PDT

    It could be an item that you would start out with. The mob almanac would be empty at first, but would fill up as you encounter more and more mobs. Whenever you encounter a mob, that mob would be added, and you would be able to read the almanac to learn information about that mob. One of my biggest criticisms of Minecraft as a game is the fact that new players almost always have to either get advice from other people, or look on the internet to find out how things work, instead being able to learn from the game itself. This would be a big help, as new players would learn little useful tips about so many different mobs, such as the fact that you can shear sheep, you can trade with piglins, you can tame horses by repeatedly mounting them, and lots of other stuff you'd have to look on the internet to find out normally. The reason it wouldn't be full from the start is so that players won't be overwhelmed with having to learn about all 70-ish mobs in the game, with many being pointless. For example, why would you care about what a polar bear does when you spawned in a desert biome? I haven't fleshed out this idea, I'm just presenting the basic concept of it.

    submitted by /u/Swaagopotamus
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    Wildfires, Patrols and Wither Plagues in The Nether Fortresses

    Posted: 22 Aug 2021 10:39 AM PDT

    Suggestion

    Blaze squads would patrol the nether fortresses in a group of usually 5-6 blazes, with the blaze captain being referred to as the wildfire. Now, I don't blame you if you immediately thought of Mob D, The Hovering Inferno, which is called the wildfire, and spawns with a group of blazes.

    The wildfire is essentially a blaze that wears a yellow banner with an orange fade and black spikes at the bottom. Normal blazes will follow this specific one across the fortress.

    When a wildfire is killed, players will get an effect called The Infernal Omen. The blazes become enraged at the death of their leaders, sending their skeleton allies to kill the player. When you go to a bastion, a raid group of skeletons, known as the Wither Plague begins attacking the bastion.

    Normal skellies provide fire from a distance while the wither skeletons rush in to attack piglins upclose.

    Upon the defeat of the bone heads, players will be inflicted with Bastion Hero. Piglins will give better loot in bartering when you are under this effect.

    Post-The End

    If The Enderdragon is slain, the blazes realise that they will have to help their skeleton soldiers at take down the player. Therefore, blazes and wildfires will take part of Wither Plagues after the death of The Enderdragon.

    I think this would be an interesting new event in The Nether Fortresses; not only would it be balanced since blazes only join the plague AFTER you beat the game, it could also create a new type of relationship between blazes and wither skeletons;with blazes being the brainiacs that oversee the fortress and wither skeletons being the (somewhat dim-witted) troopers that protect them.

    submitted by /u/Master_Wildfire_2017
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    If there are stray cats in villages than there should be adopted cats or cared for cats

    Posted: 22 Aug 2021 10:45 AM PDT

    It would be cute if a cat might sleep with a villager or maybe villagers fill feed cats with fish or meat and give them toys like string. Maybe a baby villager might befriend a kitten and then they sleep and grow up together.

    It wouldn't add much functionality but it would just add life to the world.

    submitted by /u/PracticeEfficient28
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    Abyssal Cavern biome: Deepest, darkest point in the ocean

    Posted: 22 Aug 2021 01:59 PM PDT

    Abyssal Caverns are a technical biome that only appears at the bottom of normal ocean biomes. They appear at a glance like a normal underwater ravine, but are significantly wider, and go far deeper. Entering an Abyssal Cavern causes the ambient water color to become nearly black, and shrouded in a murky marine-snow particle effect. As such, water-safe lighting is recommended during excursions into these biomes (as well as a method of prolonged water-breathing, of course).

    Structures seen within the cavern include massive magma fissures , often surrounded by fields of sea-pickles and stalagmites. There are also sunken ships, and even unique deepwater End-based ruins with unique loot.

    Mobs spawn here, many of which are unique, save for the appearance of glowsquids in place of usual ocean squids.

