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    Minecraft Iron Golems should ignore Small Slimes

    Minecraft Iron Golems should ignore Small Slimes


    Iron Golems should ignore Small Slimes

    Posted: 12 May 2019 05:47 AM PDT

    I mean honestly, I keep getting slammed by the massive slimes while my golem is attacking the small ones. THEY DON'T EVEN DO DAMAGE!

    submitted by /u/AngooseTheC00t
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    A use for C418 - Excuse

    Posted: 12 May 2019 01:10 PM PDT

    I think it should be played if you leave the game on the respawn screen for a period of time, like maybe 30 seconds. It's ominous and atmospheric and I think having it there would make discovering it rare and a surprise to players.

    A link for those who haven't heard it: https://www.youtube.com/watch?v=m4EL70Vs1sE

    submitted by /u/zaphodsheads
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    Minecraft's difficulty should be more advanced and have more influence on gameplay. Here's how that could be implemented.

    Posted: 12 May 2019 02:28 AM PDT

    Minecraft's difficulty setting is simple and easy to use, but personally I feel it's too simple with all the updates the game has gone through. Right now for example, peaceful has no mobs, but also no hunger. What if someone enjoys the hunger challange but does not want mobs? Or maybe vice versa; they don't want to eat all the time but do like to be challanged with mobs.

    Difficulty should be more customisable, or at least have an option to do so. For example, you could still select peaceful to hard, but also have a 'custom' option, or make the normal modes presets upon which you can customize. I've compiled a list of what I feel should be customizable upon generating the world and/or post-generation in the options screen. I'll start off with some things that are probably easier to implement with current features, and finish with some larger features that may be too much work for now but could be cool in the future.

    Hunger

    I'll start off small: hunger. Right now, hunger is determined by the standard difficulty ranging from off to 3 (hard). I'd suggest to make a slidebar of some kind in the options menu to customize this and maybe add some harder difficulty for those who feel that food isn't really a challenge. You could make the 'die upon starvation' also toggleable, so people can decide wether they want to live on half a heart for a while or straight-up die.

    Natural regeneration

    This one is already toggleable with commands, but of course, you don't have commands in standard survival. Now you could go and enable your 'open to lan' with commands or do this before generating the world, but why not making it accessible rightaway?

    Mobcap

    Right now, the mobcap is hardcoded and cannot be increased. I think it should at least be customisable with commands, but preferrably also be a difficulty setting. You want to meet less monsters? Just turn it down. Do you like to challenge yourself and have hordes surrounding your house at night? Just turn it up (if you have the computer to process that amount of entities)!

    Now onto a bit more difficult to implement stuff (at least, I think it's more difficult):

    Spawning groups

    Right now, mobs generally spawn in small groups of 2-4, sometimes alone or even with 5. Make the groups in which they spawn also a customizable feature. Say you don't want to fight 4 skeletons at the same time, just turn it down a little. Or do you instead like to fight 10 zombies at once? Just turn it up.

    Pathfinding

    The minecraft pathfinding algorithm could use some work as well. It's much better than in the beta days, but sometimes still not very intelligent. I still have quite often that a mob doesn't see a way to me and just gives up instead. But maybe that's a good thing on easier difficulties. The pathfinding should have some improvements in a way that a mob will try harder to track you on harder difficulties. Maybe combine it with the ability to jump on harder difficulties.

    Mob behaviour

    This one connects a bit to the previous suggestion. Right now, the only difference in behaviour depending on difficulty I see is zombies breaking wooden doors on hard (which is also rather rare in my experience). There are more possibilities, like them being able to jump a certain amount of blocks in gap (as suggested above), them being able to crouch with the new 1.14 crouch mechanics on the hardest difficulties, or run after you for a short while. Now personally I feel these changes should affect mostly zombies, because they are, in my opinion, the least interesting hostile mobs in the game at the moment.

    There should also be an option for communication between mobs. Right now, zombies can alert and spawn other zombies within a range if they see a player and/or are attacked by them. Why not call in other hostiles, or at least other undeads? Skeletons being alerted would make fighting more interesting.

    EDIT: Also, I believe mobs should be able to see further in the light. In this way, light still prevents spawning, but if you are in the light, mobs are able to see you better.

