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    Minecraft Warped forests have a LOT of potential to be great

    Minecraft Warped forests have a LOT of potential to be great


    Warped forests have a LOT of potential to be great

    Posted: 24 Feb 2020 05:06 AM PST

    Hi all,

    I really like the direction the Nether update is taking so far, however I do wish to share my perspective on the warped forest in particular as I think this biome has a lot of potential to be really interesting.

    Keeping in mind that this is a very early stage of the 1.16 update (and I'm sure Mojang has plenty of ideas of their own that I will like), I would like to see more character in the warped forest.

    I think what Mojang is doing with the Nether is great, making it more survivable. I think what is best for the Nether is that it can be survived in indefinitely, but everything - from mining to harvesting wood to traveling - is a lot more hazardous than it is in the Overworld. In this regard, hoglins (being the primary farmable food source, while being hostile and dangerous to breed) embody this perfectly.

    Currently the warped forest feels to me like nothing more than a recolor to the crimson forest. The backstory that is implied is that the End has warped these forests (the implication coming from the huge presence of endermen in this biome). There is definitely room to expand on this.

    I think having the warped forest as a peaceful biome (as stated in the 20w06a snapshot notes) is great, however I would like to see more environmental hazards, perhaps some really bizarre ones. In other words, I want the warped forest to actually be warped. Some potential examples of changes I think would be cool include:

    • A chance of warped stems having poisonous sap - that leaks (similar to what happens if you were to place and immediately take back a water bucket, but much smaller) when the stem is broken. This allows players to mine stems to survive, but makes it a bit more challenging to do so safely
    • Shroomlights causing a small (0.5) explosion when mined without silk touch
    • Spore blocks that explode when touched, causing a small amount of damage and potentially chain reactions with other spores
    • Warped mushrooms (the single block plant) causing nausea when stood over (like the wither rose)
    • Piglins and hoglins acting oddly or aggroing on their friends while in the warped biome (while they shouldn't spawn there, should they happen to find themselves there this is a nice detail)
    • Some warped huge fungi generating with branched stems, or with no warped warts (just the stem), or inverted/broken canopies, or some other bizarre mutations
    • Tamed wolves or cats refusing to enter the biome
    • The warped forest biome being much rarer than currently and only spawning within the crimson forest biome, and having end-themed ruins, structures, odd landforms etc. to more heavily imply the backstory links between the End and this biome
    • Some warped-themed items having bizarre secondary properties that in certain niche situations can be very beneficial to the player. Perhaps warped netherite, quartz or gold can be a thing?

    The hazards should not be overdone, but they should be there, and they should reinforce that the warped forest is strange and otherworldly and while peaceful, every bit as hazardous as the rest of the nether.

    submitted by /u/LOLCaatz
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    Right-click an Iron Golem with Shears to get rid of the Vines growing on it, giving it a 'clean' appearance.

    Posted: 24 Feb 2020 11:43 AM PST

    As a bonus, you can also get Vines by doing this.

    Doing this on a naturally spawned Golem may briefly anger it.

    Thoughts?

    submitted by /u/pamafa3
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    If a creeper is lit on fire and it explodes before it gets extinguished, it should leave a fiery crater.

    Posted: 24 Feb 2020 07:52 AM PST

    You know how if you light an animal like a pig on fire, then kill it, it drops cooked meat instead of raw meat? I think this idea could be expanded on more.

    As you know, some explosions in the game, like a ghast fireball, leave fire on the ground along with a usual crater. I think if a creeper is lit on fire, it should have the same effect. For charged creepers, it leaves a giant fiery explosion instead.

    submitted by /u/Kalvin4444
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    Wearable Sea Pickle

    Posted: 24 Feb 2020 11:29 AM PST

    Placing a Sea Pickle in the helmet slot will scale it down approximately to the size of a Villager's nose, and plant it on the player's face.

    While wearing a Sea Pickle, Villagers will shake their heads much like Nitwits do and refuse to trade.

