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    Minecraft Sleeping in beds should have your character beneath the covers

    Minecraft Sleeping in beds should have your character beneath the covers


    Sleeping in beds should have your character beneath the covers

    Posted: 17 Nov 2019 01:09 AM PST

    When you sleep, the character just seems to go straight onto the bed without going under covers. This is fine, but I would prefer if only the character's head was displayed and the body was hidden, so it looks like they are snug in bed. Same for villagers if possible. This doesn't affect gameplay but it would be a nice tweak.

    Edit: Apparently this was a function in bedrock by shift clicking the bed. I will delete shortly.

    Edit 2: I'll keep it up because of popular demand and just suggest this like parity for Java.

    submitted by /u/solar_powered_noob42
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    The Ender Rift biome in the End

    Posted: 17 Nov 2019 09:29 AM PST

    As you travel around in the outer end islands, you will se tunnels carving through the void, composed of blocks with the same texture of end gateway portal blocks. These tunnels are tears through space and time, and act as the End's own version of caves, and can be accessed through an entry on a End Island's surface. These wormholes allow easy travel from island to island, but the blocks composing of these tunnels are unbreakable, and the texure of the blocks will confuse you. Fortunatly, there is only one mob that spawns in these tunnels only: Its the Endermites though. The End never got any cave tunnels in it, so this would do nicely and make the End more safe to travel, because you wont be falling into the void.

    submitted by /u/doctorlakiboss
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    Dungeon loot is awful and is in desperate need of a revamp.

    Posted: 17 Nov 2019 08:22 AM PST

    Just as a warning, to fully flesh out what I'm thinking this post will be VERY (VERY) long. Here's the gist-- I'd define dungeons as a building you go to to loot. Desert Temples, End Cities, Nether Fortresses, etc. etc. The loot they present is either awful or too little too late, and if it isn't updated there won't be any incentive to explore after your first few days. The basic idea is that Dungeon loot is currently very bad, and could certainly use some upgrades to make hunting for and through them important but fun. Things like enchantments being locked behind exploring the dungeon or loot that you can't get anywhere else. Now that the basic idea is out of the way, I'd like to go far more in depth as far as dungeons go.

    At the current state of the game, there's hardly any value in exploring dungeons, outside of a specific one (I'll come back to that). The loot is terrible, either being basic mob drops or perhaps a music disc if you're lucky. There's always the extremely rare chance that you could find an enchanted golden apple, but the odds of that are slim to none, considering their rarity and rarity of structures.

    Think about all the worlds you've played through. When was the last time you found an Igloo? How about a Jungle Temple? Probably a long time ago. In fact, I only recently discovered that Igloos were even a thing in the first place. If they're so rare, they're gonna have cool loot, right? Wrong. Jungle Temples have loot that wouldn't even be helpful to somebody who spawned right in the middle of one, much less a player who's explored thousands of blocks just to find a jungle in the first place. Igloos have a zombie villager and the materials to cure it, but it's at the bottom of a very tall ladder, and Igloos are out in the middle of nowhere. Makes no sense to go through that process when you can just do it artificially as simply as trapping a villager with a zombie.

    How about another dungeon: The Woodland Mansion. There's a reason nobody bothers with them. The trouble to find one is far too much, and the loot is terrible. The mobs inside are some of the most difficult in the game, which feels like a major waste. People don't go to woodland mansions just for fun or for the loot. They go because it's a badge of honor. You can say that you made it all the way there and back, which is a very difficult thing to do.

    There is, however, one dungeon that makes very good sense for its loot: The End City. The treasures that you can find are rare materials, or heavily enchanted tools, and of course the Elytra: Transportation method that trumps all others. There's a reason people hunt for hours for these: the loot is fantastic, and worth the trouble too. The end barrens are very difficult to navigate if you aren't skilled or don't have an elytra to begin with, and the endermen all around will make building around very difficult. The biggest issue with end cities is that it's too little far too late. By the time you make the journey to them, there's no way you won't have somewhat to fully enchanted tools and armor, with plenty of resources to spare back at your base, rendering the treasures you find somewhat useless.

    Another dungeon is too much too soon, being the Sunken Ship. These things are broken as hell, if you ask me. They allow you to totally skip mining for resources at the beginning of the game, which defeats the purpose in my eyes. While they aren't sustainable, it's very easy for a player to find one day one and get diamonds, iron, and emeralds from the treasure room on the ship, as well as the buried treasure that comes with it. Rinse and repeat for about an in game week, and you're sure to have enough diamonds to last you for a decent while, especially considering the safety offered by the ocean.

