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    Minecraft Kelp Blocks, an alternative to Dried Kelp Blocks, a storage block for raw Kelp, a way to attract fish, a new underwater building block, and a new way to make Dried Kelp!

    Minecraft Kelp Blocks, an alternative to Dried Kelp Blocks, a storage block for raw Kelp, a way to attract fish, a new underwater building block, and a new way to make Dried Kelp!


    Kelp Blocks, an alternative to Dried Kelp Blocks, a storage block for raw Kelp, a way to attract fish, a new underwater building block, and a new way to make Dried Kelp!

    Posted: 08 Aug 2021 05:04 AM PDT

    If Dried Kelp can be made into a block, why not raw Kelp? Kelp Blocks can be crafted with 9 raw Kelp, and can be crafted into 9 raw Kelp. They emit drips of water occasionally, similar to Wet Sponge. Here is the texture for the Kelp Block.

    If placed on land, they will eventually dry out into blocks of Dried Kelp, taking a little less than a Minecraft day. They will not dry out if touching water or a Wet Sponge, they dry out quicker in hot biomes such as deserts, savannahs, and mesas, they dry out very quickly in the Nether, and placing them near a light/heat source will speed up the drying process as well. When they are just about to dry out, they will stop dripping water and will make a sizzling noise, with a hissing noise playing when they fully dry out. Right-clicking them with a Water Bucket will cause them to never dry out, similar to waxing a Copper Block. You can right-click them with a Sponge to remove this effect.

    If a Kelp Block is placed underwater, fish will be attracted to it. Cod, Salmon, Pufferfish, and Tropical Fish will all swim towards this block, where they will then swim around it and occasionally take a nibble from it. Fish will also follow you if you have a Kelp Block in your hand.

    submitted by /u/DestinyReaver98
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    Dogs should run away from Creepers as well as Iron Golems

    Posted: 08 Aug 2021 02:16 AM PDT

    Since Dogs and Iron Golems don't attack Creepers, it would make sense for them to run away from them, as they explode. Dogs should make a classic high pitched "arf arf arf arf", noise, as well as whimpering and shaking, while Iron Golems eyes turn black and the Golem takes a run for it with a running animation.

    submitted by /u/SnowBallEarth43
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    A buff to the Turtle Shell

    Posted: 08 Aug 2021 01:58 PM PDT

    Currently, the turtle shell is a bit underpowered. You spend your time protecting turtle eggs, waiting for them to hatch and grow up, only for the piece of armor you get to give you what, 10 seconds of water breathing? The turtle shell should be buffed so it gives you an extra row of bubbles and allows the player to mine underwater at a normal speed, as if it was enchanted with Aqua Affinity.

    submitted by /u/FruitySeacow
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    Make almost all animals shake when wet

    Posted: 08 Aug 2021 02:29 AM PDT

    Almost all animals should shake themselves dry, but a few select ones.

    The ones excluded are:

    • Cows (They don't have fur, but hide)

    • Pigs (they don't have fur, obviously)

    • Chickens (feathers)

    • Horses (despite the fact they have fur, it's more like cow hide rather than fur)

    • Frogs

    • Ostriches

    • Spiders (cause they are an insect)

    • Bees (same as spiders above)

    • Dogs (already have shaking implemented)

    In addition to this, a few animals like cats should flee rain, except the Ragdoll skinned cat, cause Ragdolls can tolerate a lot of things. In other words, cats and cat breed skins should have personalities applied, also to all other pets like dogs, horses, llamas, etc.

    submitted by /u/SnowBallEarth43
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    Untied Bundles - Making the Bundle More Useful!

    Posted: 07 Aug 2021 04:11 PM PDT

    Introduction

    It's common opinion that bundles aren't as good as they need to be. Using them is cumbersome, obtaining them is tedious, and their 1-stack capacity really holds them back.

    Lots of suggestions have been made: increased bundle capacity, the ability to craft them with leather, etc. However, I think I have something new to bring to the table. I hope you find this suggestion interesting!