    Blobfish: A slow moving pinkish-grey fish mob. They swim aimlessly around the abyss, usually not even registering the existence of players coming near them. They can be lead around with leads and even put into buckets if a player wishes to transport them. However, if a blobfish is moved above the max y-level that the abyss generates, then they will decompress from their usual pinkish grey form into a bloated flesh-pink form, and will start to take damage if held there for too long. If a blobfish dies, it drops an item version of its pink decompressed form, which can be used in brewing. Housing blobfish and other abyssal creatures would probably require a new item or block that can emulate the effects of the abyss in higher elevations.

    Anglerfish: A passive mob that hunts other aquatic mobs. They cannot attack players (despite their terrifying appearance), but they use their glowing lure to bring in other sea creatures to eat. Like blobfish, bringing them above the abyssal y-level for too long will cause them to start taking damage. They can be put in buckets or pulled by leads, and will follow a player that is holding a fish item.

    Ratfish: Small fish-like mobs that wander around the caverns. They are normally seen alone, slowly fluttering along by flapping their pectoral fins. They can be attracted by light sources, be it a proper light source or a glowing mob (like the anglerfish). Players can lure them by holding light sources, or wearing enchanted armor.

    submitted by /u/Talenkauen
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    Horses wearing armor should not wander.

    Posted: 22 Aug 2021 11:29 AM PDT

    You could potentially extend this to include saddles as well. One of my personal pet peeves regarding using horses is the need to bring a lead and a fence post wherever you go. I hate hopping off my horse to go investigate a desert temple, and then having to go find my horse after I leave. I think if a horse is wearing armor, it shouldn't move when you get off of it.

    submitted by /u/R151N6T1D3
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    Blacksmith chests should have chainmail armour in their loot table.

    Posted: 22 Aug 2021 01:10 AM PDT

    The only way to get it is trading or very rarely getting it from mobs, which are both not great for an early game armour set.

    submitted by /u/Mr_Snifles
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    Where there is red sand in the badlands biome, add a new biome called “red desert”.

    Posted: 22 Aug 2021 08:05 AM PDT

    and make it similar to a normal desert with accompanying structure changes(temples, villages, wells)

    submitted by /u/Zach10816
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    "infernal" trident enchantment

    Posted: 22 Aug 2021 02:10 PM PDT

    this enchant is a treasure one, can be obtained the same way as soul speed (chance is 25%, 75% is 3 different soul speeds)
    its main purpose is to make tridents more useful in the nether, but slightly worse in the overworld by giving these effects:
    - trident sets enemies on fire for 4 sec when thrown, (no meele effects tho)
    - riptide works when you're on fire, but not in water or rain (good synergy with fire protection, fire resistance, while fighting blazes, or getting out of lava if you manage to fall in)
    - impaling deals extra damage to blazes, magma cubes and ghasts, but not water mobs
    - channeling turns the trident into a mini-fireball, which deals extra explosive damage and knockback, but no breaking blocks or setting them on fire (eventually it can be impossible to combine)
    - the trident has slightly increased water friction, but no lava friction at all

    submitted by /u/lool8421
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    Why the devs should cast aside their pride and understand that some of the most requested features will improve the creativity instead of limiting it

    Posted: 21 Aug 2021 05:01 PM PDT

    I'm going to post this here as it has chances to reach the developers themselves. Yes, this is an actual suggestion, but not for a new feature to be added, instead, it is directed to the devs to review their previous statements about some of the requested features. This is not a rant, this is an advice from someone that is playing since the alpha version.

    Dear devs, please understand that some of the proposed features by the community that you have claimed to limit creativity will have the opposite effect. Two of the suggestions in the cause are related to slabs, more precisely the overly requested vertical slabs and the option to overlap different types of slabs. This will not limit creativity, instead, it will open a big room for new designs. As an example, I would love to have a house with adjacent walls that are different from one another, the same as a ceiling that is different in color and texture than the floor above it. I know that we have carpets, but how about having a nice wood pattern above a concrete/stone ceiling without having to build a house taller than it should be and make us look like insects in comparison? I do understand that part of the game's beauty stands from its limitations and learning how to work with them is a challenge, test the designs are becoming stale. Every update will bring new blocks, yet all we get are new colors, yet not many options to improve the depth of our buildings. Most of the buildings are following the same principles. If you saw a nice building, you will see many others with slight differences. This isn't because the players are copying each other, it is because that's the limit to our creativity, because we lack options. Some of the options were suggested in the early stages, yet they were rejected under the premise that they are going to ruin the creativity.

