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    Minecraft Community Announcements - Flairs, flairs and more flairs!

    Minecraft Community Announcements - Flairs, flairs and more flairs!


    Community Announcements - Flairs, flairs and more flairs!

    Posted: 15 Oct 2019 11:43 AM PDT

    Hello there, fellow cube-lovers!

    The moderators of MCS would like to announce some improvements to the subreddit.

    Firstly, in case you didn't know, we've fixed user flairs in the redesign (previously they were just text). We now have our beloved pixelated mobs pictures back, plus some new ones.

    So, if you still use an outdated flair, change it now (click community options on the sidebar, then the pencil icon).

    Still in the subject of user flairs, we've expanded a bit on the flair rewards system and added some exclusive flairs for the special and royal suggesters to choose from.

    Also, we've added a new post flair: [Brainstorming]. Use it when you need help developing an unfinished idea (don't forget to post it when its more fleshed out). Or you can head over to the MCS Discord chat and discuss your ideas there before posting them on the sub.

    Also also, we have a brand new wiki page where you can learn more about the user flair rewards system or get help flairing your post appropriately. You can access it by choosing Wiki > Flairs Guide from the top bar or by clicking the link above.

    ----

    So, that's it for now.

    As always, obey the rules and don't forget to check the FPS list before making a suggestion.

    If you have any questions, please leave a comment and we'll reply as soon as possible.

    submitted by /u/TitaniumBrain
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    Rigged Ladders

    Posted: 15 Oct 2019 12:47 PM PDT

    Minecraft Feedback Site Link

    Pretty simple concept really, you throw a tripwire hook and a ladder in your crafting grid in return for one rigged ladder.

    Climbing this ladder will emit a redstone pulse above and behind the connected block (and I suppose anywhere else the devs decide is appropriate). It will remain active as long as a player or mob clings to the ladder.

    To give unsuspecting players a fighting chance, the rungs will be partially reddened like the area surrounding a trapped chest's latch. Ideally it'd be obvious to the player in a well-lit room but not so much in the dark.

    Apart from broadening your options for home-defense, it provides another way for players to utilize all the tripwire hooks they fish out of the river.

    submitted by /u/RazeSpear
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    The center parts of honey blocks and slime blocks connect.

    Posted: 15 Oct 2019 03:14 AM PDT

    Slime blocks and honey blocks look a bit strange when built into planes and cubes. I think that the center, more opaque part in the center of the block should join with the centers of other slime or honey blocks. This has no functionality apart from looking nice and stopping some lighting glitches and transparency glitches.

    Note: slime blocks should only connect with slime blocks, and honey blocks should only connect with honey blocks.

    Edit: Typo.

    submitted by /u/Scripter14
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    Beacon upgrade system

    Posted: 15 Oct 2019 02:08 PM PDT

    Let's face it, for what they're worth, beacons are a little lame. 164 blocks of your valuable resources just for a potion effect? Seriously? Other than haste 2, beacons are basically pointless to max out, therefore, I'm proposing a beacon upgrade system.

    When a beacon is at maximum power it now has the capability of absorbing the power of nearby blocks and items that previously had no real use.

    Here are some examples:

    Dragon egg: doubles the beacon effect range

    Zombie head: all zombies and their variants can no longer spawn in-range of the beacon.

    Skeleton skull: all skeletons and their variants can no longer spawn in-range of the beacon.

    Creeper head: all creepers can no longer spawn in-range of the beacon.

    Ominous banner: pillager patrols avoid the area and witches cannot spawn. Bad omen does not function if a village has a beacon.

    Dragon head: enderman cannot spawn grief or teleport in-range of the beacon.

    (New item) Spider head: all spiders and their variants can no longer spawn in-range of the beacon.

    Active conduit: if a player is in water, beacon statis effect will always be level 2. (Ex: regen 1 out of water, regen 2 in water.

    New beacon gui contains a slot for the totem of undying: If any player dies in-range of a beacon with a totem of undying, the player will be revived and the totem will be consumed. Note: the beacon will immediately shut down and a player must manually restart it with iron, gold, diamond, or emerald.