    A thirst meter

    Yes, a frequent suggestion, I'm aware. Plenty of people are against this because it would make survival much harder, and it does. So why not implement it and make it toggleable? If someone wants thirst, they can enable it. If they don't, they don't enable it.

    Tool durability

    And finally; tool durability. Right now that is also a hardcoded feature of minecraft, at least as far as I know. But making tools less durable would cost the player more resources and make the game more difficult. This could increase the difficulty as well. On the other hand, tools could gain more durability on easier difficulties if a player just wants to chill and grind in survival for big building projects without too much of a hussle.

    So, that was it. What do you think?

    submitted by /u/Blubber28
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    Humanoid mobs should be able to crawl

    Posted: 12 May 2019 12:56 PM PDT

    What I mean by humanoid mobs: zombies, skeletons, husks, strays, wither-skeletons and drowneds.

    submitted by /u/Firec0in
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    Orca

    Posted: 12 May 2019 06:42 AM PDT

    Basically another variant of the Dolphin. It acts the same as a Dolphin, except they are black and white, they are bigger, they have 30 (x15) health, they spawn in all ocean biomes except warm and lukewarm ocean biomes. They are neutral mobs just like dolphins, but they deal 4 damage on Easy mode, 6 on Normal, and 9 on Hard. They can be fed raw cod or raw salmon to lead you to a shipwreck or underwater ruins. They drop 0-1 raw cod (cooked if on fire) on death. They drop 1-3 XP when killed by player or tamed wolf.

    This is what it should look like: https://mcpegame.net/uploads/posts/2019-01/1548613311_billeys-6.jpg

    submitted by /u/mikailafridi
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    Atmosphere.

    Posted: 12 May 2019 11:13 AM PDT

    I think Minecraft should have some better atmosphere. Suggestions: More plants and trees, Fog (and it should be obtainable for builders) Plants and ground to change to a more wet looking texture while it rains and maybe puddles, Some shader update where minecraft gets natural shaders (use optional) This is my first post on reddit so sorry if its hard to read.

    submitted by /u/Raggy532
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    The Dojo- an early-game dungeon found on the surface

    Posted: 12 May 2019 08:45 AM PDT

    First, here's the image-set for a Dojo: Dojo Images

    The Dojo is divided into four main "squares." The first part, the house itself, is always the same- whereas the other three have a number of templates they can randomly choose from.

    There is also an archery course, and if you're lucky you might get a free bow and a chance to practice your aim.

    The third square is a traditional rock garden meant for meditation and relaxation. The irregular geometry and bubbling brook is sure to soothe your soul!

    And of course, what dojo is complete without a bamboo agility course? Step lightly, students.

    There are six enemies that naturally spawn in this structure: Two skeletons in the archery course, three zombies in the house, and one more skeleton hidden beneath the house. All of them wear leather armor- dyed red to symbolize their fighting spirit. None of these enemies will despawn on their own, so you'll have to fight them to get the treasure.

    Below the house is a secret sanctum where the students of the Dojo once met. There's a 75% chance to find a secret cache carrying some basic weapons, plus the real treasure- 0-4 gold bars.

    The Dojo generates above-ground in a handful of forested biomes, but it can also spawn in the Plains. Dojos are uncommon, but not rare. They are meant as a decent challenge for the early-game, and can serve as a decent first-home for the roaming new player.

    If you're interested, check the imgur link for more details. I wanted a structure that fit the "theme" of the upcoming combat update. But what do you think?

    submitted by /u/StarbornSoldier
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    More villages for more biomes

    Posted: 12 May 2019 12:42 PM PDT

    I wish the swamp had villages designed like the Witch Huts, mesa/badlands had villages similar to Navajo dwellings in northern AZ, and jungle had South Asian (Indian/Thai) looking villages.

    Especially Badland Villages. Might just be me having a yearning for my home state irl, but red sand villages would be absolutely sick

    submitted by /u/PatriotUkraine
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    Bottled Slime Concept

    Posted: 12 May 2019 03:07 PM PDT

    You should be able to get a slime, and put it in a bottle to transport it, so you can have a pet slime, or maybe your trying to make a zoo in your survival world.

    submitted by /u/GameProPie
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    Terrain tools like the Sims in Minecraft

    Posted: 12 May 2019 04:23 AM PDT

    These special terrain tools only exist in the Creative inventory.

