• Breaking News

    Minecraft Phased weather

    Minecraft Phased weather


    Phased weather

    Posted: 18 Oct 2019 07:21 AM PDT

    So as much as I like Minecraft and some of it's quirks, the weather is something that I always found janky.

    It's either a fullblown downpour of rain/snow or nothing at all. It allways starts out of the blue with no buildup at all.

    Thunderstorms are a cool occurence but too rare to really make a big impact. So I would suggest having three phases of weather instead of one.

    Phase 1: Rain/snow is falling very gently and causes no major drawbacks except that tridents don't work 100% above water and snow stacks much slower in this phase

    Rarely this phase can be accompanied by sunshine which causes rainbows. Because the rain/snow falls so slowly it can be quite soothing.

    Phase 2: The rain/snow and all its added effects as we know it now.

    Phase 3: This causes a massive downpour or a blizzard. The sky is real dark and the visibility really hindered.

    There is also wind which can hinder movement if it's in your direction. It can however aid you if you have tailwind. Swimming, flying and running will go twice as fast then.

    Snow stacks up double as fast in this phase as well.

    Weather can cycle between phases like for example from 1-2 or from 3-2.

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

    The Sound Update

    Posted: 18 Oct 2019 12:12 PM PDT

    I'm gonna start off by saying that I looked through the FPS list and couldn't find anything about sound, so I'm going to go ahead.

    I think Minecraft needs a sound update. It's fine how it is now, but I think that, like the texture update, we should revamp the sounds. I haven't got many ideas right now, so I'll make a list. Please suggest things! (If you see your suggestion here and would like credit, please ask! It does look quite cluttered to have u/'s everywhere, and I'm also kinda lazy =P)

    Here's the feedback site post! https://feedback.minecraft.net/hc/en-us/community/posts/360054698252-The-Sound-Update

    General changes:

    • If a player is in the block cave_air, a variant of air that generates with caves, sounds would be reverbed.
    • Loads of ambient noises, like crickets chirping at night.
    • Biome specific sounds, like a dryer crackling for grass in the desert, or wet squishy sounds for swamp grass.
    • No more reusing sounds for unique blocks. Walking on cobble shouldn't sound like bedrock. (bedrock should be echoey as it's at the bottom of the world (usually))
    • An overhaul of the "sound" menu. Music should also be variable, for example only allowing boss music for the dragon and wither.
    • Sounds would fade out when a mob dies, or when its source can't make sound anymore.
    • Anything with high enough motion would make a wooshing sound similar to elytra.
    • Rain and snow would be changed to be less annoying and more subtle. Rain hitting different blocks would make different sounds.
    • Eating food would have food-specific noises instead of the default noise.
    • Different armor such as leather boots would also change the sounds blocks make.
    • Sounds are muffled underwater.
    • Player sounds echo when they are wearing a pumpkin.
    • Trying to mine with the wrong tool would make a small breaking sound, like chips of that tool are flying off. It wouldn't affect durability.

    Block-specific changes:

    • Redstone ore makes a crackling sound when lit up
    • Mining obsidian would make a glassy clunking sound. I have some obsidian shards IRL and they're quite glass-like.
    • Breaking metal-like blocks would make a clanging sound.
    submitted by /u/4P5mc
    [link] [comments]

    Better pond and River (?) generation

    Posted: 18 Oct 2019 12:42 PM PDT

    Minecrafts ponds can be sometimes random or look like a creeper explosion with water at the bottom. The generation could be over hauled and improved to give them more depth and look more natural. Like villages, depending on the biome the ponds generation could change. Less ponds in the desert, Leaves draping over in the jungle, underground ones have holes in the roof to let water come through. Whatever that fits the biome really. Anyway that's my suggestion

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

    Sideways Sprinting while flying (creative)

    Posted: 18 Oct 2019 11:05 AM PDT

    When moving sideways or backwards while flying in creative it would be useful to be able press control to move at fast flying speeds in directions other than just forwards.

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

    Enderfalls Biome

    Posted: 18 Oct 2019 03:23 PM PDT

    This is a biome that would generate along with the end islands after you kill the dragon. The main attraction of this biome would be ender water which would flow upwards, even in the overworld and nether. It would act just like normal water but flipped on its head, still flowing to the nearest hole and having waterlogging on certain blocks.

    This biome would have generations like ender water lakes on the underside of the islands, and enderfalls flowing upwards into the sky.

