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    Minecraft Spawner dungeons need an upgrade, here's how I'd do it.

    Minecraft Spawner dungeons need an upgrade, here's how I'd do it.


    Spawner dungeons need an upgrade, here's how I'd do it.

    Posted: 02 Nov 2020 06:10 AM PST

    Spawner dungeons need an upgrade, here's how I'd do it.

    So I've made a new post, with upgraded dungeons for zombies and spiders! Check it out!

    So in 1.17, the caves are obviously getting quite the big update. But how about the structures in the caves, one of which has been around for 10 years with no update?

    The dungeons are pretty bland and boring, but rare enough that they're still pretty special. They're also not much of a challenge, even though skeleton dungeons can be pretty annoying. So how about we keep them rare enough to be special, but make them actually interesting and challenging too!

    Here's something I put together, a little upgraded dungeon that would either replace or spawn alongside the cobblestone cubes right now. I tried to keep an old-style feel with the cobble and oak everywhere but obviously with some modern touches like chains, barrels and ladders on trapdoors.

    I tried to make it both challenging and rewarding - you'll have two spawners and the spawning room mostly dug out already, but you'll also have to deal with two "advanced" spawner rooms to clear out.

    And the little bunker things made of iron bars should probably be unique to the skeleton spawners, since they don't really help any of the other mobs out. For spiders maybe there would be even more cobwebs and vertical walls to climb, and for zombies maybe a pit for them to knock players into.

    An \"entrance room\", but obviously players could just mine in to the dungeon wherever. However, as soon as the player gets in the dungeon both spawners will be active, so even if they disable one spawner the other one will fill up while they're working their way over to it. The chests and barrels would have some low-level loot like food or seeds.

    First spawner room. The spawner is hanging on a couple chains from the floor above, and there's a little bunker to let some skeletons shoot the player. Placed on the side to make them able to shoot a player coming down the ladder, and so that players can't kill them as easily from the entrance room.

    Above the first spawner room. There's a decent sized clump of iron and coal behind those fences, and those chests would probably have ores and that sort of thing.

    Second spawner room. Two bunkers for the skeletons and two double chests with decent loot, probably something better than the dungeons chests are right now. Barrels on the left probably have food in them or something like that.

    Third room, but without night vision.

    Ground floor spawner room, now one block lower and with a water floor to generally make it more annoying for the player.

    submitted by /u/officialcyan
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    Since a lot of you guys liked my improved skeleton dungeon, I made a spider and zombie variant!

    Posted: 02 Nov 2020 01:19 PM PST

    Since a lot of you guys liked my improved skeleton dungeon, I made a spider and zombie variant!

    So a few hours ago I posted an "upgrade" to a skeleton spawner, and I had so much fun building it that I put together an upgraded zombie spawner and an upgraded spider spawner! They all have the exact same size, general frame, and block palette, but the details inside are very different. I tried to make each dungeon unique and I'd like to think that I did.

    If I could add these into the game, I'd have them spawn kind of halfway down underground, while the little cobble boxes we have right now would spawn closer to the surface. These would also probably be rarer since you get two spawners in each one.

    Link to the skeleton dungeon since I'm not gonna post all those pictures again. But the concept for the skeleton dungeon is those "bunkers" made of iron bars, they let the skeletons shoot at the player and make it harder for the player to get at them. Also something I did later was adding a water floor (thanks to u/usgdjjdhe for that suggestion) just to make it that much more annoying to fight through!

    Anyways, here's the spider dungeon. Obviously you can tell that I went for a bunch of cobwebs (not that the other dungeons don't have cobwebs too) but there's also some other design features like the little pitfall (or "express elevator" as I like to call it) on the side. It's also the only dungeon to have its iron bar walls broken, since the spiders are pretty vicious. Or maybe I just wanted to change it up.

    \"Entrance room\" with a pitfall for the spiders to the left and a bunch of iron ore fenced in on the right. Again, obviously the cave could cut through wherever but if there's a way to force it to spawn that direction it would be nice. Barrels are probably full of food and the chests probably have a bunch of low-tier loot like nuggets or something.

    Above the ground floor spawner. You can see some oak slabs are replaced with cobwebs. They're not fun to fall through.