    Also while wearing the Sea Pickle, actions that hurt your reputation in a Village cost twice as many popularity points.

    Granted, it does contain an apparent "teasing" element, but the Villagers do stand up for themselves, just not with sticks and stones.

    I'd have the Illagers be annoyed too in the name of fairness, but I think they're already considerably agitated.

    Does this contribute greatly to the game? No. Do I care? Also no.

    Vote on the Feedback Site:

    https://feedback.minecraft.net/hc/en-us/community/posts/360057685111-Wearable-Sea-Pickle

    submitted by /u/RazeSpear
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    Biome colours in maps

    Posted: 24 Feb 2020 08:45 AM PST

    The colour of grass, leaves and possibly water on the custom maps should correspond to the real colour they have in the biome - Savanna shouldn't look like plains on the map, it's grass and leaves have a bit drier colour and so should the pixels on the map

    submitted by /u/Chanderule
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    Bees and wither roses

    Posted: 24 Feb 2020 01:26 PM PST

    Right now, if a bee tries to pollinate a wither rose, it will suffer damage, so I propose a different behavior: If a bee pollinate a wither rose, it will get a little bit of damage, and will get black pollen, that will be seen on his back, and will destroy or revert the growing of crops upon touch. Once the bee reaches a beehive, it will be contaminated until we extract honey or honeycomb from it (the yellow substance dripping from it is now black). When harvested, it will give us one of the new items: -dark honey bottle: a bottle containing a black substance which will give us the decay effect when consumed (decay I for 5-10 seconds). -dark honeycomb: a piece of honeycomb with a black texture, which can be used to craft a dark honeycomb block, a dark version of the normal honeycomb block with decorative purpose only.

    Maybe you could be able to make a dark honey block that gives you wither or something, but that for the developers to choose.

    submitted by /u/DonFurlan
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    Rusty iron golems and blocks, equipment, armour and weapons.

    Posted: 24 Feb 2020 09:39 AM PST

    I'm thinking that having rusty iron golems might add a bit more variety into the game, have them spawn far from villages, maybe two in one area or just the one or in abandoned villages, and they are hostile to all mobs and players, when they move they should make a creaking sound effect or metal against metal noise, and should be slower than normal iron golems, maybe half the speed, and 3/4 the health, or maybe half health, they do 3/4 of the damage and have a poisoning effect that lasts 1 minutes, maybe longer but that can be worked on, I have the feeling this would add some more variety to the abandoned or zombie villagers, aswell as make it slightly trickier to loot that area. Drops when killed could be dead Rose's or rusty ingots which cant be crafted into anything other than rusty iron blocks or crafted with a gold nugget to make a iron ingot or crafted with iron ingots in an anvil to reverse the rusting effect. It could be made so you could make rusty variants of iron gear and equipment to, but have them have less durability and a risk of damaging yourself to, eith poison effect for 5 seconds or 10 seconds or just half a heart of damage, depending on said weapon or equipment, but not so its constant, so say with a pick axe, after a certain amount of blocks you would take damage or get a poison effect or maybe when the equipment or weapon breaks it does damage to a player with a risk of poisoning the player to, higher chance on poisoning effect on sharper equipment or weapons, and slightly more damage, I'm not sure how well this would fit in the game but it seems like a decent idea to me. Edit: I can see why adding the armour or weapons as rusty variants can be a bad idea so let's change the effects, if a mob or player attacks someone in this armour, it has a chance to inflict poisoning on the attacker, but it keeps its lowered durability, but will not damage the person wearing it, but instead add a slowness effect to the player, same for the weapons but the weapons do slightly less damage and do not have any slowness effect to the user or who ever is hit, just a poisoning effect.

    submitted by /u/Mbekit
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    "Overworld" option for the Buffet world type

    Posted: 24 Feb 2020 07:22 AM PST

    Yes, I know it would be pretty useless for the "surface" option, I think that it would make the "caves" and "Sky Islands" more interesting - like, for an example for the "Sky Islands" option, have the biomes as one per island

    submitted by /u/Snoo63
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    Nether Relics, a drop for killing the Wither again.

