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    Minecraft Abandoned Mines should be rich in a Random Ore

    Minecraft Abandoned Mines should be rich in a Random Ore


    Abandoned Mines should be rich in a Random Ore

    Posted: 19 Mar 2019 08:51 AM PDT

    There was a time where I found an entrance to an abandoned mineshaft on the surface in the Mesa. It was rich in gold and it was so exciting. I'd like to share that fun with other players as well by suggesting that abandoned mineshafts increase the occurrence of a random ore type when generated.

    When an abandoned mineshaft is generated it should select a random ore type and increase its occurrence by 50% in that region. It may select a secondary ore type and increase its occurrence by 25% as well. Other ores could be scaled down if it becomes too busy.

    You might find the lapis cave, the redstone hole, the metal maze or the coal cavern with unexpected diamond deposits. It could give you a reason to explore and reasons to stick around as well. I hope you enjoyed this suggestion to improve the underground.

    submitted by /u/SpawnLegacy
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    Minecraft 10th anniversary

    Posted: 19 Mar 2019 06:25 AM PDT

    On may the 17th 2009 Minecraft was released to the world and 4 years later it became one of the most played games in history. It's a phenomenon in the gaming industry and this year on the 17th of may it will get 10 years old. Shouldn't we do something? Let's brainstorm for ideas how to celebrate that historical event as strong and big as possible.

    An idea would be to make a cross platform server with the most players online at one time as we can get and create a big party.

    Write your suggestions in the comments!

    Edit: Make suggestions for Mojang and for the community. It would be great when the community would make a big project without Mojang.

    submitted by /u/Hashcookie69
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    New Potion Effect: Alertness.

    Posted: 19 Mar 2019 09:08 AM PDT

    A new potion effect called Alertness will increase the volume all mobs make within 50 blocks. The Alertness potion can be brewed with a new item called Bat Ears, which are uncommonly dropped by Bats. The Alertness Potion can be enhanced to Alertness II to extend the range to 75 blocks.

    submitted by /u/lukre44
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    Scorpions for Desert Biomes. Stingers used to brew nausea potions.

    Posted: 19 Mar 2019 09:47 AM PDT

    Mob type: Hostile/Neutral HP:(8) Armor Points:(8)

    Attack Strength: Easy:2 Normal:3 (Nausea) Hard:4(Nausea)

    Size: Height:1.5(including tail) Width:1.4

    Spawning: Desert, Desert hills and Desert caves.Spawns in desert biomes in place of 90% of all spiders spawned in deserts. Neutral at daytime.

    Common Drops: Scorpion Stinger (0-1) Flint (0-1)

    Scorpion Stinger: The stinger cause be used to brew nausea potions.

    Experience: 6

    Behavior:Attacks player with claws and stinger giving the player nausea for 7 seconds. Neutral at daytime.

    Extras: 1% chance for a glowing scorpion to spawn Also an extremely rare new variant: The glowing scorpion jockey.

    (Wrote this in a rush, so sorry for the bad english.)

    submitted by /u/ActionAddicted
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    More music for events and boss's

    Posted: 19 Mar 2019 03:17 PM PDT

    i just tested out a raid and honestly it was a bit dead and didn't feel very exhilarating much like the other boss's i feel like with some more music it would add a bit more life to the more intense part of the game like for raids some dramatic music could start or with the ender dragon and evoker they could make some designated boss fight music for the fights i feel like this would add a bit more life to the game in general music really makes things appealing i dont even like pokemon but the song it the first detective pikachu trailer instantly hyped for the movie music really makes more lively and i feel the boss fights would be a bit more thrilling compared to the dead tone of silence

    submitted by /u/AwesomeGuy9011
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    a designated crafting table for fire works

    Posted: 19 Mar 2019 03:06 PM PDT

    similar to the loom with banners this would really make crafting fireworks a less tedious experience

    submitted by /u/AwesomeGuy9011
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    how about some chests in the end portal dungeon are traped?

