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    Minecraft Wax copper by right-clicking

    Minecraft Wax copper by right-clicking


    Wax copper by right-clicking

    Posted: 06 Nov 2020 07:24 AM PST

    As shown in the snapshot, copper can be waxed to stop the oxidation.

    However, this currently requires the copper blocks to be mined, combined with the wax in a crafting grid, and be placed again, which might be really cumbersome for larger builds.

    Instead/Additionally to the crafting recipe, right-clicking a placed copper block/stair/slab with a honeycomb should consume it and wax the block. This is intuitive and still has the same item cost.

    Right-clicking an already waxed block doesn't consume the wax. This would also make it possible to check if a block is already waxed without needing to break it.

    Similarly, but not strictly necessary for the rest of this suggestion, right-clicking a waxed copper with a sponge or wet sponge could remove the wax and let the copper age again, which is currently not possible at all.

    Edit1: spelling

    Edit2: Changed wording to make clear it should be an option additional to the crafting recipe, not replacing it.

    Edit3: There are several posts for this idea on the feedback site. Vote for them here, or here.

    Edit4: Unwaxing copper with a sponge can be voted for here as a separate idea. A similar idea, unwaxing it in a furnace (which could be the alternative to the sponge for bulk-unwaxing), can be found here.

    Edit5: Also credit to u/clickthecreeper who independently came up with the same idea shortly before me here.

    submitted by /u/Texfy
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    Different colored candles together?

    Posted: 06 Nov 2020 06:13 AM PST

    I was playing around with the candles in the new 1.17 snapshot and i thought it would be cool if you could take for say, a black candle and a white candle in the same block?

    submitted by /u/JaccWorb
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    Copper Pipes

    Posted: 06 Nov 2020 07:00 AM PST

    I think copper Pipes would be a great addition to the game. My thoughts would be a simple pipe crafted with the new ore that is able to be connected to hoppers or droppers. I think it would just make sense, since we actually have all the feature already in the game, but it could maybe reduce the lag a big hopper chain creates. The pipes should only work for a small amount of distance like 16 blocks and only horizontal or downwards so we still would have to use item elevators. What do you think about that?

    submitted by /u/Brainxdeadx
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    A use for chainmail armor: Invisibility!

    Posted: 05 Nov 2020 05:52 PM PST

    You can be friends with Piglins while wearing gold, and walk on snow with leather boots. Both of these previously useless armor types have a purpose. However, that isn't the case for Chainmail.

    Chainmail armor should, when you drink an invisibility potion, also turn invisible. Right now, you can only be truly invisible without armor, which means you can be two-tapped by any decent weapon. With fully enchanted chainmail armor, you could actually stand a chance.

    This would make invisibility potions worth a lot more, especially in multiplayer survival servers. It also kind of makes sense, because chainmail is the most transparent armor.

    submitted by /u/_spacedino_
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    The Astronomy Update

    Posted: 06 Nov 2020 07:37 AM PST

    The world of minecraft is a wide and complex place, consisting of different and unique biomes which feature different elements, some from our world and some unique to minecraft. And while I think it is important to revamp those biomes every once in a while, I think it should be in higher priority for mojang to update the common thing to all biomes, the sky, beforehand.

    One of my favorite things to do in minecraft is watching the sky on a starry night. I find it beautiful and since I live in an area with high light pollution, I seldom have the chance to watch it in real life.

    I want the sky of minecraft to be more complex.

    For the meteorological part, I think aurora should be added. This phenomenon will add another reason to seek snowy biomes and generally add to the diversity of the sky. It will have a 1:20 chance of occuring every night in some of the snowy biomes. I think it happens way more often in real life, but doing so in minecraft will make in less special.

    For the astronomical part:

    • Supermoon. It will have a 1:3/1:4 chance of occuring every full moon.
    • Meteor shower. It will have a 1:20 chance of occuring every night.
    • Comet. An extremely rare astronomical phenomenon. It will have a 1:50 chance of occuring every night. Maybe during this night there will be a special event, like a festival in villages.

    +achievement idea - "Amateur Astronomer" - watch all astronomical phenomenons through a telescope.

