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    Minecraft Autumn Biome

    Minecraft Autumn Biome


    Autumn Biome

    Posted: 20 Jan 2020 08:20 AM PST

    The autumn biome would have trees with a variety of colors such as red, orange, yellow, and brown. The biome would also have yellowish, green grass.

    Image of what an autumn biome could look like: https://vignette.wikia.nocookie.net/hexxit/images/a/a6/Autumn_Woods_ig.png/revision/latest?cb=20131122213458

    submitted by /u/PieCreeper
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    Smoke silverfish out of blocks

    Posted: 20 Jan 2020 07:36 AM PST

    When putting a campfire under a silverfish infested block, the silverfish should leave the block.

    This could be enhanced by implementing the SciCraft mechanics - a silverfish leaving stone would turn it into cobble, cobble -> gravel, gravel -> sand.

    submitted by /u/QuazarQ305
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    Flaming Arrows Break Scaffolding

    Posted: 20 Jan 2020 01:03 PM PST

    Sorry if this sort of thing has already been posted, but I haven't seen anything about it. In Minecraft, I find it very annoying when I have a project that I need scaffolding for and when I break the scaffolding part of it stays. In semi-late game, this idea would be cool to destroy the scaffolding from a range so that you don't need to build back up to destroy the rest of it.

    submitted by /u/IAmALostChild
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    when placing a crafting table on a wall the top(the part with the grid) faces towards you

    Posted: 20 Jan 2020 06:52 AM PST

    like how a shuker boxes work.

    submitted by /u/looks-good-in-fedora
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    Corn

    Posted: 20 Jan 2020 02:55 PM PST

    Corn seeds can now be acquired randomly by breaking tall grass like normal seeds. They can be planted to grow corn, a two block tall non-solid block. Corn Bushes can be used the same way as a Sweet Berry Bush to get corn. A fully grown bush can have 6 corn in it at once. Corn acts as a food and heals a heart and a half for the food bar. Nine Corn can be crafted together to get a Corn Block, which is decoration. Corn can also be placed in a Smoker to get Popcorn. Popcorn heals a half a food heart. Nine Popcorn make a Popcorn Bag, which has durability and can be used nine times before breaking, and is repaired with popcorn. Farmer villagers will actually use corn and it can spawn in their farms. While in a Corn Bush, the player is hidden to mobs. Two Corn Bushes can be crafted together to make a Corn Maze Wall. Corn Maze Wall is the same as Corn Bush, only it doesn't grow corn and is solid.

    submitted by /u/MaeBeaInTheWoods
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    Better Jukebox - more Settings

    Posted: 20 Jan 2020 03:01 AM PST

    Main Idea

    Whenever I enter my main home in minecraft I want for there to be background music playing and when I go out, the music would stop, making my home feel like a personalized and special place for me.

    That's why I propose a type of jukebox upgrade wherein you can set the area around the jukebox that will play music for the players who set foot in that area.

    Settings

    That's the general idea. You don't have to read this next part, but here are the specific settings I propose:

    First off, to make things simple, the area will always be a rectangular prism and it will always include the jukebox inside.

    Second, to make music transition smoother, if there is already music playing, entering the area will fade out the current bgm playing before fading in the music that the jukebox is set to play. An interface will allow you to toggle this off or edit the fade in/out duration of the bgm.

    Third, there is a maximum range so as not to make the world too buggy.

    Fourth, you cannot set a jukebox area to intersect with another jukebox area.

    Fifth, if the bgm playing before the player sets foot in the area is the same as the bgm that is set in the jukebox, the music will not restart and will instead continue. Can be toggled on or off.

    Lastly, a loop toggle.

    Applications

    Like I've said, this is a nice touch for a home when the player is feeling ready to set in.

    But the bigger picture here is in map-making.

    With the superb flexibility of minecraft, personalizing the resource pack per map is an easy job. This gives us another layer of immersion when playing/creating custom maps.

    Just think about it: You're making an adventure map and you're going for an RPG vibe. As soon as your character officially walks out of its home, BAM! Zelda music plays in the background, giving you an amazing start off to your adventure!

    Or how about if you're making a town map, and you want nice town music, just set the jukebox to play a disc which you've edited to play harvest moon town music or sims music or even pokemon music.

    If you're making a parkour map, imagine if you could have Gemoetry dash music playing!