    Posted: 24 Feb 2020 03:25 PM PST

    How to get them

    When killing the Wither, having a nether star currently in your inventory will make it drop a nether relic instead. Nether relics have special attributes they apply to you if held in the main hand. If not, the ability it grants immediately fades. Each relic will have an equal chance of dropping, and only one will drop each time. Keep in mind, at minimum you need to kill a wither twice to get even one of these.

    Relic of gluttony

    Holding this will freeze your hunger bar. You won't go hungry, but you also won't have any previously empty hunger bars filled. You move -20% slower too. Slightly worse than having the slowness 1 effect on you if I'm not mistaken.

    Relic of wrath

    Punches with this relic in hand will deal 5.5 hearts of damage, and ignore 50% of all armor, enchantments, or protective effects. This also makes your vision turn somewhat red.

    Relic of pride

    With this in hand, you have weakness and half your usual hearts (you'll have 5) but also speed 5. Nothing is catching up to you. You also take half as much fall damage, this stacks with feather falling and any other damage reduction of falling.

    Relic of greed

    It's like if you had looting level 6. Pretty powerful, but you still deal the same damage as a regular punch, meaning you have to work very hard to kill some mobs. This also reduces your speed by 50%. All those riches are slowing you down.

    Relic of sloth

    When held, you aren't knocked back at all by attacks. But you also have mining fatigue and -15% to speed.

    Relic of envy

    Reflects offensive magical effects, aside from that of other relics, onto the attacker. This doesn't mean someone with a diamond sword attacking you receives that damage, just that they get whatever damage would be given by that enchantment. So if it were fire aspect, they're the ones on fire. However, they also get your positive enchantments (or potion effects on you) on your armor for 1 minute after attacking you.

    Edit: to balance it further, switching from a relic to another item in your hand will damage you with 3 hearts of damage that can't be resisted. You don't get damaged for switching TO it, just switching back.

    submitted by /u/Tactical-Kitten-117
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    Buff Spiders

    Posted: 24 Feb 2020 06:27 AM PST

    Motivation

    Remember when you couldn't sprint? Mobs were a lot scarier then. Slowly walking away from creepers was something out of a horror movie. Spiders' occasional jump move made them slightly faster than you, so if one aggroed you had no choice but to stand your ground and try to beat them away from you.

    Since then, they've given mobs various buffs, but I think between the four main hostile mobs, spiders got shafted the most by sprinting, and they haven't been given as much to compensate since then.

    Creepers get primed when they drop and the grass stepping sound is more swishy and less crunchy so they're harder to hear and can sneak up on you easier. Zombies have built-in armor and a few horde mechanics. Skeletons got their aim buffed. All those additions have made the mobs harder to deal with.

    Meanwhile spiders get potion effects occasionally, but that's not much considering how easy it is to two-shot them with enchanted weapons. I think that on Hard difficulty, they should be buffed in some way. The buff should be tied to regional difficulty.

    Suggestion

    My suggestion is to give additional abilities to spiders with potion effects. Spiders only spawn with potion effects on Hard difficulty, and only at a rate depending on the regional difficulty. From the wiki:

    On hard difficulty, spiders occasionally spawn with status effects. For each pack spawn, there is a (10×clamped regional difficulty)% chance of the game applying a status effect.

    Invisibility spiders should be left as-is. Secret ninja spiders with glowing eyes are already scary as hell, no need to buff them.

    Regeneration spiders should inflict a short poison effect when they deal damage. That way it doesn't matter how squishy they are, one bite still has the potential to pack a punch.

    Speed spiders should create temporary webs where a player or entity is standing when they deal damage to them. That way these spiders would be difficult to escape, as were pre-sprinting spiders. Credit goes to /u/MiniDickDude for this idea.

