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    Minecraft A neutral cave biome would fix a few problems.

    Minecraft A neutral cave biome would fix a few problems.


    A neutral cave biome would fix a few problems.

    Posted: 26 Jul 2021 08:11 AM PDT

    In the current 1.18 snapshots, only the special types of caves are actually acknowledged by the game as biomes.

    Caves that aren't dripstone caves or lush caves, are always the same biome as the terrain on the surface (shows in debug screen/F3).

    This results in some quirky behaviour: whenever in a dripstone or lush cave, the biome on the surface has no effect on mobs, but as soon as you go out of that special cave onto a neutral cave that has no biome assigned to it, mobs are affected by the rules from the surface biome.

    This could be fixed by adding a neutral cave biome , probably called "caves" to make sure the game tells the difference between caves and surface biomes.

    submitted by /u/Mr_Snifles
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    Roads, between villages. (can fade away)

    Posted: 25 Jul 2021 09:50 PM PDT

    A road that (can either be complete or that disappears) goes between villages. If a village is within 600 blocks of another, they can have a road connecting them. if it is further than that, but below, say, 1500 blocks, the road points towards another village, but peters out halfway through. this would make sense, as wandering traders exist, and they can occasionally spawn on these roads, traveling them.

    After 1500 blocks, and there is no other village, roads can't spawn.

    The reason this makes sense in my head is that villages must know about the surrounding ones, right? also some villages might not be self-sufficient, so they might rely on trade with other villages. this could allow for a new type of structure, maybe like a campsite or a small Inn run by a villager. (obviously, the villager wouldn't do anything). this would also give the Desert Well structure a purpose.

    submitted by /u/Thumpted
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    Squids can blind you with their ink

    Posted: 26 Jul 2021 01:17 AM PDT

    As of right now, the Squid's defensive ink attack doesn't do jack. I want to fix it.

    If a player hits a Squid, and you get hit with the ink it shoots, you should get blindness for a couple seconds. If a pursuing mob is splattered, it will un-aggro on the Squid until it loses it's blindness, giving the Squid a chance to escape.

    Additionally, if a Glow Squid splatters a player or mob, they should get glowing and night vision for a couple seconds.

    Just feels like a nice little QoL thing to add

    submitted by /u/Shadowbonnie5
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    dragon aggression based on remaining crystals

    Posted: 26 Jul 2021 12:18 PM PDT

    there are some factors like higher chance to perch, but it would be quite interesting if the dragon actually was fighting harder when there's less crystals (for example shooting fireballs 3x as often and 3 times at once, making battles progressively harder), or even become just neutral if you place some, maybe even disable the ability to break blocks at some point, however you still have to fight or suicide to escape the end dimension, eventually there could be some special end loot/ore that allows you to open the portal, but it would have some conditions (for example you have to kill 10-20 dragons before actually unlocking that option)

    submitted by /u/lool8421
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    New-ish idea for a jungle-specific hostile mob: The Basilisk

    Posted: 25 Jul 2021 09:36 PM PDT

    New-ish idea for a jungle-specific hostile mob: The Basilisk

    So there I was, sitting there considering all of Minecraft's hostile mobs, and I realized that the jungle, a very different biome from most, has to utilize the same group of hostile mobs.

    Zombies can barely walk as is, and now have to stumble through bushes and vines, spiders get trapped in the denser trees, and skeletons can't get range in such close quarters, just shooting trees mostly. Creepers have an edge in the camouflage and close quarters, yes, but in their efforts to get close, fall into the same issue as zombies.

    So, I came up with a new threat to fit the environment, taking a page from the spider, as in, make a commonly scary creature bigger than usual. I call it basilisk, as that's a fictional jumbo-snake (at least according to harry potter), instead of any sort of real snake.

    (Before you yell at me, this is a biting snake, and a super-thick one at that, not a constrictor, go away with your 10-something meter long world record constrictors, getting longer than that would not fit in the game.)

    The Basilisk is a long creature by Minecraft standards, with a body 3 blocks long, and a head half a block long. Its other dimensions are slightly tamer, at half a block each. It is broken up into 3 1-block long rectangular prism segments, and its head.