    Posted: 19 Mar 2019 05:42 AM PDT

    with stuff like arrows or fire charges etc. this would add a bit more challenge to looting those ominous suspicious looking chests in the dungeon.mabey the traps could be some how designed to go off if you don't disarm it in a certain way to make it different from any other traps in the over world..what are your thoughts?

    submitted by /u/pr0mc
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    When we are finally able to lead villagers sometime in the future they should act all fussie and give off lots of sounds along with the stormy clouds effect

    Posted: 19 Mar 2019 12:06 PM PDT

    In-Depth Villager Popularity Rework

    Posted: 19 Mar 2019 11:20 AM PDT

    This is a follow-up to my previous post on Pillagers.

    There are a few ideas I had for village improvements (this is just the first part of several more suggestions, coming later):

    Popularity Rework-

    An idea not initially concocted by me is a rework/upgrade of the villager popularity system. I think the system they showed is actually very good, but I'm going to put out my version of their system:

    Popularity amount Effect
    > +30 (Famous) You gain +4 in the starting popularity of new villages you visit (doesn't stack), You can use the Celebration Bell(coming soon) without a penalty, Other players that hit you will be immediately beat up by the guard, you receive more gifts during celebrations, and Special Offers will be of higher quality.
    > +20 (Loved) Trade prices are slightly reduced yet again, other players that hit you will suffer a higher popularity drop and will be watched by guards until they leave the village, and Special Offers pop up a bit more often
    > +15 (Well-Liked) Villagers will give you gifts(coming soon) during celebrations(coming soon) and you gain access to Special Offers(coming soon)
    > +10 (Respected) You gain new trades for village-exclusive items(coming soon) and other players who hit or kill you will suffer a minor popularity drop
    > +5 (Acquaintance) Trades are a bit cheaper
    +5 to -5 (Neutral) Normal Villager behavior
    < -5 (Nuisance) Trades are a bit more expensive
    < -10 (Unwanted) Baby Villagers will run away from you and Guards will be suspicious of you
    < -15 (Disliked) Guards will watch you constantly and will attack you if you open Villagers' chests, mess with their crops, or hold a weapon in your hand for too long.
    < -20 (Loathed) Villagers will no longer trade with you
    < -30 (Infamous) You take -4 in the starting popularity of new villages you visit (doesn't stack) and you will be attacked on sight. Players who kill you will receive a popularity bonus.

    Action Popularity Gain/Loss
    Fending off a Pillager Raid / Zombie Siege +15
    Giving Gifts (coming soon) +2
    Constructing an Iron Golem within the village +10
    Constructing a Snow Golem within the village +1
    Leveling up a Villager +3
    Making a successful trade +1 if you are >-1
    Hitting a villager with your fist -1 (-3 if they're a child)
    Hitting a villager with a weapon -3 (-10 if they're a child)
    Killing a villager -10 (-20 if they're a child)
    Hitting an iron golem -5
    Killing an iron golem -20
    Killing an Infamous player +3
    Killing a Respected/Loved/Famous player -3 / -6 / -9

    Anyway, that's all I have for now. See you soon, and Tell me what you think!

    submitted by /u/-UberTheSylveon-
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    Passive animal mobs that aren't farm animals (ie dogs, cats, dolphins) shouldn't drop any items or experience when the player kills them

    Posted: 19 Mar 2019 09:58 AM PDT

    Players need to eat and collect important resources, so obviously cows, sheep, chickens, pigs, fish, and rabbits should have drops, but aside from them, the game shouldn't reward people for attacking defenseless animals. Villagers don't drop any items or experience, which is great because murdering innocent people is not something to be encouraged, we should just apply this mindset to animals that you don't need to farm.

    submitted by /u/danformal
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    Bears

    Posted: 19 Mar 2019 05:34 AM PDT

    So we've had polar bears for a while now, and i always wondered why there are no regular bears throughout forests, and taiga biomes perhaps?