    Like raising/lowering/smoothing/flattening. Similar to the Sims, but in Minecraft block formation. To make landscaping easier. They do not remove blocks in the usual way, but the shovel lowers terrain (Can break bedrock), and a special one does the reverse, and raises terrain. You can configure the radius, how sharp/smooth the tool is. Would help world builders a lot. You can also create water/lava lakes with the special Lake tool.

    submitted by /u/SnowBallEarth43
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    More biome-exclusive mobs!

    Posted: 12 May 2019 09:05 AM PDT

    I know this might be a bit of a shove (rather than a playful push) of an idea but it can be used quite well! New subtypes of some mobs would help with ranching or... Well, other farm related things. They could also add more danger.

    New Wolf/Dog Type: Villager Sheepdog

    The Villager Sheepdog is a new look at wolves, because you know damn well you've wanted your dogs to not attack the nearest sheep when you let them up. The Villager Sheepdog would spawn in plains villages, at least one for each ten beds in the village, making them semi-rare. Their AI would be slightly different compred to a normal wolf. For example, they have the fleeing behavior of the average passive mob until tamed, where they attempt to herd sheep when you give them a piece of wheat. When they've found up to five sheep, they'll begin going towards you and follow you, with sheep following them. They'd have the same health and armor points as a dog.

    New Cow Type: Buffalo

    The Buffalo would be a cow exclusive to the Savannah, even if they already have llamas. These mobs would not be breedable and are neutral until hit. These mobs would have more HP than the average cow and yield more leather and raw beef.

    New Pig Type: Peccary

    Peccaries would be exclusive to swamps and jungles, primarily faster and with the same HP, but would be hostile, ramming into the player with their horns for 3 (<3 <) damage, before strafing back and readying for their next attack. They yield at least one piece of leather and more pork than an average pig.

    New Chicken Type: Dodo

    Dodos... What do I have to say about dodos. Dodos would be found either on smaller plains islands or near sheep in packs of one to two. They cannot hover but will not sustain fall damage. They can often be seen pecking the ground and after a few ticks or so will lay a... Pebble. Not an egg, but a pebble. I'll get onto that in a bit. They will yield one chicken and more feathers, and perhaps more pebbles.

    New Sheep Type: Ibex

    The ibex is another neutral mob variant of a passive mob and will yield one to two horns as well as less wool, but more mutton. They could be found in extreme hills, with more speed and health.

    New Creeper Type: Scorched Earth Creepers

    Scorched Earth Creepers are a variant of creepers that are found primarily in the Nether. Their explosion radius is smaller but does more damage, as well as setting fire to 20% of the blocks that are left in the explosion. They will drop redstone and gunpowder upon a player killing them.

    New Shulker Types: Block Mimics

    Block Mimics can be found anywhere, albeit extremely rare. Block of stone? No, that's absolutely a Shulker with Mining Fatigue and Blindness bullets. End Stone? No, that's just a Shulker with the average Levitation bullet. They drop the same as Shulkers, unless they're a Stone Mimic, in that case, they drop pebbles.

    New Item: Pebbles

    Pebbles can be used to craft gravel and stone, two pebbles shapeless in a 2x2 for gravel and a full 2x2 for stone.

    New Item: Horns

    Horns can be used as an alternative to making Strength Potions or to make Horn tools.

    New Toolset: Horn Tools

    Horn Swords are about as durable as an Iron Sword and do about as much damage as a Stone Sword. They are somewhat light and therefore have a somewhat high attack speed.

    Horn Axes are faster than an average Stone Axe, and are about as durable as an Iron Axe, doing as much damage as a Stone Axe.

    Horn Pickaxes can mine at about an iron level (can mine redstone, but not diamonds) and are about as durable as Stone Pickaxes.

    Horn Hoes are as durable as a Diamond Hoe but cannot make coarse dirt into farmland, and cannot be used to attack. (aka do one damage)

    Horn Shovels are as fast as a Stone Shovel but as durable as an Iron Shovel.

