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    Minecraft Villagers Shouldn't Jump into the Wells

    Minecraft Villagers Shouldn't Jump into the Wells


    Villagers Shouldn't Jump into the Wells

    Posted: 22 Nov 2019 11:41 PM PST

    I know the title sounds pretty silly, but nothing sucks more then when villagers fall into the well, just to get stuck & ambushed by zombies once night falls. I swear this happens daily, and if you don't take care of the problem by barricading off the well, you will end up finding the entire village going for a long term swim. There has got to be a fix to this, even if it's as simple as re designing the wells so they don't spawn as death traps to all around. Anyways as silly as this suggestion is, villager lives matter -^

    submitted by /u/crungyspogus
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    New Mini-Boss: The Queen Bee.

    Posted: 23 Nov 2019 04:55 AM PST

    1.15, the Bee update, feels like it's missing, well... a lot. I know, Bees = Fun and Cute, but this is one of the smallest major updates to ever be added to the game. Since the update is officially called "Buzzy Bees", then maybe we can add a new challenge regarding the bee, and make the progression of the game a little more flavorful.

    Introducing: the Queen Bee. This Mini-Boss can be found in large hives in the Dark Forest Biome. It's hive could be made of either dormant Bee nests, honeycomb blocks, or both, and the interior could be covered in honey blocks (which I would imagine make fighting within the hive difficult). The hive could also be a burrow underground (noticeable by the honey blocks protruding from its entrance) , as it is realistic for some large species of bee and hornet to create hives underground.

    I'm not yet sure what the benefits of defeating this mob could be, so please brainstorm! I think that this would also make the Bane of Arthropods enchantment much more favorable.

    submitted by /u/turkbob
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    New beacon setting that "charges" insomnia

    Posted: 23 Nov 2019 10:58 AM PST

    Phantoms aren't usually a problem in singleplayer, because if you don't want them you can just sleep. But on multiplayer large towns can have lots of people that are spawning phantoms at night. My solution to this is to have a beacon setting that slowly reduces your insomnia instead of requiring people to sleep. This would either be a secondary setting or a level 4 one, or a new level requiring you to make another layer of blocks on your beacon.

    I'm posting this again because my other account didn't have enough karma.

    submitted by /u/TheMightyDoge
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    Frost enchant on crossbows

    Posted: 23 Nov 2019 01:07 PM PST

    The enchantment is simple,when you use an arrow,the tip is frozen,stunning mobs(and players)in place

    It comes in 3 levels,each level makes the frost last longer. LV1duration: 2 seconds LV2duration: 4seconds LV3duration: 6 seconds

    The effect can't be stacked.

    The enemy can't be hit via bows in frozen state

    end

    submitted by /u/Xxdeadmeme-69-xX
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    Fire should turn purple when lit on End Stone

    Posted: 23 Nov 2019 02:47 PM PST

    With the addition of fire turning blue on soul sand in the upcoming nether update, I think other blocks should change the color of the flame, too! I don't think this fire should be any different to normal fire except the color, but if it did, it would teleport you randomly for every tick of damage (just like endermen when they're on fire).

    submitted by /u/dankmemer_69_420
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    New Treasure Enchantment - Prospecting

    Posted: 23 Nov 2019 12:01 PM PST

    https://feedback.minecraft.net/hc/en-us/community/posts/360055309632-New-Treasure-Enchantment-Prospecting

    I'm just a big fan of treasure enchantments and would like to see as many as possible.

    The Prospecting enchantment (exclusive to pickaxes) would derive temporary abilities from mining different ore blocks.

    Here's a rough idea of what that might entail:

    Redstone Ore (Haste - 16 seconds)

    Lapis Lazuli (Night Vision - 16 seconds)

    Emerald Ore (Possibly Leaping or Luck - 16 seconds)

    Diamond Ore (Resistance - 16 seconds)

    Coal/Nether Quartz (Fire Resistance - 16 seconds)

    As this only works for ores that shatter upon mining (so not any of the metal ores), this enchantment would have to be incompatible with Silk Touch.

    The enchantment would have the same rarity as Frost Walker and Mending, and would be obtainable all the same ways.

    Thanks for reading.

    submitted by /u/RazeSpear
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    Witch Hut Revamp - Part 2 of my Generated Structures Overhaul

    Posted: 23 Nov 2019 10:38 AM PST

    Right now, witch huts contain essentially no reward and the only interesting thing about it is if you are exploring and want to find a witch. So, I propose a small change to both the witch hut and the witch itself.