    The webs would work similar to the 'fake' ice made by frostwalker boots, and break after a few seconds. If they're broken before despawning, they'd drop string. If they're broken with silk touch, they'd drop cobwebs, making them farmable.

    Strength spiders should inflict weakness when dealing damage. That way they're a little harder to one- or two-shot in melee.

    Thanks for reading. This suggestion was inspired by this thread.

    submitted by /u/DMBuce
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    Punching block

    Posted: 24 Feb 2020 01:02 PM PST

    Hey everyone,

    Remember the target block that was gonna be introduced in 1.16 that we haven't seen yet? That no one is talking about (understandably)? Here's a recap:

    The block outputs a (single tick? Uncertain on duration) redstone signal (which you can capture via comparator) when you hit the target that is on one of the faces of the target block. The closer to the center of said target you hit, the higher the signal strength. Wonderful addition to shooting minigames.

    But another thing this reminded me of was training dummies. And how nice it would be to have an in-game reader for damage output. And so I introduce the punching block.

    If the target block measures accuracy, the punching block measures power. Sword swings, arrows, tridents, punches, it takes in a damage value that would have been dealt to an entity and outputs it as a one tick comparator redstone signal. The higher the damage, the higher the signal strength.

    Maybe the block can also record impact strength from idk, falling entities, or maybe that should be a separate block.

    Short and simple, that is all. Thoughts?

    submitted by /u/BluEch0
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    An advancement for collecting all banner patterns (+update)

    Posted: 24 Feb 2020 11:18 AM PST

    This requires an enchanted golden apple, a wither skull, a creeper skull, a maxed out cartographer villager and an oxeye daisy (correct me if I'm wrong on any of these)

    Not sure about a name at the moment, suggest in the comments

    Vote for the suggestion here: https://tinyurl.com/vperqul

    Oh by the way I made a feedback page for my last post on unlocking all crafting recipes - look here https://tinyurl.com/yx7nn9no

    submitted by /u/-Zak
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    Shot arrows retain their name

    Posted: 24 Feb 2020 02:44 PM PST

    I'm genuinely surprised this isn't a feature yet. However, whenever you shoot arrows from your bow or otherwise, they will loose their name upon being picked back up. I think it's time to change this.

    Apparently, according to the bug reporter, this is not a bug, but rather, a 'feature suggestion.' It just makes logical sense, so I'm putting it here for now. What you guys think?

    submitted by /u/OlivrrStray
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    Green orchid bees

    Posted: 24 Feb 2020 12:53 PM PST

    The green orchid bees would be a extremely rare variation of the normal bees, that would be, as the name implies, green.The probabilities of spawning of these bees wou be like the ones with the pink sheeps, so extremely rare. These bees will only have a different color, with no changes to their behavior, and have nothing to do with the orchid (maybe be more attracted or something) so this is only a reskin (shiny bee)

    Also, this is the post that gave me the idea https://www.reddit.com/r/interestingasfuck/comments/f8l2hm/orchid_bees/?utm_medium=android_app&utm_source=share

    submitted by /u/DonFurlan
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    Moving Enchantments

    Posted: 24 Feb 2020 02:08 AM PST

    I'm always finding really cool enchanted tools and enchantment books, but I can't do anything with the enchantments. A friend of mine found a book with 5 enchantments, all which are to be used on different things. (Tools, weapons, armor). So the book is completely useless.

    It's pretty upsetting finding these and not being able to use them, so I think it'd be pretty neat if we could move the enchantments to a book. To avoid it being OP, it should cost 10 points to move it, it should break the original item, and should downgrade the enchantment itself. So if you have smite 3, it falls down to smite 2. The higher the enchantment, the more expensive it is to move.

    Hope this hasn't already been posted. I just found this subreddit and I've always wanted this to be implemented.

    submitted by /u/technodewdrop
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    One New Update, Two New Ores, Three new Materials The "Metals" of the Nether

    Posted: 24 Feb 2020 02:57 PM PST

    So with the nether update as it is now if you did a nether only survival,
    You could get Wooden tools and leather Armour (not the easiest of tasks)
    Then you will be looking to get some Gold which as it stands right now would require killing a lot of Piglings..