    I've talked a lot about how much dungeons suck, so now it's time to talk about how great some are. Take Nether Fortresses, for example. They're a crucial dungeon for players in the mid and end game, both for their loot and enemies. Potions are locked behind nether wart, which can only be found in Nether Fortresses. If you want to go to the end you need to kill a bunch of blazes. If you want to have effects around your base, you need to kill wither skeletons to get a beacon. The loot offered here is fantastic, and difficult to get. However, there's an issue I've been meaning to present for a while.

    Mojang are actively ruining dungeons with every update to the game. The biggest example being 1.14: the Village and Pillage update. Because librarians can now sell bookshelves for a cheap price, going to a stronghold has lost one of its greatest features. Because raids can summon Woodland Mansion enemies, there's now truly no reason to go to one. The Totem Of Undying, once the staple item of the Woodland Mansion, is now nothing more than a trinket you can get with minimal effort. I fear that 1.16, The Nether Update, will make nether wart far more accessible, taking an aspect of nether fortresses away. This is a very big problem. At the rate things are being added, within the next few updates dungeons will become husks of their former selves, reduced to nothing but a neat decoration... something you can take a peek into and just move along with.

    The overlying issue is that Mojang, while making the other aspects of the game better by stealing the things offered by dungeons, is leaving dungeons behind. Their loot is very bad for the effort that will often need to go towards finding and conquering one, making dungeons something that players should probably avoid. The reason why dungeons like End Cities and Nether Fortresses work so well is because they present specialized loot: a reason to venture there.

    Specialized loot is important to make a dungeon worth exploring. Woodland Mansions are the perfect example. When they were first added, the idea of an object that brings you back to life was incredible, and made the hours of travel and difficult combat worth the effort. Now that raids are a thing, Woodland Mansions have lost their purpose. The days of yore had Woodland Mansions as the big dungeon to explore. Now we explore End Cities, for their incredible loot. The ability to fly is an incredible one, and makes large scale projects easier by magnitudes. The ability to carry around a backpack in your inventory is incredible, and once again makes large scale projects easier by magnitudes.

    So what dungeons should receive what loot? I think it's simple. Here's my basic ideas.

    • Hearts Of The Sea are out of place as loot for sunken ships/buried treasure. It would make much more sense for them to be dropped by Elder Guardians, providing Ocean Monuments with a purpose.
    • Evokers don't spawn in raids anymore, replacing a Woodland Mansion's initial purpose. Mansions no longer generate tens of thousands of blocks away from your spawn, and more frequently as well. Now about as rare as an Ocean Monument.
    • Strongholds should have the chest loot that End Cities have. The chest loot provided by End Cities would be far more useful at that point in the game. It makes much more sense to have cool enchanted tools and armor when you're powering up for the Ender Dragon fight, instead of afterwards.
    • Coming across an igloo would be much more interesting if there was a cool reward for doing so. Perhaps igloos could become inhabited with large numbers of Skeletons and Strays, and outside could be your prize: A Skeleton Horse. The ability to quickly move underwater is a novelty and very fun, and would make it worth it. Not a prize you'd necessarily want to go out of your way for, but a fun one that'd be neat to come across.
    • Nether Fortresses should be the place that you find Fire Aspect and Fire Protection books. Remove them from a Librarian's trading list, and they become important to look for. This would tie in perfectly with a run that starts in the nether. Finding a nether fortress means that you can also find enchantments that master the fire: A metaphor for how you've finally mastered the fiery realm that is nether.
    • Mob spawners now feature low level armor with multiple enchantments. Think a leather cap with Protection I and Blast Protection II. The armor would be terrible, but the prospect of hunting for these for the ability to have an armor set will all the enchantments would be interesting. Maybe a good way for Chainmail Armor to be naturally generated?
    • Mob spawners now have loot themed around the spawner in the middle. Zombies get armor and weapons, Skeletons get relatively weak enchanted books for bows, as well as lots of bones, and spiders get potions.
    • Abandoned Mineshaft minecart chests would have interesting new features, like ores, bars, and pickaxes with potentially rare enchantments.
    • Desert temples, to tie in with Ancient Egyptian culture, maintain their primary mob drop loot, with large amounts of gold and honey as well.
    • Jungle Temples need a rework of their own. Much larger, with more traps. The loot could be nature themed. Stacks of logs, rare flowers, mossy cobblestone, lots of bone meal and even wither roses come to mind.
    • Pillager Outposts would feature strong enchantments for bows and crossbows, like Power and Multishot. They now feature a basement with villager prisoners that you can free. They no longer produce infinite enemies, and instead will have a base number. Kill them all, and the villagers inside will offer discounts similar to those you'd receive from Hero Of The Village.
    • I'd say end cities are fine the way they are in their current state, but could be easier to find in exchange for a 70% rate of ship generation instead of 80%.
    • As far as all dungeons go, Cartographers can now sell maps for every dungeon in the overworld, making them much easier to locate.

