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    Minecraft Wall lanterns

    Minecraft Wall lanterns


    Wall lanterns

    Posted: 15 Mar 2020 10:42 AM PDT

    If you try to place a lantern in a wall, it'll get attached to it similar to a bell. This will give the possibility to place lanterns without a support block above or below it.

    submitted by /u/Everedeck
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    Wandering Traders Should rarely trade Completed Maps

    Posted: 15 Mar 2020 09:20 AM PDT

    As of now, wandering traders are on the verge of uselessness. An idea would be for wandering traders to rarely sell completed maps at various zoom levels, as they wander the land and could sell their knowledge of it. This could help early-game players find biomes that they want to build bases in or explore.

    Whether or not the wandering trader sells a map is completely uninfluenced by its other trades. Only one type of map is sold at a time. Maps are always of the chunk(s) they spawn in.

    Here are some concept stats:

    Zoom 0 Completed Map (128×128 blocks):

    Availability: 25%

    Price: 8 emeralds

    Zoom 1 Completed Map (256×256 blocks):

    Availability: 10%

    Price: 16 emeralds

    Zoom 2 Completed Map (512×512 blocks):

    Availability: 5%

    Price: 32 emeralds

    Zoom 3 Completed Map (1024x1024 blocks):

    Availability: 1%

    Price: 64 emeralds

    Zoom 4 Completed Map (2048x2048 blocks):

    Availability: 0.1%

    Price: 128 emeralds

    submitted by /u/bibizu
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    Make Spiders and Cave Spiders raise their thorax/abdomen

    Posted: 15 Mar 2020 08:58 AM PDT

    you could observe it in Minecraft Story Mode, and i think it looked pretty cool. Please make Spiders raise their abdomen while attacking

    submitted by /u/-randoms-
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    Nautilus Smithing Table Upgrade

    Posted: 15 Mar 2020 08:51 AM PDT

    Similar to the Netherite upgrade of a diamond pickaxe, I propose a new type of upgrade to all Gold tools: Nautilus Tools.

    This set of tools would created in the smithing table by adding a Nautilus shell to it. Its texture should look sometyhing like a gold pickaxe encrusted in shells. This would be a mid-game item, and its statistics would be the same as a iron tool of the same type (same durability, speed, etc.). This upgrade would only apply to tools (No Nautilus Armor) except the hoe.

    All Nautilus tools come with an added bonus when used underwater, depending on the tool. For example, mining speed underwater is greatly enhanced with the pickaxe, shovel and the axe, while the sword and the axe also gain a damage boost. However, the downside is they also get reduced power when NOT underwater, making them non-optimal and slow above ground (the boost and decrease should both be around +/- 50%). The hoe has no upgrade because of its current lack of use underwater.

    The Nautilus set does not have increased enchantibility, so it will be better to enchant the tool while it is still gold to get better enchants.

    The Nautilus sword should be able to naturally get the "Impaling" enchantment, as it is designed for combat underwater.

    All Nautilus tools will be able to be repaired using more Shells, not gold ingots.

    The Nautilus set does not have armor because other underwater-armors exist or may exist later. The turtle helmet already exists, and perhaps in the future other underwater-armors can be added such as a Guardian breastplate and flipper- boots (I like the idea of a mismatched set).

    submitted by /u/bibizu
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    Merging target blocks

    Posted: 15 Mar 2020 09:31 AM PDT

    If you were to make a square of target blocks on at least one side (3x3, 4x4, 5x5, etc) they merge to make a bigger target block

    submitted by /u/flappyheck
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    Use abandoned MineCraft Festival cape to raise money for people impacted by COVID-19

    Posted: 15 Mar 2020 02:13 PM PDT

    Since MineCraft Festival 2020 has been canceled I propose Mojang make the cape that would have been available to the attendees for sale online and then donating all the profits to a charity helping people impacted by COVID-19.