    Games like Terraria did not shy away from adding more features like painting and furniture and we saw how people used these features to create unique things. I do understand the danger of feature creep, the aforementioned game slightly suffering from it (at least in my opinion), thus I'm not asking taking into consideration every single suggestion, but instead, listen more carefully to the community. Don't be like Blizzard and confidently state that a requested feature by many players is not something we actually need, then in a later update, awkwardly announce it and have the players enjoy it. Again, please rethink this, keep the player base invested in new things that may attract future customers.

    I know about the mods that are adding these features, but the mods are not always stable and they have to be updated for each version, sometimes remaining stuck to older versions.

    submitted by /u/Gabi_Alex
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    Beach sounds.

    Posted: 22 Aug 2021 11:17 AM PDT

    If you're next to shore, (usually a beach) every 10s to 1min you'll hear relaxing waves from the ocean. Waves1 Waves2 Waves3. however if a elder guardian is about to jump scare you, the sounds will start To go quite.

    submitted by /u/-derfdunn-mobile_
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    Ender Buster: A New Sword/Axe Enchantment.

    Posted: 22 Aug 2021 10:36 AM PDT

    This enchantment would work almost identically to Smite or Bane of Arthropods, except instead of spiders and the undead mobs, it would instead increase damage done to End enemies (Endermen, Endermite, Shulkers, and possibly the Ender Dragon). This enchantment would not be obtainable through villagers, shipwrecks, dungeons, etc. Instead it would only be found in a Stronghold, making it worthwhile to scavenge around the place before entering the End.

    submitted by /u/kapatalistbluejay
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    Moths! A new mob for Minecraft's night

    Posted: 22 Aug 2021 02:56 AM PDT

    Spawning

    Moths spawn naturally at night in small groups of 1-4 at least ten blocks off the ground. They are unique to swamps due to their food plant, the blue orchid, spawning there. They can be bred with blue orchids.

    Behaviour

    Moths will stay in groups and fly relatively high above the ground, only ever coming down to pollinate the blue orchid flowers in a similar way to bees. They fly aimlessly in the dark but become attracted to light where it is present and will often swarm around torches and lanterns. They are able to rest on the sides of blocks and will do so every few minutes where it is possible - if near a light then they will stay sat permanently untill the player wakes them up.

    Because of this the player will be able to create a sort-of trap in the open for them, with a light source on the inside and blocks around the outside to prevent them seeing you as you get nearer.

    Uses

    Moths will lay down string if confined to a small space and this in turn can be collected and used. They can also produce cobwebs. They will do both of these things at least every day and this increases depending on the amount of moths you have. Having good access to orchid flowers will increase the speed of string production (this is inspired by the fact that we get natural silk from silk moths in real life).

    So in conclusion moths can be treated like ambient mobs similarly to bats and make the night-time world of Minecraft a little more alive, but they also have some uses that make them useful.

    submitted by /u/cucumbertree666
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    Piglins and Zombie Piglins may mount Striders... But control them.

    Posted: 22 Aug 2021 04:33 AM PDT

    I think this would be a cool idea because... If for example, Bastions had mountable Striders (only available near Bastions with giant lava lakes). And actually followed you, with their Striders if you're spotted, so you can have a run-away escape. I think that would be pretty cool if you HAD to run away with your Strider, whilst Piglins mounting Strider tried to kill your one, making you fall in Lava.

