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    Minecraft scythe enchantment for hoes: makes them able to break all plants and crops in a 3x3 area

    Minecraft scythe enchantment for hoes: makes them able to break all plants and crops in a 3x3 area


    scythe enchantment for hoes: makes them able to break all plants and crops in a 3x3 area

    Posted: 24 Mar 2019 12:29 PM PDT

    will make hoes slightly more useful and clearing chunks of land from grass (to build on them) easier, using water buckets for that is not practical and messy.

    can be cancelled by sneaking but it's not necessary since turning dirt to farmland works by right-clicking, and breaking by left-clicking. and if you don't agree with hoes what about swords or shears?

    submitted by /u/Voxel_Wedge
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    Polar bear animation and salmon jumping

    Posted: 24 Mar 2019 01:17 AM PDT

    Maybe polar bears should attack fish and use an animation like the fox by holding the fish in its mouth and possibly use a panda animation to eat the fish like the panda eats bamboo.

    Also salmon the main target for bears and will jump out of water to go to breeding grounds and all bears will head to lake and try to get the fish

    submitted by /u/BathArms-boi
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    leaves layer

    Posted: 24 Mar 2019 12:42 PM PDT

    I had an idea regarding generated tree: sometimes, under the leaves block of a natural generated tree, a leaves layer will pop up, kinda like a snow layer but only three layers can stack up, they will reduce fall damage and when someone walks, jump or land on them, a layer will be destroyed overtime.

    For now I don't know how to better implement them into the game, for instance, what will they drop when destroyed, things like that; comment some ideas and when improvements will show up I'll edit this post, trying creating, maybe, some textures too.

    submitted by /u/marchesetto
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    Make creepers cancel any explosion countdown upon getting NoAI tag

    Posted: 24 Mar 2019 05:08 AM PDT

    So currently if you trigger a creeper fuse then immediately give it NoAI it will still explode.

    Originally I reported this as a bug because I think deciding to proceed with an explosion should be part of a creeper's AI, but then it was resolved as "works as intended"… which makes no sense to me, so here I am requesting it be implemented as a suggestion rather than a bugfix.

    I know this is quite obscure but it would make a lot of sense to implement this, or at least some other way to cancel a countdown through commands.

    Not sure if I should flair this as "AI Behavior" or "Command"…

    submitted by /u/NukeML
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    More arthropods, to make Bane of Arthropods more useful

    Posted: 23 Mar 2019 09:48 PM PDT

    In my current opinion, Bane of Arthropods is the most worthless of the "do more damage" enchantments. Sharpness is good all around, and Smite gives you a heavy damage bonus against tough mobs like the Wither/Wither Skeletons, but Bane of Arthropods? Endermites and silverfish are rare, Cave Spiders only spawn in one specific structure, and regular spiders are pretty easy to kill without it. There's no reason to use Bane of Arthropods over the other enchantments.

    So, let's add some more arthropods! Here are a few of my suggestions:

    • Sea Spider: Spider variant that spawns in shallow water. Swims quick in the water, but moves slowly outside of it. Ideally, should have less hit points than the Drowned, making them a fast but weak predator. Drop all the standard spider drops, but also have an uncommon chance of dropping raw fish, and a rare chance of dropping a prismarine shard. They can very rarely spawn with a trident-wielding Drowned on their back, like an aquatic spider jockey.

    • Scorpion: Rarely spawns in deserts. During the day, they seek out shelter from the sun, and remain very still, as scorpions are nocturnal. Unlike spiders, they can't climb up walls. When killed, they drop scorpion stingers. These can be thrown like a snowball, poisoning any enemy it hits. Works like a splash potion of poison, but lacks the AOE, don't last as long, and can be obtained much earlier in the game. Scorpion stingers can be stacked up to 8.

    • Spider Dens/Cave spider improvements: Spider dens are decently-sized structures that generate underground, similar to dungeons. They resemble a big air pocket, basically a sphere/oval shape of stone. Spider dens are filled with cobwebs and cave spider spawners. Very dangerous, but can contain good loot.

    submitted by /u/devvoid
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    Perhaps some sort of nether update??