    Top floor spawner. The pitfall opens straight ahead, to let the spiders who spawned here fall down to the other room. These chests probably have some pretty good loot in them. Again, you probably don't want to fall through the cobwebs.

    Ground floor spawner. A bunch of cobwebs and storage blocks. Cobwebs obviously make it harder to fight the spiders since there's so many of them around.

    Next up is the zombie dungeon, which I think is my favourite one, although the skeleton one comes close for sure. Here the main thing to watch out for would be falling through the top floor and getting cornered by a bunch of zombies. Especially in that huge pit, you're pretty much dead if you find yourself down there.

    Entering the dungeon. Big menacing pit is right in front of you, definitely don't fall in. That fenced in area has a ladder up to the top floor spawner and a bunch of ores.

    Here's the pit from above, it's actually low enough down that the zombies down there don't affect the spawners' spawning cap and eventually that pit will get quite full of zombies.

    Ground floor spawner. Later I went and broke a bunch of the slabs out like in the other room but you can't see that in this picture.

    Above the ground floor spawner. I didn't know what to do so I planted sweet berries on coarse dirt. I think it turned out pretty well though.

    Top floor spawner. By far the most dangerous room, since you could fall from here down that huge pit. The fenced in area has a ladder down to the entrance room and a bunch of gold and iron.

    Now I'm definitely not done with this whole dungeon improvement thing! I absolutely loved making these and I have plans to make more stuff like this, like stray/husk dungeons in icy biomes and deserts, even bigger dungeons for these three mobs, and maybe some stuff in the nether and end even. Once I'm done with all this I'll put it all into one big post, and then maybe even submit it on the official feedback site after.

    submitted by /u/officialcyan
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    Abandoned Mineshaft Entrances

    Posted: 02 Nov 2020 05:42 AM PST

    Obviously, with 1.17 currently being worked on, underground structures are on everyone's mind; Why not update the underground structures to match the new cave/underground generations?

    One of those structures, the Abandoned Mineshaft, is no exception.

    First and foremost, why don't they have entrances on the surface? Even an abandoned mineshaft should have a visible entryway; even if it's halfway buried in the ground, covered by gravel, being obstructed by a villager house, etc, the entrance should, at least, exist.

    The existence of an entryway would simply make sense, as well as further lend to the idea of builders being around before Steve and Alex; An idea that has been alluded to for a while now.

    Secondly, the abandoned mineshafts should, by default, be relatively close to certain structures; these structures could include the strongholds, archaeological sites, desert wells, etc.

    This would lend to the idea that these structures have been "lived in" in the past. Perhaps they originally had a settlement there, perhaps they set the well up so they could mine for longer hours, etc. In any case, the players could continue to speculate, while also making the world feel like it had, at some point, been lived in.

    Lastly, the abandoned mineshafts should have an updated asthetic. Perhaps it could have rooms with exposed ores on one side, or allow you to find lanterns and raw ores in the chests. Perhaps the chosen wood could reflect the types of trees around it. Whatever the case, any improvements to the aesthetics would increase your motivation to travel through them.

    There's many more ways the abandoned mineshafts could be improved, but these are the ones I felt were most important, (at least off the top of my head).

    Thank you for reading :)

    submitted by /u/Tacman215
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    Be able to place carpet on stairs

    Posted: 02 Nov 2020 08:15 AM PST

    The carpet would automatically form in the shape of the stairs, and would add a ton of building customization.

    submitted by /u/GeckioGaming
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    Horses should be able to auto-pathfind on path blocks.

    Posted: 02 Nov 2020 03:02 PM PST

    Similar to how it is done in the Witcher, if you are running on path blocks with a horse, after a little bit, the horse should be able to run on the path by itself without input commands from the player.

