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    Minecraft Enchanted objects with fire protection float in lava

    Minecraft Enchanted objects with fire protection float in lava


    Enchanted objects with fire protection float in lava

    Posted: 25 Apr 2019 07:29 AM PDT

    When I was little I found a helmet with fire protection, and since I did not give my head to understand what it was, I threw it into the lava thinking that it was not going to burn.

    I think it will make sense, and it would fit with the new mechanics of floating objets

    (Also works with fire)

    submitted by /u/DonFurlan
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    When you are riding a horse and you have a melee weapon in your hand the melee weapon will have slightly longer range

    Posted: 25 Apr 2019 05:06 AM PDT

    So when riding on a horse your weapons gain a bit longer range which lets you strike from further away, which would alleviate the current problems cavalry as a combat method has, since it's only really useful for the role of mounted archers as of now since you have to be right next to a mob to be able to strike them with a melee weapon which makes it rather useless as of now versus just attacking the mobs on foot.

    If i remember right there's a tag in minecraft that modifies reach, i think it's just called reach actually, which is what i'm referring to. What this suggestion would allow for would be effective cavalry, which is pretty badass, and allow for a different playstyle.

    submitted by /u/Thermawrench
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    New Redstone components

    Posted: 25 Apr 2019 03:49 PM PDT

    I present to you five new Redstone contraptions I feel would add a substantial quality of life improvements, while also adding a whole new spin on things.

    1. The Relay functions like an electrical relay does in real life, sans the need for a ground wire, allowing for a line you can toggle in a more discreet and compact package. The recipe would be similar to a comparator, but with an Iron Ingot in the place of the Quartz. It accepts an input from one side to power the unit, then another to actually switch the output on, emitting a Redstone signal proportional to the inputs.

    2. Grommets

    I already suggested adding these along with wires, but I think a grommet is far more believable and less modern than a wire. It's simply created with Smooth Stone in a circle on the crafting grid, and can be placed on any solid block to allow Redstone to pass through it without needing a torch. (And also add a tiny hole to the center of that block. Yaaay.)

    1. Servos

    These might be a little controversial, being a semi-modern mechanism that can rotate something a limited degree up and down. (In this case, a simple 90 degree flip like a trapdoor) They'd be crafted by a Sticky Piston with Iron Ingots on either end.

    1. Potentiometer

    This is already kind of in the game in the form of an item frame outputting a signal based on the item's rotation, but I think it'd be nicer if they added it as it's own item. The obvious need here is something to tell how strong of a signal is being emitted, hence why I'd like an actual potentiometer item with numbers on each rotation point. The crafting recipe would be a compass with seven iron ingots surrounding the sides and redstone dust on the topmost square.

    1. Numerical Display

    This one is definitely more modern than the others, but I'd like a way to have a count of how many items are in something. It could look like a small LCD screen the size of a sign that updates when objects enter or leave something such as a chest or hopper it's attached too. The recipe involves redstone dust surrounded by seven glass with a comparator on the bottom.

    What do you think? Should there be other such contraptions added as well, or are these too modern or complex to be added in the game's setting?

    submitted by /u/LordSaltious
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    The Void Biome [Repost from MCA]

    Posted: 25 Apr 2019 07:06 AM PDT

    The Void Biome
    A deep space that separates the End Islands apart, comparable to the overworld ocean in some ways.

    [Geography]
    20 different shades of nothingness.

    [Variations]
    -Void
    -Deep Void

    =[Variation: Void]=
    The main part of the void biome, being the one to border the end islands. Unlike the name suggests, plenty of life forms can be found here, such as the Vodrosas, a 2 block tall floating flower, it's dark color makes it hard to see most of the flower, except for its head, which has the endstone color and purple glowing parts, if the player touches that specific part of the flower it will explode immediately, they are usually found in groups and when they are broken they drop gunpowder, in order to collect the flower itself it is required to have silk touch.
    Another plant that appears in the void biome is the Rottra, which is a rare upside down tree, it divides similarly to the chorus plants, and it's leaves makes some sort of half cube which is empty inside, with the open side pointing towards the void, while its roots can grow up to 5 blocks in any direction, but always having a tendency of going upwards, this tree's saplings are hard to grow as it's saplings needs to be planted on the down side of endstone and also needs to have enough space and view to the void, it does not care about light levels and so does about bonemeal, the tree itself can be used as an alternative way of getting purpur blocks while it's leaves can make some interesting mysterious tea, that can either teleport you somewhere or give you levitation.

