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    Minecraft Creative Mode Increased Lava Visibility

    Minecraft Creative Mode Increased Lava Visibility


    Creative Mode Increased Lava Visibility

    Posted: 24 Mar 2021 12:21 AM PDT

    Creative Mode Increased Lava Visibility

    Interacting with lava in creative mode has been for a long time an annoyance.

    Lava with creative mode, no fire resistance potions.

    Lava with spectator mode.

    I feel the comparison between these are unfair for builders, therefore visibility while inside lava should be significantly increased.

    submitted by /u/OldGolld
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    When a lush cave generates below a desert, it will replace the azalea tree with a desert well.

    Posted: 24 Mar 2021 08:21 AM PDT

    Now note that this would work like an igloo, where this would only happen around 50 percent of the time. This would finally give some use to the desert well.

    submitted by /u/Im_a_Casual
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    Make the default Java version bundled with Minecraft Java 15 instead of Java 8

    Posted: 24 Mar 2021 09:18 AM PDT

    So basically, for some people who may not know about how the Minecraft installer works, it installs it's own version of Java, which is Java 8. This is mainly for convenience since before this feature was implemented you needed to install Java by yourself. However, Java 8 is not as optimized, as it is quite old. It is one of the causes for Minecraft Java's low FPS on Vanilla for a lot of computers. I suffer with this same problem, my computer is not meant for gaming and therefore on Vanilla I get low fps.

    Even though Java 8 is bundled with Minecraft and it's what it uses by default (even if you have Java 15 installed on your computer, it uses it's Java installation) you can switch to Java 15 by editing your Minecraft installation in the launcher and changing your Java executable using the Browse menu, I've tested this and it works with Fabric and there's no issues with it. With Java 15, I experienced way better FPS with Sodium after installing Java 15 and it was more consistent as well, I blew up a bunch of TNT and my PC did not stutter much, before I did this even though I had Sodium installed my PC would still lag a lot for a few seconds when doing this. Java 15 gives way better performance than Java 8 and there's no compatibility issues with the newest versions of Minecraft (I also tested 1.8.9 and it ran fine.)

    I think that because Java 15 runs way better than Java 8, it should be the default Java version bundled with Minecraft instead of Java 8, as a lot of people have bad computers which makes playing Minecraft tedious, and this would help them greatly. As far as I know there aren't any compatibility issues and I was using Sodium, Lithium and Phosphor and they all ran fine. I also used Optifine and there weren't any issues. There is probably a good reason as to why Mojang doesn't update to Java 15, but I really hope they consider it and do it soon.

    submitted by /u/NexusBStudios
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    Stackable *EMPTY* shulker boxes

    Posted: 24 Mar 2021 12:56 PM PDT

    Ever noticed that you cant stack shulker boxes in your inventory? I think if we had the ability to stack empty boxes, I belive it would save our slots, and it would allow us to know whether a box is used or not based on if it takes up a seperate slot rather than with the rest.

    submitted by /u/jordantbolland
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    Ender Dragon Fight Rework! Making a worthy final boss fight

    Posted: 24 Mar 2021 01:35 PM PDT

    Ender Dragon Fight Rework! Making a worthy final boss fight

    This is a fairly long post so I made an index for your comfort while reading it :D

    Index:

    - Introduction: Why I believe the fight should be reworked

    - Body:
    - General changes (describes a few overall and brief changes for this new rework)
    - End Crystals (describes the changes to the role end crystals play in the fight)
    - The 4 stages/states of the dragon / dragon behavior (describes how the dragon would develop and behave throughout the fight)
    - Dragon attacks (describes all of the dragon's attacks individually with more detail than mentioned in the section above)

    - Conclusion:
    - TL;DR
    - Concludes

    Why does the fight need a rework in the first place?

    So the dragon fight has become more and more of a joke to be honest. Currently it's just either bed-bombing it in 7 seconds or waiting for it to perch and just swording it with 0 risk.

