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    Minecraft Elytra Enchantments

    Minecraft Elytra Enchantments


    Elytra Enchantments

    Posted: 05 Apr 2020 05:16 AM PDT

    Updraft - Slowly gain height when flying within 10 blocks above fire or lava

    Ocean Breeze - Slowly gain speed while flying through ocean biomes (max speed remains the same).

    Dragon Flight - The Elytra takes only loses 25% the normal durability when flying though The End.

    Ambush - Take no damage from landing when flying, regardless of speed or direction.

    submitted by /u/videobob123
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    Slimes shouldn’t take fall damage

    Posted: 05 Apr 2020 09:55 AM PDT

    They're bouncy creatures, they should bounce when they land, like when you jump on a slime block

    submitted by /u/BillyWhizz09
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    Iron Golems prioritize zombie-type and illager-type mobs

    Posted: 05 Apr 2020 01:08 PM PDT

    Currently iron golems treat all mobs the same. Well this leads to situations where they might be busy attacking a skeleton minding its own business while the village is being raided or attacked by zombies. Thus in the AI, the iron golem should prioritize attacking these mobs over other mobs in order to protect the village.

    Edit: This only applies to iron golems spawned in villages. Ones that spawn in Pillager Outpost cages only prioritize illagers. Ones that are created by summon commands or the player don't prioritize any kind of mobs.

    submitted by /u/MaeBeaInTheWoods
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    The Superflat world type should affect the Nether and the End, not just the Overworld.

    Posted: 05 Apr 2020 01:08 PM PDT

    Currently, Superflat only affects the Overworld for some reason and doesn't affect the Nether and the End. I think that should change, and Superflat should affect all three dimensions.

    • The Nether should be completely flat as well. The world's first layer should be bedrock, and the second and third layers should be Netherrack. The Nether should also get a flat ceiling. The very top should be a layer of bedrock, and the two layers under that should be Netherrack.
    • The End should be completely flat, too. I think that the first, second and third layers of the world should be Endstone. Bedrock shouldn't make up the bottom, because in the normal End, the Void is accessible, since the dimension is he Void consisting of floating islands.
    submitted by /u/DarkPandaLord
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    Observers should detect changes in the enchanting table

    Posted: 05 Apr 2020 11:49 AM PDT

    My first ever redstone suggestion! lol

    The change I'm referring to is of course the book opening and flipping pages.

    Enchanting tables can detect players within a 3 block radius reliably, so I feel this would be a really cool and useful change.

    It could be used for making stuff like automatic doors, alarms, etc., but with completely hidden redstone (because tripwires are still kinda visible if you're looking for it...) I'm not great at redstone, so there are likely several uses that I cannot think of.

    As always, thanks for reading! :)

    submitted by /u/RazorNemesis
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    Rubber Boots - A Fishing ‘Trash’ Item that would have one neat feature:

    Posted: 05 Apr 2020 02:10 AM PDT

    As of now, low-durability Leather Boots are a Trash item that you can obtain from Fishing in a body of water.

    However, what if Rubber Boots could be a variant of that Trash item? They would serve one purpose:

    They make squeeking sounds.

    No, but they do do that. Their main benefit is that they give the player lots of traction. They can traverse Icey terrain 80% more effectively without slipping around. They also negate all Snowball knock-back. Shifting with Rubber Boots would make the player resistant to other forms of knock-back as well.

    Since they are made of Rubber, nothing can be done to repair them unless you combined two pairs. They would have the same durability as Gold Boots.

    This serves Rubber Boots a sweet advantage so it should be made so they offer no protection from attack damage.

    This is a trash suggestion quite literally. Thx for reading.

    submitted by /u/rawrians
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    Wolves actually react to bones

    Posted: 05 Apr 2020 02:06 PM PDT

    When using a bone on a tamed wolf or when a wolf, tamed or not, finds a bone item laying on the ground, they will go to it and visibly hold it in their mouth. A few minutes later the bone disappears. A tamed wolf cannot be healed and a wolf cannot be tamed when it has a bone in its mouth.

    submitted by /u/MaeBeaInTheWoods
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    Netherite tools should not be able to be destroyed by cacti.

    Posted: 05 Apr 2020 08:16 AM PDT

    Because apparently even if you can withstand lava, you'll still lose to a bunch of prickly thorns.

    submitted by /u/ZephyrFlewAway
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    New painting depicting the creation of a nether portal

    Posted: 05 Apr 2020 02:39 PM PDT

    Now l know new paintings are on the FPS list, but this one is seriously important. Minecraft is becoming more and more accessible to new players, but one very important thing which can't reasonably be learned or figured out ingame is the creation of a nether portal. There's even a painting hinting at how to summon the wither, but not one for this critical milestone. The picture can be literally anything as long as it shows fire in an obsidian frame.

