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    Minecraft /ai

    Minecraft /ai


    /ai

    Posted: 28 Feb 2019 11:33 AM PST

    This command allows you to modify the AI of any mob. This is great for map makers who don't have access to tools for creating mods or addons.

    /ai (target:entity) (hostile;neutral) (chase;pounce;flank;strafe;distance) (none;swarm;summon[0-100%,target:entity,count]) (target:victim)

    (Target:entity): an entity that isn't the player, projectiles, end crystals, TNT, items, falling sand, or any of the minecarts.

    hostile/neutral: This is basic behavior. Hostile means that it will try to attack you while neutral means that it will only attack when provoked.

    (Chase;pounce;flank;strafe;distance): These are more advanced attacking behaviors. More than one can be used. Chase, pounce, and distance can't go together.

    Chase: The mob chases the victim. Doesn't work on mobs that don't have any mele attacks. (Skeletons work, but Ghasts don't)

    Pounce: The mob will jump at it's victim when it gets close. It also chases its victim. Doesn't work on mobs that don't have any mele attacks.

    Flank: When the mob knows where the victim is, it will stay in hiding until the victim isn't looking. When that happens, the mob strikes. When it gets spotted by the victim, it runs away to hide. If it can't get away, it will attack anyway.

    Strafe: The mob will move side to side while attacking in an attempt to avoid getting hit.

    Distance: The mob stays at the edge of its attack range when attacking. This only works for ranged mobs.

    (None;swarm;summon); These are special abilities. Only 1 can be used.

    None: The mob won't have a special ability.

    Swarm: Mobs of its kind will swarm its victim when the mob with the Swarm ability is hit (but not instantly killed). (Zombie Pitman already have this ability)

    Summon: Mobs with this ability can summon other mobs at will. The percentage determines how often it will summon mobs. The target:entity determines what will be summoned. The count determines how much of that mob will be summoned. (Zombies on hard mode already have this ability)

    (Target:victim): This is what the mob will target. More than 1 can be listed here.

    /ai (target:entity) (passive) (None;shy;flee;friendly) (None;loyal[taimed[target:entity];untaimed[TaimItem:Item,ItemCount:min,ItemCount:max],[chill;defensive])

    Passive: The mob won't attack even when it's hit.

    (None;shy;flee;friendly): General mob behavior. Only one can be used.

    None: The mob will just hang around. When hit, it will flee for a few seconds.

    Shy: The mob will run when provoked or when you approach it too fast.

    Flee: The mob will always run from the player when they get too close.

    Friendly: The mob likes to hang out around another player, but will still run when provoked.

    (None;loyal[taimed[target:entity];untaimed[TaimItem:Item,ItemCount:min,ItemCount:max],[chill,defensive]: The mob is either loyal to another player or not.

    None: The mob will never be loyal.

    Loyal: The mob can be loyal to you.

    Taimed: The mob is already taimed to a player or another mob.

    [Target:entity]: The mob will be loyal to that entity.

    Untaimed: The mob is not loyal to anyone, but can be taimed.

    [TaimItem:Item]: The item needed to taim the mob.

    [ItemCount:min,ItemCount: max]: The minimum and maximum items needed to taim the mob.

    Chill: Even when the entity that it's loyal to is provoked, it won't defend.

    Defensive: The mob will defend the entity when it's provoked.

    This command is powerful on its own, but when combined with the /tag command, you have an extremely powerful tool. I'm not sure if it's possible to add this command into the game, but imagine the amount of maps and the types of maps that will be made when this gets added. I can't wait for someone to make a masterpiece out of this!

    submitted by /u/DoubledNebula51
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    A New Stone Variant/Item: Stone With Algae/Algae/Algae Gel

