• Breaking News

    Minecraft Weekly Update Day #2

    Minecraft Weekly Update Day #2


    Weekly Update Day #2

    Posted: 13 Aug 2021 08:09 PM PDT

    Time for another Update Day!

    Every Saturday, we give users access to the Update flair. This gives them the freedom to post suggestion lists, which are normally prohibited by Rule 5.

    There are some important rules to be aware of:

    • Suggestion lists must have the Update flair. Those without this flair will be removed for breaking Rule 5.

    • Suggestion lists must maintain the same theme. An End update suggestion would be fine, but a post with someone's top 10 general additions would not.

    • All features mentioned in a suggestion list must be thoroughly detailed. If it's in the post, explain what it does, how it fits with the rest of the game, and why it should be in Minecraft. Don't just list the names of 5 mobs and leave it at that.

    This flair has a higher quality standard than others, and it will be closely monitored by staff. Posts deemed too vague may be removed.

    Also, having the Update flair doesn't make your post immune to the FPS list. If it has stuff on there, make sure your take on them is original and well detailed.

    Enjoy!

    submitted by /u/ThatOneKirbyMain2568
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    Scarecrows (Hay Golems): Scare away the phantoms and protect your crops!

    Posted: 14 Aug 2021 05:27 AM PDT

    I love the iron golems and snow golems in minecraft. There's a lot of potential for this mechanic to expand gameplay features and make worlds feel more alive! Why are there only two types of golems in the world, anyway? (Excluding the wither boss)

    Therefore, I suggest a hay golem: a "scarecrow" or "strawman". It could be created in the same fashion as an iron golem, but with hay blocks instead of iron blocks. Perhaps you could even dress up your scarecrow in leather armour afterwards and equip them with specific weapons.

    Besides just being a cool new friend, I imagine these scarecrows would specifically protect livestock and crops, and would interact with phantoms. I don't think they should actually farm, because the farmer villagers already do that. If they're created close to animal pens or fields of crops, they'll constantly patrol those places to protect them from other intruding mobs using weak weapons. Perhaps they operate in a 3 to 4 chunk radius in all directions.

    As for how they'll interact with phantoms, they could either completely repel them, or maybe phantoms will ignore players to focus on attacking the scarecrows instead. The latter would mean the scarecrows would eventually (easily?) die. They could introduce new phantom spawning mechanics, too.

    I envision them having little health, but being swift. Players could give them leather armour to boost their health a bit, as well wooden (or golden?) swords/axes to attack with. Another possibility is that they aren't able to deal damage, but they fire pumpkin seeds from their heads with very strong knockback effects to keep pesky creepers away.

    When killed, they'd simply drop wheat and seeds.

    I mainly took inspiration from the pillager training dummies that already naturally spawn: https://www.reddit.com/r/Minecraft/comments/bpyz1m/a_pillager_doing_some_crossbow_practice/

    This is also a relevant texture for "target dummies" from minecraft dungeons: https://minecraft.fandom.com/wiki/Minecraft_Dungeons:Target_Dummy

    Taking inspiration from the mc dungeons target dummies, maybe scarecrows would have unique redstone properties too, similar to the vanilla target block.

    submitted by /u/splatzbat27
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    The Dust Caves (Decayed Lush Caves)

    Posted: 14 Aug 2021 12:56 AM PDT

    The Dust Caves (Decayed Lush Caves)

    Appearance:

    The Dust Caves are a Rare Biome and are the Opposite of the Lush Caves, It is a Barren Dead Area.

    There are no Axolotls or Passive Mobs (Except Bats) in this Specific Biome, Meaning they have Migrated away after the Areas Decay.

    Across the Entire Biome a White seemingly Boney Dust Sweeps through the Air.