    Also applying to Piglins and Zombie piglins that naturally spawn on Striders, also meaning that angry Piglins could steal your Strider... Thought it would be a cool idea.

    submitted by /u/Redioverz
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    2 new potions, Enchanted Shroom and Chorus Seed

    Posted: 22 Aug 2021 01:39 AM PDT

    If you craft warped fungus with a bottle o' enchanting, you get a Enchanted shroom, which has the enchantment glint on it and looks more "sparkly". You are able to disenchant it in a grindstone.

    Potion of Immunity is a potion that removes and prevents any effects for a certain amount of time. This would be useful when you are fighting witches or elder guardians, except that you can't go water breathing.

    You would need an awkward potion and a enchanted shroom in a brewing stand to make a Poison Immunity potion, which makes you immune to poison for a certain amount of time. I thought that making a potion of immunity, it would need to be a lot harder to make.

    There will be a 1 in 6 chance for a chorus plant to drop chorus seeds upon breaking instead of chorus fruit. You can plant it in end stone or use it with a Poison Immunity potion to make a Potion of Immunity.

    So there you have it.

    submitted by /u/PC1364
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    Rework the Minecart with Furnace into a more useful construct and add it to Bedrock

    Posted: 22 Aug 2021 03:53 PM PDT

    The Minecart with Furnace was poorly designed. Powered travel should be faster than baseline, not slower. The furnace powered cart should have its speed increase to the same speed as crossing a powered rail. All the conditions that break the connections with towed carts or derail the cart should be eliminated. A very basic UI should be added to allow better control over fueling as well as the possibility of adding a switch to the top to turn the cart on or off. And this should be implemented in Bedrock

    submitted by /u/UpaTreeWithaLemur
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    Possible Minecart Tweaks

    Posted: 22 Aug 2021 10:13 AM PDT

    I'm going to focus on Java edition controls for this concept as that what I'm confortable with; also I'm on mobile writing this so sorry for bad formatting.

    Minecarts aren't super useful for large item or player transport at this current time, so let's change that.

    There are currently 4 minecarts in the game; Regular minecart, Hopper Minecart, Minecart and Chest, and Minecart and Furnace. They each have there different uses, and can be all really useful themselves.

    The first change is that all the crafting recipes are removed and replaced with just right clicking on the minecart to place the block inside. The hopper minecarts hopper is also directional when making minecarts this way. This can be used to fuel furnace minecarts with coal when coupled next to it.

    The second change is a better coupling system with the chain item. When right clicking a minecart with a chain, it creates a lead connected to said minecart that you can connect to any other minecart within a 2 block radius. This can be used to your advantage so you can use furnace minecarts to power your train. There is no limit to how long your can make a train other than your devices resources. This can make interactions happen between the minecarts, including the hopper fueling i talked about earlier. To decouple a minecart, just right click again and the chain will pop off like a lead, although this does disconnect all chains attached.

    Third change, give the player the ability to control the train. When siting in a minecart coupled to a furnace minecart, it gives you the ability to control the speed and direction that the furnace is moving the train. The player also has the ability to check the chests coupled to their cart as well just by opening their inventory. This is just for convenience.

    Fourth change is two more minecarts, Enderchest cart and Animal cart. The enderchest cart is self explanatory; if your cart is coupled you access your e-chest just by opening you inventory. The animal cart, not so much. Crafted with a boat on a minecart, you can store any two entities in the cart, hostile or not. Right clicking the cart will release the entities on either side of the cart depending on your location; hostile on the opposite side, passive on your side. This also disables entities from getting into regular carts.

    Furnace minecarts will become redstone activated and even toggleable with activator rails or repeaters, and powered rails allow use of the furnace minecart's player interaction even without any fuel source. Off powered rails still slow carts down.

