• Breaking News

    Minecraft Weekly Update Day #3

    Minecraft Weekly Update Day #3


    Weekly Update Day #3

    Posted: 20 Aug 2021 08:18 PM PDT

    Who's ready to get suggestion listing?

    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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    Crabs, a simple ocean mob.

    Posted: 21 Aug 2021 02:05 PM PDT

    Hello everyone, since the ocean has received quite a few cool mobs over the past few updates, why not add one of the most basic ones? The crab?

    Appearance.

    • Well, as you can tell from the title, they would look like… a crab, they would be around the size of a Silverfish, and scuttle around their environment.

    • I thought it would be cool to add multiple types of Crabs, kinda like all the Tropical Fish variants we have, here's what these crab variants would be:

    • The Basic red crab, spawns on beaches, and in "warm waters."

    • The Mud crab, takes on a brown and muddy appearance, found in the waters in Swamps that merge with oceans.

    • The Yeti crab, a white and pink crab with some additional fluff on the arms, lives in the waters of cold biomes.

    • The Blue Crab, an extremely rare crab that lives in deep waters, based on the Blue King Crab.

    What do they do?

    • Well, I decided they would be neutral mobs that just scuttle around, you attack them? They'll attack you back, they won't do much damage and have the health of a Bee, however in the water they will swim after you if provoked.
    • They will survive on land for a considerable amount of time, 1-2 Minecraft days, true to real crabs.
    • Every so often, the Crab will Molt, shedding their shell, allowing you to obtain the "Crab Carapace." Item, more on that later.

    What do they drop?

    • Upon death, crabs will drop 1-2 crab meat, which will be similar to raw pork when consumed, if cooked? You get… cooked crab, who would've guessed, which will be similar to a cooked pork chop.
    • 1 Crab Carapace, however if you let it molt instead, you will get 3-4, keeping up Mojang's theme of rewarding players for being kind.
    • 1-2 XP.

    Crab Carapace.

    • Crab carapace would be similar to Turtle scutes, in that they are used to craft a special armour, the "Crab Chestplate."
    • This chestplate will lower your oxygen consumption underwater, and also reduce your damage taken from all projectiles, so arrows, tridents, etc. At the cost of lowering your speed substantially, and not providing much resistance to anything else.
    • Any other ideas would be appreciated, I feel like there's quite a bit of potential with this item.

    Easter Eggs.

    • If you drop an Emerald in front of a Crab, it will steal it and run away at a comical speed, a reference to Mr. Krabs from Spongebob, doing this will earn you the achievement "Me Dollar!"
    • If you use a Jukebox around any crabs, they will all dance, a reference to the crab rave meme.

    What do you guys think? Like it? Hate it? Would you change anything?

    submitted by /u/_FossilFace_
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    Give most mobs the tropical fish treatment

    Posted: 21 Aug 2021 05:39 AM PDT

    People like variation, right? You wouldn't want to see the same thing over and over and over again. So I think it'd be amazing if mobs like cows, pigs, sheep, spiders, wolves, etc had a variant system like tropical fish.

    If you didn't know, tropical fish have 2 forms they can spawn as, along with 15 colors, and 6 patterns. This makes 2,700 tropical fish varieties. The reason this was added is because, Mojang didn't want to add a bunch of fish species, and fans would never be satisfied with what they chose, so they added 2,700 and that was perfect.

    If this was applied to various mobs, it could vastly improve upon the uniqueness of each world. As a plus, it could cover for the thousands of species Mojang didn't add. Now, most mobs like pandas only need very few of this, because there aren't that many different ones.

    It'd also be really cool if most mobs had a small chance to be albino. More shiny mobs like the brown mooshroom, the pink sheep, the brown panda, and the blue axolotl.

    submitted by /u/Mr_Mudkip_420
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    Rework of damage from drowning

    Posted: 21 Aug 2021 12:52 AM PDT

    Rework of damage from drowning

    When you drown, your breathing bubbles burst. After that, your health should turn blue and pop like bubbles with 2x speed. When you leave the water, your hearts return with 0.5x the rate of refilling the bubbles. Such mechanics still reduce health when drowning, but now a good breath is enough to overcome the consequences of drowning.