    If you've gotten this far, I thank you. But just making some mild balance changes will not be enough. At the rate Mojang is adding things from dungeons to other things, these will not last long. It's very important that they continue to introduce new features to dungeons as they continue to introduce new features to the overall game.

    submitted by /u/HairClippingJesus
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    Honey slimes

    Posted: 16 Nov 2019 10:03 PM PST

    After I saw the post over on r/minecraft where the person made irl slime cubes and honey ones, i thought it'd be cool if we could use a bottle of honey or something related on a slime to make it orange and friendly. It could follow you around, doesn't have to attack anything, it can just vibe.

    submitted by /u/serifum
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    Make travelling merchants usefull and villiger transport easier

    Posted: 17 Nov 2019 10:48 AM PST

    Okay, you know how traveling merchants are completely useless? And you know how transporting villagers can be so slow and painfull. Well why not kill 2 birds with 1 stone by making so that villiagers can ride the merchants llamas, then you could transport lots of villigers by leading llamas. Just a suggestion and may not be perfect but im happy to get feedback if you agree or don't

    submitted by /u/Pixel888
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    Blast-proof Glass

    Posted: 17 Nov 2019 05:33 AM PST

    It's a pretty simple concept.

    Glass that is resistant to Creeper explosions/Ghast blasts/End crystal blasts. It's crafted using 8 glass and 1 Obsidian, and can be made into panes using panes.

    It looks just like glass, but is slightly darker. It can be stained using the respective stained block/pane, but the color would be more akin to terracotta.

    submitted by /u/Pizzachu221
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    Campfire Makes Animals Drop Cooked Meat

    Posted: 17 Nov 2019 09:44 AM PST

    So I had this idea of making a cow farm in a square hole. There would be a ladder so you could go up and down but the whole was 8x8. I put a campfire with trapdoors in the one corner. The cows couldn't get into the campfire unless I put the trap doors down. My idea was that I could put down the trap doors, climb back up to ladder, go to the corner where the campfire was under, hold a piece of wheat, and all the cows would walk onto it, die from fire damage, and drop cooked steak. Well the design worked but they dropped raw beef. It's a camp fire shouldn't it do fire damage? I still use this design though because it save s resources and it's easier than going down there and using a sword.

    submitted by /u/DTCG60
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    Zombie Pigman should have a rare chance to drop a Golden Carrot.

    Posted: 16 Nov 2019 09:00 PM PST

    Pretty simple. Zombies drop Carrots, Pigmen drop Gold Nuggets, Pigs like Carrots. Not sure why this isn't already in the game.

    submitted by /u/SpyderEyez
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    A hopper chest. It is a chest, that acts like a hopper.

    Posted: 17 Nov 2019 02:21 PM PST

    Combines the two into one block. Would be able to make somethings compact, while still leaving use for the both of them.

    submitted by /u/thecamo6
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    Soul Sand Glass? (Soul Vitric)

    Posted: 17 Nov 2019 07:54 AM PST

    Here's an idea for the Nether:

    A new form of glass created out of soul sand. When a player breaks a block of soul sand and places it into a furnace, the block will smelt into Soul Vitric (soul, obviously coming from soul sand, and vitric, which means relating to, resembling, or having the nature of glass). Soul Vitric will be a transparent, brownish-blackish block that emits small particles, and looks a little dusty. The Soul Vitric will be particularly helpful in the Nether, since the glass has the same blast protection as cobblestone. This is very useful, so if a player is getting attacked by ghasts and has a low amount of health, then they can use the Soul Vitric as a barrier against their fiery attacks, and a view to see if they are gone or not.

    submitted by /u/ThanusThiccMan
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    Making oceans deeper

    Posted: 17 Nov 2019 04:35 AM PST

    It would be interesting to have the oceans in Minecraft be deeper than they are now, offering an opportunity for Mojang to add new biomes and mobs, with the fog getting darker the lower you go (blue is the surface level light, black fog gives the player a similar effect to blindness) and going to the very bottom of the sea reduces your health (like the Wither effect) unless you have an item that prevents you from dying from the high pressure, deterring new players who think Minecraft is easy.

    submitted by /u/mrshapestone
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    Enchantments that are specific to leggings and chest plates.