    How It Works

    By default, bundles are tied. Tied bundles act like they currently do, but they'll always have a full bundle sprite. Nothing spectacular here.

    By double-clicking a bundle, you can untie it. Any item that the player picks up can go into an untied bundle IF that same item is already in the bundle. If you put a dandelion and a diamond in an untied bundle, all dandelions and diamonds the player picks up will go into that bundle. Untied bundles have an open bundle sprite.

    How It's Useful

    Untied bundles can be immensely useful while mining, especially pre-endgame. Materials you get in low amounts (e.g., raw gold, diamonds, granite, flint) can be put into an untied bundle or two. Then any time you pick up those items, they'll be redirected to a bundle. This makes underground inventory management way easier. If you mine with bundles, you no longer have to continuously put stuff into bundles; simply insert one of each item you want in bundles and go about your mining trip.

    They're also helpful during nighttime expeditions. Any somewhat common but potentially useful drops (e.g., string, gunpowder, bones) can be put into untied bundles. Then all of those basic mob drops can be automatically allocated to bundles!

    submitted by /u/ThatOneKirbyMain2568
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    Miniboss idea: Erymanthian Boar

    Posted: 08 Aug 2021 07:18 AM PDT

    Overview: The Erymanthian Boar is a mini-boss in the overworld as it spawns in snowy biomes and it drops the Erymanthian Head as a trophy.

    Appearance: The Erymanthian Boar is a tall, brown with red eyes boar with long tusks one broken, arrows and a sword sticks out on the sides on the boar.

    Attacks: The first attack the Erymanthian Boar does is charge at the player and the headbutt does 4 dmg. Second attack is the stomp attack when the Erymanthian Boar jumps up the air and lands on the ground causing a knockback to the player deals 6 dmg.

    Health and Boss Bar color Erymanthian Boar has 100 health and the boss bar color is blue with black words.

    Drops: The Erymanthian Boar will drop its head the player can use the head as a helmet or a trophy.

    TL DR what do yall think about this.

    submitted by /u/bonzerlizard353
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    1.19 beautiful biomes update

    Posted: 08 Aug 2021 07:30 AM PDT

    The next update of minecraft will be smaller so how about cleaning minecraft's back log.

    Add the promised swamp, savannah, desert and badlands updates and add some more to the community like sand layers, lily pad flowers and other.

    This wouldn't need much to work and doesn't need to be anything big just to satisfy 1.19

    submitted by /u/vGustaf-K
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    Smoke should be able to travel through candles

    Posted: 08 Aug 2021 09:45 AM PDT

    If you have a floating bunch of candles, smoke gets trapped under it, but it looks like the smoke should be easily able to travel around the candles as they take up so little block space. I think the smoke should go around/through the candles.

    submitted by /u/NurseSparkleShark
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    Reselecting a Crafting Recipe with Spacebar

    Posted: 08 Aug 2021 01:35 PM PDT

    Vote here: https://feedback.minecraft.net/hc/en-us/community/posts/4406671964173-Reselecting-a-Crafting-Recipe-with-Spacebar

    In the game currently, clicking the spacebar when villager trading automatically inserts the items needed for the selected trade. For example, if the trade was 16 emeralds for 1 bookshelf, and you insert a stack of emeralds, and click on the output slot, you get 4 bookshelves. But, if you still have another stack of emeralds in your inventory, clicking the spacebar automatically puts that stack of emeralds in the input slot, because the trade is still selected.

    I think this should be applied to crafting as well. For example, let's say I'm crafting levers, and have 3 stacks of sticks and 3 stacks of cobblestone (enough to craft 3 stacks of levers). When I click on the lever recipe in the crafting table interface, it puts one stack of cobblestone and one stack of sticks, which crafts one stack of levers. Once I grab the stack of levers from the output slot, I have to go back and reselect the lever recipe on the left to craft my next batch of levers. I think, just like with villager trading, clicking the spacebar should reselect the most recently used recipe.

    This would help with bulk crafting a lot and would be a really useful QoL feature.

