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    Minecraft New end biome: Lead Lagoons!!! (with pictures)

    Minecraft New end biome: Lead Lagoons!!! (with pictures)


    New end biome: Lead Lagoons!!! (with pictures)

    Posted: 23 Mar 2021 01:00 AM PDT

    The Lead Lagoons

    We refrained from suggesting too much things so we stay in the vanilla style of making new biomes.

    You can click on each thing to get to the imgur page with some description for each

    Generation
    - Lead Lagoons are generated like sphere geode like structure often with entering or completely open. With a little puddles of lead inside.

    https://preview.redd.it/jc5tgwx4hqo61.png?width=1920&format=png&auto=webp&s=aab6f1554f454d23c5897a4ff983ff7964c9dbcd

    Blocks

    Block of Lead - Can be crafted into 41 Lead Nuggets

    Plumud - Plumbum + Mud appears on the edges of Lead puddles and can be smelted into Lead Shale

    Lead Shale - Building block capable of being made into bricks, stairs, slabs etc.

    Molten Lead - Unique fluid that does not flow and you cant swim in it you're more like sinking in it and burning alive. Items dont burn in it and if you wear iron boots you can walk on it

    Lead Fan - Just decorative

    https://preview.redd.it/7psgb7j6hqo61.png?width=1920&format=png&auto=webp&s=03627bdd04e90eea6936f26b9dda99754bb65038

    New mod - Plumbeep
    A new alien sheep-like mob found roaming around in Lead Lagoons.

    https://preview.redd.it/mj4xj1w7hqo61.png?width=2680&format=png&auto=webp&s=d0b517b723ed4aad520ca607f44f30e93dead281

    And that concludes this suggestion, if you have anything in mind that you think should be in it be sure to comment it.

    You can visit our discord server where we're actually making a mod Oreganized where we add Lead to the overworld also(graphic below) and we plan to add this biome along the way.

    https://preview.redd.it/q75wqo9lhqo61.png?width=1536&format=png&auto=webp&s=39867d74a5fe4d417df9e958e8526498db9da975

    submitted by /u/Oreganized-mod
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    Water should be a bit more monotone in the new caves

    Posted: 23 Mar 2021 09:22 AM PDT

    Think about it. In real life waters blue color comes from skylight. Making the caves in 1.17 their own seperate biome would make this easy to implement. Of course the water in the lush caves should stay the same unless they make it a nice lukewarm cyan.

    submitted by /u/Unreely
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    Badlands caves should be made from stripes of terracotta, like the overworld

    Posted: 23 Mar 2021 10:41 AM PDT

    Badlands caves should be made from stripes of terracotta, like the overworld

    Stone layers below Badlands should be replaced with more terracotta. Might bring more of a visual representation that you're underneath the Badlands, plus a better source of terracotta without ruining the overworld. The cave generation doesn't need to be any different, other than the mineshafts being made out of dark oak and gold generating more regularly, like the normal badlands biome. As a side suggestion, might also work well with the dripstone cave types.

    Here it is using some of the 1.17 cave generation

    Stone is replaced with stripes of multi-coloured terracotta

    submitted by /u/James-_-McCarthy
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    It would be cool if cats took shelter from rain like how monsters take shelter from the sun

    Posted: 23 Mar 2021 01:08 AM PDT

    it would be cute to see the stray cats in my town hiding under things

    submitted by /u/frogsire_
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    The wither should release some soul particles when it dies.

    Posted: 23 Mar 2021 03:36 AM PDT

    This would just give the wither somewhat of a death animation on Java, plus it fits the theme of soulsand, and the wither is made of soulsand so that would kinda makes sense.

    submitted by /u/Mr_Snifles
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    The Elder Guardian has a trident impaled in him

    Posted: 23 Mar 2021 12:34 PM PDT

    My reasoning is as follows: Elder guardian's drops could have improvement to better represent the update aquatic, and tridents need a more consistent source than the chance of a drowned holding it, then the chance of them dropping it, which when combined is about 0.71%. Grinding for one is not exactly the most entertaining thing in the world.

    (This isn't the most original idea for an elder guardian drop, obviously, but I think this implementation makes it unique)

    The Elder Guardian has some, shall we say, un-unique drops:

    Wet Sponges already can be found naturally about the ocean monument in various rooms. While this isn't in all ocean monuments, it is in some.

