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    Minecraft Gold ore veins in badlands biomes

    Minecraft Gold ore veins in badlands biomes


    Gold ore veins in badlands biomes

    Posted: 14 Jul 2021 04:13 AM PDT

    For 1.18, mojang has already planned copper ore veins and iron ore veins. I think it would be a very good idea to add gold ore veins that can be found in badlands biomes. It would definitely make sense, because gold ore veins exist in real life too. And because badlands are pretty rare, the gold ore veins can extend into adjacent biomes. Also, maybe the abundance of gold ore in badlands should be lower because then there wouldn't be too much gold. The gold ore veins would be made out of calcite, of course gold ore, and sometimes (just like the other types of ore veins) a raw gold block would appear in the veins. I made a screenshot of what a part of a gold ore vein could look like. https://postimg.cc/MvByPV08

    submitted by /u/Busy-Entrepreneur886
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    Comparators should work with copper blocks

    Posted: 14 Jul 2021 06:34 AM PDT

    Depending on the oxidation state of the block the comparator sends a lower signal strength
    for example:

    Normal=15
    Exposed=11
    Weathered=7
    Oxidized=3

    Edit: reversed the output as suggested by u/the_hucumber

    submitted by /u/Webfloor
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    The goat horn should be able to be detected by sculk sensors from a far distance, allowing for some long-distance redstone triggering.

    Posted: 14 Jul 2021 09:06 AM PDT

    Imagine you have a firework display and you want to set it off... Instead of having to pull a lever up close and potentially miss part of the show while you're running away to be able to see it all or having to set up a hundred-or-so block long line of redstone to trigger it, you could just blow the goat horn and wirelessly start it from your vantage point!

    Sculk sensors can detect vibrations in an 8 block radius... So how far should the goat horn be able to be detected? Well perhaps it could match the distance the horn can be heard from during a raid. I'm not sure what that distance is but I'm sure this distance could be tweaked.

    Having one object that can be detected from further away would give it more incentive to get it and of course, would result in wilder redstone contraptions!

    submitted by /u/Biznasty_
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    zombiefied piglin brute.

    Posted: 14 Jul 2021 04:01 AM PDT

    currently if a brute get zombiefied it becomes just a weak zombiefied piglin

    instead it should be a zombiefied piglin brute. it will behave as a polar bear but instead as a polar bear protects her kids, de zombiefied piglin brute protects zombiefied piglins.

    just like normal piglins. if the zombie brute attacks you, the other zombie piglins wouldn't attack you till you attack the brute.

    submitted by /u/glowstone_dust
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    Predatory fish in rivers and swamps (TL;DR at bottom)

    Posted: 14 Jul 2021 10:18 AM PDT

    Predatory fish in rivers and swamps (TL;DR at bottom)

    With the recent 1.18 development beta release, rivers got some much needed improvements (mainly they got broader), however IMO they are still quite lacking. The waters of both rivers and swamps are rather bland compared to the variety of ocean biomes with less features and nothing unique.

    This idea aims to change that with a new mob, the Fang fish (working on a proper name, suggestions welcome)

    A fang fish. It's essentially a pair of evoker fangs attached to a fish body

    Fang fish are large, predatory fish that hunt in rivers and swamps. They are covered in large green scales and resemble a mix of alligator gars, pikes and evoker fangs. They measure 3 blocks long and can swim quite fast when in pursuit. More pictures of the model here.

    Behaviour & Spawning

    Fang fish spawn in large rivers and swamp waters. When not hunting, they stay close to the bottom and try to hide in patches of seagrass to avoid detection. They do not spawn in groups but multiple can spawn in large enough bodies of water. Like other fish, they can be scooped up in a bucket for easy transport.

    Fang fish are natural predators of other fishes (cod, salmon, pufferfish and tropical) but not squid. They will also attack other small animals in water such as chickens, rabbits and possibly baby animals. They might also try to attack larger passive mobs on low health (see combat section for more info). Fang fish are natural enemies of axolotls and they will attack eachother on sight.

    Combat

    Fang fish will attack close by players but normally flee after being attacked back, however if the player is below 12 HP (roughly 2/3rds of full health), they do not flee after retaliation. Fang fish deal 6 dmg when biting but have a cooldown between attacks. When attacking, they do not rush like most mobs but bite and then retreat before biting again. They have 15 hp.

