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    Minecraft Kid Villagers should have snowball fights

    Minecraft Kid Villagers should have snowball fights


    Kid Villagers should have snowball fights

    Posted: 13 Aug 2021 10:51 AM PDT

    Kid Villagers should have snowball fights if there is top snow, powder snow, or snow blocks nearby them. This would be a fun addition.

    submitted by /u/Few_Chipmunk_2590
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    You can use Dragon's Breath or a Lingering Potion on a Copper Block to oxidize it!

    Posted: 13 Aug 2021 05:00 AM PDT

    Copper oxidation is supposed to be a lengthy process, which I admire. It adds a sense of age and history to a build, and thus is a meaningful mechanic. However, there are some situations where you just want Copper to age really fast. The blue-green color is perfect for some builds, even pixel art can make use of it! Therefore, I think there should be a method to speed up Copper oxidation that isn't too easy to obtain, but also isn't tedious.

    Dragon's Breath is one of, if not the only acidic materials in Minecraft I can think of. Acidic compounds are known to speed up Copper oxidation IRL, so I think it would be a perfect feature to add to Minecraft. Using Dragon's Breath on a Copper block (via right clicking or crafting) will advance the Copper block to its next stage of oxidation. Additionally, the Ender Dragon's actual fireballs will quickly oxidize copper on contact.

    Want to oxidize Copper en masse? No problem! Throwing a Lingering Potion (as they contain dragon's breath) will oxidize all Copper blocks in range! Different types of Lingering Potions will corrode Copper quicker than others. The formula is as follows:

    • Any other Lingering Potion - Oxidizes until Exposed
    • Lingering Potion of Harming - Oxidizes until Weathered
    • Lingering Potion of Harming II - Oxidizes until Oxidized

    I think this would be a highly convenient feature that would add more use to Dragon's Breath and Lingering Potions, and would make the oxidized Copper blocks more useable. We can stop Copper blocks from oxidizing and even remove oxidation, so it only makes sense that we should be able to do the opposite. What do you think? Leave your thoughts and ideas in the comments below.

    submitted by /u/DestinyReaver98
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    1.19 Artic Update

    Posted: 13 Aug 2021 01:40 AM PDT

    1.19 Artic Update

    General

    The Artic Update will be new updates to Snowy Taigas, Snowy Tundras, Ice Spikes and Frozen Oceans!, It will introduce new mobs, structures and a few other stuff too.

    Snowy Village Update

    Instead of Snowy Villages spawning Iron golems, they now spawn Snow Golems!

    Frozen Caves

    New Caves will spawn in Snowy Taigas and Tundras, They'll Contain Powdered Snow, Ice and Packed Ice, and new blocks called Icicle and Icicle Spikes, No Lava Pools or Lava Ravines will Generate in Frozen Caves, Instead it will replace Lava Pools into Ice Pools.

    Icicles

    Icicles are tiny spikes (similar to a post i saw) they deal no damage when stepped on and breaks when jumped on.

    Icicle Spikes

    Icicle Spikes are the larger version of Icicles, they are Pointed Dripstone but with a blue-cyan color, they deal the same damage as a Pointed Dripstone and it drips powdered snow.

    Encased Mobs

    There will be mobs encased in a 2 block tall ice block in the Frozen Caves, You will see them embedded into the wall, they spawn mostly around Y 40 - 20, and when there is a torch in a 5 block radius the ice will thaw out and the mob will try and attack you, These Encased Mob Blocks are affected by gravity and when it falls down 10 blocks it will break the ice, Sometimes even Snow Golems will be encased!

    New Biome : Deep Snowy Taigas and Tundras

    These Deep Snowy Biomes will be new Biomes, They are similar to the existing ones but no villages spawn, Only abandoned Villages, It resembles that something big lives in the woods and the villagers have fled from it, No Artic Foxes Spawn and No Polar Bears spawn, when entering the biome, you will be faced with a swift dark fog that will surround your view and only give you 7 blocks of view, It will snow hard, and 2 new mob will be there, the Yeti and the Frost Zombie.