    The Biome is Also Cold with a Temperature of 0.25

    Plants:

    • Dezalea - A Dark Decayed Bush.
    • Flowering Dezalea - A Dark Decayed Bush with Grey Flowers.
    • Dead Moss Blocks and Carpet - A Decayed Version of Moss Blocks and Carpets.
    • Small Rotleaf - A Decayed Version of a Small Dripleaf.
    • Big Rotleaf - A Decayed Version of a Big Dripleaf, Unlike the Dripleaf, The Rotleaf will never Repair Itself and when It is fully Lowered It will completely break apart.
    • Dust Blossom - A Decayed Version of the Spore Blossom, It will spread white boney-like Particles
    • Dark Berries - A Darkened Variant of the Glow Berries, It will not emit light but will have a sort of darken glow which can barely be seen, Eating the Berry will have a 10-30% Chance of giving Blindness and Weakness.
    • Dezalea Tree - A Type of Tree Covered in Grey Flowers, which will pinpoint the Location of the Biome.
    • Dezalea Wood - A Wood Type this Wood type is Extremely Decayed and Weak to the Point that It Breaks when a Player stands on It for too long.
    • Mushrooms - The Biome might not be suitable for living plants, But Mushrooms are abundant and Thriving within the Biome.

    Mobs:

    Due to This Biome conditions, It's a Perfect Hotbed for Undead Mobs such as the Zombies or Skeletons and a New Mob, The Rotten Roots

    The Rotten Roots

    The Rotten Roots is a Undead Hostile Mob found within the Dust Caves and Only in this Specific Biome.

    It is a fairly weak mob only having 4 Hearts (8 Health Points) and causing about 2 and half Hearts of Damage, If it comes in contact to the Sun, In a matter of seconds it will die and fade to dust.

    It might not be good in the Quality Department but In terms of Quantity is what the mob is good at, It will come in Hordes of 15-20, along with other Undead Mobs like Zombies or Skeletons.

    It will Attack by Flailing Its Arm Whips against the Player, which will Inflict a Slight Slowness Effect.

    The Mob Relies on its Horde and other nearby Undead Mobs to Help Attack the Player.

    If It Dies, It will Drop 2 Exp, 3-5 Sticks, and 2-4 Dark Berries.

    The Rotten Roots

    (The Image was made by me in Blockbench)

    submitted by /u/TimtheWardenReddit
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    Implementing giants

    Posted: 14 Aug 2021 03:04 AM PDT

    So I think that giants could be added as a category of mob instead of one mob so more varieties can be added.

    Some examples of giant mobs: Leviathans Yetis And a roc (giant mythical bird)

    But I encourage you to come up with your own ideas as it's the point of this suggestion

    submitted by /u/Satire_god
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    Creeders, the terrifying fusion of spider and creeper from Minecraft Story Mode

    Posted: 14 Aug 2021 03:05 AM PDT

    "It is a rather peaceful night, you decide to go mining in the caves, but stray from the Deep Dark. You've ran out of torches and have to rely on your brightness setting to navigate the caves. You see a red light in the distance. You run forth, but it suddenly jumps at you! You attack it and then run to your underground base, thinking you'd be safe. As soon as you shut the door,, you hear a hissing sound. (BANG) '______ was slain by *creeder*.' "

    General info

    Creeders are a rare enemy found within caves as well as The Nether Wastes. They have black skin with 6 legs and their creeper faces glow a violent red. They have 36 hp and their spawn egg is pitch black with vibrant, red spots.

    Lore

    Their backstory in Vanilla Minecraft is that they were artificially created by the illagers by combining creeper and spider DNA and some of them escaped to The Nether.

    Attacks

    When in combat, creeders will jump at the player like a spider would, but would try to blow up the player when they are on low health.

    Drops

    Upon death, a creeder will have a chance to drop gunpowder or string.

    submitted by /u/Master_Wildfire_2017
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    portallinkradius gamerule

    Posted: 14 Aug 2021 03:52 PM PDT

    I think portallinkradius would be a great gamerule to add for technical minecraft players, what it would do is change the radius of how many blocks a nether portal would search for another portal before creating a new one, and how far away the new generated portal would be. If the portal radius was lowered after 2 portals have been created, the game would just search for the existing portal, if the existing portal is outside the radius it would generate a new one. If there is nowhere to generate a portal, it will hollow out a room for the player prioritizing replacing netherrack and magma blocks. This gamerule would make portal linking so much easier in Minecraft, and you could set it to ridiculously high numbers to travel long distances in a very short amount of time.

    submitted by /u/timewarpdino
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    Frozen dimension, the opposite of Nether

    Posted: 14 Aug 2021 01:53 AM PDT

    The game should get a new dimensions eventually.

