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    Minecraft Flower Forest Overhaul! (Wisteria Trees, Butterflies and Ents!) Textures and Models included!

    Minecraft Flower Forest Overhaul! (Wisteria Trees, Butterflies and Ents!) Textures and Models included!


    Flower Forest Overhaul! (Wisteria Trees, Butterflies and Ents!) Textures and Models included!

    Posted: 20 Aug 2019 12:17 PM PDT

    INTRODUCTION:

    Hello folks! I've made an Overworld Biome overhaul before, for the swamp. LETS DO ANOTHER ONE!

    This time it'll effect the ENTIRE grassland region, it'll just impact the Flower Forests the most!

    There are a few things I'm proposing to add that will enhance the Flower Forest and general Grasslands. So lets get into it in classic Wikipedia Fashion, just click the links to explore the features I have to propose!

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

    NEW STUFF:

    GENERATION:

    -The NEW Flower Forest <(LINK)

    -Wisteria Trees <(LINK)

    BLOCKS:

    -Wisteria Wood Set <(LINK)

    -Wisteria Vines + Leaves <(LINK)

    -Delphiniums <(LINK)

    MOBS:

    -Butterflies and Moths <(LINK)

    -Wisterents <(LINK)

    ITEMS/GEAR:

    -Wisterent Crowns <(LINK)

    -Wisterent Sap <(LINK)

    CONCLUSION:

    With the introduction of Wisteria Trees and butterflies a lot more color and life will be brought to Minecraft's grasslands. With the introduction of Wisterents, the player will gain more incentive to have a thriving farm of animals and plants. With these additions Flowers and beauty in Minecraft will become more important, yet POWERFUL!

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

    Sorry its been a while folks, I've been preparing for my first year in college and helping out with some Mods and what not. Thank you folks for all of the support! If you all would like to support these ideas on the Offical Feedback Site, you can click this link: Flower Forest Overhaul! The Feedback site has yet to approve the idea, so you may not be able to vote on it yet...So it would be appreciated if you come back to it when it does! Thank you all! Don't forget you can keep track of what I do on links on my Profile! Come visit me! :D

    submitted by /u/Endergy
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    giving the wandering trader a better use

    Posted: 20 Aug 2019 03:48 AM PDT

    Wandering traders, currently, are a bit underwhelming. Their trades are very rarely useful and most players just kill them for their free leads.

    Reputation & Tiers

    When you actually trade with a wandering trader, you would gain a bit of positive reputation with that wandering trader. If you make enough trades with one trader, there would be a chance he/she would return to where you met.

    They would be special particles when you have gained the trader's liking. These particles also signal that he/she would return a few days later

    Note: when you meet a wandering trader the first time, they would only have 2-3 trades

    Returning

    When a wandering trader returns to you, they would have their old trades restocked (and discounted), they would also have some new trades with them.

    When the same wandering trader returns for 3 times, you would have unlocked all their trades. Their last trades would always be something you can't gain anywhere else (or at least very rare)

    these special trades would change every time, but their normal trades won't

    Special trades Price Chance
    Special Ender dragon painting 3-6 emeralds 20%
    3 golden apples 8 emeralds 40%
    Farmer hat (just the straw hat that you see on a farmer) 3-5 emeralds 10%
    wither skeleton skull 50-64 emeralds 5%
    pet cloth 5-10 emeralds 15%
    Music disk 4-8 emeralds 10%

    Pet cloths are basically decor you can put on cats and dogs, with the loom you can put patterns on the amour and place it on your pet

    You can even enchant it so that your pets would have more protection

    submitted by /u/lolbit_511
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    A scary new biome for the oceans, The Abyss

    Posted: 19 Aug 2019 11:45 PM PDT

    I know the ocean is great as it is but there was one idea I had that could be quite interesting, adding in a super deep part of the ocean that goes almost all the way to bedrock.

    The player would find new deep sea coral types when past its midpoint in depth.

    Small clumps of wet sponges could also be found here and there when past its midpoint in depth.

    The abyss would be filled with various new ocean life, ones that inhabit such extreme depths like lanternfish, anglerfish, and viperfish.