    Of course, this also becomes a platform to let you test out your own music. You can experiment which type of music will invoke which type of feel or atmosphere. The possibilities are actually endless...!

    submitted by /u/Yan-gi
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    Based on previous post, yet another Seasons Idea (Seasonal Weather in Minecraft)

    Posted: 20 Jan 2020 02:08 PM PST

    This Idea was created from a comment I made in a seperate post:
    r/minecraftsuggestions - autumn biome

    Comment below:

    World Gen Settings 1, World-based seasons: Having this option to Disable/Enable World Seasons would be clever and workable, think of it like this: If you enable it, your whole world's seasons will change depending on the weather and time (This might exclude extremes like Ice Spikes, Deserts, Frozen Oceans, Mesa Plateaus, and Mesa biomes, because their weather would destroy the environment if they were included in seasons).

    Most basic biomes like Forests, Plains, and DarkOak/Birch/DeepWood and other less extreme biomes would be easy to control, in winter/late autumn, leaves and grass would become pale and eventually, it would snow during rainstorms, spring would bring back a bright green to everything, flowers would be VERY common, and then during summer, the grass gets less vibrant, it gets hotter, meaning no more flowers everywhere.

    Mobs would function similarly, their features and appearances would change depending on the season, fur-animals would adapt to the weather, and would disappear during winter for hibernation, bugs disappear during winter a lot too (bees would no longer leave the hive during winter), animals that do come out are white-furred and tense. Zombies and skeletons would possibly become frozen due to their "no ability to warm up" and monsters like creepers and endermen would probably adapt to the weather. Spring would come, many more bees would come out, animals would spawn more often like normal, zombies and skeletons would unfreeze, and unique monsters would return to their default state. Summer wouldn't change much, but bees and mob spawning/breeding wouldn't occur "more often" anymore.

    World Gen Settings 2, Biome-specific seasons: Ok, now lets just check out biome-specific seasons (like an autumn forest, winter forest, which we already sortof have). Biome specific seasons would be less unique and unrealistic in the sense that, mobs and the environment would look unusual, seeing a summer forest next to a winter forest... However, I think it could work in a sense, mobs like fur based and bees and other winter/summer effected mobs wouldn't cross over the biome borders, unless they were forced to, where they would adapt to that environment and probably do what they would do in the world-based-seasons, freeze or go into hibernation, or the reverse would be correct.

    I think that there would be certain issues with this, that trying to adapt all mobs having a unique state of life being in a different biome would be difficult, and the game would probably be more slow with this setting.

    World Gen Settings 3, No Seasons (How minecraft is now): This setting would create a world with the default functions and settings, seasons would not occur, and biomes would be normal.

    I also think there COULD be a fourth setting for "visual global seasons" which would function like world-based-seasons, but would incur no penalty, everything would BE normal, but would LOOK unique based on the seasons (basically like a texture pack option).

    Please state your opinions, but dont post an essay like I did (I honestly have a hard time reading through tons of long comments lol)

    submitted by /u/SkylerSpark
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    Hoglin Hide Armor

    Posted: 20 Jan 2020 11:42 AM PST

    Hoglin Hide armor would be an exclusive drop obtained by Piglin bartering in 1.16. It would be pretty rare, so obtaining a full set would involve a ton of bartering.

    Hoglin Hide Armor would look like a skinned Hoglin (imagine like a skinned Lion hide from Herculean mythology), complete with the Hoglin's head as part of the helmet. Each armor piece grants five seconds of fire resistance, so a full set could grant 20 seconds, like a Turtle Shell.

    The armor itself could be as strong as chainmail armor + leather armor (a reference to scrapped Leather Chainmail armor), but have weaker durability, like gold armor (a reference to how Piglins like gold). Perhaps golden chainmail could appear as part of the armor texture as well?

    Anyways, this new armor set could be a great bartering-exclusive item in the Nether update, and would be an interesting way to protect against accidentally stepping into fire or lava.

    Link to Feedback: https://feedback.minecraft.net/hc/en-us/community/posts/360056197871-Hoglin-Hide-Armor

    submitted by /u/TheSilverRalph
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    A new tropic biome

    Posted: 19 Jan 2020 10:25 PM PST

    So I was thinking that adding a new biome called Tropic (feel free to leave name suggestions in comments) would bring more diversity to the biomes already in the game, which are mostly temperate or hot deserts. It would also include some structures and new blocks, and some new mobs.

    Ok so this is a very long post, I know a post here should be short and precise but I want to add an entire new biome and I feel like it would be weird to add it in different posts.