    One dimension could be very cold, where lava freezes into obsidian in a few seconds and water becomes packed ice instantly.

    In that dimension, cold would force the player to warm up before traveling or wear warm armor all the time.

    There would be occasional mage towers where the mage would have a device which extracts warmth from other dimensions and plants would grow around his tower. He would trade for lava buckets.

    There would also be big transparent mushrooms which would focus the light through their caps and create warmth at their base. Creatures would live nearby and provide nourishment to the mushroom, in exchange for it's heat. Lakes would not freeze near the big mushrooms.

    What creatures would live there?

    • wholly mammoths
    • giant beavers
    • Yetis
    • fish
    submitted by /u/Menzagitat
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    The Zombie Wandering Trader, and How they Function

    Posted: 14 Aug 2021 06:03 AM PDT

    Right now, it is agreed that the wandering trader is not the best of mobs, but what if you could find a zombie wandering trader, where if you were to heal it, their trades would become more useful and valuable to the normal wandering trader? However, that does not mean that the cured wandering trader would sell other items it does not already trade, but would trade the more valuable items it does trade (Blue Ice, Small Dripleaf, Nautilus Shell, etc.). Zombifying an existing wandering trader would only make their trades cheaper by one emerald and will not change the trades.

    Zombie Wandering Traders should spawn very rarely in every biome (except the mushroom biomes) in the Overworld and rarely in the Nether Wastes biome in the Nether. They even have a small chance to be invisible (overworld only). In the Overworld, they only spawn when exposed to the sky meaning they can only spawn at night. Just like other zombie mobs, they are hostile and attack villagers, iron golems, normal wandering traders, and you. Also being an undead mob, zombie traders burn in daylight and are affected by the Smite enchantment and are not attacked by the Wither. They drop rotten flesh only, and no they do not drop leads. Also, they have a soft spot for llamas and do not attack llamas, even if they spit at the trader.

    submitted by /u/Josuaotic
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    Use for phantom membrane

    Posted: 14 Aug 2021 10:14 AM PDT

    Simply, if crafted, in a 1:1 ratio with firework rockets, when you use the "phantomised rockets" you can fly for 1.5 times the amount of time, per rocket used

    submitted by /u/18HillOli
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    Ricochet Enchantment for Tridents

    Posted: 13 Aug 2021 11:59 PM PDT

    Ricochet

    Ricochet is a new Enchantment for Tridents, It goes up to Ricochet II, It can only be obtained from Ocean Ruins or Drowned with Enchanted Tridents, it is not compatible with Riptide.

    What it Does

    When you throw a Trident with Ricochet on a Mob, it will bounce to another mob near it within a 7 block radius, Ricochet I attacks 2 mobs, Ricochet II Attacks 3, Ricochet can also bounce into Target Blocks and Players.

    submitted by /u/Not_WhiteShockX
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    Instead of adding ways to circumvent enchantment table, change the system itself.

    Posted: 14 Aug 2021 05:06 PM PDT

    Enchanting sucks. Face it. There's a reason most players circumvent the process itself by using villagers and enchanting books - because it's bad.

    For starters, the randomness is a detriment. It goes contrary to every other system in the game, which works like [Player Action -> Predictable Effect]. In every other system, creating an item has a set, unique recipe - there's no random amount of planks gained from crafting wood, no random potion strength or length when brewing, no random collapse when building structures.

    And yet, the system is a core game mechanic, and most players would say it's necessary for game progression past a certain point - for example, I don't think anyone would fight the wither in unenchanted armor and with an unenchanted sword and bow unless on a dare or for a challenge.

    Additionally, most of the enchantments are useless, or actively detrimental - for swords, the only useful enchantment is sharpness, and for armor, the only useful enchantment is protection. This is simply a fact - the way these enchantments work make them objectively superior to their exclusive alternatives. This makes them more of a punishment than a boon on your gear - a sword with Bane of Arthropods is just as effective as a plain sword against 90% of the game. While I concede that a smite sword is useful against the Wither, the fact remains that unless one has 2 swords, the sharpness enchantment is still the superior choice for a weapon.