    When entities and players go in the ender water they would by automatically pushed in the direction it's flowing.

    Ender water would be able to be collected in buckets.

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

    Piglin Runt(New mob/companion(not really a pet))

    Posted: 18 Oct 2019 04:34 PM PDT

    Hello, fellow minecraftians(is that a word? Sure. It is now)! My ginormous brain has come up with a cool idea involving everyone's favorite greedy squealers, piglins! This idea is a new mob, known as the Piglin Runt, which would the the piglin equivalent of a nitwit(sort of), as well as the nether equivalent of a pet(though it isn't necessarily a pet)

    Backstory and Whatnot

    The Piglin Runt is a piglin that was cast out from its tribe at a young age, due to its small size. Piglin society(if you can call whatever piglins do "society") has no room for those that are not strong enough to pull their own weight. Few of these runts ever survive, and so this mob would be an exceptionally rare find.

    Looks 'n' Feels

    The piglin runt would look like an average piglin, but with a few changes. It would obviously be much smaller than a normal piglin, since it's... y'know, a runt. It would be about twice the size of a baby piglin, but still smaller than a normal piglin. Think about one and a quarter blocks high, when completely upright. It would also have much longer tusks than a normal piglin, its tusks actually protruding from its face. This is due to it never filing down its tusks to a manageable size like many other piglins do(think of it like us humans cutting our nails). The final change, and the most notable one, would be how it walks. The piglin runt is not fully erect like its larger brothers. It instead walks hunched over, and while sprinting becomes fully quadrupedal, scrambling on all fours. When sprinting, it would actually be quite fast, faster than a sprinting human. Additionally, the runt would have a few changes to its basic looks, wearing less clothing and being more dirty than other piglins.

    I'd include a picture of what it looks like, but I can't draw or make funky 3d models, so...

    Behavior

    The piglin runt would be a neutral, fearful mob, which would primarily run away from any danger, but would fight if necessary. When fighting it would sprint towards a target, leap at it and attack it, then scamper away, circling the target until it attacks again.

    Similar to cats, a piglin runt will run from a player unless they hold still and hold up the item which the runt is attracted to. This item would be a golden carrot, as it is relatively hard to get and makes logical sense for both the feral pig side of the runt, attracted to carrots, and the piglin size of the runt, attracted to gold. When a carrot is thrown by a player at a piglin runt which is not afraid of the player, the piglin will grab the carrot and hold it in its hands, inspecting it before eating it. This has a chance to raise the runt's trust level. The higher the runt's trust level, the less likely it is to run away, and it might eventually start following the player around, though it will never follow a player endlessly like a dog, and is instead more of a companion rather than a pet. It might also attack those who attack the player, though it will always retreat when very hurt, never risking death.

    The piglin runt would also have quite a bit of personality, interacting with some objects and just sniffing around. It would pick up items on the ground and play with them, sort of like a fox, and would eat dropped meat and nether wart, which could be used to replenish its health(health would be indicated by the position of its big ol' floppy ears)

    All in all, the piglin runt would give the nether an equivalent to a pet, and would also just be EXTREMELY FRAKKING CUTE. Thanks for reading!

    Feedback Site: Not approved yet!

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

    The use of honeycomb

    Posted: 18 Oct 2019 02:22 PM PDT

    You're right, i picked correct flair, this is going to be about BLOCKS. So what's the point of the idea?

    When getting the honeycomb you have 1/8 chance of getting this with some wax.

    As you suspect to get wax we need to smelt it in furnance, because you can't do nothing with unsmelted version.

    With the wax we could make new light source: candles as you suspected. It would work like a torch, but for a limited time, but there's a way to avoid ending of a candle, just right click with wax in hand to make it bigger. The biggest it can get is 1.5 block. The crafting of candle is very simple, boat shape with wax and the string on the middle. Imagine cementaries, churches or old castles with it.

    You can also put candles on cake! Flint&steel to put them on, to put out right click and maybe some blowing sound?

    The second point of this idea is beeing able to wax blocks, yes, you can wax blocks! It would give the little shining effect, if the candle melts out the block under it become waxed too, if it's longer candle, the more blocks it gonna reach. On the waxed blocks you can slide for a very very little (extremely weak version of ice). You can only wax blocks, that are full blocks and it is beeing used as decoration. It doesn't includes half slabs and stairs tho, and don't work on bedrock, but imagine flooring with it, the very shiny quartz with a little bit shiny black concrete makes perfect fusion for kitchens.