    [The Void biome structures]
    Across the Void biome a couple structures can be found around, such as the good and old End Ship, but with the possibility of Void creatures spawning in it, and speaking of ships, you can also find End Fleets in the void, they are usually composed of 2-5 End Ships and a main ship, the small end ships in the fleet are either regular end ships or some sort of Combat variant, while the main ship is the biggest of them, usually the loot is very similar to the End City loot, whoever the ships are inhabited by shulkers and void creatures such as the Forgotten and the Observer, sometimes End Fleets can have another sub structure along with them, the Debris Field, which is the floating remains of other ships, in this sub structure chests can also be found floating around and can be a true pain for people using elytras, also, you can find the Void Outpost within a 500 block range from the End Fleets, not always, but you can find them around sometimes, these outposts can be either small ones, with only a few chests and places for ships, or they can be considerably big, big enough to receive the main ship from fleets, also considerably fortified.
    You can also find the Observation Tower in the void as well, this structure is a tall tower on a small island, on the highest floor of the tower the player can find the Ender Eye Crystal, this End construct looks like an eye floating on a bedrock base and it stares at the player when he is nearby, if the player gives it an Ender Eye it will shoot a beacon towards the nearest structure, and if the player gives it an Ender Pearl it will shoot a beacon towards the nearest island, breaking the crystal will result in a non-fatal explosion and it will give nearby players the Seeing Eye effect, this effect allows the player to see nearby entities through blocks and even to see the entities's health, and it also indicates to the player the location of nearby chests, also, Endermen and Observer creatures won't turn aggressive if the player looks into their eyes while under this effect.

    =[Variation: Deep Void]=
    Surrounded by the Void variant, this variant of the Void biome usually is not within view range of the End Islands, this part does not have as much life as the other variant, whoever it still houses some creatures.

    [The Deep Void structures]
    Structures from the other variant can be found here, plus a few more, such as the Beacon Tower, similar to the Observation tower, these towers were built to help ships navigate across the Deep Void, usually these towers are within seeing range of an outpost, at their highest floor they got the Beacon Eye Crystal, this crystal looks a lot like the Ender Eye Crystal, but with the eye being framed in some sort of rotating glass like the End Crystal, the beacon eye can give nearby players effects in exchange for items, each item given to the crystal will correspond to 1 effect for 1 player, giving it ender eyes along with said item will allow for more players to receive the effect, or for the same player to receive the same effect more than once, with the limit of 3 Ender Eyes, giving it redstone will make the effect last longer, giving it blaze powder will increase the effect level, and giving it a bottle of dragon breath will cause it to give the inverse of the effect, also when it finishes giving a X amount of players a 3X amount of effects it will become temporarily inactive, the time it will remain inactive will correspond to the level of all effects given combined times the amount of players who received it, here is a small list of items and their corresponding effects:

    -Sugar: Speed > Slowness
    -Pickaxe(any): Haste > Mining Fatigue
    -Sword(any): Strength > Weakness
    -Feather: Jump Boost > Jump Reduction/Incapable of jumping
    -Shield: Resistance > Weakness
    -Blaze rod: Fire Resistance > Will set the player on fire
    -Spider Eye: Night Vision > Blindness

    The beacon eye cannot be crafted, and if it suffers any damage it will immediately explode, killing nearby players, whoever the beacon eye can be dropped if the block it is on is broken, whoever it can take a couple seconds to drop, in which time it can be hit and explode, but as a side note, it will become "aggressive" towards players with the Seeing Eye effect or with the Insanity effect, which means it will start giving the player negative effects even if it received no item.
    A structure that can be sometimes found in the Deep Void is the Citadel, this, considerably large, structure can have a variety of stuff, including breeding rooms, libraries, prisons, places for boats, even bigger prisons, vertical hallways full of shulkers, even more prisons, towers, rooms with chests, yet more prisons, you can see the Citadel likes prisons, and a bunch of the Forgotten creature.
    Other than that, in the Deep Void you are very likely to stumble upon debris fields containing the remains of old structures, some sort of endstone debris belt, upside down ships, and the good and old nothing.