    Lanternfish would be one of the most unique additions, as it would produce a small amount of light from bioluminescence like most other fish that would belong in such deep depths.

    Anglerfish would be the first neutral food mob, only attackin the player if they get within a few blocks while it is emitting light from its esca (the lure on its forehead).

    Viperfish would be similar to anglerfish, being a neutral mob until it started producing light to lure prey.

    There would be a few small semi-underwater caverns that contained a small group (3-5) of a new hostile mob, Mermen (thanks for the idea VachSupreme, credit for the backbone of the mermen goes to him).

    Mermen would have 15 hearts and would act similar to drowned.

    All mermen would wield tridents, sometimes even being enchanted with impailing 1-3, and would be the fastest swimming mob, rivaling that of dolphins making them quite the formidable mob. When killed, mermen will drop 1-3 of there scales, which can be used to make a new armor that allows the player to swim 50% faster when wearing a full set of "merscale armor" (or when paired with the turtle shell helmet), but only provides an armor value of chainmail.

    These mermen would be guarding a chest near the back wall of the caverns, which would have various goodies like diamonds, emeralds, a random enchanted book or two, raw fish, and even a potion or two (one is guaranteed to be water breathing if there are multiple).

    I believe this would be a nice addition to the game because it would add:

    A new underwater biome to explore

    Various new fish, including some that would be neutral until attacked or approached

    A new deep sea coral variant

    An alternative place to get sponge

    A new armor for under water exploration

    A new underwater mob

    A new armor that makes underwater exploration a bit easier

    I would appreciate any feedback, constructive criticism, that could improve on this post.

    submitted by /u/UmbralChaos2000
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    The Parachute: an early game equivalent to the elytra

    Posted: 20 Aug 2019 08:11 AM PDT

    CRAFTING

    The Parachute is crafted like this:

    (p = phantom membrane, s = string, n = nothing, and l = leather tunic)

    P P P

    S N S

    N L N

    USAGE

    The Parachute is used by pressing the jump button while in mid-air. It slows down your falling speed and decreases fall damage to near-zero(depending on how close to the ground you use it). The Parachute is closed once you hit the ground. Mobs can equip and use parachutes using commands.

    Mobs and players can land on Parachutes and use them as platforms. Landing on a Parachute decreases fall damage by 60%. This could open up some really cool ideas for minigames, contraptions, PVP, and so much more!

    It has a few disadvantages, however:

    - The Parachute can only be opened once while in mid-air, however, you can press the jump button again to close it.

    - The Parachute has very little horizontal movement, and cannot go upwards.

    - Parachutes can be attacked at a close or far range to instantly close them(this includes swords, arrows, fireballs, ETC)

    - Every time you use the parachute, a bit of durability is used. When the parachute is broken, the leather tunic is left over.

    - You have to sacrifice your chest plate for only leather protection.

    VANITY

    Dyed Leather Tunics can be used in the crafting of a Parachute, and the color will carry over.

    You can dye Parachutes two different colors. One color is for the stripes, and one color is for the base. This allows for 256 color combinations. A Parachute has a white color with light gray stripes by default.

    ENCHANTING

    Enchanted Leather Tunics can be used in the crafting of a Parachute, and the enchantments will carry over. Keep in mind that the durability will also carry over.

    Parachutes can be enchanted with already existing and unique enchantments.

    - The Curse of Binding and Vanishing can be put on them(obviously).

    - Unbreaking, Mending, Thorns, and all Protection enchantments can be put on Parachutes.

    - Drifting I-II: Decreases the speed at which you fall when using the parachute.

    - Salvation I: Gives you an extra parachute use in case of emergencies. That was close!

