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    Minecraft New nether specific effect: Soul Sapped

    Minecraft New nether specific effect: Soul Sapped


    New nether specific effect: Soul Sapped

    Posted: 14 Oct 2019 05:43 AM PDT

    I like the idea of making the nether an unforgiving place. The story behind soul sand is also a mystery, as there's a ton of it in the nether but it's not possible to craft. I think I have a solution albeit a not very good one... Soul Sapped, you get it from standing on soulsand for longer than 20 minutes straight, then comes back periodically until you stop walking on it. It lasts for a couple seconds then wears off. Soul Sapped slows the players natural regeneration greatly but the effect is immediately canceled if the player is under the regeneration effect. Soul Sapped kills any over world mob, over a certain amount of time. Maybe a new block or liquid could give the player Soul Sapped for a couple minutes, which would make you either bring milk like a wuss or bring regeneration potions. It is probably hard to re code milk to not cure a specific effect, so I just left that in. Suggestions are highly appreciated as I don't know if this is balanced.

    Edit: Seems like 20 mins was too long, maybe 5 mins or so. When soul Sapped effects a mob, the amount of damage it would cause would take over 10 mins to kill a tiny slime. Withers are not affected, and Soul Sapped might cause a max HP decrease to a max of 8 hearts. Credit to u/SmithyLK to the Hp decrease idea!

    submitted by /u/Just-Aki
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    Fully customisable creative inventory (repost w/ more details )

    Posted: 14 Oct 2019 10:37 AM PDT

    The problem

    Every time we get an update, new blocks and items are added. This makes the creative inventory a bit "crowded", so that finding a particular item may be a difficult, especially since some items are organised in a seemingly random way.

    Also, not every block is present in the inventory and, while we can easily get it with commands or save it in a toolbar, this can be annoying and time consuming.

    A good solution would be making the inventory more logically organised, but why don't we go a step further and allow everyone to organise their inventory however they want.

    The solution

    Similarly to how we can customise the game with resource packs and data packs, we would have inventory packs, where we can specify how the creative inventory should be sorted.

    Here's what these packs bring:

    • Custom tabs: just like there's a redstone tab or a transportation tab, you could create your own. Maybe you want a tab just for nether blocks and items or one for water themed stuff.
    • Choose where and in what order items appear: you can choose in which tab (or tabs) you want a certain item to be. You can also choose their order, like putting all slabs next to each other.
    • Include any item in the inventory: you could add anything to the inventory that isn't already there, like command blocks or even items with a certain nbt data or blocks with a certain block state.
    • Compact many items into one slot: similarly to how the recipe book has alternate recipes in one slot, you would be able to do the same, accessing them by right-clicking the slot. For example, all colours of wool could be in one slot.
    • Quickly switch between different inventory packs: similarly to how you switch trades in a villagers GUI, you'd be able to change your inventory by clicking an arrow. Each pack would have its own file.

    Example uses

    I'll list a few different things you could do with inventory packs. If you have other ideas please tell me.

    1. Sort blocks by colour. This would be very useful for builders, especially when doing pixel art, as they could have a tab for each colour.
    2. Sort blocks by themes. If there are some blocks that fit pretty well in builds of a certain theme, you could have them all next to each other, maybe in separate tabs.
    3. Having items with custom nbt data a few clicks away. Imagine you're making a map and you want to place some custom spawn eggs in a dispenser, or spread some custom-named loot around some chests. Having all of this in the inventory would save you a lot of time you can invest in making your map even better.
    4. Have all your most used items in one place.
    5. Reduce inventory clutter. If you collapsed all different colours of beds, banners, concrete, concrete powder, wool, terracotta, carpets, etc. into one slot, it would be easier to navigate the inventory without having to scroll a lot.
    6. Have all your custom datapack items in the inventory. Inventory packs could also be part of a datapack. See Technical details for more info.

    Technical details

    Feel free to skip this part if you don't care about the details.

    Each inventory pack is a folder, whose name is the name of the pack.

    Each pack has several .json files, one per each tab.

    Here's an example file structure:

    .minecraft ├── ... ├── inventorypacks │ ├── tab_a1.json │ ├── tab_b1.json │ └── tab_c1.json ├── inventorypack_2 │ ├── tab_a2.json │ ├── tab_b2.json │ └── tab_c2.json └── saves └── (world name) └── datapacks └── (datapack name) └── data └── (namespace) └── inventorypacks └── inventorypack_3 ├── tab_a3.json ├── tab_b3.json └── tab_c3.json ## Inventory packs placed in the root folder would be global. ## The ones placed inside datapacks would for that world only. 