    +Check out my related suggestion - The Observatory and The Astronomers

    submitted by /u/friendbutinelvish
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    Spyglass should have a 3D model

    Posted: 06 Nov 2020 02:16 AM PST

    Soul candles

    Posted: 06 Nov 2020 05:26 AM PST

    Candles that emit soul particles and less light, having the same mechanics of a soul torch and soul fire related lightsource-blocks. Being ignited with a flint and steel like normal candles.

    Crafting recipe:

    -1 candle (can be colored), 1 soul sand or soul soil

    Other uses:

    -For now, just decoration

    Edit: Grammar

    submitted by /u/VAKENO
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    New nether biome: Quartz cavern

    Posted: 06 Nov 2020 12:59 PM PST

    The quartz cavern would be a rare new biome for the nether. Quartz ore would be much more common here compared to the rest of the nether biomes. In this biome you could find Giant quartz spikes on the floor and ceiling. The crystals would be made up of a new semi-opaque block called "Quartz crystal block" mining it would drop 1 to 4 quartz and the only way to get it is with silk touch.These blocks would be immune to ghast fireballs. Scattered around the biome would be a new type of foliage called "quartz crystal" these crystals can be placed in any direction and generate that way. Nine of these crystals in a crafting table Will make a quartz crystal block. The fog for the biome Would be white and the mobs that spawn here will be the same as the nether wastes biome.

    submitted by /u/Chedder_Chandelure
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    The Skulk Swarmer - Deep Dark's Water Threat!

    Posted: 06 Nov 2020 09:13 AM PST

    The Skulk Swarmer would be a very small mob - even smaller than an Endermite! They'd spawn in the water pools of the Deep Dark, and sense vibrations in the water, like the Warden.

    These guys, individually, are very weak. They only have 1 heart, meaning you can punch them to death, and only deal half-a-heart of damage. 'Why are they in the Deep Dark, then?' you may be asking.

    Well, these guys are named Swarmers for a reason. You won't see them in the water, but soon as you go in, one will spawn. Their glowing bellies make them easy to spot, but they'll spawn only behind you, so always be checking behind yourself.

    If you see one, get out quick! The longer you stay, the more there will be. There can be up to 20 in a larger pond, all knocking you about!

    But remember, do NOT punch them. Punching Swarmers will simply attract more.

    Skulk Swarmers will attack any mobs who go into the water. Mobs (other than Players) won't drop any of their normal loot, and will only drop Bones when killed by Skulk Swarmers, unless it doesnt make sense for them to, such as Slimes. (Bone Farm, anyone?)

    They're a dangerous mob. But, if you're into that kinda stuff, you can scoop up to 3 into a bucket to... troll your friends? Make an aquarium? Bucketed Swarmers, when placed, do not attract any more Skulk Swarmers, unless re-placed back in Deep Dark ponds.

    Here's what they may look like!

    What do you think? I don't want simply trapping the Warden underwater to be a strategy for cheesing it, so I think this'll deter Players from doing that. I also really like fish.

    submitted by /u/Jely710
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    The Observatory and The Astronomers

    Posted: 06 Nov 2020 08:29 AM PST

    With the upcoming caves and cliffs update, in which mountains will become much taller and wider, I thought of this concept.

    The Observatory will be a new structure which can be found in the mountain ranges. This ancient building stands high on the tops of the tallest mountains. Full of lost knowledge, the observatory and its residents stay hidden and protected from the threats of the outside world until you, the player, came across it on your journey across the mountains, ready to learn its secrets.

    The Astronomers, residents of the Observatory, who lived for generations in its halls, never stop their seek for knowledge. In their libraries, chests and shelfs full of scrolls and books about the lost knowledge of the sky. They use special tools such as clocks, compasses and telescopes and other unknown objects to aid their study.

    The Astronomers will trade books about the sky, star maps, telescopes, clocks, compasses and more with the player in exchange for amethyst shards, copper, paper, book and quill, maps and more.