    Location: This biome would be found near a warm ocean, and it would not extend far inland, maybe around 200 blocks. This biome have pretty low chance of spawning, except on islands. Then it will have a higher spawnrate. I will leave number up to discussion, but I am thinking that 25% of all islands in the game would be tropic.

    Terrain: The terrain in the tropical biome will be flat, like a plains biome. It will gradually go from sand to dry grass to grass if you walk from the ocean. It will be covered in a palm tree forest. At the shore you may find a fisherman's hut, which will contain some early/middle game loot.

    The shore goes out very far in the ocean before it gets deep. This mean that for the first 10-15 blocks out in the water, it will be one block deep (or should I say shallow).

    Plants: With this biome there will be a new tree type; the palm tree. The palm tree log will have darker stripes on a light brown background. These trees will introduce a new leaf block, palm tree leaves, which will be a half slab to simulate the leaves of a real palm tree. You can craft all the wooden "stuff" using this wood type. At the top of the tree you may find coconuts. Coconuts will look similar to coco beans, but work a little differently. You can harvest them with any tool or your fist, and they drop a coconut. If you right click the coconut while it is still on the tree with a bucket, you will get a bucket of coconut milk. And a coconut shell will drop.

    The grape shrub is another new plant that will come with this biome. The grape shrub can be harvested similarly to the berry bush, and with it you can make wine. This will be done like this:

    Harvest the grapes

    Put three bottles around a grape in a crafting table to make three bottles of grape juice.

    Empty the bottles in a new block called wine barrel, which will work similar to the composter.

    Then you wait for a full minecraft day, and you can then pick up the wine in bottles.

    More on the effects of wine in the Foods list.

    Mobs: The tropical biome will be the home to mobs such as the Fisherman and the crab. In this biome you will also be able to find the usual variety of cows, chickens, pigs etc.

    Crab: this mob will be neutral, meaning that it attacks only when threatened (or in other words hit). The crab will be found in the shallow water near the beach, and may sometimes be seen wandering the shores near the ocean. When slain it drops a crab claw, which is a new food type that restores 2 hunger. This may also be used together with wine and a bowl to create a crab stew.

    Fisherman: Can be found in the fisherman's hut. The fisherman will have trade options if you right click him. These will include salmon, crab claw, heart of the sea, fishing rod, nametags and many other items I can't think of (please leave suggestions in comments). He will look like a villager with a net going around his waist. Doesn't drop anything if killed. However he can sometimes, around 15% of the time, be found with a dog that will attack you if you hurt the fisherman.

    Fisherman's dog: this dog will be the companion of the Fisherman. It will look slightly different from a normal dog; it will have brown fur instead of white. It will attack any person or mob that hurts his fellow fisherman. This dog can not be tamed by the player, it will remain loyal to the fisherman after its death and it won't stop until the murderer dies.

    Food: Through the items found and harvested in the tropical biome, you will be able to cook a number of foods and drinks.

    Crab claw: the crab claw is obtained by killing a crab. It does not drop all the time, around 60% of the time, but if killed with a trident it will drop 100% of the time. It has a 2-5% chance of dropping a nautilus shell (killing it with or without trident). The food itself is stackable up to 64 claws, each restoring two hunger bars. May also be crafted into a crab stew.

    Crab stew: The crab stew is obtained by placing wine and a crab claw around an empty bowl in a crafting table. When eaten it will restore 3 hunger bars. It doesn't stack, just like any other stew.

    Coconut milk: Coconut milk work exactly the same as normal milk. Can be used in the same recipes as milk aswell.

    Grapes: Restores 1,5 hunger bars. Can be made into grape juice.

    Grape juice: Grape juice has almost the same function as water bottles, but you make wine instead of potions. It does not give you any effect if you drink it. The grape juice will sometimes be used to trade with fishermen.

    Wine: Wine is obtained by putting grape juice in a wine barrel and the wait for a full minecraft day before you can take it up in a bottle. When you drink it you will get the drunk effect, meaning that you lose hunger faster and gain a slight nausea effect, but you will get a slight speed boost and 2 absorption hearts simulating more pain tolerance when you are drunk. I feel like this makes it balanced, but leave suggestions in comments on how it might be changed.

    Blocks: Dry grass: Dry grass is the type of grass that come after the sand from the shore. Its colour is a mix between the pathway block and the grass block. The dry grass is there to symbolise a bit hotter climate, and as a transition between sand and grass.