    Vote on it here: https://feedback.minecraft.net/hc/en-us/community/posts/4406671964173-Reselecting-a-Crafting-Recipe-with-Spacebar

    submitted by /u/KSPotato
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    There should be a friendly fire option for pets

    Posted: 08 Aug 2021 04:05 AM PDT

    Once you start getting enchantments, it can be extremely easy to accidentally kill your pet just by hitting them once. While dogs are less at risk due to their high health, parrots and cats can be accidentally killed very easily. This would make it so that any pet owned by the player would be unable to be hit, stopping most of this risk.

    submitted by /u/Crazy_Duck_Thing
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    More curses.

    Posted: 08 Aug 2021 11:44 AM PDT

    Minecraft has a lot of enchantments, but only 2 types of curses. Let's change that, shall we? I have here a list of curses that might fit into the game, and should compensate for the huge number of enchantments available.

    • Curse of Equalising (for swords and axes) - The items afflicted by this curse will do normal damage as usual to any mobs, but any hostile mobs hit by this type of cursed weapon will also get a Strength 2 and Speed 2 buff, to even the odds. The curse cannot be used to buff friendly mobs, like tamed wolves or axolotls.

    • Curse of Affection (for armor) - The pieces of armor afflicted by this curse tend to get quite attached to their wearers, so much so, that dropping (whether on kill or deliberately by the player) an already equipped piece of armor with this curse will explode, as an act of revenge. Damaging the respective piece of armor till breaking point will not trigger the curse. Kinda like a more agressive, but at the same time milder Curse of Binding.

    • Curse of Avenging (for axes, swords, bows and crossbows) - Items with this curse will return 60% of the damage dealt to any type of mobs hit with them. Basically the Thorns enchantment, but reversed, and for weapons.

    • Curse of Polarising (for any weapon and armor) - Cursed weapons have a 50/50 chance to deal either 50% more damage or no damage at all. Cursed armor has a 50/50 chance to either amplify the damage taken by 50% or to completely block it.

    • Curse of Closed Distance (for bows and crossbows) - The curse closes the distance between any hostile mobs hit by the projectiles fired by bows and crossbows and the user. Simply put, teleports any hostile mob hit from any distance right next to you.

    • Curse of Sea's Wrath (for fishing rod) - A 30% chance that any item you get from fishing will actually be a trident flying right at you. The trident cannot be picked up.

    • Curse of Vermin (for pickaxes) - Any block mined by a pickaxe with this curse will spawn a silverfish, even if the block mined was an infested block or not.

    Any criticism is accepted. Sorry if the list is too long.

    submitted by /u/LeFrenchFrySpy
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    Magic Helmet - The Crafter's Crown [Featuring: Images and Details]

    Posted: 08 Aug 2021 02:09 PM PDT

    Magic Helmet - The Crafter's Crown [Featuring: Images and Details]

    I've been struggling with this one's balance for a while.

    Recipe:

    The Recipe, and a pretty poorly done 2D sprite. Ye who feels like doing my art for me toss the first stone.

    Regular Properties:

    Actual Name: Either "Crown" or "Crafter's Crown" (because alliteration is cool).

    What you have here is quite a bad piece of equipment for defense, even though it takes up your helmet slot. No Armor Points, 75 Durability, and can only get durability-based enchants and curses. Considered to be a gold helmet, for piglin purposes. Even though it has netherite in it, it isn't lava-proof, sadly.

    It's expensive for how low durability it is, as previously noted, but that means that having one means you are somewhat well-experienced, and can be a way to show off to friends in multiplayer.

    Potential Designs:

    (Ignore the glitchiness of the screenshots, I clearly have no clue how to make this stuff work)

    A 3D Sprite, with cuboid gems and a little bit of rim on top. Very Fancy. My Favorite design of the 3.

    Steve as King

    Alex as Queen

    Whoever this over-accessorized dork is... as royal over-accessorized dork.

    An Earlier Version, Maintaining the Top, and the gems don't curl in. Too helmety and pointy for my taste personally, hence the redesign, but if you guys like it more, let me know.