    If your health was not full when you started to drown, it will not fully recover after coming to the surface.

    example

    submitted by /u/Embebeber
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    ..deer..

    Posted: 21 Aug 2021 04:20 AM PDT

    ..deer..

    habitat

    deer live in plains, forests and dark oak forests, you may also find them drinking from a river or lake,

    what do deer do

    deer do a bit of stuff, they eat grass like sheep, they also can jump up to 3 blocks high, and also they often migrate from area to area to eat new tasty grass, wolfs hunt them and often secede because although the deer are faster they have to stop every now and then to cool of and that's when the wolfs strike, they also drink from rivers and lakes

    deer meat

    deer meat is quite the delight, it can restore 4 hunger points and provides speed 1 for 10 seconds, and jump boost 1 for 5 seconds,

    antlers

    antlers serve cupule purposes, not all deer have then and the ones that do not have antlers are passive and the ones that do are neutral, deer with antlers can headbutt you if provoked dealing 5.5 hearts to a player with leather or no armor, 5 to chain 4 o iron 3 to diamond and 2 to netherite,

    antlers are dropped when a deer with some dies, if you put two of then on a helmet of any kind you can get a antlered ( helmet type ) helmet, this does the same damage as a deer's head but attack and you can deal damage with it by spiriting at someone with your head down and the antlers facing forward,

    other stuff

    1 deer have 20 hp

    2 they can be bread with tall grass,

    3 they are 2 blocks long and 2 blocks high with out antlers and 3 blocks high with antlers and one block wide

    4 antlers width is 3 block wide and there height would be 1 blocks high

    5 deer would look like this

    just remove the antlers if you need to know how they would look without them

    submitted by /u/emrelds_
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    Grass, ferns, and flowers should be placeable on mossy blocks

    Posted: 21 Aug 2021 12:38 PM PDT

    I feel like grass or flowers would look so cool sprouting from mossy cobble or stone bricks. It'd allow you to have a cool over grown look to rural builds. And could spice up pathways and rooftops.

    I was gonna post an image too as it says in the rules that illustrations are encouraged. But it wouldn't let me... so sorry.

    submitted by /u/fingay-ren
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    If you combine 8 blocks of quartz with a wither rose in the crafting table you'll get 8 blocks of smokey quartz.

    Posted: 21 Aug 2021 11:09 AM PDT

    The texture for the block of smokey quartz is black on top, and it's the same shade of white as normal quartz on the bottom, with it gradually changing from one color to the other in the middle. Smokey quartz has the same variants as normal blocks of quartz except for slabs and stairs.

    submitted by /u/Sufficient-Ad-6874
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    Nether pots

    Posted: 21 Aug 2021 02:24 AM PDT

    Since there are only 2 bricks in the game, (not blocks) and normal bricks have their pot version, it would make sense to add nether pots, this will be just like a normal pot but with a dark Maroon texture And instead of bricks, they will be crafted by nether bricks

    submitted by /u/notabotpls
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    New cave type: Coats!

    Posted: 21 Aug 2021 07:19 AM PDT

    Coats are a new kind of cave that generates on the surface, inside of hills, similar to cave entrances. They don't connect with any other cave and would serve as a shelter for players that just started on a new survival game. Maybe, mobs wouldn't spawn here, as it's a safe place.

    -Real coat as reference:https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcS4FOTVTO-BGcG4iaK6D1QkJaMzzgb1PAAf4x_kZ5NGAgLsf4Bv3kUUhoHS9a_pOIM2tkI&usqp=CAU

    submitted by /u/Gonius7847
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    Dark Oak Forests need to be a bit more spookier

    Posted: 21 Aug 2021 12:31 PM PDT

    Dark Oak Forests are one of my favorite biomes but personally, I feel they are lacking the spook factor they deserve. Currently they are pretty much just a simple forest with dark oak trees, occasional mushrooms and occasional oak trees.

    My suggestion is to add abandoned cabin structures, above ground spider spawner/dungeons, and perhaps even making those abandoned cabins be home to the vindicatiors.

    On top of that, the dark oak trees should get a bit bigger in height as well as have branches. That way it doesnt seem so tight at the bottom but also be very dark and spooky. Rather these trees are growable is up to the devs but the trees themselves will be 4x4. While the 2x2 variant will get a slight design change and be a bit taller.

