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    Minecraft Custom Combat in Minecraft: Best of Both Worlds

    Minecraft Custom Combat in Minecraft: Best of Both Worlds


    Custom Combat in Minecraft: Best of Both Worlds

    Posted: 05 Aug 2019 05:08 AM PDT

    Our friends over at r/minecraftabnormals made this video discussing combat and some topics related to the recent issues regarding combat in Minecraft, you can check it out here!

    You can also join their discord and discuss it here, or join our discord and discuss it here Or join both?

    submitted by /u/MysticKoko
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    ⛓ Chains ⛓

    Posted: 05 Aug 2019 09:22 AM PDT

    (This post has been edited to suit moderator/subreddit rules)

    Crafting

    A chain can be crafted with 4 iron nuggets.

    Uses

    1. Can be used to craft chainmail armor and chainmail horse armor, making it a stronger craftable alternative to leather horse armor.
    2. When right clicked on a hanging lantern, its hanging length increases by placing a chain above it. If the lantern or the top chain is broken, the rest breaks too.
    3. Can be used to connect minecarts together by shift right clicking them with a chain. If a chained minecart is broken, the rest remain however the chain drops. Can be separated by breaking all connected minecarts, or shift right clicked with shears. (Credits to /u/PolarMammoth3*)*
    4. Can be right clicked on blocks to lock them. Locked blocks can be made unlocked by being right clicked with shears. Otherwise, breaking them is impossible unless you use the intended tool (axe for chest, pickaxe for piston, etc). If a locked block is broken in this way, the chain nor the block itself will drop. Blocks that can be locked include:

    To note:

    • Chains can't be used to lock iron trapdoors, iron doors, trapped chests or other rail types.
    • On hard difficulty, locked doors are harder for mobs to break and once broken the chain will not drop as an item.
    • Locked chests can't receive items through hoppers.
    • Dispensers and droppers keep the items inside them after being locked.
    • Blocks can also be made locked by using dispensers to shoot a chain onto them.
    • Chests in minecarts can also be locked.
    • Locked dispensers and droppers can't shoot whatever's inside.
    • Locked pistons can't extend but can be locked when extended, making them unable to retract.
    • Minecarts go 50% slower on locked rails, but regain their previous speed after passing them.
    • Locked blocks are 50% more resistant to explosives.

    Bonus Suggestion: Golden Chain

    A golden chain can be crafted with 4 gold nuggets in a circle.

    They can only be used to lock blocks just like the regular chains, however, the block they're applied to can only be opened/accessed by whoever placed that block in the first place. This would work best with chests, doors, trapdoors, gates and barrels.

    Conclusion

    I think chains are a good add to Minecraft since they satisfy decoration and redstone the most. They add a new level of security in singleplayer and more so in multiplayer, as well as allowing players to create new redstone contraptions and mess around more with the mechanics and dynamics of blocks. Regarding crafting, I don't think making chainmail armor craftable would lessen its value in any way, especially since it's rarely used anyway. And chainmail horse armor would be a great add for those wanting to complete the whole medieval aesthetic, while being stronger than leather.

    Anyways, I'd appreciate feedback in the comments and thank you for reading!

    submitted by /u/mattmf
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    Can I PLEASE compost rotten flesh?

    Posted: 04 Aug 2019 06:38 PM PDT

    I honestly don't know why I'm allowed to compost perfectly good bread, but not rotten flesh. Is it because it's technically human flesh and that's disrespecting the dead??? No. I can eat rotten flesh, that's certainly a lot more disrespectful. I really just don't want to carry the stuff around and it would be nice if I could use it to grow my crops.

    submitted by /u/AmISteve
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    The Eclipse.

    Posted: 05 Aug 2019 01:24 PM PDT

    If you don't know, the lunar phases that happen on the game aren't just a minor detail. Depending on the phase, the number of slimes spawning in swamps may change (Being more numerous during the full moon, and not spawning at all during the new moon), and the chance of which skeletons and zombies pick up items and spawn with weapons and armor, etc (More on here!). So, based on that information, i've gathered an idea that i think would fit on Minecraft.