    A Third Version. I was worried that the other two looked \"not Minecraft enough\", so I made one that has flat gems duct-taped to the crown in some kind of origami. No top, No rim. In my opinion: Ugly. If you guys think it looks better, I'll take that opinion back.

    The Magic Property:

    Given how pricy this is, and the downsides of using it instead of... like armor... in the helmet slot, this has to be good.

    Put the crown within a beacon's main slot, hit the checkmark, and your crown gets "linked" to that beacon, similar to how a compass is with a lodestone. One Crown per Beacon, One Beacon per crown. When you wear a crown linked to a beacon, you gain that beacon's effect, no matter the range. One caveat: if you take damage while you have the effect, you lose it for about 5 seconds.

    Making a Haste II Crown

    Potential Implications:

    Now, introducing magic perma-buffs into a game with PvP might seem stupid, but in a chaotic multiplayer server one could just grief the target's beacon to delete their magic, or just wail on the target until the crown's low durability gives in, while locking their effect away. There are ways to handle it, and it has a cost of -1 armor slots for armor, similar to elytra. A Fully enchanted netherite helmet could have had significant reliable defensive use in that place.

    Now, with this in the system, there's more choices to make when planning PVP. Do you go for the helmet to max out your defense? Do you go for the crown, and be careful to avoid overhangs or overextending durability? If you take the crown, do you want speed, jump boost, strength, haste (which fun fact does boost combat speed too) resistance or regeneration? All can lean into certain playstyles of combat, or utility out of battle.

    In some cases, there could even be a rock-paper-scissors kind of system. Resistance 2 might seem tempting, as it gives a 40% damage cut, but once that hit gets reduced, the crown will take durability, and you'll be completely vulnerable for 5 seconds, realizing just how poor armor this is when the effect is offline. If an opponent has a haste crown instead... they could get a lot of shots in in that amount of time.

    Regeneration might seem OP, but that's an over time effect, meaning you have to keep retreating while you heal, lest it be knocked offline, and an aggressive player could just keep hitting it out of you. (Also it's the most expensive, since you need a really big pyramid for it).

    For out of combat examples: Some people, when about to do a mass excavation project, will literally move a haste 2 beacon to the site, for example. Using the crown skips that step, letting you be a bit less tied down to the beacon's AOE.

    And of course, don't forget that other potion effects exist, and can stack onto these buff builds, or sabotage them. Poison effects, for example, could probably stun-lock the effect off.

    This idea was tricky to balance, and probably still isn't perfect.

    If someone can think of a more appropriate end-game use for an item of this nature and expense, that would be interesting to hear.

    Whhhhyyyyyyyyy????

    Minecraft clearly exists in a standard medieval fantasy setting, and upon thinking through how a standard single-player survival game goes, there's only one thing you can really call a survival player in the endgame. King or Queen. Once you've beaten the game's challenges, you are basically the ruler of the world, free to manipulate it to your heart's content. If you've seen some crazy end-game builds, it's hard to argue that anything else can compete with you.

    In a similar vein, the mayhem on multiplayer servers often degrades into multiple factions or "kingdoms" battling it out.

    For this purpose, and the appropriate connection to a medieval setting, I've wanted to think up a Crown item for the game, but I had an issue thinking of what would make it actually functional, instead of a simple aesthetic item (cause that's banned on this subreddit, and also boring).

    Using it to get more credit with villagers just seems cheap, repetitive with other in-game systems, and Illogical. (the odds of them considering your claim as true are pretty slim if that's what it means to them). So, I've had to think of a magic use, preferably in the end game, when you are truly "king of the world".

    I got inspiration about a week ago for the "connect to beacon" idea, then spent time rebalancing the idea and making the images.

    submitted by /u/Creative-Kreature
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    Concrete Blocks

    Posted: 08 Aug 2021 02:26 PM PDT

    I think minecraft should add concrete stairs and slabs.

    submitted by /u/showann
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    Eggs should be compostable

    Posted: 08 Aug 2021 03:20 PM PDT

    Cause eggshells are compostable in real life.

    submitted by /u/NurseSparkleShark
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    Desert Mirages and Icy Mirages

    Posted: 08 Aug 2021 10:12 AM PDT

    When you are in a hot biome, mirages should slowly appear when you least expect it. For example, you may see a big oasis of water in the desert. You go to it, and the water drains away, and doesn't have any effect on mobs. Sometimes, a tree may render in the far distance, but it slowly disappears as you move closer to it.