    Considering it's the final boss fight and a direct gateway to such incredibly strong items like the armor in end cities, shulker boxes and elytra, an unbelievable amount of xp plus the one unique item in Minecraft vanilla, the dragon egg.

    This fight can be a game-changing experience for a lot of players, it can mean a difference, a split in the timeline of their Minecraft world or overall Minecraft gaming experience. I don't think that the fight should just be easily winnable by bringing nothing but some wool, a stone sword and a bit of food. It should encourage proper preparation and maybe even practice as it is arguably the most important fight in the entirety of Vanilla Minecraft.

    I'm not saying it should take 1 hour of fighting with fully-maxed netherite gear. But cheesing the perches in 2 minutes or 10 seconds if you have beds is not how it should go at all. Not for the most important and game-changing, final boss fight in the game. What is usually referred to as 'finishing/winning/beating Minecraft'.

    I put plenty of work and detail into this rework to make sure it's worthy of the 'final boss fight' title and everything that comes along with being victorious in it.

    So if you're interested, sit back, and grab something to drink cause there's plenty to discuss here. So without much further ado, let's get to it:

    General changes

    - Dragon has an inbuilt 80% blast resistance (to prevent easy bed/crystal/anchor cheesing)

    - Dragon now has 400 health points instead of the current 200.

    - Out of the 12 crystal pillars (which would now be 4 of each type), 6 would spawn inside cages. These 6 would always be 2 of strength, 2 of speed and 2 of health. (will explain right after this)The pillars with cages will also be the tallest ones of all (taller than the current tallest towers).

    End Crystals

    Note that all crystals would still regenerate the normal '1 health every 0.5 seconds' in the same way as they do now.

    Every 60 seconds:

    - If 8-12 tower crystals are still intact, the dragon takes energy from 1 random crystal.

    - If 4-7 of the crystals are intact at the moment the dragon takes energy from them, it will take energy from 2 random crystals instead of only 1.

    - If 1-3 of the crystals are intact at the moment the dragon takes energy from them, it will take energy from all crystals that are still alive. Whether it's 1, 2 or 3. All of them will apply.

    The dragon comes to the middle when it's time to take a bonus from the crystals. It doesn't perch, it just comes flying above the center of the platform to take the boost.

    Crystals of strength: When the dragon takes energy from them, they grant it a +90% melee attack damage and fireball impact damage boost per crystal which lasts for 45 seconds. These crystals would have a more red-ish color and beam

    Crystals of speed: When the dragon takes energy from them, they grant it a +40% movement speed boost per crystal for 45 seconds. These crystals would have a more light-blue-ish color and beam

    Crystals of health: When the dragon takes energy from them, they grant it a +10% damage resistance boost and regenerate +1hp/0.5s per crystal for 45 seconds. These crystals would have a lighter pink color and beam.

    All human-placed crystals would keep the same color and even beam as the current crystals do and will not provide anything special to the dragon other than normal and current healing. The strength/speed/health with the different colors only happens with crystals that generate naturally in the pillars (when you first enter the end or when the dragon is respawned).

    Note that the crystal powers do stack, so taking from 2 strength crystals would mean getting +180% strength. And getting 3 health crystals would mean the dragon would be regening at a total rate of 4h/0.5s (1h/0.5s + 3x(1h/0.5s)) and have a 30% damage resistance. Although duration doesn't stack. No bonus will last for more than 45 consecutive seconds.

    If a certain crystal is destroyed while the dragon was using its special effect, the special effect will not disappear. It will last until its 45 seconds are over as if nothing had happened. Of course, the dragon will not be able to use that crystal anymore after that.

    Dragon behavior (4 stages / dragon states)

    Dynamic:

    It lasts from the beginning of the fight until all 12 end crystals are destroyed
    During this state, the dragon flies around the obsidian towers as 'normal' throwing fireballs every 15-30 seconds and attempting to take a dive on the player 10 seconds after a tower crystal is destroyed. As mentioned earlier, it will take power from the crystals every 60 seconds while still always healing as normal.