    Check out my related suggestion - The Astronomy Update

    Link to minecraft feedback - https://feedback.minecraft.net/hc/en-us/community/posts/360074409931-Astronomers

    submitted by /u/friendbutinelvish
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    Placing an Amethyst Cluster over a Beacon produces a rainbow beam

    Posted: 06 Nov 2020 01:51 PM PST

    Placing an Amethyst Cluster over a Beacon produces a rainbow beam

    Amethyst could work as a prism that refracts the Beacon light beam. Maybe it could produce a new crystalline Beacon hum sound.

    https://preview.redd.it/siqe7xb8wox51.png?width=1100&format=png&auto=webp&s=e06c3a0f55647a463c080507ec56009545fb2c1e

    submitted by /u/Javier_Ortiz14
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    Amethyst Blocks Resonate Vibrations

    Posted: 06 Nov 2020 07:34 AM PST

    So we all know that Sculk sensors sense vibrations. What if somehow, by placing down amethyst blocks, you could have a sound resonate even farther, essentially increasing a Sculk Sensor's range in a particular direction. Not unlimited, of course. You'd get diminishing returns for every additional block you try to place.

    This would kinda serve as a complement to your ability to block off a sensor's range with wool, and give you more control. From what I've seen, trying to incorporate Sculk sensors into legitimate builds can be pretty tricky, so I'm sure there's people who'd love the ability to distance the sensors farther without compromising their redstone

    Do y'all think this ability might be too niche, or would it be a welcome addition? I'm no expert on redstone myself

    submitted by /u/Crystal_959
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    Budding Amethyst Should Just Drop a Block of Amethyst or EXP Instead of... Nothing.

    Posted: 06 Nov 2020 01:28 PM PST

    I feel like having it drop a regular Block of Amethyst or some EXP would be way better because it wouldn't make the block feel super dull. I understand that the block should not be moveable, and I agree, but because it can still be broken, there is nothing in return. Most directly unobtainable but breakable blocks usually convert into something else to give to the player: Chorus Plant gives Chorus Fruit, Spawner gives EXP, and ice just makes water. Having a block that can never give anything makes it feel awkward. So far, it may be the only block that will never give the player anything in return when the block itself is broken. It sits directly between "Needs Silk Touch/special tool" and "Can not be even be broken normally."

    submitted by /u/Crafty_Potatoes
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    Spyglasses should fill in maps wherever you look

    Posted: 06 Nov 2020 03:35 PM PST

    Spyglasses are an explorers favorite tool, and what better way to gain some more functionality out of it then to have it fill up maps. They should make it so that when holding a map in your off hand and holding a spyglass it should fill up wherever you look as if you walked over there.

    submitted by /u/Greatnite
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    Copper weathers quicker when exposed to rain or underwater

    Posted: 06 Nov 2020 06:45 AM PST

    Title is pretty self-explanatory. In real life, metal oxidizes quicker when in a moist or wet environment (Think how iron rusts when underwater). This should be implemented into the game, which gives you a way to accelerate copper weathering to obtain the green copper block easier without accelerating the time it takes for it to naturally weather, which slightly takes away from the charm of a naturally weathered copper build.

    submitted by /u/ThatOtherAndrew
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    Lava pools should generate with tuff around them

    Posted: 06 Nov 2020 12:50 PM PST

    It would give tuff a more accessable building material and it would further flesh out the lava caves/rivers

    submitted by /u/Buttered_TEA
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    Add more pies

    Posted: 06 Nov 2020 12:37 PM PST

    The only pie in the game is obviously the pumpkin pie which was introduced way back in 1.4 and I think it would be interesting to include more pies in the game.

    Some ideas I had are Sweet berry pies, apple pie, and Shepard/other meat pies.

    submitted by /u/earsoft
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    Amethyst shards should replace diamond in jukebox recipe.

    Posted: 06 Nov 2020 06:56 AM PST

    Amethyst feels like its something musical, and diamond in jukebox doesn't make really sence. Also it's only 'waste' of diamonds, for those who wants to listen to music. Amethyst won't be that rare as diamonds and they can be farmed. Just to make it less expensive.

    submitted by /u/PanKoty147
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    Advancement for when you cause a shulker to shoot at another one, duplicating it

    Posted: 06 Nov 2020 06:57 AM PST

    Maybe called something like, "This is getting out of hand!", the description being "Now there are two of them!". Also, maybe crank up the chance of the duplication happening, so it's actually possible to get w/out extensive setup. or maybe so that boolets shot at the player have a higher chance, bc people are already figuring out how to make a shulker farm w/ snowgolems and well, oH nO sCaRy Op FaRm I guess.

    it would be funny I think, Idk.

    submitted by /u/Flexxyfluxx
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    Amethyst should play sounds when placed under note blocks

    Posted: 06 Nov 2020 05:46 AM PST

    Amethyst should play the sounds that it makes when broken walked on or shot at when placed under note blocks

    submitted by /u/Arian_bk
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    Improving jungle exploration for all game-stages with the new: Jungle Ruins!