    I say to make the trees bigger solely for the fact it would make finding a cabin a bit harder as well as becoming a surprise when wandering through the dark oak forest.

    A little bit more info on the spider spawners: These could just be new types of dungeons that just form on the surface or could be a completely different structure. I just think spiders fit the theme of dark oak forest more. Alternatively, all mob spawner types besides cave spiders could form a new structure called surface spanwers sorta like the surface mineshafts in mesa biomes.

    submitted by /u/Badawan
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    Silk touch works on signs

    Posted: 21 Aug 2021 09:26 AM PDT

    I play Minecraft with my little brother and sometimes my boyfriend, and sometimes they'll leave me cute signs, but in an inconvenient place. So I propose that silk touch works on signs in that when you break the sign it will maintain the text written on it. This way I and others in my position could keep cute notes in a better place.

    submitted by /u/CutiePie719
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    Cracked and Mossy Bricks

    Posted: 21 Aug 2021 09:02 AM PDT

    We have stone bricks, netherbricks, deepslate bricks! They all have cracked variants, so why can't normal bricks have a cracked and mossy variant??

    submitted by /u/Few_Chipmunk_2590
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    Pathway block

    Posted: 21 Aug 2021 01:03 PM PDT

    The pathway block is a magical block made with 1 glass and 1 amethyst shard. It is a directional block (like a dispenser) and the direction it's pointing at is important.

    Whenever you put a pathway block, it creates a magical floating path on the direction it is pointing at, kinda like this. However, once you're already stepping on the path, the path becomes visible, having a faint/transparent, purple/pink color.

    This invisible path only works if you step on the pathway block first, then walk on the invisible path. So, you can't use this block to make an annoying fall damage trap where there's water on the bottom, but an invisible bridge on the middle makes a player that unknowingly falls into that hole die by hitting the invisible path.

    The invisible path can have up to 10 blocks in length. The path also ends when it reaches a solid block.

    This block would serve two purposes:

    1. Fast short bridges. If there's a small chasm of < 10 blocks between you and where you want to go, you can use this block and very quickly traverse it. This would especially useful in 1.18 with the fjords and holes the player has to traverse. The block isn't that easy to make (you probably can't make it in your first night), but it isn't a late game block either.

    2. Map makers. This block is effectively a one-way pathway. I can't imagine how many puzzles and interesting scenarios one can make using this block.

    submitted by /u/Acalme-se_Satan
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    an item that the warden can drop .the eye of the caves

    Posted: 21 Aug 2021 03:53 AM PDT

    it's like the heart of the sea but in stead of water breathing it gives you night vision. It can also give more lore why does it drop an eye while being blind. it can be crafted by another idea that naturally spawning sculk sensors have a 5-10% chance of dropping a scull shard obtain 8 of those and the eye and you can make a conduit

    p.s it can also give a use to diorite granite and adinsite

    submitted by /u/mytakesgud
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    You should have the same cold effect powder snow gives you in water in certain biomes

    Posted: 21 Aug 2021 01:46 AM PDT

    I think if you stay in water for upwards of 15-20 seconds with no armour on you should start to take damage from the frost effect the powder snow gives you. Not only does it add realism but it makes the water more of a threat than something you can conveniently dive in to avoid mobs.

    submitted by /u/Voi_xr
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    Better stone-type generation

    Posted: 21 Aug 2021 07:50 AM PDT

    I was looking at the latest snapshot when I thought maybe it would be better if stones generated depending on biomes more, for example: granite in dripstone, diorite in calcite mountains, andesite in stony beaches, and just… less dirt patches. This would help with both visual consistency and realism, as some stones would be more common in some regions in real life too. It would also promote exploration more and make builders lives easier, because if you need a kind of stone, you head to the correct biome to find way more of it! It would also make dripstone caves better visually, this is just a personal opinion, but I think dripstone caves are kinda… bland right now. I was always a little bothered by the look of the stone patches in caves and on mountains, and so the caves and cliffs snapshot reminded me of my biggest issue with those biomes. I already think the banding patterns they've implemented in mountains right now look more natural, but why not go a little further?

    submitted by /u/Webbdragon444
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    end waypoint altars