    Posted: 28 Feb 2019 02:14 AM PST

    The concept here was originally thought of as an alternative way of obtaining slime, which lead to an idea for an entirely new item and block. What i've thought of is something to make water more interesting in caves. The idea is that naturally generating water in caves would also spawn with a stone variant on every block of stone that the water touches. This stone variant would be "stone with algae", a stone block with a one pixel higher-than-normal texture (maybe animated to wave in the water like kelp) of green sludgey plant life. Breaking this stone variant with a pick will just drop cobblestone, and breaking with silk touch would drop the Stone With Algae. Right clicking with a shovel will cause the stone with algae to convert into regular stone and drop Algae, giving the right clicking with a shovel a different purpose besides creating pathways. The Algae item can be smelted into Algae Gel, 9 of which placed in a crafting table will create one slime. The idea here is to give caves more personality and make randomly generating waterflows look really cool, as well as making it easier to obtain slime in passive mode and giving you more of a reason to go cave crawling instead of strip mining all the time. Algae in real life is extremely common in moist caves, so this would only stand to make MC an even more realistic block survival simulation.

    submitted by /u/UrethralDestruction
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    Mob Variants (biome dependent)

    Posted: 28 Feb 2019 05:10 AM PST

    i do want new mobs as everyone else does but i also think more mob variants would be really cool anyways her i go.

    • BIOME DEPENDENT MOBS:

    i know i sound mad but still having biome depending variants would be awesome and to show you how they would work i'll give some examples:

    -Desert Mobs:

    since the mobs would have to evolve and adapt to harsh desert climates they would change to help them survive (we obviously have the husk as an example)

    [ Dune Skeleton: these guys would wear rags to symbolize that they where once travelers that just got stuck out in the desert nothing much would change except maybe having them immune to the sun and sometimes spawn with swords instead of bows ]

    [ Desert Spiders: they would be small, fast and poisonous they would always be aggressive and wouldn't spawn at night ]

    [ Creepers of the Sands: these creepers would be sand colored (to blend in) and would move quickly without making much sound, their hiss would be shorter but more volatile and their explosion wouldn't deal as much damage BUT they would send all destroyed sand into the air meaning that there's a chance that you could suffocate due to sand falling on top of you]

    -Snowy Mobs:

    [ Frostbite Spider: frostbite spiders will sit on top of trees and wait until the perfect time to strike they aren't poisonous but they do a lot of damage and when hit they simply retreat back to their tree they also give you slowness and miners fatigue when they bite you]

    [ White Phantom (skeleton): these skeletons look normal at first except that they have a silver sword what they do is sprint towards you hit you once then run away. they're only hurt by the sun after being exposed to it for more than 10 seconds they have normal health but are incredibly fast ]

    [ ''Snow'' Men (zombies): these zombies are super sneaky and will hide under snow. they hold shovels and they dig a 2 block hole and cover the top with snow if you get close enough to their hide outs thy'll pop up out of the ground to attack you besides slight behavior changes and reskin these guys are just normal zombies ]

    [ ''Silent Night'' (creeper): white (to blend in), slow yet their explosions are super quite and the scariest thing about them is that they turn the ground around them to ice making it harder to run away from them]

    -Jungle Biomes:

    [ Hunter Zombies: these zombies ALWAYS travel in packs and ALWAYS carry at least a wooden sword or bow the scary thing about hunters is the fact that they can spawn in different tiers such as :

    -wooden tier: 3 to 4 zombies with wooden swords no bows

    -iron tier: 5 to 6 zombies with wooden or silver swords and a bow or 2

    -gold tier: same as last one except up to 8 zombies

    -diamond tier: really rare. 10 zombies with either iron or diamond swords and tipped arrows (poison, slowing ect.)]

    [ Head Hunter (skeletons): besides a reskin there is nothing different to the skeleton EXCEPT these guys spawn in camps in trees (big, flat, square) and shoot at you from above ]

    now unfortunately i had no ideas for the creeper or spider in this situation so...

    but anyways i have a bunch more ideas for mob variation and new mobs but they wouldn't fit into this post so that ideas for another day. have a good life

    -neo

    submitted by /u/devonthecreator
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    Passive Iron Golem Regeneration & Consequences

    Posted: 28 Feb 2019 09:56 AM PST

    Iron Golems have been some of the most misused mobs in Minecraft for the longest time, and the only improvement they have seen since implementation took the form of 19w08a, where one now spawns per village at generation. However, Golems are still not the protectors of Villages they were meant to be, and this is partially due to their inability to heal. Without player intervention, Golems die after 5-6 nights, especially on harder difficulties.

