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    Minecraft Lecterns should be used to rename items, and renaming shouldn't cost any EXP.

    Minecraft Lecterns should be used to rename items, and renaming shouldn't cost any EXP.


    Lecterns should be used to rename items, and renaming shouldn't cost any EXP.

    Posted: 07 Jul 2019 05:50 AM PDT

    It seems more logical to me now to be able to rename items on lecterns instead of anvils, and moreover, it would add more functionality to the lectern. Additionally, I think you should also be able to give your items a description, as there is no current way to do that without commands right now.

    submitted by /u/Azratosh
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    Reading an Enchanted Book should give tips about the Enchantment it is assigned to.

    Posted: 06 Jul 2019 11:54 PM PDT

    This idea is simple but sweet. Reading an Enchanted Book gives you a little tidbit about what the enchantment does, making it easier for new players to learn how enchanting works.

    AQUA AFFINITY - "UNDERWATER YOU MAY FIND, MINING JUST TAKES TOO MUCH TIME. LUCKILY THIS CAN BE NIXED, YOUR MINING PROBLEMS ARE NOW FIXED!

    BANE OF ARTHROPODS - "IF SPIDERS AND SUCH MAKE YOU CRY, SWAT THEM DEAD JUST LIKE A FLY. AS THE GREY SMOKE SHOWS, TO THE MOB IT ALSO SLOWS.

    BLAST PROTECTION - "WHAT'S THAT RINGING IN YOUR EARS? IS IT ALL THE CONSTANT FEARS? OF A CREEPER BLOWING UP? NOW YOUR FEARS CAN FINALLY STOP."

    CHANNELING - "COLLECTING HEADS AND WITCH'S BREWS? WELL THIS ENCHANT IS JUST FOR YOU! ONE THROW IS ALL IT TAKES, TO LET ZEUS DECIDE THE STAKES."

    CURSE OF BINDING - "IS YOUR ARMOR STUCK TO YOU? IS IT SOME SORT OF SUPER GLUE? QUITE SOON YOU WILL REALIZE, YOU ARE CAUGHT IN A WRETCHED BIND."

    CURSE OF VANISHING - "IN THE DEEPEST DUNGEON CAVES, YOU FIND A CHEST, WHILE QUITE DEPRAVED. NICE, YOU FOUND SOME DIAMOND LOOT! BUT WHEN YOU DIE, THE ITEMS FOLLOW SUIT."

    DEPTH STRIDER - "YOUR BOOTS WILL LET YOU SWIM ABOUT, WITH THE GRACE OF A DOLPHIN AND THE SPEED OF A TROUT. TRAVERSING OCEANS IS A BREEZE, AND CROSSING RIVERS IS DONE WITH EASE."

    EFFICIENCY - "MINING ORES SEEM LIKE A CHORE? IS CAVE DIVING A LITERAL BORE? PUT THIS ENCHANT ON YOUR PICK, YOU'LL BREAK BLOCKS WITH JUST A CLICK."

    FEATHER FALLING - "PERHAPS YOU'VE FALLEN OFF A CLIFF. OR WARPED AROUND, AND FORGOT THE RISK. THIS ENCHANT WILL SOLVE IT ALL. LIGHT AS A FEATHER, SO IT BREAKS YOUR FALL."

    FIRE ASPECT - "FURNACES NOT GOOD ENOUGH? WANT TO REALLY COOK EM' UP? FIRE ASPECT IS YOUR TYPE, QUICKLY SETTING MOBS ALIGHT "

    FIRE PROTECTION - "FIRE! FIRE! IT'S SO HOT! A FIREBALL, YOU'VE JUST BEEN SHOT! PUT ON THIS ENCHANTED GEAR, AND FLAMES YOU WILL NO LONGER FEAR."

    FLAME - "FLAMING ARROWS FROM FAR AWAY. CAUSE TERROR ON THIS PEACEFUL DAY. SETTING EVERYTHING ALIGHT, EVEN IGNITING DYNAMITE!"

    FORTUNE - "IF YOUR SOUL IS FILLED WITH GREED, THIS ENCHANT IS ALL YOU NEED. YOU'LL GET MORE BANG FOR YOUR BUCK, BREAKING ORES WITH A STROKE OF LUCK."

    FROST WALKER - "WALK ON WATER, WITH A TWIST. YOUR FEET EMIT AN ICY MIST. IT FREEZES WATER IN A FLASH, MELTING QUICK, SO YOU BETTER ACT FAST."