    Capes always seem to be highly sought after in the community and Bedrock players already have been able to buy capes using the character creator in the Marketplace so it wouldn't be completely unprecedented.

    Giving this option to all players for a limited time would allow people to donate to a good cause and let them show off the goodwill this community can generate.

    submitted by /u/Coffeenova
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    Why not new Crossbow Bolt for the Fletching Table ?

    Posted: 15 Mar 2020 07:26 AM PDT

    Fletching Table :

    Fletching Table will make crossbow bolts, the player can only build them using this table.

    The idea is to add new types of arrows which can only be used by crossbows. The damage as well as the speed of the arrow will be the advantage of crossbow bolts.

    The player will still be able to use normal arrows, but here are the two new crossbow bolts :

    But before :

    Normal arrow : Damage = 6-11❤ / Speed = The lightest and fastest arrow in the game.

    Ideal for high firing speed and a distant or very distant target.

    "Nothing change here"

    New type of Arrow :

    Iron Crossbow Bolt :

    Craft :

    Iron Crossbow Bolt = 1 Iron Nugget + 1 Arrow + 1 Feather

    Iron Crossbow Bolt : Damage = 7-12 ❤ / Speed = Moderately heavy arrow and moderately fast arrow in the game.

    The player will be able to do one more heart damage but the range, unlike a normal arrow, it will have a slightly lower speed and its range will be reduced so that its shots do not reach distant targets but it will be ideal for medium distances and its limit would be medium-distant targets distance.

    Ideal for Good damage,Medium Range and distant target.

    Craft :

    Golden Crossbow Bolt = 1 Golden Nugget + 1 Arrow + 1 Feather

    Golden Crossbow Bolt : Damage = 8-13 ❤ / Speed = Heavy arrow and slowest arrow in the game.

    The player will be able to do two more heart damage but the range, unlike a normal arrow it will have a lower speed and its range will be reduced so that its shots do not reach medium to long distances but they will be ideal for short range and its limit would be the medium range.

    Knowing that gold breaks quickly, once you shoot a gold crossbow bolt you can't pick it up again, it break directly.

    Ideal for High damage, Short Range and Medium Range.

    The materials used will not be expensive to make these crossbow bolts, they will make the crossbow more unique and powerful in damage with this new arrows and escpecially iron and golden nuggets can finally be a real use instead of just making ingots with them.

    Loot Drop Idea :

    The Pillager would use these iron crossbow bolt so that the player can find it more easily in the game if he eliminates one.

    The Piglins would use these gold crossbow bolt knowing that they have crossbow and gold is the only ore they use.

    submitted by /u/Soft-Rent
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    Sponges, once earned from an Ocean Monument, will spread over time IF 'planted' in naturally occurring 'wet' biomes.

    Posted: 15 Mar 2020 03:41 PM PDT

    Sponges are amazing, they're rare and rightfully so. Thankfully, in real life they are renewable. This post will detail one system to make sponges spread naturally in Minecraft.

    Acquisition:

    Same as vanilla, spong/wet sponge would only be found in Ocean Monuments.

    Renewal:

    Location

    All renewed/grown sponges would only take place in naturally occurring 'wet' biomes.

    Example Biomes:

    • Swamp
    • Warm Ocean
    • Deep Ocean
    • Shore
    • Mooshroom Island Shore
    • etc.

    Example of Unacceptable Biomes:

    • Desert
    • Mesa
    • End
    • Nether
    • Mountain
    • Plains
    • Stone Beach
    • etc.

    Player Action

    Players would only have to place a sponge in contact with another block located within the previously mentioned biomes, submerged with atleast one block of water above the sponge block.

    Natural Growth

    The sponge block must be a Wet Sponge Block be in order for it to grow. Every Chunk Tick there's a chance for another Wet Sponge to spawn within a 5 block radius.