    Drops

    When killed, fang fish have a chance to drop fangs which can be used as a substitue for flint when making arrows (Ideas for more original uses are welcome). They also drop fang fish (item).

    Fangs can be used as a substitue for flint in arrow crafting

    Like all other fishes, fang fish can also be caught with fishing rods but only when fishing in river or swamp biomes. Similar to tropical fish, fang fish (item) cannot be cooked but can be eaten as is for very limited hunger restoration.

    Conclusion

    Fang fish are predatory fish that spawn in rivers and swamps. They are hostile to most small mobs and may also attack weakened larger mobs and players. When killed they drop fangs that can be used instead of flint when crafting arrows. The purpose of this mob is to enhance rivers and swamps by giving them a unique mob and adding a bit of danger to crossing them. This also encourage the player to build bridges instead of just wading through rivers/swamps and can even be used for traps and defenses as a moat filled with fang fish.

    This about sums up my suggestion. Any questions or further suggestions are welcome

    TL;DR: Adding semi-hostile predatory fish to rivers and swamps would make them more unique and add some challenge to crossing them, encouraging bridge building.

    submitted by /u/Chris_The_Alligator
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    Attaching a lead to a fence instead of an animal

    Posted: 14 Jul 2021 06:52 AM PDT

    Let me explain. As of right now, you can lead an animal and attach it to a fence. It would be a nice building feature if you could attach 2 fences together with a lead. You would be really nice and would help with making bridges and other structures. If there's anything you want to add, just comment

    submitted by /u/TDTheGamer
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    Calcite Cliffs!

    Posted: 14 Jul 2021 12:10 PM PDT

    Calcite Cliffs!

    Calcite Cliffs Concept

    Let's put some cliffs in our Caves and Cliffs!

    Calcite was added in 1.17 as a rare material only found in Amethyst Geodes, and now players desire more ways to find this gorgeous stone. Inspired by the iconic White Cliffs of Dover, why not add a seaside source of precious calcite?

    The Calcite Cliffs biome would generate along Cold Ocean biomes with steep slopes made of calcite and diorite topped by rolling grass.

    White Cliffs of Dover

    In our world, calcite is a major component of limestone and chalk, which rise from seafloors built up by layers of deposited plankton skeletons, just like the real Cliffs of Dover.

    A seaside cliff biome, besides its resource value, could also make for a reliably stunning building setting for players to make use of!

    submitted by /u/CoconutMacaroons
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    Mining Bedrock and End Portal Frames should not show particles that imply the block is being mined.

    Posted: 14 Jul 2021 05:45 AM PDT

    When you mine either of the two unbreakable blocks in Minecraft, it should not show mining particles. These imply that the blocks are being mined, or can be mined. It gives off misleading information.

    Instead, when you try to mine these blocks - either the pickaxe or fist doesn't work at all, or better, mining it simply gives off no particles. Any way to convey to the player that the block is unmineable and unbreakable.

    submitted by /u/FeelThePower999
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    Two words: Pink Dolphins

    Posted: 13 Jul 2021 06:52 PM PDT

    I think it would be amazing to add a rare pink dolphin in Minecraft! Not only is it realistic, but just like the blue axolotl it can be a low percentage to spawn. All Mojang would have to do is color the dolphin mob now pink!

    submitted by /u/throwaway220835
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    Spyglass can be found in shipwrecks

    Posted: 14 Jul 2021 10:18 AM PDT

    Since the spyglass looks like a pirate theme item

    submitted by /u/Mindless_Sherbert677
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    Rope/grappling hook/belay system for exploring the new caves and cliffs in 1.18

    Posted: 14 Jul 2021 01:27 PM PDT

    With how amazing and dramatic the new world generation looks, it would be great to have some new tools to help in exploring these gigantic spaces, and feel more immersive than using water buckets.

    It could be upgraded as the game progresses as well: your start with a rope you can just fix in place to descend down and slowly back up. Then with a bow or some new tool you could shoot it distances to help cross ravines or pull yourself up to the ceiling to mine ore up there easily. Then maybe with redstone it could be motorized to pull yourself more quickly?

    A way to attach multiple anchor points/belays would be really cool for helping it feel like real caving/mountaineering.

    Also other exploration tools would be sweet, even like putting a lamp in your helmet.