    The Witch Hut

    The witch hut is annoyingly small; you're not even going to use this for a house unless this is the beginning of your world. Obviously, it doesn't need to be a big enough to be a house, and I get that it's a hut, but it is ridiculously small. It's so small that 90% of the time the witch wanders out of the hut. So, I propose something similar to igloos: under the block the cauldron is on, there will be a vine leading down to an underground lair. It will have a few long, cramped tunnels that make a dark maze, but nothing hard. You will come to a room that isn't tall, but is semi-spacious horizontally, where the witch is, along with her brewing stand (this is the reward).

    The Witch

    The witch will start out under the effects of an invisibility potion, which immediately makes the fight a lot harder: you have to look for where the potions are coming from to attack her. Also, if you are not under the blindness effect, she will throw a blindness potion at you, because I think this would be another good way to make the fight harder. Also, instead of drinking a healing potion upon being attacked, she will use an ender pearl to teleport to a different part of the room, then drink a healing potion to negate the ender pearl damage. That way, it will make her harder to find, and it will stop the witch from constantly drinking healing potions while you maul her to death.

    submitted by /u/33333333333339
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    Slime den

    Posted: 23 Nov 2019 06:56 AM PST

    I keep my word guys,I said I would post it

    The slime den spawns in swamp biomes with a 25% chance of spawning in the entire biome

    It would look like a slime covered anthill(don't know how to post images with the text) You would enter it by jumping down into it,with your fall being saved by slime blocks inside is a main room with four side rooms

    Side rooms

    The four side rooms are protected by 2 medium Blue slimes(in my slime essence post)and have loot

    loot tables

    Slimeballs(common)

    Blue slimeballs(uncommon)

    Slime sword(rare)

    Gold armor(rare)

    Slime blocks(uncommon)

    Bones(common)

    submitted by /u/Xxdeadmeme-69-xX
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    Blue slime/slimeballs(REPOST)

    Posted: 23 Nov 2019 12:15 PM PST

    Had to repost because I violated the FPS list by suggesting sticky redstone

    Anyway blue slimes

    They spawn in slime dens and tundra biomes,they are hostile(duh)

    They attack by jumping and in small form the latch onto you dealing semi-moderate damage(2.5 hearts without armor)you can get them off by spamming jump

    They drop blue slimeballs which can be crafted into slime essence and slime swords

    Slime essence can summon the slime boss

    And the slime sword will stun players and enemies in place for 3 seconds (players can shorten this time by spamming jump)

    submitted by /u/Xxdeadmeme-69-xX
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    Add transfer packets to Java

    Posted: 23 Nov 2019 08:30 AM PST

    If you don't know: Transfer packets allow a Minecraft server to send you to another server without using proxies and stuff, allowing overall less ping (as you can be transferred to a server that is closer to you)

    Without transfer packets (what we have now), servers would need to use a proxy to transfer you to different servers with a different IP. This means that if your proxy is very far away from you, you would have a very high ping. And if the server wants to transfer you to another server that is closer to you, the proxy would have to connect to the server first, then transfer the data to you. That means your ping is essentially DOUBLED.

    "But can't servers just use different proxies in different areas?" you might be asking. Well yes, you can. But you also risk fragmenting your player base. For example, you're running a server network with different minigames like UHC and Skywars. If you have different proxies, you would have to run two completely separate servers for each gamemode, and that means each gamemode would have way fewer players (since the players are now divided between two servers). Dividing your playerbase can make your server die. Mineplex did it with us.mineplex.net and eu.mineplex.net. This hurt the player count and led to Mineplex's death.

    This is such a crucial feature for servers because this can really improve players' experiences. There are zero reasons why this cannot be implemented, and its implementation would drastically help servers add more fantastic features and gamemodes, without needing to worry that players won't get a good experience.

    Bedrock already has it, shouldn't Java get this important feature too?

    submitted by /u/XPGamingYT
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    Wither Charges

    Posted: 23 Nov 2019 02:58 PM PST

    I propose a new item: wither charges. They would act very similarly to fire charges but would not light the ground on fire but instead inflict wither. The texture would be the same as the wither skulls the Wither fires at mobs. This could be used in conjunction with pranks in Bedrock edition by using the Wither skin, or could be used for mob farms. I think they should work exactly like the skulls the Wither fires in that when they kill a mob a wither rose will spawn. Let me know if you think this is too OP or not. Given their uses, I feel the crafting recipe should be fairly expensive, being a wither rose, wither skeleton skull, and a fire charge in a crafting table.

    submitted by /u/DankLlamas
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    Important Q - why are IP grabbing servers considered bad?