    And here's an example tab.json file:

    { "display": { "name": "Blue Stuff", "icon": "minecraft:blue_dye" }, "slots": [ { "name": "minecraft:lapis_block" }, { "name": "minecraft:leather_chestplate", "nbt": "<nbt goes here>" }, [ { "name": "minecraft:blue_concrete_powder" }, { "name": "minecraft:blue_concrete" } ] ] } ## This tab would be called "Blue Stuff" and have a blue dye as the icon. ## It contains items in 3 slots: ## - lapis block in first slot; ## - leather chestplate in second slot with nbt data; ## - blue concrete powder and blue concrete in 3rd slot. Right-click to access them both. 

    Similarly to resource packs, there could be an option where you toggle each pack on/off, to avoid having to cycle between a lot of them in-game.

    There could also be a command for enabling/disabling certain tabs in each pack or to reorder the tabs. Here's an example of how it could look:

    /inventory [inventory pack name] [tab name | list] [disable | enable] [first | last | before | after] [name of tab you want it before/after] 

    If you think it would take a lot of work to create the file, don't worry, as someone could make a simple program or website with a simple interface, which assembles the file for you, similar to a resource pack editor.

    Tell me what you think of this down below.

    Edit: Here's the link to the feedback site.

    submitted by /u/TitaniumBrain
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    It's About Time... Dimensions.

    Posted: 14 Oct 2019 04:25 PM PDT

    In Minecraft, there are two non-overworld dimensions, the Nether and the End. The Nether manipulates space by compressing it 8 to 1. The End also manipulates space by having a strong mechanical theme of teleportation. If we ever get a new dimension, I think it would be cool if this one went in the direction of time manipulation! Wait, wait, don't run away! I'm sorry I scared you. But trust me, I've thought about this, and I'm not suggesting anything too crazy.

    Rather than be actual time manipulation, which would be a huge departure from Minecraft's style and a huge undertaking for the developers, this dimension would just represent time manipulation using existing in-game mechanics and relatively minor additions. So let me describe this all for you...

    The Tempo Dimension (name subject to change)

    Slowstone and Quicklime:

    The terrain in this dimension is made mostly of slowstone and quicklime. Any mob or player walking on slowstone will slow down, but not like soul sand. Instead, it's more like what happens when you have armor modify your speed attribute: you'll slow down AND your field of view will contract. In fact, it could use the existing attribute system directly. When mined, it drops Cobbled Slowstone, which has the same property and also can be smelted into Slowstone, the same way stone drops cobblestone that's smelted into stone again. Silk touch works as normal.

    Quicklime looks similar to limestone. This is the opposite of Slowstone: mobs and players that walk on it have their speed increased and their field of view expanded, also using the attribute system. There's no cobbled version of this, it just drops itself when mined.

    By having the dimension's terrain generate with small, random patches of these two blocks, it will create a feeling of time jumping. Both the player and the mobs around them will randomly speed up and slow down as they move over the terrain. Of course, building a platform out of other materials allows you to walk normally on it, but while you explore the natural terrain, you and the mobs around will be jerking as though being pushed and pulled through time.

    Temporal Pedestal:

    The way to get to this dimension is by building a temporal pedestal (name also subject to change). Clocks in Minecraft are pretty much useless; no one ever makes them. This will give them a use. Crafting a cross shape with a clock at the top, obsidian at the bottom, two diamonds on the sides, and a Nether star in the middle will create a temporal pedestal. This block is a full block wide for the bottom 12 voxels and smaller for the top 4, creating a plinth-on-a-table shape. Right-clicking this with another clock will put the clock on the plinth (it will just render there with a TESR and be in a hidden 1-stack inventory) and, while it's "activated" like this, anyone who steps on top of the pedestal is transported to the new dimension. Since the clock is technically in an inventory slot, the pedestal can be activated or deactivated by using hoppers/droppers/etc. to remove and replace the clock automatically. Or, you can right-click it with an empty hand to pull the clock out manually.

    Biomes

    Biomes in this dimension are a bit different than others in that the surface generates exactly the same in all of them. What changes is how caves generate. This means it's boring on the surface, just a bunch of quicklime and slowstone, but once you start mining you'll find interesting biomes. In fact, the mobs of this dimension won't spawn in blocks exposed to the sky, so they will only spawn in caves and the surface will be barren. Since the biomes are cave-based, unique ores and stones generate in each biome.