    If someone says they saw it on minecraft feedback, i am saying that i posted that idea ealier, but almost no one voted, do i deleted it. If it gets a lot of upvotes, i post this again and will give link to the feedback

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

    Admin-Spectator Mode

    Posted: 18 Oct 2019 05:05 PM PDT

    Admin Spectator Mode

    In admin spectator mode, when a player is clicked, you can see their hotbar, what they're doing in their inventory as well as their health, hunger, and armor. Essentially, you can see everything besides the exit menu and mouse, but you can only watch. This would be good for servers to view what players see or investigate any hacking. Minigames could have a more realistic spectator mode.

    The command is:
    /gamemode admin-spectator

    Edit: According to another redditor, this is similar to their post about an operator mode. So how about rename it to operator mode.

    submitted by /u/-DCPT-
    [link] [comments]

    Lavaned, a Nether variant of Drowned

    Posted: 18 Oct 2019 08:49 AM PDT

    The Lavaned are the Nether equivalent of Drowned. They can breathe fire rather like a dragon does, but nowhere as powerful as the Ender Dragon. Lavaned movement speed is unaffected by lava, just like most Nether mobs, and are fire resistant. Overworld dimension. Lavaned also have 2 states: one cooled, and the other molten.

    Weaknesses:

    Suffocation

    Water

    Rain

    Water Bottles

    Snowballs

    Ice Blocks

    Snow Blocks

    Cold Biomes

    Watery Biomes

    Swords (if cooled)

    Pickaxes (if cooled)

    Immune to:

    Fire

    Lava

    Any wooden tool

    Any wooden weapon

    Shields (can just burn through them)

    Arrows (if molten)

    Potions of Fire Resistance

    Burning in the sun (even though they are technically undead, they are made of lava)

    Campfire and Magma Block damage

    Molten state:

    Whenever a Lavened is in a body of lava, set on fire, or ignited with a Flint and Steel, it's body will glow orange-red, the eyes and mouth will glow yellow, and it will burn any entity when touched, except items. It also moves quickly in this state, and it can breathe out fire which destroys foliage and can also hit from 8 blocks away if conditions are right (5 blocks if raining). If killed in this state, it will drop XP, 2 Magma Cream, 1 Rotten Flesh and 1-2 Blaze Rods (uncommon). This mob also has the texture of lava in this state, and cannot hold any items while molten.

    Cooled state:

    In this state, a Lavened appearance changes dramatically; its body is black, it's mouth and eyes glow crimson rather than yellow, and it's movements become slow like a Creeper. Any water or rain will cause the Lavened to become cooled, thus it will lose its ability to set fire to anything and also breathe fire. It can still attack though, but the attack speed is slower than a zombie because of rigidity. If the Lavened is killed in this state, it will drop 1-2 coal, 0-1 Obsidian (very rare), 0-1 Magma Cream (extremely rare since its cooled), 0-1 gunpowder, and XP. If a Lavened steps on Packed/Blue Ice, it will enter the cooled state, but will heat up if off the ice in the Nether, because the Nether is very hot, at 400 something C, look at Planet Venus. Does Venus look similar to Minecrafts Nether Dimension? The Lavened will also have a texture like that of Obsidian or similar.

    If the Lavened is left to its own devices after being out of water/rain/out of Packed Ice/Blue Ice blocks, it will gradually heat up to its molten state again, just slowly. If in the Nether, the heating process will be much faster.

    The idea of the Lavened came from the Drowned when I was playing Minecraft on Switch. I had this neat little idea in my head: why not add a lava version of the Drowned to the Nether? It would go so well with the new Piglins too. Lavened are neutral unless attacked to avoid overwhelming players and newcomers in the Nether. They are also an Undead mob.

    A zombie will swiftly convert to a Lavened upon dying in lava. This gives the player a surprise, but it only occurs if the zombie dies of lava damage, and doesn't happen all the time. In the Nether though, a zombie will convert to a Lavened upon entry due to very high temperatures.

    submitted by /u/SnowBallEarth43
    [link] [comments]

    Suggestion Guidelines - Getting Their Attention

    Posted: 18 Oct 2019 03:05 PM PDT

    Anybody who posts a suggestion sees this message before they upload.

