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    Minecraft New Types of Farmland

    Minecraft New Types of Farmland


    New Types of Farmland

    Posted: 05 Nov 2019 01:55 AM PST

    Basically, the idea is to add new variants of Farmland. They all have their own perks and downsides, and it should some strategy to a part of the game that has been unchanged for so long.

    You get these new Farmland types by tilling the respective block with a hoe, like you do now. If it isn't specified, assume that you still need the regular requirements for tilling and hydrating farmland.

    Dirt Farmland

    The basic one already in the game. There will be no changes to how it works.

    Podzol Farmland

    Increases the yield of crops planted on it, but it needs to be right next to a water-source for it to become hydrated.

    Mycelium Farmland

    Increases the growth rate of crops planted on it, but the yield is decreased.

    Sand Farmland

    Decreases the growth and yield of the crop. It can't be trampled. Good for decoration or for incredibly desperate survival situations.

    Soulsand Farmland

    Signifigantly decreases the growth of the crop, but when it is harvested, the crop won't be destroyed. Instead, it will revert 2 stages, and start growing again. It also doesn't require water, allowing you to grow crops in the Nether.

    Feedback post

    submitted by /u/TrustyGun
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    Add a bone sword

    Posted: 05 Nov 2019 06:51 AM PST

    It would be crafted with 2 bones and a blaze rod. Would be as durable as a stone sword, and deal as much damage as an iron sword. This could also come with the introduction of bone arrows, which work the same as normal arrows, but use a bone instead of a piece of flint.

    it could also come with the enchantment "relation" which would be applicable to a bone sword or bow and arrow, and would cause the weapon to do more damage to skeletons. This would only affect the bow and arrow if you were using bone arrows. Thanks for reading this.

    submitted by /u/I_am_existing
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    The smithing table should be able to give a custom shape to the armor

    Posted: 05 Nov 2019 02:23 AM PST

    I'm talking about something like the loom and banners, but you can apply it to your armor, making it customizable

    You spend an ingot or so and you get a new face plate for a helmet, or some shoulder pads or gauntlets that you can then fuse it with a piece of normal armor

    This is entirely cosmetical

    submitted by /u/SlenderMF
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    Witch hats

    Posted: 05 Nov 2019 06:06 AM PST

    I think if you kill a witch you have a chance it would drop its hat. When you put it on you get a effect that would make all the potions you go up a level.

    submitted by /u/fishycoper
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    Combining Golden Items with other items to enhance durability

    Posted: 05 Nov 2019 09:37 AM PST

    This is something that, at least in my opinion, could give a lot of use to Gold.

    Plain and simple, if you put a tool or an armor piece in an anvil with its gold variant (Put a Diamond Shovel in with a Gold Shovel, Stone Sword with Gold Sword, and on and on) it adds the durability from the gold tool to the maximum durability of the other tool.

    Combine a Diamond Chestplate with a Golden Chestplate, Diamond has 529, Gold has 113, both are the maximum, you get 642.
    Combine a Iron Shovel( 250 ) with a Gold Shovel with 12 durability, 262.

    First suggestion, hope you like it, have a nice day!

    submitted by /u/GoCaptainToad
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    Zombie pigmans/zombified piglin have chance of spawning with crossbows instead of golden sword.

    Posted: 05 Nov 2019 10:43 AM PST

    In 1.16 "Nether Update",there will be added piglin.Humanoid pig,that attacks with golden sword or shoot from crossbow.

    Soo how about zombie pigman/zombified piglin spawning with crossbow and golden swords?

    There AI might change a little bit,to be similar as Pillagers AI. Soo zombie piglin will "try" to not shoot other zombified piglin or if he/she do shoot another zombified piglin,then they wouldn't make "fights" after accidental shooting each other.

    submitted by /u/Edmord17
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    New advancement: Collateral

    Posted: 05 Nov 2019 03:32 PM PST

    So I was playing minecraft and I had a thought: Why don't we have an advancement about killing two mobs in one swing? I mean, it would make since, with the Combat Update and all, so why isn't this a thing? I could be put under the Adventure tab, as a predecessor to the Monster Hunted advancement

    submitted by /u/iwastoldnottogohere
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    My Autumnal Mob Collection, Dark Harvest Moon: Mob One, The Scarecrow!

    Posted: 05 Nov 2019 01:36 PM PST

    Dang, I haven't made a mob suggestion in ages. But here it is, and it's getting a follow-up in the form of more autumnal mobs! But first off, a powerful hunter under the moon:

    The Scarecrow

    Appearance: The Scarecrow looks like a tall, thin humanoid (much like an enderman) with an angry jack-o-lantern for a head and a farmer's straw hat on top of it. Its body is mainly made of hay bales, which are covered up mostly by larger versions of the clothing worn by plains biome farmers. It wields a rather unintimidating wooden hoe as a weapon, which it holds sideways with its arm outstretched to the side (with the idea being that it swings its arm horizontally as if the hoe is a scythe). But this scary appearance better be backed up, right? Well, I got you covered... covered in BLOOD!!! (not sorry)

    Spawning: The scarecrow can spawn on tilled dirt (which it cannot trample) in villages on full or new moon nights. It has a higher chance every tick of spawning than other mobs due to all these constraints. It is still rare, though.