    IMPALING - "UNDERWATER MOBS BEWARE! FOR THIS TRIDENT IS ABOUT TO TEAR! ALL THE FISHES SWIMMING AROUND, DOLPHINS, GUARDIANS, JUST NOT DROWNED!"

    INFINITY - "DO YOU QUIVER AT THE FACT THAT'S YOUR AMMO'S RUNNING LOW? DO YOU SHIVER THAT THE SKELETONS WILL LAND THE KILLING BLOW? WELL NO MORE ARROWS, ONLY JUST ONE. INFINITY GIVES YOU INFINITE FUN!"

    KNOCKBACK - "THIS ENCHANTMENT DOES NOT LACK, IN FACT, IT STAYS ON TRACK. WITH EVERY ATTACK, IT'LL DO JUST THAT: KNOCK YOUR FOES BACK."

    LOOTING - "IF YOU'VE GOT A FARM OR YOU NEED SOME FOOD, I HOPE THIS ENCHANTMENT WILL SUIT YOUR MOOD. STRING, PORKCHOPS, PEARLS GALORE! THIS ENCHANT WILL LEAVE YOU DYING FOR MORE!"

    LOYALTY - "YOU JUST LOST YOUR TRIDENT AFTER FIGHTING THOSE FOLK. YOU THINK IT'S A TRATIOR, AN ABSOLUTE JOKE. WHEN YOU'VE GOT LOYALTY YOU WILL FINALLY LEARN. JUST LIKE A BOOMERANG, IT'LL RETURN."

    LUCK OF THE SEA - "IF IT'S A PIRATE'S LIFE YOU WANT, IT'S A PIRATE'S LIFE YOU'LL GET. AND IF YOU DON'T GET RICH, THEN DON'T THROW A FIT. LUCK OF THE SEA IS WHAT YOU NEED, YOU'LL COLLECT TREASURE WITH RELATIVE EASE."

    LURE - "A SALMON, A CLOWNFISH, AND A COD, OH MY! THEY'RE GETTING AWAY NO MATTER HOW HARD I TRY! THROW OUT THOSE EARTHWORMS, BECAUSE YOU'VE GOT LURE. WITH THIS NIFTY UPGRADE, YOU'LL CATCH FISH FOR SURE!"

    MENDING - "WHAT REAL PURPOSE IS EXP FOR? BESIDES ENCHANTING AND REPAIRING YOUR SWORD. WELL, NOW IT REPAIRS WITHOUT AN ANVIL! SIMPLY COLLECT IT, AND THE DURABILITY'S FILLED!."

    MULTISHOT - "DO I HIT THE CREEPER, SKELETON, OR THE ZOMBIE? WITH MULTISHOT, YOU CAN HIT ALL THREE! SHOOTING THREE ARROWS AT THE COST OF ONE! THIS ENCHANTMENT IS A TON OF FUN!"

    PIERCING - "ARROWS WILL STICK TO WHATEVER THEY HIT. NOT PASSING THROUGH, EVEN WITH A CRIT. WOULDN'T BE GREAT IF THEY COULD PASS THROUGH? WELL, WITH PIERCING, NOW THEY DO!"

    POWER - "YOU DRAW YOUR BOW, READY TO FIRE. YOUR ARROWHEADS ARE AS SHARP AS A BRIAR. LITTLE DOES YOUR FOE KNOW, YOU'VE GOT POWER. IF HE KNEW THAT, HE'D SURELY COWER."

    PROJECTILE PROTECTION - "YOU SEE A STRANGE MAN, TAKING HIS AIM. YOU KNOW FOR SURE YOUR LIFE WILL BE CLAIMED. BUT LITTLE DID YOU KNOW, YOU HAD PROTECTION. HIS ARROWS BOUNCE OFF, AND YOU MAKE THE CONNECTION."

    PROTECTION - "FIRE, EXPLOSIONS, IT'S ALL JUST TOO SMALL! WHY PROTECT AGAINST FEW WHEN YOU COULD PROTECT AGAINST ALL! REDUCES THE DAMAGE CAUSED BY YOUR BLUNDERS, SO YOU KNOW YOU WON'T BE SIX FEET UNDER."

    PUNCH - "THESE ARROWS PACK SUCH A PUNCH, IT'LL MAKE YOUR OPPONENT LOSE THEIR LUNCH. IF YOU USE THEM WHILE YOU FLY, YOU'LL BE IN FOR A SURPRISE!"