    Eclipse

    The Eclipse would be an event that occurs at daytime, with the Moon slowly covering and uncovering the Sun. During this, mobs will spawn like it's night, the crops growth rate will slow down and passive mobs will agitated.

    The chance of mobs spawning with armor and weapons will raise, too, making it a difficult task to surpass.

    But, to avoid new players losing their progress by being unprepared, the Eclipse is made to be a rare event.

    Also, the rate at which an Eclipse occurs differs depending on the difficulty of the map, going from not happening at all, on Peaceful, to being a rather normal occurance, on Hardcore.

    Conclusion

    Honestly, i think the Eclipse would be a great addition to Minecraft. The sky nowadays looks, let's be honest, a bit bland, and an Eclipse would be nice to change things up. Talking about the FPS List, i don't think it qualifies as an ''natural disaster'', firstly because it's a natural occurance, and on second place it doesn't destroy the player's progress directly, being possible only by Creepers exploding. It can be preventable. As always, open for suggestions.

    tl;dr The Eclipse should be added to Minecraft.

    submitted by /u/Evidaent
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    Throwing an Ender Pearl at another player will make you switch spots with them.

    Posted: 05 Aug 2019 11:26 AM PDT

    If you can throw an Ender Pearl at a player that's on a mountain, you would switch. Just thought it would be cool.

    submitted by /u/scooter_beanzz
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    Yaks as new passive (neutral?) mobs!

    Posted: 05 Aug 2019 10:52 AM PDT

    -Spawn only in the mountains

    -You can attract and breed them using wheat

    -Yaks can both be milked using bucket(just like cow) and be sheared using shears,however, yaks would drop only black/brown wool and,unlike sheep, they cannot by dyed

    -When attacked, yak would run away on short distance...and then turn back and rush towards its attacker with its head down,trying to hit them with its horns. When yak "headbutts" its enemy,the latter would take some damage and be knocked back on a distance of a few blocks. Considering that yaks naturally live in the mountains,this knock back effect can became fatal for the unlucky attacker...

    submitted by /u/Arventur1996
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    Flaming creeper explosion

    Posted: 05 Aug 2019 09:29 AM PDT

    If a creeper is on fire from a Fire Aspect sword or Flame bow and it explodes it should set blocks around it on fire

    submitted by /u/ApolloAura
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    Jungle Spiders

    Posted: 05 Aug 2019 04:49 AM PDT

    Slightly bigger spiders with a green/lime tone on the skin. They have cobwebs between jungle trees, catching birds and stuff. They are poisonous, just like cave spiders. And they are aggressive at all times. It would add some variety to the jungle. Let me know what you think

    submitted by /u/lasoris7
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    Idol of Dominion - A Zombie Pigman Army

    Posted: 05 Aug 2019 01:27 PM PDT

    The Idol of Dominion would be an item crafted by placing 3 gold ingots on the bottom, a Nether Star in the middle, and 5 iron ingots all around it. The purpose of the Idol would be to exert dominance over creatures willing to serve those who can make a proper display of power; in this case, the zombie pigman.

    Using an Idol of Dominion on a zombie pigman will cause it to enter "Duel Mode", making that instance and only that instance of the mob hostile to the player. Upon being defeated, the mob will be restored to full health and transformed into a friendly zombie pigman footsoldier; nearly identical to the zombie pigman, only with its arms lowered so that it resembles the player's movements. The player can "control" up to four zombie pigman footsoldiers at a time. Using the Idol of Dominion on a zombie pigman while four footsoldiers are already in the player's control will have no effect.

    From here, the zombie pigman footsoldier has several functions as a mob:

    • Pressing use with no specific item on a zombie pigman footsoldier will cause it to alternate between its two primary modes:

    ○ In Patrol mode, a zombie pigman footsoldier will follow player and mimic their movements; they will sneak if the player is sneaking, and will sprint if the player is sprinting. They will also attack any mobs that attack the player or that the player attacks, or any other mobs that the player uses the Idol of Dominion on (with the exception of zombie pigmen and other zombie pigman footsoldiers). Additionally, using the Idol of Dominion on nothing will cause all nearby zombie pigman footsoldiers to stop attacking mobs and default to Patrol mode (if currently in Guard mode). As with tamed wolves, zombie pigman footsoldiers will teleport to the player's location if they become too far away while in Patrol mode.