    Also maybe one for the conduit - beacons have a nice picture of the pyramid in the GUI but conduits are featureless and far less obvious.

    submitted by /u/orendorff
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    To the People that Sort by New

    Posted: 05 Apr 2020 06:24 AM PDT

    It is unnecessary to vote a post down from 1 to 0, especially without feedback.
    Remember that your vote has a direct effect on the number of people that see the post.
    Please vote responsibly.

    If you don't like an idea, critique it, positively and negatively.
    Remember the person behind the post is a person just like you, and maybe they're here to seek a connection with other human beings.
    Be positive where you can, for the good of the community.

    submitted by /u/SpawnOfNyx
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    Minecraft: Update Aviatic (Because Birds)

    Posted: 05 Apr 2020 09:31 AM PDT

    tl;dr: birds, all kinds of them! bad English inc

    the prelude part 1: we'd need a lot of new, cool looking items/blocks; hollows in tree trunks(generated during world gen or by some birds), bird nests on tops of trees, between leaves (a replacement for irl branches), on ground in tall grass etc. Birds actually laying eggs, chicks actually having to hatch from them; this could include chickens (they're birds after all). Birds feeding on plants/insects/meat.

    the prelude part 2: Mojang wants to teach young people about the world, so why not add a special book (think tropicraft), which details some basic info about all the birds you catch/touch/see etc. the info would include: irl species distribution, what they eat, basic behaviour (do they migrate? how do they nest? how do they feed their babies? etc), how endangered they are, we can even go as far as the sounds they make or a pic of the bird.

    the how: using the tropical fish tech; many bird models, with only the colors changing between them BUT with a little twist on the formula, different AIs!

    the what: here's a short list of some special birds (there is a lot of special tropical fish as well; clownfish being an example). I grouped these birds based on their taxonomy. They are mostly similar when it comes to their looks, although irl their behaviours differ greatly. For the sake of simplicity they could use the same AIs as well as the same models:

    • Corvids: ravens, crows, rooks, jackdaws, magpies etc
    • Galliformes/Anseriformes: chickens, ducks and others; pheasants, turkeys, geese, swans; very special models and AI
    • Columbaves: pigeons and relatives, so bustards and cuckoos special models, special AIs and models (pigeons feed their chicks with "milk", cuckoos steal other birds' eggs)
    • woodpeckers; special models and AI, they would make holes in tree bark
    • owls; special models and AI
    • kingfishers and relatives; special models
    • more and better parrots!
    • hawks, eagles etc; special AI and models
    • vultures; very special models and AI
    • falcons; special models and AI

    All other small birds (and there's a lot of them) would just be random model-color combinations, with the same "songbird" AI. I know this wasn't anything concrete, I just wish we had a bit more birds in Minecraft

    submitted by /u/KostekKilka
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    Customizable Stews - Make a stew out of whatever you have at hand!

    Posted: 05 Apr 2020 09:31 AM PDT

    In real life, a stew is an awkward scramble to make something out of nothing - you take everything organic you can find in your fridge or your backyard or under the couch, dump it into a pot of water, and it miraculously turns into something edible, and possibly even delicious. I propose that the four prexisting types of stew be removed and replaced with one mixed crafting recipe, like the one for firework rockets. Here's how that would work:

    To make a stew, you combine a bowl with any number of ingredients.

    Ingredients

    • red mushroom
    • brown mushroom
    • carrot
    • baked potato
    • beetroot
    • cooked rabbit
    • cooked mutton
    • cooked beef
    • raw pork (no chicken - my sis said chicken and pork don't go in stews, but I included raw pork so that you can put hoglin meat into stew in nether survival)
    • kelp
    • sea grass
    • sea pickle
    • wood (six-sided bark blocks)
    • rabbit's foot
    • bone
    • fern
    • shroomlight
    • any one flower (provided you have a brown mushroom)

    Crafting

    You must have at least two ingredients, and no ingredient can appear twice. Flowers can be combined with the other ingredients and incorporated into the stew, as long as you have the brown mushroom, and you cannot add more than one flower. The ingredients each contribute their full saturation value to they stew. If they are normally inedible, they contribute 1 point. Mushrooms grant 2, flowers grant 0.