    A New Wet Sponge will only spawn if the following conditions are met:

    • The spawn location is within 5 blocks of the Wet Sponge Block that has received the Random Tick update.
    • 5 of the 6 adjacent sides of the spawn location are a Water Source Block, Water Logged Block, or Wet Sponge Block
    • If one of the 5 of the 6 adjacent sides are a Water Source Block, they can't contain a bubble column/spiral
    • (The entire process would be similar to the Spread Mechanics of mushrooms already found in the game. Slow...but reliable.)

    Increasing the Growth Chance

    Much like how all farm land can grow crops, Sponge Blocks will be more likely to grow if some of the surrounding conditions are met:

    • Light level above 3 but below 10
    • Sponge has Access to Sky Light
    • Coral/Coral Fan(s) is Located within a 5 block radius of the 'spawning' sponge.

    Closing Consideration

    There are many aspects of this process that could change, and it'd be preferred such are discussed in the comments below:

    • Would the sponge spread indefinitely? (Like grass and mycelium over a field of dirt?)
    • Would the sponge spread only locally? (Like Podzoil or Fire?)
    • How could the Light Level bonus be adjusted to make it unique, but not tedious? (I'm really thinking something about using sea Pickle's light levels as a bonus.)
    • Could/Should Coral Blocks be accepted as a substitute for the Coral / Coral Fan?
    • Would/Should Sponges be able to spawn a new sponge on top of the previous sponge? (Like a cactus?)
    • Should the growth chance increase the longer a Sponge has existed? (A sort of 'age' found in chickens and when/how they lay eggs)

    Thank you all for taking time to read through this dorky idea! I look forward to the discussion below!

    submitted by /u/DahWizEh
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    The Chords, Sentinels of the Chorus Plants

    Posted: 15 Mar 2020 09:46 AM PDT

    The chords 'Chorus + bird', as the name's etymology suggests, are creatures that can be found around Chorus plants, slowly flying around, leaving a trail of particles behind. Despite having 'bird' in its name, chords look nothing like birds, being clumps of particles held together by unknown forces. Chords emit sounds that, when combined with other chords in the vicinity, can create strange melodies. This is what gave the plant its name 'chorus'.

    From the outside, the chords appear to be separate organisms, but in-depth analysis reveals that chords are actually a part of the chorus plant. They are produced by chorus flowers during the plant's growth stage, and a fully grown plant usually has at least a few chords, although the largest of them may have nearly ten. Chords serve to protect and deter predators, players included, from destroying the defenseless sessile plant - if a player either damage / destroy the plant or attack a chord, all of the plant's chords become hostile. However, obtaining the plant's flowers - the plant's reproductive organs - does not provoke the chords.

    Chords have the usual characteristics of End organisms - capable of teleportation and taking damage upon contact with water. Their attacks resemble phantoms', although they teleport away from projectiles, after dealing damage, or being hit. Chords' teleportation has a cooldown, and during this period they can be struck by projectiles. Many projectiles which are normally harmless, like eggs and snowballs, deal 1 HP damage to chords. Chords are fragile beings, and cannot handle much damage. Upon death, they drop 0-1 chorus fruit.

    submitted by /u/EarthSolar
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    Bonefish

    Posted: 15 Mar 2020 10:26 AM PDT

    The lava oceans are pretty bare currently in the Nether. They need something to spruce them up. So I propose Bonefish. You have probably heard of the idea: A skeletal fish. They have 5 hearts and swim somewhat quickly. They can only swim up, down, or the direction they're facing however they can turn quickly. They are hostile and will always target the player and any mob that is non-zombie, non-skeleton, and non-entity. They are immune to lava but not fire. They flop like a fish outside liquids but do not drown and can still breathe. They drop 1-2 bones upon death. They need lava to swim in and will actually take damage in water (however there is a tag called WaterBone that means they treat water just like lava). If a cod is struck by lightning, it will turn into a bonefish with the WaterBone tag. Bonefish can break boats by running into them, but they will only do this if one of the mobs they go after is in the boat. They can also act similar to dolphins in which they jump out of water/lava, but only a block above the liquid. They can even jump out of the liquid at you or other mobs, This means you need to be careful, as even if you are not in the liquid, if you are close, then they might get you.