    ○ In Guard mode, they will be locked to the block they are standing on (the player can push them onto a specific block of their choice while they are in Guard mode) and stay in one place to guard a designated area, attacking any hostile mobs that come within 10 blocks of them and pursuing them for up to 30 blocks before returning to their original spot. Zombie pigman footsoldiers will not teleport to the player's location while in Guard mode.

    • Using armor or weapons on a zombie pigman footsoldier will cause it to exchange its current armor (if wearing any) or weapon (starts with a gold sword by default) with the one the player is holding. They can use all swords, axes, pickaxes, shovels, hoes, shields, and bows / crossbows. However, they require the player to provide them with ammunition for ranged weapons, and will be forced to melee attack enemies if they run out. Upon dying, the zombie pigman footsoldier will drop any armor or weapons the player has equipped them with.

    • Using food on a zombie pigman footsoldier will cause them to immediately consume it and restore health (they are immune to food poisoning and other food-related debuffs). Using a potion on a zombie pigman footsoldier will cause them to immediately consume it as well, regardless of whether the effects are beneficial or detrimental (they aren't particularly bright).

    • Using certain resources on a zombie pigman footsoldier (wood, iron, wool, etc.) will cause a zombie pigman footsoldier to enter "Resource Mode", during which they will venture off in a random direction to collect that resource for the player, despawning after they are 50 blocks away from the player (if the player follows them, they will continue in that direction indefinitely) and respawning at the same location they first entered Resource Mode after 24 in-game hours have passed from the moment they despawned. Once within range of the player, they will give them the resources they collected in the same manner as villagers would after successfully defending against a Pillager Raid. During this time, the footsoldier still counts as being under the player's control, meaning the player will be reduced to a maximum of three zombie pigmen footsoldiers as a result (multiple zombie pigmen footsoldiers can enter Resource Mode simultaneously, however). Additionally, there are two variables which the player can directly affect: the "Success Rate", and the "Amount":

    ○ The Success Rate determines if the footsoldier is successful in their task. The success rate of a resource like wood is high - nearly 100% - while the rate of a rare mineral like emeralds or diamonds is much lower. If a footsoldier does not succeed in their task, they will be "killed" instead of respawning, and the player will be alerted to their death at the moment they are expected to return. A footsoldier's success rate increases the greater the armor / weapon they are equipped with; that is to say, a footsoldier with full diamond armor and a diamond weapon will seldom fail in their task.

    ○ The Amount determines how much of a resource the footsoldier acquires if successful. This variable can be increased by equipping the footsoldier with a tool suited for their task. For instance, in the case of wood, the footsoldier will bring back a greater amount if equipped with an axe; and in the case of emeralds or diamonds, they will bring back a greater amount if equipped with a pickaxe.

    • In the rare circumstance of a creeper detonating near both a player and a zombie pigman footsoldier, the footsoldier will attempt a unique attack on the player that knocks them a significant distance in the opposite direction of the creeper, usually to the effect of taking the blow themselves.

    -MORE TBA-

    submitted by /u/Skirdus
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    Wandering Traders should sell maps

    Posted: 04 Aug 2019 09:31 PM PDT

    Wandering traders are pretty useless, and are really only useful as a last resort if they have something from a biome that you can't find. My idea is that they would sell maps that would lead to a structure (one that is not sold by a cartographer) or biome. It would make sense because they are wandering traders that must have gone out and seen a lot of different structures and biomes to get those items. It would better help the player with exploring since it's easy to get lost.

    submitted by /u/IAmClyde42
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    New event to give nights more stakes: The Blood Moon

    Posted: 05 Aug 2019 11:12 AM PDT

    Right now, as long as you stay inside your little house at night, there's no danger whatsoever in the hordes of monsters right outside your door. They just wander around aimlessly, ignoring the human right next to them. This is why I propose a new event, where mobs will actively try to enter your house.

    The Blood Moon would have a 1/4 chance of occurring any full moon. When it does, the moon would turn red, and the new event would start, and last until the end of the night.

    During the Blood Moon, a few different things would happen to every mob, and some things would happen to specific mobs.