    If the dragon goes to less than 1/3 health (<134), it will attempt to ram into the player once every 20-30 seconds.

    Note that during this state, the dragon will never fly higher than y125

    Defensive:

    It lasts for 45 seconds starting right after the last end crystal is destroyed.

    During this period, the dragon will always fly around fast between y100 and y160 avoiding direct contact with the player. Every 20 seconds, the dragon will shoot a fireball at the player.

    Also during this whole period, the dragon will have some kind of 'aura' (similar to the wither's yellow aura after it's down to half-health). This dragon's aura reduces all projectile damage, enchantments additional damage and explosions damage by 50% (to clarify, if your bow has Power, it will take 50% from the bow shot itself and 50% from what the Power enchantment adds.

    So if your sword has sharpness, it will only take 50% from the sharpness addition, not the sword itself. So if a netherite sword (8hp) has sharp 3 (2hp) it will reduce 1hp (50% of the 2hp from enchantments) and get a total of 9 hp per hit instead of 10. As for the explosions, the dragon will first reduce 80% out of any explosion always because of its inbuilt explosion resistance, and only after that it will reduce 50% of whatever damage from the explosion is left.

    This 'aura' lasts for the next 2 periods (vulnerable-offensive and aggressive) too

    Vulnerable-offensive:

    It begins after the first 150 seconds of defensive are over and lasts until the dragon is at half health (200hp).

    During this period, the dragon will fly around y70 and y100 and perch on the middle bedrock platform for 20 seconds every 60 seconds (if the dragon takes 40 or more damage during 1 perch, it stops perching despite how much time has passed. This 40-damage limit counter is reset after every perch).

    While it's flying, it will attempt to throw fireballs at the player every 30 seconds and ram into them every 40-50 seconds too.

    After 5 seconds of leaving each perch, the dragon will emit an unusually loud roar which will 'curse' every player within a 60-block radius with 'curse of ender' for 15 seconds.

    As mentioned before, the dragon will also have the same aura as in the defensive period during this whole state.

    Aggressive:

    (Note that this state is exclusive to hard difficulty. Peaceful, Easy and Normal difficulties mean the dragon would just stay in Vulnerable-Offensive state until it is defeated):

    It begins after the dragon is down to half its health

    During this stage, the dragon will fly between y70 and y120 and perch on the middle bedrock platform for 20 seconds every 80 seconds (if the dragon takes 25 or more damage during 1 perch, it stops perching despite how much time has passed. This 25-damage limit counter is reset after every perch).

    While the dragon is flying around, it will shoot more violet fireballs than normal (see the attacks section for more detailed explanation of this and a lot more) every 25 seconds and attempt to ram into the player every 35-45 seconds.

    After 5 seconds of leaving each perch, the dragon will emit an unusually loud roar which will 'curse' every player within a 100-block radius with 'curse of ender' for 20 seconds.

    During this whole period of aggressive state, the dragon will constantly and consistently summon 'purple lightning' within a 25 block radius of the middle platform. They strike once every 3 seconds in a random spot in that area around the platform.

    Also throughout this whole period, the dragon will summon some form of 'acid-like rain' that generates with a 5-block width as a ring from 30 to 35 blocks radius around the center of the altar and starts closing on it, going from 30-35, to 29-34, etc. Until reaching 5-10 where it disappears.

    And as a last bonus, during this whole period, while the dragon is flying around, it attempts to ram/dive into the player much more often (probably every 10-20 seconds or something).

    As mentioned before, the dragon will also have the same aura as in the defensive period during this whole state.

    This state can only begin if all crystals are broken, if health goes down with crystals still remaining, the dragon will stay in the dynamic state. Also note that if the difficulty is suddenly changed from peaceful/easy/normal to hard, while the dragon is at less than half-health and all crystals are broken, the dragon will immediately switch to this state.