    Extra: a shut down beacon can work with a comparator to put out a redstone signal.

    submitted by /u/VapeNathan
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    If you approach the Wandering Trader with Bad Omen, it should flee and dissapear.

    Posted: 15 Oct 2019 05:15 PM PDT

    The Wandering Trader definitely is able to avoid Pillager Scouts as you see them all the time, so if you have Bad Omen, you are essentially the Judas Sheep. However, the WT knows this and will flee.

    They will despawn in a puff of smoke after a certain distance.

    submitted by /u/Duytune
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    Iron golem ideas

    Posted: 15 Oct 2019 04:34 PM PDT

    Ideas are simple and probably thought of before. I joined it all in 1 big suggestion because a) its a golem overhaul and b) no one suggestion is good enough on its own to update the golem if it were to be updated. When commenting, state which suggestion #('s) you're referring to. Thx!

    1. Drop a flower (more rare the higher chance of trade) to a golem and they will potentially drop 1-7 iron nuggets.

    So a tulip can be a 5% chance while a cornflower is a 20% chance. A wither rose would be a 90% chance and a rose bush would be a 15% chance etc etc. Flower bushes vs single flowers give higher chance of multiple drops vs chance of dropping period.

    1. Tagging iron golems with iron bars heals them (healing iron golems is in the works)

    2. Placing a pumpkin near a almost completed iron golem will have a nearby golem move the pumpkin and create a golem themselves.

    3. Placing iron ore next to an iron golem gives an iron golem a task. That task involves breaking the ore which could produce 1-4 iron bars.

    4. Placing banners after tagging a golem gives it waypoints for it to go along (unless it spots danger in which it attacks then returns to its route).

    5. Iron golems giving flowers to kid villagers increase their speed to grow.

    6. 4 presets for golems: free roam (normal roams the village, statue (it doesn't attack and nothing attacks it), guard (stays still until it detects danger/is attacked), checkpoint (same as #5).

    7. Visual difference in anger/love. If you attacked a villager, they have an angry face. If you traded with them or gave them flowers, they become happier.

    8. Rideable golems. Add a saddle feature. They're really slow to ride but a flower on a stick steers them. (Always hate when they get stuck in your aesthetic pond?)

    9. They seek shelter in the rain. (Dont want to get rusty!/color change to a bit orange in the rain)

    Always love to hear your thoughts! :D

    submitted by /u/ridiculous2me
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    Piglin Druid

    Posted: 15 Oct 2019 11:21 AM PDT

    A piglin druid would be to piglins as illagers are to villagers. Except not like that. Like, at all.

    The Druid would be a new type of piglin, separate from the rest. It would be quite the opposite of the brutish and violent piglins. Rather than hunting and killing piglin beasts and whatever other wildlife the nether might have, they instead coexist with them, living off the land instead.

    Spawning

    Piglin Druids would spawn in nether wart forests, inside a unique structure known as a... druid... uh... [insert cool name here]. It would appear to be a massive nether wart tree, hollowed out at its wide base, with a bed and a chest. There would be two variants of this, one for each nether wart type.

    Stats and behavior

    Piglin Druids would be neutral, unlike a normal piglin, but would attack if you attack a beast or chop down a nether tree near them. They would also be hostile against undead, due to their status as disgusting, unnatural perversions of the natural life cycle.

    A piglin druid would have the same health as an ordinary piglin, but would wield no sword. Instead, they would have a long, crooked staff with a nether wart hanging off the end. Rather than attacking, they would instead raise their arms up like an evoker and call out. This would compel a nearby piglin beast to the evoker's location, where it would then attack the offending creature. If there are no piglin beasts nearby, it would raise its arms up and cause any nearby nether wart to explode into a noxious, poisonous gas. If there is no nether wart, this will instead create it, similar to how bonemeal does flowers when used on grass.