    Posted: 23 Nov 2019 02:53 PM PST

    As in - what is the security risk associated with them? Can somebody explain this to me?

    submitted by /u/Incog_Niko
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    Slime boss

    Posted: 23 Nov 2019 05:32 AM PST

    Technically an idea from the YouTuber Grian,but I'm gonna put extra details

    So...slime bosses,they would spawn in a new structure(gonna make a post on it later)the slime den.

    In order to spawn him,you need 4 slime essences(will be saved for another post)

    Once he spawns,the battle begins

    MISC.

    He is about 5 blocks tall,5 blocks wide,and 5 blocks long

    Has 500HP

    Can't be hit by arrows(crossbows with the piercing enchantment remove this effect)

    Attacks

    Slime split:the slime boss splits up and creates backup

    Goop splash:the slime boss sends slimeballs across the room,if you hit one,you are debuffed with slowness IV

    Stomp:must I explain(does 8.5 hearts of damage without armor)

    end

    submitted by /u/Xxdeadmeme-69-xX
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    Different sects of Illagers; biome dependent Illagers, structure dependent Illagers, Cult of Mayhem, Cult of the Nether, and Cult of the End

    Posted: 22 Nov 2019 04:19 PM PST

    Since my relatively recent foray into the world of Minecraft, I have been obsessed with the raid system and how it is really great, as well as improvements that could be made. I think a few small changes could totally transform the loose narrative of the game (working towards defeating the Ender Dragon) into something a little more substantial story-wise if that interests you. If not, fine, it's just a more fun way to conduct raids.

    I believe regional sects of Illagers with differing appearances and could be an interesting change. This would have nothing to do with killing the Ender Dragon, but would spice up the game a little bit. It would only be cosmetic changes, but I think it could be cool.

    Plains - Illager Banner Accents: Green, yellow and black - Costume: Current costume

    Savanna - Illager Banner Accents: Orange/red, grey and yellow - Costume: Light grey and dark green to blend in with the trees and tall grass. White and beige llama fur accents

    Desert: - Illager Banner Accents: Beige/tan, yellow and white - Costume: Tan with green spiny patches (purely cosmetic, meant to imitate cacti) and hairy patches (rabbits)

    Taiga/Ice/Snowy: - Illager Banner Accents: Blue, white, dark brown - Costume: White fur of two different textures (rabbit or polar bear) with blue ice patches

    Now, the second, and slightly more difficult change would be the existence of a new kind of Illager, the Raider. The Raider would be a new, less dangerous Illager that would essentially be the common grunt. It would be slower and deal less damage than the Vindicator and carry other tools besides an axe; pickaxes, shovels, and hoes. It would be the new most common/least dangerous Illager, followed by the Pillager, Vindicator, etc. It would be the new first wave in raids and also serve another important purpose; structure outposts.

    Raiders would be a structure-dependent kind of Illager that would have a chance of spawning in Jungle Temples and Desert Temples. It would also have a small chance of spawning on the land closest to an Ocean Monument and the ground above Strongholds. The Raiders would mill around a Pillager Banner (the OG, normal banner) and have a chest filled with decent loot dependent on the structure. They would be behind logs of the biomes native trees, or another unique biome/structural block, and have a very, very small chance of being able to instigate a raid. The Raider Camps would no longer spawn Illagers of any kind after being initially cleared.

    Raiders: - Weapon: All non-axe tools - Costume: A loose robe with a helmet

    Jungle Temples: - Costume Color: Bright green and brown, with a mossy stone helmet - Fortifications: Mossy stone and jungle wood

    Desert Temples: - Costume Color: Red and tan, with a light purple helmet (like the terra-cotta block at the center of the floor) - Fortifications: Cut and chiseled sandstone

    Ocean Monuments: - Costume Color: Prismarine scales, with a gold colored helmet - Fortifications: Prismarine bricks, dark and regular

    Strongholds: - Costume Color: Tan and brown, with a grey helmet - Fortifications: Stone bricks and stairs

    The third and final change, IMO, is simultaneously the coolest and most difficult to pull off; the Cults of the End and Nether (I'll talk about the Cult of Mayhem later). Encounters with these groups are caused by finding maps strewn throughout the world, colored either black and red, or black and purple, that lead you to the closest Cult Outpost. You can also stumble across them by simply exploring or buying a map from a Cartographer in a village.

