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    Minecraft Fake Nether Portals in Bastions

    Minecraft Fake Nether Portals in Bastions


    Fake Nether Portals in Bastions

    Posted: 11 Feb 2020 07:02 AM PST

    As we all know, Bastions are a new structure where Piglins can be found.

    How if we add a fake nether portal made with either soul soil or netherrack?

    This is like the rare fake end portal rooms in Woodland Mansions, but this time it gives the impression that the Piglins were trying to access the overworld and making a nether portal diagram out of soul soil/netherrack.

    submitted by /u/8bit95
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    Nether Transportation Idea

    Posted: 11 Feb 2020 04:28 AM PST

    Make Elytra's have infinite flight over lava. The heat from it can give it lift so people can travel across the Nether easier but its still dangerous. Make it so the infinite flight only works 10 blocks over so you can glide up but have to go back down close to the lava to pick up speed again.

    submitted by /u/Grimhof
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    White Pumpkins in the Soulsand Valley that can be crafted together with Soul Torches to make a Jack-O-Lantern that makes ghasts stay away (Fixes multiple Soulsand Valley issues)

    Posted: 11 Feb 2020 01:01 PM PST

    I've been playing on a snapshot server with my friends and as soon as I saw the soulsand valley at minecon I knew where I would be living!!!

    Up until I actually started living there in a base with my girlfriend and we found out it was the most dangerous biome, the most bland biome, and the most useless biome.

    White Pumpkins would give the valley a bit more life, and a bit more of a use.

    Right now the valley is overrun by ghasts and makes living in it nearly impossible as they blow up anything you try to build. This is obvious and lots of players have already been suggesting ways to keep ghasts at bay and this is my own take on it. Simply crafting the white pumpkin together with a soul torch and placing it down will keep ghasts away from that area or make them just not shoot fireballs in that area. This would also help with cooler nether highways.

    The Soulsand Valley is currently extremely bland and having the least amount of unique blocks out of the new biomes and is only being held up by Blue Fire which isn't even all that great. The white pumpkins would give a bit more to the biome and would also already work well with the colors. Especially the blue on the lantern versions and the bone blocks already being white in the biome. I attempted to see what it would look like with orange pumpkins and it just made the biome look too much like an overworld biome. White would do better for this.

    The Soulsand valley also has no use currently besides Soul Soil and getting bones in the nether and this just doesn't seem good enough. White Pumpkins would be both good for decoration and the use of keeping ghasts away giving the biome another use.

    White Pumpkins have also existed in minecraft history before by being apart of Minecraft Storymode and there is currently no items in the game referencing anything storymode related.

    They have also been suggested before and would look very neat.

    I apologize in advance for the long post as I am extremely over-detailed and don't know when to shut up. I'm also nervous posting this and hate sharing ideas so it's taking a lot of power to post this and also had no idea which flair to use.

    submitted by /u/MoshiMinecraft
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    Ores Appearing In Different Rocks

    Posted: 11 Feb 2020 08:30 AM PST

    All Ores should spawn in stone, diorite, granite, etc... with Gold being able to spawn in Netherrack. With all the new rock types in Minecraft, im surprised this isn't already a feature.

    submitted by /u/MrOzone2020
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    Idea for the mountains

    Posted: 11 Feb 2020 06:27 AM PST

    Knowing that the player will be in the heights and that there will be more snow in the mountains, why not add fog in the heights.

    Just an idea, maybe a biome where the mist appear in the morning and bad weather and another where there is mist always.

    Thanks to FPSCanaruƨƨia

    submitted by /u/Soft-Rent
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    Explorer Achievement

    Posted: 11 Feb 2020 10:04 AM PST

    Explorer Achievement: Find every structure in Minecraft including: every type of village, end city, stronghold, abandoned mineshaft, igloo, temples, witch hut, etc.

    submitted by /u/MrOzone2020
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    With the new Nether Update, there should be a new plant; the Ghast Pepper.

    Posted: 11 Feb 2020 01:54 PM PST

    I have a feeling this name has been used before but whatever it fits.

    The Ghast Pepper is a new crop / plant that spawns in the Soulsand Valley.

    They're supposed to have sprouted where many Ghasts have died before, thus explaining their abundance in the Soulsand Valley.