    Posted: 06 Nov 2020 12:02 PM PST

    Improving jungle exploration for all game-stages with the new: Jungle Ruins!

    Although they might appear as a fairly full biome, jungles right now have a major problem regarding exploration.
    If you spawn very close to one, it might be a bit useful but only at first. In very early game you could get some bamboo to plant without going to and maybe a few gold ingots if you find a temple... but that's about it. After you have bamboo and iron gear with some diamonds too, jungles are pretty much useless.

    Maybe this perspective might help a bit: We're talking about a rare biome with 3 pretty useless mobs, only 1 type of rare structure that is very weak (in fact I made a whole post with ideas for updating jungle temples a bit). And, if that wasn't enough, jungles are quite annoying to navigate in (all of the leaves and floor-level flora together with the tall and dense trees make it harder to move in than most other biomes).So with all that in mind, you can come to the conclusion that jungles are simply not worth exploring after you obtain bamboo (which can be obtained in shipwrecks that are way more common than jungle biomes).So for a biome that looks complete, the question is: What can possibly be added to encourage jungle exploration?

    Well, today I'm gonna try to do my best answering that question, by introducing:

    The Jungle ruins

    Although what the name might suggest, jungle ruins are pretty different from their ocean cousins, they may be a bit closer to villages t first sight, but that's not really the case either, since unlike places like villagers and mansions, jungle ruins don't really have any special mobs guarding / living on them. And they have something that the jungle needs for improved exploration, which is unique things that can only be obtained from there (you'll see what I mean later in this post).Also, (generation-wise), the ruins would only be generated in the Jungle and Jungle hills biomes, not in the 2 bamboo jungle variants (unlike the jungle temple), and they would be about 1.5 times as rare as a jungle temple in those biomes.

    The jungle ruins are composed by 3 different types of sub-structures, 1 specific type of formation + a few turned off campfires and farmland with wheat around the place (but not as organized as in most villages, the farmland would be on the floor with no blocks covering it and since they're ruins, some blocks could be missing farmland).

    We've got quite some ground to cover today, so with that brief description being said, let's get right into it. First of all, the 3 sub-structures:

    Common hut

    The common huts are just simple shacks made of some basic materials like cobblestone, wood and wool. They will also have cobwebs (representing that they're old, ruined structures) and a few lanterns to light them up. In each jungle ruins, 3-6 common huts will spawn.
    The huts may be a bit different throughout different ruins, maybe they'll variate a bit more. Maybe their 'level of ruins' (how ruined and destroyed they are) might change. But these are some concept designs I made for what a fully built common hut could look like:

    Common hut as seen from the front

    Common hut as seen from the back, outside

    Common hut as seen from inside

    As you can see, they will also have 2 barrels inside them. These barrels contain only food-related loot (and not in very high quantities), maybe this table can explain it better than my words:

    Loot statistics for common hut's barrels

    Note: Mutton, salmon and cod are all mutually exclusive (eg: if there is cooked/raw mutton, there can be raw/cooked mutton, bread and rotten flesh too. But not any type of salmon nor cod).

    Barracks

    Barracks are a bit similar to common huts in terms of materials but a little more 'advanced' you might say. For instance, they don't have wool, but they do have stone bricks. They have some cobwebs and a lantern too. And in each jungle ruins, only 1 of this sub-structure will spawn (there is a 100% chance that it will spawn).Same as I said with the common huts, maybe they can appear more or less ruined in different places/ruins. But for now, these are some simple, concept designs I made for what complete barracks could look like:

    Barracks as seen from the front

    Barracks as seen from the back, outside

    Barracks as seen from inside

    As you can tell, barracks have a chest inside, which will contain 2 of the new and exclusive items jungle ruins will provide: Darts and a blowgun (both of which will be explained later in this post). And here are the stats I planned for the loot generation (again, it will probably make more sense after you read the whole post and know what a blowgun and darts are for this idea):

    Loot statistics for barracks' chest

    Note: All potions and no effects-darts are equally likely to be found in the tipped darts stacks of the chest. If one stack has certain type of dart, that doesn't affect the other stacks at all.