    For armor, it's even worse, because any enchantment other than Protection V is outright garbage. While yes, the specialized enchantments are slightly more effective in their area, there are too many damage sources that aren't accounted for by any of them, yet are accounted for by Protection. The most pressing one is enemy damage. Armor is used to 99% because of its ability to protect against enemies, and any enchantment that doesn't enhance this feature is objectively inferior to one that does.

    When enchanting was added, the additional types made sense, because they covered damage types that Protection doesn't, or covered specific ones to a greater extent. However, these specialized enchantments were never updated. There is no Wither Protection, or greater magical protection useful against dragon's breath or potions, there's no specialized protection against animals or specific types of mobs, etc.

    And, it seems, the devs are also aware of this problem. Why else do they keep adding ways to circumvent the table + enchantable item mechanic?

    • Enchanted Books were added as an intermediary in order to avoid wasting valuable items on trash enchantments, and to allow the combining of enchantments on an anvil. Functionally, however, their only purpose is to build a buffer of "trash" enchantments until you eventually get one or several useful ones and then combine them with an item. Congratulations! You've effectively paid time in order to avoid a game mechanic.

    • Perfectly enchanted Diamond Gear can be found in End Cities, if one manages to get that far. With one city, you can potentially throw out all of your old gear and just wear mysterious, perfect armor made by presumably the ancients who had more patience with enchantment tables. Congrats! You've paid time in order to avoid a game mechanic.

    • Enchanting tables now show a random enchantment they will give, allowing players to enchant trash items in order to get a better outcome, or to repeatedly do the same thing over and over again by using a grindstone.

    • Librarian Villagers have a chance to sell any enchantment, even treasure ones. The price can be lowered to 1 emerald by repeatedly zombifying them, effectively making villagers a source of perfectly enchanted diamond gear for free. This is the most egregious example yet.

    All three have in common that players still prefer doing them over using the table.

    This is a problem. If your players seek to circumvent a game mechanic, that means there's a problem with either the mechanic or the ways that it can be circumvented, and in this case it's the game mechanic. The devs obviously agree.

    How to fix it?

    The answer is simple: Remove the randomness, and replace it with an action-based system. It can be a small puzzle, maybe a math puzzle or something about recognizing patterns, but it needs to rely on player action instead of random chance.

    Here's the main points the new system should be oriented towards in order to avoid the pitfalls of the old one.

    • The player chooses the enchantments they want on their item, choices limited by the enchantability of the item.

    • Enchantment levels can be raised and lowered for an experience price. Enchanting naturally costs more, so enchanting a perfect item requires the player to grind exp for a while, offsetting the acquiring of a perfect piece of gear.

    • Keep enchanted books, but add a few more treasure enchantments and make some of the existing ones treasure as well. Infinity for instance. Librarian villagers can now only sell treasure enchantments, and only on their last level. This makes villagers and the table a part of the same system, instead of one being a replacement - once the maximum item has been acquired from the table, it can be further upgraded using villagers.

    • Remove enchanted items from end cities, and replace them exclusively with curses on enchanted books, and add more curses. Change curses to apply both their effect, but also allow the upgrading of an enchanted item's individual enchantments, one level per curse per enchantment. This makes curses a tradeoff - with a curse of vanishing for instance, your chestplate could carry Protection VI, but you would risk the loss of the item you worked so hard for. This will make end cities into yet another extension to the enchantment system instead of a replacement.

    What this would accomplish is making enchanting an involved system. The player would seek out to experience all three ways of acquiring enchanted items that are currently in the game, as they are now extensions to the table instead of replacements for it.

    submitted by /u/Uncommonality
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    Healing a villager should give a mild discount

    Posted: 14 Aug 2021 12:55 PM PDT

    If you put a splash potion of healing onto a villager, it should give you a mild discount, hurting a villager hurts your trades, healing one should improve it

    submitted by /u/RevolutionaryRat
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    Separate "can hit mobs" permission into three permissions

    Posted: 14 Aug 2021 12:01 PM PDT

    So if you press the can hit mobs permission it could have a dropdown menu separating it. Can hit hostile mobs, passive mobs, and misc entities could be three permissions added.

