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    Minecraft An advancement for Java - unlocking every recipe in the crafting book.

    Minecraft An advancement for Java - unlocking every recipe in the crafting book.


    An advancement for Java - unlocking every recipe in the crafting book.

    Posted: 23 Feb 2020 03:32 AM PST

    Master Crafter maybe? (Edit: u/baronofbears suggested Omniscient which I really like)

    I think more late game advancements are needed and this would be a fun challenge.

    submitted by /u/-Zak
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    Noteblocks with a cobweb adjacent to them will be able to hold notes when a redstone signal is applied.

    Posted: 23 Feb 2020 09:37 AM PST

    Currently, noteblocks can only make staccato sounds when pulsed and lack the ability to hold down notes, even though instruments such as the flute, didgeridoo, and guitar in real life can prolong notes.

    It is possible to simulate a held down note by one clocking a noteblock, but the effect this produces is not ideal for slower and more soulful songs.

    My idea is that instruments that have the ability to continuously hold notes in real life will do so when applied a redstone signal, but this only occurs if a cobweb is adjacent to the noteblock. This way, songs that already use these instruments will still work, but with a combination of pulse extenders and cobwebs, players can make music that needs prolonged notes.

    Obviously any implementation of this should be fine - I chose a cobweb adjacent to them because it seemed the least intrusive (easy to add on, no new blocks created, etc.) Cobwebs already have the property to slow entities down, so prolonging musical instruments seems like a logical leap from there.

    submitted by /u/K9-guardian
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    End Islands Update (with images)

    Posted: 23 Feb 2020 06:08 AM PST

    The nether is getting an update that will add many biomes and features, so why not the end as well?

    There would be not only new biomes, but also new terrain, structures, and plants/food for the End.

    Link to images

    New Biomes/plants

    There would be several new "biomes". Each end island would have it's own biome, but islands with similar biomes would tend to generate in groups. I have no specific names for the biomes, but here are some I have come up with.

    For example, some islands would be covered in purple growth similar in texture to chorus fruit. Purple and pink plants would make the island seem like some sort of alien jungle.

    Other islands would be covered in rocky spikes that shoot out in different directions. Small tan and yellow plants would grow as a sort of type of grass.

    Crystal islands could be made out of entirely translucent crystal. Unlike glass, it would become less translucent if there are more layers of it. Crystal could be mined to make building blocks (or new redstone components?)

    A rare island would be called the "infected" or "infested" island. It would generate away from the other islands, and would be rather large. The surface would be rather barren, except for some dead chorus plants.

    All endstone would be covered in a layer of purple and brown growth similar to nylium, called infectious growth. Standing on it would slowly deal damage, at a rate of 1 damage every 4 seconds. This growth would spread to any full non-infected full block, at the speed that grass grows. it even grows up the sides of blocks. No endermen can spawn on the island and only endermites could spawn naturally. (endermites would only spawn on infected blocks) If an End city generated on this island, it would be devoid of life or light, covered in the infection.

    Vegetation/food

    The new vegetation would be alien, like a mix between coral and nylium. There would also be a new edible food found growing rarely called endroot.

    Endroot: Endroot would be a new food found growing out of endstone near other plants like chorus fruit. It could be farmed by planting it in endstone, but it takes a very long time to grow. (can't be bonemealed) It can be eaten in two ways: By cooking it in a furnace, or making it into end stew.

    Cooked endroot would give the player 3 hunger and 2.4 saturation, not too impressive. However, end stew would be more useful.

    End stew (not stackable) would be crafted with 1 endroot, 1 chorus fruit, and 1 bowl. When eaten, it gives 7 hunger and 4.8 saturation. It also gives the player the levitation effect for 8 seconds. It can be eaten even at full hunger. This means that if a player were to fall into the void or off a high cliff, they could potentially save themselves by eating a bunch of end stew. However this has it's drawbacks, because players can also take fall damage when the effect runs out.

    New Structures

    There would be a new structure: The end shipwreck. It's essentially an end version of overworld shipwrecks, but with end city ships. These would be found crashed on end islands occasionally, and only have a 30% chance of containing a broken elytra.

    New generation.

    End mountains: Big end islands that are covered in large cliff-like mountains. Imagine mountains similar to those of an amplified world, but towering above the void. These islands would have cave systems running through them. Be careful, some caves lead directly to the void!