    Now we're getting the fox in 1.14, and it has a brown, and white variant for different biomes

    Why do we have 2 variants of foxes, but only polar bears??

    submitted by /u/Skaliber
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    A few buffet generation suggestions

    Posted: 19 Mar 2019 04:19 PM PDT

    All Biomes / Large Biomes Option [or floating island / cave option elsewhere]

    This is mainly with the floating island option in mind, as currently in the snapshots, you can only get floating island and cave generation with a single biome. An alternative would be adding customization options to Amplified so multi-biome world generation can have a little more variety.

    Floating Island Generation Does Not Affect Structures

    Currently, floating islands cut dungeons and abandoned mineshafts apart, often times rendering them useless. I'm not sure how caves effect structures, I have not found any structures.

    Trees Auto-Generate in Cave Generation

    There are no trees or mushrooms naturally in the cave world generations. While this is a good challenge, it takes away one of the most important features of a distinct biome. I'm not sure how doable this is since trees need light to grow, but if an exception were made in the world generation process and not during regular survival, it would be a really interesting survival experience, and maybe make a no tree option for an extra challenge.

    Thoughts?

    submitted by /u/DeadMiner
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    Vanilla magic using enchanted scrolls/staves via table (hopefully not too close to fps)

    Posted: 19 Mar 2019 12:17 PM PDT

    Introduction:

    My second post and another wall of text...sorry

    (this time I also know about the fps thing and

    I'm not sure how close this gets to it...but

    I'll try to add some balance and orginal ideas

    ...however feel free to remove the post if it

    has already been suggested to this extent in

    a far too similar fashion).

    I know what some of you people might be thinking.

    "But we already have magic in Minecraft!"

    (or too much depending on personal preference)

    And this is true. But what am I suggesting you might

    ask? Simple. Instead of adding additional complex

    RPG mechanics I thought it would be better to just

    use the already existing assets within the game (such

    as the enchantment table) and make the entire 'magic'

    I'm suggesting purely item based (like with every other

    preexisting item in the game...ender pearls,totems of

    undying etc.).

    A major problem with adding magic (especially any kind

    of offensive spell) is finding a balance between cost

    and overall use, be that in PvE or PvP. While some might

    want live out their power fantasies in the game (mostly

    only considering singleplayer), I myself disagree with

    adding anything too powerful to cope with using only

    a sword or mid tier gear.People should still have a good

    chance of surviving an encounter with a spellcasting

    player just using normal means/skill and not being ganked

    into a corner by an over powered game mechanic (which just

    feels cheap).Or to specify it a little more...

    I don't like anything that has grief potential or

    makes other forms of combat obsolete...

    otherwise a server would end up in an arms race

    (why bother with aquiring diamond gear when all it takes

    to win is the OP staff of killing things +5) the were

    all the kiddies bunny hop their way to victory using

    their magical equivalent of a rocket launcher...

    so no fireballs! At least not as something that sets fire

    to blocks or craters the landscape into oblivion.

    For that matter I decided to add wands and scrolls that

    kind of fill the role as a utility throw away item similar

    to a splash potion (not a new idea...I admit that...

    but I'll explain as to how I'll add a few different

    touches to the idea that does not seem like the idea of

    an 11 year old wanting emerald gear added to the game),

    though having their own unique advantages as well as

    drawbacks when using them. Either way lets get started

    with the how you can aquire the tools of magic...

    Getting started:

    The entire premise of this suggestion was to add some

    form of more direct approach on magic that is not purely

    based on potions and does not kill the immersion/ the

    Minecraft feel. For that matter I intend to use the

    normal, bog standard enchantment table to enchant certain

    items using the XP you have collected (like usual).The

    two new items I had in mind would be a staff and a scroll.