    This does not happen in the Nether. Note that mirages are fake blocks - they don't have any impact on mobs or terrain, and are designed mostly for mirages and aesthetics. I'm talking about this video I found on Youtube: https://youtu.be/Ae1DU2A6cgA

    A "Fata Morgana" or superior mirage would be significantly harder to make than an inferior mirage, cause superior mirages require a temperature inversion - thus a cold icy biome.

    Mirages should occur in Minecraft as they are cool to see, and would add to the realism of deserts and savannas. In savannas, mirages happen much less than deserts and mesas, and usually over vast swaths of flat terrain.

    Mirages can happen in very cold icy biomes, but they will be the Fata Morgana type.

    When looking over a cold sea atop a high cliff, there is a very rare chance of the superior mirage type - you may see an inverted rock for example, but it disappears when you get closer/as the day goes on.

    As mirages are a trick of the light, these should only happen at daytime. Otherwise they go away.

    submitted by /u/SnowBallEarth43
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    Cobwebs should slow down projectiles

    Posted: 08 Aug 2021 03:46 PM PDT

    Arrows, ender pearls, and splash potions all pass right through cobwebs instead of being slowed down. Firework rockets don't have this issue, and neither do dropped items. Weird inconsistency. Pls fix.

    submitted by /u/Fireheart318s_Reddit
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    Instead of changing the brick block texture, a new "mixed bricks" block should be added

    Posted: 08 Aug 2021 09:43 AM PDT

    A lot of people seem to want the brick texture to have more variation. Seems reasonable on paper, but changing the base texture would create a very noticeable pattern. It just wouldn't tile well.

    However, adding a new block, crafted by using 2 nether bricks and 2 regular bricks, would solve this issue. If you had a brick wall, then dotted around mixed bricks, it would look much more natural while allowing for more variation.

    submitted by /u/throwawayoogaloorga
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    Minecraft Ore-Making Guide

    Posted: 08 Aug 2021 10:00 AM PDT

    Minecraft Ore-Making Guide

    There's countless posts here that try to make ore suggestions but just take an existing ore in real life, make it stronger than Netherite and call it a day. This ore-making guide is to increase the number of better ores. This post will guide you through the process of making an ore and how you can suggest good ores!

    Part 1 - Location

    The first part to making a good ore is choosing where it spawns. Location depends on three basic factors; Dimension, Level and Biome. Let's start with:

    Dimension - Where do you want your ore to be found? The Nether, The End or The Overworld? The dimension you choose will play a somewhat big factor in how strong your new ore is. For this example, I'll choose the overworld.

    Level - At what Y level do you want your ore to spawn? I'd suggest choosing a Y level based on the use of the ore. If it's really good at it's function and is meant to be strong, keep it around Diamond level whereas weaker ores that fall between Iron and Gold categories can be kept slightly under surface level. For this example, I'll be choosing the Y levels between 28 to -6

    Biome - This is an optional step. Do you want your ore to be found in a specific biome like Emeralds or do you want it to be found in all biomes like Coal and Iron? For this example, I'll be selecting the Desert.

    Part 2 - Name

    What do you want to name your ore? Well, naming can be narrowed down using the steps listed below:

    • Fantasy (OR) Real Ore - You can base your ore off of a real life or such as Uranium and such. It can also be a custom-made ore, a firm example being Netherite / Ancient Debris.
    • Location - You can base it off of the location the ore is found in. If it's a Mesa biome, you can call it Mesite or if it's a Jungle, you can call it Lushium.
    • Easter Egg / Other - You can base it off of an easter egg that the biome had or has. For example, an ore that specifically spawns in Deepslate layers could be called Grimium or Grimite since Deepslate was originally called (in the 1.17 snapshots) Grimstone. For my example, I'll be using the name Silicite (Since Sand's scientific name is Silicon Dioxide)

    Part 3 - Appearance

    How will you ore look? To decide how it looks, you can use the steps below as guidelines instead of general instructions since it's YOU who decides how the ore looks, not me!