    Posted: 17 Nov 2019 12:40 PM PST

    Currently, leggings and chest plates do not have enchantments specific to them, while boots and helmets do (feather falling, depth strider, aqua affinity, etc.). This makes enchanting chest plates and leggings less interesting and they seem to be less important. This should be changed. For example, leggings could have something along the lines of "Lead Infused" which decreased the amount of knockback a player takes, or thorns could be made a chest plate specific enchant. Lmk what you think.

    submitted by /u/dkmcc123
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    More Biome Diversity

    Posted: 17 Nov 2019 02:28 PM PST

    Now, by more biome diversity, I don't mean more biomes, but rather more differences between the biomes.

    Although Mojang seems to be working on the biomes one by one, the changes they implement have very little impact on the game. When was the last time you fought, or even saw a polar bear? When was the last time you actually used a llama caravan? Seen a panda? Yes, foxes have very complex and fleshed out behaviors, but what use do they actually have other than decorating taigas?

    The problem is the changes they implement are mostly inconsequential. There is no actual incentive to explore other biomes, other than for the achievments. Once you get there, the new biomes lose their novelty very quickly.

    Here are my proposed solutions:

    - Hostile mob variety

    - More useful passive mobs

    Hostile mob variety

    So, in my opinion, the stray and husk were a good start. This idea of biome dependent mob variants could be implement further. This can make fighting in different biomes a lot different, and if these variants had more varied drops, it could give an incentive to go farm mobs in different biomes.

    Here are some suggestions:

    Deserts:

    - Husks: Same as already in the game, attacks have a hunger effect. Resistant to sunlight. Drops leather as well as rotten flesh. Does not drop any food.

    - Dust Spider: Have a blueish almost scarab like appearance. Same size as cave spiders, but less health. Remain hostile during the day, but hide in sand or sandstone once the day comes, and only attack if their hiding spot is broken. Desert temples/wells could spawn with dust spider infested blocks. Drop spider eyes and the occasional lapis/gold nugget. Do not drop string.

    Swamps:

    - Lurker: Zombie Variant. Have a muddied appearance. Tend to seek out shallow water, even at night. Instead of attacking normally, they grab the player, attempting to pull them into the water, and dealing weak but rapid attacks until the player kills the Lurker to escape his grasp. Drop Vines and Mushrooms in addition to the rotten flesh and other drops.

    - Swamp Spider: Maintains distance and spits projectiles at player. Projectile spawns a cobweb when it hits. Attacks once the player is within a cobweb. Regular drops

    - Witches spawn more frequently here

    - Witch's ghoul: Skeleton variant. Spawns with witches. Does not have a bow. Witches will give their ghouls potion effects. (Witches are pretty harmless right now. Yes, they can give a nasty poison effect, but as soon as you hit them once they go into a potion drinking frenzy which makes them harmless. Having some minions would make them better) Drops bones, and nothing else.

    Jungles:

    - Tree spiders: Brownish spiders, tarantula looking spiders. Seek out high trees, drops on player when is is below. Takes no fall damage. Remains hostile during the day. Will attack parrots. (Just like some real life spiders do) Regular drops.

    - Vine Walker: Skeleton variant. Mossy, overgrown appearance. Shoots poison arrows. Drops poison tipped arrows.

    Plains:

    - Mostly regular mobs, however they have a higher chance of spawning with gear.

    Snowy Biomes:

    - Stray: same as in game

    - Frostbite spider (or Frost Spider for copyright purposes): Slower, larger spider. Gives slowness effect when it attacks. More health, but will not jump at player. Regular drops.

    More Useful Passive Mobs

    Now, I understand that protecting the environment is important, and we don't want to encourage the harming of animals. However, I have a small machine in my minecraft world that cramps a bunch of chickens in a small space, then burns the babies as soon as they reach adulthood. That does not mean I support animal abuse in real life. I believe it is necessary to give animals useful drops, and that this does not mean we are supporting poaching or mass hunting.

    - Polar Bears/Pandas: Drop bear meat and Fat. Fat can be used for torches, and possibly used as a potion ingredient. They also hunt mobs, meaning they can be useful to keep around.