    This would make horse a nice way to afk travel between places as an alternative to minecarts.

    submitted by /u/AbdealiGames
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    Wandering trader lamas have chests but will attack you if you steal from them

    Posted: 02 Nov 2020 12:42 PM PST

    The loot could have stuff from a number of places as well as a few emeralds, and maybe The Trader will sometimes restock from the chest, even items you put in it, so that You can make a custom trader in survival, and they will sell items at a back price depending on the item with prices modified baced on your villager friendliness score.

    submitted by /u/PuffyTheDreaded
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    BIRDS

    Posted: 02 Nov 2020 12:59 PM PST

    Minecraft is lacking in the diversity of the fauna ( at least in my perspective ) and that why Minecraft should add spawn egg just like tropical fish spawn egg that would spawn different birds like pigeon dove sparrow woodpecker Eagles hawks and others

    this would add colour and life into minecraft

    leave an upvote a comment and your thoughts on what other bunch of animals belong in Minecraft

    submitted by /u/Fine-Blueberry-7898
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    Nether Wart (Nylium or Warped Leaves) should disappear like leaves

    Posted: 02 Nov 2020 03:53 PM PST

    This one I couldn't seem to find on the FPS list, so I'm gonna post it. When I am clearing out large areas of Warped or Crimson forests, I struggle having to remove every single nether wart block. It's a pain in the neck indeed. Nether wart blocks should be like leaves and disappear after mining the entire stem. This is because many of these trees are extremely tall or have a lot of Nether wart leaves. You can pick them up as a normal. This should just make it easier to remove them in survival. If this is FPS I would like to know.

    submitted by /u/Blueskysredbirds
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    Lanterns, glowstone and torches should flicker when a hostile mob is nearby.

    Posted: 02 Nov 2020 05:33 AM PST

    Imagine, you walking out of the new caves from 1.17 after a long day of mining, and then, your torches placed all around the cave flicker a few times. Then, you run home, and your glowstone placed as a light source in your house suddenly goes out or flickers, very quickly.

    I could see this added to Minecraft in 1.17, as it would add a new scariness to the game and mining overall. The mobs that would activate this effect are warden, creepers, enderman and phantoms. After the mob is killed or leaves the area, the lights will go back to normal, but only if your safe...

    submitted by /u/GeckioGaming
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    Goat's horns call horse

    Posted: 02 Nov 2020 05:21 AM PST

    I think it would be really cool if goat horns could be used to call your last ridden horse (if you have one). I have had many times when I left my horse for a few minutes, it wandered off, and I couldn't find it. You could upgrade it's call distance with and enchantment.

    submitted by /u/apstamp45
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    Forest Update Concept

    Posted: 02 Nov 2020 07:50 AM PST

    This concept was inspired by /u/Seriously_nobody on his forest update post. Below I will list new blocks, biomes, trees and even mobs.

    First the trees...

    Weeping Willow-This tree would have leaf vines hanging down from it's branches, and inside them it is a little paradise of colorful spores and pollen. It does not have a special wood and it growns in swamps and regular forests.

    Cherry Blossom-This tree has bright pink leaves and grows a new food, cherries! This tree has a reddish wood and spawns in regular forests and even it's own biome, the cherry forest!

    Redwood trees-These MASSIVE trees would grow in taiga forests and even it's own mini biome, the redwood forest!

    Now for the biome...

    Boreal forest- These cold forests would have new types of leaves, fall leaves! In this biome little leaves will fall like rain and it may snow.

    Mobs

    **Ent-**This walking tree would not look like the one you know. Instead it would still walk, but with several root "legs" instead of feet and branches instead of arms. It also does not have a face, and will look like the tree of it's specific biome. These mobs are very strong and rare.

    **Bear-**We have panda and polar bears, so why not a black/grizzly bear. These bears will hunt salmon and eat berries, and will only attack if you separate it from it's cubs. They will also have little dens that you could go into.

    **Moose-**This large mob will spawn in the taiga forests and will only charge you if you attack it.

    **Moths-**These would spawn in forests at night and eat wool, as well as being attracted to lights.

    **Birds-**Grouse, sparrows and more will add coloful additions to the forest.

    New items, blocks and features

    **Sleeping bag-**This would be like a bed, however it would not set a new spawn-point, so it would protect you from phantoms and help you explore.

    **Flamnour(smore but healthy)-**Crafting a flamnour on a stick and holding the stick over a fireplace will make a smoked flamnour, which gives you 4 bars of hunger back.