    Frost Zombie

    Frost Zombie is a new Mob that can spawn on Deep Snow Biomes or Frozen Caves, He will spawn naturally on the Surface of Deep snowy biomes and encased on ice on Frozen Biomes, He is the same height as a husk and when hit by it, the player will get the Frozen Effect for 7 seconds

    Image :

    (Strays also spawn in the Deep Snowy Biomes)

    The Yeti

    The Yeti looks similar to the Warden except it has eyes, and the ribs are changed to normal body skin, it doesnt have skulk antlers, just frozen antlers, it deals 5 damage points to a full netherite armor without prot 4, Nearby Polar Bears will attack the Yeti, Think of it as the Bee and the Wither, it has double the health of a Ravager, It has 3 Attacks

    • Melee Attack
    • Snow Breath Attack
    • Summoning Attack

    Snow Breath Attack

    The Snowy Breath Attack is a counter to players building up and smacking the Yeti, It shoots snow out of it's mouth and knocks the player by 2 blocks, it cannot be blocked by a shield and deals 2 hearts of damage.

    Summoning Attack

    It can Summon 5 Zombies, summons 3 Frost Zombie and 2 Strays, it comes out of the ground, it can only do this attack if theres snow on where the Yeti is standing.

    Drops

    When the Yeti Dies, it will drop 10-16 Snowballs and a Yeti Antler, The Yeti Antler is used for either Decoration, or renewing Powdered Snow or Water, It can be placed at the side of a block, the underside of a block and the top of the block, and it drips water or Powdered Snow, If water is above it, that means it drips water, if nothing is above it, it drips powdered snow

    Potion of Frost Immunity

    Potion of Frost Immunity can be brewed by using a awkward potion and a Snowball in it, You will be immune from powdered snow damage and frozen damage when you drink it.

    Thrower

    The Thrower is a New Combat Item that can be crafted by 2 sticks and a bowl in a diagonal line.

    How to use :

    The Thrower can be used by holding left click to charge it up, the ammunition used can be slimeballs, stew, snowballs, eggs and magma creams, when thrown it will deal 2 hearts of damage depending on the distance, it also has double the distance of eggs and snowballs, and when hit by stew from a thrower, your view will be obstructed

    Image :

    https://preview.redd.it/j5u08tpv73h71.jpg?width=225&format=pjpg&auto=webp&s=69971cf17e42fee468bede026e1a5a2dc6886c21

    That's all lol, I'm not feeling creative today (idk which flair to use)

    submitted by /u/Not_WhiteShockX
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    Mobbier mobs

    Posted: 12 Aug 2021 08:59 PM PDT

    The mobs in minecraft seem very... off.

    I think that a few small changes could be done to make the game feel a bit more immersive. When you hit one animal, all the animals in the area should run. And when they run, they should run AWAY from you. Currently, they just run in a random direction and stop after a few seconds.

    I think passive mobs should alert other passives nearby when a player is attacking, and they will all run away from the player. This would look different for certain animals. I imagine sheep and cows would run together while chickens and pigs would run separate from each other.

    Depending on the animal, they would run for longer. Even after they stop running, maybe they'd remember the player and run again when they're near. Pigs may remember the player for hours while chickens would forget the experience in around a minute.

    Maybe some cows would be neutral instead of passive, and would try to ram the player after a hit, doing a decent amount of damage.

    When a group of sheep or cows spawn, they should form a herd with their "spawnmates" and stick together.

    All animals should be seen eating, not just sheep. Cows would eat grass, chickens would forage through tall grass, and pigs would eat anything organic.

    submitted by /u/lunarfrogg
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    Ashstorms

    Posted: 13 Aug 2021 07:58 AM PDT

    Ashstorms are a type of weather and they only happen in the nether.

    Unlike the weather from the overworld it acts more like wind and it always faces south.

    It takes 1 half heart of damage to players and all mobs (except for wither skeletons, blazes, magma cubes, ghasts, ender dragons, and withers)

    submitted by /u/RoycePlays12
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    Salt mines

    Posted: 13 Aug 2021 08:02 AM PDT

    NOTICE: This post goes over several ideas, but they're all related to the point I'm trying to give.