    Overall, I think this would be a nice, fun addition to the game. What do you think? If you like it, you can vote for it over here! -> https://feedback.minecraft.net/hc/en-us/community/posts/360049477932-The-Parachute-an-early-game-equivalent-to-the-elytra

    submitted by /u/AlexSteckline
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    A "fixed" version of Disc 11 that plays 'Eleven' by C418

    Posted: 20 Aug 2019 12:26 PM PDT

    Title. Could be crafted with the original 11, Nether Quartz, and black dye.

    submitted by /u/umbreonman
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    Adding a Jack-o-Lantern on top of a Snow Golem will make it a Bright Snow Golem

    Posted: 20 Aug 2019 04:34 AM PDT

    Imagine a Snow Golem but its wearing a Jack-o-Lantern and it glows

    submitted by /u/The-Myth-Of-Legends
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    Minecraft needs more useful wearables!

    Posted: 20 Aug 2019 02:08 PM PDT

    Armor is useful yes, but when you have played a world for long you really dont need armor but only for some occasions. Minecraft needs more useful wearables example. Turtle Shell.

    God do i love the item, first it gives you 10 second water breathing, second it gives you the old minecraft water breathing style.

    Elytra is also an amazing example. It is one of the most useful items in the game but with a small downside, it taking an armor slot, but then again if you have an elytra you really dont need that much armor anymore other than if you really need to fight.

    Minecraft needs more useful wearables. One i always have in mind are Slime Boots:

    You dont take fall damage but instead bounce high, higher the fall higher the durability loss, and could only be enchanted with Unbreaking 3 and Mending so it doesnt become the better Diamond Boots.

    Edit: spelling error

    submitted by /u/jozehd
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    Different lily pads

    Posted: 20 Aug 2019 01:02 PM PDT

    Lily pads only appear in a swamp biome at the moment. I think lily pads should also be able to spawn in a jungle lake. The lily pads will have different sizes: 1. A 11 lily pad, just the standard 2. a 22 lily pad, a bigger lily pad. This one will have a little green ball in the middle (square ball) This is a lily flower in its first state

    1. a 3*3 one, this one is the biggest and has a big white/yellow/pink flower in the middle which can be harvested with shears. The flower can be used as decoration or in a potion of waterwalking. Its like frost boots without ice!
    submitted by /u/I_Like_Cats__
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    Reworked Shields - Timing-based blocking.

    Posted: 20 Aug 2019 12:06 PM PDT

    With the combat system currently being reworked, with shields gaining the ability to block while sneaking, I came up with an idea that would make shields a little more useful and a little more balanced in both PvE and PvP, but require some more skill.

    Essentially - when the player is not sneaking - shields could no longer be held up for extended periods of time. However, in place of this, shields would gain a quick block feature that negates 100% of damage and sticks to the new 'no warmup' of the developmental shields. As well as this, shields would no longer slow down the player's movement when blocking normally - they could continue moving as normal. When the player presses the use button while holding a shield, they will hold up the shield for 2 seconds. The use button can be let go and the shield will still be held up until it's 'block time' runs out. For 1.5 seconds of the shield being held up, all damage will be negated. For the last 0.5 seconds, however, the player will block no damage, their movement speed will be reduced (to normal blocking speed) and their shield will be disabled for 4 seconds and their weapon will need to 'recharge' if they get hit. The player will also visually lower their shield slightly (both from first and third person). If the player is not hit, the shield will lower and go on cooldown for 2 seconds. If the player is hit within the first 1.5 seconds, the attack will be blocked and the block will end, but the player will instantly charge a 'special attack' and the shield will not go on cooldown (acting as a parry). If the player is hit by a fully charged axe, the shield would have a base 10% chance go on cooldown for 4 seconds if blocked properly (First 1.5 seconds), or a base 30% chance to go on cooldown for 8 seconds if blocked improperly (Last 0.5 seconds). The shield would make different sounds depending on when it was hit. It would make a lower pitch 'block' noise if the player is hit within the first 1.5 seconds, and a higher pitch 'block' noise with the sound of an item breaking/running out of durability (to signal their guard was broken).