    Pyramid

    The pyramid is a fairly large structure with a floor made of chiseled stone bricks, and with the rest of the structure composed completely of mossy/normal cobblestone materials. It has quite some cobwebs but, unlike the others, no artificial lighting. Same as the barracks, 1 pyramid will always spawn in the jungle ruins.
    At the center, it has one of the new blocks that I'm going to propose together with this idea: The sunstone. Here are some of the simple, concept designs I made for it:

    Pyramid as seen from the front

    Pyramid as seen from the back, outside

    Pyramid as seen from inside

    Note: As you can see in the images, I used the stonecutter to resemble the place where the sunstone would be (this new block will receive its own section and explanation later in this post).

    As you can see, the pyramid also contains a chest, which will contain 2 new items (of which I will talk about later): raw crystals and the sun banner pattern. These are the stats for the loot the chest contains:

    Loot statistics for pyramid's chest

    Formations

    There is only 1 distinctive formation in the jungle ruins, but it's a pretty important one.

    Crystal ponds: The crystal pond would be similar to the normal water lakes, only deeper and with something very special inside it (though apart from that special block, the rest is just natural generation like dirt and stone depending on how deep they are).

    The ponds sizes could variate from about 3x5x3 as a minimum and about 8x10x8 as a maximum. Average should be something like 5x7x6. Of course, their surface wouldn't just be a perfect rectangle, but it's a way of saying it for it to be understood better.
    In the crystal ponds, a new block will grow: The budding crystal (this block will be further explained in its own section in this post). The average pond will have about 7 budding crystals, no pond will ever contain more than 15 of them nor less than 3.

    There is a 100% chance that 1 crystal pond will generate in jungle ruins. The chances of more ponds spawning works by dividing by 4 each time for each new pond added. So the chance of there being 2 ponds is 25%, and the chance of there being 3 ponds in one jungle ruins is 6.25%.

    New blocks

    Sunstone: The sunstone can be crafted with 4 copper ingots, 4 smooth stone blocks and 1 clock with the following arrangement:

    Sunstone crafting recipe

    It can also be found at the center of every jungle ruins pyramid.
    It hardness of 3.5, the best tool to mine it is the pickaxe. And it has a blast resistance of 5.

    The sunstone gets charged when it's in contact with sunlight, and when it's not in contact with sunlight anymore, it releases the energy it charged by emitting light. The lower the charge gets, the lower the light level gets too (if a sunstone has a charge of 14, it will emit light with the level 14). It cannot be charged further than 15 points.
    So the sunstone is a nice way of introducing durable charge with sunlight together with a new way to alter light levels produced by a block.
    In case anyone is interested, these are the formulas for charge and discharge of the sunstone (they're pretty simple so most people could probably understand them):
    Charge:(600/sunlight level) seconds = +1 light level

    Discharge:80 seconds without sunlight = -1 light level

    And apart from emitting light when it's not in contact with sunlight, the sunstone can also have its charge detected by a comparator.
    If a comparator is used to detect a sunstone's charge, every charge point the sunstone has will be the equivalent of 1 level of redstone power.

    Budding crystal: They only generate naturally in the deepest parts of the crystal ponds found in jungle ruins.

    The budding crystal is very similar to the new budding amethyst announced in the 1.17 Minecraft live announcement and introduced in its test version in the latest Java Edition snapshot.
    But instead of growing amethyst, they will grow what I call 'raw crystals' (yeah, I'm not excellent with names). Growing mechanics are found in the 'raw crystals as blocks' section right below.

    The buddings crystals cannot be obtained as an item by any means in cheat-less survival. They can be mined or blown up but they will not drop anything.
    However, unlike the amethyst buddings, the crystal buddings can be moved with pistons. Which should lead to some interesting plans from redstone engineers.

    Budding crystals have a hardness of 1 and no tool of preference. And they have a blast resistance of 2.5.

    Raw crystal: Raw crystals grow in the budding crystals mentioned right above this section.