    To craft the staff you will need two sticks and a piece of

    quartz (thought I'd add something to the recipe to give

    you another reason to visit the nether...see picture) as

    for the scroll you will require a piece of paper and four

    pieces of glowstone dust (yes I know parchment is made of

    animal skin...mostly from goats...but this is MC not real

    life...also debating real life in a suggestion thread about

    magic seems rather weird).Now that you have aquired these

    two objects you will have to enchant them via the table

    like with any other weapon or tool, otherwise your staff

    will have the same stats like a gold sword.Why is that you

    may ask?Because it is basically just a fancy walking stick

    that breaks easily with or without magic.Both items will

    come with exclusive enchantments that get decided by random

    like with any other tool/weapon enchantment. However,

    you won't be seeing a lot of spell with an enchantment

    table around anything below level 15 enchantments. So you

    will have to invest a little time and resource to get there,

    just like the poor alchemist who has to get his stuff from

    the nether fortress, to make his potions with...

    no exceptions for you.

    Differences between staves and scrolls and how to apply them:

    Now that you have enchanted those items via vanilla enchanting,

    you may want to know how these tools/weapons are to be used.

    For that matter I will discuss the use of the scroll and how

    it is different from splash potions.First of all just like

    the potion, the scroll is not stackable (on purpose) and you

    can't just spam the scroll like the potion.Rather you have to

    keep the right mouse button pressed and wait for the casting

    animation to finish.Imagine the eating animation (hand moves

    up and down with the item) but with the standard runes

    (I know it is the galactic alphabet from Commander Keen)instead

    of food particles...also less burping and more magic sounds.

    Also while casting you will move slightly slower (just like

    the mechanic were you eat a food item).The reason for this is

    so people can actually stop you from casting by smacking

    you in the face with a sword (in the name of fairness sorry kids).

    After having casted the spell the scroll will disappear (no

    you haven't eaten it) and cause the effect like intended.

    Staves behave slightly different, they can be used more often

    but tend to have more supportive spells (not for offense)

    ...and are still just shiny sticks with the stats of a golden sword.

    This is mainly because they are still not meant to replace

    swords nor should they be able to cast the more powerful spells

    without regards to making archers or potions obsolete.Clicking

    with the left mouse button will let you hit your target like

    you would with any other tool or weapon, holding the right mouse

    button pressed will make you charge the staff similar to the

    charged attack with a bow.Doing so will make you go slower just

    like with the bow.The difference here though will be that your

    view will not change and to cast the spell you will have to wait

    until fully charged (otherwise nothing will happen...yeah the spell

    is just cancelled...nothing fancy here).

    Using a staff spell successfully will deal 5 damage to the durability

    of the staff (so 6 charges until a full staff breaks...they also can't

    be repaired on an anvil and combining two damaged staves on a

    grindstone will give you an unenchanted, slightly repaired staff).

    I should also mention, that neither scrolls nor staves can receive

    any enchantment that is not a spell enchantment. So no you can not

    have a unbreaking III staff that mends itself and has sharpness V

    unless you cheat one together in creative (like I said...they are

    not meant to replace other weapons...just add more options to them).

    The spells (for now just a place holder):

    The scroll based spells are meant to have some offensive application,

    whereas the staff based spells are meant for support roles or

    utility.The offensive spells would probably fly in an arc similar to

    snowballs or eggs, whereas the staff spells will create an effect

    directly on the caster or as an AOE around said spellcaster.

    As of now I only came up with two maybe three spells since I'm trying

    to avoid duplicate effects from potions/enchanted weapons or at least

    add something uniquely different to distinguish them from said existing

    options.

    For my first scroll spell I have the "Frostshard" spell which essentially

    lobs a stream of icicles that causes minor damage and freezes enemies

    into place for 5 seconds (see command block example for that).

    My first staff spell I would call "Shove" or something like that and as

    the name implies all it does is create a circular knockback to all

    targets around the caster (radius roughly 6 blocks or so) pushing them

    outwards (somewhat violent maybe a knockback III or IV effect), though

    without actually damaging the mob.This could for example also apply to

    other entities such as projectiles if you manage to time it right.