    Dragon Attacks

    Note that when you see a/b/c damage it means easy-mode/normal-mode/hard-mode. Like, 3/6/19 would mean 3 damage in easy mode, 6 in normal mode and 19 in hard mode. If some attacks dont have the a/b/c format, it is likely because they only exist for the aggressive state which can only exist in Hard difficulty.
    dps= Damage per second
    AoE= Area of Effect

    - Dives/Rams:

    When hitting with the body: 2/3/5 damage + 3-5 blocks of knockback

    When hitting with the head: 4/6/10 damage + 5-8 blocks of knockback

    When hitting with the tail: 4/6/8 damage + 8-14 blocks of (mostly vertical) knockback

    - Fireballs:

    Normal fireballs: 4/5/6 of impact damage + lingering cloud of particles that deal 4 AoE dps with contact in a 5x5 area . (Particles cloud lasts for 20 seconds unless picked up by empty bottles to get dragon's breath).These particles' damage is not covered by normal armor but covered by Protection enchantment

    Aggressive state fireball ('more violet'): 8 of impact damage + lingering cloud of particles that deal 6 AoE dps with contact in a 4x4 area. (Particles cloud lasts for 25 seconds, cannot be picked up with empty bottles).These particles' damage is not covered by normal armor but covered by Protection enchantment

    - Ender Lightning Strikes (aka purple lightning):

    Deals 6 damage if it happens to strike the player and leaves AoE particles on the block it touches that deal 2dps and inflict 'Curse of ender' on the player that stands on the particles for 5 seconds (if the player remains on the particles, the effect timer will keep resetting until the player moves away or the particles disappear, works basically like a lingering potion). The particles will last in the block for 8 seconds.

    Note: This lightning strikes do not damage the ender dragon, the lightning passes through the dragon as if it was air. These strikes do however, damage endermen if hit.

    - Ender [Acid] Rain:

    This type of 'acid purple rain' inflicts 3 of damage per second on the player when it touches the droplets and cannot be blocked by unenchanted armor (protection enchantment can). Imagine it kinda like having dragon breath on you, but much less damage and it does not damage endermen. The way the dragon uses this rain has already been described in the 'Aggressive state' section.

    - Curse of Ender:

    Curse of ender is a status effect obtainable only through the ender dragon's roar, the ender lightning or by making a suspicious stew with a chorus flower (which will grant the effect for 10-14 seconds).

    When a player has this status effect, all endermen within a 16-block radius will immediately become hostile towards the player and ender pearls will be disabled to be used for the duration of the effect (they will appear in a constant state of cooldown loading that never advances).

    I actually have this neat icon design for Curse of Ender made by u/Upside_llama :)

    - Dragon Breath:

    This one works the same way as the current one, when the dragon perches, it breathes these breath particles that are the same as the ones left by the normal fireball the dragon shoots.

    This could of particles will deal 4/5/6 dps when in contact and will last for 20 seconds once the dragon stopped breathing on that area, unless a player picks it up with empty bottles (to obtain Dragon's breath).These particles' damage is not covered by normal armor but covered by Protection enchantment

    Conclusion

    TL;DR:

    - Dragon has high blast resistance and 400hp.

    - Crystals are divided into 3 types the dragon can take bonus boosts from:

    Strength crystals (increase the dragon's melee & fireball impact attack damage)

    Speed crystals (increase the dragon's movement speed)

    Health crystals (increase the dragon's damage resistance and give it stronger regeneration)

    - Dragon now has 4 main states

    Dynamic: Before crystals are broken, the dragon flies around ramming and throwing fireballs

    Defensive: Like a short 'break' right after all crystals are broken. The dragon just flies around at high altitudes throwing the eventual fireball

    Vulnerable-offensive: After defensive ends. The dragon rams into the player and throws fireballs every so often. Also perches every so often and curses the player with cure of ender(which makes endermen aggro)

    Aggressive: Starts if the dragon goes below half health after all crystals are broken. Kinda like vulnerable-offensive but attacks more often and with stronger fireballs. Also summons ender rain and lightning which do AoE damage (and the lightning also can inflict Curse of Ender). This state is exclusive to hard mode.