    Posted: 21 Aug 2021 02:36 PM PDT

    those would be regular end portals is some sort of altars, you can bring eyes to activate it if you want to setup a base there for some reason (probably there will be at least one if the end update is really going to become a thing), also you can set your end spawn location there instead of the main island if you spend even more eyes, however that option could be toggleable for example with redstone or just like respawn anchor it has limited uses until refilled

    in terms of rarity, these could be approximately as rare as end gateways (slightly rarer than end cities)

    submitted by /u/lool8421
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    Sand blocks should turn into glass blocks when fall to lava

    Posted: 21 Aug 2021 08:07 AM PDT

    Someone in minecraft subreddit complain about how sands burning in lava make no sense so ı have a idea, what if sand blocks turn into a another block whic called "coarse glass" after touching to lava for some minutes? Coarse glass basically a glass block but uglier and less transparent, thats the side effect of being not well prepared in a furnace but instead just get crystalized in hot molten rock. So people also cant use it for farm glasses without a furnace.

    submitted by /u/hilmiira
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    Guardian Spikes

    Posted: 21 Aug 2021 03:55 AM PDT

    Guardian Spikes

    So Currently, Guardians and Ocean Monument's only use is for gold blocks, wet sponges and it being a good shelter if it's dried, so maybe a 4th Use? Here is my suggestion

    General

    When you kill a Guardian, You will get 1-3 Guardian Spikes, There's a 5-10% Chance that 1 Spike will drop, When you combine 4 Spikes in a Crafting Grid, You will get Floor Spikes, The Guardian Spikes looks like a tooth but orange, and Floor spikes are multiple Guardian Spikes in one spot

    Floor Spikes

    You can place Floor spikes on any sides of a block, If you place a Floor Spike on the ground then step on it, It will prick you and deal 1 damage point every second, You can decrease this by wearing Boots

    Mechanical Spikes

    You can craft Redstone Spikes by using this recipe (Prismarine shard is a placeholder for Guardian Spikes)

    https://preview.redd.it/8jqycoksyoi71.png?width=123&format=png&auto=webp&s=16ced09b1c53ef72562f7a403ca2d70adaf68ba4

    The Way Redstone spikes work is when placed, It will do nothing but just stays there (no spikes are shown yet) it will just look like a repeater slab but no redstone torches., When it gains a redstone signal, It will raise spikes and the spikes will deal 2 damage point per second.

    Y-based Damage

    The Higher Y you are at, The Higher it will deal damage (only for fall damages) for example, you are at Y 70 then the spike is at Y 50 the fall damage for it will be increased because it is.. well.. Spikes

    submitted by /u/Not_WhiteShockX
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    Giving a mob night vision should increase their range of vision (for map makers)

    Posted: 20 Aug 2021 09:06 PM PDT

    The title. Currently Night vision on mobs does nothing.

    submitted by /u/Herald_of_Zena
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    Mycelial/Mushroomified Zombie

    Posted: 21 Aug 2021 08:35 AM PDT

    Mycelial/Mushroomified Zombie

    This idea was inspired by the Mycelium spreads and overtakes other substances. I imagined, what if mycelium took control of zombies to protect itself? And thus this texture was born. Originally I was hoping to have more mushrooms growing off the arms/shoulders, as well as a second sleeve layer for mycelium, but it was too much effort for this post.

    https://preview.redd.it/p8p5kkymaqi71.png?width=275&format=png&auto=webp&s=57abde29c14a16b87c13580d67df8d1ffc466053

    https://preview.redd.it/ctz5jz3oaqi71.png?width=238&format=png&auto=webp&s=3a0f8b9c4cda4ceebe679b07e8867f1000152dc8

    I'm thinking these could spawn in Mushroom Island biomes, but be neutral since they've been pacified by the mycelium. They'll attack the player only if attacked or if mushroom blocks are destroyed nearby. They'll be very slow, slightly slower than a normal zombie, and have a little less health. To make up for it, they'll do more damage than normal zombies, and will summon backup MUCH more frequently, that way they can easily gang up on you from all sides.

    When killed they'll plant up to two mushrooms on the ground nearby, making fighting swarms of these fellas very rewarding. Ultimately I liked the idea of there being a unique combat scenario the player can enter voluntarily by finding such a rare biome. To settle the mushroom islands, they may find they need to fight a swarm of these at least once. I thought of them as the island's immune system, playing into the idea that it's kind of alive.