    Though I'd rather advise using a shield.The AOE aspect is meant

    purely for defense but can technically be used to toss people down

    ravines if you act strategically (like some people use fishing rods),

    though it is a bit tricky to use and thus does not entirely make

    tactics using shields or fishing rods useless. It only adds an area effect

    that can be helpful depending on effective implementation at the right

    moment...you can also mess up and get turned into a pincushion by archers.

    More spell ideas to come:

    "Ender bolt", a scroll that fires a small purple dart that does

    8 damage ignoring shields (weaker than a bow or crossbow, but it punches

    through shields and no crits...guess there has to be some drawback to it).

    "Chorusport", a staff spell that casts the chorus fruit effect on up to

    3 random entities within a 6 block radius around the caster. So you are

    basically force teleporting people away from you, as if they were eating

    a chorus fruit. It may not be very far but this can cause enough confusion for

    you to flee.Won't probably work very well with AI mobs though.

    Example spell "Frostshard" using command blocks (simulated with a snowball):

    You will need 4 command blocks in a row (1 repeater- and 3 chain-command_blocks)

    to do this. I added this to give a rough idea at how this could work out in the actual

    game.

    Repeater block:

    /execute at @e[type=minecraft:snowball] run execute at @e[distance=0..2,type=!player] run summon minecraft:llama_spit ~ ~ ~ {direction:[0.0,-0.1,0.0]}

    Chain block 1:

    /execute at @e[type=minecraft:snowball] run execute at @e[distance=0..2,type=!player] run particle minecraft:cloud ~ ~ ~ 0.1 0.1 0.1 0.01 3 force

    Chain block 2:

    /execute at @e[type=minecraft:llama_spit] run execute at @e[distance=0..2,type=!player] run effect give @e[distance=0..3,type=!player] minecraft:slowness 5 5 true

    Chain block 3:

    /execute at @e[type=minecraft:llama_spit] run execute at @e[distance=0..5] run playsound minecraft:block.glass.break ambient @p ~ ~ ~ 0.7 2.0

    Pictures:

    https://imgur.com/LMsC4Vb

    https://imgur.com/jHzFYnc

    https://imgur.com/NBBOnFN

    https://imgur.com/BcJ1d1Q

    https://imgur.com/bxhPNbI

    https://imgur.com/2J0kNgR

    The last two screenshots show me throwing a snowball depicting how the

    frostshard- and ender bolt-spells may conceptually appear in the game.

    Obviously the max range of the spells has to be reduced to a degree were

    they don't outshoot arrows and such. As for the ballistic flight trajectory

    caused by the snowball... I'm not sure if certain spells should keep this

    flight pattern/behaviour or fly in a straight line. I only used snowballs

    because I'm not that proficient when it comes to programming trajectories

    using command_blocks, with a character facing all directions.

    Anyways I hope I could bring enough originality to an otherwise often

    suggested idea (that is not entirely insane in its implementation, nor does

    it destroy the immersion for other players).

    submitted by /u/DeadonWorldSpawn
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    Alright, I know the game already has bosses. But what about a true end game boss? The true completion of the game.

    Posted: 19 Mar 2019 03:41 PM PDT

    My idea is this: Herobrine. And before people roll their eyes. With the introduction of Evokers which use magic in combat, a herobrine boss battle isnt too out there. By gathering 4 resources. Heart of the Sea, Nether Star, and 2 new Items added into the End and Nether dimension, you could create an item that would take you to the void. Herobrines realm. With a heavy theme in black colors. Herobrine floats in the center of several small islands, he utilizes several magics from wither skulls to the evokers fangs. He would teleport between the islands of which he would float and attack at a distance until you get close, of which he would land on the platform and fight you before teleporting away and restarting his process. He would summon some new mobs, Void Entitys that are transparent a ghostlike in appearance. Upon defeating him you get a copious amount of Experience, some rare items and then the totem you used to get to the void. This is your ticket out. Or jump off and appear back where you were.

    submitted by /u/Institutionation
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    Neutral Mobs should spawn in Peaceful.

