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    Minecraft Azalea Wood (and a few reasons why it should exist)

    Minecraft Azalea Wood (and a few reasons why it should exist)


    Azalea Wood (and a few reasons why it should exist)

    Posted: 29 Apr 2021 04:02 AM PDT

    Azalea wood is a common and obvious suggestion that gets brought up a lot in the Minecraft community. But whenever it does, I see people having doubts about the concept, for a variety of reasons. While many of these concerns are fairly reasonable, I don't think that they're necessarily a good argument against Azalea wood, so, I've decided to put together a list of a few reasons for why you should want Azalea wood.

    Consistency:

    Azalea trees, currently, are trees that have Azalea leaves, and are grown from Azalea bushes, and are made out of… not Azalea logs… but Oak logs. Now, remember that Oak logs aren't just called "wood logs", they're called Oak logs, specifically. Why would a tree that doesn't have Oak leaves and isn't grown from Oak saplings, and therefore is definitely not an Oak tree, have logs called Oak logs? Why would an Azalea tree be made out of logs with the name of another type of tree, which it isn't? And I know that Oak trees drop apples, but that's a relatively minor feature from nearly 10 years ago that doesn't affect the composition of Oak trees, and doesn't make much sense, and may very well change someday.

    Implications:

    If Azalea trees don't get their own wood type because they're "small" and "rare", that sets a precedent where it's no longer guaranteed that any future trees will get their own wood type. The planned Palm trees, for example, are supposed to only spawn in oasis mini-biomes, which would make them similarly rare - does that mean they won't get their own wood type either? And Baobab trees will generate in a biome that already has an exclusive tree, and may very well be rare too - does that mean they also won't get their own wood type? And Mangrove trees are set to replace the Oaks that generate in swamps - but will they merely reuse Oak wood as well? If Azalea wood doesn't get added, then that opens up the possibility of a future in which there are no more new wood colors, or at least, a future in which they are added infrequently and arbitrarily and there's never any guarantee that the otherwise entirely new tree they're adding won't simply reuse some existing wood.

    Renewability:

    While Azalea trees are somewhat rarer than other tree types, trees are easily farmable, so once you get a sapling (or bush, in this case), you can grow as many Azalea trees as you want, and obtain as much Azalea wood as you want. And there's an entire underground biome that is completely filled with bushes ready to be grown into Azalea trees. You can even generate Azalea bushes by bonemealing moss blocks. And keep in mind that Jungle trees are already extremely rare, due to the rarity of jungles, but I don't see anybody complaining about the existence of Jungle wood. And besides, we don't know exactly how common lush caves will really be, so you can't accurately assess just how rare Azalea trees really are, either.

    Usefulness:

    If Azalea trees don't provide a unique wood, many players will likely neglect them. Obviously, trees are good for decoration on their own, and provide leaves and saplings (or bushes), but the main reason that anyone ever grows a whole bunch of trees (other to make an artificial forest) is for their wood. And if Azalea trees are, for one of their main purposes, equivalent to just rarer and smaller Oak trees, then nobody will ever bother to grow a lot of them, unless they want to use them for much more niche purposes.

    Appearance:

    If Azalea trees reuse the same logs as Oak trees, then the result is that they have a much less distinct appearance. An Azalea tree generated in an environment with Oak trees becomes less noticeable, because while the leaves are obviously different from the trees around it, the trunk is exactly the same. If an Azalea tree generates in an Oak forest, you wouldn't be able to tell if that tree trunk you see in the distance is an Azalea tree, or just yet another Oak. And since one of the main purposes of Azalea trees is to indicate the presence of lush caves below, anything to make them stand out more against the background would help them to better serve that purpose.

    Creativity:

    It's been nearly 8 years since the last new overworld wood type was added in 1.7, and a new wood type is always a plus because of the new building options that it enables. There are plenty of colors that Azalea wood could be, and any one of them would be a welcome addition. And remember that when Acacia and Dark Oak trees were first added, they reused an existing wood type for a while too, so there's no reason why Azalea wood couldn't be added now.