    **Specific tree chests-**Now, if you craft a chest with a specific type of wood then the chest will look like that wood.

    Well that is all for the tree update concept, I hope you enjoyed and make sure to check out /u/Seriously_nobody later!

    submitted by /u/GeckioGaming
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    Pressing richt click on a piece of armor should equip it even if you are already wearing armor

    Posted: 02 Nov 2020 02:53 PM PST

    If I am wearing an elytra now, I have to go to my inventory, unequip my elytra and then equip my diamond chest plate so that I won't die. But this costs so much time, that I already died in the meantime. It would be better if you could just have your chest plate on the toolbar and then right click it to unequip your elytra and equip your chest plate. This way we won't die so much.

    submitted by /u/Thoom123
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    Upgrade the Spawners (Overworld)

    Posted: 02 Nov 2020 01:10 PM PST

    For a long time mob spawners were a option for mob farming, but let's be real, they are bad. Mob spawners are worse than a dark room above the ocean, and that doesn't make any sense at all.

    First you need to find a mob spawner, then build a mob trap (that will just farm one specific type of mob), and after all that work it will be worse than a common mob farm.

    My suggestion is: increase the rate of mob spawn in the overworld spawners, make them be a real alternative to the usual mob traps. That will increase their value and at the same time, of the dungeons. I mean, imagine two scenarios:

    1. You take your elytra and fly to an platform in the middle of the ocean , and start your mob trap.
    2. You take your minecart rail system and go in a journey through the new cave systems until you reach your skeleton mob trap.

    Another thing, using mob spawners make a lot more sense than mob traps!

    Maybe adding creeper spawners?

    submitted by /u/arthurdorigueto
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    Sand Sharks

    Posted: 02 Nov 2020 11:41 AM PST

    Sand Sharks are uncommon neutral mobs that spawn in sandy biomes such as Deserts, Sandy Beaches, and Badlands, at night. Unique to Sand Sharks is that they can "swim" through sand as if it was water.

    The Sand Shark is neutral and prefers to stay hidden. One may hear hissing beneath their feet, this means a Sand Shark is close. They attack when provoked by an ambush attack: they stalk the player and lunge out of the sand to take a bite. Look for their fin above the sand to tell if a hostile sand shark is preparing an attack. Additionally, nearby Sand Sharks may go hostile when the player is at low health, suggesting that Sand Sharks are scavengers.

    They drop sand upon death, and maybe their fins. Using their fins, one can make a suit that allows one to dive under sand and swim in it, but only for 10 seconds before they begin to suffocate.

    (To clarify, Sharks may not be ever in Minecraft, but Mojang did say an exception: one can suggest Fantasy Sharks)

    submitted by /u/Ze_Illusioner
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    New Variations of Mobs

    Posted: 02 Nov 2020 09:50 AM PST

    As most of you know, hostile mobs like Zombies, Skeletons, or Spiders have their own variations (husk, tray, cave spider) and I think it's a really cool thing to make the game less monotonous and add some unique things to biomes like deserts and ice spikes or structures such as mine shafts. So I suggest adding more variations like:

    Frozen Zombies: a zombie who appears in the colds biomes, have a hat and gives you slowness/debility when it hits you.

    Hunter Skeleton: a skeleton that appears in the high mountains, has a hunter's hat and a bow with punch 1. This skeleton trolls you by shooting you to push you down.

    Camouflaged Creeper: A creeper with a gray tone who appears in the caves. This creeper is camouflaged with the stone, but isn't so dangerous like a common creeper, having half of his blast damage.

    I don't know if is a difficulty idea to programmers because they only are a retexture with different statistics.

    Hope you like it and give more ideas! And sorry for my english.

    submitted by /u/Fabri13_
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    Place able pens for pots

    Posted: 02 Nov 2020 11:22 AM PST

    This would be simple really, it is just the fact you could place the feather pen in a pot like a flower. It would add a ton of building opportunities and a little place to store your pen, instead of in a chest.

    submitted by /u/GeckioGaming
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    Unique Boss Potions (for the wither and dragon)

    Posted: 02 Nov 2020 11:25 AM PST

    Introduction

    Besides XP and beacons, the bosses don't drop anything useful. In Bedrock Edition, the wither has SIX HUNDRED HEART POINTS (300 hearts) and that'll probably come to Java someday. So, we should have some special potions themed on the bosses.