    BEFORE YOU SUBMIT AN IDEA, PLEASE READ OUR "HOW TO SUGGEST" GUIDE:

    https://www.reddit.com/r/minecraftsuggestions/wiki/howtosuggest. MOST IMPORTANTLY: 1• Please check if it's already been suggested, check our "FPS list", & check the "Upcoming Features" on the official MC Wiki. 2• You need 10 comment karma to suggest. 3• Will your idea appeal to all players? 4• Are there downsides to your idea?

    But apparently not, because it feels that Redditors who actually check the FPS list are outnumbered 5 to 1.

    I'm suggesting that we put the item about checking the FPS list in bold text.

    BEFORE YOU SUBMIT AN IDEA, PLEASE READ OUR "HOW TO SUGGEST" GUIDE:

    https://www.reddit.com/r/minecraftsuggestions/wiki/howtosuggest. MOST IMPORTANTLY: 1• Please check if it's already been suggested, check our "FPS list", & check the "Upcoming Features" on the official MC Wiki. 2• You need 10 comment karma to suggest. 3• Will your idea appeal to all players? 4• Are there downsides to your idea?

    That's it.

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

    Seasons

    Posted: 18 Oct 2019 02:31 PM PDT

    Adding seasons to Minecraft would add many new challenges to the game as well as anticipation for future seasons and beauty to the game.

    Spring: grass and leaves are all the greenest in spring. Flowers are more abundant. Animals are also more abundant as they are recovering from the winter. More rain. This season would be best for planting crops. Farms would have to be tilled again by the hoe. Ice and snow thaws. Maybe making mud.

    Summer: crops grow fastest in the summer. More fish in bodies of water. Basically everything else is the same as the current game other than that.

    Fall: trees become orange and brown, grass becomes more yellow. Animals become less abundant. This would be the most colorful season. Flowers start dying off. Crops grow slowly. Less fish.

    Winter: bodies of water freeze over on the top block. Rarely see animals too much except foxes, sheep, and wolves. Snow covers areas not normally snowy. Making it a beautiful winter scenery. Crops do not grow and standing crops die. Tilled land turns back to dirt. The coat could be added made from wool and leather. Without a coat in winter, hearts become brittle, taking more damage. Bad Mobs are slower or less abundant in the night. Snow golems have a chance to spawn. This would make it harder to find food, meaning you would have to prepare for winter as you do in real life. You would have to stock up on food to survive the winter.

    All of this would add more of a purpose to having a functional farm, rather than it just being an ascetic feature someone adds to their house. Winter coming would add current goals to the player as well as an impending challenge to look forward to. Spring would add goals of recovering from the previous winter. All this would add a lot of beauty to the game. I understand that this would be a big change so maybe make it a setting to turn on or off when creating a world. This would go along with the snow update they are doing now so that stairs and other partial blocks could also be covered in snow just like water does.

    submitted by /u/racecar6
    [link] [comments]

    Cloud Blocks With Four Explicit Properties

    Posted: 18 Oct 2019 01:09 AM PDT

    Cloud blocks:

    1. Technically transparent block, but you visually can't see through them (block is like glass, but too cloudy to see through)
    2. Is a solid block that can hold things like sand or items, but water passes through
    3. Causes blocks on or above it to not cast shadows either, or for ray tracing, it removes shadows that collide(?) with the block so they don't cast shadow below it
    4. If environment raining or snowing, the effect can also come from the bottom of the cloud block wherever it is

    My vision for this block is:

    • it allows you to build sky base type build that won't block the light below and prevent creating obvious shadow on the ground, which can look especially obnoxious for larger builds

    • because it visually looks cloud like, it obscures the non-transparent blocks it surrounds, keeping that semi-hidden from players

    • if you put a cloud block in a cave, it can snow and you can have underground snow. This could be interesting for some underground terrain ideas for users to play with

    This sounds mechanically challenging with the; 2.Shadow eliminating property, 3.Water passing through but not other things and the 4.Portable weather property so I apologise if it's not even realistic to suggest.

    I'm just hype about the potential, yknow?

    Also, I'm not suggesting this replaces existing clouds or that the cloud blocks move to mimic existing clouds or anything. They're just blocks with the properties I listed.

    Thank you for reading

    submitted by /u/trojan25nz
    [link] [comments]

    B e a n plants?

    Posted: 18 Oct 2019 05:09 PM PDT

    Ok i suggest a bean plant which grows fast but only drops little amount of beans. Beans can be eaten on their own for 1 bar of hunger. They can also be crafted with a bowl and cooked chicken to make bean soup which gives 5 1/2 hunger bars.