    THE SALT MINE

    The salt mines is a new mini biome that generates underground. It shares the same rarity as geodes, but it's much larger.

    Salt mines are basically normal caves, but instead of stone, the walls and floor are made of salt rock. There are also lanterns scattered around, and oak logs stretching up from the floor to the ceiling, acting as timber braces.

    Zombies will not spawn in salt mines, and they will take damage when walking on salt.

    OBTAINING SALT

    When salt rock is broken with a pickaxe, it will drop 1-2 piles of salt. Zombies also have a chance to drop a pile of salt when dying from a salt rock. Salt also has a chance to be fished up as treasure (4-8), but only in warm and lukewarm oceans.

    Salt looks different from the sugar, having more faded , monochromic colors and two lumps instead of one.

    If a salt rock is mined with a silk touch pickaxe, you will get the block itself.

    SALT USES

    Salt can be used in a variety of ways.

    SALTLICK:

    Using 4 salt, you can craft a saltlick, a block of compressed salt. When placed, passive mobs like livestock have a slightly higher chance of spawning in the chunk the saltlick is present in. This effect does not stack with more saltlicks. Useful is livestock is scarce.

    Saltlicks can melt snow and ice in a 3x3 area around itself.

    Saltlicks can be crafted and cut into bricks, which can make stairs, slabs, walls, pillars, polished, etc. Salt bricks will not affect passive mob spawns or melt ice.

    JERKY:

    In a shapeless recipe, 1 rotten flesh and 3 salt will cure the rotten flesh, turning it into 2 jerky.

    Jerky restores more hunger points, has a higher saturation value, and doesn't inflict hunger. It can still be used to breed wolves.

    SALT COMPRESS:

    Using 3 rabbit hide in a line, 3 salt underneath, and 2 wool and a water bottle underneath that, you can craft a salt compress, a new armour piece for the head slot. The player will be wearing the salt compress around their neck.

    The salt compress only provides 1 armour point, and only has as much durability as leather, but it provides immunity to poison and wither. Additionally, each food item eaten with a salt compress on has a chance to restore 0.6 extra saturation.

    EATING:

    A pile of salt can be eaten whole, although it's not recommended. While it has surprisingly decent saturation (1.0), it only restores 1 hunger point, and grants weakness for 5 seconds.

    However, if the player if freezing in powdered snow, eating salt will thaw them out and reset the freeze timer. The salt will not grant weakness if used to thaw out.

    OTHER:

    Mixing a wet sponge with 2 salt in crafting will give you a dry sponge.

    Using salt on a campfire will extinguish it, consuming the salt.

    Silverfish will be attracted to salt on the ground, however, they will be killed instantly when they eat it.

    Using salt on a weathered copper block removes one level of oxidation. Copper blocks that are in contact with saltlicks will never oxidize. If they're already slightly weathered, being next to a saltlick will prevent them from oxidizing further.

    submitted by /u/Shadowbonnie5
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    New Nether Resource: Sulfur

    Posted: 13 Aug 2021 09:05 AM PDT

    Sulfur blocks are a gravity block that spawns in the nether it would completely replace naturally spawning ravel in the nether. It would have a similar texture to clay, but darker. After you mine sulfur blocks, you are left with Sulfur. You can combine two pieces of sulfur with 2 pieces of charcoal to create gunpowder. You are also able to place sulfur on the ground as if it was redstone. Sulfur trails could be used to set to ignite a block of TNT with a flint and steel. The longer the trail is, the longer it takes for the TNT to ignite. Yes you could just use redstone, but this is a simpler way to have it timed since 1 more piece of dust means 1 more tick till it ignites. Furthermore, the trail can be infinitely long, so you can be as far away as you want from the TNT. This could also mean that it could be infinitely long the wait time for the TNT to ignite.

    I posted this suggestion on the Minecraft feedback site ---> https://feedback.minecraft.net/hc/en-us/community/posts/4407002751885-New-Nether-Resource-Sulfur-

    submitted by /u/Zaydotexe
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    Music Per-Biome

    Posted: 13 Aug 2021 07:58 AM PDT

    Minecraft has had the same selection of overworld ambient music for awhile, so why not add music for different areas in the game?