    Edit: just realized I misspelled the title, but I don't know how to fix it. So don't yell at me in the comments

    submitted by /u/INeedTherapy225
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    Block-specific Rain Sounds

    Posted: 13 Aug 2021 05:12 PM PDT

    This one's pretty simple, but could do wonders for the atmosphere during rainy days.

    When it rains in Minecraft, the rain all sounds the same, just at different volumes, while certain blocks clearly produce different noises when impacted. Something most noticeable with amethyst and copper's distinct footstep sounds. So the idea is thus: allow different blocks to produce different noises when rained on.

    It would make rainy days in-game more interesting for the player, hearing their copper roof tinking, and their amethyst decor ringing as the rain hits it.

    Wood, Glass, Sponge, Bells, and other Metals would also do well for their own rain noises.

    Those would be the most distinct noises, since most other materials (plant, dirt, stone, sand, gravel, etc.) would likely just follow the normal rain sound.

    For sound design, a simple muffled footstep noise from the block combined with the original rain could probably do the job, but now I'm just making stuff up.

    For maximum craziness, have rain on note blocks cause a muffled version of their set noise, instead of the normal wood sound, as if a player was tapping it very lightly and repeatedly.

    submitted by /u/Creative-Kreature
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    Add connecting glass feature

    Posted: 14 Aug 2021 05:15 PM PDT

    Add it into the game instead of me having to use optifine!

    submitted by /u/YT-Squish125
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    Deepslate Ore Minor Fortune Bonus

    Posted: 14 Aug 2021 04:52 PM PDT

    Due to Minecraft adding deepslate it makes mining more difficult so I thought for the deepslate variants of each ore they could have a very minor bonus to fortune making up for the slowed mining speed

    submitted by /u/Modgod55
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    More Pillager Equipment. (Mojang is allowed to add it if they so choose)

    Posted: 14 Aug 2021 12:33 PM PDT

    Pillagers should be able to have swords, normal bows, tridents (because they live in the overworld) and Armor, excluding netherite, this also makes sense due to pillager, literally meaning pirate

    this would allow a much more options for Illagers without actually adding any, this behavior used to be in the piglin, , you can just copy the code over from the snapshots it had this, and import it into the Pillager

    The Chances for each weapon to appear are decided by bad omen level, and the ingame difficulty, similar to the armor and weapon mechanics for every other mob, the chance is higher if said pillager is a raid captain, but this will not allow them to wear a helmet.

    now I'm not doing percentages for this because I'm horrible with them so ill list the weapons from most common to least common

    Crossbow

    Bow

    Stone Sword

    Iron Sword

    Gold Sword

    Trident

    Diamond Sword

    Wooden Axe

    Gold Axe

    Stone Axe

    And the armor rarity

    Leather

    Gold

    Iron

    Diamond

    Chain

    submitted by /u/MountainWeird1333
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    Signs should be autodated

    Posted: 14 Aug 2021 08:42 AM PDT

    That was the veracity of a signs posting date can be established

    submitted by /u/TimDeQuatro
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    Withered forests final post

    Posted: 14 Aug 2021 04:33 AM PDT

    Hi everyone, this is going to be my final withered forests post, where I'll put everything posted so far in one post, plus some more stuff. Let's get started on my definitive withered forests suggestion!

    BASICS

    The withered forest is another biome where everything is withered, though it obviously used to be very lush like crimson and warped forests. The mobs spawning here would be wither skeletons, zoglins, ghasts and, occasionally, there would be a piglin raid on all the skeletons.

    TERRAIN

    The withered forest would spawn with 3 sub-biomes, with an extra variant for one of them. The three sub-biomes are:

    Withered forest center: Not a single piece of vegetation except for withered wood trunks with no leaves. Withered skeletons spawn here.

    Withered forest: A lot of vegetation, but not as much as the next one. Zoglins can spawn here as well as Wither skeletons.

    Withered forest edge: The most vegetation of all the biomes. Only zoglins and piglin raids spawn here, though the raids will quickly move to the center to attack the wither skeletons.

    Withered forest center M: The middle of the forests, but it's a hill/mountain instead of a plain. Ghasts can spawn here.