    Appearance

    In the inventory, every stew will appear as "Stew" with the ingredients listed in the mouseover text, similarly to enchantments. Suspicious stews will be so named, and have the flower replaced by "Suspicious Ingredient" in the ingredient list.

    There will be a good number of soup textures, and one will be used depending on the ingredients. Some ingredients, such as beetroot, make a large visible impact on the stew, while others don't, so making somewhere between six and sixteen isn't hard. Stews containing a flower will always use the suspicious stew texture.

    Mooshrooms

    You can still milk mooshrooms for mushroom stew (which appears as "stew" with the ingredients Red Mushroom and Brown Mushroom listed in the mouseover text) and feed brown mooshrooms flowers to get suspicious stew. The only difference is that it creates a "stew" item with some nbt data instead of the specific "mushroom stew".

    Overpowered?

    "But you can make a super-stew with all the meats which is nuts in pvp!"

    The most filling possible stew you can make with this system is Bowl + Cooked Beef + Cooked Rabbit + Cooked Mutton + Raw Pork + Baked Potato + Brown Mushroom + Dandelion, which gives you 29 hunger points (more than enough to fill your food bar) and the saturation effect for 0.35 seconds. While this is certainly a bomb of a meal, keep in mind that it doesn't stack and is very annoying to craft, making it effectively a "potion of food". Stews are so terrible that it's still better to just have a stack of steak or porkchops to eat.

    "This lets you eat bones and wood??"

    This is almost a joke - I wanted to make it so that you can survive on inedible things like bark and ferns by making them into stew. It is a little bit weird that you can eat trees, but keep in mind that you need two ingredients to make your game-breaking bark stew, so you'll have to find another easy-to-find thing to eat. Bones will work, but I don't think this is OP as bones can pretty much be eaten already, given how powerful bonemeal is. Ferns might do it, but they are rather rare and must be picket up by shears. Uncooked kelp is an option, bit seeing as with a little activation energy kelp can sustainably cook itself, this really isn't that powerful. Oh yeah, and the final stew will grant one measly drumstick and isn't stackable, so bark stew definitely isn't game-breaking by any means.

    Examples

    Bowl + Carrot + Cooked Rabbit + Brown Mushroom + Lily of the Valley + Fern:

    Suspicious Stew (Grants 3 + 5 + 2 + 0 + 1 = 11 hunger points [5.5 drumsticks] and the poison effect for 12 seconds) - Carrot - Cooked Rabbit - Brown Mushroom - Fern - Suspicious Ingredient

    Bowl + Shroomlight + Red Mushroom + Brown Mushroom + Raw Pork (the largest possible stew made from nether ingredients):

    Mushroom Stew (Grants 1 + 2 + 2 + 3 = 8 hunger points [4 drumsticks]) - Shroomlight - Red Mushroom - Brown Mushroom - Raw Pork

    submitted by /u/orendorff
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    Introducing Snow/Sand Storms

    Posted: 05 Apr 2020 03:37 AM PDT

    As sand and snow biomes are easy to navigate through I thought up an easy idea of a Snow/Sand Storm

    These events would randomly occur whenever they want, while the storm is in motion it will push you in the direction the wind is going and it would also give you the slowness debuff as in real life your slowed down by Snow/Sand Storms

    During these storms new mobs could spawn giving a reason for the player to find a Snow/Sand Storm and kill those mobs

    I was also thinking of possible achievements for not dieing or finding one something on the lines of: "It's getting colder" for finding a Snow Storm or "Sand...Sand...and more Sand" for finding a Sand Storm and for accomplishing the Storm and Surviving you get the Achievement "Survival Test"

    submitted by /u/GamerLucas
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    Soul worms

    Posted: 05 Apr 2020 10:48 AM PDT

    A large worm that lives in the soul sand valley.

    They spawn in large packs.

    They would be passive, and like wolves if you attack one they will all attack.

    They can be tamed with pumpkin pie.

    When tamed can be ridden like a horse without the need of anything on a stick (they would still need a saddle).

    When riding them, they let you travel over soul sand with lots of speed, but when they are not on soul sand they are very slow and begin to take damage as if they are drowning.

    They cannot be bred because they are manifestations of souls from the soul sand.

    Soul worms are also hostile towards wither skeletons.

    Soul worms can be tamed with pumpkin pie because it reminds them of when they where alive in the overworld, and when you give it to them, they love you and are loyal to you.

    submitted by /u/tacocat300000
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    A new Phantom-like mob!