    Underground-specific music would play whenever you're in a cave type biome, and perhaps there'd be different tracks for different sorts of biomes. Maybe there could also be a theme for mountainous biomes, though I've got no ideas on that front.

    Terraria has a lot of examples of this sort of thing, (it's actually what sparked this idea) and I think it could have the potential to add a lot of polish to the game.

    EDIT: looks like this has been suggested before, but not elaborated on, and almost a month ago.

    submitted by /u/where_didIcome_from
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    Passive Mode

    Posted: 13 Aug 2021 01:25 PM PDT

    One of the largest setbacks to peaceful is the lack of attainable mob loots (At least easily). I suggest a new mode that instead of removing passive or hostile mobs, makes all hostile mobs passive. So you can still get loot from them but you have to make the choice to fight them.

    submitted by /u/CKmega
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    Allow im datapacks to create their own structure types

    Posted: 13 Aug 2021 03:16 AM PDT

    So basically in he minecraft there are structures and their types. In the datapacks we are only to use 3 of them, village, pillager_outpost and bastion_remnant. Basically ow it would work You'll have a file with the structure definition and you'll have to choose how this structure will spawn. For example bastions are spawning always at Y31, villages and outposts on the open air. So there would the minimum height to spawn, maximum height minimum light level and maximum light level. Also structure spawns in open terrain true/false (spawns only in normal terrain, not caves or anything ) Structure always hidden true/false (by that i mean if the structure Goes to surface it'll be all hidden in same way as the strongholds in 1.17 ) Structure generating islands true/false (every structure will this type will generate small islands if the structure is on water or is floating, same as in villages ) I wish i could write a bit more but its already pretty huge. Also it is fully for the datapacks so if you don't understand just scroll down or just do not downvote cause it would be super useful. Also why it could be useful, maybe just because structures cannot go down. If you tried spawning structure that is going down then it is not spawning at all. See ya

    submitted by /u/LordGacie
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    abandoned pillager outposts

    Posted: 13 Aug 2021 11:00 AM PDT

    it's simple: pillager outposts with cobwebs and no pillagers (but maybe zombies and iron golems) spawn sometimes near abandoned villages. what's the point of living at them to watch over the villages if the villages aren't inhabited anymore

    submitted by /u/notathingggggg
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    Crimson and warped wart blocks would make excellent sources of dye.

    Posted: 13 Aug 2021 03:43 PM PDT

    I do minecraft hands on for the most part. Since we play survival a couple of farms have come in handy just to save time on large builds (anyone know a fast way to get nether quartz blocks?). I love my flower propogation area because i love to use dyes for everything. Concrete powder is a fun building material and i love colors.

    It seems very reasonable to me that crimson and warped wart blocks would be fantastic for cyan and crimson dye. The mechanic could work like cooking cactus blocks for green dye. Just an extra utility for a decorative block.

    submitted by /u/cassigayle
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    /checkrule command

    Posted: 13 Aug 2021 02:07 AM PDT

    This would be a command that is the same as using /gamerule [rule] wthout any true or false statement. The only difference is that it can be used without OP Permissions.

    submitted by /u/Niffler7c
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    Shield enchantments

    Posted: 13 Aug 2021 09:34 AM PDT

    So i was thinking that shields should have some enchantments. Curently you can enchant your shield only with mending and unbreaking so i thought why not add some more? -Shielding (Max: IV) reduces time to redraw your shield after it has been canceled by axe hit or otherwise -Bouncing (Max: V) if you look down at your feet and hold block while falling it reduces your fall damage I hope no one else thought of these enchantments before me

    submitted by /u/duelo_maestro
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    Physics as a compute shader

    Posted: 13 Aug 2021 02:32 PM PDT

    Using the GPU for physics would decrease lag if there are a lot of entities, falling blocks, etc

    submitted by /u/Asadefa
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    Larger overall biomes would solve the "noisy" microbiomes problem in 1.18

    Posted: 13 Aug 2021 03:44 PM PDT

    In the recent test snapshots the large biomes world preset was removed from the game, and many people have been complaining that the new microbiomes are a bit messy or out of place sometimes. I think the problem isn't the microbiomes themselves, but rather the scale of all the biomes. I have been playing on the large biomes preset for quite a while now, and it is honestly much better than the default biome size since biomes have more space to form actual continents and look overall more realistic. I think that expanding the default biome size in 1.18 to match the old large biomes preset would be beneficial and solve most of the problems that people currently have with the microbiomes.