    Thanks to it having multiple segments, it can spider-climb and wrap around blocks, allowing it to hang down from the various bits of foliage, motionless, ready to strike. It can then reach out its head some distance from a block it is anchored on to get a bite. Its main skins are all intended to blend in with the local plant life. (Probably jungle log, leaves, and maybe rarely cocoa pods). There are some rarer skins, with cobblestone and mossy cobblestone patterns, found exclusively within and around jungle temples (including within the secret room).

    Hey Look! I figured out Blockbench for long enough to make a thing! It looks like crap (literally and figuratively), but gets the idea across I think. At least it looks so unrealistic, no one can complain it's a real life creature.

    Shows off the segments. Pretend there's a block (Probably a jungle log) in the middle there for him to wrap around. The head could bend up at a 90 degree angle to complete the curl.

    Side View

    Attacks:

    The basilisk attacks parrots, chickens and bats, on sight.

    They don't actively hunt players (they're an ambush hunter after all), but if one gets in range, they'll curl/uncurl to reach, then bite. The exact reasoning for the bite is unknown, whether it is mistaking the player for a snack, or simply because the player is bugging them, probably both, ultimately. They also get hostile when attacked, or if a block they're curled around gets broken.

    The Basilisk doesn't do a whole lot of damage (probably only 4 damage) when it attacks, but it pulls a cave spider and inflicts a status effect on players, for 7:30. I didn't just want it to be "cave spider, but snake", so I came up with a unique effect as well.

    On non-players, the effect is really just a rapid-acting fatal poison effect (ie: feed a parrot a cookie), but players are big and tough enough compared to usual prey to not keel over on the spot.

    Venom

    Easy Mode and Above: Natural regeneration is disabled for the duration of this effect. (no conversion of saturation into health)

    In normal mode: Venom also has a very light poison effect (150 ticks, or 15 seconds between damage) effect. Meaning it does 30 damage over time by the basilisk bite. But, it isn't fatal.

    In hard mode: Now it's fatal. Drink Milk or Honey within 5 minutes of getting it, (or get the regen or instant health effect to restore some health and delay the inevitable) or die. Also, hope you aren't attacked in that time, because that will speed your demise.

    I wanted a case where curing the poison is the correct play, so people use the various in-game methods of curing poison, instead of just waiting and healing it out.

    Drops and related applications:

    0-1 Basilisk Fang (more with looting) - A Brewing Ingredient for venom potions, and overall cool-looking item to collect (sort of like the texture below, but made with actual art skill).

    Fun Fact: that is actually just cooked mutton with the saturation set to nothing.

    Venom potion level 1: Normal mode effect

    Venom Potion level 2: Hard Mode effect

    Craft a basilisk fang with a stick to get a basilisk dagger, which is a unique, stackable (up to 16), melee weapon (3 attack damage, 2 speed), that is only somewhat similar to the concept of a tipped sword.

    You get one stab out of it. If it hits a target, it is shown to stick in like arrows do. If you hit a shield, it shows being stuck in, blocked and wasted.

    If you get a target with it, they have the easy-mode version venom effect for... forever, until they cure the effect via milk or honey, which causes the dagger to vanish off their model.

    (IDK, maybe let it be enchanted too, with enchanted daggers obviously not stacking, and with no unbreaking or the like, cause no durability. That way your one hit can have sharpness 5, fire aspect, and knockback, and if we're feeling extra fancy: a new, rare enchantment to upgrade that permanent venom to level 1).

    Making personal use of them:

    Basilisks can be attached to leads, but will generally not move, especially if curled around a block (plus, they still attack you, making this a hoglin-type of endeavor).

    One way to get them to move and uncurl is to make them sleepy, by feeding them a bunch of raw chicken, then, when sleepy, content, and not attacking you, you can drag them via lead.

    Just.. drop them off somewhere before they shake it off and realize they want to kill you again, 'cause since you fed them, they have now become an important character, and now refuse to despawn.

    Once you have them in a place, their territorial nature will ensure that no one wants to get too close to them without several bottles of honey as antivenom.