    When the player sneaks with a shield, it will block 100% of damage for 5 seconds, but the player will move much slower in this time (no different from the current system however. It would act like the player was holding block and sneaking at the same time). Guard cannot be broken in these first 5 seconds. For 5 seconds after that, the player will block 75% of damage and will not be slowed anymore (they will move at sneaking pace). Guard cannot be broken for these 5 seconds either. From 10 seconds and onward, the player will block 50% of damage and guard can be broken with critical attacks or axes (base 30% chance). If the player attacks or stops sneaking during the first five seconds, the shield will go on cooldown for 3 seconds and will need to be 'used' if the player is sneaking when it comes off of cooldown to bring it back up. If the player attacks or stops sneaking after the first 5 seconds, the shield will not go on cooldown. If the player's guard is broken from the 10 second mark and onward, the player will take 75% damage from the attack that broke their guard and their shield will go on cooldown for 4 seconds, and their weapon will need to 'recharge'.

    The idea behind this change is to make blocking more timing and skill based to fit with the timing system of 1.9+ attacks (where spam attacking deals reduced damage). Shields as they are currently feel extremely powerful, considering they block 100% of damage after a 0.25 second delay until lowered, with the only drawback being a slightly reduced movespeed. Shields can only be broken by axes, which are notoriously slow. As well as this, in PvE, only Vindicators use these (naturally, not counting Zombies and Zombie-subtypes that can spawn with axes). This new system would allow for well-timed blocks that don't slow the player down while also keeping the old system of holding block or 'standing fast' when sneaking. It would also punish players that attempt to spam or hold their shield for extended periods of time. It would reward players who block with good timing with a free special attack and another block/no cooldown on their shield. Players could also counter multiple enemies with the change to sneak-blocking, giving them 5 seconds of complete damage negation and 10 seconds over this of an unbreakable block, while removing their ability to attack (effectively, lest they lose their defence) in this time to balance it out.

    submitted by /u/ajdude9
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    New crossbow enchantment - Pyretic

    Posted: 20 Aug 2019 10:30 AM PDT

    If Pyretic is on a crossbow, it will shoot flaming arrows that, when they land in the ground, will act as temporary torches. It goes up to level III, with the "torches" lasting for 30, 60, and 120 seconds, respectively. About as rare as Infinity.

    submitted by /u/Abahot
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    A very rare variant to the ocean biome where there is an eternal storm.

    Posted: 20 Aug 2019 05:12 AM PDT

    Making Pigs More Useful

    Posted: 20 Aug 2019 03:21 PM PDT

    So pigs right now are just worse cows. They could be useful in their own way if they could get fatter as you feed them. Once they're fat enough they're no longer be able to eat food and you could kill them for lots of porkchop.

    submitted by /u/Creep440
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    A single improvement to make totems great!

    Posted: 20 Aug 2019 01:30 PM PDT

    Make Undying an effect rather than the current hold to get undying powers.

    What does this do? A LOT! - You have to use a totem to get the effect, so it's not instant and this would prevent totem spamming (filling up your inventory and juts constantly switching out) - Having to use the totem item, Zombies and other mobs wouldn't be able to use totems just from holding them if they picked them up! - As an effect it could stack, like hero of the villager, up to V and use up one level per death - The effect would last for 10 in game days once a totem is used, plenty of time to prepare for dangerous encounters! - potentially ways to make a shareable effect that you can give to your pets or villagers and other mobs for that matter - Allows for interesting use in map making, as well as unique use to create other sources of the effect

    submitted by /u/Planemaster3000
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    A new mob for Mesa biomes - Terracota Golem

    Posted: 20 Aug 2019 10:53 AM PDT

    Disclaimer: This is a suggestion that is flexible should be discussed further in the thread, this isn't a solid addition, please put down constructive criticism down below.

    Terracota golems would spawn uncommonly in Mesa-related biomes (mesa, badlands, eroded badlands etc.)

    They have a model similar to Iron Golem, but bit different (put down suggestions below) It is passive, will only attack if a player attacks. Their attacks can be similar to Iron Golems. Their main feature is their strength is doubled in hot climate biomes such as Desert, Mesa(s), Savannah. They will go faster too.

    Suggestions on how to summon it are appreciated!

    If a terracota golem is summoned by a player, it will attack mobs and pillagers. They can be summoned with different kinds of terracota, respectful to their color too (e.g green terracota will summon green golems)

    The main reason behind this mob is mainly lack of golems in the game and lack of naturally spawning mobs in Mesa biomes. They aren't much interesting other than the cool color gradients and harvesting.