    Thank you for reading this hot mess.

    submitted by /u/adamChittsNightshift
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    Nautilus Shells should be obtainable in certain biomes

    Posted: 12 May 2019 10:16 AM PDT

    Right now, Nautilus Shells are only obtainable through Drowned drops, Villager trades, treasure chests, and fishing. But I think it'd be cool to actually have a physical Nautilus mob that could only be found in Coral Reefs and underwater ravines/caves. When Minecraft added a physical fish mob, it made a huge improvement to the game, and I think this would be similar.

    submitted by /u/MaximusTheMadLad
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    Rocky Mountains

    Posted: 12 May 2019 11:08 AM PDT

    These mountains would spawn very rarely. The whole mountain is entirely composed of stone and andestine, with snow blocks at top.

    submitted by /u/HJTheObserver
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    Flowing rivers

    Posted: 12 May 2019 02:28 PM PDT

    Rivers that flow down from higher altitudes. We have waterfalls and streams, but we don't have actual rivers (source blocks and flowing blocks) that you can row a boat down from a hill like you're whitewater rafting. I think these could be especially useful and fun for bases in extreme hills, as you could set up at your chosen point and then find a designated lake with a river you can row down to get to the other biomes and resources (hint hint salty mountain man). The current mountain streams are made of one source block and aren't big enough to really carry a boat.

    submitted by /u/bunnlord
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    Slimeballs should make Lime Dye

    Posted: 12 May 2019 06:11 AM PDT

    Place it in a crafting grid and it will produce 1 Lime Dye, just like how Bonemeal, Cocoa Beans, Lapis Lazuli, and Ink Sacs work.

    submitted by /u/AngooseTheC00t
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    Ender Eyes should not sink to the bottom when they drop out of the sky.

    Posted: 12 May 2019 09:55 AM PDT

    God damn it's annoying having to swim down to get them and also deal with drowns. Also I don't want to wait 5 minutes for them to float up.

    submitted by /u/BrannyMuffins
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    Ships

    Posted: 12 May 2019 05:31 AM PDT

    An idea similar to this was posted by u/Gunpowder77, but we have different takes on the idea.

    Coastal villages should have "ports", or small wooden platforms extending from the coast itself into the sea.

    The ships would look like to shipwrecks, although they would be on the edge of the docks or in the open ocean.

    There are three types of ships

    A Villager ship would consist of:

    • 2 new villagers called sailors, who would trade Lead and other various nicknacks. • 1 fisherman villager, who does his job like normal • 1 new villager called the "Captain" who was armed with a sword

    These ships would vary due to what land biome they are nearest to and have the appropriate villagers of such. There would be multiple barrels containing goods such as fish and sponges.

    A Wandering Trader ship would consist of:

    • Two wandering traders

    • One unique trader called a fisherman

    This ships would be Spruce, Lavishly decorated with banners, and the hull of the ship should consist of various animal stalls.

    Pillager ships would consist of:

    • Two crossbow-wielding Pillagers

    • Four sword-wielding Pillagers

    • A new type of pillager called the "Pirate", who uses two swords to fight.

    This ship would be made of dark oak, and have pillager banners on the crow's nest. They would also have a cage, containing a Villager, this cage would be in the middle of the hull. The cage would look sorta like the first image in this https://www.pcgamer.com/we-locked-two-strangers-in-the-brig-in-sea-of-thieves-but-were-we-right-to-do-so/ . For one in five ships that spawn, there would be a battle between one of the first to and the Pillagers. Once all the Villagers or Traders are killed, the pillages should begin moving the goods. After all Villagers or Traders on a ship are killed, a shipwreck should be formed.

    submitted by /u/i_boop_ur_nos
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    Shields need improvements, here are some ideas on how to do so

    Posted: 12 May 2019 03:37 PM PDT

    Let's be honest, shields in their current state are very powerful for being as cheap as they are. While, I do really like the concept of shields being dual wielded, I believe that this idea could be greatly improved upon.

    SECTION 1: Shield types

    1. Wooden

    Like the current shield, but smaller, less durable, and less reliable. 150 durability. RECIPE

    2. Iron

    Most comparable to the current shield. Better stats than wood, worse than diamond. 300 durability. RECIPE

    3. Diamond

    Surprise, there's no golden shield, sorry. This is, however, the best of the three variants. It holds better stats than all others, but will be the most expensive. 600 durability. RECIPE

     

    SECTION 2: Shield enchants

    1. Quick recover

    SHORT

    Shields will now have recovery time. This is outlined more in section 3, but quick recover will reduce this recovery time.

    LONG

    The following chart describes time reduced per level (per each 1 damage dealt).