    Speedomes: Quicksilver, Silverleaf, and Zetapedes

    One such biome is a Speedome. These large, dome-shaped caves generate entirely out of quicklime, so rather than slow-and-fast movement like you'd experience elsewhere in the dimension, in Speedomes you are constantly moving fast...and so are the mobs. The mob unique to Speedomes are the Zetapedes, long and large millipede-like creatures that are already fairly fast even before the effects of the quicklime. They are hostile and deal about as much damage as an angry Enderman. They drop nothing useful and are only there to be an enemy. Like spiders, they can crawl up walls.

    Zetapedes often spawn near silverleaf bushes. These generate with the terrain in Speedomes, and are just bushes made of silverleaf blocks (bushes, not trees; there's no wood). Silverleaf blocks are just aesthetic leaf blocks that, like all leaves, must be sheared or silk touched to get; they're silver and shiny, as their name implies.

    The main reason you'll want to find Speedomes and deal with Zetapedes is because this is the only biome in the game where Quicksilver Ore generates. It generates both on the ground you walk on in the cave and underneath, with a rarity halfway between iron ore and diamond ore in the overworld. Quicksilver Ore can be smelted into Quicksilver ingots, 9 of which make a Quicksilver block. Quicksilver blocks have even more of a speed up effect than quicklime -- in fact, it gives you more speed than blue ice with none of the slipperiness. These would be very useful for both pathways and mob farms (the faster mobs run, the faster they can be cleared away for more to spawn). You can also surround a hopper with quicksilver ingots in a crafting grid to upgrade it to a quicksilver hopper, which transfers items both in and out as fast as a hopper minecart would suck items up (1 item per tick).

    Sunbeam Biosphere: Sunbeams, Moongolds, Goldengrass, and Ruminatryx

    Some caves will generate not as domes, but full spheres: this is the Sunbeam Biosphere biome. (Note: I mean "sphere" in the Minecraft approximation of a sphere way, obviously.) The bottom surface of these caves generates with Goldengrass blocks, which as its name suggests, is just golden grass. It's one of the few rare places in this dimension that you can walk naturally without speed modifiers. Goldengrass can only be obtained with silk touch; otherwise it just drops regular dirt. Small ponds will sometimes generate at the bottom of these caves, surrounded by goldengrass.

    Scattered throughout are two new flowers: sunbeams and moongolds. Sunbeams are about 25% as common as moongolds. Sunbeams look like golden sunflowers, while moongolds look like silver marigolds. Sunbeams emit a light level of 7, moongolds do not emit light. Sunbeams have the ability that, if they're planted on goldengrass, they will speed up the growth of crops and saplings within a 7x7x7 volume centered on themselves (by simply propagating its own random ticks to all those blocks, thereby increasing the number of random ticks those blocks get). It's basically passive bonemealing to speed up crop and tree farms, and fits with the time manipulation theme. Moongolds do not do this; however, if placed within a sunbeam's volume of effect, they will increase the range by "repeating" the effect in their own 7x7x7 volume. They will not repeat on blocks that are within the original flower's range, they will only extend the range by repeating on blocks outside the original range.

    Sunbeam Biospheres contain a unique neutral mob, the Ruminatryx. These are flightless, pterosaur-looking creatures slightly bigger than a chicken, with a wingspan of about 3 blocks (so, 1 block per wing, plus a block for the body). They don't fly, but they can use their wings to get some serious air when jumping or lunging (i.e. they basically have permanent jump boost and slow falling). Most of the time, they're passive, and simply prefer to graze on sunbeams and moongolds (or goldengrass if there are no flowers around). If you hurt them, or if you destroy the flower they're targeting to eat, they'll become aggressive, lunging at you and dealing melee damage via pecking. Killing them drops only leather; two or more can be bred by feeding them sunbeams or moongolds. They cannot swim and will avoid water.

    Rocksteady: Viewmongers and Viewrocks

    The Rocksteady biome is the opposite of the Speedomes. It's flat on top and bowl-shaped on the bottom, composed entirely of Slowstone. Normal oak trees will generate very sparsely; maybe one to three trees per biome. They will generate with a 5x5 area of the ground under them replaced with honey blocks.