    Please critizise this idea, do you like it? Do you have a suggestion on something, please write down below ^^

    submitted by /u/xthrowawayx1313
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    Totem for pets

    Posted: 20 Aug 2019 09:07 AM PDT

    Since foxes can have a totem, no is fair that our best friends too?

    With this new feature, having a totem in hand and right clicking on our little pet, the totem would be put in its leash, like an accessory resembling a pendant, that in addition to giving a lot of style.

    In case of the dogs, alsowould demonstrate power and he'd let us know which of him can go to fight without fear of that they die (at least more than once).

    submitted by /u/robertsound
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    We should be able to eat more things - specifically grass, leaves, bushes, flowers and other plantae.

    Posted: 20 Aug 2019 02:26 PM PDT

    They would have little nutritional value but you could eat them right off the ground or trees (with a specific tool maybe)

    submitted by /u/jayjay-bay
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    Nether fortresses need to be reworked

    Posted: 20 Aug 2019 12:53 AM PDT

    I'm sure I'm not the only person who thinks this, with nether fortresses needing to be found in order to even progress the game, it's about time we get this place reworked as there are a few things that need to be changed.

    The first thing is how it spawns. I cannot count how many times it has spawned is some awkward way, either making an area inaccessible without breaking blocks, covering a blaze spawner because the place went up a floor, or deleting half of a supporting pillar because some netherrack got in its way.

    The second thing is that it looks very bland, only having one block type with the same pattern and color to it

    The third thing is the walls the walkways have to prevent the player from falling to there death, with it just being lined with the basic nether brick block and no other kind

    Some things that could be changed to improve it are:

    Either make it so it is only one floor or give it specific ways it can spawn to prevent it from spawning in awkward ways that restrict the player

    Using the other types of nether blocks, like red nether brick for another color so it doesn't look super bland and boring

    Stacking a nether brick fence on a nether brick wall on a nether brick block, giving a very menacing looking spike design using already existing blocks, which can line the walkways, tops of buildings, and blaze spawner areas (this is the only block that actually has a fence and wall variant, allowing it to pull this off)

    Make it so nether brick blocks don't get deleted by netherrack getting in the way of it generating, as this makes it look very ugly when half the supporting pillar is removed because of its sibling, netherrack, decided to get in its way

    submitted by /u/UmbralChaos2000
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    A revamp of armor

    Posted: 20 Aug 2019 07:11 AM PDT

    In Minecraft, I have a strong vibe that armor is not balanced. By late game, you can't find anyone who doesn't wear diamond armor everywhere. Sure, golden armor is easier to enchant directly, but it's low on armor points and extremely fragile, making it still way too weak to compare to diamond armor. So, I'd like to have a few changes to be made.

    Firstly, armor should affect one's speed. - Leather: the only type that positively affects speed, total +7% - Chainmail: total -7% - Gold: total -13% - Iron: total -20% - Diamond: total -30% Heavy armor will also slow riding and make you drop faster when using the eletra. This way, people will think twice about wearing just one type of armor always and anywhere, and using the heaviest armor in PvP. I think this can induce more diversity in mix and matching.

    Secondly, leather, chain mail, and gold armor durability and armor points should be increased. This builds on the first point, giving players another to use a lighter armor more often.

    Lastly, every type of armor will give you a unique buff when a whole set of it is worn. - Leather: gives an additional +4% speed boost, in addition to all other types of speed boost. - Chainmail: will reflect 15% of melee damage the wearer receives, when enchanted with thorns will only reflect an additional 6%. - Gold: have a 20% chance of completely adverting a physical attack. Can't advert enchantments (like sharpness) and potion effects. - Iron: an extra 1 hp of PHYSICAL damage for every attack, melee or ranged. - Diamond: will gain 1 hp of absorption hp per 4 sec. Maximum 4 hp. Shows in hud as extra diamond blue hearts. Stacks with absorption. This can help PvPers develop a more diverse set of tactics (like iron for melee warriors, diamond for tanks, Leather for hit/shoot and run etc.)