    They emit a faint screaming sound when picked, which attracts hostile mobs, does nothing to neutral mobs, and scares passive mobs. Eating it makes you have the "Asthenia" effect for about 4 seconds, causing your hearts to shake, and taking more damage, moreover, ghast peppers only heal half a hunger point.

    Ghast Peppers spawn on Ghast Pepper Vines that stalk on walls, and moving through them sets you on fire very briefly and slows you, like the nether equivalent of a berry bush, except you can climb on them (only really useful if you have fire resistance, otherwise, why would you?)

    They can be used to brew potions of Asthenia, which can be corrupted into potions of resistance.

    Instead of eating them directly, they can be used as a delicious yummy "Spice", mixing Ghast Peppers into food, like stews, dried kelp (spicy seaweed snack), meat, causes them to give you "Vigor" with the duration depending on what food it is, Vigor is a different status effect that makes you heal slightly when you damage enemies.

    submitted by /u/Stratiformys
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    The higher a player is, the more likely he is to be struck by lightning during a thunderstorm.

    Posted: 11 Feb 2020 09:35 AM PST

    Knowing that it's totally rare or impossible to be struck by lightning during a thunderstorm.

    But you have a big chance to be struck by lighting if you wear an iron armor or a iron objects when the player is in the heights.

    Maybe an achievement for this like "You looked for it ..."

    Thanks to NauseasNarwhal

    submitted by /u/Soft-Rent
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    Vanity slots

    Posted: 11 Feb 2020 07:40 AM PST

    Whats the purpose of dyed leeather armour?

    To look good until you get iron armour, then you throw it away.

    4 additional armour slots should be available, but dont give you any effect, all they do is replace the armour on your character with a new set.

    For an example, see the vanity slots off terraria.

    submitted by /u/BigWillyBarry
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    The diamond loot tables of naturally generated chests don't seem to align with their rarity.

    Posted: 11 Feb 2020 11:34 AM PST

    To quote the wiki:

    "Diamonds can be found in 14.1% of shipwreck treasure chests in stacks of 1; in 7.4% of stronghold altar chests, 9.9% of village toolsmith chests, 16.2% of village weaponsmith chests, 19.0% of nether fortress chests, 12.9% of jungle temple chests, and 6.3% of desert temple chests, all in stacks of 1–3; in 10.4% of chest minecarts in Mineshafts and 53.1% of buried treasure chests in stacks of 1–2; and in 21.2% of End city chests in stacks of 2–7.

    In Bedrock Edition, they can be found in 46.9% of buried treasure chests in stacks of 1, and in 7.2% of stronghold altar chests and 12.8% of jungle temple chests in stacks of 1–3."

    I'll list them down from most common to rare.

    • 53.1% - Buried Treasure Chests, stacks of 1-2.
    • 21.2% - End City Chests, stacks of 2-7.
    • 19.0% - Nether Fortress Chests
    • 16.2% - Weaponsmith Chests
    • 14.1% - Shipwreck Chests, stacks of 1.
    • 12.9% - Jungle Temple Chests
    • 10.4% - Mineshaft Chest Minecarts
    • 9.9% - Toolsmith Chests
    • 7.4 - Stronghold Altar Chests
    • 6.3% Desert Temple Chests

    Jungle Temples are one of the rarest generated structures you can find, and yet it has a lower chance of spawning diamonds than the extremely common shipwrecks and buried treasure chests, and stronghold altar chests, chests found in the rarest structure in the entire game, only have a 7.4% chance of spawning diamonds.

    Here are adjusted rates that would make more sense, putting into consideration the rarity and difficulty.

    • 53.1% - Stronghold Altar, stacks of 3-5(perhaps?).
    • 30.0% - Buried Treasure, stacks of 1-2.
    • 25-30% - Jungle Temple, one of the rarest structures, it deserves having more diamonds in it.
    • 21.2% - End City, stacks of 2-7 this is fine as is.
    • 20.0% - Nether Fortress - Slightly higher.
    • 15.4% - Mineshaft Minecarts - Given the fact that mineshafts are abandoned mines, it would make more sense if there were diamonds spawning in them.
    • 13.5% - Toolsmith and Weaponsmith.
    • 9.0% - Desert Temple - stacks of 1-4, slightly higher and larger stacks.
    • NONE - Shipwrecks, most already lead you to buried treasure, it would be highly unlikely that the pirate decided to leave their precious diamonds on board rather than hiding it.

