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    Minecraft Make slimes spawn in dripstone caves

    Minecraft Make slimes spawn in dripstone caves


    Make slimes spawn in dripstone caves

    Posted: 15 Aug 2021 08:12 AM PDT

    There are two small problems in Minecraft.

    First, slimes are a bit annoying to find. The slime chunk rule is unintuitive for the average player, and many times you have to use external tools to calculate which chunks are slime chunks. The swamp rule is also a bit weird as well.

    Secondly, dripstone caves are a bit dull when compared to the lush caves. Lush caves have beautiful vegetation, a new mob (axolotl) and food (glow berries). Meanwhile, dripstone caves don't have a lot going on for them.

    Both of these issues could be fixed by removing the slime chunk spawning rule (but maybe keeping the swamp rule) and making slimes spawn in dripstone caves instead. They would spawn normally, just like zombies and skeletons, but only on dripstone caves (and maybe swamps).

    Then, dripstone caves would become more interesting by having a unique mob, and a source of an important resource (slimeballs). Also, slime spawning rules would become less weird as well, and finding them would be less annoying.

    submitted by /u/Acalme-se_Satan
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    Bison for a new mob

    Posted: 15 Aug 2021 08:14 AM PDT

    Buffalo would be a new mob added to the game, it will attack you. They would travel in Herds so if you get killed it would say "Player died in a stampede." You can not fence in the Bison and will tend to stay in plain biomes. They will travel in a circle and would always travel back to where you found them. They would replace the cow as the largest live stock mob in the game. If you kill one they would drop wool and Bison steak which would give the same saturation but would drop more of the steak than a cow would. They will travel in pacts of 20-30 and will replenish the population by itself.

    submitted by /u/Peterdent85
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    holding a clock should make phantoms run away from players

    Posted: 14 Aug 2021 07:10 PM PDT

    think about it, clocks let you differentiate reality from fantasy, this would probably scare away the "phantoms" plus, this gives a huge use to clocks. also, maybe if this is too op maybe it can slow them down?

    i found a comment which i will use to explain better

    "Lucid dreams are when you are aware you are dreaming, letting you control the dream. One of the triggers for lucid dreaming is checking things that should remain close to consistent, such as a clock." so they can help you differentiate reality and fantasy

    submitted by /u/TerrariaCreeper
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    Mineshaft chest-carts should have raw ores in them

    Posted: 15 Aug 2021 09:21 AM PDT

    Would make sense, and help for the loot to be better for early-game players. I'd argue that gold should be a bit more common, but all of them can be found.

    submitted by /u/Fortanono
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    Salt mechanics: salty water, salt block, salt as food/potion ingredient

    Posted: 15 Aug 2021 03:25 AM PDT

    Hi fellow minecraft players!

    I'm roaming around a world in Creative that is generated by the experimental snapshot and it occurred to me that adding salt to the world could be nice. I can see many uses for salt that would add depth to the game without being annoying.

    Typing "salt" as a search keyword in the FPS did not result in anything, which is quite surprising to me, so I try it out.

    I see it basically as follows. Salt could occur naturally in two main forms:

    • Salty water (instead of just water) would constitute the sea biomes;
    • Salt blocks could be mined, perhaps more concentrated in certain biomes and depths than others (would be more difficult to find than just salty water).

    The evaporation of salty water, eg when exposed to any source of heat, would leave a salt layer which would present similarly to a snow layer or a carpet layer. This could be collected as salt powder with a shovel. 9 salt units would constitute a placeable salt block.

    Possible uses:

    • Salt blocks could in turn be used to change surrounding water blocks to salty water blocks. However this would only work up to a reasonable amount (eg, in water lakes with more than 9 water blocks, the salt would simply dissolve without any other effect). They would be gravity-affected like sand or gravel. Suggestions from u/Carnotaguy and u/GiveBackMaTrashcan: Salt blocks could repulse/hurt some mobs, like zombies and slimes
    • Salt powder could have a variety of uses:
      • melt snow just like any other source of heat, and perhaps could change some blocks into a "salted" version immune to snow, but also immune to any form of cultivation
      • have some potion effects (e. g. make splash potions more effective against some mobs and less against others, but this is a very open field, many effects could be credible and balanced)
      • selective fertilizer for beetroots and carrots rather than bonemeal (it seems to be used in agriculture for these kinds of crops)
      • making farmland unusable but impossible to stomp on (salt when put in large quantity into the earth can prevent growth of vegetables). This would have decorative use as the player could walk through some farmland even by jumping on it without destroying it.
    • Salty water would not allow irrigation of crops (Doesn't seem a big nerf to me as there is plenty normal water around anyways). To compensate for when players spawn in islands, we could imagine putting a bucket of salty water in a furnace. At the end of the smelting process, a normal water bucket would be recollected and salt powder would be spit out of the furnace.