    So what if there was another material to craft with.... maybe two... how about three
    Introducing,

    Crimson Ironum
    This would be found low down under Crimson forest Biomes in a similar vein structure to Netherite, (2 - 4)
    It would Be difficult to mine and usually next to pockets of lava, with a low chance of turning to lava when mined (Like how Ice turns to water when mined)
    It would act similar to magma blocks how when stood on it can damage the player.
    This when Smelted (hopefully we get some form of furnace added to the nether)
    would give you Crimson ingots
    When crafted into weapons and tools they will be Faster than iron and do slightly more damage but be less durable due to their heated and brittle nature,
    When crafted into Armour it would be both weaker and less durable than iron,

    Warped Platiron
    This on the other hand would be Found High above the Warped forest, again in a slightly higher vein frequency,(3 - 5) While this wouldn't spawn by lava pockets it would spawn on Ceiling blocks with air underneath, making you prime target for Ghasts..
    This block when mined wont drop a block straight away. when mined the "outer shell" breaks and leaves behind a block that is affected by gravity that will fall if it has air underneath..
    These shells are also broken by Ghast balls so you might find that either useful or frustrating..
    So When smelted one block will give you Warped Nuggets, Which when crafted in a 2x2 will give you a warped ingot.
    Weapons and tools made with this will be Slower than Iron and do less damage, But will last longer than iron
    Armour made from Warped Ingots will be Stronger and more durable than Iron,

    So far we have two new materials both better and worse than Iron at the same time....
    You may decide to just get Warped Armour and Crimson Weapons, and carry on,
    But Wait there's more,

    If crafted in the same way as Netherite 4 Crimson ingots and 4 Warped ingots, And maybe a Bonding agent in the middle(open to suggestions) this would give you quite literally.

    Platinum, A purple ingot that is the best of both worlds, the increased durability and speed and damage, This would be Better than iron but not as good as diamond,
    And say if the bonding agent was gold it could even have a high enchantment level.

    Here is a mock up of what they could look like (yeas it is literally just altered hues aha)

    https://imgur.com/a/bcDP84V

    Maybe Platinum could also be the replacement for iron in recipes for other items, such as buckets, pistons, ect,
    This would add more to the nether in terms of exploring and crafting, imagine then blocks that could go with this...
    Positive Criticism Welcomed: if you don't like it... then maybe give a reason and help make it a better idea..

    submitted by /u/bobcat1939
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    Slate, a new rock type found exclusively in the nether.

    Posted: 24 Feb 2020 02:21 AM PST

    Generation

    Slate would generate in small clumps on the walls of soul sand valleys. It would be fairly common to find.

    Appearance

    Slate would be similar in color to dark grey clay but slightly darker. It would have a sort of wave-like texture.

    Funcionality

    Slate would be affected by gravity. Unlike sand, gravel and powdered concrete however, slate would only fall if it was not touching other non transparent blocks that aren't slate. This effect would be transfered through other slate blocks. Think of it like this.

    If a slate block is touching another solid block that isn't transparent then it will not fall, if another slate block is touching the previously mentioned slate block then it will not fall. This would be extremely useful for making stuff like colapsing floors/rooms without the need need of using command spawned in sand, then updating it or using string that get's broken.

    Side notes

    Slate would be in between netherack and stone in terms of blast resistance and hardness.

    Slate would not have any crafting recipes.

    Falling slate cannot be caught mid fall by another block that isn't underneath it.

    When placed next to a solid non transparent block by a player slate will not fall without a floor.

    submitted by /u/The-Most-Sour-Lemon
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    Water you pick up should stay the same color, no matter the biome.

    Posted: 24 Feb 2020 02:17 PM PST

    Title explains it, if you pickup water from the jungle, it should stay the same color when you place it in the swamp. It's always such a shame when you created a beautiful base, and it gets ruined by the water color. Or when you are underground and the water colors of your self-made river suddenly change, because you crossed biomes.