    Fish, crystals, and shards are more of a general guardian drop.

    Literally sticking a weapon, with only the player's imagination to assume what happened to the original owner, into the elder could really help sell that this one is more dangerous. On death, the trident would become a separate entity, dramatically falling to the floor for the player to pick up. It wouldn't be in perfect shape, but would have a good amount of durability left, and probably a higher chance of enchantments.

    An Elder guardian isn't an easy fight, but needs slightly more reward, and this bonus to the loot would really reward players for going for it. Elder guardians aren't a renewable resource, but with the drop's boosted reliability (100% for a non-renewable mini-boss fight versus a 0.71% renewable chance from any given drowned), it might be worth it.

    (It's specifically stuck in him, and not simply an item drop because where would he be hiding/holding it? Given he has a laser attack, why would he even have it or need it?)

    submitted by /u/Creative-Kreature
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    Add functionality to jack-o-lanterns.

    Posted: 23 Mar 2021 07:14 AM PDT

    I propose three changes to jack-o-lanterns in the 1.17 update.

    First, make them craftable with candles. Torches were originally used, I presume, because candles weren't planned to be added for a long time when jack-o-lanterns were introduced. However, they aren't made with torches in real life; they're made with candles, and it would make a lot of sense if Minecraft reflected this.

    Second, add an "extingushed" tag. Since candles must be lit with flint and steel, jack-o-lanterns should be as well. This would allow for light-source automation, since they could be extinguished and relit with dispensers.

    Third, make them waterloggable. Jack-o-lanterns are hollow, and there would need to be a way to extinguish them if you could light them. Furthermore, this could give them a redstone use, since they wouldn't let out water from any side but would still count as a source block, so you wouldn't need to worry about your farm breaking.

    submitted by /u/Spriy
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    Scraping off wax and oxidation from copper should require the upcoming brush instead of the axe

    Posted: 23 Mar 2021 09:09 AM PDT

    It makes sense because a brush is what people would use in real life, it gives a new use to the archeology brush, which seems borderline pointless from what we've seen so far, and it prevents accidental de-waxing while you're just trying to cut logs or bash zombie skulls.

    EDIT: realism is not the point, just a little bonus. Anyway, try de-oxidizing something with an axe and let me know how well it goes.

    submitted by /u/Wedhro
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    More Texture Changes from Damage

    Posted: 23 Mar 2021 03:53 AM PDT

    In 1.14, they added iron golem texture changes depending on the golem's health. This was really cool. I think we should go further and add this for a lot more mobs. I think skelatons should start losing bones, guardians will lose spikes, blazes will smoke more, shulker shells crack, etc.

    This would be extremely helpful for new players who don't understand the health system just yet and also just adding more detail for players of all skill.

    submitted by /u/JaysonOnReddit
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    Phantoms shouldn't attack you on sight. Instead, they accumulate for 3 nights and only then do they attack en masse if by then you still haven't slept.

    Posted: 23 Mar 2021 07:04 AM PDT

    Basically when a player hasn't slept for 3 days, on that night, 1 phantom will spawn and hover above the player, making its noises. The next night if the player still has not slept, 3 phantoms spawn and hover above the player. And then finally the following night, if the player still has not slept, 5 phantoms spawn and are now all hostile towards the player.

    Numbers of the phantoms and nights can vary, but basically the idea of this suggestion is that phantoms turn into a warning sign at first for a player, rather than outright being hostile. This also now allows phantoms to turn into a sort of environmental mob.

    This suggestion doesn't get rid of their initial function, just tweaks it a bit.

    submitted by /u/jevrmr
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    Sculker Mob idea.

    Posted: 23 Mar 2021 01:21 PM PDT

    https://imgur.com/a/4TxO5mS Here is the Imgur link to it, it is a mob idea that I came up with myself but if you look it up there is like 1 image with the 'sculker' where they retextured the Shulker. Feel free to ask questions.

    submitted by /u/Fergus_Dergus
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    Option to Disable Specific Villager Workstations

    Posted: 23 Mar 2021 10:30 AM PDT

    A simple way to disable the villager workstation feature of 1.14 workstation blocks.