    Posted: 05 Apr 2020 08:52 AM PDT

    Introducing the Aerial!

    TL;DR An opposite to the Phantom, a peaceful creature that is incredibly rare, spawn only at full moons and above build limit. Drops feather that makes stronger potions. (Maybe other things in the future). Provides the player a goal after getting the elytra.

    An extremely rare passive mob that only spawns at full moons! It somewhat a mob similar to the phantom, except with long white hair and glowing blue eyes. It has double wings (aka a wing under it wing) and alaround gives off an amazing blue glow! They spawn on height limit and will not go below it. Once hit, they will release foggy particles all around their body, which will slow all mobs and players with slowness 2. Also, it can momentarily become invisible sometimes.

    However, once you chase it down and kill it: it will drop an aerial feather (affected by looting). This feather can be used to make the next level of potion effectsunibtainable otherwise.

    submitted by /u/Tonosonic
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    Piglins have a chance to barter a Steve head

    Posted: 04 Apr 2020 04:46 PM PDT

    Why not? Its not an OP item by any means. I just think it'd be nice to have some way to find a Head in survival, regardless. Plus, it'd be a good way to show the Piglin's 'savage' nature for them to be carrying a player head

    submitted by /u/The-Myth-Of-Legends
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    A more competitive mode.

    Posted: 05 Apr 2020 01:01 PM PDT

    Where mobs spawn more excessively. They don't burn in the day and are a lot smarter. This could call for more creative ways of taking care of monsters rather than killing them all.

    This could be a difficulty, a game mode, or an update to hardcore.

    submitted by /u/camdensparks
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    Mini-bosses for temples and other structures

    Posted: 05 Apr 2020 10:42 AM PDT

    Some generated structures in Minecraft are quite big and require exploration, what could add to the fun of exploring? Mini-bosses! Most generated structures should have mini-bosses guarding the loot, they're not too major, just harder to defeat mobs than normal, similar to elder guardians in ocean monuments. So this would be for desert temples, jungle temples, strongholds, etc.. I'll list out the structures and what mini-bosses it will have and the traits the mob will have, as well as new items they will drop and what you can craft with them. All of these are hostile mobs.

    Desert Temples: Scorpion King

    The scorpion king is a large scorpion, which would be orange/red in colour. It spawns in the desert temple on the ground floor. Approximately being 3 blocks long (tail curled), 4 blocks long (tail lowered), 3 blocks wide (including the legspan & clawspan), a block tall (main body and tail lowered), 2.5 blocks tall (tail curled). When in passive state, its tail will be lowered, when it senses the player, the tail will curl up. It's attack method is by using it's tail against the play by lunging it out. The player can also walk into it which will deal some damage. Being hit by the tail will inflict Poison II to the player. It is resistant to the poison effect. They have the same speed as spiders.

    Attributes:
    Damage (Tail): Easy - 6 + Poison II for 5 sec, Normal - 8 + Poison II for 7 sec, Hard - 14 + Poison II for 10 sec. For all difficulties, 2 damage from contact.
    HP: 60 (30 hearts).
    Weakness(es): Bane of Arthropods Drops: 0-2 Claws (50% chance per claw), 0-1 Stinger (10% drop chance).

    New items:
    Claw - Not too sure what it could be used for. Perhaps for villager trades?
    Stinger - Inflicts Poison I to target for 5 sec when hit by it. No extra damage.

    Jungle Temple: Ancient Warrior

    The ancient warrior is a living stone armour suit, that holds a large, specialised stone sword called an ancient sword. It spawns in the jungle temple by the levers. It's textured similarly to smooth stone and has the "moss" effect of moss stone on the armour and sword. It would be 2.5 blocks tall, and similar width to a player. The head or helmet would have horns on it, and the armour would have wide shoulders. The sword would be large and single-edged. It wanders around in passive state and starts walking toward the player when found. Getting hit will knock the player back the same distance as Knockback I enchantment. The only attack it has is hitting you with its sword. It is completely knockback resistant, but moves slow, slightly slower than a zombie. It is completely resistant to fire cannot have ANY of the status effects (unless spawned with a command) and cannot drown or suffocate.

    Attributes:
    Damage: Easy - 8, Normal - 13, Hard - 16.
    HP: 80 (40 hearts).
    Weakness(es): TNT/explosions do extra damage.
    Drops: 4-10 stone blocks, ancient sword (5% chance).

    New items:
    Ancient Sword - deals 7 damage, and gives the same knockback strength of Knockback I. It has a durability of 300. And it can be repaired on an anvil using a stone block. It can NOT be crafted. It can be enchanted with the same enchantments as a sword.