    Each ingredient has a 33% chance to be dropped, multiplied by difficulty when the boss fight began. So peaceful (0% drop), easy (33% drop), normal (66% drop), hard (99% drop), and on hardcore it's a 100% chance to drop two ingredients.

    Potions

    Potion of Density - Brewed by a new item called Wither Crescent, it strengthens your body to have extreme durability. For 4 minutes, you're immune to drowning, fire, durability damage on armor, and projectiles bounce off of you, overall damage is also reduced by 10% (that's half as good as resistance level 1 from a beacon). The potion takes 10 seconds to "kick in" after you drink it, you can tell it starts when your hearts turn black. Remember that for every one of these potions, you have to kill a wither. It's fairly balanced.

    Potion of Force - Brewed by a new item called Dragon's Lung, it strengthens your RANGED attacks by 260% (equivalent of strength 2 but for range), your arrows will travel faster and as a result that extra damage occurs. Snowballs and eggs also work but don't deal damage. The reason for stronger projectiles is dragons are known for their fireballs.

    submitted by /u/Tactical-Kitten-117
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    infinity II

    Posted: 02 Nov 2020 05:35 AM PST

    with infinity II you can fire tipped arrows infinitely

    submitted by /u/Mikaeel_Muazzam
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    Pilligers need to not spawn in caves during raids

    Posted: 02 Nov 2020 05:39 AM PST

    Me and my friend played for half an hour looking through caves trying to find the polluters and every second was agony

    submitted by /u/island-boi-
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    You should be able to break down leather armor just like you can gold/iron armor and tools.

    Posted: 02 Nov 2020 10:23 AM PST

    Currently, you can take gold and iron armor and tools, put them in a blast furnace, and get nuggets in return. This provides an excellent use if you have a hostile mob farm which produces these items in bulk so that you can get some use out of the ore.

    You should be able to put leather armor on an armor stand and then use shears on it to turn it into leather pieces. Then, combining some number of leather pieces with slime would turn them back into leather, acting as glue. Then, overflow leather items from a mob farm would result in a renewable leather resource which would be useful for crafting books!

    submitted by /u/bazeblackwood
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    A game rule to toggle the pre 1.9(and bedrock) combat system

    Posted: 02 Nov 2020 02:05 PM PST

    This game rule would allow admins on worlds and servers to enable the combat system before 1.9, and allow PVP servers to keep the PVP mechanics the same while being able to use the new blocks, entities, items, etc. in the latest version of Minecraft. This would also very slightly fit in with java players' requirements to migrate their Mojang account to a Microsoft account because bedrock players are still able to spam attack with swords.

    I don't know what to name this if it were to be added, but probably something like "/gamerule originalCombat [true/false]"

    submitted by /u/Depressed_Cheese67
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    Noteblocks

    Posted: 02 Nov 2020 10:19 AM PST

    What if putting top slabs on noteblocks reduced the volume of the individual noteblock by half? That way if you made a song/noise and you could control it even more

    submitted by /u/Jaqk-wizard-lvl19
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    Goat Horns Musical Mechanic

    Posted: 02 Nov 2020 11:07 AM PST

    The idea is creating a mechanic that would allow you to make you own music with the goat horn.

    Holding the right click will make you blow it, and it will consume breath. The higher you look up, the higher the pitch. The lower you look down, the lower the pitch.

    Maybe it could be a different item, so that you could have both the current goat horn, and this new item.

    submitted by /u/Luis007lol
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    Minecraft should reinvoke the fear of the night

    Posted: 02 Nov 2020 12:16 AM PST

    Think about it. Now at days, you aren't scared of the night (untinentionak but great pun). You don't dread it or feel like you need quick shelter. A hole in the ground and you're safe. Have a house? Your house is safe forever. It's just pathetic. It's called "Survival" not "Be alive-al." Make it able for enemies to actually invade you. If creeper could destroy your stuff, sure it would suck, but if there were certain blocks that could withstand the force, you would have fought for your own safety. Make zombies able to slowly break less durable blocks. Maybe so do pollsters can actually raid you. Maybe not as many as in a real raid, but still a few, and make them shoot arrows through your week spots, just goals to climb your buildings, that stuff. Because, for the extrinsically motivated people, this is just... stale.

    submitted by /u/NoNameIsAvailable1
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