    Players love using unique blocks such as these while building, and countless times I've been forced to not use the block I want to. If I did, a villager would attempt to start working at said block and get in the way.

    Example: The Barrel. This is probably the most relatable block most people have had this issue with. I want to use the barrel in building, it makes a fantastic pillar base & wall trim. However, I cannot do this because villagers will invade my build and be in the way. (Can't even use it as a standard chest replacement for the same reason)

    If there was a way to disable villagers from being able to link to specific workstations this problem would be solved at no degradation of any other features.

    I have 2 solutions:

    1. Simply add a button inside the UI of all workstations that disable villagers from linking to that block.

    2. Add an item called "Builders Hammer" or something similar and whenever you right-click the workstation block it will disable villagers from linking to that block. Option 2 also leaves the potential for the Builders Hammer to have more features added to it later.

    submitted by /u/NovaNinja64
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    A new desert mob like a sand worm or something similar could finally give us renewable sand and gravel.

    Posted: 23 Mar 2021 04:50 AM PDT

    A new desert mob could be farmed and killed for 'sand shards' which are used to craft sandstone. Perhaps this mob could even be specific to desert temples to be the equivalent of guardians for the temple. Then, a new workstation/furnace type block entity called a crusher or a pulverizer would use fuel like a furnace to "smash" sandstone into sand and cobblestone into gravel. With cobblestone farms already in the game this would make sand and gravel renewable and players would no longer need to use duplication glitches for large amounts of these blocks.

    submitted by /u/_TheKingJulian_
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    When a realm subscription isn’t ours and the realm runs out, it should send a copy of the world to every member of the realm.

    Posted: 23 Mar 2021 09:44 AM PDT

    There should be some way to remember it, and keep playing the world. Even if it is just single player. I think it's kinda stupid that you could be working towards something for years, and when the subscription runs out it's all gone. It could either email a world file to the email that signed up for the Minecraft account, or just instantly add a copy of the world to the singleplayer worlds tab.

    submitted by /u/TheChikenestOfMen
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    Husbandry Advancement: Can we keep it?

    Posted: 23 Mar 2021 09:50 AM PDT

    Description: Name an animal first, and once you're attached, tame it.

    Tab: Husbandry

    Rarity: Normal

    Image: Name Tag

    Parent: Best Friends forever (can be gained simultaneously)

    Requirements: Use a name tag on, then tame an animal, using the best friends forever list.

    The Checklist straight out of FPS:

    Posted/FPS/Rejected already? - Not as far as I can tell. There are plenty of proposed advancements related to naming a specific creature a specific thing, but I think this is a bit more open-ended for a name-tag related advancement.

    Easter Egg/Meme? - No, but many a parent can relate to hearing this statement from their children about wild creatures they have named.

    Low Effort - Gaining a name tag is not the easiest thing in the world, then you need an anvil to name it, then you need to do an entire other advancement in best friends forever.

    Teaches a Thing - How to use name tags. Name tags can be used on any mob, tamed or not.

    submitted by /u/Creative-Kreature
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    Bee nest nbt data with how many bees

    Posted: 23 Mar 2021 02:56 PM PDT

    If there's a way to do this on vanilla then tell me in the comments, But basically in the advanced tool tips there should be the number of bees in the nest/hives

    submitted by /u/vGustaf-K
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    More special name tags

    Posted: 23 Mar 2021 08:31 AM PDT

    The ones we currently have are great Easter eggs, but I feel like there are more opportunities for them.

    A simple one could be if you name a mob silenced or muted or something like that they wouldn't make any noise. Or if you name a baby mob Neverland it would permanently stay a baby mob.

    If mojang ends up adding more dog variety into the game there could be special name tags for dogs/cats that would make them look like dev pets.

    submitted by /u/GoingGoer
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    Villagers should be updated to buy copper ingots and/or amethyst shards.

    Posted: 23 Mar 2021 02:53 PM PDT

    Just as the armorer buys iron, at least one profession should have a trade for copper ingots/amethyst shards as it is easy to have way more than you need for telescopes and lightning rods. It is very easy to add new villager trades.

    submitted by /u/DAL59
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    How the archaeology could be implemented (Archaeology villager, advancements, gems)

    Posted: 23 Mar 2021 08:17 AM PDT

    Hi all! As you may know archaeology is coming to Minecraft! I was wondering how it would be implemented and I came up with a few ideas. I have been worried that it was going to be implemented according to the gameplay we have so far.