    Simplicity:

    Obviously, adding anything to Minecraft takes time and effort, especially a new set of building blocks. But adding a new wood type is actually easier than it may seem, because even though it requires the addition of many new blocks, most of those simply reuse the same wood planks texture. And the wood planks texture itself would just be a recolor of the wood planks for all other wood types. So the only new textures that would need to be added are those for the logs, stripped logs, planks, doors, trapdoors and boats, plus the item textures for the doors, signs and boats. And remember, all of those would be the same color.

    Polish:

    As they are now, Azalea trees feel like an unfinished and incomplete feature due to them using what is essentially a placeholder wood type. If it retains that wood type indefinitely, an already existing wood type belonging to another tree, then it risks being perceived by players as a half-baked and lazily implemented feature that wasn't well thought out, regardless of how unique and complete the tree is in other aspects.

    Awareness:

    If Azalea trees are made from Oak wood, then it would perpetuate the increasingly common false idea that Azalea trees are a "variant" of Oak, or are "closely related" to it, which are things I already see a lot of people saying, when in reality, Azaleas and Oaks are not even remotely closely related. Many suggestions I see for Azalea wood propose an exotic wood color such as pink or purple, which Azalea wood in real life does not actually have, which might be because they just aren't aware that tree-sized Azaleas are actually a real thing, and not something exclusive to the realm of fantasy. There are many different Azalea species out there that are at risk of becoming extinct in the wild due to the destruction of their natural habitats, and the world's most popular game implying that Azaleas are really just a fantasy Oak species from a fantasy game definitely wouldn't help.

    Many people have already suggested the addition of Azalea wood on the feedback site, so if you like this idea too, I would suggest that you go there and vote for their suggestions, and let Mojang know that this feature is wanted. (https://feedback.minecraft.net/hc/en-us/search?utf8=%E2%9C%93&query=Azalea+Wood)

    submitted by /u/Alien_Agent
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    Calcite veins and blobs should spawn in lush caves.

    Posted: 29 Apr 2021 03:29 AM PDT

    Calcite veins and blobs should spawn in lush caves.

    With the addition of calcite in amethyst geodes, we saw our newest addition to the "marblelike block" roster, which is always liked. However, its one of the rarest building blocks in the game, making it not that viable for building in large quantities. This is quite annoying.

    Another problem that the cave update has (at least right now) is the lack of incentive to mine in lush caves. The moss and other plantlife are covering up ore veins, the biome has no unique ressources, etc.

    A solution to both would be the introduction of blobs and/or veins of calcite only spawning in and around lush caves. These would provide an incentive to mine in lush caves, a more unique feel with partially white, polished surfaces inside of caves, and a permanent source of calcite.

    There is also the possibility for small amounts of gold to spawn inside of calcite veins, with a chance of 1/5 of it generating it at all, while having even more gold than usual veins have of their ores. This is not vital to the suggestion though.

    https://preview.redd.it/vr7189ggb3w61.png?width=1920&format=png&auto=webp&s=1bdf57aea6969c5b9f419eae74dfd5b0d616a404

    submitted by /u/LolbitClone
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    Narrator in multiple languages

    Posted: 29 Apr 2021 03:10 AM PDT

    I think mojang did forget this. If you turn on the narrator and your language is in English, you can hear the narrator speaking everything good as normally. But if you turn the language to something else, the narrator still speaks the words out as it is English, and when it is not possible to speak out, it even spells the whole word.

    Mojang never paid attention to this. I hope this will change. Of course you can keep languages like lolcat and pirate language on the English narrator, but the actual existing languages should not be difficult to make. You can start of with German and French. I think the mojang team is big enough to put all of the languages inside.

    submitted by /u/SubMissionLink
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    Biome/Structure-Dependant Fishing Loot.

    Posted: 29 Apr 2021 01:22 PM PDT

    Right now the only biome-dependant fishing loot is in jungles. Other than that, all fishing loot is the same. This should be expanded upon. Also I propose fishing loot that is exclusive to an area around a structure (water near villages have emeralds).