    To sort of counteract that, I propose Iron Golems can passively heal 1hp / 7 seconds (a little slower to player healing at full hunger - not based on saturation). However, after the Golem has passively healed 75hp (75% of its total health), it changes to an overgrown texture and cannot passively heal anymore.

    I am not sure if introducing a mechanic to revert them back is a good idea. Maybe rusty Golems should simply be a reminder for the player that they need replacing, no matter how depressing that sounds. What do you think?

    submitted by /u/PausedAndWaiting
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    Squids should no longer spawn in rivers.

    Posted: 27 Feb 2019 09:23 PM PST

    Since the Update Aquatic, rivers are now populated by fish and seagrass and so feel much less empty. Because of that, I think squids could be made exclusive to oceans. I think this makes sense from an ecological perspective and from an aesthetic one (squids look pretty goofy in such small bodies of water).

    The only potential issue I see is that it would make ink a slightly rarer resource, but oceans are not difficult to find so I doubt it would have much of an impact (EDIT: It would place black dye at about the same level of rarity as green and brown).

    submitted by /u/Tjurit
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    The Battleaxe: Not an FPS Weapon #3

    Posted: 28 Feb 2019 11:52 AM PST

    The Battleaxe would be an effective weapon crafted with two Axes next to each other. It would have a S L O W Attack Speed Of 0.9, but deal a WHOPPING 6 and a Half full Hearts of damage! This weapon can also be charged up and you will spin around you, attacking anything in a 3x3 radius around you, making it good for when you're surrounded by a horde.

    This would have its own exclusive Enchantments, which I shall list now. * Stun - This would have two levels. Whatever you attack has a 15% chance of being stunned for 5 seconds. This is raised to 30% on Level 2. * Bloodlust - Getting a Kill Combo increases your Strength and Speed for 3 seconds, unless you get another kill, in which you will reset the timer. This will cause a faint red outline to obscure your view, like being outside the World Barrier. * Executioner - Whatever you kill that CAN drop a head has an 8.5% Chance to drop a head * Deadlocked - Looking at a mob for 10 seconds causes it to be stuck in place

    This would also have a few Curses which can be equipped via Enchantment Table. * Curse Of Fear - All mobs run away from you, ALL of them. (Except for Bosses of course.) * Curse Of Executing - You have an uncommon chance to leap towards a mob and kill it. * Curse Of Heaviness - When spinning, you have a chance of losing control of it, sending you a few blocks to the side. Hitting a block can deal damage to you.

    Now what do you think? Questions or concerns? Let me know in the comments!

    submitted by /u/Tomdaninja
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    burnt grass

    Posted: 28 Feb 2019 12:02 PM PST

    imagine this if fire is set in a forest and the grass block is set on fire after a few seconds it will become burnt grass but burnt grass would be a variant of grass not its own block i feel this would make the game have more life and if your friend were to set a forest on fire instead of looking at just floating leave blocks and trees you would also see the grass change but serious minecraft devs ADD THIS! - legobrickhead

    submitted by /u/legobrickhead
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    Cats should jump!

    Posted: 27 Feb 2019 04:31 PM PST

    Right now mob don't really jump except for up and down blocks. I think cats jumping up onto stuff over 1 block would add some nice details, as you probably know most cats love jumping up on stuff so I think cats jumping on up counters and shelves and that sorta stuff would be nice.

    submitted by /u/hiketheopti
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    Improve river generation

    Posted: 27 Feb 2019 09:57 PM PST

    River generation in Minecraft has an issue, that issue is rivers being sliced into smaller chunks by blocks which generate in the river, making it just a slight dry dip in the ground. This problem is relatively minor but I think is worth fixing because it could improve boat travel greatly, and make the river overall more aesthetically appealing.

    submitted by /u/selene66
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    ADD SMOOTH SANDSTONE AND SMOOTH RED SANDSTONE WALLS

    Posted: 28 Feb 2019 09:16 AM PST

    Snakes???