    And that would be about it. If you made it this far, reading through the whole post, I really appreciate your effort. And if you didn't and just skipped to this part or the TL;DR, I appreciate you too for paying attention :P

    If you have any feedback, it is more than welcome. Leave it in the comments section and I'll try to read it and answer. Since this is not just about showcasing my post, it's about working together on improving our ideas. For which I also suggest joining The Minecraft Suggestions Discord where I had the pleasure of brainstorming some of the ideas here too and a lot more stuff.

    Thank you UpsideLlama (aka TheCraftyGhost) for the curse of ender design, thank you u/Planemaster3000 for inspiring me to rework this boss fight with your end and boss rush ideas,

    And thank you all for reading, have a nice day ;)

    Post-posting edits (will mostly include details)

    Changelog 1:

    - Defensive period is changed from 150 seconds to 45 seconds.

    - Strength crystals also boost fireball impact damage.

    - Added entry to dynamic state:

    If the dragon goes to less than 1/3 health (<134), it will attempt to ram into the player once every 20-30 seconds.

    - Added how aggressive state starts in the TL;DR

    submitted by /u/TheDragonWarrior2284
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    Mansions need a buff

    Posted: 24 Mar 2021 12:08 PM PDT

    Mansions are incredibly rare and are really under-rewarding. Originally it was the only place where vindicators, evokers, and totems of undying could be found, but all those can be obtained using raid or raid farms.Additionally, due to the sheer size of mansions, oftentimes a lava lake might generate next to the mansion. Just one lava lake can cause the whole mansion to burn down. I have seen several people post this on r/Minecraftseeds and r/Minecraft. Finally, even when a mansion is not getting burnt up, water lakes generate in the mansion, ruining the structure and overwriting entire rooms.

    These two factors make mansions not worth it. Now the mansion is just a huge structure that takes up lots of space. Therefore, mansions should have a huge buff:

    Mobs

    Mansions should have a few exclusive mobs being really rare. I feel like mansions are the absolute home of all the illager variants, including ravagers and witches. They are huge enough to house many illagers.

    Therefore, all illager variants should generate in mansions in various rooms. These include pillagers, vindicators, evokers, illusioners, and rarely ravagers (as they are an ally of the illagers).

    Furthermore, the killer bunny should also spawn in mansions! They could be a secondary ally of the illagers. The killer bunny will have 20 hearts of health and will do 1.5 hearts damage Easy, 3.5 hearts Normal, and 5.5 hearts Hard, and 7 hearts Hardcore.

    Mansion Lighting

    We go to the mansion because of the illagers. However, mansions are so poorly lit that oftentimes many hostile mobs spawn. Now originally a structure of defeating illagers turns into a structure of defeating creepers, skeletons, zombies, and spiders. Therefore, mansions need to be lit better to prevent hostile mobs from spawning. It's also fairly obviously illagers don't want hostile mob creatures to spawn in their beloved big mansion.

    This doesn't mean I just want torches spammed across the mansion. I think the illagers like lots of variety in their builds, so perhaps the lighting in the mansion could be a combination of redstone lamps, glowstone, torches, and lanterns.

    Loot Buff

    This is probably the most obvious change needed to mansions. The loot in mansions is really bad. Woodland mansions are so far away that most players will use an elytra to travel there. Therefore, players will go to mansions AFTER killing the ender dragon and raiding several end cities.

    Thus, woodland mansions should have loot comparable to end cities. Along with some more village-related items, as the illagers raided the villagers and stored their stuff in the chests. These include food-related items and storage-related items, such as steak, carrots, apples, chests, and barrels.

    The Rooms

    I noticed that the rooms in the mansion lack a bit of variety. Sure, there are various types of blocks scattered here and there, but the decoration is just lacking. The rooms could be better decorated, and perhaps each room could house more illagers.