    ↓Quick recover Lvl↓ Time reduced
    I .25 Seconds
    II .5 Seconds

    The default values for recovery can be found in section 3.

    2. Reflection

    SHORT

    Reflection does exactly what you would think. When any attack is put onto the shield, a certain amount will go back, like thorns. Any projectiles will also be bounced further/at all.

    LONG

    The following chart describes damage reflected;

    ↓Reflection Lvl↓ % of Damage Reflected
    I 15%
    II 25%
    III 35%

    In terms of projectiles, they will be effected as well. Arrows will be reflected 1x, 2x, and 3x further in respect to level of enchant. With any level, ghast fireballs will be reflected back as if they were hit.

    3. Parry

    SHORT

    No, not the platypus, that's with an 'e'. This is a move where you block an attack and then rebuttal against the enemy. This enchant increases the time in which you have that boost after a successful block.

    LONG

    When any attack is blocked successfully, the player would be given the potion effect "parry". This effect doubles the attack damage, and attack speed of the player for a specified time. Times are as follows;

    ↓Parry Lvl↓ Seconds added to Parry
    I .25 seconds
    II .5 seconds

    4. Other

    Other enchants that were not previously available will now be usable on the shield. These are as follows;

    • Mending
    • Unbreaking I, II, III

     

    SECTION 3: Shield stats

    1. Recover Time

    SHORT

    Shields will now have a short period of time where they cannot be used after being hit. This will change based on a number of variables.

    LONG

    The default recovery time will be based off of how much damage is dealt to the shield. For every 1 damage (1/2 heart), the following will be added to recovery time.

    ↓Quick Recover Lvl↓ ↓Wooden↓ ↓Iron↓ ↓Diamond↓
    0 1 second .75 seconds .5 seconds
    I .75 seconds .5 seconds .25 seconds
    II .5 seconds .25 seconds 0 seconds

    This time of non use would be represented similarly to the attack cooldown. The shield would sink down and have gray progress bar in the hotbar.

    2. Size

    SHORT

    Wooden shield has a smaller area than its counterparts, harder to block with it.

    LONG

    Nothing to see here, pretty much that's it.

    3. Parry length

    SHORT

    After a successful block, there is now a period where your attack speed and attack damage are doubled. This will vary based off enchants and shield tier.

    LONG

    ↓Parry Lvl↓ ↓Wooden↓ ↓Iron↓ ↓Diamond↓
    0 0 seconds .25 seconds .5 seconds
    I .25 seconds .5 seconds .75 seconds
    II .5 seconds .75 seconds 1 second

    NOTES

    Any additional ideas/comments/criticisms are welcomed. Here are some things for my own personal reference;

    • Textures should reflect the shield's area more accurately (diamond should be bigger, iron should be smaller square)
    • Numbers may need tweaking
    • Could add golden shield for flexing purposes

     

     

    TLDR; Shields are a really cool idea, but could be improved upon significantly. My idea for this is to add 3 new shield tiers, along with 2 enchantments. These would nerf certain aspects of the shield, but would also be slight buffs for players who use the shield in a skillful way.

    submitted by /u/TheKingBuckeye
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    Endermite Nests

    Posted: 12 May 2019 03:31 PM PDT

    You should be able to find Endermite Nests either on the surface or underground, and you can get Sugar and Potions from them.

    submitted by /u/GameProPie
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    A way to change the pitch of the bell.

    Posted: 12 May 2019 02:47 PM PDT

    We have noteblocks, sure, but this is an entirely new instrument and I really like having a new item to play with that would allow us to create music and other sounds in game.

    Here are a few suggestions to change the pitch of the bell:

    • Most intuitive: The block under the bell changes the tones of the bell, glass would make the bell resemble glass tonalities with perfect tones, wood blocks would be more muffled, "Hollow" blocks would make the sound deeper and echo a bit longer, gold, diamond blocks would make lighter jingle noises etc...

    • Most creative: Just as fireworks are created with different materials allowing for different effects, placing blocks on the immediate sides of the block the bell is attached to would modify the sound of the bell to match what the player would be going for.

    submitted by /u/Dereavy
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    Redstone, enderpearls, snowballs and eggs should make bells ring.

    Posted: 12 May 2019 02:34 PM PDT

    Redstone so I can make a doorbell without needing to face a dispenser into the bell.