    The druid could be traded with, but not with gold. I'm not entirely sure what could be used.

    submitted by /u/Awryl
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    Map Generation Customization Idea #1

    Posted: 15 Oct 2019 06:43 AM PDT

    This is part 1 of X - to adhere to rule #5, we will be keeping these posts to 1 idea per post, and spreading them out over time. Each subsequent post will be linked as they build off of each other. We apologize for the delay - rules are rules :/
    Being a server owner/running/co-runner since 2010, there are a few things that have always 'irked' myself and my team in selecting a new map. What follows are several of the most common requests for features in map generation that we feel would help out server owners and map makers alike!

    1. Select Origin Biome/Location (0,0)

    • While server owners can just relocate the spawn location of a map, it doesn't change that maps coordinates. For us specifically, our spawns are always at 0,0 (We play with /gamerule reduceddebuginfo true and spacing is vital for is between the over world and nether.) In this, we like to start in different biomes each server season (Mega Spruce / Mooshroom / etc.) Issue is, to get this to work it takes loads (and I mean an hour a day for over a week) of time and attention to keep randomly selecting seeds to try and hope to find the biome we're looking for.
    • The rest of the world would generate as normal: Strongholds would appear in the same rings/ranges, Biomes would follow their natural bounds (Deserts not typically next to Ice Spikes), etc.
    • Another way this could be achieved - is Minecraft displays a quick rendering of a random seed, and then the user places the origin of the map. Visual Example (Though this would be an option for those that actually want to see where their world is centered.)

    THANK YOU for taking the time to read through our idea, additions and expansions are always welcomed in the comments below! We look forward to reading how this idea can be transformed to benefit you and others!

    In creating this post we made sure to search through the FPS to make sure this was not a common/recently suggested idea. If you feel this is a duplicate, please indicate which specific line it's thought to copy outright.

    We again apologize that we're unable to insert images into these posts, and that any visuals we'd like to share have to be linked via 3rd Party Sites.

    submitted by /u/DahWizEh
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    Nether Wart Forest Mob

    Posted: 15 Oct 2019 02:33 PM PDT

    Introduction:

    Imagine walking threw the nether wart forest and finding a caccoon, get to close and it opens sprouting a red bat like creature that has a wing on all four sides of its rectangle shaped body, it then acts like a homing missile that wirls around and chases you.

    The Caccoon:

    Caccoons will appear about on every eighth wart tree, there are red and blue variants of them, and they appear on those wart block "leaves" If in a five block radius of a cacoon it will open up a nether bat thing.

    The Nether Bat Thing: (name suggestions pls)

    The nether bat thing pops up out of cacoons or can spawn sleeping by sticking there tain into the tree, or just spawn whirling around. These things will fly at you while rotating there bodies, if they are to get to you they explode taking three and a half hearts away if in diamond armour, if they hit the ground they create a explosion smaller than a creepers. Though you can run away, leaving the creature to eithier wirl around, or sleep.

    Breeding:

    I feel that since they said the nether would be a livable habitat these four winged bat creatures should be breedable for food, so with those new wart mushrooms it can be bred with another creature to later create a cacoon like how minecraft turtles lay there eggs a little while after doing the act. But how do you breed it with out it killing you? well when holding a mushroom these guys restrain from attacking you, but if food is not given in time they attack, this gives players time to get away or to breed them with another bat thing.

    Drops:

    Know why would you breed these monstrousities? Well when killed they drop a wing, it can be eaten for six hunger points or made into a potion of wirling.

    Potion of wirling:

    The potion of wirling kinda acts like a riptide tridents ability to fling threw rain and water, but you slowly drift threw the air and you can go in a direction with total control. (You are not limited by gravity)

    Level I = 30 seconds

    Level II = 1 minute

    Level III = 2 minutes

    Imagine appliing this to mobs, have a skeleton wirl around while shooting arrows at you.

    Hope you liked my idea for a creature in the nether update, and thanks for reading it!

    also the wither boss sounds better being called the wither tyrant in my opinion...

    submitted by /u/EletricPickles
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    Fountain of Golem

    Posted: 15 Oct 2019 08:56 AM PDT

    Disclaimer: While this idea might be far away from minecraft I still would like to share it with you, because my heart jumps around every time I think about the fountain of golem.

    tl;dr below. Here a picture of what I imagine it to look like

    The fountain of golem - what is it?