    Igloo with Basement: Infected Scientist

    The infected scientist is a villager in a lab coat, that is "infected" as a zombie. They spawn in the basement of igloos. It's a villager with free arms wearing a white lab coat, has green skin and half the face is torn away like the zombie pigman, with red eyes. It has the same dimensions as a zombie villager. In passive state, it walks around, and when it sees the player, it begins to walk towards them. It attacks the player as a regular zombie, but dealing more damage and also throws a weakness I potion at the player. The status effects work the same as zombies (i.e. a healing potion will damage it). They walk slightly faster than zombies.

    Attributes:
    Damage: Easy - 4, Normal - 6, Hard - 8.
    HP: 30 (15 hearts).
    Weakness(es): Splash healing potion, Smite.
    Drops: 0-2 rotten flesh (80% chance per item), 1 splash weakness potion (1:07, 10% drop rate), 0-2 golden apple (10% chance per item).

    No new items.

    Abandoned Mineshaft: Lost Miner

    The lost miner is a "skelefied" miner that holds a burnt out torch and diamond pickaxe. They can spawn anywhere in a mineshaft, and only 1 per mineshaft. They are appear like human skeletons, have red eyes, a worn-out mining uniform (orange day-glow jacket and black trousers with a helmet), a brown weared out backpack and always have a burnt out torch in its left hand and diamond pickaxe in the other which may be enchanted with; Efficiency I-V, Fortune I-III, Unbreaking I-III and Mending. It is 2 blocks tall, similar dimensions to a player. The wander around in passive state and walk towards the player when found. It attacks with its pickaxe, dealing moderate damage if hit. Like zombies and skeletons, healing potions deal damage to it. They are the same speed as zombies.

    Attributes:
    Damage: Easy - 8, Normal - 10, Hard - 13.
    HP: 30 (15 hearts).
    Weakness(es): Splash healing potions, fire deals extra damage, Smite.
    Drops: 1-3 bones (80% chance for other 2), the diamond pickaxe (5% chance), 1-3 coal (75% chance for other 2), 0-3 iron ingots (50% chance per item), 0-3 gold ingots (40% chance per item), 0-2 diamonds (20% chance per item) and 0-2 emeralds (15% chance per item).

    No new items.

    Strongholds: Cursed Skull

    The cursed skull area floating skulls with a dark cloud, appearing similar to blazes. 2 will spawn by the fountains in strongholds, only 2 per stronghold. They are floating human-like skulls (like lost miners) with purple eyes and have dark, purple clouds around them, similar to blazes. They have the same dimensions as blazes. They have 2 attack methods, the first one is that they fire bones at you like arrows, dealing damage when hit and a new effect called Vulnerability I. This effect makes you take 20% more damage from being hit by attacks. (Increases by 10% per level). This one caused by cursed skulls lasts 5 minutes. It cannot be brewed. The second attack is that it forms a purple cloud around you (3x3x3 radius) that deals damage per second when in the cloud and inflicts Blindness for 20 seconds. You can escape the cloud before it inflicts damage and blindness, but is difficult. They can also do damage if you run into them. They are immune to all status effects.

    Attributes:
    Damage: Easy - Bone: 4, Cloud: 1 per sec, Normal - Bone: 6, Cloud: 2 per sec, Hard - Bone: 8, Cloud: 3 per sec. 2 damage from contact (all difficulties).
    HP: 40 (20 hearts).
    Weakness(es): Smite.
    Drops: 1-3 Bones (80% chance for other 2), 0-2 cursed membrane (30% chance per item).

    New items:
    Cursed Membrane - Can make cursed soul sand by crafting a soul sand and 1 cursed membrane together.
    Cursed Soul Sand - Cursed soul sand is purple in colour, and the "souls" in the sand start moving. This can do 2 things, if put with an item in an anvil, it will give a random enchant at any level (e.g. Sharpness I-V). Or as an aesthetic when it's lit, turns fire purple in colour that lasts forever.
    Cursed Torch - Crafted same way as soul fire torch, but using cursed soul sand, it gives 4 torches. They appear like torches, but with a purple flame. They emit a more powerful light than that of normal torches, unlike soul fire. Can be used to make cursed lanterns. The cool thing about these, is that when a hostile mob is in a 3 block radius of the torch, it will shoot a small purple flame at it every few seconds, dealing 4 damage, and fire damage for 3 seconds.
    Cursed Lantern - Same as other lanterns, but emit a stronger light. Like the torches, it shoots flames at hostile mobs every few seconds, but in a 6 block radius.