    - Foxes: Increased chance of spawning with a useful item. Can be tamed with rabbit meat. (This also gives an incentive for hunting rabbits) Once tamed, will follow the player, seeking out nearby items and bringing them to the player.

    - Llamas: Make them follow the player once tamed. The hassle of having to lug around a caravan with a lead isn't worth the benefit of having mobile storage. Being able to make them follow you like a dog would make them much more useful. They also drop wool, but cannot be sheared.

    - Parrots: Give slow fall effect when on shoulder.

    submitted by /u/Sim-Jong-Un
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    Tea ?

    Posted: 17 Nov 2019 03:03 AM PST

    Notice how we don't have any drinkables in Minecraft ?

    Okay, there is potions, and honey bottle, but except this, we have nothing else.

    So maybe, aside of coloration, we may use flowers to make tea !

    It's easy, bottle of water, + the crushed flower = bottle of tea.

    But, there is one problem, what does it do ? Well, you see, the Minecraft hunger bar is really weird, you can eat bread for the rest of your life, nothing will happen to you.

    Did you already hear someone saying that, drinking before eating is fullying your stomach ? Well maybe tea will have the same effet.

    When your hunger bar is, at let's say, 5, and you drink a bottle of tea, you will not only have 3+ points, but your hunger bar doesn't decrease anymore (for a limited time).

    When you finished drinking the tea, you can also re-use the bottle, but it's pretty obvious so...

    Finally: Desert villagers are L O V I N G tea, they really like it, and can literally give you emeralds in exchange of tea,

    That's my idea, bye !

    submitted by /u/Tekstar_XD
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    New ranged weapon: Throwing Star (ninja star)

    Posted: 17 Nov 2019 03:57 AM PST

    These would be essentially throw-able arrows. Crafted with 5 iron ingots in a cross to give 4. They could stack to 64 and like arrows, be picked up if they miss their target. A star inflicts 6 damage (3 hearts) of damage when it hits a target.

    They would be able to thrown in quick succession similar to snowballs, but with a half second cooldown. This would make it the first rapid-fire weapon. The throwing stars would also fly along the same arc a enderpearl would.

    Although the throwing star is not a weapon with durability, it would be able to be enchanted with either loyalty or multishot. You would be able to enchant up to a stack at a time using anvils. Loyalty would return the star to the player if it misses it's target, and multishot would shoot three stars out, and work like it does on crossbows. This would add more use to loyalty and multishot enchanments, which are not used too often.

    They would be a good early game ranged weapon, but it's expensive crafting recipe would prevent it from being too OP.

    submitted by /u/k00ji
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    New Fish Types (revamped)

    Posted: 17 Nov 2019 01:07 AM PST

    I posted something similar to this a while back, but I scrapped it. Hopefully this'll be a better version.This is just a post about extra fish mobs that I believe would make the game more lively.

    Lake-fish: This is a fish type similar in function to tropical fish, but with a more practical use. They spawn in lakes in most temperate and cold biomes, and like tropical fish, hey come in numerous forms and colors based on real freshwater fish. Largemouth bass, smallmouth bass, rock bass, common carp, walleye, perch, brook trout, buffalo, pumpkinseed, bluegill, pike, muskellunge, pikeminnow, zander, and more could be represented as skins of the lake-fish mob. When killed, they'd drop a single raw lake-fish item, which can be cooked like cod or salmon, as well as the usual chance for bonemeal. Seeing as lake-fish represents species that are often considered sport fish, there could be a mechanic where casting a fishing hook with draw lake-fish to it, allowing you to catch them on the line like you would the usual fish animation in regular fishing. Reeling them in would basicaly kill them instantly, turning them into a raw lake-fish item and some experience.

    Catfish: These are far larger and less common than other fish types. They are found in some temperate and warm biomes (as well as rivers), appearing in groups of no more than 1-3. They are harder to kill than other fish, but they drop raw catfish, which when cooked heals a hecktonna hunger. They also drop catfish whiskers that can be used in brewing.

    Corydoras: A cute, tiny catfish that spawns in jungles. Doesn't drop food items, and is solely for ambience, or use in aquariums. Comes in numerous colors based on real variants.

    Pupfish: A rare and small fish mob that spawns in warm biomes (desert, mesa, savanna). They aren't very common, but can spawn in literally any body of water on the surface, including 1X1 puddles (a nod to IRL pupfish's pension for being found in seemingly inhospitable places). They don't drop any items, but are very nice to look at in an aquarium. They come in a few bright colors, including silver, neon blue, and golden yellow.