    The fountain of golem is as the name says a fountain located in a new biome, forest of cure.
    Once the fountain was sprinkling and fueling the life around it with energy, but after the withering broke out it was drained and never the same as before. You as the player need to fight the wither, obtain it's roses and stars and find the cave-witch, to be able to cure the fountain of golem.

    How to cure the fountain?

    Curing the fountain is a challenge of it's own, opening new possibilities for the player.
    After fighting the wither, obtaining it's stars and roses, find the cave-witch's caverns inside the caves of your world. Inside there you can talk to the witch, who studied the withering and found ways to cure it. He/She asks for some ingredients, a bottle, the wither roses and a wither star, to give you an elixir of curing.

    Next step is to locate the old golems fountain and filling it with regular water with your buckets. After filling the fountain, drop the elixir inside and you will see the fountain back alive, blooming lavender around it and having purple light particles in the air.

    What do I need it for?

    On the golems head you can see a 3x3 grid, the sign of crafting. With the fountain you gain some recepies, which can help you a lot in your gameplay. Dropping specific items into it, will either fill them with water or transform/cure them, maybe also craft a new item. You can drop inside:

    - concrete powder - dropping it into the fountain (not placing it, just Q) will transform the stack of powder into concrete blocks in seconds.
    - lava bucket - produces obsidian
    - sponges, buckets and bottles - simply fills them with water
    - emeralds - like a wish fountain you can drop your emeralds into the fountain and hope for your luck. There might be a chance you get something of your needs, or better an emerald key, opening athe door to a new dungeon structure...
    - golem - let an iron golem swim inside to make it happy, which increases it's damage being able to protect it's villager-friends even better.
    - Wither skeleton heads - will transform into skeleton heads
    - Curse Enchantments - Items with a curse enchantment will loose their curses when following up with emeralds, making them more usefull.

    These are some Ideas of what the fountain can do. I haven't thought about adding new weapons/items/tools since I had the feeling of every idea of those being to overpowered.
    You can't remove the water inside no matter what you do. Placing blocks will break them after seconds and the fountain will refill. Buckets and bottles will obtain normal water.

    The curing lavender

    The curing lavender is the opposite of the wither rose. After curing the fountain of golem they will spawn around it in a specific radius and can be picked up just by hand. To create more of them you need to place wither roses around the fountain and wait for a small amount of time for them to be cured. As said being the opposite of the wither roses, the curing lavender will help you with healing yourself or other peaceful mobs.

    With this idea minecrafts adventuring and crafting-possibilities would expand a bit more, making room for new additions and also making some crafting easier.

    tl;dr:
    A fountain you have to cure via. an elixir crafted via a cave witch. The fountain is used for crafting via. dropping items and blocks into it (example: concretepowder to concrete blocks. Such a time saver). It will spawn curing lavender which is able to heal everyone standing inside (opposite of wither roses).

    submitted by /u/SirIkaros
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    Stone Wither temple in the Nether

    Posted: 14 Oct 2019 06:27 PM PDT

    The Nether is getting an overhaul and it's great! That being said the only new structure added will be the Piglin Bastions. Adding an ancient stone temple here and there full of Wither Skeletons would make collecting skulls a bit less tedious, and really incentivize exploring the new nether. Plus it would be cool to see some skirmishes between temple Wither Skeletons and wandering Piglins!

    submitted by /u/ihateusednames
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    Camouflaged Lizards (with images)

    Posted: 15 Oct 2019 06:11 PM PDT

    This one is a rather old idea, way older than my previous salamander suggestion in fact. I've been meaning to post them here for quite a while.

    Lizards are a small, fast passive mob that live in a number of biomes. They behave in a similar manner to both fish and rabbits, appearing randomly across the map, and fleeing from the player when they get within a certain distance. It's meant to add biodiversity to certain biomes, as well as be an early/emergency food source. However, it's speed and cryptic coloration should theoretically make it hard to catch. If you do manage to kill one, it will drop scales (which you can use to make a low level armor) and a whole raw lizard. You can cook the raw lizard like any other meat, and a cooked lizard will fill your hunger to a point (not certain on how much however).