    Eggs and snowballs and other projectiles, because those other projectiles should make the bell ring when you hit it, for consistency.

    submitted by /u/Dereavy
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    New illager idea: the illager footman

    Posted: 12 May 2019 12:52 AM PDT

    I know Mojang can't legally use this suggestion, but I still wanted to post this

    Edit: though, they can use it on the MCF site, so please check it out there

    Description

    This would be a new variant of illager found in the illager outposts, it would don a helmet and carry a new weapon: the glaive, which can be found in all of the usual materials you can make other tools out of (the crafting recipe and stats for it will be explained later).

    Stats and AI

    • HP: 25
    • Speed: equal to other illagers' speed
    • Drops: up to 4 emeralds, the helmet it was wearing (5% chance), the glaive it was using (5% chance)
    • Aggro range: 64 blocks
    • Mob type: hostile, illager, humanoid
    • Attack power: 4 on easy, 6 on normal, 8 on hard
    • Notable abilities:
      1. its melee attacks can reach much further than any other mob's, making him able to potentially attack the player while staying out of the range of their attacks.
      2. When the player stays too close for too long, they can strike them with the butt end of their glaive, dealing small damage and knocking them back
    • Weaknesses:

      1. blocking an attack from their glaive with the right timing will briefly stun them, allowing to get in melee range, this stun also applies when blocking attacks they make with the butt of the glaive.
      2. They're also fairly weak to ranged weaponry and will not attack dogs

      As far as their AI goes, if you arrive at an illager oupost without aggroing them, they'll be usually found either at the lowest level of the towers or on the stairways, if there's more than one they'll banter with eachother in a pretty rough and uncivilised dialect of the villager tongue.

      As soon as they spot you, they'll not come after you. Instead, they'll stand their ground, preferring to block corridors and doorways.

      Since their attacks have this great of a reach, imagine them as having an invisible circle around them, which is the area they control with their attacks.

      On normal difficulty or higher, other illagers will use footmen as cover while they snipe from behind the doorway that they prevent you from traversing. Once the footman is vanquished, they'll either start retreating or hide behind another footman, and so on.

    The glaive

    For those who aren't well versed in ancient weaponry, take this image as a reference.

    The glaive is a weapon made of a short (~45 cm) blade affixed on a pole. In Minecraft, it could be crafted using this recipe:

    Crafting:

    This is the 3x3 grid
    X X M
    X S M
    S X X

    Where X is an empty space, S is a stick and M is either a wooden plank, cobblestone block, iron ingot, gold ingot or diamond piece.

    The glaive would have a rather slow attack speed of 1, it would also deal 1 more damage than a sword of the same material.

    The catch though is that it would allow you to attack and break blocks from 6 blocks away instead of the normal 3 (if you're in creative mode, this extends even further). So, the glaive would be powerful, but at what cost?

    Like a sword, the glaive would have the "sweep" effect when you attack with it, but it would be much less effective. You see, when a mob is hit with a sweeping attack, they only take a fraction of the damage, with the glaive, this fraction would be much smaller, both because you would mainly make vertical cuts and thrusts with it as opposed to broad slashes and because it isn't meant as a straight upgrade to the sword.

    Another thing that could make you refrain from using the glaive would be the fact that when wielded it would prevent you from using your offhand. If you tryed to wield anything in your offhand, you wouldn't be able to attack with the glaive.

    As far as enchantments are concerned, you'd be able to enchant a glaive with Sharpness, Smite, Bane of Arthropods, Fire Aspect and Sweeping Edge, along with a new enchantment called Hooking, which would have just one level. Its effect would make so that when you attack a mob that's not facing you, you'd pull them towards you. If that mob is mounted, you'd instantly dismount them.

    submitted by /u/Frankaos333
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    You can fish for prismarine shards/crystals

    Posted: 11 May 2019 07:46 PM PDT

    Prismarine shards/crystals should be added to the treasure fishing loot pool (around 3% chance each). It shouldn't be the case that players (especially on servers) have to strip a sea temple (or turn it into a farm) in order to make a few working conduits. I know a lot of servers have shops, but a lot also don't and this simple, easliy-implemented change could make underwater a bit more accessible.

    I'm not asking to make it easy, just possible.

    submitted by /u/jclar50
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    Fashion

    Beauty

    Travel