    Stats:

    • The Scarecrow boasts a healthy 72 hitpoints, making it quite difficult to kill. With this amount of health, it can take around 10 hits from a base diamond sword, so I think it has no real need for defense points. It can still be dispatched with relative ease due to its weakness to fire and melee hits from tridents.
    • The Scarecrow's main sweeping attack has, well, a sweeping effect. This means it is quite hard to dodge. However, it only does four damage, so it isn't too strong. Its second attack, in which it raises its hoe above its head and strikes downwards at its foe, is slightly stronger, in that it does five damage and disables shields for half a second. Both attacks take about a second-and-a-half to recharge, giving the player a short window after blocking or dodging to attack back.
    • The Scarecrow moves at the same speed as a sprinting player and zorps straight up one block jumps like a horse. This makes it nigh-impossible to outrun, forcing the player to either hide in a two-block-tall space (a few blocks in so that it can't use its high reach to attack anyway), tower up and be in danger of attacks from other mobs, or stand their ground and fight.

    Behavior: Aside from attacking the player, the Scarecrow also targets villagers. Villagers instantly run inside as if a bell was rung when this mob spawns. Iron Golems, not sensing that it is a malevolent force, will stand by and do nothing. Phantoms steer clear of its sweeping strikes and simply do not swoop down when it's nearby. Farm animals simply huddle together and shake when it comes near them. The Scarecrow, if given the chance, will kill Illagers as well, so it isn't completely bad.

    What to do: As stated before, the Scarecrow is quite tall and therefore can only fit in 2.5 x 1 block spaces and up. This allows for the classic enderman hunting strategy of hiding under a dirt platform to be pretty effective against it. However, it does have 2 blocks of reach with either attack, so be careful how close you get.

    The Scarecrow also has quite some vertical reach, but it cannot jump any more than the player, meaning towering up is also a viable strategy against it. However, this can lead to it catching up and attacking you, so be careful.

    Finally, the non-cheesy way of beating it: use a shield. Its main attack is useless against a shield, and its second only comes out after you block its main one at least once. The optimal weapons for this are either a diamond sword with fire aspect or a trident with any enchantment, as it is weak against melee trident hits and fire. Make sure to block its attacks properly before countering, and make sure you get ready to block the next before it recovers. Your knockback likely won't be enough to stop it from attacking again right after it recharges.

    Drops: The scarecrow drops five hay bales and 6-8 leather, but the main prize is its head. The Eerie Pumpkin, as it's called, can be placed as a great decoration, or it can be worn for the same fear-inducing effects that the Scarecrow itself has, meaning, most importantly, you'd be essentially immune to phantoms. Walking into a village with the pumpkin on your head would give you the achievement "Ghost Town", and killing ten mobs with a wooden hoe while wearing it would give you the achievement "Serial Tiller".

    And that's all for now! Any feedback would be very much appreciated. If you have any good concepts for more autumnal mobs for the Dark Harvest Moon series, go right ahead and pop them down in the comments section! Anybody who wants to join in with this home-made event of mine can, just as long as you put Dark Harvest Moon in the title!

    Thanks for reading!

    submitted by /u/RockHopperSSM
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    Gilding weapons or items will increase effectiveness temporarily

    Posted: 05 Nov 2019 12:54 PM PST

    For clarification, I'm piggy backing an idea. https://www.reddit.com/r/minecraftsuggestions/comments/ds2kai/combining_golden_items_with_other_items_to/?utm_source=share&utm_medium=ios_app&utm_name=iossmf they did it first

    Anyway, my change here is that I don't like the idea of increasing durability. If that's true than you'd simply only use golden plated/enhanced/whatever he calls it tools, never wanting to use the normal versions, and really you'd never see them anymore as anything besides a stepping stone to a golden item.

    My idea is that gilding a tool will give it a second health bar. In survival mode without commands you cannot gild an item that is damaged, you can only hold an item that is at full durability. The second bar has only as much durability as a golden tool, but increases the intended effect of the tool by +1, as well as making use of any enchantments.

    For instance, let's say your diamond pickaxe has +5 damage and mines at a normal speed, if you gild it, it will deal +6 and mine as if it had efficiency 1. This applies to all tools and armor. For instance, a helmet piece would act as if it had another level of protection if gilded, a sword would act like it had another level of sharpness.

    As I said, gilded items make use of item enchantments, for instance if gold has 32 durability, gilding a diamond sword will make it gilded for 32 durability, but if it has unbreaking III it will be gilded for as long as an unbreaking III gold sword might last, while still acting like an enhanced diamond sword

    You cannot repair the gilding of an item, for instance if it's your 3rd gild and it's about to break on your diamond sword, it will stay a diamond sword forever unless commands or creative mode is used

    Acquiring

    You can gild an item 3 times, it gets more expensive each time. You can gild it the first time with gold nuggets surrounding an item in a crafting table, when that wears out you will need to surround it with gold ingots, then blocks. Then you can no longer gild it.