    (If Sufficiently motivated, I might make the other textures, but it's getting really late as I write this post, so... that'll have to wait for tomorrow at the earliest, maybe longer due to a nearing vacation)

    submitted by /u/Creative-Kreature
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    Small slimes should not despawn in peaceful, or get attacked by golems

    Posted: 26 Jul 2021 03:08 AM PDT

    Why?

    Small slimes are harmless, cute and some people want to keep them as pets. Anyways, there are three problems:

    1. If you have an iron golem, it will try to kill your pet, even though they are not hostile.
    2. You have to keep the slime away from your bed, or else you can't sleep even though the tiny slime won't harm anyone.
    3. If you set difficulty to peaceful on an accident or purpose, your pet will be lost forever.
    submitted by /u/CherryAxoltotl
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    Different Ruined Portals

    Posted: 26 Jul 2021 10:19 AM PDT

    Idea: If a ruined portal has netherack on the floor beneath it, the portal will take you to the nether wastes. If the portal has warped fungus on the floor beneath it, it will take you to the warped forest. You get it. The floor beneath the ruined portal determines which biome it brings you in.

    submitted by /u/Few_Chipmunk_2590
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    Slimes should try to recombine

    Posted: 26 Jul 2021 12:51 PM PDT

    Slimes and magma cubes that spawn smaller than the maximum naturally spawning size should try to recombine into larger slimes as long as there isn't something nearby (within 16 blocks) that they can attack.

    Slimes will only try to combine with another slime of equal or greater size.

    2 slimes of equal size would combine into 1 of a larger size (capped at the maximum natural size).

    1 large slime and 1 small slime can combine but it will result in 1 slime of the larger of the 2 original sizes.

    The largest slimes will not try to combine with other slimes.

    submitted by /u/ScroobityBipBop
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    Goat Horns should scare villagers and make them run into their homes.

    Posted: 26 Jul 2021 05:38 AM PDT

    I tested out the Goat Horn on bedrock edition's experimental gameplay, and I was surprised that villagers didn't react to it at all. You're telling me that they hear the exact same horn sound that their worst enemies (illagers) play when initiating an attack, and they don't react at all? That just doesn't make sense to me. Not only would the horn scaring them make sense, but it would also be quite practical. It could work as a mobile bell that could be used to warn villagers to get inside.

    submitted by /u/Swaagopotamus
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    Hoglins should be saddleable and rideable, and the Warped Fungus on a Stick makes them run backwards while being ridden

    Posted: 26 Jul 2021 04:25 PM PDT

    Not that anyone would use it because there are better ways of traveling the Nether. I think it would be funny (and consistent seeing as pigs can be saddled and ridden in a similar fashion) if a player could saddle a Hoglin, and get bucked off like a mechanical bull ride and probably lose some health from trying it. There could even be an advancement for it.

    Plus, because they are repelled by Warped Fungus, having one on a stick in your hand while riding one would make it try to back away from it and run backwards.

    Edit for spelling error

    submitted by /u/aftertheradar
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    Add any sort of mushroom cave/mushrooms in the end/mushroom village/mushroom biome/glowshroom to the FPS list.

    Posted: 26 Jul 2021 09:11 AM PDT

    It feels like i cant go 5 seconds without seeing a post about mushrooms.

    The entire nether update was somewhat focused on mushrooms, they added the cool new mushroom trees and 2 new types of mushrooms. There's also mushroom islands, mushrooms in dark oak forests, and mushrooms in swamps. Yet, people still suggest "there needs to ge a glowing mushroom cave biome with 3 new types of mushrooms" or "they need to add giant mushrooms in the end". There's no need to do that, especially the end one, because the nether is already giant mushrooms. Why add them to the end as well? Not everything HAS to be mushrooms. It's minecraft, not mushroomcraft ffs