    One last thing I'd like to suggest is that shipwrecks should definitely be less common. To quote another user, "I get that they're cool, and that they give me helpful stuff, but the whole world probably isn't supposed to have been the site of some ancient naval mega-battle."

    submitted by /u/Stratiformys
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    Curse Of Mortality

    Posted: 11 Feb 2020 01:09 PM PST

    This curse goes on armor, tools, and weapons and makes it so it cannot be enchanted.

    submitted by /u/MaeBeaInTheWoods
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    Mini games on bedrock

    Posted: 11 Feb 2020 08:09 AM PST

    I've played minecraft since Xbox 360 edition came out and because of that, the mini games that they made on it are very dear to me. That being said, I feel like they should be put onto bedrock (coexisting with the current servers) due to the fact that they ran way better than any of the servers on bedrock, and they felt more fleshed out than most, if not all of the mini games on the servers. Thank you for coming to my Ted talk.

    submitted by /u/yourgoodoldpal
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    You should be able to place shields on armor stands

    Posted: 11 Feb 2020 12:21 PM PST

    All other defensive items in the game can go on an armor stand, with the sole exception of shields. Considering armor is often paired with shields, being able to place it on the same stand would make for easy access whenever you're ready to suit up and go exploring, mining, or fighting. I personally think it would look nice if the sprite was either on the stand's arm or standing against it, though the primary reason for implementation would be practical instead of aesthetic.

    submitted by /u/OlivrrStray
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    The "Piercing" enchantment ignores the defense of the player (Remake)

    Posted: 11 Feb 2020 05:33 AM PST

    Knowing that the bow is more powerful in terms of damage, speed (naturally), enchantments than the crossbow, this change will make the crossbow more interesting in the PvP, making the crossbow formidable in medium and long distance.

    Note : For the balance of the enchant and the weapon the player will not be able to use the Quick Charge enchantment with Percing. The higher the level of piercing, the more the arrows ignore the player's defense.

    She ignores the effect of the Resistance Potion.

    Enchantment Level :

    Piercing I = Break 5 % the mob or player protection + crosses 1 entity.

    Piercing II = Break 10 % the mob or player protection + crosses 2 entity.

    Piercing III = Break 15 % the mob or player protection + crosses 3 entity.

    Piercing IV = Break 20 % the mob or player protection + crosses 4 entity.

    I think this change would give the crossbows an advantage that would make them more interesting and finally give them the place they deserve.

    submitted by /u/survivor98xx
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    The Withered Horseman

    Posted: 11 Feb 2020 09:24 AM PST

    With the new 1.16 nether update coming soon I thought of a cool idea for a new rare mob: The withered horseman. The withered horseman would basically be a wither skeleton riding a wither skeleton horse. He would spawn with four normal wither skletons following him as his guards. His skin would look somewhat similar to the stray skin except the clothes would be in darker colors. The withered horseman himself won't have any special drops because the true prize will be his wither skeleton horse.

    I imagine the horse with scary red eyes and it leaves black particles behind as it moves. The benefits of this horse would be that it does not burn in lava or fire and is immune to wither effects. Maybe the wither horse spawns with netherite horse armor. That would be a cool way of obtaining it in survival. Piglins could also attack players who ride this horse.

    submitted by /u/_Dexy
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    If you fell on normal ice for 5 blocks, the ice should break and turn into water

    Posted: 11 Feb 2020 01:10 PM PST

    This can be turned off in gamerule and world creating option, although it's on by default if you create a new world, worlds and servers that are created before this is implemented will be off.

    Packed ice won't break cuz they're harder don't worry.

    I also considered this to be a glass feature but what do you think guys?

    Thank you for reading this post BTW.

    submitted by /u/ZhanderDrake
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    Spiders Change

    Posted: 11 Feb 2020 05:48 AM PST

    Spider should use webs to immobilize the player and when moving can produce a spider web. A "density" property, perhaps ? The higher the density property is, the more you're slowed down, and there would be different textures for each density. They would shoot somewhat low-density webs at you (0 to 2 out of 7), but around something like a cave spider spawner in the abandoned mineshafts would be a 7 around the spawner itself and slowly get less and less dense.

    I find it a shame knowing that they give spider webs without producing them.

    The player can destroy the web with his sword easly, so it won't make them really hard.

    Note : If you find this too hard for the spiders, maybe only in hard difficulty and hardcore mode.