    If you agree with this suggestion feel free to post it on the feedback website.

    submitted by /u/_Haxington_
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    Ability to right-click item to pick it up

    Posted: 13 Aug 2021 04:16 PM PDT

    I think the ability to right click items to instantly pick them up would be great in the game and would make obsidian mining a lot easier, so instead of relying on random chance, you can scoop up the obsidian before it hits the lava, or save items in skyblock

    submitted by /u/timewarpdino
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    Better Pigs!

    Posted: 13 Aug 2021 07:59 AM PDT

    Pigs are quite boring and are overshadowed by Cows. In this post, I will explain how to make the Pig a better food source. Pigs should sprout bigger litters (around 2 to 6) after they breed, this would be more accurate to real life and would make them a better early game food source/farm animal since you get more meat out of them now. These baby pigs will also require fewer carrots to grow into adults than they currently do now. Making it so you can get more meat faster. Pigs have been long overshadowed by the cow, this would allow pigs to now be a viable food source for Minecraft right up until the mid-game.

    I posted this suggestion on the Minecraft feedback site ---> https://feedback.minecraft.net/hc/en-us/community/posts/4407008337933-Better-Pigs

    submitted by /u/Zaydotexe
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    Tool Animation Settings (Java and Bedrock)

    Posted: 13 Aug 2021 08:16 AM PDT

    Minecraft: Java Edition Tools only swing directly up and down if their usage is timed. But if they're used too drastically, this aspect may not apply. Meaning that instead of swinging up and down, they would swing forwards.

    The idea is to be able to turn the up and down animation off. Or if that you want to only have your Tools swing Forward of any way how you use it. Or if that you want to invert of how the Tool Animations are performed and etc.

    Do you get the concept. I am not a fan of the Bedrock Tool Animations, honestly I would prefer the Up and Down animations a lot more than anything. But this is for people's preference. So that in case Mojang "screws" up the Tool Animations, this idea will prevent it, knowing that it would then be unreasonable to remove these animations from the game by then.

    submitted by /u/Redioverz
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    Attach minecarts together

    Posted: 13 Aug 2021 04:26 PM PDT

    The ability to use leads to attach minecarts to other minecarts

    submitted by /u/Ok_Lawyer_3250
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    Gold / Iron Nuggets should make or be made of RAW ores instead of INGOTS

    Posted: 13 Aug 2021 03:34 PM PDT

    This may make The Nether more hard to survive in, but I think 9 gold nuggets should make raw gold instead of a gold ingot. Same way raw iron could be conterted into 9 iron nuggets.

    Wouldn't it make more sense that you mine nuggets and then craft them into raw ores? They can be found in The Nether and seem like it wouldn't make a lot of sense for raw nuggets to turn into an item that usually is gotten by *smelting*.

    You'd have to mine the nuggets, then craft them into raw ores and then smelt them. I think this would be a more organic way of implementing nuggets.

    submitted by /u/Master_Wildfire_2017
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    Horse armour enchantments

    Posted: 13 Aug 2021 05:11 AM PDT

    At the moment horses aren't used very much when it comes to overworld transportation because they can't get in mine carts or boats and you need to get a saddle to ride them. But I feel that if you take the time to tame a horse,get a saddle and get horse armour you should be able to enchant it, not with regular armour enchantments but with horse armour exclusive enchantments like how enchantments for crossbows and tridents are exclusive to those specific tools. I don't know what the enchantments would be but there could be a enchantment that makes your horse jump higher or run faster or one that protects it better. There could also be a enchantment similar to frost walker that lets horses travel on or in water.

    submitted by /u/Chris-2005
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    Fashion

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