    Goals: the goal of archaeology they said was to have a gameplay intuitive, fun and rewarding thing to do. Just like other parts of the game (building, pvp, redstone, minigames etc) they all are skill based and have good and bad in each category. This makes it fun to explore each part of the game and choose which one you like best, and since they want this to be a completely new part of the game here is how I think it should be done. Also keep in mind that it should be mostly skill based but still have some RNG to make it unpredictable so that it is always fun and new. Here are my ideas on how to implement it (balance, fun and challenging).

    So to start of one the archaeology villager, now what this guy would do is trade the various elements you can find whilst doing archaeology. His trades would be, 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. 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). Maybe selling maps to local archaeology sites. Buying various finds from archaeology for big prices.

    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 (get to that in one sec) copper and amethyst would be more worth to farm or have circulated.

    Now the actual archaeology system. When "brushing" a block I don't know how it's going to work exactly maybe timed clicking or something but as long as it's balanced and fair, I think it would be interesting if it's luck based but still has a little RNG to make it unpredictable in a way. but also too much RNG makes it so just more time you spend higher chances of getting good rewards. The reward possibly yielded to the player after a long day of work could contain; Bones, skeleton heads, the pot shard previously mentioned at the live event, a disc (a beaten texture that could have a song, maybe lore related? Would be cool) and finally "unidentified treasure". These treasures would have added the second part of archaeology, the research using the archaeology table (the one villagers use too). Think of the potion table GUI, you would put the unidentified rock or treasure at the top, then put your brush (btw still used for the actual findings of treasure) Then, the fuel area (where the blaze powder would go) would have three options like an enchantment table. The idea is that you pick one of the three, but one of the three options is wrong where you would accidentally "break" or "damage" the artifact then you would lose it whilst a breaking tool noise plays. This would be more realistic and bring the factor of RNG cause just like in the real world no matter how careful you are with the artifacts some always get damaged or break while researching. If you pick one of the two other options you get a reward. The reward can be not as good as a bone, book or clay pot but if you're lucky you can get some gems. Now I know what you are thinking right now the gems will not be used for tools/weapons/armor or work how 99% of gems mods work. The gems will have one use only, beacons. Beacons seem outdated and the GUI feels like two concepts went together but did not work out. Giving iron or diamond doesn't change what or how powerful the effect. So my idea is that each gem is equal to a different beacon effect. To get that effect you need to use that specific gem in the beacon and the level of the effect depends on the size of the pyramid. Since these would be more rare than diamond and are more of a late game (after getting a good villager set up diamonds have no use on servers other than currency). So think of it this way, gems are dollar bills, and diamonds are change or coins. Example "Can I buy that stack of logs for 1 red gem and 4 diamonds?".

    This would add a fun legit reason to do archaeology, of course if players don't like archaeology they still would be able to get the gems for currency by trading with other players.

    My last suggestion is to make an advancement page for archaeology. This would give another reason for players to try it out. Some ideas: use a brush until it breaks, listen to the disc all the way through (the one mentioned before), find all unique treasures, and light your first pot, etc.

    To sum up, this is how I would implement archeology in Minecraft.. There is skill required, it is sometimes unpredictable at a certain amount, there is gameplay intuitive, feels like vanilla, it's balanced, realistic to an extend (that's what Minecraft is), uses pre existing mechanics in the game that should not be too hard to implement (the villager) and most of all fun! I personally love the development of this game and understand its importance. It is important not to add tons of features that look cool but are unbalanced and not too useful due to performance and other reasons. I like Minecraft for the freedom and infinite possibilities and, of course, the community.

    These are just ideas. I hope you like them :D

    Please leave extra ideas in the comments and vote if you liked it!!!