    Thanks to SuperTux20

    submitted by /u/Soft-Rent
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    Minecraft Progression System is in need of an Overhaul. It's short, straight-forward, and boring. Here a huge suggestion

    Posted: 11 Feb 2020 05:28 AM PST

    Edit: It has occured to me that many people are going to disagree with this post because of Netherite so I want to say something in additon to this post. Netherite being added doesn't mean we should ignore the mid and early game. Netherite is being treated as an extension of Diamond. Durability is extremely similar, I address my issues with armor in damage in the later section of this suggestion, it's basically a fire proof set of Diamond Armor.

    One of the biggest issues in Minecraft currently is progression. You can obtain diamonds in 10 minutes if you are lucky. Once you obtain 5 diamonds 90% of the game's progression is already over. With three diamonds make a diamond pick, mine obsidian, enchanting table, fortune 3. Now you have diamonds forever and progression is over.

    The game just generally needs to take longer to complete, and needed to be REWARDED CORRECTLY for getting to higher levels. I understand that Mojang wants all kinds of Minecraft players to feel included but every time you say this you focus on the creative players and Redstone players. 1.9 was probably the last update to progression and that was towards the endgame. Players don't feel rewarded by obtaining, stone, iron, or gold.

    In an attempt to fix progression I have several ideas. Firstly we should probably talk about world generation as the current world gen makes it extremely easy to progress through the world. Changing the world length would be a good idea because it extends the time it takes for players to get to each level and add more depth for caves and dungeons underground. I suggest starting iron ore and sea level at 100 or 99. Gold, Lapis, and Emerald at 50. Redstone and Diamond at 20 just because these two should be very rare. Adding a new harder variant of our current stones times below and at level 60 will make getting new tiers more rewarding and stop instant mining at low levels.

    We should split progression up into tiers probably three as of currently. Splitting them up into more is debatable but I think most will agree on three. The first will be wood and stone tools, the second should be iron and gold, and the third is diamond. The marker of being in the tier is being able to obtain that resource in an abundance.

    .

    The First Tier which I will name the stone tier shouldn't last long but longer than 5 minutes. This tier should last around an hour or two at most. I don't think writing anything further on this tier is needed because it doesn't last long and the majority of players won't want to be in it for very long. It would probably mainly be focused on agriculture and surviving your first couple of days.

    .

    The next tier is the metallurgy tier. This consists of Iron and Gold. Like I said earlier getting into this age requires you to be able to obtain this easily in abundance. It's easy to obtain Iron and Gold in abundance very fast, just mine some and smelt it into a furnace. So my suggestion is the make smelting ore in furnaces produce nuggets instead of ingots. Smelting a blast furnace will give you full ingots. A blast furnace requires you to have 5 iron ingots. An easy barrier to this age, one that isn't long at all.

    Incentivizing the use of gold is also important. The majority of people skip gold altogether. The advantage currently is that gold has better enchantablity than Iron which must mean it has magical properties I assume. My suggestion would be to extend this to potions. Having a full set of gold armor makes positive potion effects 1.5 times stronger and negative effects half weaker. Same thing with potion durations but twice for durations. Splitting up them full percentage between each piece of armor so having only one on gives you a tiny boost.

    .

    The next tier is Diamond. This also includes Netherite as it's being treated more as an extension to diamond and not another tier. Obtaining Diamond in an easy. Like I said early the first thing you do it get a fortune 3 enchantment which getting diamonds 3 times easier. I think this is fine, the problem is getting enchantments is too easy once you reach the diamond.

    I suggest locking enchanting behind the Nether, I don't know exactly how but the obvious solution is to make the book be an enchanting book, and you can only find them through the Nether. If you wanted to make it harder to obtain diamond then we could just change the entire enchanting mechanic, once you obtain an enchanting table that would only be part of the journey. Enchanting could be changed itself to allow it to be harder, this would also allow you to add even different enchantments without making the character to powerful.

    .

    This won't fix the Progression issue alone, because the second problem is that you don't feel much of a change as you progress on the combat side. A stone sword deals 5 damage and diamond swords deals 7. Most enemies have 20 health points. This means it takes four good hits to kill most enemies with a stone sword and three with a diamond sword. That's ridiculous.