    Posted: 24 Mar 2019 11:11 AM PDT

    Let's be honest, the nether is the blandest dimension, so how would i IMP-rove it (god that's a terrible pun)

    Talking about imps, id like to push the nether being hell idea by adding:
    A new mob: The lost soul (although i think The Wanderer sounds pretty good too). I think that they would be very skinny, bald, quite tall and humanoids with some sort of mix of brown and grey as a color. They would mostly wander around fortresses, and a new strucutre ill talk about later. These could make some sort of crying noise. They would have only 10 hp, and when hit they could run as fast as the player, when killed they could drop a ghast tear, or a new very rare item, the soul fragment-these could be used in a ritual to summon a portal, to a floating island with the previously mentioned new strucutre on it

    A new structure: The lair, im thinking it would be a very large tower (9 floors, like the 9 circles of hell) looking somewhat similiar to perhaps a pagoda, with lava pouring out of it, this structure would have every floor actually having a purpouse, with the lower floor being a prison with cells for the lost souls, and gradually going to the top, where a new boss would be found, the ghast queen.

    A new boss: The ghast queen, an extremely large ghast with four main tentacles, and a bunch of smaller ones, she would have 450 HP, and let out low pitched noises, something similiar to whale songs, her main attacks would be: grabbing the player with two of the large tentacles (the player could dodge this) then smashing the player against the ground making a little crater this would do as much damage as the ender dragon's ram, then another attack, the queen would call upon 3 ghasts that would rapidly fire fireballs, while the queen herself slowly fires large fireballs, doing the damage of a TNT explosion, and the last attack, just swipes the platform the player is standing on (the player could dodge this).

    Sorry for a lot of text, and thanks for reading.

    submitted by /u/TrhlaSlecna
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    Moss Block

    Posted: 24 Mar 2019 10:04 AM PDT

    Since we have mossy blocks, I thought it'd be cool to have a full moss block. Thats all i have to say on that haha.

    submitted by /u/atricard
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    Tridents Balance Overhaul

    Posted: 24 Mar 2019 08:14 AM PDT

    Update Aquatic is great, but I feel as if a lot of features are implemented into the progression poorly. Most specifically, tridents.

    TRIDENTS, THE PROBLEM: On java edition, tridents are dropped from drowned. However, it only drops from drowneds HOLDING a trident. Although that makes sense, it makes it very difficult to get a trident.

    Only 6.25% of drowned spawn with a trident, and it's an 8.5% chance for them to drop it. Some quick maths tells us that only 0.53% percent of drowneds drop tridents. With looting 3, the drop rate is increased to 11.5%, making 0.72% of drowneds drop tridents.

    This statistic doesn't seem too bad, (I mean, still pretty bad) until you realize how low the spawn rate of drowneds are on java edition. They don't spawn like zombies or skeletons; they spawn alone every 50 or so blocks.

    Now let's make things worse: you can't repair tridents. The only way you can repair them is with other tridents. Let's say you get really lucky (and I mean REALLY lucky, 1/250 chance) with your drop and get a max durability trident, that's still only 250 uses; about as much as an iron sword.

    There's no way to farm tridents either, as zombies can't get tridents on conversion. The only way you can increase your chances (only by a small margin I may add) is with looting 3.

    That isn't "progression". Progression is prohibiting the player from advancing until they reach a certain point in the game. For example, diamond ore can only be mined with an iron pickaxe, requiring the player to get iron before they go to diamond. Or maybe making the eye of ender require blaze powder, so the player has to go to the nether before they go to the end.

    With Tridents, no matter how good your gear is, obtaining them is all up to the luck of the draw, with only 1 very ineffective way to increase your chances. This is something Minecraft has had since the addition of wither skulls, and it's not good. Luck based progression isn't fun, skillful, or in any way a good solution to preventing low level players from obtaining high level items. (Well, I suppose it does it's job at preventing low level players from getting it, but at higher level players' expense.)

    TRIDENTS, THE SOLUTION: There are quite a few ways to fix tridents. The first is a necessity: allow players to repair them with prismarine crystals/shards. So, even if they HAVE to keep the old way of obtaining tridents, you at least only have to get them once.