    Posted: 19 Mar 2019 07:32 AM PDT

    Hear me out: Iron Golems spawn in villages, but if harmed they will follow you without hurting you. Same with Wolves. So what if Endermen, Zombie Pigmen, etc spawned in Peaceful mode, but never attacked you? This would lead to Peaceful runs being easier since you can get Ender Pearls way more easily.

    submitted by /u/AngooseTheC00t
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    Villagers should be unlikely to trade with you if you harm them.

    Posted: 19 Mar 2019 10:13 AM PDT

    Not much.

    submitted by /u/Evidaent
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    Villager skill rank system

    Posted: 19 Mar 2019 02:34 AM PDT

    In the 1.14 snapshots, villager got this ranking system, you would get experience in every successful trade and would level up every time the their experience bar is filled up. Their levels go like this: Novice->Apprentice->Journeyman->Master

    But currently this ranks just adds to their trading interface and no much else, and I think it would be nice if they can unlock new abilities as they rank up.

    Format:

    {villager name} Title

    1. {rank name}---{unlocked ability}

    All villagers

    1. Apprentice---can climb ladders
    2. Apprentice---can open fence gates, trap doors

    Farmers

    1. Apprentice---Can harvest sugar cane
    2. Apprentice---puts extra farm related items into composters
    3. Journeyman---can harvest Nether wart (gives it to clerics, explained later)
    4. Journeyman---plants down nether wart on soul sand if there are any nearby
    5. Master---Gains 2x more items from harvesting crops (example: if a normal wheat crop gives 1 wheat to the villager, he/she will collect give 2 wheat items)

    Fisherman

    1. Novice (just a AI tweak)---should actually fish , holds a fishing rod in their hands while fishing
    2. Apprentice---gives fishes to hungry villagers, throws away non-fish items and puffer fish
    3. Journeyman---no longer throws away non-fish items and pufferfish, instead, if a fisherman has a non-fish item and/or pufferfish, a special trade will appear in their trading GUIs, if you trade for those items, that item will be removed from their inventory, special trade will disappear when they run out of those items
    4. Master---Their hidden fishing rod will be enchanted with luck of the sea I and lure II

    Shepherd

    1. Apprentice---shears wool from sheep, this action would also restock some their trades (only some, depending on wool colour)
    2. Journeyman---if one of their trades run out, they will find a sheep, dye it, then shear it
    3. Master---sheared wool gives double amount for the shepherd

    Clerics

    1. Apprentice---collects nether warts from farmers, but just stores in in inventory for now
    2. Journeyman---takes nether wart and brews splash potions of healing, speed and weakness, brewing stands are locked while they brew(all they need is nether wart, other ingredients will be given to them automatically)
    3. Journeyman---throws healing potions to injured villagers
    4. Journeyman---throws speed to random villagers (just to boost them in their job)
    5. Journeyman---throws weakness potions to monsters
    6. Master---can cast a regen spell by waving their hands like evokers
    7. Master---Uses regen spell to heal villagers and players with a village popularity of 3 or more
    8. Master---converts zombie villagers back to normal villagers

    Balance Notes:

    1. Journeyman clerics can only hold 3 potions in their inventory
    2. Master clerics can only cast 3 regen spells a day

    Notes:

    1. Farmers harvest the second block of sugar cane

    This is the end of part one, if you guys like this post, I will make a part two

    submitted by /u/lolbit_511
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    The Swamp Update, or "Swamped In!"

    Posted: 18 Mar 2019 04:35 PM PDT

    Hey there! Today I got some ideas for improvement of the swamp biome, which could have some improving. Note, the names are still a WIP, so they may not be that good.