    Link to the Minecraft feedback post (if you liked this idea please go vote for it!):https://feedback.minecraft.net/hc/en-us/community/posts/360077528072-How-the-archaeology-could-be-implemented-Archaeology-villager-advancements

    Written and posted on Tuesday, March 23, 2021

    submitted by /u/nomis180
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    Shadows, Minecraft's first true ghost

    Posted: 23 Mar 2021 06:57 AM PDT

    Shadows would be a new ambient/hostile mob that would spawn in "abandoned" places to give atmosphere and mood to locations

    Appearance: Shadows would be a transparent mob that look like the player that would float and stand in one place like on the edges of corners or far away from the player, just stareing. They would be a black and see through and have a static over lay like the charge on a charge creeper.

    Spawning: Shadows wouldn't just spawn willie nillie. Instead they would spawn in certain structures only at night. They would spawn in and around Mineshafts, Strong Holds, Ruined Portals, Ocean Ruins, Shipwrecks, Desert Pyramids, Jungle Pyramids, Abandoned Villages, and over archaeological dig sights.

    They would also spawn naturally on full moons, in soul sand valleys, and if your playing from between midnight to three am irl.

    Vengeful Spirit: Vengeful Spirits would be a hostile variant of a shadow that would be more aggressive. For instance if you stare at a vengeful spirit then it would start to make the enderman staring sound, if you look for the duration of the sound then would will get nausea for five seconds and get the "Hexed" Effect.

    Hexed: While hexed players would have worse "luck" like getting the lower end of fortune or luck of the sea, and bad things like zombie raids or pillager patrols are more common. You can prevent being hexed by holding a totem and it can be removed by splashing your self with a potion of healing.

    Ghostbusting: To fight shadows you would need enchanted weapons since they are only effected by magic, this also means that health potions and arrows are also effective agents shadows. An other way to defeat a shadow is by holding a totem of undying in your hands, making so that any shadows around you will disappear with in a five block radius.

    Other: If a shadow is near a pet like dog or a cat, then they would hiss and bark in it's direction also if a parrot is near a shadow then it would make whispering noises. If you manage to kill a shadow then they would drop 1-3 Ectoplasm a brewing ingredient that would act like redstone and glowstone in potions combine, making it the next tier of potion and making it last longer. Evokers would sometimes summon Vengeful Spirits to attack any enemies.

    submitted by /u/slenderender64
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    Climbing Gear

    Posted: 23 Mar 2021 11:23 AM PDT

    I think climbing gear would be a good addition to Minecraft's Caves and Cliffs update.

    First off the grapple bow, this would be a regular bow crafted with a lead and slime. (I got this from a Grian video) When shooting it on most surfaces you will hold the action button and be pulled forward, release the action button any time to stops being pulled forward. The maximum range would 45.

    An enchantment for it for turn it into a zipline, to make it work you would shoot twice and it will create a zipline that you can ride or transport mobs and mine carts. To remove the zipline hit it with shears.

    This is a WIP

    submitted by /u/Forest_Wendigo
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    How to make a good mob suggestion

    Posted: 22 Mar 2021 05:56 PM PDT

    Recently, I've seen people posting just plain bad mob ideas, like one was for a black creeper made of basalt that you can craft. The suggestion was terrible, the way you crafted it was 2 basalt and a creeper head, it followed you and blew up if a ghast was near or the warden attacked. Here are some steps to avoid terrible suggestions.

    Get a basis

    before anything, check the fps list. OK now for the basis part. First get an idea and ask "does this fit Minecraft?" and "is this suitable for the player?". If you answer yes, move on.

    Features

    Second, you should think about the features of a mob. Do these features fit the mob and are they relevant to the game. Make it have 1+ unique feature(s), and have 2 or less base mob features like having it hostile, run away when hit, or spawn in a certain area.

    Ending with advanced info

    Lastly, end with all the things that specific to your mob, like if it spawns in a certain x or y position or under certain conditions like rain or if the player dies a certain amount of times.

    submitted by /u/MysteryFuel_
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    Add the ability to stain tinted glass

    Posted: 23 Mar 2021 03:26 PM PDT

    Something like this:

    White Dye + Tinted Glass = Gray Tinted Glass

    Black Dye + Tinted Glass = Dark Glass

    Red Dye + Tinted Glass = Maroon Tinted Glass

    Red Dye + Tinted Glass + White Dye = Maroon Tinted Glass

    White Stained Glass + Tinted glass = Gray Tinted Glass x2

    All of them with their own style and unique dye item-less color!

    submitted by /u/MaxiCato62
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    Fashion

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