    ======================= ======================= This is my first post here, I hope you've enjoyed it. Criticism is welcome!

    submitted by /u/CoolCreepyCreeper
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    Add bananas?

    Posted: 20 Aug 2019 09:55 AM PDT

    Hi. I'd like to see some other fruits in Minecraft, other than Apples and Melons. Add Bananas to the game. It would drop occasionaly from Jungle tree. I also made a simple texture how a banana would look like: https://ctrlv.cz/2nDS

    You can use the texture as a base :) And not only bananas, grape would be great addition, too :) Grape, since Orange is mostly color than a fruit. Lemon doesn't sound bad, but I'd prefer generally Grape over Lemon :) I also made texture suggestions to the other fruit items: https://ctrlv.cz/S2Tz

    So, what do you say? :)

    submitted by /u/CZghost
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    New Mobs Suggestion

    Posted: 20 Aug 2019 10:54 AM PDT

    Hi, guys so I'm actually new to Minecraft, my friend suggested we play Minecraft and ever since I started playing I can't stop playing it. Since I enjoyed seeing my friend's iron golems and snow golems and my other friend's pack of wolves I tried searching if there's more tameable units or units that can be summoned to aid you but it appears there's only 3 of it which are the golems and wolves, Lots of ideas came to mind when I found out there are only 3 types of mobs to defend you and of course having more allies will kinda make the game easy so I tried thinking for enemy mobs and also mobs
    like dolphins that'll help you if fed but cannot be tamed.

    New Tameable and Ally Utility Mobs:
    Orca whales: Will defend and help you attack enemies underwater. Will follow you anywhere underwater. Can be tamed when fed 5 cods, 5 salmons and 10 tropical fishes. Will attack you when provoked. Often with other orcas.
    Tigers: Will defend and help you attack enemies on land. Will follow you in both land and water. Will attack you if you get too close or if it sees you turning your back. Can be tamed when fed 15 meat, any meat will do but you will need to crouch as you feed it or it will attack you.
    Treant: Will defend the place where you summoned it like iron golems. Will not follow you but will wander to the place where you summoned it like iron golems. To summon it you will need to place wood in a T shape and put a carved pumpkin above like the iron golem but will need a golden apple on top of the pumpkin and its bottom must be covered up with dirt and will need you to place any kind of sapling in the dirt. The Treant is both ranged and melee, It's ranged attack is the treant throwing branches to enemies, it will occasionally throw a fruit on the enemy where you can pick. The melee attack is the treant swinging its massive tree hand to enemies pushing all enemies hit like sword swipe.
    Griffin: Flying mount, Appears near your house when killing 100 phantoms. Can be tamed when fed 20 fish/meat. Only one will appear after you kill 100 phantoms but one will appear again if the existing one is dead.
    New Hostile Mobs:
    Skeleton Warrior: A skeleton but with a sword.
    Necromancer: Summons 3 skeleton warriors and 2 skeleton archers. Can summon again after 20 seconds. Can teleport like the enderman.
    Dullahan: New boss that's protecting a treasure from a dungeon. It has a sword that can add any kind of debuffs randomly when hit. The Dullahan is riding an undead horse that has its own health bar. The Dullahan has a massive shield that it uses to block melee attacks and ranged attack. Its horse breathes fires occasionally burning you to a maximum of half health.
    Trolls: Uses nets to trap you and attacks by throwing stones or smashing you with a club. There are 2 kinds of trolls which are forest and ice trolls.
    Trusting mobs:
    Seals: Gives you more fish in return when you feed it with any kinds of fish. Usual prey for polar bears. Can be forced breed.
    Monkeys: Gives you more fruits in return when you feed it with it's preferred fruit. Attacks when provoked. Can be forced breed.

    submitted by /u/TheKnightKinnng
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    Nether Spires

    Posted: 20 Aug 2019 03:24 PM PDT

    Remember these things? They were called Nether Spires, and they spawned when you activated a Nether Reactor. I feel like Mojang should add these back to the game by making them a natural structure in the Nether. The loot would be the loot that spawned in the reactor back in the old PE days but it would be in a chest on the top floor. There would be zombie pigman spawners near the entrance and behind the loot chest(s). Sometimes there would be a rare variation made of Nether Brick that spawns Blazes and Wither Skeletons.