    (There are currently no ores to mine in the end, so caves may seem a bit redundant. If caves were added, they would be added along side a new end ore. )

    Overall, I think these additions would make the End dimension more fun to explore, and improve the overall gameplay experience.

    (tldr; wacky end biomes, soup that makes you float, end shipwrecks, mountains and stuff.)

    submitted by /u/k00ji
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    Lava boats - a balanced and sensible recipe

    Posted: 23 Feb 2020 09:31 AM PST

    Lava boats have probably been one of the most posted suggestions in the time that I've been a Redditor, so I would not be surprised if it is on the FPS. Unfortunately, I cannot access the FPS for reasons at my end, so I apologise if it is. The majority of them were unbalanced, being either too cheap (just a boat made of Nether wood or obsidian) or way too expensive (a Netherite boat), so I aim to fix that.

    On a seemingly unnecessary tangent, in Bedrock Edition, boats require a shovel to craft, as an analogue to oars. So, the first part of my suggestion is actually going to be feature parity request.

    With that out of the way, we can get to the actual recipe:
    Crimson or warped wood in the shape of the boat recipe, and a Netherite shovel in the middle.

    + This is fairly expensive, because it does indeed involve making a diamond shovel, and making a Netherite shovel out of it.

    + However, it is not overly expensive, especially when compared to full Netherite boats.

    + Also keep in mind the fact that this actually lets you sail on lava.

    + It makes sense logically because all the mentioned materials are fireproof, and it would also float, seeing that it is made of wood.

    Thanks for reading, and remember never to drink lava milkshake! :)

    submitted by /u/RazorNemesis
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    More Shield Enchantments

    Posted: 23 Feb 2020 08:26 AM PST

    Currently, Shields can only have Unbreaking and Mending applied to them. That's kinda lame. How about some more enchantments for shields?.

    1. Flame Shield: Like Fire Aspect, only it lights things that hit it on fire. Mobs, projectiles, other players, etc. If it's something the shield can block, it can probably be lit on fire with a flame shield. Two ranks. Rank 1 has a 50% chance of lighting things on fire, Rank 2 always lights on fire. Incompatible with Frost Shield.

    2. Frost Shield: Things that make Melee attacks on a Frost Shield have a chance of getting Slowness applied to them for around as long as a tipped arrow of slowness would (11 seconds). Three or Four Ranks. Rank 1 has a 1/3 chance of applying slowness 1 to someone blocking a shield, Rank 2 has a 2/3 chance of applying Slowness 1 to the attacker and Rank 3 would always apply Slowness 1 to melee attackers. If a Rank 4 existed, it would be the same as Rank 3 in that it always applies slowness, but it would also have a ~10-15% chance of applying Slowness 2 instead. Incompatible with Flame Shield.

    3. Bulwark: Increases the amount of damage that the shield can block before it starts losing durability, at the cost of taking a bit longer to start actually blocking. Multiple Ranks. Each Rank increases the damage threshold more and more, but comes with a proportional increase in the time it takes for the shield to actually start blocking. I can't think of an exact number of ranks or the numbers for each rank, but the highest rank should require no less than a Diamond Sword to start chipping away at its durability. Compatible with all other enchantments except Lightweight.

    4. Lightweight: Your shield deploys faster. That's it. Three Ranks. Each rank reduces the time it takes for the shield to start blocking damage by 0.05 seconds. Compatible with all other enchantments except Bulwark.

    5. Spiky (or Spikes): It's like Thorns, but for your shield! 'Nuff said.

    That's all the enchantments I can come up with, but if anyone else has ideas for more enchantments then feel free to share them.

    submitted by /u/erasedisknow
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    Reflecting Snowalls

    Posted: 23 Feb 2020 02:13 PM PST

    You should be able to reflect snowballs with a shovel. Simple and sometimes useful

    submitted by /u/Creep440
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    Curse of lead

    Posted: 23 Feb 2020 11:14 AM PST

    This Curse is applied to only boots, it doesn't let you swim (sprint swimming), and makes your descent in the water faster.

    You could still escape water, but it will make moving in it more difficult.

    When boots with these are thrown, they can activate stone pressure plates

    submitted by /u/The-Real-Radar
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    Fire spreading should change depending on biome

    Posted: 23 Feb 2020 04:29 PM PST

    If you are in a cold biome, fire should spread slower than usual. Biomes like cold ocean, ice spikes, etc. Also if you are in a hot biome like nether, or desert, fire should spread faster than usual.