    Palm tree leaves: Palm tree leaves is a half slab leaf block. It is a slab to try and replicate the real leaves of the palm tree and I think this will also bring more variety to the building community. As of now, there are no halfslab leaves, and it would be a great addition to many gardens parks.

    Palm tree logs: Palm tree logs is the main source of wood in the tropic. With the logs you can craft everything you can with the other wood types, planks, tools, doors etc. The only block exclusively crafted with palm wood is the wine barrel.

    Wine barrel: The wine barrel will work similarly to a composter; you deposit a material (plants/grape juice) and get a finished product (bone meal/wine). The wine barrel will be crafted by putting a normal barrel in the middle of the crafting table and the put clay around it to make it wine proof so that no wine spills out. With this you will be able to make wine by putting in grape juice and then you wait for a full minecraft day. After that you can right click on the barrel with a bottle in hand to get a bottle of wine. You can get 3 bottles of wine from one full barrel.

    Structures: Fisherman's hut: The fisherman's hut will be the home for the Fisherman. It will be a small hut on stilts near the water, with a bridge extending out into the water. It has a loot chest which contain items that can be caught with a fishing rod, mostly fish, but it may also contain stuff like grapes and wine. At the back of the hut there will be a small vineyard with a few grape shrubs. Inside there will be 1-3 beds depending on how many fishermen live there, each having an empty barrel at its side.

    Other new items: Coconut: Can be use to make many of the new items in the tropic. Can be found hanging from the top blocks of a palm tree, looking similar to cocoa beans.

    Coconut shell: The coconut shell drops after you obtain the milk from a coconut. It can be used to craft "coco boots"

    Coco boots: Is crafted in a crafting table by putting coconut shells on like if you would craft normal boots. If you wear it, it will give you five extra hearts, that will only go if you take fall damage, and slowly regenerate if you wear these boots for an extended period. It works like the turtle helmet but with fall damage.

    Anyway, so this is my suggestion, a completely new biome with its own special features and abilities. I really hope you liked it, please do leave feedback in the comment section.

    I was thinking of adding bananas and other banana-related stuff, but I thought it would be too much for a single suggestion.

    Well please give me some feedback on how to change this, I know that is is not perfect.

    EDIT: I will probably scrap the wine idea. Also some people were saying that the coco boots were to OP so I might take them out aswell.

    submitted by /u/Boxaxel
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    a use for gold, jewelery and crowns.

    Posted: 20 Jan 2020 02:29 PM PST

    so gold in minecraft is pretty useless. but i have an idea of how it could be used. your character will have a necklace slot and two ring slots. rings and necklaces can be made with gold and a diamond. rings and necklaces do nothing on their own when equipped but can be enchanted with armor enchantments. a crown can be made with gold and a emerald, it doesn't have any special protective effects but it does provide a slight discount when trading with villagers. honestly this idea sounds more like a mod than an actual vanilla minecraft feature but i do think it is a cool idea either way.

    submitted by /u/foxstarfive
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    (Repost) Glyptodon mobs

    Posted: 20 Jan 2020 11:47 AM PST

    (Link to Feedback): https://feedback.minecraft.net/hc/en-us/community/posts/360056254652-Glyptodon-mobs

    This is a repost of a Glyptodon thread I made several months ago. I made a Feedback post for it recently, so here:

    This would fit easily as a "large mammal" mob in Minecraft. Since most large mammals like elephants are endangered and have "problematic" drops like ivory, a solution could be to add already extinct large mammals that aren't at risk, such as the Glyptodon.

    Minecraft is in need of large mammal mobs, especially the Savanna, and glyptodons would be a really cool way to fill that role. They were car-sized relatives of the armadillo that grazed on ice age savanna grasses. They had a hard shell of scutes.

    To give the mob some combat options, Glyptodons in Minecraft could be based off of the Doedicurus, which had a spikey club-like tail.

    Glyptodons as such would be peaceful or neutral mobs that spawn uncommonly in herds in the Savanna biome. They'd have high defense due to their shell, but their hairy underside could be a weak point. They could maybe drop their shell as a block or maybe their scutes. Maybe they could be ridden as well?

    https://s3-us-west-1.amazonaws.com/scifindr/articles/image2s/000/002/929/large/doedicurus-clavicaudatus_lucas-lima.jpg?1535977126

    submitted by /u/TheSilverRalph
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    Making Wandering Merchants Better

    Posted: 19 Jan 2020 09:36 PM PST

    Preamble

    Alright, so, the wandering merchant. He's really just a couple of walking leads and potentially some slimeballs, if his trades aren't garbage. To make his trades less garbage, he would have to have something a bit better than flowers for an emerald or saplings for 5(?!). What if he had unique items?