    Both types of dimensional Cults have highly fortified outposts that look similar to a regular one, but are larger, have more levels before reaching the top, and spawn more Illagers than normal. Both are surrounded by a few Raider Camps with either Nether Brick or End Brick fortifications. They are also differently colored depending on their perspective Cult, with the Nether ones being adorned with Nether brick and being red with magma for light, while the End ones are composed of End brick and purpur, and are lit by end rods.

    The first and lesser of the dimensional Cults is the Cult of the Nether. They worship the Wither and gain special abilities from doing so. Their costumes are all black and mottled red.

    • Raiders and Vindicators have a high chance of having their perspective weapons being imbued with flame aspect

    • Pillagers use regular bows instead of crossbows and fire flaming arrows

    • Witches carry even more kinds of potions, due to more resources from the Nether being available, and are much more unpredictable in their chosen attack and tactics

    • In addition to Berserkers, Nether Cultists are accompanied by Magma Cubes, Withers, Blazes, and Ghasts in later waves (Piglins may also spawn because of the Nether update, but because of a lack of understanding of their behavior, I unsure of how to incorporate them)

    • Evokers can now send up plumes of magma bulbs (instead of their normal biting ones) and their Vexes are blazing red Imps that are immune to fire damage and have a small chance of causing fire damage.

    At the end of each Nether Cultist raid a boss appears a few minutes after the last Illager is defeated. The boss, called the Nether Priest, arrives through a purely cosmetic, large and mishappen Nether portal. It looks somewhat like a Zombie Pigman mixed with an iron golem. It has the same durability as an iron golem, carries a gold sword like a Zombie Pigman, and fires burning orbs like a Ghast or Blaze. Coming into contact with it gives the player the Wither effect. When it is killed, it drops a Wither Skull, guaranteed, and a piece of the Totem of the Nether. After two more raids, the player has three skulls and a nearly complete Torem of the Nether. When the player defeats the Wither, it gets the final piece of the Totem of the Nether, which enables a damage boost against Nether Cultists and reduces all damage within the Nether.

    The Cult of the End is more formidable, employing the powers of the Ender Dragon at its blessing. It is not outwardly more difficult, but it takes 9 raids to "beat" them, versus three like the Nether Cultists. All End Cultists wear black and mottled purple.

    • Raiders and Pillagers have weapons stacked with multiple varying enchantments
    • Pillagers all have very highly upgraded crossbows with multiple enchantments
    • Witches can now throw Ender Pearls and eat Chorus fruit, enabling them to teleport either close to or away from the player. They have their normal potions, unlike the Nether Cultist Witches
    • In addition to Berserkers, Endermen will appear alongside them, milling around the battle passively but will join in if hit by or stared at by the player. They are included in the wave, so they have to be cleared to move on.
    • Evokers summon Shulker boxes that pop out of the ground, and instead of vexes they summon large swarms of Endermites that target the player. These Endermites are beefed up and aren't as easily killed.

    When the last illager is killed, a starry void slowly opens, with only a few minutes to prepare. The boss mob, the End Priest, looks like a large Enderman spliced with an Illager. It can teleport, takes less damage in water than a normal Enderman, and drops harmful blocks next to the player (cacti, magma blocks, shulker boxes, etc.). When it is defeated, it drops an End Portal Block, an Eye of Ender, and a piece of the Totem of the End. After nine raids, the player has the pieces to complete an End portal and a completed Totem of the End, which halves damage from Enderman, Endermites, and End Cultists. It also enables the player to escape the Void and return to their respawn point, while taking a nearly lethal dose of damage.

    The Cult of Mayhem (I guarantee you forgot about this) is simply the normal Illager grouping and after ten normal raids the player gets a map to a Spooky Mansion where they can fight a Chieftan, a boss mob Illager that has the abilities of every other Illager (it has a crossbow, all tools, potions normal Witches carry, produces a knockback effect like Berserkers and can cast the same magic as Evokers). This has nothing to do with the story of the game, but would just be a fun thing to do.


    Spawn Rates of Raider Camps - 10% of Temples have them - 5% of Ocean Monuments - 1% of Strongholds

    Spawn Rates of Cultist Towers - 5% of Illager Outposts are Nether Cultist Towers - .5% of Illager Outposts are End Cultist Towers

    submitted by /u/Parmabeast12
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