    Animals

    1. Crocodiles. In all seriousness, crocodiles sound like a great addition to Minecraft. The crocodiles would be a kind of hostile mob, but would only attack upon getting near or entering the swamp water, like the drowned. Upon killing, crocodiles would drop Crocodile Leather, which could be used to make armor, and Crocodile Teeth, which could be used as a weapon, similar to the stone sword. Crocodile Teeth would be rare.
    2. Frogs. Frogs would be pacific mobs, but could be hostile if attacked, giving poison, like the pufferfish. If you accompany the frog, by jumping with it and following it, you would get an effect, just like the Dolphin Grace, called the Frog's Jump. Would cause a little jumping boost. Not as effective as potions, but a good jumping boost. (Maybe 2 blocks high.) Drops not sure yet, but maybe something related to the poison effect.
    3. Crayfish. Passive mobs. Would drop crayfish meat when killed, being able to be cooked and would restore 0.6 upon eaten raw and 1.2 when cooked.
    4. Heron Birds. Passive mobs, but have two variations: The Normal Heron Birds, and the Great Blue Heron. Drops normal Feathers when killed, but when the Great Blue Heron is killed, it drops Blue Feathers. These Blue Feathers can be used to make a new enchantment for the Elytra, the High Flight effect, improving the way the Elytra flies, upgrading the gliding ability.

    Plants

    1. Cattail. A normal plant that would appear in the swamps. Would drop cattail. When cooked in a furnace, would give Cattail Ash, an ingredient that, because of it's medicinal uses, would be able to cure the player. Using it directly cures 1 and a half hearts. By using it to make a potion of regenation, would heal 0.4 per second, equivalent to a Level 2 potion.
    2. Waterweed. Would appear floating on the water, just like the Lily Pad. Upon breaking, would drop normal seeds.
    3. Buttonbush. Can drop Buttonbush and Buttonbush Leaf. The Buttonbush Leaf can be used to make Poison Darts, which can be thrown without the use of special items. The Buttonbush would have decorative uses only.

    Effects

    Upon entering the water on the swamp, you are given a small effect of slowness.

    By following the frogs while jumping you get the Frog's Jump effect.

    Monsters

    Would have the Swamp Zombies, a variant of the Drowned. Because of the low light on the swamps, the zombies can follow you on land, but would receive a slow effect. When on water, the Swamp Zombies are faster than on land, because it's adapted to the swamp water.

    That's all for now. Suggestions and criticism are welcome. (Also, if it was an update, it's name could be Swamped In. I think it's a great name.)

    submitted by /u/Evidaent
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    New Nether Biomes

    Posted: 18 Mar 2019 06:47 PM PDT

    Hi, I i'm going to get rid of the MFB idea and just post what might be good for the game. mobs will probably come next, then structures, blocks, and other things in other worlds. okay.

    • Note: the h#ll Biome shall be renamed the plates and given a few new things

    The Spikes: A land with tall, steep and somewhat thin yet large spikes. this place is a land with small pools of lava and several flying mobs around the area. Pigmen are in much smaller groups and one or two wild blazes might come along. there are also bound to be some more intelligent beings in this new rendition of The nether, and they are common here. there are also bound to be some resources of varying use here and there.

    The Caverns: Large series of caves and empty bowls of darkness and danger. this is where ancient mines rest for eternity, and where deadly beasts make their home. many resources worth mining lay in the dark and ashy caves, but are guarded by their inhabitants. some hoards and even dungeons worth of Rubies can be found deep within the dark depths.

    The Sanctuary: the only place that can be close to a safe haven in the Nether. it has its own type of Grass, fire-proof trees with red leaves, and a few mobs similar to the ones of the Overworld. their are dangerous plants and even a few dangerous warriors in the woods, but you can also find some homes with one or two inhabitants. however, this place is hard to find in the Nether and takes effort to find without being gravely wounded.