    In the Rocksteady biome will spawn the Viewmonger mobs. A Viewmonger will only spawn if there are fewer than two Viewmongers already in the biome. They look like gargoyles, animated slowstone statues, but with only one big eye on their head. They aren't affected by slowstone, but they don't move very fast anyway. When they see you, they will focus their eye on you, turning their head to follow you as you move; if they keep track of you for more than 3 seconds, they'll shoot a beam at you that deals quite a bit of damage, similar to the guardians' laser except with a different visual effect. If they lose track of you, they'll slowly pathfind towards you until they see you again, at which point they'll stop moving and start tracking again. Notice that being slowed down by slowstone makes it easier for them to keep sight of you for 3 seconds. Also, what they lack in speed they make up for in health, by having high base health. A Viewmonger that hasn't seen a player or has lost interest will often try to hang out on honey blocks near trees.

    Killing a Viewmonger will drop a viewrock. You can craft a viewrock with a hopper to create a Viewing Hopper. These are slower than normal hoppers, but they use the extra time to "watch" for certain items. Basically, they have 10 inventory slots instead of 5, with the top 5 acting like a filter. They will only accept and transfer items that match an item in any of the top slots. It's a filter, guys, okay? We have no good way of filtering non-stackable items, so this would provide us a way. A viewing hopper with nothing in its top filter slots will not accept or transfer any items. The slower speed fits with the dimension and biome and also gives us a reason to continue using normal hoppers to sort stackable items.

    submitted by /u/IceMetalPunk
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    Signed books have the dates they were signed

    Posted: 14 Oct 2019 11:21 AM PDT

    If you like to play on the oldest servers like Minecraft online and 2b2t and you find a book, you want to know when it was signed. I think it would be amazing to find a signed book from many years ago.

    submitted by /u/DontStealMyPotato
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    Loyalty trident brings the loot

    Posted: 14 Oct 2019 03:50 AM PDT

    When you throw a riptide trident, it should bring all the loot to you

    submitted by /u/Miner_ChAI
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    Curse of Explosions

    Posted: 14 Oct 2019 01:33 PM PDT

    New curse where when the weapon runs out of durability it explodes with the power of a tnt block.

    submitted by /u/lifetaker123
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    Camels

    Posted: 14 Oct 2019 10:04 AM PDT

    Right now, the desert biome is really empty, and not in a good way. I know desert is supposed to be desolate, but it is also a habitat. So what we have now? rabbits? like we don't have those in other biomes. So camels, lovely new rideable mob for the game to give something new to the the desert, and with llamas in mountains and savannas and pandas in jungles, i can't see why not.

    Okay, now to the description - camels will spawn in deserts(maybe also in badlands) in groups of 2-6, they are passive and drop 0-2 leather. Camels can be tamed like any other rideable mob be mounting them until they stop bucking off the player and rideable with a saddle, you can put a chest on camels. Camels are breed with cactus. Camels are slower than horses in general but on sand(and maybe terracotta) they are 1.5x faster then usual so they they will be the faster mobs in those lands On average [note-general-any block that is not sand and maybe terracotta].

    That's all I can think of right now, so what do you think? any improvements or ideas?

    submitted by /u/upalome
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    Piglin Roles

    Posted: 14 Oct 2019 02:12 PM PDT

    (Originally part of a larger post that got yeeted because rule 5. I believe that everything in here is contained within a single idea.)

    Piglin Roles

    I believe that piglins should each have roles in their tribe, similar to villager professions. Here are a few that I have come up with.

    Hunter

    The hunters do exactly what their name says they do. They hunt piglin beasts. They go out in groups, armed with bows(I personally believe bows work better than crossbows, as piglins are a more barbaric race, and thus should not use such advanced technology. I also believe that a new weapon, javelins, work much better than either type of bow, and I will make a seperate post about them later) and golden swords. They start out by shooting at the beast, then move in to attack it with their swords, leaping at it and attacking, then backing off. When a piglin beast is killed, they take its drops back to the bastion and place them in a chest. Hunters will also go out in raiding parties against wither skeltons.

    Gatherer

    Gatherers gather. To be exact, they gather nether wart(and possibly nether wart wood or whatever it's called, depending on its uses) from nether wart forests, and bring it back to the bastion. Gatherers are armed with golden axes and will use the same strategy while attacking as the hunters do in melee. They will not pursue if their target runs.

    Guard

    Guards, armed with golden swords and armor, stand proudly at the gates of their bastion, defending it from attack. If they see a player they will attack, but will not pursue their target, as that would mean leaving their post. They use the same attack strategy as other piglins.