    Biomes

    Mesa Biome

    Loot Classification Chance
    Raw gold ? 5.5%
    Gold nugget junk 2.83%
    Gold ingot treasure 1.67%

    Mountains

    Note: This loot can only be caught above y90

    Loot Classification Chance
    Emeralds Treasure 4.5%
    Raw iron ? 3.9%
    Coal Junk 1.74%

    Swamp

    Loot Classification Chance
    Slimeball ? 3.5%
    Random Potion Treasure 1%
    Vines Junk 2.5%
    Lily pads Junk 2%
    Potion of Health Treasure 1%

    Deserts

    Loot Classification Chance
    Cactus Junk 2%
    Sticks Junk 5%
    Sand Junk 2%

    Note: More could be added. Im just listing few.

    Structures

    These loots can be fished from up to 100 blocks away from said structure.

    Villages

    Loot Classification Chance
    Emeralds Treasure 2%
    Wheat Junk 1%
    Potato Junk 2%
    Carrot Junk 2%
    Bread ? 2%
    Iron ingot Treasure 1%

    Can be caught from up to 100 blocks away.

    Slime chunks

    Not a structure but still

    Loot Classification Chance
    Slimeballs ? 10%

    Can be found only inside the chunk and under y40

    Desert Temples

    Loot Classification Chance
    Map of Nothing Junk 1%
    Ceramic Shard ? 2%
    Reroll fishing loot tables (rerolls loot tables N/A 7%

    Pillager Outposts

    Loot Classification Chance
    Crossbow (Random Durability) Treasure 1%
    Crossbow (Full Durability) Treasure 1%
    Crossbow (Random Durability/Enchants) Treasure 1%
    Iron ingot Treasure 1%
    Wheat Junk 1%
    Potato Junk 1%
    Bread Junk 1%
    Apple Junk 1%
    Emerald Treasure 2%

    Just some examples. More could be added.

    Give me more ideas in the comments!

    submitted by /u/JaysonOnReddit
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    Dogs should bark if a fossil is nearby

    Posted: 29 Apr 2021 07:04 AM PDT

    Dogs love bones. They attack skeletons and are tamed with them. So I think dogs should bark when a fossil is nearby, maybe 50 blocks in every direction, perhaps 25. Fossils are extremely hard to find, and aren't that op, you could get basically infinite bonemeal from a skeleton spawner.

    Also it gives dogs new uses and functionalities, so this is pretty cool

    Edit: also a digging animation for the dog would be nice, probably similar to the turtle animation

    submitted by /u/Between3-20chrctrs
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    Lead Snapping Sound

    Posted: 29 Apr 2021 02:34 PM PDT

    Leads should have a snapping sound when they break. This would be great when you're transporting animals over the sea with leads. It's really bad when the lead breaks but you don't notice and leave the animal behind.

    submitted by /u/_Barry123
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    Shears should do some damage.

    Posted: 29 Apr 2021 12:39 PM PDT

    Title. I think this should be so since they are blades. Depends on how you think of shears.

    Should only do 3 hearts with a charging speed much faster than a sword.

    submitted by /u/JaysonOnReddit
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    If you use a scoop some water with a bucket in a mesa river, there should be a small chance for some gold nuggets to spawn in the water.

    Posted: 29 Apr 2021 08:21 AM PDT

    In real life, gold prospecting is a method which is used to find gold. Basically its just searching through a river with a pan to look for small scraps of gold. My idea is that if you use a bucket of water on a source block in the mesa biome, there is a small chance for 1-3 gold nuggets to spawn in the block that you scooped. The reason I want this to be in the mesa is because mesas are already very abundant with gold and they are a rare biome, so this feature isnt too op.

    maybe this could even have an achievement with it.

    submitted by /u/liquidportal6199
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    Add "Potion of Silencing" to the FPS or rejected list

    Posted: 28 Apr 2021 07:22 PM PDT

    I've recently seen several Potion of Silencing posts on this subreddit, saying that how using this potion would make the player have no sound, thereby making the Warden not being able to find and attack the player.