    =[Mobs]=
    Inhabiting ships and other structures in all of the Void biome you can find the Forgotten, this creature that fell into the void and came back, is a ghostly looking creature with deformed anatomy, this mob crawls on the ceiling and can even fall upwards if it needs to, when it gets close to the player it jumps down at the player unleashing it's deafening scream as it grabs the player's head and makes the character go insane as it attacks, and the insanity can build up into the Insanity effect, the screen borders goes dark, your view distance is cut to only a few blocks and you no longer know what is true, your armor feels like it doesn't protect you anymore even if it still does so, sleeping becomes impossible, yet you can deal even more damage to creatures and break blocks faster, although it will eat away the tool's durability faster than usual, and you attract the attention of certain creatures, such as the Phantoms themselves while in the Overworld, while others simply stops caring about you or run away from you, villagers and observer creatures run away afraid of you, while illagers become somewhat ok with you as long as you don't attack.
    Now the Observer creature, it, similarly to the Forgotten, once used to be a person, it inhabits ships and towers and has a humanoid body, with a few deformations such as an extra arm, and an eye instead of a head, this creature slowly walks around with its back a bit inclined, when it is near a player it will stare at the player and follow him around until it loses interest on the player, they tend to run away if attacked, but they will actually fight back if the player stares directly into its eye, their main attack is similar to the sea temple guardian attack, and they tend to drop ender pearls when killed.
    Flying by the Void biome you will see a bunch of creatures floating around, the most common one is the Vilwale, these creatures spawns in groups of about 5, they all tend to float around at a specific direction during a certain amount of time then change directions, other than that they don't show any behavior, these creatures are actually more related to plants than to other mobs, it got a few roots hanging from underneath it and 8 big leaves pointing towards the void, the main concern a player needs to have with them around is to not touch them, as they will deal damage to entities that touch them, and sometimes poison it, whoever you can touch them on their topside that it won't deal damage, you can even stand on it like a platform, and you can use a rope on them so if you fall into the void the rope holds you, killing them will drop chorus fruit along with some dragon breath popping up. Along with the Vilwales you can find the Vinwale, this creature tends to hang around with the Vilwales, pretending to be one of them, until the player gets close to it, at which point it opens its eyes and starts to chase the player, using its "leaves" as a way to fly around, and using the roots like whips or like tentacles, trying to hit/grab the player, if the player gets too far away it will teleport right to the front of the player, on their death they drop ender pearls.
    Now going into the Deep Void, you will find the Veywale, which is yet another mob related to the Vilwales, these creatures are very similar to the Vilwales, but they aren't as peaceful as the Vilwales, they usually float around, until there is a player nearby, in which case it will slowly float towards the player, if the player is close enough it will stare at the player with the ender eye in its center with its leaves pointing towards the player, if the player attacks, it will attack, using its roots like a whip, but if the player has the Insanity effect, the Veywale will chase the player, reach for his head and start to suffocate him, killing it will drop chorus fruit and ender eyes, whoever the eye only drops if it is killed by a player, standing on them is not recommended as you will be standing on their eye, causing it to throw you as far as it can as it suffers damage from someone thinking it was a good idea to stand on its eye.
    Meanwhile, you can also find the Enleya floating across the Deep Void, this huge creature floats around eating nearby veywales and vilwales, this creature looks like a whale with 6 V shaped wings, and eyes that hangs above the body just like a snail has, whoever this creatures is very territorial, and will attack any creature within a 100 block range from where it originally spawned, including other enleyas, its massive body size as well as its considerable speed allows for it to simply throw itself at enemies to heavily damage them, either that or it can simply take a bite out of the enemy with its massive mouth, and to compete with the enleya there is another smaller creature, the Ceneypoid, this creature is as thin as a single wall block but can be as long as 3 blocks, this creature has a heavily armored body and many legs, with its most weak part being its big eye exposed on the front, they fly around in group of 3-7, of varying sizes of 1-3 blocks long, they usually fly around their victims for quite a while, waiting for the victim to stop looking at them, as soon as they are out of the victim's field of view they attack, diving from as many directions as they can they attack the victim, if they are not killed they can quickly grow in number as they try to kill you, if there is an enleya nearby the ceneypoids will prioritize attacking it over you, as they prefer larger victims, if the victim is standing on endstone the ceneypoid can even dig its way through the endstone into the victim, the ceneypoid usually drops endstone(the stuff its armored part is made of) and ender pearls, also, as a side note, it attacks anything that isn't a shulker, a vilwale, a vinwale or a veywale, they attack everything they can see.

    Sound Effects made for this post

    Edit 1: Might edit the post for a link for Sound Effects #2, but I'm still making it, so it might take a very big while, a very big while as in days probably, due to school and stuff.

    submitted by /u/_L2_
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    Manta Rays

    Posted: 25 Apr 2019 09:55 AM PDT

    Manta Rays are peaceful aquatic mobs, they are perfect for large aquariums. Manta Rays spawn in ocean biomes (except frozen ocean biomes). Manta Rays are fish mobs, like all fish mobs, they suffocate on land. Sometimes 3-4 cod can be found attached to it. Manta Rays have 20 (x10) hearts of health. Manta Rays would maybe be tameable mobs. They can be tamed just like a horse, just mount them once and they may be tamed. Untamed Manta Rays would sometimes buck the player off while the player mounts it. When tamed, Manta Rays can be rideable and controllable without a saddle. Manta Rays would sometimes jump out of the water like a dolphin. Manta Rays drop 1-3 XP when killed by player or tamed wolf.

    submitted by /u/mikailafridi
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    Bamboo fences and skeletons using crossbows.