    Concept

    Unique items. The Merchant would be guaranteed to have at least 1 unique item in stock, of which only 1 can be bought. These items are usually magical, limited in supply, and generally give some use that can't be found elsewhere. They also may be locked until a certain point. Some of these items will cost less than an emerald, in an amount expressed in gold. These items also give a bit of a collection to amass, albeit being a bit RNG-dependent.

    Examples

    • 10-foot Pole: A pole that, when held, allows the holder to interact with items from further away. 1 gold.

    • Potion of Teleportation (x4): Teleports the drinker to their spawn point. 8 gold.

    • Berserker Shield: A shield that gives a Damage I buff to the user when they are at 1/3 health. 2 emeralds.

    • Flashpan: A device that is loaded with gunpowder that can be used to frighten mobs. 25 uses. 5 gold.

    • Explosive Rocket: Definitely not a firework crafted with a bit too much gunpowder that detonates on impact. Detonation does not damage blocks. 10 gold, requires either the "Ol' Betsy" or "Take Aim" achievement.

    • Ornamental Armor (Iron, Gold): Seemingly ancient armor made out of cardboard. Can be placed on an armor stand or be worn, provides no protection. 1 emerald.

    • Ornamental Armor (Emerald): Ornamental armor with a 1000% markup. 10 emeralds.

    • Gilded Poppy: A poppy meticulously covered in gold that attracts Iron Golems. 2 emeralds, requires the "Hero of the Village" achievement.

    • Confectionarium: A machine that creates candy (1.5 hunger, Speed I 0:10) when sugar and honey are put in. 3 emeralds, requires the "Bee Our Guest" achievement.

    • Doubleshot Crossbow: A crossbow that, at a cost to damage, holds 2 arrows. 5 emeralds, Requires the user to have crafted the Crossbow.

    • Compound Bow: A bow fashioned out of many other bows that fires incredibly quickly. 5 emeralds, requires the "Sniper Duel" achievement.

    • Hoe of Myths: The ultimate Hoe, forged with Nether lava and Endstone, blessed by [scrambled] to have infinite uses. 10 emeralds, requires the "Serious Dedication" achievement.

    • Magnum Crossbow: A crossbow specially crafted to ruin someone's day with higher damage and infinite piercing. 10 emeralds, requires the "Arbalistic" achievement.

    • Globe: A cube with unknown landmasses printed on it that rarely creates a treasure map. It also spins, which is pretty cool. 15 emeralds, requires the "Adventuring Time" achievement.

    submitted by /u/MagFrag5891
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    TNT, arrows, and flame

    Posted: 20 Jan 2020 02:40 PM PST

    I just went into my Minecraft Bedrock (PE) to test this, and found out that when an arrow with flame hits an exploding object, it acts differently with each.

    1. TNT: ignites TNT like normal flint and steel would.

    2. TNT in minecart: immediately explodes the TNT.

    3. Creeper: catches on fire but does not explode (creepers also can be lit with flint and steel)

    I believe all of these should act like TNT would; get lit, wait a couple of seconds, explode.

    This would also let you deal with large crowds of mobs if there was a creeper in them easily which I like but that's not the entire point

    submitted by /u/The-Real-Radar
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    cake and food that content sugar give you speed and minigue speed

    Posted: 20 Jan 2020 04:14 PM PST

    if you eat a sugared food they will give you hast and speed

    submitted by /u/foxique
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    Moonstone

    Posted: 20 Jan 2020 12:04 PM PST

    Moonstone is normal stone, but under the light of a new moon, it glows. You can mine it with only a diamond pickaxe. You can smelt it into armor and tools. They have higher defense and offense points.

    submitted by /u/TheRockWarlock
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    Legacy Console Nametags?

    Posted: 20 Jan 2020 11:12 AM PST

    Would love to see the colored Nametags from legacy edition make their way into Java or bedrock. They made spotting friends at a distance way easier and just look better in general, also would like to see players render at higher distances like in Legacy edition. Hope to see these two features make it into the game by official means or by mods.

    submitted by /u/AvrgDerk
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    Various things for shields.