    Beans will be 1 block tall and are farmed by villagers, they will also be traded by villagers too. Beans cannot be fed to any animals.

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

    Minecraft should add a “weather report” Type of device

    Posted: 18 Oct 2019 07:05 PM PDT

    It's function would be similar to a clock, but you can see what weather it is if you can't actually walk outside and look, but it could also let you know what the weather would be the next day. I don't think it should be too expensive to craft, probably just some iron ore and redstone. Possibly similar in appearance to a thermometer?

    submitted by /u/Darth_Ewok14
    [link] [comments]

    New Nether Update Enchantment

    Posted: 18 Oct 2019 03:19 PM PDT

    The Soul Repellent: This enchantment increases your speed on soulsand.

    II : Normal walkspeed

    I : %80 of nornal walk speed

    Why would you need this?

    The 1.16 update will bring nether biomes and there are biomes like soulsand valley so you will get bored from walking slowly.

    submitted by /u/berkayak00
    [link] [comments]

    "New" Boss mob

    Posted: 18 Oct 2019 05:34 PM PDT

    It will be based on the giant already in game, but with a few alterations, such as a different size, new spawning conditions, and unique AI and abilities for a boss fight.

    TL:DR

    I take the unused giant mob and make him a boss the player summons, similar to the Wither.

    Name: Undead Giant

    It would look like a 3x larger zombie model.

    It would have 120 health, 20 armor points(40% damage reduction), but would take double damage if it is hit on its head. He would also have a passive regeneration effect. During the day he would burn, but this would be mostly offset by the regeneration. He would move twice as fast as a standard zombie. He would be immune to being pushed by attacks or knockback, similar to an iron golem.

    He would be able to break any block the Wither can.

    To spawn the giant, you would build a body of bone blocks. You would only be able to spawn him in the Overworld. The structure would look like this.

    http://imgur.com/gallery/sjHQk0R

    Then you would put a zombie head on top. Then, after placing the zombie head, it would immediately swell to its proper size and his flesh would expand from the bone blocks. This would take 8 seconds. Then, he would start the fight with a stomp.

    He would have 4 different attacks.

    Stomp:

    Easy: 16 damage. Normal: 24 damage. Hard: 32 damage.

    The giant would jump and anything within a 3 block radius would be pushed 6 blocks away. Anything within an 8 block radius would be pushed back 3 blocks. Any blocks in a 4 block radius around his feet would be destroyed. Any player in a 5 block radius would take damage. The giant would stomp whenever there is a player in a 2 block radius of him. He would crouch like a player for one second and then jump 3 blocks into the air and fall back down. He would be immobile for 3 seconds after a stomp. If there are blocks above his head they will break, but he will take 1 damage for each block he breaks. If there is a block he cannot break in the way, he will just stand still for 4.5 seconds.

    Charge:

    Easy: 6 damage. Normal: 9 damage. Hard: 12 damage.

    The giant would run forward at a rate of 4 blocks per second for 12 blocks or until obstructed by a block he cant break. Any blocks in his way would break. Any mob hit by this would be pushed 6 blocks in the direction of the charge. He would charge if the player is 8 blocks away from him with their back turned. The giant would tilt his body back for 1 second before starting a charge. The giant would also charge if there are 12 or more blocks between him and the player, regardless of where the player is looking. He would be immobile for 2 seconds after charging.

    Punch

    Easy: 8 damage. Normal: 14 damage. Hard: 20 damage.

    The giant punches his target. It would have a range of 4 blocks. The punch would be unavoidable, and he can punch once every 1.5 seconds. The punch would push the target 2 blocks away.

    Roar

    No damage

    The giant roars, and all mobs withing 16 blocks of him would have slowness 2 and weakness 2 for 12 seconds, reapplied to anyone within 16 blocks every 10 seconds for 60 seconds. He would also heal for 20 health when he roars. The giant would only be able to roar when he has equal to or less than 40 health. He would shake for 8 seconds before roaring. He would have a cooldown of 120 seconds before he can roar again.

    Behavior

    The giant would have 3 main kinds of behavior. Passive, aggressive, and enraged.

    After spawning, he will be aggressive. Aggressive behavior has 2 different sub behaviors when aggressive, searching and attacking.

    When attacking, he will perform different attacks/actions based on the players distance from him.