    It would be a small detail, but it would be nice to have.

    submitted by /u/Corrupt_Angel01
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    Make pigs turn into hoglins on impact with lightning

    Posted: 23 Feb 2020 06:32 AM PST

    I hate to see the Zombie Pigman go but they aren't going back on it so I guess we can only move forward a Hoglin looks way more like a pig just a more evolved version like a warthog I think they have more in common with Hoglins so maybe when a pig is struck by lightning they become a Hoglin and if a Hoglin gets struck by lighting they become Piglins? Idk sounds fitting

    submitted by /u/TheJakester04
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    Eye if Enders should take you to the portal room

    Posted: 23 Feb 2020 04:08 PM PST

    It's very annoying to have to go ahead and find a stronghold only to spend an hour searching for a portal room that in some cases can glitch out and not be there. This would prevent that entirely

    submitted by /u/Greatnite
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    Exactness Enchantment

    Posted: 23 Feb 2020 02:31 PM PST

    It would be an enchantment that would work on Clocks, Compasses and Maps. For Clocks it would add a 24h/12h clock (hh:mm format) over the hotbar. You could change the 24h/12h system in the settings. For the Compass it would show the coordinates of the spawn point. For Map it would show your current coordinates.

    submitted by /u/Creep440
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    New Item - Eye Shield.

    Posted: 23 Feb 2020 07:37 AM PST

    Guardians and Elder Guardians have a chance of dropping a Guardian Eye.

    You can craft it with paper to print an Eye on Banners.

    It's more useful use, however, is crafting it with a Shield.

    This will turn the Shield into an Eye Shield.

    The Eye Shield has the same durability as a normal Shield and blocks all incoming damage in the same way, but has the added perk of reducing by 50% all damage that comes from other directions when guarding.

    For example, if as you're guarding a Creeper explosion a Skeleton shoots you in the back, you'd take only half of the Arrows' damage.

    Thoughts?

    submitted by /u/pamafa3
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    New Armor Enchantments!

    Posted: 23 Feb 2020 08:35 AM PST

    End's Grace: up to V. Lessens damage taken from Ender Pearls, Endermen, Shulkers, the Ender Dragon, and Endermites. Mutually exclusive with other protections.

    Chemical Protection: up to V. Lessens effects from potions and dragon's breath. Mutually exclusive with other protections.

    Evoker's Wrath: up to I. Treasure enchantment, only available in Pillager Outpost and Woodland Mansion chests and put on the chestplate. Allows the player to release Vexes at a minute cooldown using the V key and release the floor claw/jaw things at a 30-second cooldown using the J key.

    Curse of Negation: up to I. Curse. Gives the armor's other enchantments a chance to be negated for five seconds.

    Curse of Desaturation: up to II. Curse. Makes the invisible saturation bar drain faster, making food less effective.

    submitted by /u/obvioussponge06
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    Make Lava Oceans in the Nether their own biome

    Posted: 23 Feb 2020 09:06 AM PST

    In the overworld, ocean is its own biome. There's even a lot of different types. But in the Nether the lava oceans are just considered The_Nether and Nether_Wastes. Well Piglins spawn in Nether Wastes and aren't immune to fire and lava and I'm getting sick of just seeing them spawn at the surface of the lava and die a few seconds afterwards.

    submitted by /u/MaeBeaInTheWoods
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    New Item - Dragon Wings

    Posted: 23 Feb 2020 05:12 AM PST

    Obtained by crafting a pair of Elytra with a Dragon Head and 3 pieces of Obsidian.

    It functions just like the Elytra, but looks like the Enderdragon's wings and has more durability, but it cannot be boosted by rockets.

    After comment feedback, this was changed: they can still be boosted by Fireworks, but get a slightly smaller boost than Elytra.

    Thoughts?

    submitted by /u/pamafa3
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    Complete Horse Overhaul

    Posted: 23 Feb 2020 09:29 AM PST

    This is a combination of many ideas I've seen from many people. The idea is that horses are given more utility and would be made more fun. I have listed all credits to the original posters.

    Horse Shoes

    [Original Poster]

    Horse shoes would be a new item that can be applied to horses. Horse shoes would have the normal types (wood, stone, iron, gold, diamond, netherite) that all tools have. Horseshoes would be crafted in the crafting menu in a "U" formation. Meaning that a horseshoe would need 5 of the material to be crafted. Horseshoes have the same durability as boots of whatever material it is made out of. So if the horseshoes are made out of iron it would have 195 durability. Horseshoes do not provide additional armor though.