    If a Bonefish is struck by lightning, given a wither skeleton skull, or nametagged "Wither", they will turn into a Wither Bonefish. This is the same as a Bonefish, but they are immune to water, fire, and soul fire, swim faster, deal more damage, inflict wither upon attack, and also drop 0-1 wither skeleton skulls and 1-3 coal upon death.

    (IM NOT SURE ABOUT THIS BIT, TELL ME IF ITS BAD) In Hard mode, Bonefish with the WaterBone tag naturally spawn in water in darkness. In the lava oceans, Wither Bonefish spawn instead of normal ones.

    submitted by /u/MaeBeaInTheWoods
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    Make lily pads be waterlogged on the top of the water block they're on (in opposed to being on the bottom of the air block above them) to make things be placable on them.

    Posted: 14 Mar 2020 10:55 PM PDT

    This won't change much else apart from being able to place stuff on them.

    submitted by /u/Scicat23
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    Wind Update

    Posted: 15 Mar 2020 01:53 PM PDT

    In Minecraft, there is no wind. It's a bit unrealistic, 'cause leaves and grass don't move (i know, there are shades, but you need to install them), smoke goes up vertically, clouds move in only one direction, and fire spreads only vertically. The wind would be in three levels, as rain: clear, windy, windstorm. - In clear level, some things would change: the clouds would stop moving, and hanged entities would stop bouncing after a while. - In windy level, grass and leaves would start moving, in a slower version of how they move with today's shaders. Campfires smoke and clouds will move slightly in the direction of the wind, and fire would spread easier in that direction. Hanged entities would start bouncing again, moving a bit as the wind does. The water, simulating waves, would slightly move and slow down the player. - In windstorm level, the player won't be able to run and would be very slow in water. Campfire smoke would move almost horizontally as the fire would spread only in the direction of the wind, and clouds would follow the wind moving very fast. Last but not least, grass and leaves would move as they do in shaders.

    submitted by /u/michelet06
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    Predator Pumpkin (suggestions for a better name accepted!)

    Posted: 15 Mar 2020 06:17 AM PDT

    Predator Pumpkins are bizzare creatures which seem to somehow evolve from normal pumpkins... most likely this evolution had happened with the help of some unknown magic.

    Spawning

    1) Predator Pumpkins can spawn during the world generation in groups of 3-5 in plains, jungle and swamp biomes.

    2) If, during thunderstorm, a lighting strikes near a pumpkin, carved pumpkin or jack-o-lantern (placed as blocks in the world), those blocks would be instantly transformed into a Predator Pumpkin.

    3) Two Predator Pumpkins always generate near the entrance of swamp huts, one on the left side from entance, and one on the right (kind of like entrance guards).

    Appearance

    Predator Pumpkin looks pretty much like a living jack-o-lantern, although the source of light inside them seems to be green rather than yellow.

    Drops

    Adult Predator Pumpkin drops expierence, ~6 pumpkin slices and, sometimes, one Cursed seed (see Breeding/Taming section below)on death. Baby Predator Pumpkin drops nothing.

    Behavior

    Predator Pumpkins are unique in regard than they are only immobile creatures among Overworld mobs(Immobile mobs... yeah, no pun intended). Yes, they cannot move, and moreso, they instantly die when the block on top of which they sit is broken. But, as you would see, they don't need to move with their method of attack...

    Predator Pumpkins are hostile towards players and most non-undead mobs, including farm animals, Villagers and Illagers, with the exeption of the Witches, who Pumpkins for some reason never attack. When anyone on Pumpkin's prey list approaches it to the distance of 8 blocks or closer, Pumpkin can put on them "Entangled" status effect - it's sole method of attack. The entities affected by this entanglement cannot move at all, lose 1 heart of health each ~5 seconds, and, if it is a player, have their mining speed reduced by 66%. Visually, this status effect appears as a mass of roots and stems entangling the lower part of player's/mob's body. Player can break out of entanglement if they destroy the block on which they are standing, but after this, they would have only a few seconds to move away or counterattack the Pumpkin before it entangles them again. If player kills the Pumpkin, the entanglement effect also would be instantly removed.