    The Magmar: A Flat land Magma and lava lakes, you should get some special shoes for this place. it is barren for most and nearly unpassable without frost walker boots (They shall now greatly reduce damage taken by magma blocks). although some beast are able to live here due to their structure, most are either in the air or not on it at all.

    Cold Springs: if you got into this place, you probably would experience a climactic-shift in attitude of the Nether. although it is constantly steaming from parts of the ground, it has some of the coldest water pools in the three worlds we go to. if they were in our world, the water would instantly freeze, but in the nether it gives you a nice warm buff that really helps. there are a few things that can hurt such as there reversed blazes and some more coated beasts, but nothing to much.

    well, that's the most you'll get for now, I will go into more detail, but I don't want to spoil anything yet. any comments, complaints, things you want to suggest, you post them in the comments as usual.

    P.S. I was think of a more civilized biome, but it's the Nether so it didn't fit so well with me.

    submitted by /u/Benster_ninja
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    Question about pillagers

    Posted: 19 Mar 2019 11:01 AM PDT

    Pre story (start below if you want it short): I recently started playing Minecraft survival in 1.14 snapshots. After a few Minecraft days, I started adventuring my world. <Note: I only had iron armor, no diamonds yet> I killed some mobs and when I chased a pig, it brought me to a village <Note:RIP Piggy 2019-2019> Here I found some interesting villagers, and while I was blocking them in their houses to make them survive, I heared a pillager. When I found him, he attacked me.

    Story: When he attacked me, I got scared, and I killed him. He had a banner on his head, what made me get the Bad Omen effect. A raid started, and after getting killed a few times, it was me VS the pillager with the banner. Because I didn't want a second raid, I trapped him inside a box of dirt. Now he is still there, raiding the villagers.

    Question: 1) How did he got in the village??? I checked the world by cheating (I know, I know, I shouldn't have done that), and I didn't found a pillager base at all. Was this a glitch?

    2) I don't want another raid if I kill the pillager. If I kill it with lava, do I get the Bad Omen effect or not??

    Thanks for reading this. I hope you can help me. Thank you all!

    submitted by /u/Command_user
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    Enchanted Golden Apples should be craftable from golden apples somehow

    Posted: 19 Mar 2019 10:17 AM PDT

    What if I already made a golden apple and I want to "upgrade" it? This could be done by surrounding a golden apple with 8 stacks of 8 gold ingots (basically gold blocks minus 1 ingot), or by surrounding it with 8 lapis lazuli pieces or blocks. Lapis is used for enchanting tools and armor, so why not use it for enchanting golden apples?

    submitted by /u/danformal
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    Bloodsucking bats

    Posted: 18 Mar 2019 10:48 PM PDT

    These bats are bigger, have red eyes, more menacing appearance, and behave similarly to the Phantom, except that they will hold on to the player until they are shaken off. Armour prevents them from biting. The attack will continuosly drain the players health and the player will have a Slowness effect from the bite. They drop 2 leather on death, and some blood.

    Blood can be crafted into red dye. Or simply use a glass bottle and the blood in a crafting recipe and you have a blood bottle, which can be used in brewing poison and harming potions.

    If the date is October 31st, these bats will be found flying around in the daytime, and will not burn up in the sun.

    They also fly faster than phantoms, and do not rise as high as phantoms do. They spawn in caves on the ceiling and on trees at night. Tree bats are rare compared to cave bats. They hate light and will flee light, and burn up in sunlight unless its Halloween. They spawn more frequently than usual on Halloween and when its midnight.

    submitted by /u/SnowBallEarth43
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    Why are there so few people here as of late?

    Posted: 18 Mar 2019 05:55 PM PDT

    I remember a few months ago there were lots of surprisingly original suggestions being posted here all the time, but at some point the sub went stale. What happened?

    submitted by /u/HowToChangeMyNamePlz
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