    Posted: 25 Apr 2019 04:43 PM PDT

    Shutters for windows to block out light, variations of dogs/wolfs, ad a /drain command for lava and water, sponges turn into wet sponges if left in the rain, terracotta and concrete stairs and slabs, windows that don't let in light but you can see through, the dragon egg has a use or something, dead players can be revived with a health poition before they respawn, and add eating complex animations for all the animals like the pandas do.

    submitted by /u/Traincraze
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    A mosasaurus-like mob (can’t think of a name)

    Posted: 25 Apr 2019 01:30 PM PDT

    This mob would be an rare aggressive leviathan roaming the deep ocean. It would attack almost every mob (excepts Ghasts, The Wither and the Ender Dragon) in it's path including players. It is about the size and length of the Ender Dragon and has 200 (x100) hearts of health. Like all aquatic mobs, it is weak to the Impaling enchantment. Like most aquatic mobs, it suffocates on land. They can sometimes be seen jumping out of the water. When it is killed by the player or tamed wolf, it will drop 100-200 XP, It will also drop 5-10 Raw Cod and 1 Heart of the Sea.

    submitted by /u/mikailafridi
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    Block interaction crafting system

    Posted: 25 Apr 2019 01:29 PM PDT

    I think the crafting would be better using block interaction, like obsidian with water on lava An idea: Smelting ore:put fire under the ore and it will transform into stone and drop an ingot The avantages is you can build your own smelter and maybe antomate it Comment if you have another idea!

    submitted by /u/pwouik
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    Remove / Decrease the Villager "Refill Time"

    Posted: 25 Apr 2019 03:00 PM PDT

    Prior to 1.14 a villager could be traded with indefinitely and in rapid succession. Meaning that it required one 'cleric' to take on a zombie farm's rotten flesh, and similar.

    With the recent update, the 2x 'refill' mechanic has crippled the playing pace of the game for those older members who focus on villager trading as a means for benefiting a larger group.

    Ex. A single librarian villager with Unbreaking III, could equip a team of 16 players with all the books they needed in a single minecraft day (that is, all 16 players working together to farm/make paper and harvest leather, make books).

    As of 1.14 this 20 min task has been slowed to an agonizing 44 hours if that same group wishes to equip all tools armor with the same Unbreaking III enchantment (Axes/swords/bows/shields/shears/elytra/shovel/armor etc. )

    While I enjoy the changed mechanic, the current 'adaptation' is an excessive breeding of villagers and requiring more than 12 librarians with Unbreaking III (rare enough to find among 12 librarians) to be seated in an area 12x larger than what was previously possible.

    I do believe, quantifiable, this 'refill 2 x every day' has crippled an otherwise amazing overhaul of the villagers.

    The options of 'Just use mods' / ' just use creative' / 'just slow down' are not viable as they go against the playing principals and styles we have been using for nearly a decade.

    Our current groups see this 'refill 2x a day' as similar to a 'free-to-play' cash cow where the 'time between task completion' can be 'sped up by paying'. Thankfully no such mechanic is in game, the feeling is eerily similar. "You're playing too fast...slow down."

    submitted by /u/ExLibrisXVI
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    Audio Observer (Noise Detector)

    Posted: 25 Apr 2019 02:46 PM PDT

    I'm not sure how hard this would be to code, but it could have some really neat applications.

    First off, it has an adjustable range based directly on the strength of the redstone signal going into it. If you give it a redstone input of 1 it has a detection range of 1. If you give it an input of 15 it will have a detection range of 15. When it detects a new noise within range it gives off a redstone pulse.

    What it wouldn't detect is things like the constant bubbling of lava or babbling of water as long as that sound is 'constant' as is the source remains undisturbed. If you interrupt the sound (block the water, bucket the lava or whatever) it counts as a new sound. Most other things automatically trigger it- cats meowing, pistons firing, bells ringing, creepers hissing, footstep sounds, even someone flying close on an elytra.

    That's the basic idea. I've got a slightly more complicated idea that might be too complicated... let me know which version you like if you like it.