    Interactions with other mobs

    If Pillager is attacked by the Pumpkin himself or sees Vindicator being entangled, he would shoot Pumpkin from crossbow until it is dead.

    Ravagers are immune to entanglement and would mercilessly crush the Pumpkin if they see them entangling any Illager.

    Iron Golems are also immune to entanglement and would, respectively, mercilessly crush the Pumpkin if they see them entangling any Villager. Interestingly, Golems are neutral to Pumpkins as long as the latter do not try to attack the Villagers.

    Breeding/Taming

    It is not possible to tame wild Predator Pumpkins for the player. Howewer, they can grow their own Predator Pumpkin pet.

    Player can sometimes find Cursed seeds by killing adult Predator Pumpkins, killing Withches, finding them in swamp hut chests, or buying them from master-level clerics. Then player can plant the seed and spawn baby Predator Pumpkin in its place. They do not grow naturally, player would need to feed them any food item and/or bone meal multiple times before they transform into adult Pumpkin.

    Predator Pumpkins cultivated this way are loyal to the player who grew them just as a dog. They never attack them, and attack everyone who attacks their owner, if the attacker is close enough for Pumpkin to be able to use their entanglement on them, of course.

    submitted by /u/Arventur1996
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    Better use for Wandering Traders !

    Posted: 15 Mar 2020 09:45 AM PDT

    Currently wandering traders are pretty useless. So I suggest that librarian villagers don't trade enchanted books that are higher that 2/3 level and op books that don't have a level system (mending,infinity,etc..). And that ,that offers devs give to Wandering trader !

    -They would have 23% chance of having any enchanted books for sale !

    -offers would be expensive

    This would fix; villager farming,give an actual use for Wandering traders and make layers excited when they see a Wandering trader( and they won't immediately kill them for leashes )

    please wote for this because currently , getting e-books is way too easy :)

    submitted by /u/Knezzo
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    Overworld vegetation should not survive in the Nether

    Posted: 15 Mar 2020 03:52 PM PDT

    Even in the current snapshot, the best way to farm food and wood in the Nether is to bring over saplings, seeds and animals from the Overworld. This is mainly becasuse the current ways to get these resources from the Nether alternatives is either too much hassle for what you get (hoglins without a grinder) or non-renewable (fungi). The Nether is a inhospitable place full of lava, so it being harder to survive in makes sence, but there are currently simple workarounds. The fungi of course should be renewable.

    As Nether is hot enough to evaporate water, it should be able to dry out Overworld plants (especially crops which have their growth rate effectively halved when on dry farmland). Only vegetation that grows over time needs to be changed.

    Here are my suggestions for individual types of plants that receive random updates:

    • Grass turns back to dirt, or at least should not spread
    • Saplings and berry bushes turn into dead bushes
    • Crops die and drop seeds
    • Bamboo and vines don't grow
    • Cacti could be allowed to grow due to their succulent nature

    Other Overworld plants could either be unaffected or die/turn into dead bushes, potted plants should be unafected.

    This should encourage the usage of Nether content, including what is to come (potential farmable nether plants other than vines), as it will now actually be required for sustained survival in the Nether without coming to the overworld.

    submitted by /u/Mebitaru_Guva
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    Add Warped Wart and Milk Bottles

    Posted: 15 Mar 2020 10:55 AM PDT

    Milk Bottles could be made by putting a bucket of milk in a crafting grid with empty bottles. Milk Bottles would lower the intensity of all potion effects by 1 level, as opposed to outright cancelling all effects.