    Enchanting:

    Enchanting is the horseshoes main purpose. It would have access to all enchantments that boots have access to with the exception of protection type enchantments (prot, fire prot, blast prot, projectile prot), and thorns. (many of these enchantments come from a post by u/Firebolt360).

    Feather Falling up to IV - just like on boots, decreases fall damage

    Unbreaking up to III - normal unbreaking

    Mending - normal mending

    Buoyancy up to III - Allows the horse to swim with a rider on top and reduces horse's overall speed when in water by 65% (Level I), 50% (Level II), and 35% (Level III). Not compatible with Frost Walker.

    Depth Strider up to III - Combines with Buoyancy to allow the horse to swim faster in water. (just like on boots). Not compatible with Frost Walker.

    Frost Walker up to II - works just like it does on boots. Not compatible with Depth Strider pr Buoyancy

    Velocity up to III - Increases horse's speed by 10% with each level. Not compatible with Jump Assist

    Jump Assist up to III - Increases horse's max jump by 10% with each level. Not compatible with Velocity

    Stride up to II - Enables horses to automatically walk up to 1.5 (Jump Assist I) or 2-block high walls (Jump Assist II) if their max jump height allows for it. This is helpful in scaling mountains that could be a little steep, making travel easier. By default, horses can automatically walk up 1-high areas.

    Focus - Slows the horse's jump bar level when it reaches the orange range to make higher jumps easier

    Stomp up to III - When running over any mod will deal damage. The amount of damage increases with level. (original idea by u/MattThePl3b)

    Horse Armor

    Horse armor would get a pretty big update as well. Firstly, chain mail horse armor and netherite horse armor are added. Next, all types of horse armor are craftable. You'll need 7 of the materiel just like crafting leather horse armor. Horse armor would also be given durability (respective to the material it is made out of) and durability would be drained when it take damage.

    Enchantments:

    Horse armor would have some new enchantments as well. These enchantments are originally made by u/Firebolt360.

    Unbreaking up to III - Normal Unbreaking

    Mending - Normal unbreaking.

    Toughness up to IV - Reduces the horse's taken damage by 12.5% per level

    Saddles

    Saddles would mostly stay the same. They still wouldn't lose durability as I think that is a bit extreme. Though I also feel as if you should be able to craft saddles. So if saddles were craftable, they would be made with leather in a helmet formation and a tripwire hook in the middle. As well, if they are craftable, they would be given durability. It would be high in durability, probably around 1,000 durability. This is because the durability would tick down every second you ride the horse. It would make it similar to elytra then. I feel less sure about saddles in general, so your input is appreciated.

    Enchantments:

    Saddles would only have a couple of enchantments.

    Mount - Adds the ability for a second person to ride a horse. It is a treasure enchant so it can only be obtained through villager trades, structure loot, and fishing. Cannot be obtained through the enchantment table. Credit to u/Firebolt360.

    Unbreaking & Mending - Only if given durability. Works just like normal.

    General Mechanics

    Horses would be given a new mechanic, the whistle. I have two ideas of how the whistle would work. This would be useful because when getting off the horse, the horse just walks away.

    Idea I - When a input is pressed, the player will make a whistle sound and the most recently ridden tamed horse, if within 100 blocks, will teleport to the player. The downside to this version of the idea is that it would be an extra button to PE.

    Idea II - New whistle item can be crafted. When used, the player will make a whistle sound and the most recently ridden, tamed horse, if within 100 blocks, will teleport to the player, just like in idea 1. I like this idea a lot as the whistle item could also be given more uses, like possibly scaring off mobs.

    Again, credit to u/Firebolt360, u/MattThePl3b, and u/Cho_Assmilk for most of the ideas. Please go send some love their way and upvote their original posts.

    If you have any critique or criticism, please do comment. But do please make your critiques meaningful.

    Minecraft Feedback link: https://feedback.minecraft.net/hc/en-us/community/posts/360057903172-Horse-Overhall

    submitted by /u/Jaksterr
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    Creative mode remove sword reuse timer

    Posted: 23 Feb 2020 01:53 AM PST

    I think it would be a good idea to remove the 1.9 combat changes from creative mode or add it as a gamerule. It is really annoying to kill mobs I accidentally summoned in creative mode

    submitted by /u/petertiny1
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    Make hoes viable for combat

    Posted: 23 Feb 2020 01:57 PM PST

    Hoes should be used like scythes in combat like axes can be used for combat. This would make hoes actually useful.

    submitted by /u/RobloxLover369421
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    More Vibrant Particles Like Crimson_Spore!