    • Color Contrast - Try to choose a color that pops out. Try not to use less saturated colors in large amounts and use brighter, more contrasting colors that look somewhat vastly different from grey-ish shades and dark-grey shades.
    • Deepslate Variant - It's important to consider the Deepslate variant of your ore. It may look good on stone textures but not on Deepslate. Try making a design that works well on both.

    I will be using some simpler shades. Here's the result of my ore's appearance:

    My Ore: Silicite Ore. Try making indents with darker grey shades to make it look like the ore is indented into the stone

    Part 4 - Functionality

    Now, the MOST IMPORTANT PART of the ore-making process; how does the ore work and what are it's uses? Well, there can be a lot of uses for ores but I'll list some important points down below:

    • Co-ordination - There needs to be a direct co-ordination between the Y level the ore is found in and it's use. If the ore is found at surface level but is used to make strong armor, it's not a good ore.
    • Optional OR Necessary? - Ask yourself this question if the ore is stronger than diamonds: Is this ore an optional ore, meaning everything is possible to do without this ore or is it a necessity? If it's a necessity, it's not that good of an ore. Try going down the path of Netherite. It's an OPTIONAL ORE, meaning everything can be done without it. Most, if not all blocks can be mined without Netherite tools, thus making the armor and tools an optional upgrade. This applies to all upgrade-based ores, not just ores that upgrade weapons and tools.
    • Sideline OR Main - Will your ore be used as a sideline ore like Redstone and Lapis Lazuli for a specific portion or a specific use or will the ore be used more diversely for different jobs like Iron? Please remember that sideline ores aren't useless. They cater to specific portion of the community, like many other features.

    PART 5 - Recap

    Recap what you have this far. Make whatever changes you want now if you don't want to go back and edit your post over and over as you see things unfit. My results are: Silicite, an Overworld ore that spawns in the Desert that caters towards the farming aspect of Minecraft, being smeltable into Raw Silicite which, when mixed with gold, gives Gold-Coated Silicite. This can be applied to an Iron or Diamond Hoe to get Silicized Diamond Hoe or Silicized Iron Hoe. This allows you to gain a speed boost for as long as your breaking crops with your hoe or are tilling land to farm, having a slight chance to replant the seed in your offhand. Alright, so what do I not like in this? Well, I'll remove the Silicized Iron Hoe as it seems like an extra usage that won't be too useful and make it so the Raw Silicite can be smelted into Silicite, which does not need any gold and can directly be applied to a hoe using the Smithing Table

    Good job! You made your own ore with it's own appearance, geology and uses! Have a cookie for reading through this!

    Enjoy :D

    EXTRA TIPS:

    • To find the basic stone texture, go to the Versions folder in your .minecraft folder and extract the 1.17 version, followed by opening the extracted folder, finding the Stone texture and opening it with your drawing / editing software.
    • Your raw ore can be in more than one quantity per ore like Redstone or one singular Raw ore like Gold and Iron
    submitted by /u/That1OneRedditUser
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    Enchanted items found in chests should have a chance to be named

    Posted: 08 Aug 2021 04:02 PM PDT

    The names would be randomly chosen from a pre-picked list of names. This feature would be a neat little thing to have, and it would deepen the "lore" of the world.

    Thoughts?

    submitted by /u/FruitySeacow
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    Coloured Axolotl in buckets and parity with bedrock

    Posted: 08 Aug 2021 04:53 AM PDT

    Axolotls in bucket should have the respective axolotl colour in the inventory icon. I know this is a very minor tweak but it sort of annoys me.