    Warped wart would be a crop very similar to nether wart, in appearance, but instead of being used to brew potions, It could be used to brew antidotes using milk bottles as the base, and then the ingredient of the effect you want to cure. Warped wart could be crafted by crafting nether wart with ender pearls. It could also be used to craft blue nether bricks the same way yo do with normal nether wart. If you use 1 of each type of wart, you get purple nether bricks

    submitted by /u/CactusPunching
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    Stone People

    Posted: 15 Mar 2020 01:57 PM PDT

    These would be a new type of mob in the game.

    Stone people are humanoid creatures that live underground, they live in villages made of cobblestone, dirt, and wood. These villages would generate underground in 20 to 5 y level or near mineshafts. There are 2 variants of stone people, normal ones are passive and they have trading mechanics,. they can trade mob loot, ores, and food for tools and better ores. They panic once they get attacked by any hostile mob or player. But, they have protectors, armed stone people would have armor of any ore, and weapons of any type, the amount of damage they do, depends on what weapon they got and what enchantment they have. The armed stone people are hostile to any hostile mob or player that attacks them or normal stone person. That's not all, they have a chieftain. That's right, no matter how small the village is you will find a large house at the center, here you find the tribe leader. The Stone Chief, he/she is the strongest of the stone people. And the armed Stone people would go to their grave to protect him/her. If the Stone Chief dies, all the stone people would turn passive and run away from you. The death of a Stone Person is similar to killing a golem, they crack up from every hit, but if they are left alone for 5 seconds they instantly heal. They have twice the amount of health as a player but can be easily killed with a pickaxe.

    That's all I have, if you have your own ideas for the Stone people leave them in the comments below

    submitted by /u/Minecraft_Warrior
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    Sort by color option

    Posted: 15 Mar 2020 11:39 AM PDT

    In the block category in the creative menu, all of the blocks are just thrown in there without categorization. I think that the blocks in the creative menu should be sorted by color, such that all of the red, orange, yellow, green, blue and purple blocks would be separated into their own section of the category. I think this will help builders develop pallets for builds and encourage people to experiment with other blocks to try to improve their builds.

    submitted by /u/MrAndMrsPepperSpray
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    Ever since the addition of rocketing with elytras, pvp against players with an elytra is almost impossible as they can just fly away, so I suggest a mechanic that disables an elytra temporarily after taking damage from a mob or player.

    Posted: 15 Mar 2020 01:19 PM PDT

    This way they would be forced to hide, fight, or run on foot until they can activate their elytra again.

    submitted by /u/boomerang_blade
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    Experience Rebalance

    Posted: 15 Mar 2020 07:15 AM PDT

    You all know experience, right? It represents your avatar's skill and prowess, and is carried with you wherever you go - if you die, you lose it all. You need it to enchant and improve tools and you get it by building a furnace array and feeding cactus through it.

    This system is broken. Beautiful, but broken.

    I believe that experience should a more valuable resource in minecraft. Like diamonds, it should only be obtainable by going out and playing the game. Now, imagine if it were possible to make a small farm using dirt, iron, and stone which could quickly accumulate diamonds. Mining might still be possible, but since the farm is so easy to build and requires so little effort to use that it soon becomes impractical to go mining at all. Everyone has the diamond machine in their basement, churning away as they sit AFK...

    That's how I feel about xp farms. Experience was intended to be a way to indicate knowledge or level or ability, and you can channel that skill into forging tools and using magic. But the only way to get enough of it for anything is to use the farms or kill the first enderdragon.

    Here's my simple plan to fix experience (with some optional, more complicated feature linked to at the end):

    • Step one: Increase xp gain from killing monsters. Significantly. Before I knew about xp farms in my early days, when I needed xp I'd go out and fight. And that was fun... until I discovered that it was far too slow. The game forces you to grind xp because there's no alternative. Fixing that is easy. Scale up xp gain for more powerful enemies. The player should NOTICE the difference between killing a skeleton and a wither skeleton.