    QUICK CHARGE - "THERE'S SOMETHING OFF WITH YOUR BOW. MOSTLY BECAUSE IT'S WAY TOO SLOW. QUICK CHARGE, AS YOU CAN TELL, MOWS DOWN YOUR FOES VERY WELL. "

    RESPIRATION - "YOUR VISION DARKENS, YOUR BREATH RUNS LOW. YOU'RE DYING FAST, YOUR MOVEMENTS SLOW. RESPIRATION WILL SAVE YOUR SKIN. IT GIVES YOU GILLS, BUT NOT A FIN."

    RIPTIDE - "CALL UPON THE OCEAN'S NAME, TO BECOME ONE WITH THE WAVES. WHEN IT'S RAINING, YOU CAN FLY. OR GO UNDERWATER, AND GRACEFULLY GLIDE."

    SHARPNESS - "A SHARPER BLADE WILL ERADICATE ANY MOB THAT'S IN YOUR WAY. WITH EXTRA DAMAGE FOR ANYTHING, YOU REALLY ARE THE MELEE KING."

    SILK TOUCH - "WHEN A BLOCK BREAKS APART AFTER BEING DESTROYED, YOU'LL FIND SILK TOUCH AND BE FILLED WITH JOY. FOR IT WILL COLLECT ANY BLOCK THAT YOU MINE. ICE, BOOKSHELVES, GATHERED JUST FINE."

    SMITE - "WHO'S LURKING IN THERE? WHY, IT'S THE UNDEAD. THEIR VERY PRESENCE FILLS YOU WITH DREAD. A SMITE BLADE HOWEVER, VANQUISHES THE NIGHT. AND SQUANDERS YOUR WORRY, YOUR DREAD, AND YOUR FRIGHT."

    SWEEPING EDGE - "DEAL MORE DAMAGE TO MORE MOBS AT ONCE. MAKE YOUR ENEMIES LOOK LIKE MERE RUNTS. SWEEP YOUR OPPONENTS RIGHT OFF THEIR FEET! GET THE EDGE ON THEM AND WATCH THIER DEFEAT!"

    THORNS - "A TRULY TRICKY TRAP, THORNS COUNTER ATTACKS WHEN YOUR FOES ATTACK BACK! DON'T ASK ME HOW ME HOW IT WORKS WITH ARROWS. THE LOGIC HERE IS PRETTY NARROW."

    UNBREAKING - "ORE ALWAYS BAKING? NEW STUFF ALWAYS MAKING? NOW YOUR STUFF LASTS LONGER, CAUSE YOU'VE GOT UNBREAKING!"

    submitted by /u/AlexSteckline
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    Baby chicken is a tiny yellow chick

    Posted: 07 Jul 2019 01:34 PM PDT

    New skin and sounds for a baby chicken that follows the mother chicken around, and is being adorable in general

    submitted by /u/saymanem
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    Shooting stars and gifts from beyond

    Posted: 07 Jul 2019 01:12 PM PDT

    Shooting stars should be visible in the night sky as streaks in the air with a random trajectory. When they land they leave XP, and random minerals. Like 1 gold, 1 quarts, etc. only 1, and it's random. It wouldn't be useful just add atmosphere as a random event

    Gifts from beyond work the same way, except instead of being a mineral it's items, some are enchanted even. But their name is in that changing unreadable font that's used on the end screen. They can happen rarely at any point in the game but happen much more frequently after the ender dragon is defeated, almost like a thank you.

    On servers it would work that they'd fall near players that were in the end while the ender dragon was defeated more than other players, they wouldn't just be more common once the ender dragon is beaten

    submitted by /u/steakandwater
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    New use for Prismarine Shards: Prismarine arrows

    Posted: 07 Jul 2019 02:01 PM PDT

    You craft them the same way as a normal arrow but with a Prismarine shard instead of flint, and you get 4 Prismarine arrows from it.

    So what do they do? Prismarine arrows are normal arrows but with one advantage: they travel just as well in water as they do on land. They'll travel at the same speed and trajectory as they would above water, in water. However, these arrows cannot be tipped with potions for balance purposes. Also for balance purposes, bows will charge 15% slower underwater, because have you ever tried to draw a bow underwater? Not easy. They do the same damage as normal arrows. Maybe if they want to make it a little more balanced, they can increase Guardian detection range or give them arrow resistance so it's harder to just stay out of danger and shoot from a distance. They would also be harder to get since prismarine shards are much rarer than gravel.

    Additionally, the arrow will give off small rain droplet particle effects while traveling underwater as a visual quirk.

    I think this would be a cool way to give bows a use underwater without being too overpowered since ocean monuments are more on the late game side. They also aren't super powerful as is; being able to shoot arrows underwater isn't a game breaking ability. It'll also give people who don't care about prismarine blocks an incentive to go to ocean monuments. It could also open up a slew of new possibilities for multiplayer, like mini game possibilities.