    Posted: 28 Feb 2019 08:37 AM PST

    I think snakes should be a thing in Minecraft. They can spawn in desert and jungle biomes. The snakes in desert aren't venomous but they can give a lot of damage. The desert ones can be tamed to not bite you but if they are not fed with chicken regularly they attack you. The jungle ones are of two types. Normal and Python. Pythons can spawn only in desert temples. Killing them will give you the python's fang that can be used to make the potion of snake master. When the potion is drunk, all the snakes that you have will start protecting you even against boss mobs and will also give additional health in case you are just about to die. The snakes powers and health increases too. The normal jungle snakes are like spiders. The attack you only during the night.

    What do you think?

    PS. The python is a boss mob. It is very hard to beat.

    submitted by /u/carrierpigeon42
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    Awkwardly Useful Curses

    Posted: 28 Feb 2019 08:22 AM PST

    Here's a list of semi-useful item specific curses.

    • Curse of Blinking - Helmet - The player teleports to a random solid block within 8 blocks upon taking damage.
    • Curse of Guts - Chestplate - While at full hunger, gain Hunger. When starving gain resistance I and strength I.
    • Curse of Long Legs - Leggings - Sprinting does not cost extra hunger; You always sprint while moving.
    • Curse of Winter - Boots - Leave snow wherever you walk.
    • Curse of Vigilance - Sword - Automatically face an entity when it damages you. Automatically equips itself whenever you left click.
    • Curse of the Undertaker - Shovel - You can dig huge columns of six blocks. You can only dig down.

    That's the limit of my creativity right now. Got any suggestions for the other equipment?

    submitted by /u/SpawnLegacy
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    Horses need some changes

    Posted: 28 Feb 2019 10:56 AM PST

    I'm not talking about armor or textures, those are great. I mean how they behave and interact with the world.

    Diet :

    Normal horses eat a lot, I mean a lot. Its where "Hungry as a horse" comes from, So the horses should reflect this, Horses should have an invisible hunger bar that can be understood with how much they huff. If they only huff every minute or so, they're full on food and won't eat food around them like hay bales. If they huff every 20 seconds or so, they're hungry and will eat any hay, apples, or even grass around them.

    If the horse is hungry, It will be slower and will get distracted more, meaning it will walk away from where you stopped more often.

    If the horse isn't fed enough, It will leave your service and try escaping any pen you have them in, leads attached to the horse will give the player slowness as the horse fights back.

    Once a horse leaves your service, You would have to spoil them to be able to have that horse again, Golden apples, multiple hay bales, and of course some bling ; Horse armor.

    Armor :

    Yes, I said I wasn't going to talk about armor, but this isn't about armor specifically. Its about how armor works, Horse armor should be enchantable, No new enchantments, just normal stuff. Protection, Thorns, Even Feather falling possibly, I don't see frostwalker working, However.

    Battle :

    While in combat, Horses should fight alongside their owner. Just a kick or something with knockback but not much damage.

    The reason for the enchants I stated earlier is that enemies should attack horses just as much as players if they're tamed.

    Incentive :

    "Why should you protect your horse? Its just a mob you could get more of.", If that's what your thinking, I have something for it. If your horse in your service long enough, It will start protecting you. Its attack strength will get higher if its owner is in danger, to the point of being able to 1 shot a zombie. This will take a lot of hunger though.

    End :

    This is just something I'd like to see in the game, Its in no way actually going to happen.

    submitted by /u/tatertotcraft
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    1.14 Update "Classic Crafting" Suggestion

    Posted: 28 Feb 2019 03:44 PM PST

    Can we get a button when we start a new game labelled "Classic Crafting". When enabled the new 1.14 crafting system and blocks have their normal functions but the normal crafting bench and anvil still have their original function.