    Koi: Brightly colored carp that spawn in flower forests and bamboo jungle. Can be killed for lake-fish meat, but are more useful in a koi pond. Come in numerous bright colors based on real koi variants.

    Piranha: A neutral fish mob that spawns in jungles. They behave like normal fish most of the time, unless a mob/player gets hurt nearby (ie they smell blood in the water), a piece of meat drops into the water, or a player nearby starts holding meat. If any of these requirements are met, they enter a hostile mod, and attack any player, mob, or meat item they find. However they are rather weak enemies, and can be killed for lake-fish meat, or perhaps a raw piranha item.

    River eel: A fish that can be found in rivers (and sometimes the ocean). They can be farmed like non-fish passive mobs, and drop raw eel when killed (which is poisonous until cooked). However, even cooked eel provides poor hunger restoration.

    submitted by /u/Talenkauen
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    Rice

    Posted: 17 Nov 2019 03:03 PM PST

    They should make rice and then you can add different things to the rice to give potion effects, a bit like suspicious stew. You would obtain rice from a separate plant and then have to craft it into the separate rice grains and then put it in a furnace. It can be eaten with or without things to give hunger bars. The difference it will have to suspicious stew is that it can stack making it better however when you are crafting it you would add a valuable item to it such as gold or maybe even diamonds.

    submitted by /u/KingPrageegee
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    Potion of Nourishment

    Posted: 17 Nov 2019 09:31 AM PST

    The potion of nourishment would be like an Instant Health potion. It would give a certain amount of saturation and would be brewed with a steak. You could also reverse this with a fermented spider eye.

    submitted by /u/thegamergeeks
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    Bees that have been fed and bees that have been created from breeding will not get aggravated when hit

    Posted: 17 Nov 2019 05:01 AM PST

    Title pretty much explains it. It would be annoying if you say, have bees on your farm and accidentally hit one, cause you'd have to deal with either losing some of your bees or having to leave them to let them calm down. Don't know how many people actually use bees on their farms, but it would allow you to harvest your crops without worry.

    submitted by /u/Arc_Nebby
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    Mushrooms grow on logs

    Posted: 16 Nov 2019 05:41 PM PST

    Rain speeds up the growth could be a thing too maybe. The cap would be 2-3 mushrooms a tree, and it'd look like the mushroom's stem is stuck to the side of a log.

    It'd make mushroom stew a realistic emergency food supply and it's not op since stews arent stackable. Since mushrooms only grows on unwell logs, this could be a rare occurrence.

    submitted by /u/DividedEnd
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    Make Items Available in Minecraft Marketplace Available in User-Generated Worlds

    Posted: 17 Nov 2019 11:39 AM PST

    Exactly as the title says, I believe that items that can be found from buying worlds in Minecraft Market place could work as addons and be implemented in other worlds that the user created. For example, say you created a massive city, and you're only missing cars. Then you see a world in minecraft marketplace where moving cars work. They could work as addons and then you could put the cars as a pack and have the item in your city world.

    submitted by /u/Kshocker
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    Unexplored maps can be given patterns in the cartography table

    Posted: 16 Nov 2019 08:59 PM PST

    Unexplored maps can be crafted with certain items in the cartography table to make them decorative. When this is done, the maps have predefined patterns in sepia tones that resemble a treasure or explorer map. The item is not consumed.

    If the maps are used or resized, they retain the pattern. This allows players to have partially-explored maps with the patterns.

    Examples of patterns:

    • Ink sac - Sea monster (sea serpent with curled tail)
    • Creeper's head - creeper face
    • Sandstone - desert temple
    • Chiselled stone brick - jungle temple
    • Prismarine shard - guardian
    • Cactus - desert hill with cactuses
    • Wood - hill with trees
    • Dragon's head (from end ship) - Ender dragon (or just its face) and the text "HIC SVNT DRACONES" (Here are dragons).
    • Dirt - plain pattern, useful as a filler
    • Water bucket - waves
    • Compass - compass rose
    submitted by /u/bdm68
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    New enchantment: fox jump

    Posted: 16 Nov 2019 05:02 PM PST

    It's for the boots obviously and you have to charge up a little bit before like the foxes do. It let's you jump really high and deal damage on whatever you land on. Sorry if someone else already had this idea.

    submitted by /u/noobmaster69420911
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    Fashion

    Beauty

    Travel