    Additionally, in the storage room of the mansions, there could be scattered emerald blocks all across the room. And maybe across the mansion there could be more scattered emerald blocks.

    I personally think the hidden rooms are really good. It is like if the illagers are hiding their valuables in there. (the valuables stolen from the villagers). Perhaps the hidden rooms could offer the best loot in woodland mansions.

    General

    Mansions obviously should not generate next to any small water lakes or lava lakes. Therefore, I think no lava or water lakes should generate near the mansion. Having a mansion burn down due to a small surface lava lake is just pure annoying.

    There should also be an advancement for reaching a woodland mansion, as they are the rarest structure in the game. It could be called "Long Journey worth it", and it will reward 500 xp.

    Summary: Mansions need a huge upgrade. They don't hold any exclusive features, and their loot is not good.

    submitted by /u/Quirky_Yoghurt_9757
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    Wind would be amazing for minecraft.

    Posted: 24 Mar 2021 10:49 AM PDT

    Wind: Wind mildly moves around plants and items, and if strong enough, slightly move players, entities, and mobs. Wind strength is around 0-5, with 0 being barely noticeable with a faint wind sound and 5 being strong enough to slightly move mobs and players. But this number changes depending on the biome.

    Wind's feature is both for immersion and to make rain and snow more interesting.

    submitted by /u/storyteller216
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    cobbled sandstone

    Posted: 24 Mar 2021 09:15 AM PDT

    Cobbled sandstone would be a variant of sandstone that uses the side texture on all of the sides, including the top. In terms of obtaining it, I think it would be cool if you found it in caves under deserts, along with regular sandstone.

    submitted by /u/magic_platypus_27
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    Lava sponges for creative only

    Posted: 24 Mar 2021 10:39 AM PDT

    This should work like barriers in that there is no way of getting it other than commands. These would be super useful for testing builds with creative and having the ability to quickly scoop up all the lava

    submitted by /u/vGustaf-K
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    Write a reason why you disagree

    Posted: 24 Mar 2021 09:31 AM PDT

    If you disagree with someone's suggestion, instead of just flat saying something like No or I disagree can you write a reason why you disagree?

    So for example, if you disagree with a post, maybe you could write like this: Sorry, but I don't like this suggestion. Your idea will make ... really annoying

    submitted by /u/Quirky_Yoghurt_9757
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    Sound for boats on ice.

    Posted: 24 Mar 2021 03:21 AM PDT

    Everyone knows about ice boat racing. Imagine how cool it would become if there was a specific sound for it. It's small, simple, hard to discover, just like many other small features of minecraft. It would be like "Swiishh!" or "Swoosh!" when you try to stop.

    submitted by /u/stevegamer_
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    The cave update has indirectly nerfed nearly all mob farms, so here is my suggestion

    Posted: 24 Mar 2021 01:51 PM PDT

    Mob spawning in 1.17 has been severely nerfed, the reason for this is that mobs spawn more frequently the lower the layer, but when they changed the height limit they unintentionally nerfed all mob farms that requires a bounding box or something else that can't be made any lower. According to Illmango the new update made perimeters 4x more time consuming (excluding the extra amount of water). Ray Works tested mob farms in the new snapshot, and they were about 50% slower than in 1.16.

    So I have I couple of suggestions to make it better

    My first suggestion is that they could buff the overall spawning speed to the amount that Y+ spawning is as fast as in 1.16, this could also make Y- layer farms more rewarding and fast, but maybe a bit too OP

    My second suggestion is that they make Y- spawning as efficient as Y+ mob spawning

    My third suggestion is that they could revamp the entire spawning system to be not that much height dependent

    What do you think?

    submitted by /u/mrpNerf2004
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    Retexture gold and diamond armor?