    The only real issue with this mob is that I can't decide whether it should be a permanent mob like a rabbit (that you could potentially breed), or a temporary mob that spawns randomly like a fish. Either could work, as far as I can tell.

    VARIANTS:
    Green Lizard: Lives in Swamps. Colored like swamp grass or lilypads.
    https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/7ddec43b-8e23-4c81-b9f9-67c2fb7d41ae/ddidrnl-476df5ee-8cab-4434-8452-663fa0138ba6.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzdkZGVjNDNiLThlMjMtNGM4MS1iOWY5LTY3YzJmYjdkNDFhZVwvZGRpZHJubC00NzZkZjVlZS04Y2FiLTQ0MzQtODQ1Mi02NjNmYTAxMzhiYTYucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.yMpRD1tGdtfD0EjSS7bD7UOhj-V0-g8sVb5N0DEbpF0

    Olive Lizard: Lives in Savanna. Striped to blend in with tall grass.
    https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/7ddec43b-8e23-4c81-b9f9-67c2fb7d41ae/ddidro8-d23e85c8-5213-4010-b111-5d77f0a695bd.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzdkZGVjNDNiLThlMjMtNGM4MS1iOWY5LTY3YzJmYjdkNDFhZVwvZGRpZHJvOC1kMjNlODVjOC01MjEzLTQwMTAtYjExMS01ZDc3ZjBhNjk1YmQucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.rzYa1I8pCcTt_5ti18X3ZIkvABxQU3z8d60l2qRCjrI

    Orange Lizard: Lives in Badlands/Mesa. Colored like both orange sand and brown terracota. Might change to two variants
    https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/7ddec43b-8e23-4c81-b9f9-67c2fb7d41ae/ddidroo-1a4f8773-15f0-41c8-8c28-6cdb534ad7aa.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzdkZGVjNDNiLThlMjMtNGM4MS1iOWY5LTY3YzJmYjdkNDFhZVwvZGRpZHJvby0xYTRmODc3My0xNWYwLTQxYzgtOGMyOC02Y2RiNTM0YWQ3YWEucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.e4ZTL8Vr3yqr_QQIL_gE9KmeWsJBxZaq0M7TIsOcHlY

    Purple Lizard: Lives in Mushroom Fields. Colored to blend in with (and is possibly infected by) mycelium.
    https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/7ddec43b-8e23-4c81-b9f9-67c2fb7d41ae/ddidrp2-463cc873-0150-445e-a1fe-9856aee2c226.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzdkZGVjNDNiLThlMjMtNGM4MS1iOWY5LTY3YzJmYjdkNDFhZVwvZGRpZHJwMi00NjNjYzg3My0wMTUwLTQ0NWUtYTFmZS05ODU2YWVlMmMyMjYucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.rjMOIHeaw6gsY0CHL6IhuJn2xu37pt02T4bcKswhpeY

    Tan Lizard: Lives in Deserts. Dappled tan color to blend in with the sand.
    https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/7ddec43b-8e23-4c81-b9f9-67c2fb7d41ae/ddidrpw-cf64f8d5-7437-4f37-b6cd-f9933a9c3925.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzdkZGVjNDNiLThlMjMtNGM4MS1iOWY5LTY3YzJmYjdkNDFhZVwvZGRpZHJwdy1jZjY0ZjhkNS03NDM3LTRmMzctYjZjZC1mOTkzM2E5YzM5MjUucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.mXdG6pMaHfYKbTlq223eqKT4MCF88H4MhCFXz5LPo0c

    Albino Lizard: Lives in deep caves. Incapable of camouflage from adaptation to lack of sunlight, and is nearly eyeless. Only spawns at a certain level, otherwise you'd have cave lizards at every cavern opening.
    https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/7ddec43b-8e23-4c81-b9f9-67c2fb7d41ae/ddidrqf-80fe4d39-3f38-4704-ab39-ea3f2bc70800.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzdkZGVjNDNiLThlMjMtNGM4MS1iOWY5LTY3YzJmYjdkNDFhZVwvZGRpZHJxZi04MGZlNGQzOS0zZjM4LTQ3MDQtYWIzOS1lYTNmMmJjNzA4MDAucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.zHNUDuYldS2n9Dho5BuRLcY-GmYHWS3TJ008XjqOCg4