    Parity: Bedrock edition has labbled buckets of axolotl. Example: Bucket of Adult Cyan Axolotl. I think that's a very neat detail and there's no reason why both editions shouldn't have the same feature.

    submitted by /u/Lost_Alex_Boy
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    Deep Dark Biome Ideas

    Posted: 08 Aug 2021 09:49 AM PDT

    The Deep Dark is a biome that is being added in the 1.18 update aka Caves And Cliffs Part II, well known for introducing an new mob known as the Warden that spawns within it, a new variety of blocks known as skulk and a particular block known as a Skulk Sensor, which is a block that detects sounds, a block which the Warden operates around.

    And although the Deep Dark has all these features, I feel like it would be great to push the biome to an extra level to encourage further caving and exploration later in the game as well as the idea the Warden is meant to be feared and not fought.

    Functionality: The Deep Dark first off in my opinion, would allow Strongholds to be updated alongside the new world generation in that the Stronghold can spawn in the Deep Dark having a new Deepslate pallete, the Deepslate variants replacing the Stone ones that currently are within the Stronghold. This would mean the Stronghold would be guarded by the Warden but considering that Mojang has said they do not want the Warden to be defeated, only avoided, the Warden would only act as a deterrent as opposed to a mob required to be defeated to enter the End.

    Mobs: Whilst the Warden serves as the only mob in the Deep Dark, I feel like the biome would be more alive if other mobs spawned in it too. However, as Mojang haven't added any as of yet, I will instead say that, linking to my previous point, since Skulk has a similar blackish color to the End, and it is near the portal, maybe it would make sense to have Enderman spawn within it, with the same probablity that Enderman on the surface.

    Ambience & Effects: Whilst this may be hard to implement, maybe have cave sounds double in chance of being played during caving within the biome and increase the audio of footsteps so they are louder within the biome, potentially also slowing the Player down ever so slightly by 5-10%, as if the Skulk was grabbing on to them and the whole biome was alive, considering Skulk can detect noise. In addition, maybe have a black mist within the biome (like the mist in the Biome in the Nether).

    Structures: As in the Warden Showcase in the Minecon video, there should also be a structure alongside the Stronghold, maybe 1-2 in the biome that could be a rundown house or camp, made of planks and cobblestone, used by another person who once attempted to enter the Deep Dark. There could be a campfire, a crafting table and a chest of moss, skulk blocks, cobwebs, rotten flesh and some red or orange durability leather or chain mail armor and although very rare, (maybe a 1% chance) a single ender eye could also be in the chest.

    Let me know you're ideas on it but for me, I quite like this new Deep Dark biome and think it has a lot of potential and this is just some of my ideas for it but I'm sure Mojang will have way better ideas for the biome anyway!

    submitted by /u/TheEternalVortex
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    A storage solution, the album

    Posted: 08 Aug 2021 03:16 PM PDT

    Albums are crafted with 4 sticks and 1 rabbit hide, and they can store up to 16 music discs at a time. They're non stackable, and they can be put into shulker boxes, making them a niche but useful item.

    Albums can also be put into a jukebox, and that jukebox will play all of the discs in that album in whatever order you arranged the discs in the album to be.

    You can shuffle the order of the music discs in your album by using it in your hand.

    submitted by /u/Sufficient-Ad-6874
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    Make the snowy grass block generate naturally.

    Posted: 08 Aug 2021 07:20 AM PDT

    Snowy grass is the side grass texture with snow layers on it. Snowy grass also has a top texture that I think could be used in places such as extreme hills and taiga biomes. It would be a nice touch to land generation, giving the impression that the snow has frosted over in cold biomes.

    submitted by /u/Belaboy109569
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    Stripping wood should drop sticks

    Posted: 07 Aug 2021 07:40 PM PDT

    When you strip wood, the wood should drop sticks. This mechanic is similar to carving pumpkins, and the log or wood should drop up to 3 sticks. This make sense because the bark doesn't drop as an item and it doesn't go anywhere, or turn into anything. This could also be an alternate way of gathering large amounts of stick and stripped logs at once.

    submitted by /u/johnsmith6458
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