    In the comments, I've seen how this is a bad idea, as it defeats the whole point of looting the Deep Dark and sneaking around the Warden.

    submitted by /u/Evening-Cash-4183
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    A suggest for creative menu and snap shots

    Posted: 29 Apr 2021 02:03 AM PDT

    what if when u enter a snap shot or a newly downloaded update ur creative menu will have a new tap called *new items* or something like that so it will make it easier to see the new items and with way too much items in the game atm that will help everyone to see whats new.

    submitted by /u/i_love_league_69420
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    Wandering traders should have a chance to drop invisibility potions when killed similarly to witches

    Posted: 29 Apr 2021 03:24 PM PDT

    I just think it would be a fun feature, just get free invisibility every once in a while

    submitted by /u/barf_stinks
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    Rework the /locate command

    Posted: 29 Apr 2021 04:40 AM PDT

    The new /locate command would be able to do both what /locate and /locatebiome do, but even better. Allowing you to choose extra parameters and find more features.

    Structure:

    /locate <structure/biome/cave_biome/feature> <name> <variant>

    Examples would be:

    • /locate structure nether_fortress
    • /locate structure village desert
    • /locate structure igloo no_basement
    • /locate structure end_city with_ship

    • /locate biome swamp hills
    • /locate biome forest flower
    • /locate biome desert lakes
    • /locate biome jungle bamboo

    • /locate cave_biome lush
    • /locate cave_biome dripstone
    • /locate cave_biome sculk
    • /locate cave_biome frozen

    • /locate feature coral_reef
    • /locate feature fossil nether
    • /locate feature amethyst_geode
    • /locate feature ore_vein copper
    submitted by /u/TheGabricraft
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    When mining near a huge cave, the blocks should make a distinct vibrating sound.

    Posted: 29 Apr 2021 03:55 AM PDT

    This would be a pretty cool feature, as it would not only make it harder to miss a cave but it would just be more natural.

    submitted by /u/Koda_Keenan
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    You should be able to put baby turtles in buckets.

    Posted: 29 Apr 2021 11:28 AM PDT

    Being able to put baby turtles in buckets would be an easy way to transport them after they've hatched, and it would make a nice addition to the aquatic animal bucket collection!

    submitted by /u/xXcringynamehereXx
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    Large gold veins in badlands

    Posted: 29 Apr 2021 02:03 PM PDT

    In 21w16a was added copper and iron large ore veins. I think gold must have this feature but only in badlands biome

    submitted by /u/Crafterz_
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    Chilly feet

    Posted: 29 Apr 2021 05:51 AM PDT

    You get this achievement if you enchant frost walker on your boots

    submitted by /u/DepartureCapital3828
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    Amethyst Charm -- the long awaited ward for Phantoms

    Posted: 29 Apr 2021 02:50 PM PDT

    Phantoms are a very cool mob--they won the very first mob vote a few years ago, after all. However, with their spawning conditions punishing players who don't sleep, they've become a bit of a nuisance. It doesn't have to be this way, however...

    Amethyst Charm

    Crafted with the following ingredients:

    • 4 amethyst crystals

    • 1 phantom membrane

    The recipe is 1 phantom membrane in the middle of the crafting grid, with an amethyst crystal above, below, and to both sides.

    When the player crafts the Amethyst Charm, they're able to prevent Phantoms from spawning near them--essentially negating the insomnia effect. To do so, the player must simply have the charm somewhere in their inventory.

    But isn't this OP, /u/Quadropus?

    Not at all! The player who holds the charm is choosing to sacrifice an inventory space for the ability to prevent insomnia's Phantom-spawning effects. Further, the charm requires that the player has spent some time in the world to have slain a Phantom, as well as obtained Amethyst Crystals from a geode. This even gives more use to Amethyst.

    However, if this is unbalanced, it could be suggested that Phantom spawns are merely reduced with the charm, and the player would need to hold the charm in order to ward them away completely.

    Gone will be the days of needing to sleep to deal with Phantoms, and with this suggestion comes the chance for players to play the way they used to... without having to deal with Phantoms for not sleeping the night!

    submitted by /u/Quadropus
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    Piercing enchantment makes arrows travel farther underwater.