    Matron(Name needs work, as matron is mostly used as a gendered term and most mobs in minecraft are gender neutral)

    The matron is the chieftain of the tribe, and is in charge of keeping the tribe large, clothed, armed, and healthy. If a tribe is below maximum size(size of a tribe depends on the amount of sleeping areas, similar to villages), it will take piglin beast meat and nether wart from chests and give and give it to other piglins. Piglins with enough food will breed. It will take gold and bones from chests and craft them into weaponry and armor(using bones instead of sticks). A matron is unarmed, and will flee when challenged.

    Pigling

    Pigling is bebe. Smol bebe. Wee bebe. Tiny bebe. When a pigling grows up, it will take a job depending on what resources are available and what jobs are not currently filled. If there is no matron, it will become when. If there is a matron, it will prioritize guards next, taking armor and a sword. If there are enough guards, it will prioritize either hunter or gatherer next, I'm not sure which would be more important.

    submitted by /u/Awryl
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    Mob Statues

    Posted: 14 Oct 2019 10:32 AM PDT

    Mob Statues serve no purpose but for decoration. If you use shears on a Mob Head that is sitting on top of some kind of stone (Stone, Granite, Andesite, Diorite), then a 2 Block tall statue will be made of the Mob that takes the texture of the stone. It would get rid of the Head and the Stone Block, and take their place. Obviously, the Ender Dragon would need to be scaled down.

    submitted by /u/videobob123
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    Zombie Knight

    Posted: 14 Oct 2019 01:04 PM PDT

    Whenever it is midnight and raining, there is a chance that you will find the Zombie Knight. He will ride a horse and be in full iron (possibly enchanted depending on your difficulty). He will also carry an iron sword (that again, might be enchanted depending on your difficulty)

    I think this would fit well in the game because right now there aren't that many fun random encounters besides jockeys and skeleton horses.

    submitted by /u/lifetaker123
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    Short suggestion, but blue fire should have a different smoke color

    Posted: 14 Oct 2019 10:13 AM PDT

    It doesn't matter what color to me, but I really like the idea of having a different smoke color. I could see this being used in some maps or servers and in my case I was thinking of smoke signals. I know this is a really small and short suggestion but it's one I'd like to see and would use.

    submitted by /u/-A_reddit_account-
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    Sand, gravel, and concrete powder will have a small particle affect

    Posted: 14 Oct 2019 09:54 AM PDT

    When sand, gravel or any falling object fall down to the ground I think a small particle affect where small bits of dust or the block fall faster or lag behind the block when it falls. Since most of these objects are falling I just think it would look neat. I think it would look like when you break a block and the small particles come out which is just parts of the block i think it would look like that but when it's falling. This isn't a game changer and I don't think it would be hard to program

    submitted by /u/EvCoSi
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    Armorer Repairing Iron Golems

    Posted: 14 Oct 2019 12:07 AM PDT

    I like the Idea that you can fix the Iron Golem using Ingots. I think it would be cool to expand on that and Have the Armorer be able to fix them as well. But only if the armorer is an Expert. Would not make sense for a novice to be capable of doing so. Would be cool to see some of the others Villagers interact with other parts of the world other than their work block and beds.

    submitted by /u/simtendo64
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    Salamanders

    Posted: 13 Oct 2019 10:51 PM PDT

    (I tried posting this a few days earlier, but I didn't have enough karma. Hopefully it works this time)

    Salamanders are rare, slow moving passive mobs that occasionally spawn in stagnant water (like a pond or lake) in certain biomes. They are (mostly) amphibious, alternating between swimming in their preferred pond and wandering the land around it. If killed, they have a chance to drop slime balls, as well as an even rarer chance to drop an Eye of Newt (a reference to a famous poem verse in Shakespeare's Macbeth). Eyes of Newts could be useful in brewing or enchanting, but their rarity is compounded by the rare occurrence of salamander spawns. So simply wandering around and butchering the two or so manders you find for each native biome is ill advised. To gain ample amounts of newt eyes, you would need to catch wild salamanders in buckets (like with fish), then set up a farm to breed them in. As for what you'd use to breed them though, I still don't know. When bred, they'd behave similarly to turtles, albeit in reverse. They'd head to any available water source, and lay a mass of egg spawn in the water, which could potentially hatch several babies at a time.

    Salamanders would spawn in multiple biomes, but like rabbits, they have multiple skins, and change them depending on the biome:

    -Fire Salamander: A black and yellow variant. Spawns in Dark Oak Forests. Acts as the base skin in non-native biomes, similar to brown rabbits.

    -Mole salamander: A grey and blue variant. Spawns in Birch Forests.

    -Tiger Salamander: An olive-green and black variant. Spawns in Plains.