    Overall, I think even though this change is a bit on the smaller side I think it could add a ton to the game.

    submitted by /u/PlatinumGamer55
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    Honeybees

    Posted: 07 Jul 2019 11:54 AM PDT

    They should add honeybees and beehives into minecraft.

    They could make it so that flowers spawn faster in areas with beehives nearby. This can be very useful if you ever need flowers for decoration or dye. They could also add abandoned beehives which you can destroy for pollen (which you can make bread out of.) This way you also have a faster source of food.

    submitted by /u/G-Minus
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    The "Reduce, Reuse, Recycle" Update!

    Posted: 07 Jul 2019 02:52 PM PDT

    You know that feeling when you have a bunch of crap you don't want, and you just wish it could be used for something? ANYTHING? Sure, we can smelt some things down, use some things as fuel, or as compost. But most of that stuff is just going to sit in a chest or be thrown into a cactus. That's why I suggest that more items should be able to be reused in some way. This would lead to less waste and less junk filling up your chests.

    USING ITEMS AS FUEL

    MAGMA CREAM - Performs 7 operations. The furnace spews magma particles from the front.

    FIREWORK STAR/ROCKET - Performs 7 operations. The furnace spews colored sparks based on the color of the rocket/star.

    DRAGON'S BREATH - Performs 30 operations. Purple smoke is emitted from the furnace.

    BLAZE POWDER - Performs 6 operations.

    BOOK/WRITTEN BOOK/BOOK AND QUILL - Performs 0.5 operations. Useful if you want to get rid of sensitive documents.

    SHIELD - Performs 9 operations.

    SUGAR CANE - Performs 0.25 operations.

    PAINTING - Performs 4.5 operations.

    ITEM FRAME - Performs 4 operations.

    ENCHANTED BOOK - Performs 1 operation. Good for getting rid of curses or enchantments you don't need,

    FIRE CHARGE - Performs 15 operations. Plenty of crackling sounds and sparks come out of the furnace.

    ARMOR STAND - Performs 3 operations.

    DRIED KELP - Performs 2.5 operations.

    MAGMA BLOCK - Performs 28 operations. The furnace spews magma particles from the front.

    BED - Performs 6 operations.

    CAMPFIRE - Performs 14 operations. The furnace emits more smoke.

    TORCH/REDSTONE TORCH - Performs 8.5 operations. The furnace emits a larger amount of light.

    FLOWERS, LILYPADS, GRASS, FERNS, VINES, BUSHES, ETC - Performs 0.25 operations.

    SMELTING ITEMS INTO RAW MATERIALS

    IRON NUGGET

    - Compass

    - Bucket

    - Minecart

    - Crossbow

    - Iron Bars

    - Anvil

    - Cauldron

    CHARCOAL

    - Boat

    - Shield

    - Bookshelf

    - Chest/Trapped Chest

    - Barrel

    - Campfire

    - Crafting Table

    - Loom

    - Fletching Table

    - Cartography Table

    - Bed

    - Jukebox

    - Note Block

    - Lectern

    - Composter

    - Wooden Tools

    EATING ITEMS

    CARROT ON A STICK - Restores 3 hunger and 3.6 saturation. The Fishing Rod is left over.

    KELP - Restores 1 hunger and 0.5 saturation. Cannot be eaten quickly like Dried Kelp.

    NETHER WART - Restores 1 hunger and 6 saturation. 20% chance to inflict 3 seconds of Nausea.

    SUGAR - Restores 1 hunger and 8 saturation. Gives 1-2 seconds of Speed.

    WHEAT - Restores 1 hunger and 2 saturation.

    GLISTENING MELON SLICE - Restores 2 hunger and 4 saturation. Restores 1/2 a heart.

    FERMENTED SPIDER EYE - Restores 3 hunger and 9 saturation. Reverses all status effects you have.

    GHAST TEAR - Restores 0 hunger and 1.5 saturation. Gives you 1-2 seconds of Regeneration.

    MUSHROOMS - Restores 2 hunger and 4 saturation. Has a 20% chance to inflict Nausea for 3 seconds.

    COMPOSTING ITEMS

    85% CHANCE

    - Golden Apple

    - Golden Carrot

    - Glistening Melon

    - Poisonous Potato

    65% CHANCE

    - All stews

    - Chorus Fruit

    50% CHANCE

    - Bamboo

    30% CHANCE

    - Paper

    submitted by /u/AlexSteckline
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    "Flagpoles": Fixing The Multiplayer Meta

    Posted: 07 Jul 2019 06:17 AM PDT

    Note: Sorry if this isn't concise; It's a simple idea, but because of how important each detail is, I wanted to make sure it was fully specified.