    Thanks for reading!

    submitted by /u/EcstaticDetective
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    cave sounds should be common when closer to the warden

    Posted: 13 Jul 2021 09:51 PM PDT

    this would be a horrifying touch... just think about it.. there could even be unique cave sounds!

    submitted by /u/TerrariaCreeper
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    More cave types.

    Posted: 14 Jul 2021 07:32 AM PDT

    With the addiction of cave biomes- it's sort of a bummer they chose to only introduce three types of cave biomes. Based on the fact that almost every single block has already been added, then from the looks of it we will not be getting any new cave types.

    UNLESS Mojang decide to add cave biomes that consist of pre-existing blocks. A snowy cave and a desert cave could be added under their respective surface biomes.

    These biomes would only spawn to y=32, halfway to y=0. Consisting of snow (or a snow stone variant like hardened snow/hardened ice) and ice blocks, or sandstone depending on the type.

    I don't think they need to add more ore variants because then it would be too much. So it would still be using regular stone ores which shouldn't look too ugly

    submitted by /u/JelloBoi02
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    /gamerule mobSpawnLight <0-15>

    Posted: 14 Jul 2021 01:10 PM PDT

    in the recent 1.18 experimental snapshot there was a change: mobs now spawn only in the absolute darkness instead of <8 light, this command would simply make mobs require a certain light level, it would allow players to use current mob spawn mechanics if they don't like the new one, but also it can be some sort of a difficulty selector (higher number = more mobs in light = higher difficulty)

    submitted by /u/lool8421
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    Make the new cave biomes have different water colors like that of certain biomes. (ie swamp)

    Posted: 14 Jul 2021 11:12 AM PDT

    I was playing around with the new experimental snapshot and had swamp water intersect with some of the lush cave plants and thought that having something like that would be cool. I think it'd be interesting for, say, the Deep Dark to have water colored a dark green like the sculk. Also, maybe the water could slowly change color as it falls down into a cave biome, like slowly turning an ichy green as it descends from the surface.

    submitted by /u/PseudoFossil
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    If you walk on soul fire, the animation of fire on your screen is blue.

    Posted: 14 Jul 2021 08:59 AM PDT

    Now if you walk on soul fire in 1.17, the animation is normal orange/yellow fire. Can you change it so the animation is blue fire?

    submitted by /u/Few_Chipmunk_2590
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    jockeys shouldn't suffocate their rider

    Posted: 14 Jul 2021 02:46 AM PDT

    The rider of the mob should be considered part of its height because you'd just see a spider suffocating the skeleton on top of it, a ravager sticking the pillager's head into a roof and your horse shoving you into a wall.

    submitted by /u/bugoy888
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    Soul Campfire Upgrade

    Posted: 14 Jul 2021 08:57 AM PDT

    If you put soul sand under a soul campfire, the smoke will be changed into the blue souls you see while using the soul speed enchantment.

    submitted by /u/Few_Chipmunk_2590
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    Make the budding amethyst harder to break than blocks of amethyst

    Posted: 14 Jul 2021 05:32 AM PDT

    Just like the title says. I think the budding amethyst should be harder to break seeing as how once you break it, it's gone forever. I don't know how many I've broken so far just trying to harvest amethyst shards.

    submitted by /u/DunSpiMuhCoffee
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    Honey bottles can have a splash potion variant

    Posted: 14 Jul 2021 12:10 PM PDT

    When thrown, it leaves a sticky residue behind that slows attackers down. Maybe it also helps attract bees.

    submitted by /u/BlazeNinjaDogg
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    Adjust and add to ladders to make them more useful. Similarly, let them be complementary with scaffolding.

    Posted: 14 Jul 2021 11:20 AM PDT

    1.18 will drastically change the game. With it, the need for navigating massive areas.

    With the addition of scaffolding, ladders have been made long obsolete in both utility and cost effectiveness.

    Ladders at this time require radical changes to both stay relevant, and meet a need.

    The solution:

    1: Ladders need to increase their climbing speed to 10/3 blocks per second.

    The sole purpose of a ladder is vertical movement. As such, a ladder must be better than scaffolding at doing such. Considering the new heights which must be traversed, climbing will otherwise take an absurd time.

    3: holding both shift and down let's the player fall down the ladder at 5 blocks per second, halting the placer at the bottom.