    submitted by /u/ShockMicro
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    A usage for Zombie Horses

    Posted: 20 Aug 2019 11:30 AM PDT

    Looking at legends from several mythologies, I have decided a decent use for the Zombie Horse, with a bit of "rebranding" so to say. The Kelpie from Scottish myth is a spirit capable of luring and drowning their opposers. So, the Zombie Horse could have it's texture updated to appear like the normal zombie horse before, when ridden, becoming similar to a Drowned before attempting to drown it's target by galloping very far into the sea. To dismount it takes a bit because you are probably going to want to turn off Sticky Keys-- to say, you have to mash the dismount keybind. That is all.

    And remember, the dislike button is not a disagree button, it is an offtopic-reporting button. Criticism is welcome, but complaints are not.

    submitted by /u/adamChittsNightshift
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    Better Death Animations for Mobs

    Posted: 20 Aug 2019 10:01 AM PDT

    Inspired by: https://www.reddit.com/r/minecraftsuggestions/comments/csl5kp/special_spawn_animations_for_mobs/

    Most (if not all) of the animals, players, Villagers, Pillagers and the Vindicators will just fall to the ground and fade away after a while and fish pops into small bubbles.

    Mobs that die underwater will float upwards to the surface if light, or sink to the bottom when heavy, and fade away after a while and mobs that die in lava should slowly sink to the bottom and dissappear. If someone is blocking the way for them towards the surface, they'll disappear at that spot instead. If it takes more than 30 seconds for the "bodies" to get to the surface/bottom, they'll fade away on their way instead.

    The mobs that doesn't appear on this list will just disappear the same ways animals do.

    [Zombies/Husks/Zombie Villagers] should fall on the ground (maybe losing one or more limbs) and should start sinking into the ground with dirt/gravel/sand/etc. particals around if it's atop that specific block, if it's not, they will fade away instead.

    [Spooky Scary Skeletons/Strays/Wither Skeletons] should collapse into a pile of bones which dissappears the same way as Zombies.

    [Creeper! Aww man!] should fall to the ground and fade away (like how the spawned).

    [Oh sh*t, a Spider/Cave Spider], like in real life, they should be mashed to the ground and then fade away after a while.

    [Witches] should die like the Wicked Witch which would give a reference of her death in Wizard of Oz (although not by water).

    [(Sl)endermen/Endermites] should puff into ender particles, eliminating them from existence.

    [Blazes] should just dissappear into a flame.

    [Ghasts/Phantoms/Vexes] should fade away from midair.

    [Zombie Pigmen (aka Ancient Zombie Villagers)], same as zombies, though they would disappear into Netherrack and Soulsand.

    [Drowneds] should do the same as other mobs do while underwater. If it's on land, they'll transform into water and then dry away.

    [Guardians/Elder Guardians (of the Galaxy] should start shining a "blinding" light and then disappear into bubbles.

    [Enderdragons] will stay the same.

    [Baby Slimes] should have a small particle explosion made by slime.

    [Baby Magma Cubes] should have a small particle explosion made by lava.

    [Shulkers] turn into a non-usable Shulker Box, which gives you a Shulker Shell when broken.

    [Turtles] bodies (flesh), should fade away, but the shell would remain until it's broken, which would drop the Scutes.

    [Withers] would explode.

    [Evokers/Illusioners] should puff into smoke.

    [Snow Golems] should melt into a random snow layer stages from 3 to 7.

    [Giants] would fall to the ground damaging everything it falls on including structure (if mobGriefing is on).

    [Mooshrooms] would fall to the ground and would after a while turn into their specific mushroom.

    Thoughts?

    submitted by /u/AddisGaming
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    Underground Lakes with Bind Cave Fish

    Posted: 20 Aug 2019 08:10 AM PDT

    The blind cave fish item could be used to brew Potion of Blindness. Now you've got an interesting weapon!

    submitted by /u/Pocket_Hide
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