    https://www.reddit.com/r/minecraftsuggestions/comments/nwvcw4/the_caveshroom_forest_how_underground_mushrooms/ https://www.reddit.com/r/minecraftsuggestions/comments/o7hlp9/mushroom_jungles_a_new_rare_biome/ https://www.reddit.com/r/minecraftsuggestions/comments/o37ips/new_mushroom_type/ https://www.reddit.com/r/minecraftsuggestions/comments/m2mfda/i_havent_seen_this_suggested_at_all_really_but/ https://www.reddit.com/r/minecraftsuggestions/comments/m7oww9/mushroom_cave_biome_but_in_a_different_way_than/ https://www.reddit.com/r/minecraftsuggestions/comments/nyg37y/glow_mushrooms/ https://www.reddit.com/r/minecraftsuggestions/comments/n2v87u/bouncy_mushroom_blocks/ https://www.reddit.com/r/minecraftsuggestions/comments/mlfd3m/mushroom_caves/ https://www.reddit.com/r/minecraftsuggestions/comments/m548cf/i_think_they_should_add_a_underground_mushroom/ https://www.reddit.com/r/minecraftsuggestions/comments/mj9s13/mushroom_blossoms_a_way_to_prevent_monsters/ https://www.reddit.com/r/minecraftsuggestions/comments/m2rixx/coral_fanlike_variant_of_mushrooms/ https://www.reddit.com/r/minecraftsuggestions/comments/lig7c0/large_caves_underneath_mushroom_fields_could/ https://www.reddit.com/r/minecraftsuggestions/comments/mac3gp/end_biome_giant_mushrooms/ https://www.reddit.com/r/minecraftsuggestions/comments/myjdgv/assorted_mushroommycelium_ideas/ https://www.reddit.com/r/minecraftsuggestions/comments/m3hirx/a_sub_biome_for_lush_cave_where_giant_mushrooms/ https://www.reddit.com/r/minecraftsuggestions/comments/m3m7co/mushroom_cavern/ https://www.reddit.com/r/minecraftsuggestions/comments/mc0ld8/underground_mushroom_biome/ https://www.reddit.com/r/minecraftsuggestions/comments/j4m5u1/if_a_lush_cave_generates_underneath_a_mushroom/ https://www.reddit.com/r/minecraftsuggestions/comments/licpow/add_glowing_cave_mushrooms_so_mob_spawning_wont/ https://www.reddit.com/r/minecraftsuggestions/comments/ljacf1/bioluminescent_cave_mushrooms_and_cave_mycelium/ https://www.reddit.com/r/minecraftsuggestions/comments/kfjoc2/mushroom_variety/ https://www.reddit.com/r/minecraftsuggestions/comments/k4prx7/glowing_mushrooms/ https://www.reddit.com/r/minecraftsuggestions/comments/o71ce7/cave_idea_glowing_fungus_caverns/ https://www.reddit.com/r/minecraftsuggestions/comments/m5rz4p/glowing_mushrooms/ https://www.reddit.com/r/minecraftsuggestions/comments/ltf8b0/suggested_plant_deep_mushroom_placeholder_name/ https://www.reddit.com/r/minecraftsuggestions/comments/ly4npr/we_need_more_mushrooms_in_minecraft_as_well_as/ https://www.reddit.com/r/minecraftsuggestions/comments/jcu471/what_if_there_where_mushroom_caves/ https://www.reddit.com/r/minecraftsuggestions/comments/jf4bwm/mushroom_caves/

    submitted by /u/xicad-return
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    Glow Berries should be able to be brewed into Spectral Potions

    Posted: 26 Jul 2021 11:25 AM PDT

    It would make sense for them to do this as they are the only food in the game that glow and other than being used as a light source and food they dont really have any use. I feel like it could be a fun addition and a better way for players to receive the glowing effect.

    submitted by /u/WatermelonMan57
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    Pillagers should be able to pick up / spawn with tipped arrows.

    Posted: 26 Jul 2021 08:37 AM PDT

    The idea is that because Pillagers work closely with Witches, they should have access to various tipped or spectral arrows. Here is how I propose it works:

    • There could be a 0-20% chance (based on regional difficulty) that a pillager spawns with tipped or spectral arrows.
    • There is a 0-50% chance (based on regional difficulty) that pillagers can pick up tipped or spectral arrows.
    • Like normal arrows, the tipped or spectral arrows will last for as long as their crossbow.
    • Like normal arrows, they drop 0-2 tipped or spectral arrows (of the type they were using) when killed. This can be affected by looting to get 0-5.