    If Mojang wants to continue to make Tridents a luck based drop, please PLEASE increase their drop rate. Or maybe just overhaul the looting enchantment — for normal drops it works as usual, but for special drops like skulls or tridents the drop rate is increased significantly, depending on the item. This way new players have close to 0 chance of getting them while new players with full enchanted diamond gear shouldn't have any trouble.

    However, I think it's much more reasonable to make tridents a trophy drop. There are lots of suggestions on this subreddit that mention that it should be a reward for defeating the ocean monument, and I wholeheartedly agree.

    https://www.google.com/amp/s/amp.reddit.com/r/minecraftsuggestions/comments/9rjeer/tridents_should_be_found_in_ocean_monuments/

    Trident could also just have a normal crafting recipe: maybe 3 diamonds and a heart of a sea?

    I think one of the reason mojang made the trident so rare is because they kind of backed themselves in a corner with it. It's essentially a better diamond axe, that can be thrown, and get crazy enchantments on it. It's overpowered, no wonder it's so rare. In my humble opinion I wouldn't mind if they decreased its damage significantly if it meant increasing its obtainability. (It's not like a damage decrease would make it an less viable anyways, enchantments like riptide are reason enough to get it, regardless of damage.)

    Thanks for reading, I tried to make this not sound like one of those doomsday posts, but please understand how important these problems are.

    submitted by /u/U-Knighted
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    Firework Rockets can be combined with TNT to make them able to blow up blocks

    Posted: 24 Mar 2019 09:54 AM PDT

    The new crossbows allow us to use Firework Rockets as projectile weapons. This is pretty cool but they still only do damage to entities. It would be a lot cooler to be able to make rockets that actually destroy blocks, since we don't have anything of the sort right now. They shouldn't be too powerful, at most the same as a ghast fireball. They would be crafted with 1 block of TNT and 8 fireworks.

    submitted by /u/ContronThePanda
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    clouds should be in the Minecraft stratosphere like the sun, moon, and stars.

    Posted: 24 Mar 2019 03:15 PM PDT

    Don't you hate it when a cloud goes through a building like it's not even there? I have the same issue with the Skyhigh Apartments building that i built. I made it 20 storys tall and clouds go through the 16th story.

    submitted by /u/GreenPlanet669
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    Siege weapons

    Posted: 24 Mar 2019 11:30 AM PDT

    If there is a new combat update this could be part of it. All weapons are stationary.

    -Catapult: Destroys most stone structures instantly, or could fire cows to be like a large poison splash potion. Would fire boulders(made by putting lots of normal stone in a stone cutter) or cows(by attaching the lead to it)

    -Ballista: Does high damage to large mobs like bosses. Easily aim able, (since it needs to be to shoot bosses, those things are fast). Shoots large arrows (made by putting arrows and iron blocks in a fletching table)

    You would either make them like golems or place them like spawn eggs

    Crafting recipes are not set in stone. Hopefully this is original enough

    submitted by /u/CobaltSurvivor
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    Contagious Sheep - Changes colored blocks to it's own wool color... sorry.

    Posted: 24 Mar 2019 11:28 AM PDT

    A sheep has a 1 in 100 chance of spawning with the Contagious data tag. Colored blocks that it stands on or next to will change to the color of it's wool...

    It would be nice for a little laugh. Once you have identified the sheep in particular, you could use it to make some kind of block dying machine, and combined with the mob's random pathfinding would make for an interesting map-maker tool, where the game is able to draw something on a wool floor using the sheep's AI.

    I honestly didn't know if I should have posted this on r/shittymcsuggestions or not because these are not the type of suggestions that I usually post, but I wouldn't have posted it here if I didn't think it had some potential use which I described.

    Also here is my inspiration hehe..

    submitted by /u/Axoladdy
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    Bomb Arrows

    Posted: 24 Mar 2019 12:36 PM PDT

    If you haven't realized this yet, I am a big fan of The Legend of Zelda series, so I draw a lot inspiration from it.