    Posted: 23 Feb 2020 05:52 AM PST

    Believe it or not, the most exciting thing for me about in the new Nether Update Snapshots are not any of the new Items, Mobs or the like. It's the new particles.

    Ash, crimson-spore and warped_spore are a continuation in an apparent trend towards a deeper focus on pretty particles. At least that's what it feels like to me. We did have a variety of new particle effects in the Update Aquatic and the Nether Update seems to be just in line with that. A thing that's more noticeable now though is how versatile these particles could potentially be:

    We know that the new particles are apparently not very costly on the games performance and that they can be very accurately placed in 3D space.

    I think this is very exciting! These particles could be used to pretty up the game a lot and I wanted to dedicate this post to new particle related ideas as well as discussion on what's possible and what's likely not.

    As a disclaimer: I do not know how these particles are implemented and I don't know my way around the games code but maybe one of you does. I suppose they are a variant of rain particles, linked to a specific 3D biome but that's just an assumption. In this post I will assume that the they can be placed in any specified 3D boundary.

    Without further ado, here are some ideas:

    Fire Flies

    Fire flies could give some much needed interest to Minecraft's nights and reward players for exploring. They would manifest as little yellow-green particles and would appear in all forms of forest biomes (especially flower forests) in clearings and up to 5 blocks above the ground, so places with direct sky access and grass block floors (as to avoid interference with player built structures).

    Fire fly events could come with a certain rarity and could reward players for finding them with small to medium xp drops and/or reduced mob spawning in the area.

    depthsuspend

    It's been a while but many of you will remember the depthsuspend particle and the void fog. Depthsuspend was a particle that appeared below Y = 17. Along with the ever increasing dark void fog the little grey particle gave a little sense of mystery to the bottom of the world.

    Will void fog make it's return? - most likely not. Depthsuspend on the other hand might and I would very much welcome that.

    Falling Leaves

    There are already mods out there that do this but falling leaves could also be realized with these new particles. They would appear in air blocks below leaf blocks (perhaps only in specified biomes). Falling leaves could add more ambience to Minecraft's nature.

    Sand / Snow

    Sand and Snow are another set of particles that could add a bit of atmosphere to the otherwise very barren landscapes of desert and tundra biomes. They could both behave very similarly so it makes sense to treat them as one. These particles would both have to comply with the following two criteria:

    • Appear only with direct sky access
    • Appear only above Sand / Snow

    Sand and Snow particles could come in a variety of forms ranging from light ambient snow- and sand-drift to rare blizzard- and sand-storm-events. All in all they would both serve the same purpose of adding visual interest.

    Embers

    I already mentioned this in another post but for completions sake I will also list them here.

    The first time I had a look at the snapshot I mistook the crimson_spore particles for sparks and embers and the idea kind of stuck. I think ember particles could give the nether a much needed sense of heat. The would look not unlike crimson spores with a more vibrant orange glow and could appear globaly below Y = 40 (above the lava lakes) and/or in the nether wastes biome (that so far felt a little left behind the snapshots).

    Minecraft is continuously evolving and it is hard to predict what the future of the game will bring. I like the recent direction though and I am excited for what's to come. What are your thoughts on the topic?

    submitted by /u/notram_
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    Falling

    Posted: 23 Feb 2020 03:38 PM PST

    This is a small suggestion, but it would be cool if when you fall a big distance or something you don't land on your feet and instead go into a crawling/on the floor animation before getting back up because as of right now, no matter how far down you jump, you always land on your feet, which really doesn't make sense. It could also happen if you are too close to TNT or a creeper explodes in your face. It would be a lot scarier mining in a cave and then hearing a hiss, turning around and seeing a creeper and BOOM your flat on your face. You could also add a delay before you get up because a lot of people jump off medium-sized cliffs in the nether to get away from mobs like blazes and ghasts, and if you have to get back up it makes the nether terrain a lot more risky because you can't jump away from everything. Of course, this could be affected by jump boost and slow falling, and maybe harsh elytra landings could do this as well. Overall, I think this would be a cool addition to the game.

    submitted by /u/JJZ123321
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    Let the Player cure Zombiefied Piglins

    Posted: 23 Feb 2020 03:27 PM PST

    As the title mentions, I think we should have a method of curing Zombie Piglins back into their normal form just like we can with Zombie Villagers.