    If a Pillager spawns with tipped or spectral arrows, here is the chance of having each one:

    Name %
    Spectral 20
    Harming 10
    Poison 10
    Weakness 10
    Slowness 10
    Turtle Master 10
    Regeneration 3
    Healing 3
    Swiftness 3
    Fire Resistance 3
    Night Vision 3
    Strength 3
    Leaping 3
    Invisibility 3
    Water Breathing 3
    Slow Falling 3

    This would make fighting patrols more fun and interesting! As it stands now pillagers are very weak. If you have protection armour on you can fight off an entire patrol just by eating some food and walking around them, letting them kill themselves. With this change you could get poisoned or hit with instant damage, making it much more challenging.

    • Imagine fighting a raid and a pillager accidentally makes a ravager invisible, or gives it speed / strength?
    • You're trying to run away and get hit by a turtle master arrow.
    • You're cheesing the raid on a roof and suddenly a vindicator with jump boost springs up.
    • You're about to die and all of a sudden you get hit with an instant health arrow.

    This would be a fun new mechanic that fixes how weak pillagers currently are, and we could use it to farm tipped arrows in a reasonable way as HOTV farms are so slow. Tipped arrows are almost never used because they're so annoying to make, but they're so much fun. This totally fixes it.

    You could even capture pillagers to make stations to give yourself potion effects, or use their weakness arrows to convert villagers. This station would be temporary and would last until their crossbow breaks, which would prevent it from being too overpowered.

    submitted by /u/Kvothealar
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    Howling wind sound on top of high peaks

    Posted: 26 Jul 2021 01:40 PM PDT

    When in other biomes is thunder, on very high mountains, close to the sky, we should hear a strong wind sound. The kind of sound should depend on the presence of trees nearby and if the player is outside or inside a shelter. Near windows, the wind should have that howling sound. I would definitely rush to the window during such events! :)

    Some examples:

    https://www.youtube.com/watch?v=sT5f1jBJHng

    https://www.youtube.com/watch?v=vplX-qr4AIE

    https://www.youtube.com/watch?v=RBUtBrk7yzo

    submitted by /u/Menzagitat
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    When a piglin is hit when looking at a golden ingot, it should drop said ingot.

    Posted: 26 Jul 2021 05:11 PM PDT

    I don't find how this would be useful in Anyway, Yet again, not everything needs to have a purpose.

    submitted by /u/nevryb0dy
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    Custom Addon creator for Experimental Gameplay or Simulating Your Suggestions in Bedrock Edition

    Posted: 26 Jul 2021 11:14 AM PDT

    Bedrock players sometimes need a little more in their worlds. They're on console edition and can't add mods for obvious reasons. The process of implementing bosses VIA commands is too complicated for some players.

    The Add-on Creator would be found in the main menu, below editions (Before 1.15). It would allow simple coding, texturing and adding new features for experimental worlds. For the basic parts of it, you can edit the behaviours of current mobs like mooshrooms, or creepers (Ex:Once hit/killed, explode/turn hostile) and also retexture items and blocks.

    The more special content is creating new mobs, items, blocks. For example you can make a variant of a mob, like a Magma King that wears a crown and can also tackle players like a goat or making a Moolip; like a moobloom, but it has tulips. If you want your mob to be even more unique, try getting some entities like cuboids, cubes, shields, swords, particles, ect. These can act as limbs for the mob or rotate around them like with blazes.

    You could also add a new ore, that may have a entirely new purpose. Or a potion that teleports players and is brewed from popped chorus fruit.

    This is a suggestion I highly doubt will be implemented, but it's a interesting one. It's one I think would allow players who are offline or not the best with commands to help expand their worlds.

    This would also be helpful for this subreddit. Redditors can add clips or images of said creations to their post for others to get a better view.

    submitted by /u/Angry_Memist
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    An advancement for sneaking past the warden

    Posted: 26 Jul 2021 04:19 AM PDT

    Mojang has said that the warden isn't meant to be killed, but something you need to avoid. So why not make an advancement to indicate this? The name of it could be something like "[insert spy music]" or "very sneaky".