    Whether through an enchantment or just a crafting table, I think the addition of bomb arrows to Minecraft might be interesting. It's just like a tnt cannon you can build with water, redstone, some dispensers, etc., so I don't really think this is the most OP and unbalanced thing I've suggested. Maybe to make it a little less OP, if you have your bomb arrow knocked and ready for more than 5 or 10 seconds, it explodes it your face. Just attach some tnt to your arrow and try not to blow yourself up.

    The crafting recipe could be Arrow+Flint & Steel+TNT. If you think this could be changed or added on, feel free to comment your thoughts. I really would like people to build on this idea. Sorry if this doesn't include enough information, I'm kind of in a rush.

    submitted by /u/Dakruk
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    Motherload Suggestion 3: Orogenic and Carlin style Gold with Lapis

    Posted: 24 Mar 2019 02:32 AM PDT

    ----- Warning! Long post! -----

    This is the third post of a series of suggestions for the previous two:

    https://www.reddit.com/r/minecraftsuggestions/comments/b4nopn/motherload_suggestion_1_the_geological_playground/

    https://www.reddit.com/r/minecraftsuggestions/comments/b4oy5c/motherload_suggestion_2_banded_iron_formations/

    ---------------------------------------------------------------------------------------------------------------------------------------------------------

    Motherload Suggestion 3: Orogenic and Carlin style Gold with Lapis

    In short this suggestion introduces two new depositions types for gold, both of which would be large and follow a predictable structure making them east to mine, however they are rare and hard to find.

    Core idea:

    Bringing a more a more predictable however rare source of gold to the game large enough to justify setting up a small camp and maybe some infrastructure. Hopefully these kinds of mineral deposits would encourage a new kind of adventuring to Minecraft; prospecting.

    Carlin Style Gold

    Main highlights:

    • Gold ore would be found trapped beneath marble sedimentary layers
    • This kind of gold deposit would be found at y-levels lower than 32 (same as ordinary gold)
    • Can be located by Lily of the Valley
    • Not detectable by magnetic anomaly (compass can't detect it), however VES would.
    • 30 to 50 gold ore per chunk concentrated under marble layer, the marble layer extends several chunks.
    • Rare

    Picture of concept:

    https://imgur.com/ODCRnfU

    (Note the "diorite is representative of the Marble layer")

    Details:

    Carlin gold is a real world ore type (https://en.wikipedia.org/wiki/Carlin–type_gold_deposit) found in Nevada. In Minecraft it would occur as rare underground structures consisting of expansive marble layers. The marble acts as a chemical trap for the gold and therefore gold ore is found in and beneath the marble.

    The strategy for finding a Carlin Gold deposit would be searching for suspicious clusters of Lily of the Valley at surface, the flowers would grow at the same x and z coordinates as the marble layers. Upon finding a cluster of Lily of the Valley you could start digging but there is a high risk that the marble layer is barren of gold (Lily of the Valley indicates only marble, not gold). So, to be certain you can use VES (Vertical Electrical Sounding) to avoid digging unnecessarily (this will addition will be detailed in the final suggestion in the series of posts).

    The reward for finding a Carlin gold deposit would be huge, about 30 to 50 gold ore would be trapped under a marble layer in one chunk, the marble layer extends for several chunks (5X5? probably needs balancing). Due to the high reward the Carlin gold deposits are naturally a very rare structure hard to stumble upon.

    Orogenic Gold

    Highlights:

    • Generates in extreme hills biome
    • Generates at y-levels 15 and below
    • Found associated to gravel (fractures systems)
    • Lapis is also related to the deposition (high metamorphism (Geo-geeky thinking))
    • VES valid exploration strategy
    • About 750 to 1000 gold ore in one deposit (generally smaller than Carlin but more concentrated)
    • Very rare

    Picture of concept:

    https://imgur.com/a/KgoIFwM

    The picture shows large amounts of gold and lapis bound to gravel following a fracture pattern. Next to this we see a concept of plutons that would be very common at this depth in extreme hills biomes where orogenic gold would be found.