    Thats all I wanted to say, if you have any questions, feel free to ask!

    submitted by /u/DJzombiehunter
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    The Abyss

    Posted: 22 Aug 2021 03:57 PM PDT

    Brace yourself! The aquatic counterpart to the deep dark, the deep depths, or The Abyss has arrived

    Attributes:

    1. Like the deep dark, it won't be 100% of the deepest part of the caves, but the ocean would sometimes have "trenches" which are like huge underwater ravines, like 5x size

    2. It spans from y level 0 to -64, and it has unique gameplay features, such as:

    • there's "less oxygen" here, which means your bubble bar drops faster. Respiration and turtle helmets are key here

    • the pressure is higher, which means you have a slight swimming debuff but sink faster

    • It's dark here! When you're approaching the limit, you get a slight blindness effect

    • your field of vision is reduced, because there's fog here

    Content:

    Mobs:

    Lantern fish: lantern fish are "glowing" mobs, similar to glow squids. They give this area incredibly ambience, and drop 1-3 biolight shards, which when combined with a torch gives you a bright turquoise torch you can place underwater. A true reason to come here

    Giant spider crab: giant spider crabs are crabs that are found on the very bottom of the seafloor. They are aggressive, and drop 1-2 crab claws, which can be used against chambered nautilus to "catch them" easier

    Chambered nautilus: a "lore" explanation for nautilus shells, these creatures scamp near the limit layer, and go hunting for the crabs twice every day (every 10 minutes or so). However, this isn't a usual prey/predator situation, as usually the nautilus end up losing. That's why crab claws work best at them. They drop 1 nautilus shell and are also hunted by drowned. When you approach them, they try to scurry away, but the claws have more reach (like a hoe)

    Nature:

    The prettiest part of this zone. Dark fauna, that when you approach it, lights up, (not glows, but actually lights up)

    Why this addition?

    Well, with the depth of the world being extended, there is a huge chunk of the ocean that is just "missing", and a new biome could be implemented here. It also gives the ocean more "depth" lol, and a dual personality

    submitted by /u/Between3-20chrctrs
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    Super Lectern

    Posted: 22 Aug 2021 03:53 PM PDT

    If you craft a Lectern and put around it 8 Emerald Blocks it's become a Super Lectern.

    Then if you use it to turn a Villager into a Librarian, he only gives books that are at the max level.

    And you don't get useless books like Luck of the Sea 1 or Smite 2.

    It can save so many hours of unnecessary tampering with the villagers.

    submitted by /u/Rotmans0258
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    Automated honey blocks

    Posted: 22 Aug 2021 09:51 AM PDT

    You can put 4 honey bottles in a cauldron (You can use a dispenser to do this as well and it will place the empty bottle in the dispenser or will drop it if the dispenser is full) and it will turn into a honey block. You can then use a hopper to harvest the honey block. This feature could be super useful in making completely automatic honey block farms.

    submitted by /u/Thealexsidney
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    The sculker

    Posted: 22 Aug 2021 03:39 PM PDT

    A mob like the shulker (duh) that lives in the deep dark lurking in the sculk and if it spots you it would make a loud noise to alert the warden

    And to stop is from doing that you get 5 seconds to incase it with wool so it would be silent

    Its drops would be a bit of xp and a sculker shell a item that im trying ti fin a purpose for so yeah

    submitted by /u/Waffleadict
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    Immersive Deepslate Stronghold: Deeper and Darker

    Posted: 22 Aug 2021 11:28 AM PDT

    So, 1.18 is coming out and we're all excited. New caves, darker deep slate blocks that spawn past a certain y-level, and an increased world height limit. What I noticed was that strongholds currently are able to spawn anywhere, as in without any limit, ranging from bedrock up to being partially exposed. That is all well and good until the new update comes around.

    With the new update, strongholds are able to spawn deeper than ever before, which leads to my main point. Strongholds currently are made of stone brick, which seamlessly integrates with the grey stone they used to spawn in. Now, however, they will spawn amongst deep slate blocks, which do no go along with the old variant of grey stone brick. Hence, my proposition.

    Strongholds that spawn past a certain y-level should be made of deep slate brick instead of stone brick. It would make more sense for them to be carved/made out of the block they are surrounded by.

    submitted by /u/Tranquikk
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