    This way we can use the new blocks for decorating in survival in a classic game and they keep their function and we can have just the new crafting system

    submitted by /u/Eddie_gaming
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    New aquatic mobs

    Posted: 28 Feb 2019 03:11 PM PST

    Honestly, it doesn't seem fair that there are so many mobs on land but not very much in rivers and oceans. While 1.13 added fish as official mobs, I think more aquatic mobs would be nice to have.

    Here are some ideas:

    Chimeras

    Most people know chimeras as mythical beasts, but there is also a type of fish named chimera, which is what the mob is. Chimeras are peaceful mobs that spawn in deep and frozen oceans very rarely and swim near the bottom. They are immune to damage and suction from magma blocks. They can have either gray or white color patterns and can only survive and spawn in bodies of water that are at least 40 blocks deep. When killed, they drop a black eye, which can be used to brew potions of night vision.

    Stingrays

    Stingrays spawn in rivers and all types of oceans (and rivers) except frozen oceans. They are beige colored and can bury their bodies under sand and dirt blocks. When the player comes close to them, they will swim away or sting the player with a barb that causes poison for 10 seconds. They will eat any crabs near them, which is the next mob on this list.

    Crabs

    Crabs spawn in all oceans except warm oceans and crawl near the bottom of the ocean. They are passive and when killed will drop up to 10 crab legs, which can be cooked and eaten to restore 2 hunger points. They can also be collected with a bucket and replaced like fish.

    Sea stars

    Sea stars are passive mobs that spawn in every ocean biome. They can only move 3 blocks in an in-game day, making them the slowest mobs in the game. Like crabs, they are also hunted down by stingrays. They can also be picked up in a bucket and put somewhere else. Sea stars don't drop anything when killed.

    Urchins

    Urchins are neutral mobs that spawn in all ocean biomes. The only way they can hurt the player is if the player punches it. Punching an urchin will cause poison for 5 seconds. Urchins can move up to 4 blocks per in-game day. When they come into contact with kelp, they will destroy the base of the kelp causing the rest to fall to the bottom. Urchins will also eat dropped kelp. They have the same last 3 features of sea stars.

    Manatees

    Manatees are passive mobs that spawn in rivers and deep warm oceans. They love to eat seagrass, and can destroy an entire area of it in less than 5 minutes. After a while, they will release manatee dung from their behind. Manatee dung will plant seagrass if dropped on a block that can grow seagrass. Manatees can be bred with seagrass, too. The baby manatee will follow one parent manatee until it grows up. When killed, manatees will drop up to 3 seagrass.

    Lobsters

    Lobsters have all the same features as crabs, just in lobster form. However, instead of dropping crab legs, they can drop up to 2 claws, which can be fused with a stick in crafting to make a grabbing stick. Grabbing sticks can grab nearby mobs. When equipped in your second hand, you can attack mobs with your main hand while the mob is grabbed. Mobs will escape from the stick after 5 seconds, and the weapon will break after 8 grabs.

    Cuttlefish

    Cuttlefish have a similar appearance to squids, but much smaller and colorful. They are generally peaceful to the player but are still active hunters. When they hunt, they find a nearby fish and start flashing green, red and white. The fish that they are hypnotizing slowly comes closer to it, mesmerized by the strange act. When the fish is in range, the cuttlefish releases a long arm and catches the fish and pulls it into its mouth. However, they can only hunt small tropical fish, since those are the only ones small enough to eat. When attacked, it releases a cloud of ink and darts away. The ink gives the player eight seconds of blindness, just enough time for the cuttlefish to escape. Cuttlefish can be placed in buckets and replaced somewhere else. When released somewhere else from a bucket, it will dart under the nearest one-block hole and stay there for a while. If there is no hole, the cuttlefish will dart around until it dies shortly after the transportation.

    If a hole is provided and the cuttlefish calms down, it will get out and start acting like a regular cuttlefish. If it is placed into a relatively small body of water, it will go to the nearest water block nearest to the player, as if it is following you. Dropping colorful blocks into the water attracts the attention of the cuttlefish. It will knock around the blocks, playing with them. Cuttlefish can be bred, but you have to have specific conditions. The water has to have at least 3 coral blocks and a small cave. When these conditions are met, there is a small chance of the cuttlefish breeding.