    Details:

    Orogenic gold is an ore type formed by high levels of deformation, thats why it would be found in extreme hills biome where we would expect such conditions. The fracture system (gravel veins) would be an expansive structure underground spanning much further than the gold deposit it self. The strategy for finding orogenic gold is defiantly harder than Carlin style; you could dig around a lot at y-level 15 and hope to find gravel veins (fractures) and then follow them. Or, the smarter approach, would be to use VES to remotely detect an orogenic deposit, however there would be no surface features (apart from extreme hills biome) that would suggest that there is a motherload orogenic gold deposit at depth, and far from all extreme hills would have host orogenic gold (maybe 1 in 20? Super rare).

    The reward for finding an orogenic gold deposit would be 750 to 1000 gold ore. This is a lot, but take into account the rarity. This is actually less than Carlin gold but the orogenic type would not be spread over a 5x5 chunk area but rather a 2x2 chunk area extending some 15 blocks up.

    ---------------------------------------------------------------------------------------------------------------------------------------------------------

    Thank you for reading! I look forwards to the feedback :)

    submitted by /u/A_mining_madman
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    Add Looting enchantment to Axes

    Posted: 24 Mar 2019 02:18 PM PDT

    Many players prefer axes over swords because of the increased damage, but it's a bit inconvenient that Looting is incompatible with them.

    submitted by /u/OleOnReddit
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    Nether Overhaul Ideas

    Posted: 23 Mar 2019 08:03 PM PDT

    I know this is a common idea, but me and a friend were brainstorming new things that could be added in future updates, and I wanted some feedback for them :)

    I am going to list the biomes, and add 1-5 stars (★, ☆) next to their name based off of the difficulty you would face in their biome. I will also include any new mobs that would spawn in these biomes, although I will not go into super great detail on them, or name them, I will just give basic information, such as how they look, behave, and what they drop upon death. I'll also include a couple items my friend and I came up with. I hope you enjoy our ideas :)

    Glowstone Forest | ★★☆☆☆

    This biome would be semi rare. It wouldn't appear too often, but when it does it covers a large area, making it seem not as rare. This biome would have tree like structures, composed entirely of glowstone, or a glowstone-like material. It would be home to wither skeletons, and a few ghasts, and a new type of flying mob. This mob would be like a small dragon, about silverfish sized, and would be docile. They would spawn in groups of 4-7, and, by themselves, are not threatening. But in groups, they could easily swarm any attackers and make quick work of them. They would have glowstone specks on them, and drop 3-5 glowstone dust upon death, and a couple of XP orbs (obviously). This biome would be mainly flat, with a few lava lakes sprinkled about. It would be composed of netherack, and soul sand at the edges of the lava lakes, simulating beaches. This biome would generally be safe, other than the few wither skeletons patrolling the ground, and ghasts roaming the skys.

    Frozen Hellscape | ★★★★☆

    The frozen hellscape biome would be very rare, and quite the sight to behold. This biome is inspired by a mod I once saw, but I sadly cannot remember the name of this mod. This biome would be quite threatening. It would be very slippery, with frozen netherack coating the surface of this area. It would also be quite expansive, about 1k blocks in every direction. Instead of lava oceans, there would be mass bodies of water filled to the brim with Subzero water, a glowing blue liquid. This liquid would damage you as you enter it, slower than lava damages you, however it would leave you with a nasty side-effect. This debuff would be called "frost bitten", and it slowly damages the player, and slows their movement slightly. But the slippery blocks and frozen oceans would not be the only threat. Frost spiders would lurk in the corners, immune to the subzero water and the slippery ground. They would be normal spiders, however, they would have blue glowing eyes, and be tinted blue. As said before, they would have a 20% chance to inflict the frost bitten debuff, and would be immune to the subzero water, and would not slide around on the frozen netherrack. These spiders would only spawn from their designated spawners, and would drop a new item (which I can't thing of at the moment), and XP points.

    The frozen hellscape biome would also have structures. They would be blue tinted nether fortresses. Very slippery, and they would house frost spider spawners, instead of blaze spawners. These fortresses would be identical to normal fortresses structure wise, other than being made of frozen nether bricks.

    Inverted Mountains | ★★★☆☆

    This biome would house only ghasts, as there would be very few areas to stand here. It would serve no purpose other than being a nuisance to the player, and would be very hard to traverse. Unless the player had a specific item*. The biome would have large mounds of netherrack hanging from the ceiling, right above a large lava ocean. There would be no new structures or mobs here, the biome would only exist to spruce up the nether, and make it looks more diverse.