    The more complicated version determines of how far the sound originated from relative to the border of the detection area, so, for instance, if you have a detection radius of 4 and the sound originates from 3 blocks away you get the fraction ¾ and subtract that from 1, giving you ¼. You Multiply the result by 15 (the maximum signal strength) getting a result of 3.75, which you round up to 4. The block gives off a pulse strength of 4. Now, if the block had been set at full range with a signal strength of 15, and the same noise happened in the same place (3) the math would be one minus three fifteenths, giving you 12/15ths which you multiply by 15 giving you a signal strength output of 12.

    This could be used for simple devices like triggering a device when a cat meows to really complex stuff like triangulating locations with multiple detectors for complex targeting systems.

    (Alternately, different sounds could trigger different signal strengths but that could really be messy, although it could be really interesting for note blocks).

    [Redstone]

    submitted by /u/Nacoran
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    Enchanted objects with thorns prevents the item to be destroyed by cactus

    Posted: 25 Apr 2019 01:53 PM PDT

    If your chesplate for example, has thorns, and you trow it to a cactus, it will stay there, withouth destroying

    submitted by /u/Nosenaar
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    The void should be black, but only as a world option, not a cheat

    Posted: 25 Apr 2019 09:53 AM PDT

    So you can toggle the daynight cycle for the void. If the world option is disabled, it will make the void pitch black just like in Java edition. The reason its toggleable without cheats is so you can have a more classic feel in the Bedrock Edition if you don't want it on.

    It also makes sense. Going down that far, you really should never ever see any light or blue sky or stars at ALL, although if the world option is enabled, the void will retain its classic look of day/night.

    This is purely aesthetic and does not alter any gameplay, so it is not a cheat for that reason.

    submitted by /u/SnowBallEarth43
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    Setting TNT off underground before you hit stone should create a shockwave effect several blocks in diameter above ground to where it was set off, causing even some harm to any mob/player in the “quake zone”

    Posted: 25 Apr 2019 01:27 PM PDT

    I don't know how to flare this, so I'll update if y'all think it goes under something specific lol.

    submitted by /u/fiyerooo
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    Zombie horse functionality and uses.

    Posted: 24 Apr 2019 06:46 PM PDT

    Zombie horse: The husk of a poor animal, only through a golden gift can it trust a player, it can only be found in the long abandoned stables and pens of the ruined zombie villages, where long ago, it was left at the mercy of the undead..

    As stated above the zombie horse can only rarely spawn inside the abandoned pens and stables of a zombie village, when the player attempts to mount or get near the horse it will nip them for half a heart of damage, it can only be mounted and saddled if it is given a golden carrot or apple.

    Can equip armor, but one needs a saddle to ride it.

    Stats: The zombie horse acts like a normal horse but with increased speed, it also has slightly lowered health due to years of neglect & decay, when jumping it is common for the horse to jump 3 blocks in height as a minimum.

    Functions: When mounted on the horse, no undead mob will attack you, not even phantoms, and furthermore any mob the horse nips will become a target to the now neutral undead mobs, but when you dismount the horse the mobs will become hostile once more. When riding on water the horse does not sink, but rather floats due to the bloating of its body. When an non-undead enemy gets too close the horse will take action and nip the enemy.

    Downfalls of owning a zombie horse:

    The horse will very rarely buck the player off when attempting to mount it even if tamed due to its feral nature, though rare, it is still an annoying occurrence.

    At night the scent of the horse appears to attract zombies.

    Cannot be bred with another zombie horse.

    submitted by /u/TheDustOfGandalf
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    Simple change to bells and red stone

    Posted: 24 Apr 2019 05:58 PM PDT

    Suggestion posted here.

    It is my deepest held belief that Bells should be added to the redstone compendium, via 2 simple but crucial changes:

    1. Bells being rung should be able to be detected by observers:

    This would allow the player to make things like alarm bells outside bases, which can be shot and in turn trigger defense mechanisms like a lava veil or piston extender walls/drawbridges. This improves upon shooting buttons as a button is held by an arrow until it despawns, whereas a bell can be rung once to actiate, and again to deactivate, essentially creating a long range switch.

    1. Bells should be activated by a redstone signal:

    This change makes it possible for one to run a redstone line up a tower to several bells, trigger them and make a bell tower/alert system that can be set on a timer, activated by button, or hooked up to a daylight sensor.

    submitted by /u/icyartillery
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    Please have the Shield take up less view space; it is a really big issue with 1.14 Bedrock.

    Posted: 24 Apr 2019 06:35 PM PDT

    Resource packs can make it less annoying in Java, but in Bedrock you can't normally use custom Resource Packs except for the ones on the market. Please consider having the shield take up less space in your field of view, or allowing us to lower it via options.

    submitted by /u/Aurum_Prime
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    Fashion

    Beauty

    Travel