    I think for unique moves, they may be able so summon a giant mushroom, an entity that emerges from beneath the player, bouncing them high up into the air, causing them to take fall damage and giving the Mycelial zombies a chance to swarm the player.

    submitted by /u/smeezledeezle
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    Hogrider Zombies

    Posted: 21 Aug 2021 08:17 AM PDT

    Hogrider Zombies

    The equivalent of Skeleton Horseriders as a reference to pig riding option.

    Rotten pig drops Rotten Meat and sometimes Poisonous Potato. Infects and eats other pigs.

    Zig

    submitted by /u/Embebeber
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    Friendly Potion

    Posted: 21 Aug 2021 11:04 AM PDT

    Preferably crafted with a flower, the potion would make hostile mobs not attack you, passive mobs would walk towards you, and be easier to tame and the particle color would be yellow.

    submitted by /u/Gh0stBoy9
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    Horse Update

    Posted: 21 Aug 2021 01:16 PM PDT

    TLDR; Complete overhaul of horses, horse coats, donkeys and mules. and breeding. along with Horse stamina, Horse Buff. Donkeys and Mules can carry mobs and Zombie Horses in Survival.

    The Current horses are fine. But Boats overtake them on water, and can Take another mob with it on land/water. Minecarts are also faster and Elytras just Trump the whole transport system. Horses are redundant now and are really more novelty.

    So Horses should have an update and really everthing around them is also old and made redundant, Even Donkey/Mule chests have been trumped by minecart chests or Llamas. So the Here is the Horse Update Idea.

    Horses Now come in many variants like Pony, Small, Normal and Large. And Have many new coats Like Spotted, Faded, Blaze. and Some more. All 5 Colours and now 9+ Patterns and 4 Sizes mean at least 180 different horses that can all be unique to the player.

    Horses Can Now have bundles as satchel bags. to store food/blocks or whatever you need. This doesn't replace the donkey and mule chests though.

    Horses can jump from 2 to 6 Blocks up and can move 4 blocks a second at slowest and 20 blocks per second at fastest.

    Horses now have stamina which is used up when sprinting and Jumping. The Old Jump Bar now Has a Stamina Friend Above it which tracks the horses stamina. Not refilling the stamina by use of food or Stopping will cause to drain out and the horse will be slow and will jump lower. It will also take 5 extra seconds for regenerating Stamina.

    Now The Big Thing. Horse Breeding. Again Already 180 Different Appearances, 4 Different Stats makes every horse unique but Now you can breed the best horse with The Most Health, The Fastest Runner, The Highest Jumper, Or The Biggest Stamina Bar. Horse Breeding will Take The 2 parents and favourite one for Speed. Now adds 1 Parent's Speed and 2 Favourite Parent's Speed then Divides it by 3 to get it's Speed Stat and Does that for Jump Height, Stamina Size and Health to make a Blend of the horses to make a better horse. It can also rarely Pick the Favourite and Ignore the other parent to get it's stat to rapidly Make it Better or Worse. It then picks a Parents Colour and either a Parents Pattern or Random Pattern To Create It's Appearance and Finally Takes one of it's Parents Size and uses it. And You have a Baby.

    Donkeys and Mules Will now have a new use. Mules will Take the Horses Stats and a Random Horses Stats to make it a not op. And Will have the same use as donkeys. Different Players and Or Mobs like Chickens or Dogs and Even Villagers will ride it. Although when a mob is added the Donkey/Mule becomes slightly slower and jumps lower.

    Skeleton Horses are now slightly Faster to account for the Horse Buff.

    Zombie Horses Now Rarely Spawn In Packs ridden by Armoured Zombies at night. They will burn in day without Armour and will De-spawn if not caught fast enough. They will be able to jump 4.5 blocks and ride at 12 Blocks per second. But they can carry up to a double chest of storage for transport.

    Advancements:

    Trusty Stallion: Tame A Horse

    Stable: Tame 12 Horses

    Cowboy: Shoot a Mob whilst riding a Horse

    Super Horse: Feed a Horse a Golden Apple

    submitted by /u/vGustaf-K
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    Fashion

    Beauty

    Travel