    • Firstly, every mob would aggro on you from infinite distance. They can still only spawn within the normal distance from the player, so it wouldn't break the game or anything.

    • Next, mobs would be able to detect you through walls/roofs/floors up to 5 blocks thick.

    • Lastly for the global effects, spawn rates would increase.

    Now for the individual mobs.

    • Creepers: If their path to the player was completely obstructed by blocks, they would walk to the nearest point and explode, attempting to break through the wall/floor/roof.

    • Zombies: They would break down doors to try to get to the player. They would also have higher chances of spawning with tools/weapons/armour, and if they spawned with a pickaxe, they could break down iron doors.

    • Skeletons: They would have higher chances of spawning with armor and enchanted bows, and they move around constantly while drawing their bows.

    • Spiders: They would climb walls to attempt to get in through any open windows/holes in your house.

    • Witches: They would buff other mobs to help them kill you.

    • Endermen: They would become aggressive if you even looked at their bodies.

    • Phantoms: They would fly in more controlled paths, attempting to get through any window or anything open.

    Well there we go. What do you guys think?

    submitted by /u/1strategist1
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    New Bed Types

    Posted: 05 Aug 2019 06:51 AM PDT

    My suggestion is to be able to create new bed types rather than just the standard coloured versions currently available.

    1. the camp bed - simple bed made in a hurry from four sticks and a leather for those nights spent sleeping wild in the trees
    2. bunk beds - stack two beds on top of each other for multi-villager sleeping arrangements crafted with four sticks and two beds
    3. the hammock - crafted from two string and two leather for that desert island tropical aesthetic; needs to be attached to two tripwire hooks

    That's all I can think of for now.

    submitted by /u/gingepie
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    Pillagers and vindicators should have baby forms

    Posted: 05 Aug 2019 08:31 AM PDT

    I think it's pretty safe to say illagers are just evil villagers, so why do they not have baby versions? Baby villagers are a thing, so it makes sense. They could be faster and harder to hit, but do less damage. It would make a nice challenge, similar to baby zombies.

    submitted by /u/Kalvin4444
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    Livelier Mobs

    Posted: 04 Aug 2019 05:26 PM PDT

    Aggresive mobs are kinda lifeless, they just spawn and stand there an entire night in the plains infront of your house. They barley move at all in that time, and just burn to death in the day.

    So one thing I'd suggest are Idle animations. For example a skeleton could check on his bow and pull on the string a bit, and Enderman could just shake their block a bit if they have one. They could also interact with each ither kinda like talking, and move around more, like they are on patrol.

    submitted by /u/PokemonGerman
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    Suggestion for the mining / underground update -- related to bedrock.

    Posted: 05 Aug 2019 11:38 AM PDT

    Its been mentioned before that the underground experience and the mining experience could be improved by making it more dangerous as you get deeper, similar to terraria.

    My main suggestion is that the underground distance be doubled or more, extending far below the current level that bedrock is at.

    In addition, I believe it would make things interesting if a new block(s) was added to the game that could only be broken with a diamond tool, and to use these blocks to break up the upper and lower sections of the underground.

    Lastly, to make things more logical, I think that at the bottom of the undergound there should be a significant layer of magma before bedrock, to make it clear that you cant dig any further.

    Apologies if this has been suggested, I did do a quick search but with Reddit's search engine being as bad as it is I can't be sure.

    submitted by /u/tough_custard
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    Warm Milk.

    Posted: 05 Aug 2019 08:01 AM PDT

    While I understand that some form of bed that allows you to skip the night without setting your spawn is on the FPS, I do think a way to accomplish the same goal would be beneficial.

    Warm Milk would be obtained by putting a milk bucket on a campfire, similar to raw meat. I feel this makes more sense compared to sticking it in an oven or smoker, rather you are simply warming it over an open flame. Warm Milk would have a bit more of an off-white look with a few bubbles, and when drank would give a new status effect: Sleepy. If a player has this effect, is will do the same thing as if they were in a bed with the screen fading and then waking up during the day. If monsters are nearby, you will be told "No time to nod off, need to stay alert." This would work during multiplayer as well, if one player is in a bed and another uses warm milk.