    Posted: 24 Mar 2021 10:24 AM PDT

    I see this update has definitely had a focus on colorblind people and I know I and many other red/green colorblind people struggle alot with diamond vs iron difference, which definitely has an impact on gameplay, mostly combat, not being able to know if the enemy coming at you has diamond or iron gear. And this can definitely make gameplay frustrating

    Now, from what ive heard, blue-yellow colorblind people tend to also struggle with differentiating gold and iron gear aswell.

    And overall, its pretty lame that gold, iron and diamond tools and armor are all the same, just differently colored so a retexture would be nice.

    submitted by /u/CynosaBasilisk
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    Wither shrines

    Posted: 23 Mar 2021 07:01 PM PDT

    Wither shrines would be a small-ish structure that you can find in the badlands and mesa biome. The Wither shrine's main attraction would be a statue that resembles the wither, but made with coarse dirt and regular skeleton skulls.

    As you might have guessed, the shrine would be made from red sandstone, with a lot of chiseled red sandstone, which depicts the wither. It would also have the painting of the wither in it, as well as basic loot in chests on 3 of the 4 sides of the structure.

    In terms of the actual shape of the shrine, it would somewhat resemble a small desert temple, but with a 5th, wider tower on top of the pyramid. It would be trapped with arrows of decay in the entrance corridor.

    In all, this would be a nice addition to the game, because there are no unique structures in the mesa biome, and it teaches new players about the wither.

    submitted by /u/magic_platypus_27
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    The Archaeology Villager

    Posted: 24 Mar 2021 06:23 AM PDT

    Since archaeology is coming to Minecraft! I have a suggestion for a new profession for villagers

    The archaeology villager, now what this profession would do is trade the various elements you can find whilst doing archaeology. His trades would be,

    1. Buying amethyst to add more use to this block, because this block only has 4 uses; spyglass, amethyst block, tinted glass and decoration. To make this block get more uses like this would make it so the player might use an amethyst farm to get their emeralds.
    2. Selling copper because it has only one easy to farm so far and it's an unusual farm that is not quite efficient and hard to build (drowned farm).
    3. Maybe selling maps to local archaeology sites.
    4. Buying various finds from archaeology for big prices.
    5. Other trades

    Of course just like every villager there would be a need for a workstation, Unlike all other villager jobs this one would not spawn naturally. It would be called something like the archaeology table and would be crafted with two planks with book and spyglass both on top. Again this would give another use to copper and amethyst (because of the spyglass), and if it has a beautiful texture and useful copper and amethyst would be more worth to farm or have circulated.

    Lastly this would make feel like you're doing archaeology for a reason, discovering a story and trading special items with the villagers that have a hidden story behind them.

    Link to my Minecraft feedback post (Please go vote if you liked this): https://feedback.minecraft.net/hc/en-us/community/posts/360077438691-The-Archaeology-Villager

    submitted by /u/nomis180
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    Fallen End Ships

    Posted: 23 Mar 2021 04:05 PM PDT

    A fallen endship would be a structure alike shipwrecks that can be seen in the end. They would generate in random rotation and can sometimes be seen upside down or on their side or even stuck in the ground, again, alike shipwrecks. They look almost identical to normal endships but they have pieces missing and sometimes debris spewed on the floor.

    They will have much less loot than end ships and will have no shulkers or signs of life on the ships. The only good thing found may be a map leading to a chain of end cities (it was probably a merchant ship).

    submitted by /u/JaysonOnReddit
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    A HostileTo{mobType} NBT Tag

    Posted: 24 Mar 2021 06:19 AM PDT

    Whenever a mob with an attack method is summoned with this tag, it will try to attack any mob of that type in the area. If it is normally a passive mob, the tag doesn't do anything. It could also be removed from some mobs, for instance, making it so that Piglins and Wither Skeletons don't attack each other. I think that this could be extremely interesting for adventure maps and open up some really unique opportunities when it comes to minigames and bossfights.

    submitted by /u/VG_Chat
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    Deepslate ores and the Blast Furnace