    Posted: 19 Jan 2020 05:15 PM PST

    If you have any criticism, please post it!

    Types

    • Shield: The current, generic kind of shield. Unchanged. 337 durability, walking speed reduced to 1.3 m/s, 90 degree protection, 2 heart damage threshold (amount of damage needed to wear it down).

    • Studded Shield: An upgraded form of the Shield. Crafted with a shield surrounded by 8 iron nuggets. Makes the durability a flat 400, but slightly lowers speed further.

    • Buckler: A smaller shield made out of wood. Crafted with 5 wood in a cross pattern. It allows faster movement (3.5 m/s), but is more fragile (100 durability) and has lower damage threshold (1.5 hearts). Fire damage chews through its durability.

    • Tower Shield: A positively massive shield bought from the Wandering Trader or Blacksmith. Using it stops you in your tracks and it's a pain to raise/lower, but it's massively durable (1500 durability) and has 180-degree protection.

    • Berserker Shield: A magical shield. Bought from the Wandering Trader, it allows a last-minute comeback. When its holder gets down to 1/2 health or breaks, it applies Strength I for 2 minutes. However, it only has 75 durability.

    • Reloading Shield: Another magical shield. Bought from the Wandering Trader, it allows the user to load arrows into bows and crossbows. Lowering the shield causes the user to fire.

    • Swashbuckler: A better buckler. Crafted by surrounding a buckler with 8 gold ingots, it somehow has the special ability of allowing sprinting. Sprinting into an enemy with the Swashbuckler raised deals a small amount of damage and deals some knockback. It also has 200 durability, but it is otherwise a buckler.

    • Blast Shield: A strange single-use joke shield, crafted with TNT, string, and a shield. It only has 1 durability and detonates upon breaking. The explosion does not damage players or the environment.

    Enchantments

    Since "reflection" enchantments are off the table due to the Frequently Posted Suggestions, here's some ideas:

    • Unbreaking, Mending, and Thorns.

    • Protection Enchantments: Functions at 50% effectiveness, but otherwise like any other armor piece.

    • Handling I/II: Reduces speed penalty by 20-40%.

    • Tower I-III: +15/30/45 degrees of protection.

    • Fording: The shield does not get lowered when damaged.

    • Omnipurpose: Defends against any damage type, but takes much more damage.

    • Blessing of the Tower: Only for the Tower Shield. Allows movement at 1 m/s.

    • Allyship: Only for the Tower Shield. Surrounding players get Resistance I when the shield is raised.

    Curses

    Yep, this post isn't just a bed of roses.

    • Weakness I/II: Lowers durability cap by 10/20%.

    • Sensitivity I/II: Lowers the damage threshold 25-50%.

    • Curse of the Tower: Can't be added to the Tower Shield. Raising the shield disables movement.

    Weapon Enchantments

    After all, they need some love, too.

    • Shieldbreaker I-III: Damage dealt to shields.

    • Sideswipe I-III: Chance to still deal damage to a player when they still have a shield raised.

    Banner Pattern...?

    Using a shield in a loom allows you to place a cool "shield shape" in the middle of your design.

    submitted by /u/MagFrag5891
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    Worms

    Posted: 19 Jan 2020 11:09 PM PST

    Worms are a passive mob that can near the surface in any grass based biome. Worms will be attracted to composters and will decrease the time it takes crops to grow within a 7 block radius around the composter. Chickens will dig for worms once and a while, and will eat it if they catch one. They can also be used to breed chickens. You can catch worms and attach them to fishing rods, which will greatly decrease the time it takes to catch a fish, but the worm will depart from the rod after a fish appears in the water. Worms will wriggle to the surface during rain making it easier for you and chickens to catch. Worms will move through dirt in a fashion much like the snake from the classic arcade game Snake, but 3D of course. You would also be able to use worms to brew a new potion called Potion Of Blossoming which decreases the time crops grow around you.

    submitted by /u/MattThePl3b
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    Watch out bows it’s. Sling shot

    Posted: 19 Jan 2020 11:35 PM PST

    Sling shots could be something that would be crafted with three sticks in a y shape with leather in the middle and could shoot cobblestone and sea half a heart or flint witch would be a heart of damage and would be a temporary bow for when you start a new world and need something to get you through the first night. It would be like when shooting a bow but reduced by fifty percent when doing to animation to shoot.

    submitted by /u/Homie_Waffle
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    Fashion

    Beauty

    Travel