    Once again, your item must be full durability to gild.

    You can also occasionally find gilded items with piglins.

    Recognizing a gilded tool

    The name of a gilded tool shows up gold for the tool tip, when someone is killed in chat, and any sort of time the name of a tool is used.

    The name is still "diamond sword" if you have a diamond sword but the text is gold, moreover the outline will be replaced with gold instead of black pixels

    submitted by /u/steakandwater
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    Ender pearl that has infinite uses but requires exp to be used

    Posted: 04 Nov 2019 10:54 PM PST

    That would be cool

    submitted by /u/spicy22222
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    charcoal dust, and bark bits

    Posted: 05 Nov 2019 03:59 PM PST

    Charcoal dust is created when burning small objects like planks, or bark bits. They are combined in a crafting table in every slot but don't forget a water bottle in the middle, to make charcoal, or now called, charcoal brick

    The bark bits are gained in a 75% chance of stripping any log, they can be used for making charcoal dust, or even a substitute for a smoker, fuel. The time is 5 seconds more active than kelp .

    submitted by /u/PAK_GG
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    NEW ISLAND BIOME (repost of live discussion so people can actually get their comments and feedback upvoted and seen)

    Posted: 04 Nov 2019 09:30 PM PST

    Don't you ever find it boring that islands in an ocean are just clumps of beach biomes with at best, some plains? There are Mooshroom islands, yes, but how about your ordinary island? I propose that there should be an island biome.

    Variants

    There could be different variants of island biomes, from Volcano Islands, to the humid Jungle Islands, or just a rugged Mountain Island.

    submitted by /u/Tin_Of_Juice
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    The hitboxes of double-tall plants should be shrunk to better fit the hitbox sizes of other plants.

    Posted: 05 Nov 2019 02:08 AM PST

    Currently, tall seagrass is the only such plant which has a reasonably sized hitbox. The other two-block-tall plants instead have a hitbox the size of a full block, which is far too big, and should be shrunk down a bit.

    This inconsistency was reported on the bug tracker, but apparently it's completely intentional.

    submitted by /u/MuzikBike
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    Flying brooms

    Posted: 05 Nov 2019 06:03 AM PST

    The flying broom is a fast way to travel in the overworld and would act like a boats but in the air. Where ever the player is looking the broom will fly in this direction if you are on it.

    The flying broom would be crafted with 2 sticks 1 wheat and a new potion or something. This could also be found at witch huts.

    submitted by /u/fishycoper
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    Piglin chief

    Posted: 05 Nov 2019 05:53 AM PST

    The piglin chief would be a epic boss that spawns in the Nether. The piglin cheif would spawn in the piglins base and wouldn't attack you if you have gold armor on until you attack it or a piglin. The piglin chief would have a giant gold hammer that does large damage. The piglin chief has the head of a hoglin but with bigger tusks. The piglin cheif is 6 blocks tall and has a loincloth

    The piglin chief would have 3 attack the slam,the squall, and the charge.

    The slam - deal lots of damage and enything in a 3 by 3 aria of it will go flying.

    The squall - makes a loud sound that eny player in the nether no matter how far away will hear it also eny piglin will immediately look at the piglin chief and try and attack the attacker.

    The charge - will destroy eny block that's not bedrock or obsidian so you can't just get above it and turn it into a poky pine.

    This would be the perfect boss fight for the Nether update.

    submitted by /u/fishycoper
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    Magma cubes commonly spawn on magma patches

    Posted: 04 Nov 2019 05:11 PM PST

    With the nether update, we're expecting some serious changes to the nether. One thing thats pretty minor but would be awesome to see would be larger patches of magma blocks. In these magma patches, magma cubes would spawn commonly, but no other mobs. This would provide a unique mini biome that poses both a larger threat (magma and magna cubes) but also potentially high rewards with collecting magma cream.

    submitted by /u/Scunge_NZ
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    How Many Bees in a Hive/Nest?

    Posted: 04 Nov 2019 09:04 PM PST

    The only way I know of finding out now is to use the command "/data get block <x> <y> <z>", but that spits out loads of NBT data about the bees inside, and it's really hard to see just how many are in there. I'd really like to see an easy (and preferably survival-friendly) way to see the number of bees. Maybe something on the F3 menu?

    submitted by /u/Flexico
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    Sables + fur armour

    Posted: 05 Nov 2019 07:10 AM PST

    When they talked about the bees, they mentioned that they added them to educate people about bees and because they were cute. So why not add Sables, they're cute and are commonly used for clothing because of how smooth the fur is. Alongside that, not many people know about them so it'll educate them about the animal and the how fur clothing is made, sort of

    submitted by /u/HaryHeluwil
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    Raid on our base

    Posted: 05 Nov 2019 02:59 AM PST

    Knowing that it's us who by triggering the Bad Omen, are responsible for killing the pillager chief.

    Why the Pillagers, if we return to our base, would not attack us too ?

    When you are near your bed, (all your bed you last slept in ) like 10 m, the raid begin.

    The pillagers will attack you and all your animals.

    submitted by /u/-Matthieu-
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