    Lava Oceans | ★☆☆☆☆

    This biome would be incredibly easy to survive in, as you wouldn't be able to really get into the biome itself. It exists as a MAJOR obstacle, and would be very large. However, this biome's rarity would rival that of the Frozen Hellscape, making it nothing but a problem for the player. It is exactly as it sounds. A large area filled with lava, and a relatively flat roof. No mobs would spawn here, other than an occasional ghast that probably wandered from the normal biome.

    [ITEMS]

    Grapples

    Grapples would be fairly simple to make. One arrow and one lead makes 2 grapples. However, they would only be able to be fired from a crossbow, and a normal bow would not have nearly enough power to launch one. Once the grapple hits a target, it would either pull the player towards the block it hits, or it would pull the entity it attaches to towards the player.

    If it hits a block, it would quickly pull the player towards the targeted block. Grapples would be affected by gravity, although a little less than arrows. Players would be able to use grapples to not only get to high up or far away places, but to also swing around, as you would be affected by gravity and could control the direction of your swing when moving.

    The grapple mainly exists to help navigate the nether, as with the addition of the inverted mountains, there would be a lot more ledges and such to grab onto.

    Netherbrick boats

    These boats would be usable on lava, and would be slower than normal boats, due to balancing reasons. When placed on waterm they would sink. Their use would be placed solely in the nether. Crafted with five nether bricks in the shape of a normal boat pattern, these boats would help traverse the large lava pools found in the nether. They would also have three seats, and one could be filled with a chest. This would help make the long, slower journey bearable, and possible.

    This is all i can really think of. If you would like to elaborate on this idea, go ahead! I'm all ears :)

    Please upvote so more people can see me and my friend's ideas, and help expand upon them.

    submitted by /u/gumblemutt
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    Refined Bows

    Posted: 24 Mar 2019 09:16 AM PDT

    In my opinion, there isn't a very large amount of projectile weapons to choose from. To spice this up, I'd like to see more bows made out of iron, gold, and diamond added.

    To craft these bows, replace the sticks used in the normal bow recipe with the material of your choice. The only perk given isn't just durability; there's damage and drawback time.

    Iron Bow:

    576 durability

    1.4 sec drawback time (+ 0.4)

    No Charge: 1 heart

    Medium Charge: 3.5 hearts

    Full Charge: 5 hearts

    Critical: 6 hearts

    Diamond Bow:

    1296 durability

    1.8 sec drawback time (+ 0.8)

    No Charge: 2 hearts

    Medium Charge: 4.5 hearts

    Full Charge: 6 hearts

    Critical: 7 hearts

    Gold Bow:

    192 durability

    0.6 sec drawback time (- 0.4)

    No Charge: 0.5 hearts

    Medium Charge: 2.5 hearts

    Full Charge: 4 hearts

    Critical: 5 hearts

    submitted by /u/ThatCosmicPanda
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    Certain mobs should have special animations when left alone for long enough

    Posted: 23 Mar 2019 04:33 PM PDT

    Mobs usually tend to just stand up and stare at each other when they aren't fighting you. It could add some more personality to the life of this infinite world. Here is a list of what they will do

    Pig - Lay down on its back and roll around in the grass and dirt

    Cows/Sheep/Llama - Eat grass but it should show them having a tuff of grass sticking out of their mouth

    Chickens/Parrots - Bend down, Ruffle their feathers and rest, as they emit Z shaped Particles

    Bats -will Stay still and Stare at the player in the dark + They should have glowing eyes to give a creepy vibe as the player passes, They should also only move when a player places a light source if the area was dark.