    They have 4 different stages of growth. They can be harvested with any tool/hand once they have reached stage 4 (if harvested/broken before stage 4, nothing will drop).In normal spawning conditions (when the budding crystal is in contact with water) the crystals will grow at the rate of 1 stage every 30 in-real-life minutes.
    Going all the way from nothing to stage 1, to 2, to 3 and to 4 in a total of 2 in-real-life hours.
    If the budding crystal is not in contact with water, the growth speed is 2.5 times slower than when it is contact with it.

    The hardness and blast resistance vary over the 4 different stages in the following way:

    Stage Blast resistance Hardness Preferred tool
    1 0.5 0.2 None
    2 0.6 0.3 None
    3 0.8 0.5 None
    4 2 1.25 Pickaxe

    Note: As I said, raw crystals at stage 4 can be harvested with any tool / by hand. Pickaxes are just the fastest tool to do it.

    New items

    Sunstone and budding crystals don't have any special features as items, but rather as blocks. And since they have had their own sections in 'New blocks', they will not be mentioned here.

    Raw crystals: As mentioned before, raw crystals can be harvested from the crystals that grow in crystal buddings.
    This is a concept design I made for them:

    Concept design for raw crystals

    They can be used for 2 things:

    Increasing a beacon's range: Beacon's UI will have a space where a raw crystal can be introduced. When a raw crystal is applied to the beacon, the beacon-range's radius will increase by 10 blocks (10 blocks for every crystal).But, you cannot put infinite crystals for infinite range. The number of crystals you can apply to a beacon is limited by the number of mineral-blocks pyramids / levels that it has powering it (for eg: If it has 2 pyramid-levels powering it, it can not receive more than 2 crystals).This means a beacon will never exceed the 90-block radius (since a fully powered beacon has a radius of 50 and can receive as much as 4 raw crystals). Which, in my opinion, is a balanced enough number.

    Crafting cleansing crystals: 2 raw crystals can also be combined with 1 amethyst shard to craft 'cleansing crystals' (which will be explained right below this sub-section). With the following recipe:

    Cleansing crystal crafting recipe

    I love this recipe cause it gives out even more enthusiasm for exploring.
    Instead of just settling down in either a geode or a jungle ruin to farm infinite of one of them, you will need to have both in order to make the cleansing crystal.

    Cleansing crystals: Cleansing crystals (as shown above) can be crafted by combining 2 raw crystals with 1 amethyst shard, for an output of 2 cleansing crystals.
    In case the design above isn't clear enough, this is what I had in mind as a concept design for the cleansing crystals:

    Concept design for cleansing crystals

    The cleansing crystals have 2 main purposes: Removing curses and brewing potions of cleansing.

    Removing curses: When combined with a cursed item in an anvil, the cleansing crystal will remove all the curses the item has, leaving all of the enchantments and the durability untouched.
    Same as enchanting with a book, the item goes in the first (left) slot of the anvil, and the crystal goes in the second (right) slot.

    Potions of cleansing: They can be brewed by adding nether wart to a water bottle on the brewing stand to make an awkward potion, and then adding the cleansing crystal in the brewing stand to those awkward potions.

    The cleansing potion doesn't have times nor levels because it's only focused on doing one thing: removing all status effects (like milk does).
    Now, I have read many suggestions for milk to be throwable to remove other people's positive effects in combat, but to be honest... throwing glasses of milk in combat seems a bit ridiculous in my opinion.

    But I do like the idea of removing the opponent's positive effects. So I thought this might be a good use. And the great thing is that the drinkable potion is useful too.
    Sure, it's more expensive than milk, but Jeb's combat snapshots showed us that in the future, potions will be stackable up to 16.

    Which means that if you're an advanced player with enough resources to craft many of these potions, you can counter an enemy that has a lot of negative potions without having to fill your inventory with milk buckets, which are not stackable.

    And yes, this potion could be used for tipped arrows.

    Sun banner pattern: The sun banner pattern can only be obtained in the chest found in a jungle ruin's pyramid (similar to snout pattern in bastions).
    This is a concept design I made for it:

    Sun banner pattern. Yellow on blue

    Note: Banners with the sun banner pattern would not be found in the jungle ruins or anything like that. Only the sun pattern itself as an item can be found inside the chests.