    Rainbow Gecko: An exotic variant that lives in Jungles. Forgoes cryptic coloration completely in favor of brightly colored banded stripes.
    (No image)

    submitted by /u/Talenkauen
    [link] [comments]

    The Metrognome: Boss of the Tempo, because puns

    Posted: 14 Oct 2019 09:17 PM PDT

    In another post linked here, I suggested a new dimension I tentatively called The Tempo, with a symbolic theme of time manipulation. In the short few hours it's been up, it seems to be well-received :D In the comments there, /u/raspberrypieboi18 mentioned bosses, and it reminded me that every non-overworld dimension currently has its own associated boss. So in this thread, I flesh out a boss for the Tempo dimension. (I suggest checking out that thread first, as I'm going to be referencing blocks and things from that dimension here.)

    Of course, that boss is called the Metrognome, because puns are love and puns are life 😄.

    One of the ideas for the Tempo that came about in the comments was that a day/night cycle in the Tempo would last half or a quarter as long as one in the overworld (so, only 12000 or 6000 ticks instead of 24000). This would make it seem like the world is zooming by with sped-up time. But the problem was that all of the biomes in the Tempo would be underground, so you wouldn't see the effect very often.

    Spawning

    The Metrognome helps to remedy this. The Metrognome can spawn only on the surface of the Tempo, not underground. If you place a 5x5 square of goldengrass in the Tempo, exposed to the sky, with a sunbeam planted in the middle and moongolds planted around the 18 side blocks (so a 1 block gap between the flower types), then a Metrognome can spawn there. It won't spawn instantly like the Wither, but more like a natural spawn, except only one can spawn in the world at a time. It will spawn in the middle of the patch, where the sunbeam is, and destroys any flowers it touches without dropping them. It has a boss bar, of course.

    Basic Attack

    The Metrognome is a 4x2x2 gnome. At first I thought of the standard garden gnome with red, pointy hat, but maybe a less stereotypical gnome design could be used. He'll come after you, and is immune to the effects of slowstone -- he can, however, take advantage of the effects of quicklime and quicksilver. When he gets close to a player, he will jump up 2 blocks high and ground pound. This will deal damage and knockback to any players or mobs in a 4 block radius, similar to the Ravager's stomp. It will also give those mobs and players a few seconds of a high slowness effect, "stunning" them or "freezing them in time"; this stops them from moving until it wears off. It will also break any stone (or softer materials) it lands on. So as the battle wages on, he will slowly start to break holes in the ground with his pounds.

    Aggressive Teleportation

    Gnomes are mischievous and, in some stories, magical. If the Metrognome falls into a cave, he doesn't worry, for if he cannot pathfind to a player after a certain amount of time, he'll teleport to a ground spot within 10 blocks of the nearest player (similar to the spreadplayers command). This also means he's hard to capture, if you were so inclined.

    Micrognomes

    When the Metrognome is low on health, he'll start summoning Micrognomes. These 1x1x1 block gnomes can't ground pound, but they are extremely fast and deal melee damage to players they hit. Like the Metrognome, they are immune to slowstone but can use quicklime and quicksilver. Micrognomes are summoned in packs of 4 to 6 at a time, and the Metrognome will not summon more if there are more than 2 already in the world.

    Drops, you say?

    What's the point of a boss without a drop or trophy? If you manage to kill the Metrognome, he'll drop his "Metrognome Ticker" -- basically his heart, though the art department can find a way to make it less gory and more demographic-appropriate than it sounds :) Crafting a Metrognome Ticker in the center of a crafting grid, with a lantern at the bottom and three torches on the left, right, and top, creates a Ticker Torch. If anyone plays modded, this is basically a megatorch: it stops mob spawns in a large radius around it (let's say a 31x31x31 block volume centered on it). It gives off no light and the flame particles it emits are dark gray / black. This allows us to have darker builds without light/carpet/slab spam everywhere, and not worry about mobs. Additionally, any hostile or neutral mobs that enter that radius from outside it will immediately be frozen in place, with what is basically like a slowness 10 effect, stopping them in time and preventing them from entering. Since it's a status effect, you can still drag mobs in with leads, boats, mine carts, etc. if you want; but they will be frozen as long as they're in range. (Note: mobs with high slowness effects can still animate and turn on the spot, so they won't be totally static, if you want to show them off on display.)