    The easy solution to change this is adding more or fewer health points to enemies, changing the health points between each enemy, changing how much damage each sword does. Making progression more rewarding is changing how armor works and how much damage is dealt by each enemy.

    submitted by /u/StalkedFuturist
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    Wither Skeletons should occasionally spawn in Soul Sand Valley

    Posted: 11 Feb 2020 12:56 PM PST

    Normal skeletons still spawn but sometimes, wither skeletons spawn as well.

    It's just make it possibly harder to traverse and giving it more variety.

    Thank you for reading. :)

    submitted by /u/ZhanderDrake
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    Variations of the new Nether biomes

    Posted: 11 Feb 2020 12:43 PM PST

    Since Mojang is not adding any more biomes for the nether update, I think they could at least make variations of the new ones with minor differences. It probably wouldn't need a lot of work and would add more generation variety. I'll list some of the ideas I have below

    Crimson plains

    Essentially the Crimson forest but tree generation is less frequent, hey, maybe even replace those trees with small bushes that consist of the same materials as the trees

    Warped plains

    Same as above but warped variant

    Crimson fungi plains

    Crimson plains but with a lot of red mushrooms and crimson fungi

    Warped forest w/ very tall trees

    Warped forest but the trees are taller and the average length of a tree is the highest a tree can generate in a normal warped forest. The biome doesn't generate too close to a ceiling

    Soul sand islands

    Soul sand valley but out in the wide-open lava ocean, at the lava level and consists of a relatively large number of small islands - if lava boats were to be added this could be interesting to stumble across

    Nether wastes islands

    Same as soul sand islands but a nether wastes variant

    Could've probably come up with better ideas but no

    Share your own biome variant idea(s) with a comment if you want

    Crimson fungi plains example

    https://imgur.com/GMv4wmW

    submitted by /u/RedditRedditReddit64
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    Using Leather as base for all armors, like Netherite uses Diamond + minor changes to other armors to make Leather, Chain and Gold useful.

    Posted: 11 Feb 2020 02:40 AM PST

    Leather Armor is currently super useless, as it's easier to just make Iron armor than Leather. You need a farm settled and working to have enough wheat to make enough cows fast enough to make it on a reasonable time, while Iron can be easily found and you need just some 3/4 coal to melt it all.

    I would love to give Leather some more spotlight and make it something you want to aim for in every game instead of... never? or maybe just for æsthetics if you fancy dying it? I also want to make Chain something interesting to pursue, as right now it's also a vanity armor only, because Iron is just better.

    So the idea would be more or less like this (subject to small changes here and there, noted at the end if done):

    A) Make Leather armor the base of all armors

    Each armor piece has a different number of ingots needed: Helmet requires 5, Chestplate requires 8, Legs 7 and Boots 4. That leaves space on all recipes for one more component: A leather armor! So say, an Iron Helmet will be crafted with a Leather cap + 5 iron (same iron cost as now + the leather cap), an iron chestplate will be leather tunic + 8 iron, and so on. The same will apply to Gold and Diamond armor, so for making a pair of Diamond Boots you need 4 Diamond + 1 Leather Boots, and for making Gold Pants you need 7 Gold Ingots + 1 Leather Pants, and so on. Maybe keep the recipes as they are and put the leather armor somehow in the middle, maybe not care about ingredient placement, i don't think it's that important right now, considering we now have a recipe book. By the way, it's also sort of historically accurate, as people wore leather or fabric garments below armor in real life!

    A.2) [NEW] Add Leather gear as part of Villager trades for Chain / Iron / Diamond gear

    To match up the new crafting requirements, let Armorers trade Emeralds + one Leather gear for the corresponding Chain / Iron / Diamond gear, just like Fishermen take emeralds and raw fish for the cooked version. It makes sense in the context of the suggestion, and makes Chain / Iron / Diamond trades not bypass the leather gear requirement.

    B) Make Iron Armor less OP (comparatively)

    Until you get to Diamond armor, Iron is all you want. Leather (and Chainmail, if you get to loot it from somewhere or buy it from Villagers) is crap comparatively; both are harder to get, have less armor, and no positives over Iron that would make you choose: Iron is strictly better and easier to get. Therefore, either Leather and Chain be made somehow better, or Iron is made somehow worst. I don't even understand why Chain gives less armor even, at least make it the same!

    Gold has almost the same armor as Chain, but has better enchanting going on for it, so that makes some sense, but more of that later!