    There has been a serious problem with the Minecraft multiplayer meta since day 1: Namely, that there is absolutely no defence whatsoever. There is no door or lock that is good enough to stop anyone since it can all just be tunneled through. You can spend hours mining obsidian to coat your base, while an attacker only has to spend 30 seconds. It is completely impossible to play with strangers without external, third-party plugins that introduce these protections. Somewhat annoyingly, this issue rarely if ever gets brought up.

    I have come up with a remedy.

    To build a flagpole, you will need to build flagpole blocks - similar to fences but with a unique recipe and texture, and incapable of being connected. You will need to place down at least three flagpole blocks to make a viable flagpole. Place a banner on the top of the flagpole, then apply a redstone signal in order to activate it.

    When active, the flag will place all players in a cylindrical radius around it (similarly to beacons) in an Adventure Mode-like state. They will be completely unable to place or break blocks within the radius of the flag. This includes the original placer of the flag. Reducing the power of the signal will reduce the radius of the flag's effects, with no benefits. The banner pattern of the flag you are under the influence of is shown at the top-left corner of the screen. If you are under the influence of multiple flags, the tallest is shown. When switched on, flags take 30 seconds to "wind up" and activate, during which time the visible flag flashes to let players know.

    While the redstone signal is applied, and the effects of the flagpole are active, the flag will slowly fall down until it reaches the base of the flagpole, at which point the flag will no longer be active. A player can interact with the base to "pop" the flag off, then place it back. This can be done early, too, to remove a flag. It takes 24 real-world hours for the flag to fall all the way. If there are inactive flags whose maximum radii overlap the radius of an active flagpole (i.e. they are within twice the maximum radius of an active flagpole), they will also fall. Like all other similar entities, flags will not fall if they are not loaded.

    How is this going to improve multiplayer?

    Good question. Here's how:

    • It encourages practical design, giving purpose to redstone contraptions: You will now have to build locks, using redstone, to keep intruders out of your home. TNT cannons have a use. Slime block flying machines can be used as practical attack aircraft, but there are countermeasures against them! Defence systems of all kinds will finally be able to shine through and serve the purpose they've always lacked. Underground bases are the best for defence, however, so I fear there may be little diversity in "strong" bases - but it at least beats building airborne obsidian boxes. Obsidian cannot be pulled by pistons, so all bases are vulnerable in one way or another.
    • It creates a more interesting base attack meta: TNT cannons, an icon of Minecraft, have never had any purpose. Now, they are the only way to breach an enemy's base besides learning their code. It is still possible to build your base for defence against TNT attack, and there are many ways it can be done. Unlike most "factions" plugins, this system is also more fair towards single players and small groups, as well as more fun and more "Minecrafty" in the sense that it relies more on player-built machines and designs. Players have to build weaknesses into their bases in the form of front doors.
    • It can't be used to grief: The system I've come up with is specifically designed so that it is not possible to cause serious griefing damage with it. The more flagpoles you place, the more you will have to maintain. If someone simply forgets to maintain their flag, they will lose it. It is impossible to try to maintain a claim area for longer than the maximum time.
    • It makes shops viable: Because you cannot just mine out a shop and steal from it, it is easier to run a shop for the public, making these types of redstone contraptions useful. A TNT trap in the storage area ensures that anyone who risks trying to break in will come away empty handed. Just make sure not to let the traps touch the shop wiring.
    • It makes multiplayer Minecraft playable on a new release: ...Because you don't have to rely on third-party plugins to provide anti-griefing measures.

    Potential Issues

    • You can cheat the system by building an enclosed obsidian box around your flag, then having a dummy account inside to flick the switch when necessary, with farms inside to provide an unlimited source of food. Alternatively, have the box nearly complete, and have it serve as a "panic room". However, I don't think this is a huge problem, as it's actually probably a good thing that there's some recourse against losing everything all at once. The bigger your panic room, the more it becomes your actual base. The flag "wind-up time" helps as well, as turning the flag off leaves you vulnerable against an active siege.
    • The system may be percieved as encouraging griefing, or violence. To this, I say: It is a protection system. It is better than what we have now, which is nothing. If we are going to have a game with combat in it, I do not want it to just be a seperate game; the system I have laid out is designed to facilitate PVP combat outside of simple arena confrontations.
    • Yes, flags are a frequently posted suggestion, but those are about purely cosmetic flags, not things like this.