    Zombies - The Zombie will Begin to get tired and lay down in on of 3 Ways

     - Flat on its face - On it's back with its legs cross with a Snot bubble on its nose which will pop when awoken - On Its Side as it rubs and scratches it's back 

    Skeletons/Wither Skeleton- They will become static for a second then will fall down into a pile of bones with its skull resting on top, it will reconstruct itself when the player gets close

    Creepers - Creepers will still wander around but will actually hum a song from the soundtrack in a Hiss like sound , it will also bend on its knees and rest as it watches the mobs around it as it sings its tune. it reflects the somewhat timid behavior many people tend to portray the creeper with

    Zombie Pigmen - The Pigmen will begin to proform a Tribal dance as they jump around and let out squealing chants

    Wolves/Ocelots/Cats - These creature will usually sit down or lay down, and sometimes even groom themselves. Wolves will also have a chance to wag their tail when they see the player approach with a bone or meat

    Blazes - Its rods will become dim as its head and rods collapses to the ground until the player gets closer which it will the. Gain its power once's again and start spinning as its glow returns.

    submitted by /u/MahBoiLeLenny
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    Desert �� update

    Posted: 24 Mar 2019 01:46 PM PDT

    This update is for the desert something no one really cares for

    Mobs

    Vultures a hostile mob will steal from you and take it

    Scorpions these are basically cave spiders change textures

    Mummy's

    Burnt skeleton

    Sand worm

    Block fakes are mob that can be any block

    Tools Skeleton sword picaxe shovel axe and hoe mad with burnt bone sets enemy on fire cooks meat when mob killed Stinger posions enemy when they are hot got from scorpion 🦂

    Structure Upgraded desert temple with mummy Skeleton shack with burnt

    submitted by /u/BathArms-boi
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    Pillager / illager schedule

    Posted: 23 Mar 2019 06:49 PM PDT

    With the upcoming 1.14, villagers got a brand new schedule in their daily lives, but pillagers and illagers? They still act like mindless killing machines, so to change that, schedule should do fine.

    Outposts

    these AI only applies to pillagers and illagers spawned in outposts.

    Every day the pillager / illager would choose one of their schedules to act

    schedule 1: Practice Day (most common chose)

    Time Vindicator: Pillager: Witch: only spawns in 20% of outposts
    sun rise wake up and wander until morning wake up and wander until morning wake up and wander until morning
    start of morning Gather food (killing wild animals and collecting food) gather food (killing wild animals and collecting food) wander around
    late morning breakfast (holds food in hand, consumes it with an animation) breakfast (holds food in hand, consumes it with an animation) Goes to their brewing stand (work station), to brew potions
    Early-Noon practices axe swinging by killing wild mobs (they will hit with all mobs, including hostile mobs) Temporary claims a target block and shoots arrows at it, target blocks generate on the practice dummies around the outpost wander, heals injured vindicators that got hurt in practice
    Mid-day Lunch,rest lunch, rest lunch, goes to work stations to brew potions
    afternoon practices practices aids vindicators at practicing
    sun set stares at villages at the top floor, dinner stares at villages at the top floor, dinner stares at villages at the top floor, dinner
    night sleep sleep sleep

    schedule 2: preparation Day (Always before Spy day, uncommon)

    Time Vindicator: Pillager: Witch: only spawns in 20% of outposts
    sun rise wake up and wander until morning wake up and wander until morning wake up and wander until morning
    start of morning Gather food (killing wild animals and collecting food), breakfast gather food (killing wild animals and collecting food), breakfast wander around, breakfast
    late morning practice practice practice
    Early-Noon practice practice practice
    Mid-day lunch lunch lunch
    afternoon practice practice practice
    sun set dinner dinner dinner
    night sleep sleep sleep

    Spy Day (rare)

    Time Vindicator: Pillager: Witch: only spawns in 20% of outposts
    sun rise rest rest rest
    start of morning breakfast breakfast breakfast
    late morning practice practice practice
    Early-Noon Head to village outskirts Head to village outskirts Head to village outskirts
    Mid-day Spies on villagers Spies on villagers Spies on villagers
    afternoon Spies on villagers Spies on villagers Spies on villagers
    sun set return to outpost, dinner return to outpost, dinner return to outpost, dinner
    night sleep sleep sleep

    Spy mechanics

    1. They never get too close to the village, always staying outside
    2. When spotted by a villager, they will run away
    3. won't aggro with villagers even if right next to one
    4. Iron golems chase them away and attempt to kill them
    5. when spotted by iron golems, will try to run away, and only attack if it gets too close
    submitted by /u/lolbit_511
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