    Drinking Warm Milk would, as stated above, not alter your spawn and instead would just be used to skip the night and get phantoms off your back.

    submitted by /u/PJDemigod85
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    Ghost Boat.

    Posted: 05 Aug 2019 04:09 AM PDT

    Sometimes when you ride with your boat around the ocean, you will see an another boat, but with no rider, it will move around like someone was in here but in fact there is no one in this boat, it's just a boat that ride itself.

    Well, that's it.

    Now you see, you don't need to had a monster in your game, just had some stuff like that and it would be nice.

    Just a boat, that ride itself and you sometimes see it, even with a boat, then it disapear, and you don't see it.

    BONUS (if you think this is not that scary)

    When you saw the ghost boat for the first time, you will have like a "bad omen" effect, when you saw the boat, it will spawn without moving in the nearest water source from the house (bed spot) of the player.

    For an example: Imagine you just saw a ghost boat, you're like "ok that was weird" and then go back to your home that was near the ocean, you park your boat, but see that there is an another boat parked in front of your house, that is the ghost boat.

    submitted by /u/Tekstar_XD
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    Old minecraft tutorial worlds

    Posted: 05 Aug 2019 12:52 AM PDT

    They should add the old minecraft tutorial worlds in the minecraft marketplace maybe for free but that's mojangs choice. But I think it will give players nostalgia and give minecraft a proper introduction for noobs. They should also make a new one for all the new features .

    submitted by /u/XDragonSlayer61
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    Phantoms steal items from your hand when charging

    Posted: 05 Aug 2019 04:13 PM PDT

    Phantoms are a really cool new mob but I feel like theyre not very unique and quite boring. To twist things up a bit, a phantom should have a chance of taking an item off your hand when it hits you, and keep it in their mouth. Just like a fox would. If you kill them it drops the item back of course.

    submitted by /u/xthrowawayx1313
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    Brightness Setting Locking

    Posted: 05 Aug 2019 06:07 AM PDT

    I've always been disappointed by the brightness setting in Minecraft. It provides quite a range of brightness, but because the highest brightness is pretty much always the most convenient for survival, I've always just set it to that. Sometimes I've tried moody, but I always give in to the temptation to change it back to bright. All the same, setting it to moody provides an interesting, more challenging experience.

    To fix this problem, I think Mojang should implement a brightness locking system similar to the one for difficulty. It would not be automatically locked, but if a player wanted to play at a specific brightness without temptation to change it, they could do it.

    submitted by /u/bibby_tarantula
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    Birds, In Abundance!

    Posted: 05 Aug 2019 03:34 PM PDT

    When waking through the forests and plains of Minecraft (which are the most common biomes by far), one thing that always seems to be missing is the true feeling of an alive world. Living and breathing. I think one thing that would really help alleviate that would be to add birds to the over world. That way you can see birds of prey swooping down to hunt rabbits, or flocks of birds migrating to lands unknown. Having these details would go a long way in making the world more immersive.

    To that extent, I also believe that any mobs added should provide more than just flavor (looking at you, pandas). If you look at the Update Aquatic, you can see some really good ways to change what used to be an otherwise bland section of the game into something that now has genuine utility and function within the game systems. Fish can be used not just as food, but as a taming device, and even to hunt treasure and make potions! Birds should be similarly designed from this framework, making them more unique aspects of the game world. There is a multitude of uses for several birds that would justify their presence in the game, in the world as mobs, as pets, or as crafting components. It is important to note that I keep the majority of numbers for health, damage, and drop rates out of the post intentionally. I am not a game designer, I do not know how to balance something like this to the game, though I'm sure it could be done. So anyways, here's a few ideas I had for such an update:

    New Mobs:

    1. The Eagle - The eagle would be the bird of prey that everyone would want as their pet. Imagine a Phantom, on your side, with less altitude to their flight patterns. Swooping down to attack any hostile mobs that are agreed to you, but you are not attacking directly, dealing half a heart of damage, but equally providing knock back of one block to said creature, pulling it away from you. This is meant to help keep you from getting overwhelmed when surrounded. Eagles would spawn only in extreme hills taiga biomes (snowy or not), and would have a half block nest. In order to tame one you would have to meet a minimum fish/rabbit requirement (lets say 20) to gain the birds trust, before it would activate the random chance taming that you see in wolves. From there it would be able to sit, follow, or be on your shoulder. However once home, you would have to craft a nest for it, using twigs and leaves, otherwise it would be more likely to despawn. Aside from this, eagles will pick you up when you jump, and pull you up one extra block, for a total height of 3 block jumps.