    Blowgun:

    Before I start with this part, I wanna say that I know that blowguns and darts are on the FPS list. But I believe this is a different and more elaborate take on the subject that most other posts suggesting.

    This item can only be obtained from the barracks' chest in jungle ruins. It can not be crafted nor taken from anywhere else in cheat-less survival mode.
    This is a design I made for it:

    Concept design for the blowgun

    The blowgun is a ranged weapon that uses darts as its ammunition. The blowgun can charge up to 6 darts (it takes it 0.8 seconds to charge each of them).
    And after it's charged, it can fire all of them almost at once (taking about 0.15 seconds to fire each dart if right click is held). Which means it can fire all 6 darts faster than a bow can completely load.

    Darts shot by the blowgun have about 25% less power (they will travel a shorter distance). And deal a damage of only 7 (3.5 hearts) per shot (for reference, a fully charged bow deals 9-10 and a crossbow deals 6-11). The blowgun doesn't need to have 6 darts charged to shoot though. Just 1 would be enough.

    To load a blowgun, you have to right click with a dart item on the blowgun in your inventory (similar to how you put stuff in the new 1.17 bundles).
    The blowgun can be charged with whatever combination of 6 darts you can think of and they will all be shot in the order they were charged in.
    To unload a blowgun, same as with a loaded crossbow, you have to shoot.

    Lastly, the blowgun will also have infinite durability. So the darts you can shoot with it is only limited to how many you can obtain/craft.

    But of course, the balance has to remain and the blowgun has to have a downside to make up for its infinite durability and capacity to fire 6 projectiles in such a short amount of time.
    That's why the blowgun can't have any enchantments applied at all in cheat-less survival mode.

    Darts: Darts are a projectile exclusively made for blowguns.
    This is a design I made for them:

    Concept design for darts

    They can be obtained in the barracks' chest in jungle ruins or they can be crafted with 1 stick and 1 feather, which would give an output of 4 darts.
    Crafting arrangement is not important. Same as with books, flint and steel and some other items. The feather and the stick can be positioned anywhere in the crafting grid and the output would still be 4 darts.

    Same as arrows, darts can be tipped with any potion (including cleansing potions)by using the same recipe as tipped arrows (1 lingering potion in the middle surrounded by the 8 darts makes 8 tipped darts with that potion effect). In Bedrock Edition, you can also tip them with cauldrons, same as for arrows.
    This is a design I made for the tipped dart:

    Concept design for dart tipped with poison

    I thought I'd make it so that the potion looks like it's kind of 'dripping' through the dart's tip.

    The whole mechanic between darts and the blowgun has been explained in the 'blowgun' section above.

    And this would be all for today.

    Before I'm done, I want to give a big thank you to u/TitaniumBrain for helping me brainstorm many of these ideas and with the post in general. He also has made suggestions for this subreddit and he has really cool ideas for them, so don't forget to check out his posts too! You're not gonna regret it.

    Thank you all for reading this and have a really nice day :)

    submitted by /u/TheDragonWarrior2284
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    Scoped crossbow

    Posted: 06 Nov 2020 08:50 AM PST

    Inspired by this

    A scoped crossbow would be made by combining a spyglass and a crossbow. When loaded, you can hold left click to zoom and right click to fire.

    submitted by /u/TheTagOfHash_
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    Waxed or normal Copper Blocks should be visible different with a Night Vision potion

    Posted: 06 Nov 2020 09:31 AM PST

    In the latest 1.17 snapshot, Copper Blocks were added, which oxidize (turn green) over time. But you can combine such blocks with honeycomb to wax them, and now they will be locked at their current oxidation state, but otherwise look 100% identical.

    I think that if you have a Night Vision effect, waxed Copper Blocks (and their derivatives) should have a slight white glow to them (like a blacklight), to make them visibly different, in case I build a structure out of lots of copper and realize I forgot to wax some of them, so I can replace the ones that need to be fixed as opposed to mining every single block one by one.

    submitted by /u/Flamingpaper
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    Candles on Cake

    Posted: 06 Nov 2020 01:34 PM PST

    I thought of an idea for a reason to add more candles to cake. Maybe if the world has enough days passed or the player has enough in-game playtime that more candles can be added to a cake as if you/the world are older.

    submitted by /u/_FallenTurtle_
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