    Edit: people are criticizing how hard it could be to implement, let's talk about the idea first. implementation can come after. it's a multi billion dollar game, i think they can manage.

    submitted by /u/Hayo1706
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    New Mob - Enderjelly

    Posted: 24 Feb 2020 11:53 AM PST

    Enderjellies are about as big as a Ghast and spawn in the Outer End Islands.

    They are mainly Ambient Mobs, and only serve to make the place look slightly more alive.

    They look like giant black jellyfish with purple tentacles and a single eye, which looks like an Eye of Ender.

    They mostly float about in the void, producing deep, echoing clicking noises, similar to those a Sperm Whale emits to use ecolocation.

    They sometimes get close to the Isles.

    Being caught in their tentacles will deal 1 point of Damage in Easy, 1 and a half points in Normal and 2 points in Hard.

    When slain, they drop XP and can, uncommonly, drop an Eye of Ender.

    Thoughts?

    submitted by /u/pamafa3
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    A new use for Shroomlights:

    Posted: 24 Feb 2020 09:53 AM PST

    Obsidian Golems!

    Making a t shape out of Obsidian and placing a Carved Shroomlight (using shears on a shroomlight) would summon a golem that has significantly more health, deals more damage, and is immune to lava, at the cost of speed most likely. The Carved Shroomlight should have a unique face, either something new or perhaps a Ghast or Wither face?

    submitted by /u/AngooseTheC00t
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    Hammer and Enchantments

    Posted: 24 Feb 2020 04:23 PM PST

    Hammer

    A more expensive weapon that carries some interesting utility. Crafted by combining two sticks and either a log, cobblestone block, iron block, gold block, or diamond block. The netherite variant is made in the same way as others, by attaching an ingot to the diamond version.

    • Stats. Attack speed goes from 0.5 at wooden, to 0.8 at diamond/netherite. Damage is 1 point higher than Axes at each tier.
    • Smash. The Hammer's signature ability is to strike the mob or block you are targeting, and deal damage around them in an area. When affecting blocks, it will replicate a specified amount of mining based on the tier of Hammer and the level of any Efficiency enchantment on it to things within 1 block of the primary target - if a block is not broken, the damage is very quickly reversed just like we are used to. Wooden hammers will automatically break things like glass panes, and as you get into iron, diamond, and netherite, you will be automatically breaking stone, logs, and other tough materials with ease. Blocks broken and mobs killed by a Smash will drop their respective items.
    • Enchantments. Unbreaking, Mending, Looting OR Fortune, Efficiency, Smite OR Fire Aspect, Knockback, Density OR Recoil, Quake OR Tinker.

    Fire Aspect would leave some flames in the impact zone when affecting blocks, as if a flint and steel had been used in a random pattern.

    Looting and Fortune are mutually exclusive for many of the same reasons that Mending and Infinity are mutually exclusive on bows. It helps to differentiate how the player envisions using their Hammer.

    Density is a fun new enchantment that may or may not have multiple ranks. If you "drop" the Hammer from your hand or inventory, it will land with a crash - dealing damage to things around it as if there had been a Smash attack. This functionality is replicated if the Hammer is shot from a dispenser, as it will fly like an arrow in cases such as this and land with showstopping force. (Not sure about this next part, but maybe the Hammer becomes a gravity-affected entity like Sand or Anvils, suffocating and damaging whatever it ever happens to fall on)

    Recoil is a new enchantment (has 2 ranks) that increases the Smash recharge rate if you hit a valid target. More targets struck, and a higher enchantment rank, means faster recharge rates. This overcomes the Hammer's traditionally slow attack speed, but only if your attacks succeed.