    2. Pigeons - Pigeons would be a tamable bird that provide a simple but interesting mechanic: delivering messages. After taming one with seeds (the same way yoy would a parrot), you would have to build a bird cage, which would need to be connected to a lectern the same a hopper connects to a chest. This now becomes a 'destination' for this pigeon. You would need to build a receiving cage for this pigeon. Each pigeon can only have one route connected to them. From here, you can open the pigeon's inventory (four spaces) to place items in there. There is no technical limit to what items could be carried. There is also a unique submenu for these birds, that is a notepad. Any player can read it and edit it, and it is never able to be finalized like a book and quill, so it is always able to be edited. The bird can be sent between the sending cage and receiving cage. While each pigeon can only go between two cages, each cage can have an infinite number of birds connected to it. However if one bird is inside the cage while anyone sends to try another, the bird will not fly away at all. Pigeons will spawn in forest and plains regions.

    3. Sparrows - Sparrows would be the main source of color with birds. Coming in three different variants, yellow, red, and blue. When tamed they do not do anything except look pretty and sit nicely. They do, however, drop sparrow eggs (looks like the chicken egg, but spotted and smaller), which can be crafted into a regular egg using four (Minecraft logic). Sparrow eggs can be used to make a Potion of Bounding. Sparrows spawn in forests and plains biomes.

    4. Vultures - The desert bird! This is a hostile mob that spawns in the most desolate parts of the desert/badlands. If there is no village, desert well, or desert temple in a 300 block radius, the vulture will spawn. Their main attack would be the swoop, similar to the Eagle, however they would do 1 full heart of damage instead of 0.5. This mob cannot be tamed, and drops feathers, bones, and rotten flesh upon death.

    5. Ravens - Ravens are considered bad omens, and will spawn in forest and plains biomes over the general area that dungeons/abandoned mineshafts/ strongholds are found, so long as they are in the biome. Killing one will drop a raven's eye. A raven's eye will be used to craft a Potion of Bad Luck.

    6. Crows - Crows will also spawn in plains and forest regions. They exist mostly as a pest that needs to be maintained. They will ruin crops and steal them unless a scarecrow is built. Kill them drops feathers, but also a unique Crow Feather.

    7. Phoenix - The Phoenix is a pet that must be raised from the ashes of it's past life, of which you must defeat. A phoenix is mechanically the same as the eagle with two exceptions: firstly, any enemy it attacks get's set on fire with the same damage as fire aspect 1. Secondly, since the animal is immune to fire, if you fall into and take damage from lava, the phoenix will pick you up and carry you out of it.

    8. Thunderbird: The tamed variant of the Thunderbird, this can be ridden and flown through the sky. It is slower than Elytra, can hover and fly infinitely, and has it's own health bar. When the player throws a trident with channeling on it from the back of the Thunderbird, it will summon lightning regardless of if it is raining or not. The bird itself does not attack enemy mobs to defend the player, but will summon a lightning strike upon any mon or player who attacks the bird. It has three inventory spaces, the first being for the player saddle, the second for armor. The third can be for another saddle (to seat another player) or for a chest.

    New Bosses:

    1. The Phoenix - A mini boss that can be found at the lowest, most exposed lava lakes in the Nether, the Phoenix is a fearsome flying enemy that flies around you, picking you up to drop you up to 7-9 blocks, and upon contact will do fire damage to you. Killing it drops Phoenix Feather's and Phoenix Dust. There is only one Phoenix that naturally spawns in the Nether.

    2. The Thunderbird - The Thunderbird is a summonable boss that spawns only within the jungle during a thunderstorm. The summoning is used by placing a lightning rod at the tree tops, and hitting it with a trident with the channeling enchantment. This will summon the Thunderbird, who will fly around summoning lightning strikes in and around you. Ranged weapons are necessary to help take out this beast, but only while it is flying and has not activated it's lightning attack. Then it will land and shoot lightning from it's mouth. Killing it will drop Thunderbird Feathers, the Thunder Beak, and Lightning Bones.