    • Step two: Create more ways to get experience. Here are all the ones which exist so far: Killing mobs, taking items out of a furnace, fishing, trading, breeding animals, mining spawners or crystal ores, bottles of xp, and disenchanting items in a grindstone. This is pretty good, but we need some more. Most people don't even know that advancements give you experience, so one of the easy solutions is to increase the gain from those, make it noticeable so the player knows to seek out advancements, and add more that aren't stupid. Advancements should feel like rewards for doing something productive or impressive, rather than silly rituals completed only for the purposes of completing them. "Go to every biome" is good. "Get every potion effect" borders on idiotic. Other sources of xp could be exploration - my dad suggested finding experience on the ground when you explore far from home (although currently there isn't much point in going out more than 10,000 blocks for any reason). Increase xp gains from mining and smelting ores and trading.

    • Step three: Finally, once there are sources of experience through playing the game instead of avoiding it, we can nerf or completely disable xp farms. Personally, I'd prefer them to be removed, but I've been doing more redstone over the years and I understand the desire to farm everything. However, there are still a few things I want to suggest. Disable the furnace exploit by resetting the xp stored in it if items are removed by a hopper, or awarding xp based on number of items removed instead of storing xp at all. Introduce "fair fight" detection which halves xp from mobs which don't have a chance to maneuver while fighting. This replaces xp grinders with "xp arenas" where you drop weakened mobs in from the ceiling and fight them. After all, you can hardly claim to be experienced if you've only killed people by chopping of their legs while they're stuck in a box.

    I'll add more stuff later. Bye for now - thanks for reading.

    submitted by /u/orendorff
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    Axes And Flint And Steel Idea

    Posted: 15 Mar 2020 04:07 PM PDT

    Because Flint And Steel And Axes are non symmetrical items that canbe crafted multiple ways, I think they should look different in the inventory.

    If You craft a left facing axe, it will face left

    If you craft a right facing axe, the icon will be facing right

    If the flint is on top when crafting, the flint will be on top on the icon

    etc.

    It would be a neat feature.

    submitted by /u/BradenStew
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    Improvements to metallurgy.

    Posted: 15 Mar 2020 08:34 AM PDT

    With the introduction of the Blast Furnace, we can now double metal production. But I feel like the model and functionality of the block is a bit lacklustre, I mean, it's just a slightly improved version of the normal furnace.

    To improve the blast furnace, and metallurgy as a whole, I think the following changes need to be made:

    1: The blast furnace needs to be MUCH bigger and have a fully-animated 3D model.

    2: The blast furnace needs a new fuel source, perhaps in the form of coke coal (like the coke coal in the Railcraft modification for Tekkit)

    3: In addition to coke coal, the coke oven will be added which will turn normal coal into coke coal. Coke coal will smelt items faster and last slightly longer than regular coal.

    4: The new blast furnace will smelt ores 3x as fast and can smelt multiple items at once, the molten metal can then be cast into ingot moulds.

    5: A new resource, steel, can be created in the blast furnace by re-smelting iron ingots. Steel tools will be significantly more durable than iron tools and mine slightly slower than normal diamond tools.

    6: More metals and minerals need to be added, including (but not limited to) copper, tin, an overworld form of quartz, silver, bronze, and limestone.

    The blast furnace will be crafted using all new Furnace bricks (which can be made by re-smelting normal bricks) and the coke oven can be made using regular bricks.

    submitted by /u/Lord-Black22
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    Endermen Update

    Posted: 15 Mar 2020 04:03 PM PDT

    Endermen, looks wise, are all the same. This idea proposes keeping their current look, but also adding in variants to give them an update, along with purpose to the end cities. After all, endermen are the only mobs that pick up and move blocks, so it can be more plausible that these new variants constructed the end cities.

    Color Variants:

    • Endermen will now have an uncommon variant that is a medium blue color, with green eyes.
    • There will be a rare variant of the enderman that is magenta colored, with blue eyes.
    • The regular endermen with purple eyes will remain the same.