    Instead of getting a discount on trades, we could get a higher chance of good drops while bartering with the cured Piglins.

    I think that would significantly enrich the bartering mechanic

    submitted by /u/1888george
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    If goats are added, also add a potion Eat Anything.

    Posted: 23 Feb 2020 01:02 AM PST

    Some items would become temporarily edible for minimal nutritional value: leather, paper, sugar cane, bamboo, spider eyes, saddles, etc. Basically organic stuff.

    Edit:

    No wood planks, sticks, or anything made of stone or stone like material, nor ferns or seeds.

    Flowers? Maybe.

    submitted by /u/aqua_zesty_man
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    Demowolves

    Posted: 23 Feb 2020 04:41 PM PST

    Demowolves or demodogs (no not stranger things) are an idea of mine for a tameable monster in the nether.

    The demon with a heart is what the idea is based on.

    Features:

    Aging: Grows up differently compared to regular tames like dogs. They have 3 phases and all of them have different stuff. There is no way to speed aging up, it is tick based aging

    1a. Phase 1 Phase 1 is the baby phase. The demowolf doesn't have any abilities other than just plain up walking up to you and attacking. It is obviously at it's smallest and it is the size of a parrot in height. Not much about this phase but they are fastest in this phase but weakest too.

    1b. Phase 2 Phase 2 is teenager phase. The demowolf is a bit bigger (adult wolf size) has it's first ability, stampede, which it is like a dash attack, it jumps and moves like a homing attack except it doesn't home. The demowolf is a bit stronger and doesnt lose much speed. Health is increased

    1c. Phase 3 Phase 3 is final phase, adult phase. The demowolf is done growing up (for scale, its bigger than an adult wolf, like 2 parrots tall) it has it's final ability, fireball which sends a ghastlike firecharge but is blue instead of red fire. It is at is strongest, same speed as teenager and health is maxed out.

    Wild Demowolves: They are found in any area in the nether other than warped biome unless there is a ghast nearby that wandered into the warped biome. they tend to stay away from warped

    2a. They attack ghast like random wolves attack skeletons and sheep. Both the fireballs of the ghast and wolf deal less damage to each other.

    2b. They are usually in groups of 2-4 too, any less is that the rest of the pack has died, any more is that they have groups up with other random packs.

    Taming: They have a regular form of taming but also irregular

    3a. They are normally tamed with a couple of ghast tears (5-10) I know it seems much but this is a very strong tame that shouldn't be abused so the number is for balance.

    3b. The irregular way is that you steal atleast 2 kills of ghast they are attacking and you earn the respect your worthy of. They will be tamed then.

    Breeding: Like I said, strong tame = the fact u shouldn't abuse.

    4a. After breeding, the two parents will not allow you to get near the baby until it is a teenager, if you do, they will attack you even if tamed.

    4b. You can skip the baby phase by feeding them warped mushrooms before breeding but once the baby is born (as phase 2) the parents will become aggressive for 1 minute since they hate warped mushrooms.

    4c. The babies will be born untamed even though parents are tamed, they will still follow parents around so you should use it to your advantage. Babies will only need 3 ghast tears to be tamed too.

    Tamed:

    5a. The tamed demowolves will attack anything that you punch, hurts you, or hurts them, basic wolf stuff there.

    5b. The tamed wolves will eat a bit of the edible drops (ghast tears/rotten flesh/animal meats/spider eyes) until they are satiated (atleast 2 materials)

    5c. If left unfed for a while, it will not protect you unless you are really low on health.

    Ghast Strength: The big question, are ghast stronger now, it seems they are

    Answer: Yes but actually no, the demowolf attacks just deal not much damage, the ghast have a but more health but not so much that it will be stronger than the ender dragon. (You know what i mean) Ghast blast will no longer break nether portals just as a counterweight to the increased health augment.

    submitted by /u/NoNutPolice
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    Mob Detector

    Posted: 23 Feb 2020 09:01 AM PST

    The detector is very simple. It works as a sort of observer but for detecting mobs. Any time a mob or part of a mob is in its range (1 block), it will start playing a note block sound loudly until the mob moves away. Using commands it can be set to play any sound. It also sends a redstone signal behind it. It can face in any direction, up, and down.

    submitted by /u/MaeBeaInTheWoods
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    Fashion

    Beauty

    Travel