    New Mechanics:

    1. The Totem of Undying now turns into a broken variant upon use. It can be repaired at an anvil using a Phoenix Feather, however each successive repair costs extra XP as well as extra Phoenix Feathers.

    2. This Phoenix is raised by placing a dull campfire on top of a Netherrack block, then using a lightning charge to ignite the two blocks simultaneously, and placing 4 Phoenix Dust to cook on it. After 1 week of in game time, the phoenix will be born. The spawning structure would become the phoenix's new nest.

    3. The Thunderbird is tamed by summoning and defeating enough other Thunderbirds to craft the Thunderbird Disguise. From here you must spawn another Thunderbird, and feed it 4 stacks (256) tropical fish. This will earn its trust, but you cannot yet ride it. First you must break it in just like a horse. Once it is fully tamed, you can place a saddle on it.

    4. Birds of the same type will spawn in flocks, and will travel together in the direction of a temperate biome. If they already exist in a temperate biome they will travel to the nearest village. They will occasionally take breaks on their journey to rest.

    5. Eagles will hunt rabbits if there are any around their nest.

    6. Vultures will pick up raw meat or rotten flesh that has not been dropped.

    New Items:

    1. The Birdcage - The birdcage is a resting place for birds built from two sticks and 6 stone slabs. One bird can be assigned to this cage at a time. If you place a birdcage directly next to a lectern, it will mark it as a carrier pigeon node. Otherwise, birds (except the eagle) will use this as their home.

    2. Lightning Rod - This boss summoning block would be built with a 9 block foundation, and a 4 block nerd pole sprouting from the middle block. All blocks would have to be solid gold. This multiblock structure would then need to be struck by a trident with channeling. If lightning strikes the rod, the Thunderbird is summoned.

    3. Scarecrow - A multiblock structure using fence posts in a T formation, with a carved pumpkin up top would form a scarecrow, which would keep crows away from a specific radius.

    4. Phoenix Feather - A phoenix feather would be a rare boss drop used to repair totem of undying when they are broken after use.

    5. Phoenix Dust - The item used to raise a tamed phoenix.

    6. Sparrow Eggs - Sparrow eggs are eggs that can be used to craft Potions of Bounding. Four of them can be used to craft one egg, because Minecraft logic.

    7. Raven Eye - The raven eye is an object that can be used to craft the potion of bad luck.

    8. The Crow's Feather - The Crow's Feather is a rare drop from crows that can be used to craft Down.

    9. Down - Down is crafted using 8 Crow's Feathers surrounding a Sparrow's Egg. It can be used to brew a Potion of Levitation.

    10. Thunderbird Feathers - Thunderbird feathers are used to craft the lightning charge.

    11. The Thunderbird Beak - A drop from the thunderbird that is used in the crafting of the thunderbird disguise.

    12. Electric Bones - Drop items from the thunderbird used for the thunderbird disguise.

    13. Gold Birdcage - A multiblock structure used to house a tamed thunderbird. It is made by placing gold blocks in a 4x4 square, and another 3 blocks directly above it. The inner 2x2 blocks must have empty space between the top and bottom but the outer ring can be filled in any way that the player chooses. Fences, blocks, glass, there is no limit. Once conditions are met, this can be a cage for a Thunderbird.

    14. Lightning Charge - A lightning charge functions similarly to a fire charge, however, instead of setting something on fire, it summons a lightning bolt to strike the block or mob you use the charge on.

    New Potions -

    1. Potion of Bounding - Brewed using sparrow's eggs, a potion of bounding increases the height by which you can jump by two blocks, while also negating fall damage from drops of 7 blocks.

    2. Potion of Bad Luck - Brewed using a Ravens Eye, this potion will increase the amount of hostile mobs spawning around you if they are able, while decreasing the amount of friendly mobs spawning around you.

    3. Potion of Levitation - This is a complex potion that is brewed using 3 Down blocks. The brewing progress will be saved within the brewing stand if you have less than the total amount of down blocks needed. This potion allows you to jump the same height as the potion of bounding, however if you hold the jump button while mid air, you will levitate at that point in the air. You can then look around, walk around, for as long as you're holding the jump button and have the potion effect active.