    You can also craft a Metrognome Ticker with slime and paper to create Ticker Tape. This is a block that gets placed like carpet, in a thin layer on the ground, and has no collision box. Any mobs or players that step on Ticker Tape get that high slowness effect, stopping them in place. The only way to move on from that is to break the Ticker Tape, which comes up easily with a shovel but very, very slowly with anything else. (It always drops itself; you can't lose it by mining with the wrong tool.) One craft should create maybe 8 to 16 blocks of Ticker Tape.

    submitted by /u/IceMetalPunk
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    Animals should run away when you have their meat in your hands

    Posted: 15 Oct 2019 05:48 PM PDT

    I'm sick of cows just standing there while I eat cooked beef in their faces.

    submitted by /u/lemonmelon265
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    Glow in the dark

    Posted: 15 Oct 2019 04:43 PM PDT

    Blaze powder + slimeball = glowy slimeball. Throw at a golem/mob (maybe even block???) and it glows at night/in the dark

    Kind of like the specter sight potion but for individual entities.

    Essentially it only glows at night and gives off an illumination effect albeit only lightly and in a greenish yellow hue.

    Great if you want to see your sheep in the pasture, glass blocks at night, or "highlight" your patrolling golems at night.

    Thoughts and comments below?

    Should it wear off? Illumination scale? Does it work with redstone (observer?)? Different entities give different light levels? Rain washes it off (even if it doesn't touch)? Different ingredients?

    submitted by /u/ridiculous2me
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    I wish there was a game rule that disables tnt, in other words turns tnt into air when it is exploding.

    Posted: 14 Oct 2019 08:22 PM PDT

    I looked through the list of gamerules on the wiki and correct me if I am wrong, there is no gamerule that does that. There's gamerules to disable spread of fire, to disable creeper explosions and pretty much do every other thing except disable tnt.

    You won't need me to explain how this comes in useful. In large servers admins no longer have to develop plug-ins or fly around everywhere to stop griefing, all they need to do is to disable tnt and most people won't bother to mine down someone else's builds. I know there could've been this gamerule but I didn't see it anyway. I'd be surprised if this really hasn't been added.

    submitted by /u/reedit1332
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    Nether crossbow

    Posted: 14 Oct 2019 10:15 PM PDT

    The crafting recipe is a crossbow in the middle, surrounded by 8 netherbrick blocks, so you'll probably need to find a nether fortress or something to get the netherbrick.

    The nether crossbow has 400 base durability, a fair deal more durability than a bow or normal crossbow. The nether crossbow would not fire arrows or fireworks. It uses fire charges, much like how a dispenser fires them, but perhaps a little more accurate.

    The only compatible enchantments unique to crossbows for it are multishot and quick charge, as fireballs wouldn't make sense with piercing. Of course, it can still take any other enchantment besides piercing that a normal crossbow can have. However, to balance the nether crossbow, the quick charge enchantment will only make charging take 0.1 seconds less per level. So it'd have a somewhat faster rate of fire at level 3 to a level 1 ordinary crossbow.

    The nether crossbow will always do 3.5 hearts with each fireball, which is a little more than the minimum ordinary crossbow damage, and a little under the maximum.

    The main use of the nether crossbow is either close quarters with a multishot enchantment (fireballs even if they miss will start a fire on impact with most blocks, like ordinary fire charges)

    It is also very good for long distances, as fire charges while often drifting to the side when fired (though as I said, they should be a little more accurate with a nether crossbow), they do not have a firing arc, so gravity is not an issue.

    submitted by /u/Tactical-Kitten-117
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