    You would get this advancement for going into the deep dark, opening a loot chest and leaving the deep dark all without any wardens noticing you.

    What do you think? Have a better name for the advancement? A diffirent idea of how you would get it?

    submitted by /u/Apple_noob_
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    Swamp upgrade

    Posted: 26 Jul 2021 05:27 AM PDT

    So we know there are going to be a few things added to swamps in the future, but when playing with my friend, I got a few ideas

    Swamp oak: Either a new tree with new wood that when planted, grows like the naturally generated trees of the swamp, or any oak sapling planted in the biome grows like a naturally generated one.

    Cyprus: Perhaps a new tree type instead, with a larger canopy and more wider base with holes in it.

    Fog/mist: When it rains in this biome, there should be a fog and or mist to go along with it, bringing an eerie ambiance

    Swamp villages that are in the water: We already have the villager textures, so why not?

    I tried to keep this vanilla as possible yet as more things to the swamp to make it more of a biome you want to go visit.

    submitted by /u/MediocreMrFoxx
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    New Nether Biome

    Posted: 26 Jul 2021 05:07 AM PDT

    A New Biome i thought of called "Blackstone Caverns" It's a 6th biome where you can find it underneath lava oceans or at the surface

    Blackstone Caverns

    It's a cave filled with blackstone as the placeholder for stone, and you can find gravel patches, basalt patches and also deepslate mixing with blackstone, when you find a Blackstone Caverns in the surface it will be a mountain shaped where you cant find a surface you can find new blackstone ores and deepslate ores in them and magma blocks everywhere.

    Volcanic Dripstone

    The Blackstone caverns will be like the Dripstone caves except theres lava instead of water and new dripstones called volcanic dripstones, they have the texture of a blackstone, becareful! they're extremely hot, if you touch near one it will damage you like magma blocks.

    Ores

    Ores in Blackstone Caverns generate 2x more than the overworld, you cannot find lapis, redstone, and emerald in the blackstone caverns but coal ores generate 3x more than the overworld.

    Mobs

    The Blackstone Caverns may be full of good loot, but they're also filled with great danger!, There will be 4 Mobs that Spawn in the Caverns, the Magma Cube, The Zombified Piglin, Wither Skeleton (rare), Piglin Miners and a new mob called the blackstone golem

    Blackstone Golem

    A New mob generated in the Blackstone Caverns, it's similiar to the iron golem but more chunkier and it slouches, its covered in blackstone and a few gilded blackstone and a huge hole with fire in it's chest, they have the same health as a Ravager and deal 3.5 damage.

    Gold Mines

    There will be a new structure in the Blackstone Caverns called Gold mines, they will be similiar to the mineshafts but with blackstone walls and polished blackstone as the planks, the Piglin miners will spawn there holding a gold pickaxe instead of a crossbow or a gold sword, there will be gilded blackstone embedded to the walls of the gold mines and piglin miners will attack the blackstone golem because it has gilded blackstone in it and maga cube spawners will spawn in a "Magma Geode" which is basiclly a cave spider spawner but it's in a geode with magma blocks instead of amethyst blocks and no cobwebs

    Where to Find Blackstone Caverns

    You can find them everywhere but they spawn more if they are right beside a Basalt Deltas

    submitted by /u/Not_WhiteShockX
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    Getting hit by a Furnace Minecart deals damage and knocks players/mobs away from the track. (and new way to activate it)

    Posted: 25 Jul 2021 11:06 PM PDT

    Furnace Minecarts became outdated the day Powered Rails became a thing, as their original use was to push your minecart at a decent pace.

    It still has some niche uses here and there, like helping prevent a large train of minecarts from somehow doubling back on itself and going the wrong way (because let's face it, multiple minecarts riding on the same track has some jank hitbox and momentum shenanigans) , but that's about it.

    So I propose that to give it another use, we make it a sort of battering ram on wheels.

    I got the idea because of its mechanic. You feed it burnable fuel, and it goes and keeps going until the fuel runs out. And so it's gonna keep on going right into you and knock you off the tracks.