    When bred, the cuttlefish will lay a clutch of eggs inside the cave. One cuttlefish will tend to the eggs, while another goes back to normal and does regular activities. When the eggs hatch, the larva are incredibly small and transparent with two black dots for eyes.

    So that's the list, let me know what you think!

    submitted by /u/Eineg_Htims_Lliw
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    By smelting a coal ore block in a blast furnace with lava with a ratio of 2/64 gives you a diamond instead of coal.

    Posted: 28 Feb 2019 02:44 PM PST

    Need Silk touch to get ore. Need blast furnace. Need lava. Needs a stack of 64 coal ore blocks. Might get 0-2 diamonds instead of coal.

    submitted by /u/CosmicLightning
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    Crafting String

    Posted: 27 Feb 2019 06:08 PM PST

    Wool can be crafted from string, why not the other way around as well? 1 wool block (any color) could create 4 string. This would fit right in with 1.14's theme too

    submitted by /u/dryketchup
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    Villager Types:

    Posted: 28 Feb 2019 02:20 PM PST

    • Alchemist:

    Buys: Potion Ingredients, Water Bottles, and Nether Wart.

    Sells: Any Type of Potion.

    • Artist:

    Buys/Sells: Any Type of Dye, Banners, Signs, Item Frames, Paintings, Armor Stands, and Firework Stars.

    submitted by /u/Vigil_the_Shaper
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    Maxed Priest villagers should trade shulker shells

    Posted: 28 Feb 2019 01:28 PM PST

    Currently the end in SMP's are getting over explored. I play on a server with about 20 people and I have to go further than 6000 blocks to find a non raided end city...

    Priest villagers arent necessarily easy to max either and I think it would be great if technical minecrafters had a renewable way to get large amount of shulker boxes.

    I would make the trade something like 1 purpur block + 10 emeralds = 1 shell

    submitted by /u/RedstoneplaysMC
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    Ender Storm

    Posted: 28 Feb 2019 04:30 AM PST

    A rare weather event (Could be activated manually or be natural) that varies in radius, the Ender Storm is a large purple fog and inside said fog, Endermen and Endermites spawn (possibly more Ender-mobs if they are added in future updates) and these mobs will receive a healing and damage buff while they are inside the storm

    As for this feature's purpose, It would be an alternate way to get ender pearls to create an eye of ender, but for more hardcore players.

    submitted by /u/galaxy3004
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    Add air/barrier stairs

    Posted: 28 Feb 2019 01:09 PM PST

    You can gett corner stairs look without having visible stairs next to them

    submitted by /u/DOGGO9898989
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    Villagers Should Climb Ladders

    Posted: 27 Feb 2019 07:21 PM PST

    When in harm. Nothing else to say. Especially since Mojang wants to improve their behavior in 1.14. Ladders have always been in their homes, for what?

    submitted by /u/Minecart64
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    The Katana: Not an FPS Weapon #4

    Posted: 28 Feb 2019 12:20 PM PST

    The Katana would be a Sword Alternative with its own pros. It would be crafted like a Diamond Sword, but diagonally.

    The Katana would deal a heart less damage than their sword counterparts (Ex. Diamond Katana does 5 Damage) but have a faster attack speed of 2. They would not have a Sweep Attack Ability, but have a Projectile Hitting Ability.

    For example, let's say a Skeleton was shooting Arrows at you. You can click in the general direction of the arrow to hit it back. You may be thinking that this does the same job as the shield but worse, but it actually makes the Arrow fly back at the mob. This isn't the case for Trident Drowned, however, and it will only knock it back a bit like a shield.

    It would also have an Impaling Passive Ability, where at full charge it has a 15% Chance to do 2 Hearts more damage and hit the mob behind that mob.

    I believe this should be added to give more weapon variety and to add a new weapon mechanic. Now what do ya think? Should it be added? Do you approve? Question or concerns? Please comment down below!

    submitted by /u/Tomdaninja
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    Fashion

    Beauty

    Travel