    Jewelry Variants:

    • Blue endermen will, occasionally, spawn wearing a green bracelet. When killed, this endermen will drop this bracelet, called an "end bracelet". End bracelets can be smelted in a blast furnace to produce one enderpearl. Players can wear the end bracelets, although wearing them provides no special effects or buffs.
    • Magenta endermen will rarely spawn wearing a green necklace. Like the end bracelets, the end necklace can be smelted in a blast furnace to produce one enderpearl. End necklaces can be worn by players. While wearing the necklace, a player can click on any block within a five block radius, and teleport to that block. The necklace does have durability, and can be enchanted with only unbreaking and mending.
    • A new slot will be added to the inventory UI, allowing players to equip bracelets and necklaces.
    • Using the necklace as a method of travel will not drain food as quickly as sprinting and jumping. Players can teleport with the necklace on any solid and any transparent block/half block/stair, but cannot teleport on soul sand.
    • Yes, players could teleport to the edge of a cliff, look down and click on the side of a block to teleport to it, end up falling and dying. Players can also click on the underside of a block, fall, and take damage.

    Endermen behavior/stats:

    • Endermen AI and sounds won't change. Blue and magenta endermen will have the same sounds as regular endermen.
    • Blue endermen will have one more full heart of health than regular endermen. (21 health)
    • Magenta endermen will have 1 1/2 heart of health more than regular endermen. (21.5 health)
    • Both blue and magenta endermen will be neutral unless provoked.
    • In addition to the bracelets and necklaces, blue and magenta endermen will drop enderpearls. Both variants have a higher chance of dropping an enderpearl than regular endermen. Looting applies the same to blue and magenta endermen as it does to regular endermen.
    • Blue and magenta endermen do not spawn in the Nether.

    Other features:

    • Blue and magenta endermen will be found only on end city structures, or within a one chunk radius of an end city. They will not spawn in the overworld, or on the main end island where the dragon is spawned.
    • Blue and magenta endermen will not have spawn eggs. Using a regular enderman spawn egg in the overworld will not spawn blue and magenta endermen. Using enderman spawn eggs in the end (including the island where the dragon spawns) will occasionally spawn these variants.

    I'm very interested in your thoughts on this, and what an stay, be removed or improved upon.

    Blue enderman variant image: https://postimg.cc/jL0jYRRH

    Magenta enderman variant image: https://postimg.cc/HVwkpFLf

    submitted by /u/theartbook35
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    Nether Salamander (hostile lava dwelling mob)

    Posted: 15 Mar 2020 03:50 PM PDT

    This mob simultaneously adds a new challenge to lava oceans of the Nether, and a way to cross them.

    Observe:

    The Salamander is a hostile mob based on both normal salamander amphibians, and the legendary fire dwelling creature from which they get their name. They sport a round head, a flat paddle-like tail, and a long jointed body that bends when they walk or swim. They are dark red in color, with a band of deep purple lined with a row of orange spots running down their back.

    They are completely incapable of burning by any means, and both spawn in and swim in Lava Oceans. If they sense a player, they will rapidly head to the the player to attack them, even if they are on land. Though, like turtles, the salamander moves much faster in lava than on land. Because of this, they prefer to stay in lava when not attacking a player, as piglins can run them down and kill them.

    When killed, salamanders drop magma cream, as well as a chance of 0-2 "salamander hide". As salamanders themselves are immune to lava, so is their skin. When crafted together with crimson or warped planks, it creates a Nether Boat, which can be used to safely traverse lava oceans without getting burned. There is a problem with this though: The Nether Boat can't protect players from attacks from salamanders as they travel. They will damage players inside the boat, and can even break it in the process, causing them to fall in and die. Best to keep a sharp eye and a trained crossbow on hand.

    One last thing about salamanders: They cannot swim in water, and will sink to the bottom and drown.

    submitted by /u/Talenkauen
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