    Posted: 29 Apr 2021 06:33 AM PDT

    The title says it. The arrow would travel 2x as far with piercing 1, 3x as far with lvl 2, 4x as far with lvl 3, and 5x as far with lvl 4.

    submitted by /u/i1_Delta
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    Pigs should find mushrooms

    Posted: 29 Apr 2021 12:30 PM PDT

    Pigs are one of the most useless animals in the game as they dont drop a secondary drop and their meat is worse than cows. Here is one of the ways they can be buffed.

    So how this would work is that a pig will look at the nearest mushroom, even if it is underground. This would help players find caves with them and could turn them into a type of "metal detector". They only detect mushrooms, not fungi. When used in the nether, they will only locate brown and red mushrooms, they can therefore be used to find the nether waste biome.

    submitted by /u/JaysonOnReddit
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    Archeology: Enchanted/Cursed relics.

    Posted: 28 Apr 2021 07:58 PM PDT

    So nobody has really talked much about the archeology part of the C&C update. (is it even still going to be part of 1.18 or have the decided to make it part of a different one?)

    Currently all he have to go off of is dig sites, an excavation brush, and ceramic shards that can be used to make custom clay pots.

    Well an Idea just hit me. What if the blocks surrounding certain existing structures had the rare chance to contain relics when brushed? With said relics being themed around the structure they are found by.

    For instance, and Ahnk near Desert Temples, a broken crystal ball near a Witch Hut, ancient arrowheads near the Jungle Temple, stuff like that.

    These normally relics can be placed down to display your collection of artifacts you have found on your adventures. But occasionally when relic hunting, you may find an enchanted version of a relic.

    The Enchantments are labeled as "???" meaning you don't know what it is. It could be great, like Protection IV, or mediocre, like Punch II, or it could even be cursed with Binding or Vanishing.

    You don't know, and won't until you combine the relic with an item compatible with whatever enchantment it is on an anvil. Let's say the enchantment on the relic was Fire Aspect II. In that case, placing a bow or armor in the second anvil slot will not give an output. With this, you can at least have some info as to what it might be.

    Only 1 type of enchantment will be on the Relic.

    Upon combining the Enchanted Relic with an item, the relic breaks, giving you a decent bit of XP for the trouble of finding the thing in the first place.

    If you'd rather have the relic for decorative purposes and not take the gamble, you can disenchant it on a Grindstone like any other item and get a larger bit of XP. Some from removing the enchantment, plus the same amount you'd get from if you combined it with something. (Do basically no matter what, you're getting some XP for finding a Relic)

    submitted by /u/Swordkirby9999
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    A few new things to make potions better (and more useful)

    Posted: 29 Apr 2021 12:21 AM PDT

    New item: potion bundle. . Craftable with a bundle, string and wool. You can put only x potions in it. When you press (the button that you place block with) you open it and if you press it again you switch a potion that's currently being showed inside it. If you click the button that you break blocks with, you start drinking chosen potion. . . New potions: mastery potions They can be brewed with a cauldron. You also need "special recipe" That would spawn in witch huts (in the cauldron) and mansions. . . Some ideas for mastery potions:

    Decay potion: you need to pour poison, weakness and slownes potion to a cauldron, then add special recipe and you will get 1 potion of decay. It has stronger effects of poison, slownes and weakness. You could use it while fighting a raid for example.

    Mobility potion: made with speed, jump boost and slow falling potions and special recipe. It gives you stronger effects of potion used to brew ir

    (Not sure if I the flair is correct)

    submitted by /u/duszni
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    Leads make stretching sounds

    Posted: 28 Apr 2021 05:25 PM PDT

    There should be an easy way to tell if a lead is about to break without having to watch the lead the whole time you use it.
    Instead of spontaneously breaking when the player is far enough away, a lead should have sounds to warn the player the lead is getting too stretched or that it broke.
    I'd imagine that the sounds would be similar to crossbow sounds.

    submitted by /u/MajorasYamask
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