    Posted: 24 Mar 2021 04:01 PM PDT

    Deepslate ores should have to be put in the BF to get the ores. For example, the way iron works normally. But what if deepslate diamond, coal, lapis, and emeralds worked the same way? If you break the ore with anything other than a netherite pickaxe, you will get the ore block, and only a blast furnace will smelt it down.

    submitted by /u/Andyroomocs
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    Make the Basalt Delta more rewarding

    Posted: 24 Mar 2021 10:05 AM PDT

    I kind of think the Basalt Delta needs an upgrade. Being rather rare, and difficult to traverse, the only cool thing about this biome is the sheer number of magma cubes, along with some wacky terrain generation.

    Besides those rewards, I think there should be a more general reward. Hopefully, everyone should know that Basalt Deltas is the ONLY biome where bastions cannot spawn in. This means that piglins do not inhabit this biome.

    Without piglins inhabiting the biome, there will be more netherite ore, as the netherite ore will not ever get mined up by the piglins. Therefore, ancient debris should generate more commonly in the Basalt Deltas.

    I don't know how rare they are now, but maybe Ancient Debris could generate in larger veins or just be more common, like say around the rarity of diamonds in the Overworld. [in the Basalt Delta]

    submitted by /u/Quirky_Yoghurt_9757
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    Mud, Mud Bricks, and Ancient Dwellings

    Posted: 24 Mar 2021 09:51 AM PDT

    https://feedback.minecraft.net/hc/en-us/community/posts/360077537832-mud-mud-bricks-and-ancient-dwellings

    My idea is to add ancient dwellings that occasionally generate on the banks of river biomes made out of a new block called dried mud bricks. These structures will be archeological sites (using 1.17's archeology system).

    First of all the blocks. Mud is a new block that will replace dirt in world generation directly under water source blocks. Mud will be a darker color than dirt and will have a smoother texture. Mud can also be smelted in a furnace to create dirt or crafted into mud bricks. you can craft between 1-8 dirt blocks together with a water bucket to create the same amount of mud. Mud bricks can be smelted into dried mud bricks which will be a bit lighter than the dirt texture. Using a hoe on dried mud bricks will convert them into dirt.

    Now the ancient dwellings. They will generate occasionally on the banks of river biomes and will come in many shapes and sizes and would be a good place to excavate using the archeology system. They will usually generate in groups of 1-3 ancient dwellings, however there is a very rare chance of a large group of ancient dwellings generating (maybe between 8-12 of them). These large groups will generate with a mud brick temple. Mud brick temples will be larger than ancient dwellings and will have a higher chance of finding good loot. Possibly a very rare archeology specific item can generate in archeology sites and will have a significantly higher chance of being found in mud brick temples.

    submitted by /u/123SteveHead
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    Item detector for archeology!

    Posted: 24 Mar 2021 11:15 AM PDT

    Crafted with copper, this tool will detect items buried inside blocks and you could use the brush to uncover them!

    It can be used in:

    • beach biomes to uncover nautilus shells

    • Mesa biomes to find gold nuggets and gold tools

    • Desert biomes to find sekeleton skulls

    • Swamp biomes to find slime balls or potions

    • Plains to find emeralds or bells

    This would encourage the player to explore more biomes, even the lesser interesting ones.

    submitted by /u/dankdannyk
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    Waves in minecraft.

    Posted: 24 Mar 2021 11:51 AM PDT

    Waves: In water, waves randomly spawn in a random direction, pushing any mobs, players, entities, and items in its way. They have a scale of 0 to 5. With 0 being barely noticeable and 5 being loud and able to push 5 blocks away.

    Waves look SIMILAR to the water direction texture, but have swirls at the end, along with water particles. They are 3-5 blocks wide and with particles.

    Boats would be immune to waves. Oh, and they wouldn't spawn in places like puddle and stuff like that unless it is both exposed to the outdoors and is raining or snowing.

    Waves would add both more incentive to use boats, plus atmosphere.

    submitted by /u/storyteller216
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