    With regular minecarts, yeah it's moving fast, but it's not like there's an engine (in this case, a furnace doing what I assume is acting as a steam engine of sorts) making it move forwards and keep the momentum going when you try to stop it.

    But once the fuel in it runs out, you'll be able to push it again safely, even if it's still moving, as there's nothing that's keeping the forward momentum going. It's just coasting now like regular minecarts. And the cartoon logic of the game says that's a-okay.

    The amount of damage delt when hit by it while actove depends on its speed, which can be increased via Booster Rails up to the max speed of other minecart types. When hit, it will knock you back diagonally, whether to its left or right depending on where you were relative to the front of the cart on collision. The amount of knockback is also dependent on speed, but is always at least 1 block's distance, so as to try to get you off of the track.

    EDIT to clarify: The above only applies if you are NOT within a minecart. If you are in one, the Furnace Cart will push you as it normally would and you'll be fine.

    You'll be able to feed it fuel with Hoppers and Dispensers so as to keep whatever loop you have going for as long as needed. It can hold up to a stack of any fuel type at a time. If you need to remove fuel, you can right click it to collect what's currently in there. It will then continue until whatever is currently burning runs out, just like regular Furnaces.

    So as to not have it rush off upon receiving it's first piece of fuel, you'll need to kick-start it by powering an Activator Rail underneath it. And you can stop it and its fuel burning by letting it run over an unpowered activator rail. If the activator rail is still powered when it passes over it, it will keep going.

    Mobs these days tend to stay off of rails of all types these days, (due to collisions causing some of the hitbox and momentum doubling back shenanigans mentioned earlier) but there are ways you could force them onto them to make this mechanic work in your favor in your contraptions.

    Would also make a new interesting component in player traps and obstacle course maps

    Player death message would something like be "<player> played on the tracks"

    submitted by /u/Swordkirby9999
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    Tree Redesign - (Probably already posted/considered)

    Posted: 26 Jul 2021 02:45 AM PDT

    As the new terrain generation is fully underway for 1.18, this is the perfect time to also rework how trees are generated. Specifically, the trees that are leftover from the more "legacy" era of the game eg Oak, Birch, Spruce, and Dark Oak.

    For starters, the "Small" variations of these trees should be removed. All they do is crowd the forests and make them look cluttered(In the real world it is called choked, a result of forest mismanagement). A perfect example of this is the Birch Forest vs the Tall Birch Forest. The Tall variant is easy to see through, easy to navigate, and generally favored by the community.

    Another great example of how badly this should be added is how almost every custom map and build that the larger community creates involves replacing/building custom trees. The fact that there is such an emphasis on Large Oaks being considered more valuable should also be an indication of how badly this is needed.

    What better time to rework how trees are generated than alongside the terrain generation that affects literally every overworld biome. The only issue is how this would cause a noticeable chunk border wherever new terrain is generated, however, the gains should outweigh this.

    This is something that shouldn't take almost any effort, add a lot to refreshing the look and feel of the game, and would be widely accepted as an overall improvement.

    All of these reasons should be a strong indication that this should be considered as an addition.

    submitted by /u/Witiko88
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    The /pardon command should be changed to /unban

    Posted: 26 Jul 2021 08:57 AM PDT

    /pardon is a command to unban the banned player. At first i thought to unban the player the command should be /unban like /op and /deop.

    submitted by /u/SoberCaine05
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    Wait Command For .mcfunction files/datapacks

    Posted: 26 Jul 2021 10:46 AM PDT

    I think there should be a command that allows you to wait a certain time in a function. It is very clunky using the /schedule command because it makes it so your function has to be split up into multiple parts.

    It would go something like this

    wait <for|unless|if|until> wait for <number><d|s|t> wait unless <player|entity|block> <score|location|etc> for <number><d|s|t> wait if <player|entity|block> <score|location|etc> for <number><d|s|t> wait until <player|entity|block> <score|location|etc> for <number><d|s|t> 

    This would make functions not be needed to be split apart into different into different functions to do the same task.

    submitted by /u/Sardar-Khalsa
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