    Nether Fortress: Fire Snake.

    The fire snake is a snake with an obsidian helmet on its head, and is red and orange in colour. They spawn inside the buildings of nether fortresses by the lava well. Only 1 spawns per fortress. They are 5 blocks long, about 1 block wide and 1 block tall. When they have their head up they are 2 blocks tall and about 3 blocks long. When in passive state, they slither around the ground, when they sense the player, they put their head up, like a cobra, and approach the player. It attacks by lunging at the player from a 0-2 block distance, which deals fairly moderate damage and fire damage for 8 seconds. Its second attack method is by spitting lava at the player between a 3-7 block distance, which deals light damage and fire damage for 2 seconds. If the player comes into direct contact with it, they will take some damage. They are completely fire resistant. They are quite swift.

    Attributes:
    Damage: Easy - Bite: 4, fire damage for 8 sec, Spit: 2, fire damage for 2 sec, Normal - Bite: 5, fire damage for 8 sec, Spit: 4, fire damage for 2 sec, Hard - Bite: 8, fire damage for 8 sec, Spit: 6, fire damage for 2 sec. 2 damage on contact (all difficulties).
    HP: 50 (25 hearts).
    Weakness(es): None.
    Drops: 1-4 fire scales (30% chance for other 3), 0-2 fire fangs (25% drop chance per item).

    New Items:
    Fire Scales - Fire scales can be used to craft a Scale Jacket.
    Scale Jacket - Crafted by adding 8 fire scales in the shape of a chestplate on the crafting table. Same protection and durability as a chainmail chestplate, and can be enchanted with the same enchants. However, when worn, gives a significant fire protection boost.
    Fire Fangs - Fire fangs can be used to craft a Fang Dagger.
    Fang Dagger - Crafted by putting 2 fire fangs over a stick on the crafting table. Looks like a karambit, black handle, white blade with a red blade edge. It deals 5 damage, and loads at only half the speed of a sword, but deals fire damage to target too (same as Fire Aspect I). Durability of the dagger is 150 and can be repaired with a fire fang. It can be enchanted with all sword enchantments EXCEPT Knockback.

    That is my idea for adding mini bosses into Minecraft. Please give feedback, and tell me if its ready to be posted to the official Minecraft feedback page.

    submitted by /u/Tactical49
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    Different golem for different villages

    Posted: 05 Apr 2020 01:15 PM PDT

    I think that having EVRY village have an iron golem is boring,I think different villages should have different kinds of golem like in desert villages there could be sand stone golem and in tiga there could be stone golem the posobilatys are endless

    submitted by /u/slenderender64
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    Enchant Description.

    Posted: 05 Apr 2020 12:05 PM PDT

    Shift-right-clicking an enchanted book gives a description of the enchantment.

    submitted by /u/Gargamela123
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    Wandering Trader Llamas should carry chests that have small amounts of goods in them

    Posted: 05 Apr 2020 10:59 AM PDT

    One thing that excites players when they find a village is that villager houses can generate with chests that give them basic loot. The player doesn't need to spend any emeralds, yet the experience is still somewhat rewarding. However, when a player comes across a wandering trader, they typically get annoyed and don't make a purchase.

    Trader llama chests would fix this. They would give players small samples of the natural goods that the traders typically sell (plants, fish buckets, mob drops, etc). This would give players at least something if they don't want to trade with the wandering trader.

    Additionally, I do want the wandering trader deals to be reworked, but that's a suggestion for a different time. Let me know what you guys think.

    submitted by /u/crazyberns
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    Some sort of sidequest / boss fight like the wither or Ocean Monument involving Disk 11 maybe involving a giant snake or something of the sort, maybe located rarely under certain villages like Indian burial grounds.

    Posted: 05 Apr 2020 01:51 PM PDT

    The idea is in the title. Idk what to flair it as.

    submitted by /u/skittlesboat
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    A Redstone Suggestion

    Posted: 05 Apr 2020 02:54 PM PDT

    Redstone lamps only output a light level of 15 when powered by redstone, this is widely known. However, I'm suggesting a new mode of a redstone lamp (or a new block) where the signal strength leading into the lamp results in different light levels. This could be handy for, say, mob farms, where you can turn down or up the lights so you can change the mob farm without spamming torches that could be dangerous to remove.

    submitted by /u/Ornithocowian
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    Fashion

    Beauty

    Travel