    0-2 blocks away from player: Stomp

    3-4 blocks: punch

    5-10 blocks(player looking at Giant): walk towards like a zombie

    Greater than 8 blocks(playing not looking): charge

    Greater than 10 blocks: charge

    When he reaches 40 health he will roar.

    He will enter searching mode if line of sight is broken for more than 3 seconds. If any blocks obstruct his view, he will charge at them.

    In searching mode, he will charge in any direction he takes damage from. If he is left alone, he will wander around, stomping or charging to clear any blocks obstructing his path. He will switch to aggressive if he sees a villager, iron golem, snow golem, or player. If he stays in searching mode for 30 seconds in the sunlight, he will switch to passive mode. At night, he will never switch into passive mode.

    In passive mode, the Undead Giant will seek shelter from any sunlight, possibly charging into mountains or hills tall enough to make a cave for himself. He will remain in passive mode until night time or until attacked.

    The undead giant will become enraged after he roars, and stay that way until the effects of roar wear off. Enraged is very similar to aggressive, where he still has attacking and searching behavior.

    When attacking in enraged mode, he will be immobile for half the time as usual after performing his charge or stomp. You will have to break line of sight for 20 seconds for him to start searching.

    In searching enraged mode, he will not be looking for a target as much as he is breaking all the blocks around him. He will charge and stomp non stop, and switch into attacking if he sees a target. He will never switch into passive, even if burning in sunlight. However, if the roar effect runs out, he will go back to aggressive behavior searching mode, and then he may go back into passive.

    I've been writing this off and on for a while, and I think I'm done. Tell me what you think, and tell me if you can think of an easy way to beat this boss.

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

    Iron Golems, when attacked by a wither, will hold a Wither Rose.

    Posted: 18 Oct 2019 04:52 PM PDT

    Although Iron Golems aren't living, they do hold poppies.

    I think that once hit by Wither, they should hold Wither Roses, as apparently they become immune while in Iron Golem's hands.

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

    Repeating crossbows

    Posted: 17 Oct 2019 08:16 PM PDT

    This is based on the repeating crossbows that actually did/do exist (I don't know a lot about the real ones, just about enough to make this post somewhat based on the real thing)

    Anyway, repeating crossbows would be crafted with a crossbow on bottom, a hopper in the middle, and a barrel on top, with 3 sticks on both sides.

    Stick barrel stick

    Stick hopper stick

    Stick crossbow stick

    The repeating crossbow does half a heart per arrow, and has a fire rate of 4 arrows per second. BUT the quick charge enchantment increases it by 4 arrows per second for each level, so quick charge 3 will be a total of 20 arrows per second, so if every arrow hits you will deal 10 hearts of damage. The repeating crossbow is loaded once every 32 arrows, but with quick charge 3 it becomes 64 arrows. So when you load it, 32 or 64 arrows are instantly consumed, and it can then be fired full auto until it runs out, then you have to repeat the process. Quick charge is the only crossbow enchantment the repeating crossbow can have. The repeating crossbow also has a maximum range of 50 blocks, as well as half the durability of a regular crossbow, though firing the whole "magazine" is the same durability loss as one arrow from a normal crossbow.

    Pros: this can easily take on groups of weak enemies, and if you have poisoned arrows, it's even better, as each hit can do several hearts of damage. It would also be very satisfying to use. It might do more damage to shields too, as more arrows are blocked.

    Cons: very lacking in range, not efficient on arrows (as by default it takes 20 arrows to make a kill, an enchanted bow might be just 3-4 tops on most mobs), low durability, a little more costly to make, nearly impossible to always use unless you have a skeleton farm for all those arrows and carry a lot of arrows with you. The 20 arrow per second rate while deadly also makes controlling how much you fire pretty difficult. If you have 20 instant damage arrows reflected back with a shield, good luck surviving it.

    Lastly, repeating crossbows in real life do not fire that rapidly, though quick charge 3 already existing crossbows load pretty fast, so we gotta make repeating crossbows faster.

    Edit: suggested by u/Fbtzamisce the arrows are also less accurate. Though not as much as they suggested, it should be about as accurate as a dispenser when firing arrows.

    submitted by /u/Tactical-Kitten-117
    [link] [comments]

    Custom block/item support

    Posted: 18 Oct 2019 04:28 PM PDT

    this could be usef for RPG servers. servers could code their own ores and objets however they like and people could add tons and tons of food recipes if they would like

    submitted by /u/turret001
    [link] [comments]

    Jumbo hives for Jumbo Bees!