    The biomes would spawn starting from the center going to the edge. The M variant of the center only has a 15% of spawning instead of the regular center.

    MOBS

    As I mentioned all mobs spawning in this biome previously, here I will mention their spawn rates in the 4 sub-biomes

    WFC = Withered forest center WFCM = Withered forest center M WF = Withered forest WFE = Withered forest edge

    Wither skeletons: WFC = 90% WFCM = 70% WF = 60%

    Zoglin: WF = 30% WFE = 85%

    Piglin raids: WFE = 5%

    Ghasts: WFCM = 20%

    Any biomes missing from one of the spawn lists above is a biome in which the mob cant spawn.

    Extra info: Piglin raids are groups of 5-12 piglins led by a brute. Piglins and brutes that are part of a raid will not attack a player unless the player attacks them.

    BLOCKS & ITEMS

    This biome has a quite a few new block types, all of them withered.

    The floor is made of withered nylium, which has a black colouring. Withered fungi can spawn, and walking on them will break them. You will need silk touch shears to get them. The trees have a black wood with grey veins. You can craft black wooden items with this block. Stripping it will reveal a gray log. The inside is black with blue veins. Withered vines, resembling twisted vines, will appear and will have the same properties as withered fungi. Finally, shroomlights will no longer emit light light, and will be gray with black outlines. All of these can be 'crafted' by putting 8 of their warped counterparts in a ring around black dye. This creates a black but still living version of them, allowing you to farm them without wandering around the Nether for ages.

    ADVANCEMENTS

    Piglin for a friend: Help a piglin raid to kill a wither skeleton

    Death master: Craft a 'withered' item using black dye.

    This was my idea for a new Nether biome. Hope you liked it (:

    submitted by /u/NickGamer333
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    Should some drinks be added to temporary stop or slow down hunger

    Posted: 14 Aug 2021 07:02 AM PDT

    I think that minecraft needs to add some drinks that stops the hunger bar from moving for a certain amount of time

    Milk+ berries+honey and apples = smoothie 2 min hunger stop/slowdown-adds 3 hunger bars

    Water +Coa Coa and milk+ sugar= hot chocolate 1 min hunger stop/slow down-adds 2 hunger bars.

    submitted by /u/DarkEnigma009YT
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    The Clover!

    Posted: 14 Aug 2021 09:22 AM PDT

    Clover The clover would be a nature grass cover block, like ferns, tall grass, etc. But unlike grass and ferns, they have some other unique additions. As well as that, the clover would only spawn in the Plains, Savanna, Forest, and Roofed Forest biomes and their variants.

    Variants The clover would have two variants. 3 leaf clover and 4 leaf clover. Now like in real life the four leaf clover would be very rare.

    Uses Now the 3 leaf clover is used for simple decoration, you can place it on grass in builds to spruce them up! But the 4 leaf would have an extra use… brewing! The four leaf clover when cooked in a brewing stand would brew a Potion of Luck. Adding a fermented spider eye would make a Potion of Bad Luck.

    Thanks for reading my mediocre suggestion! Enjoy the rest of your day!

    submitted by /u/Ryrykingler
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    looting bows/crossbows

    Posted: 14 Aug 2021 09:18 AM PDT

    fun fact: it already works in the game, you just can't put looting on your bow without commands, you can put your bow into your offhand and hold a sword in your main hand, but that's pretty quirky to use

    it's not overpowered anyways since you have to come and pick up items

    also that means you have to enchant smarter if you want a maxed bow, so there's a price to pay

    submitted by /u/lool8421
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    crimson fungi on a stick

    Posted: 14 Aug 2021 02:10 PM PDT

    currently they have a stupidly large reach, which makes feeding them nearly impossible, so basically breeding them for food is stupidly hard and dangerous, without armor on hard difficulty they 2-shot you and drain your hunger by hitting you

    my solution is to add crimson fungi on a stick, which is ofc just a fishing rod, but unlike carrot or wrapped fungi, it can be thrown like a fishing rod to feed hoglins from a distance, then you can simply use lava or bows to safely gather food, it will turn into a normal fishing rod afterwards

    submitted by /u/lool8421
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    Fashion

    Beauty

    Travel