    New Weapons:

    1. Lightning Bolt Arrows - Crafted using a lightning charge and arrows. 1 charge can effectively craft 8 lightning bolt arrows. This does not summon a lightning bolt to strike the target, but instead adds a new debuff similar to fire damage, that does electric damage and slows down the target.

    New Armor:

    1. Thunderbird Disguise - A thunderbird disguise is an outfit crafted using various materials dropped by the Thunderbird, used to tame the thunderbird. This makes the player look like he's wearing the outfit of an Aztec warrior

      • The Mask: The mask is crafted with the thunderbird beak, 2 leather, and 2 thunderbird feathers. Has the same armor rating as a leather helmet
      • The Chest Armor: Crafted with 6 electric bones and 2 thunderbird feathers. Has the same armor rating as an iron chestplate
      • The Leggings: Crafted with 4 leather and 3 electric bones. Has the same armor rating as chainmail leggings.
      • Boots: Crafted with 4 electric bones. Has the same rating as iron boots.
    2. Bird Armor: Bird armor can be place on the eagle, phoenix, or thunderbird, and can be found in chests in dungeons, mineshafts, jungle temples, desert temples, buried treasures, and strongholds. A leather armor can be crafted using 4 leather and 2 iron.

    submitted by /u/Ranger6I9
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    Make Tridents stick to shields instead of just blocking them

    Posted: 05 Aug 2019 03:29 PM PDT

    I thought that since arrows do this, why cant tridents do it aswell?

    submitted by /u/Talon_ClintThrust
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    New crafting station: The Gravel Sieve

    Posted: 05 Aug 2019 03:28 PM PDT

    The Gravel Sieve would be a crafting station for working with loose aggregate blocks. It would work similarly to the Stone cutter, letting you turn one block directly into another.

    The primary purpose of this station is to process gravel. Instead of having to place down blocks and scoop them up again until you get what you want the gravel sieve would directly convert gravel into other materials.

    Because the products of this station would not be a fixed product it wold not be a traditional crafting station interface, but rather a right-click-use interface, where you right-click on the station with the block you want to process, an the station "uses" the block and drops a product at your feet. It would also process blocks handed to it by a hopper, dropping them out the front of the crafting station (presumably directly into another hopper).

    To preserve the balance and mechanics of other aspects of the game processing gravel in this way would not yield 100% flint, that output ratio is left for the village stone mason. Instead the ratio of production is 40% flint, 58% sand, 1.75% clay, .20% iron nuggets and .05% gold nuggets (examples, will obviously need to be balanced).

    The Sieve would have a few other operations it could perform as well. Since many IRL industrial sieves have a crusher built in, I would say the MC Sieve should be able to turn cobblestone into gravel and sandstone into sand (100% conversion rates). (this could also be another crafting station instead "The Rock Crusher" but it seems silly to have a million stand alone crafting stations to do single actions)

    It would also take course dirt and turn it into 50% dirt and 50% gravel, and concrete mix and turn it into 50% sand and 50% gravel (dye is lost). This effectively undoes those crafting recipes.

    Yes, the cobble>gravel>sand/flint/clay/iron/gold chain does make those final products infinite (albeit at very low rates for the clay, iron and gold). That is one of the intended features of the suggestion.

    What do you think?

    submitted by /u/lucusloc
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    Mineshafts

    Posted: 05 Aug 2019 03:07 AM PDT

    As much as I'd love a cave update, I'll just keep pointing out all the small reasons why we need one, one by one. First off: Abandoned mineshafts. They should be biome-oriented. The game can already do this (source: Mesa mineshafts being dark oak) the colour wood should vary based on biome. In a forest it would be a mix of oak and some birch.

    I'd also love to see biome specific caves in general, but that's fps

    submitted by /u/WeeklyWinter
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    Snowballs should melt in mid air when thrown in the nether

    Posted: 05 Aug 2019 06:13 AM PDT

    Water instantly evaporates when placed in the nether so this make sense

    submitted by /u/BeanyEcho
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