    I hope you enjoyed reading this suggestion, and I'd love to hear your feedback. There is a chance I've overlooked something, so please, let me know if I have!

    tl;dr read the bold text above

    submitted by /u/ArcticWinterZzZ
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    When tamed dogs die they will drop a collar with the name of the dog.

    Posted: 07 Jul 2019 10:37 AM PDT

    With it you can't do NOTHING other than putting it into an item frame. If you put a collar into an item frame you'll get an achievement: "goodbye my old friend".

    Edit: if an unnamed dog die he would drop a nameless collar

    If you try to change the name of a collar the anvil will say "too expensive"

    submitted by /u/LibaneseCasaFabri
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    Milky Way in the night sky?

    Posted: 07 Jul 2019 09:10 AM PDT

    Can you add the Milky Way Galaxy in the night sky? It would make me enjoy being out at night killing mobs

    submitted by /u/Cosidion
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    Drowned should take a few seconds to learn how to walk

    Posted: 07 Jul 2019 02:35 PM PDT

    It doesn't make sense to me how mobs that spend their life under water can walk straight away. They should crawl for a few seconds before standing up.

    submitted by /u/expired_lemonade
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    Ability to shoot projectiles with crossbow

    Posted: 07 Jul 2019 09:33 AM PDT

    They can shoot eggs snowballs and ender pearls. Useful because they shiit then faster and farther than if you threw them Useful in end when traveling between islands. Useful killing blazes since you can snipe the with snowball

    submitted by /u/Ghost-Mechanic
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    Placing ice blocks in the Nether causes the blocks to immediately disappear with steam particles

    Posted: 07 Jul 2019 07:27 AM PDT

    Because ice is really just water, cooled below 0C.

    The Nether is 400 something in C I think..

    submitted by /u/SnowBallEarth43
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    The Mannequin/Statue/Evil Golem (can't tell which one of these names suits it the best)

    Posted: 07 Jul 2019 01:41 PM PDT

    Appearance:
    The mob is humanoid (with Steve's proportions),in a random pose (when idle) and has a mossy stone texture-because it spawns in jungle temples,so it sorta blends in - somewhat like this,but with slightly darker pixels where eyes should be (same spot as the zombie)The poses could either be similar to Michelangelo's David,the player's standing pose or sitting down.

    Behaviour:
    As one of the names states,it's hostile.It should be always idle while passive-however,once there is a player in a 20 block radius,it should become active-but it can only move when you are not looking at it and is as fast as the player walking. When it does catch up with you and hits you,it deals 2 hearts of damage on easy,4 on medium and 6 on hard (without armor of course)-they could even attack you if you stare at them for too long in a less than a half a block radius without moving (for more than 10 seconds,but only once and become idle again) ,so don't relax when directly in front of them!

    They have 25 hp,pretty huge defence that makes them take half the damage from weapons,no damage from punching,but double the damage from pickaxes.

    They could drop 1-2 mossy stone bricks or cobblestone,sometimes even combined (no more than 2 drops) and a bit of XP-may not be too rewarding,but to make exploring jungle temples a bit harder.

    submitted by /u/BojanDoge
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    Illagers robbing Villagers instead of killing them for the evulz

    Posted: 07 Jul 2019 12:21 PM PDT

    Each Illager(well,exept Ravagers, I guess) would spawn with a randomised list of "desired items" assigned to him (list should contain only 5 item names and it should be only items Villagers could have). When Illager approaches Villager, the former should make "intimidating" sound and check the latter's items. If Villager have any of the items desired by the Illager, he gaves it to him, and Illager does not attack and ignores this particular Villager from this moment. If Villager doesn't have any items Illager would want to take, the Illager attacks him.

    Illagers should interact this way only with Villagers. They still would attack players on sight even if players have the items. (Illagers know that players are too dangerous to sell them their tolerance.)

    When killed, Illager drops all of the items he took from Villagers.

    This would make sense to me, because Illagers seem to me more like "rational villians" guys than "for the evulz" guys. If anything, Creepers are "for the evulz" guys.

    submitted by /u/Arventur1996
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    Mob Heads

    Posted: 07 Jul 2019 10:57 AM PDT

    Like Wither Skulls, either a pretty rare drop, or 100% drop when killed by a Charged Creeper. Would likely get people into the game and exploring it, and at the end, after collecting all of them, an achievement called "Head Hunter"

    submitted by /u/Do_You_Pineapple_Bro
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    Risk to fish up a living fish.