    -Crested Newt: A spotted brown variant. Spawns in Swamps. Will inflict poison if hit by a bare fist.

    -Axolotl: An exotic variant that comes in dark grey, gold, or white. Spawns in Flower Forests. Is fully aquatic, and will suffocate if left out of water too long.

    -Molten Salamander: An orange and red variant. Spawns in the Nether, near lava oceans. Based on fire-dwelling salamanders of medieval mythology. Can be carried in lava buckets.

    (olms, giant salamanders, and hellbenders were also considered, but I ultimately felt they didn't fit with the rest of the variants)

    submitted by /u/Talenkauen
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    Piglin cheif

    Posted: 14 Oct 2019 05:57 PM PDT

    The piglin chef lives in the barocs and is huge and wheres a golden crown. The piglin chef would give you gold for some typ of fatty food like cookie,cake,pie, or cooked food. I think the piglin chef would be really cool to run into also would make sense because piglins hunt piglin beast.

    submitted by /u/fishycoper
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    Add 3D touch as an option for combat on mobile

    Posted: 14 Oct 2019 02:00 PM PDT

    i find it very hard to tap repeatedly in combat when i'm playing mobile edition, this could be fixed if we could used 3d touch to attack. (pressing the screen harder) I feel this could make pvp actually decent.

    submitted by /u/Bune-Choy
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    New potion/curse effect: Wither's Wrath

    Posted: 14 Oct 2019 09:22 AM PDT

    How it works: Mobs that are otherwise neutral will turn hostile towards you. It will also increase the sight range of mobs trying to find you. Non-player mobs that have this effect will only receive the first part of the effect. Either way, each level increases the range of hostility of neutral mobs. The will last 10 minutes.

    How to get it: The Wither has a 10% chance that it will inflict the target with Wither's Wrath instead of the Wither effect. However, simply being in the Nether can give you the effect. For every minute you spend in the Nether, there is a 0.1% chance that you will get the effect. (This stops it from being annoying)

    Potion: Using a Nether Star in a brewing station will give you the potion of Wither's Wrath. The default is level 1 with the effect lasting 5 minutes. Using Glowstone Dust increases the level of the effect. Redstone makes the effect lasts 10 minutes. Splash potions and lingering potions can be made though.

    Practical use: There is a chance that someone could take advantage of the Wither by getting hit by it on purpose and then use the effect to make a farm. It does have another use though. If you plan on hunting monsters anyway, they are more likely to come to you, lowering the amount of time traveling and increasing the amount of time slaying. If you don't want the effect anymore, just drink milk. During PvP, using this potion on them can make their experience with other mobs inconvenient as they will constantly be attacked by hostile or neutral mobs. If there are no mobs involved in PvP, the effect is useless. Map makers can take advantage of this effect though as it forces otherwise neutral mobs to be hostile. Perfect for mob arenas.

    Any thoughts? :)

    submitted by /u/DoubledNebula51
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    The otter

    Posted: 14 Oct 2019 12:11 PM PDT

    Swamps are pretty boring, they offer literally nothing except the already rare slimes and the also rare witch huts, compare this to something like the desert which contains temples with traps, villages, illager outpost, potential for raids

    I also suggest this to make oceans more diverse and entertaining as these animals will be faster than boats, so bringing them into the ocean will be a priority

    The otter - 8 hearts, same as a wolf

    • ability to be tamed, similar to ocelots you would need raw fish for this and you can ride it.

    • Passive mob will run away if you are near at a high speed, it should be difficult to tame.

    • once tamed the speed will be around 15% higher than a boat adding for another water transport

    • takes 1 heart every 2 seconds out of water

    • can be healed like other tamed creatures with raw fish Drops 1-3 exp points on death

    submitted by /u/typefastx10
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    Enchantment probability changes based on Biome.

    Posted: 13 Oct 2019 08:38 PM PDT

    Fire Resistance in the Nether, Frost walker in ice spikes, Feather Falling in extreme hills, feel free to post other ideas in the comments

    submitted by /u/W0lfgangster
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    The Pig/Lightning Dillema

    Posted: 13 Oct 2019 05:04 PM PDT

    As Zombie Pigmen are getting their own non-zombified version very soon, it makes less sense for pigs to magically become rotting corpses when being struck by lightning. To fix this, I'd propose that, when struck by lightning, pigs either turn into un-zombified Piglins, or our hoggy friends the Piglin Beasts, instead of the soon-to-be Zombified Piglins they currently become.

    submitted by /u/MinerTurtle45
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    Fashion

    Beauty

    Travel