    So, with that in mind, I had an idea: Leather armor would be the Benchmark, so compared to it, Chain has better armor, but is harder to get. Makes sense to me. Then for Iron Armor, it will decrease your move and work speed by 10%, and increase your hunger by 10%. I though of outright blocking Sprinting on it, but making you overall slower (while still allowing to sprint) makes more sense probably and is a little less of a tax.

    I decided to not add this speed tax to Diamond nor Netherite because a) they are 100% fictitious and b) they are end-game gear so it makes no sense to burden you down.

    C) Make Chain have the visible leather armor below, including died ones

    Little vanity change, so you can now die the leather armor below the chainmail, and get some goodish protection with fashion!

    D) Make Gold gear have an extra, unique Enchanting level.

    Gold's thing is it's enchantability, AKA how likely it is to get higher level or more enchantments when you enchant it on an Enchanting Table. But sadly, that also falls short eventually, when the player has access to top-level books from librarians. Why would I prefer the more enchantable Gold when an Iron/Diamond gear with the same top level enchantment through a Librarian gives me the same effect with better stats? That's when I thought about this, a mechanic I actually stole from Titan Quest (where you can go over the maximum level of a skill, if you have gear that gives you +X levels on that skill, probably present in other games too, but I remember it from TQ).

    So the idea is that Gold can get an extra, exclusive level of enchantments, than other armor. (Maybe Netherite also has it available? It has gold, after all!). It might need some tweaking on that extra level stats, because I want to avoid something like Gold armor with Protection V having the same/more armor than Iron with Protection IV, but other than that, you get the idea. For a practical example:

    • Iron Chest w/ Fire Protection IV (max) has 6 Armor, and reduces fire damage by 60% (15 * 4 %).
    • Gold Chest w/ Fire Protection V (gold's max) has 5 Armor, and reduces fire damage by 75% (15 * 5 %, using the regular Fire Protection formula, but that 5th level could be toned down to say 65%, or something).

    Of course this won't matter with enchantments like Aqua Affinity or Silk Touch, but it doesn't matter imo.


    That'd be all! Please, let me know what you think, and I'm of course open to constructive criticism and further ideas!

    submitted by /u/ccjmk
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    Ruined shacks in Soul Sand Valleys

    Posted: 11 Feb 2020 12:41 AM PST

    Based off how the soul sand valley has large fossils in it of extinct creatures it implies once it wold have been a hospitable valley filled with life compared to how it is now. Because of this i think small ruined shacks should generate inside soul sand valleys on occasion.

    Example

    They would only be small and have 1-2 chests in them filled with standard dungeon or nether fortress loot. They would generate with bone blocks scattered around to imply something once lived there, and soul fire to show that there was a destruction event that destroyed it.

    I think just a small detail with this could add some more mystery to the soul sand valley, and give purpose to exploring it other then to obtain bone blocks or soul soil.

    submitted by /u/Idontwanttousethis
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    Nether portals should be instant in survival because of how fast it is to load now

    Posted: 11 Feb 2020 05:48 AM PST

    The 4-second waiting time for going through a portal in Survival should be removed, so it can be instant like in Creative. The loading is so quick in the new snapshot that even if you accidentally go through, you could quickly go back. This would make portals much more convenient and fun, and make the game more consistent because other entities already go through instantly. Then maybe they could make it so you can enter a portal while riding a horse, minecart, or boat.

    Some people build portals into hallways/rooms that they can walk through without using them. So sneaking should prevent you from going through portals or make you wait 4 seconds like before. This change would also benefit Creative mode, where such builds are currently very inconvenient because of instant portals.

    submitted by /u/BrickenBlock
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    Recording music

    Posted: 11 Feb 2020 01:19 PM PST

    A blank disc appears as a normal disc but white in the middle. When played in a jukebox, it will record all sounds for 1 minute and then stop. Taking it out will have it have the enchanted overlay and also it'll now say "Recorded Disc" instead of "Blank Disc". It'll also be numbered, like maps. The white in the middle will also be changed to the same shade of purple as enchantment text in the inventory. Crafting it with any dye will change the middle to that dye color, and and crafting with both white and black dye together changes it to the default enchantment text purple. Renaming a Recorded Disc doesn't take any experience, unlike other items. When a blank disc is recording, if any music disc is playing in its range (10 blocks) for at least 20 seconds, then it'll instead change to a copy of that music disc. This works with Recorded Discs aswell, as blank discs can change to them too.

    submitted by /u/MaeBeaInTheWoods
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    Fashion

    Beauty

    Travel