    Posted: 07 Jul 2019 06:42 AM PDT

    Being able to fish up living fish would be a nice idea in my opinion, this would be useful if you want to build an aquarium or just to spice up a regular day of fishing. If you read the title you might be wondering why it's a risk, because a puffer fish might come out and ruin your day. One of the catches (Ba dum... tss) with this is that the fish will spawn with maybe 1 or 2 of their HP left.

    Chart showing what the risks are, the risks are how often they spawn for each corresponding fish (item) fished.

    Fish type Risk
    Cod 5%
    Salmon 5%
    Tropical fish 25%
    Puffer fish 33%
    submitted by /u/Mighty_V
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    My take on elephants

    Posted: 07 Jul 2019 02:30 PM PDT

    Note:

    u/ArcticZen made a great post about elephants but I had a slightly different idea, you can upvote whichever one you like but ultimately I believe we're all on the same page

    Upvote whichever you want, I think his idea is more flushed out, he did a great job developing the model. I just wanted to give my ideas which were different.

    As a TL;DR

    1, elephants can like you enough to deal with you but they won't serve you

    2, lamas can be used to flex on villagers so that elephants don't replace lamas

    3, elephants are kinda like golems that can be equipped with chests

    Elephants

    I think elephants should be tamable but not domesticated if that makes sense.

    In reality people do tame elephants, zebras, tigers, etc they just can't be made to not be wild. Even to the point where they can be ridden, or used to help move large items, you just never can take the wild out of them. Scare them, and they will go wild and attack everything. They won't yield to you like a dog. I don't think elephants should be used as slaves necessarily like they are in reality but you get my point.

    So even in real life you can make wild animals LESS wild without making them totally mastered creatures.

    Anyway, another real life fact. They often times attack loud tourists or whatever that annoy them.

    So for this reason, I think if you walk up on an elephant too fast they'll attack you, and if you don't get out of the way when they walk up on you they'll attack. If you just live your life however and avoid elephants if they b line toward you, they won't be aggressive

    So basically you avoid them, they ignore you

    When you feed them they'll stop attacking you, they'll recognize "he's my friend" and leave you be, and tend to stay around where you befriended them almost to say "this is where I will find my friend that gives me food"

    So here's how this is a good thing.

    Elephants will defend themselves from hostile mobs and players that attack their friends

    This will mean tamed elephants will become territorial over you and your pets, however they will still try to kill you if you attack them. The odds of them doing this increases the more friendly you get with them.

    For instance when you first tame them they might do squat to help you, but when you actively give them 5 apples an in game day for 30 in game days they might obliterate anything that touches you.

    Their use, which with all due respect ArcticZen's version was rather lacking, is that they function as a natural golem.

    Elephants can be decorated with carpets and banners

    You can ride elephants that have bling on them too, they won't follow your commands, they'll really just go wherever they want really, but you can. This is especially useful if you bring "your" elephant into combat, you can escape combat by hopping on them.

    If an elephant doesn't like you enough though they'll buck you off and try to kill you. Keep that in mind.

    Elephants can be given chests

    You can equip 3 full sized, 27 inventory slot chests, on top and on either side of an elephant. This makes them useful because you can lead elephants on expeditions using the lead and they'll carry all your stuff

    Elephants do not replace wolves

    Wolves are far more maneuverable than elephants due to smaller size, and will not attack you if you accidentally hit them. A tamed wolf has a different purpose from a tamed elephant. Additionally elephants won't follow you.

    Elephants don't replace horses or donkeys

    They can't be controlled, only ridden.

    Elephants do not replace village golems

    They are very similar, they attack if you attack them, and attack hostile mobs, but elephants have less health meaning they're inherently worse for straight up combat. Their attraction is that they're able to haul equipment,

    Elephants would kinda replace lamas

    This is a flaw I admit. It's easier to keep track of one elephant with 3 chests than a whole caravan of lamas, plus the elephant has more health and can attack for you.

    To fix this lamas would have to be reworked, my suggestion is that villages have a new "status" system where they give more respectable trades to people that are stylish. Hype beasts I guess. Walking around with a blinged out lama is such a flex that villagers might straight up lower their trades for you, the color carpet needed to get trade discounts is dependent on the village biome.

    submitted by /u/steakandwater
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    Infernal Vines

    Posted: 07 Jul 2019 06:58 AM PDT

    A plant that spawns in the nether that can act like vines and a food source with a touch of fire resistance for 15 seconds.

    submitted by /u/Trooper8341
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    Placing soul sand under a campfire causes the smoke to phase through 15-20 blocks above it.