    There's currently no form of quick vertical descent. Stairs and minecarts come close, but they're not vertical and not as well to controll. Adding this feature to ladders gives them a unique function that would see great use.

    4: Ladders placed on scaffolding instantly uses the player's entire inventory of ladders to stack ladders to the top of the scaffolding.

    Real scaffolding and ladders go hand in hand. As such, both items should complement each other. This mechanic allows for faster vertical movement on scaffolding with appropriate cost. Furthermore, this mechanic should allow the player to climb the scaffolding on a solid face. This would be good for preference, as climbing scaffolding can be extremely stressful. At the same time, the option for normally climbing scaffolding should be maintained. Thus, the ladder will be far more uniquely useful and complements the use of scaffolding.

    5: Ladder placement on walls should be adapted from scaffolding. Thus, placing a ladder on a ladder stacks on top AND below the block.

    The role of scaffolding in Minecraft is confused and non-optimal. While it is a great building block, it is also the most optimal block for travel and navigation. However, the block's mechanics aren't designed for this. Here is where the ladder must compensate. Ladders should be able to utilize this stacking mechanic of scaffolding so that the player can utilize pre-existing walls. However, it also rewards players for using additional resources in ladders for more optimal placement.

    Ladders should reserve the ability to extend downward. This mechanic differentiates the ladder by letting the player coordinate their placement far easier, and being unimpeded by ground blocks that may destroy scaffolding such as lava. Through this, players will be able to traverse large walls easier and implement far more sophisticated routes with less resources than scaffolding.

    6: Furthermore, ladders placed this way should be able to extend in the air 6 blocks before falling, similar to vine blocks. However, the player cannot be allowed to move through the ladder. Also, arrows and snowballs may move through ladders.

    This will allow ladders to both navigate curved surfaces and easily construct artificial hanging walls. It furthermore allows for short ladders to hold independent of blocks similar to irl podium ladders and hanging rope ladders. At the same time, it doesn't overshadow the scaffolding's usage as a construction block for it's ability to be moved through and stack infinitely.

    Making the ladder a barrier greatly benefits the player for not knocking the player through the ladder if struck by a projectile as scaffolding would permit. However, projectiles should still be sensibly dangerous to the player. This is apparent when allowing projectiles to pass through them.

    Each of these changes would fix every issue between the ladder and scaffolding and even encourage the use of both. Ladders would be made usable and balanced, and scaffolding would remain useful. Furthermore, the player will have access to new mechanics that will almost be necessary when Minecraft's areas become more vertical.

    submitted by /u/Baptism_byAntimatter
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    Feral Status Effect from monster meats

    Posted: 14 Jul 2021 03:47 PM PDT

    Feral Status Effect from monster meats

    This post is for the monthly theme: food systems. Specifically, more utility for monster meat.

    Feral Status Effect: "Player grows temporary sharp claws." Unarmed attack damage is doubled, has a sword-like charge time.

    Concept for status symbol inside Player's Inventory.

    Obtained when eating Rotten Flesh or Spider Eyes. Lasts 10-5 seconds. Applies along side the pre-existing Hunger/Poison debuffs that monster meats already have.

    Surely someone who is forced to eat monsters is at a low point in life or they are weird. Nevertheless this effect will help them claw out of their predicament. ;)

    submitted by /u/boibuster
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    A bouquet

    Posted: 14 Jul 2021 03:19 AM PDT

    A bouquet

    Bouquet can be crafted from 9 different flowers (there should be at least two types, for example: 8 daisies and one sunflower).

    Purposes:

    • You can give it to a villager to minimally increase your reputation (this action has a cooldown, like breeding mobs);
    • You can use it on the ground with bonemeal effect (so you can trade 9 random flowers to 2-3 other types of flowers);
    • You can brew a Suspicious Potion with random effect. Tipped arrow made from this potion will shimmer like jeb_ sheep.

    https://preview.redd.it/yi03mwzkj5b71.png?width=320&format=png&auto=webp&s=49631a16badafeda79c2329b113428e42441b7a6

    submitted by /u/Embebeber
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    the nether should go down to -64

    Posted: 14 Jul 2021 10:24 AM PDT

    this would make the nether much more interesting, while allowing people to continue using the nether roof

    submitted by /u/NickW275
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