    Posted: 17 Oct 2019 07:37 PM PDT

    With the new honeycomb and honey blocks around, why not utilize them as a giant beehive with many smaller hives within (inspired by the Large Bee Hive biome in Terraria). These Jumbo Hives will spawn rarely underground in Jungle Biomes, with a special block exclusive in the hives to light them up. Honey blocks will often make up the floors of these hives, so your jumping will be impaired most of the time, with honeycomb blocks on the walls for decoration. The bees that live in the giant hive are more 'politically organized", so a giant Queen Bee will spawn here. She is neutral, but boasts 80 HP and possesses a giant stinger, which will hurt alot if you make her mad, and she can use it without dying or losing it. The Queen Bee also gets mad if any hives around her are destroyed, and she also has the help of other bees to aid her in combat. But, if you make the Queen Bee happy by offering gifts of flower bonquents (crafted by 9 different single-block flowers), she may allow you to collect a bottle of Royal Jelly which, when consumed, provides the power of 1 1/2 Golden Apples. It can also be combined with 9 Honeycombs to make Royal Combs that can be used as a new set of tools, weapons, and armor with power and durability between iron and diamond. Should the Queen Bee ever die (either by yourself [you meanie], or a hostile mob), one of the Bees in there may turn into a Princess Bee, which when fed Royal Jelly, will replace the Queen Bee. A great place to find many Bees, if you approve that this should be added to Minecraft 1.15!

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

    The other Bugs update

    Posted: 17 Oct 2019 10:47 PM PDT

    So lately we only got bees, which seems something special, but i think we missed other Bugs, here is my ideas:

    1. Mosquitos - living at swamp will attack you taking you 0.1 damage (10 times to take your half of heart). The come with very big groups and they are hard to hit, but they drop 1 valuable thing, mosquito gland with blood (your ideas what to do with it, the best will be here)

    2. Wasps - the natural enemy of bees, they will attack you sometimes for no reason, but not all the time. They won't die after stinging you, just like in real life, but they will do less damage. They give you poison for longer time than bees. They can kill mosquitos and other bugs if they come at their way.

    3. Worms - if they are near your crops and it's raining, the crops will grow faster, they are very useful for fertilize the ground in real life, they drop nothing and does not give exp, but always a useful bug.

    4. Fireflies - the source of light at night, but they won't move from their place at anytime, to catch them you need a bottle and a lot of patience, because this ain't piece of cake to catch those bastards. But if you do catch them, you can place a bottle with them on the ground, the more fireflies you get, the stronger light source you have. Max is 5 giving slighty bigger light than a torch. Unlike torch the bottle can be dyed (you know, coloured glass or sth.) To make own colours of torches. You can't apply only black dye, because this going to give no light

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

    The Pine Forest, Cold and Bold Update Part 1

    Posted: 17 Oct 2019 10:43 PM PDT

    The original post was removed for suggestion listing so now I'm separating them into parts. This is a good thing as it lets me go in depth some more.

    Wait, you think this biome is to similar to the taiga. Well here is what an actual pine tree looks like, [Here is it](https://en.wikipedia.org/wiki/Pinus_densiflora#/media/File:Pinus_syluestriformis_(Takenouchi)T.Wang_ex_Cheng.JPGT.Wang_ex_Cheng.JPG)).

    The biome has a 30% chance of generating in the world and a 10% chance of getting the ancient pine forest. Ancient pine trees will be 4 blocks wide and taller than jungle trees. In this biome wooden worn down tents will spawn that contains chests filled with rare and valuable loot. Another structure is abandoned walls, these are incomplete and vine covered walls that generate with Bone Spears (Will get more in depth in a later part), and other loot. Ravens will spawn here and serve as an ambient mob.

    Will put later parts under here:

    submitted by /u/Zachay4
    [link] [comments]

    Night sky update0

    Posted: 17 Oct 2019 08:14 PM PDT

    Minecraft is a beautiful game. But at night there's nothing much to see. You've been holed up in your home and with nothing to look at outside your windows, making glass ceilings when there's nothing to look at.

    A space update would bring an eye full to the sky, milky ways, miny suns far out into the distance, just orange specs far out. Swirls of white everywhere. The light from the night sky would also brighten up the surrounding area, and reflect off the water.

    Since it would be a still background fps wouldn't be an issue.

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

    Fashion

    Beauty

    Travel