    Posted: 07 Jul 2019 02:21 PM PDT

    With this feature, you would be able to create single block chimneys, similar to the ones you can find in villages.

    submitted by /u/fostralian
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    New villager: Wizard

    Posted: 07 Jul 2019 04:04 AM PDT

    He would buy brewing ingredients and sell potions for the cost of emeralds and a bottle.

    Workstation: Brewing stand

    Cleric's new workstation: Altar or another fitting block

    submitted by /u/ShinyStache
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    Leaves Should Behave Similar to Branches.

    Posted: 07 Jul 2019 03:59 PM PDT

    Let's be real, leaf blocks are meant to simulate smaller branches with leaves in a tree. If this is the case, why can't we/shouldn't we be able to move through them like scaffolding?

    You would still need to build up to the bottom of a leaf block, and perhaps you would move slower than in scaffolding, but it would be nice if we could rest on top of trees and also climb up into them without needing to break leaves. This could be really useful in jungles where you often have to break leaves as you climb up the vines once you reach the top.

    submitted by /u/PJDemigod85
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    Herds of mobs should flee from you if you hurt one of them

    Posted: 07 Jul 2019 03:27 PM PDT

    I think this has been suggested for years now. It makes sense that fellow cows/sheep/etc. in the vicinity should flee from you if you hit another one of them. And it would also make hunting more realistic/fun.

    Seeing as this hasn't been implemented for years now, I at least created a datapack that tries to simulate that.

    submitted by /u/Oran9eUtan
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    Post raid village management

    Posted: 07 Jul 2019 02:40 PM PDT

    1.14 introduced an overhaul of village and villager mechanics. I am blown away by the simplicity and useability of the system in place, which I'm sure under the hood is more complex than it appears, but I feel it can be expanded upon in a few ways. I understand the following sentiment "oh the devs just spent plenty of time on this, they won't touch it for a while" but please bear with me and hear me out. Apologies for the minor wall of text, I tried to keep things concise.

    Presently, we have an ok grasp in managing villages and villager professions however, since it heavily relies on trying to manipulate the current AI into taking our desired actions as the player we see some strange behavior from time to time. I have nothing against the pesent system, and believe it is a very solid foundation for a 'default generation' village.

    This proposition will touch on the concepts of the player assuming control over a village of their choosing, gaining control by successfully triggering and defeating a raid. We willl further explore managing villager occupations and assignment of housing and/or beds.

    Firstly, lets visit the idea of a village leader. By default, I propose one villager is generated per village that is tagged as the 'chief' or 'mayor' or any other variant (perhaps they wear a crown or a funny hat). This villager would not offer trades but instead show you a menu displaying articles already tracked in the village such as standing, number of villagers, their occupation and their rank as tradesmen. Additional metrics such as likelyhood of a zombie raid on the coming night could also be added to this. If possible, percentage of "safe" lighting on the surface within the 'bounding box' of the village would be nice too.

    Triggering a raid and post raid advancement: after starting a raid via bad omen, the player would need to complete the activity and become the hero of the village. While under this effect, and if the village has at least 2 master traders, the leader would provide the player with a gilded emerald. The player then has the option to install this into the bell at the central gossip sector of the village. When this action is completed the player is then considered a 'resident hero' and your role in being their protector lets you carry weight with the leader who will listen to your advice provided you maintain good standing in the village. You will from this point have extended access within the leader's menu previously discussed.

    Upon opening the leader's interface with your new status in the village, you will have expanded options available to you that allow for village management. Namely, you will be able to 'lock' a villager in their profession, assign them to a new one, or prestige their rank as a trader thereby resetting their trade pool. Depending on your actions in this menu, an emerald tax will need to be paid. Locking a profession starting in the low end and prestiging a trader costing the highest amount. This would work similar to enchanting, meaning it would require the player pay in experience as well. Players would be able to shuffle villagers around beds free of charge in order to assign housing that could be custom built for maximum immersion & roleplaying by invoking eminent domain.

    Dropping standing in the village beneath a certain threshold would result in a 'recall' of sorts at which point the AI would ignore any changes the player has made and would again freely manage the village. The player would need to repeat the process of saving the village and meeting the proper criteria outlined above to reinstate their managing status.

    I believe that implementing a system like this would make villages feel truly "complete" and allow for further expansion of village mechanics down the line. It would be interesting to one day act as an emissary between multiple villages that the player manages and install trade routes that bolster the economy, trade limits or even available items for trade within villages.

    submitted by /u/tane_rs
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