    Quake is a new enchantment that weakens targets with a short-lived lingering Weakness effect, but only punches, hammers, and fall damage is boosted by this Weakness. Blocks are affected such that the temporary "mining" done to them by a hammer strike will stay, allowing you to chip away at an area if you are quick until the blocks break (rather than seeing your mining progress disappear when the strike is done). Each of the 3 ranks increases the duration of the effect so that it is easier to work with.

    Quake and Recoil can be combined with Efficiency to make a rather effective area-mining tool, as long as you're a fan of indiscriminate rubble clearing.

    Tinker is a new 4-rank enchantment that impacts your effects on constructed mobs or existing blocks. It introduces a right-click functionality to trade some Hammer durability in exchange for repairing a bit of health to Golems, anvils, and blocks in the middle of being broken (yes, so that you can prevent someone from breaking a block they've been chipping away at). Better ranks can combine with Efficiency for an improved effect.

    Occurrence

    Very rarely, you might find an armored Pillager carrying a Hammer with your name on it. They would be aggressive and unperturbed by you building a fortification or hiding behind doors and walls, since they will try to smash it down to get at you.

    Hammers may also be rare loot in the Nether or in Strongholds.

    Lastly, if ever hostile Iron Golems are added (or Pillager-corrupted Golems), they might wield/drop Hammers when they die as a rare loot.

    submitted by /u/Morvick
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    Wither bone Idea (remake)

    Posted: 24 Feb 2020 03:58 PM PST

    hello everyone, i know this is a common idea, but ,have you ever been to the nether, kill wither skeletons and they only drop normal bones? it's weird, a black skeleton giving white bones.

    what if minecraft add wither bones?. with many interesting things, which could be added to the game, an idea very very seen, but I would like to see it in the game with my mechanics.

    (you reach a fortress, you see a wither skeleton, you kill it and its drop a "Wither bone", what is it? what is it for?)

    WITHER BONE : The wither bone , a item than wither skeleton drop , is like a nomal bone , but now black , without many utilities (like bone itself) , but you can craft a new material , with more utilities than wither bone.

    WHITHER BONE MEAL :

    1) the wither bone meal , is the its the opposite of the bone meal , when you use the wither bone meal in the grass , withers , (like wither xd) with 6 blocks reach (1 minus than bone meal) , turning grass block on dirt - dirt in coarse dirt , killing flowers , grass and coral

    if you unintentionally ,you exceed the wither bone meal on grass , to the point of coarse dirt , you can use a hoe , to return it to normal dirt

    2) you can make damage to creepers puting wither bone meal close enough (because its like a plant anddd , bruh)

    3) new crafteable block called Wither bone block (literally black bone block) you can put wither roses in it

    how i already said , this is a already seen , but , i know this is not going to pass , so when you have time and know how to do it , maybe make a mod , or see if someone else already do it.

    but , there is a bonus

    Bone Spike - Wither Bone Spike : this is like a wall block , craft like a wall block , but with bone meal , and wither bone meal , a new block of construction that , can be used for alot of thing , like better fossils or thing like that , but there is another thing , wither bone spike now replace the soul sand to create the wither boss , why? easy , the wither bone spike need soul sand/soil to be created (like this)

    # # # W = wither bone meal

    S W S S = soul sand/soil

    S W S # = nothing

    and that is , thanks for read , and goodbye

    submitted by /u/user11400
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    Muffins

    Posted: 24 Feb 2020 03:40 PM PST

    Putting 2 wheat, 1 bucket of milk, and 1 sugar in a crafting table should make a muffin. Additionally you could add 1 sweet berry when crafting to make sweet berry muffins. When you craft a muffin you will get 3. The normal muffin would restore 2 1/2 hunger bars. The sweet berry muffin would restore 3 hunger bars.

    submitted by /u/andythelord
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    Gravel Path

    Posted: 23 Feb 2020 09:45 PM PST

    Similarly to making path by using a shovel on grass blocks, you should be able to right-click a shovel on gravel to slightly lower its height and make it look more like a pathway.

    submitted by /u/Chewbarian
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    Fashion

    Beauty

    Travel