    We could also imagine that seafishes would not survive in fresh water and vice versa for freshwater fishes. To the end, the fishing outcomes could be different in fresh water and in salty water.

    Tell me what you think of it!

    submitted by /u/Glxblt76
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    Toggleable Command Immunity

    Posted: 15 Aug 2021 07:43 AM PDT

    I often accidentally create kill loops or in a situation I cannot fix due to an error in my command blocks, so I thought that there could be a way to toggle whether you are affected by commands or not. this would be even more helpful if you could do it while you're dead as well.

    submitted by /u/Bane_of_toads
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    Void, a new liquid found in The End dimension

    Posted: 15 Aug 2021 05:01 AM PDT

    Void is a new liquid found in The End in small lakes that pour off of the islands. It is a dark, glowy purple and is extremely toxic to any mob that doesn't originate from The End (These include the enderlings (mobs that hail from The End. Another mob that is strangely immune is the phantom (It was originally going to spawn in The End).

    When an entity touches it, they are inflicted with Devoid, which chips away at 0•5 health every 3 seconds when standing in the void. This can be reduced by wearing armour.

    It can be used to create crying obsidian upon contact of obsidian blocks and is less dense than water, allowing it to flow on a body of water and create a poisonous surface on the water.

    When poured in The Nether, it moves much slower. Similar to how lava works in the overworld.

    I think void could be a very interesting new liquid in Minecraft. It could add more reasons to go to The End and it would be a easier way to get crying obsidian, whether it be decorating, lighting or making respawn anchors.

    submitted by /u/Master_Wildfire_2017
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    Now that Mega Taigas are more common in the snapshots, how about we finally get a snowy variant?

    Posted: 15 Aug 2021 09:11 AM PDT

    Since they first added the Mega Taiga biomes, they've been my favorite biome in the game from an aesthetic standpoint, and I've always been kind of bummed out with how rare they are. With their rarity seemingly being dialed back in the 1.18 experimental snapshots, they show up much more frequently near/between snowy biomes now, and it strikes me as odd that we have patches of snowless biomes in the middle of large arctic swathes.

    I for one would love to see a snowy variant of the Mega Taigas, just as we have regular Taigas and Snowy Taigas, to round out the cold end of the roster. As it stands, there are more varied hot biomes than cold -- Deserts, Badlands, Savannas, Jungles, Warm Oceans -- whereas the cold biomes are all variations on either regular Taigas or Tundras (plus Frozen Oceans and, to a lesser extend, Extreme Hills). With the upcoming Grove (which really reads to me as just a Taiga Mountains with powder snow), Snowy Slopes, and Snowcapped Peaks, it seems only right to have a Snowy Mega Taiga to complement these new mountain biomes.

    submitted by /u/CedricVii
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    Brittle caves

    Posted: 15 Aug 2021 11:20 AM PDT

    In this post, I suggest a new cave biome: the brittle caves. It is a cave biome that looks "destroyed", unstable and fragile, and where anything you do could cause the cave to crumble down and turn into rubble.

    In the brittle caves, most of the stone is replaced with cobblestone, gravel, brittle stone and brittle cobblestone (new blocks). This cave also has more holes and irregularities than normal caves.

    The brittle stone and brittle cobblestone are "trap" blocks (like the powdered snow) which look very similar to normal stone and normal cobblestone, but with a few more cracks. Both these blocks may look like stone and cobblestone, but they actually act like gravel: they fall when you break a block that's directly touching them. Upon falling to the ground, they are destroyed and turn into gravel (becoming a gravel item, not a gravel block).

    You have to be really careful when breaking blocks in these caves, or else a whole section of the cave can fall apart over you. You also have to be aware of holes on the floor.

    To compensate for these dangers, these caves have increased ore generation (20% more ores, valid for all ores).

    submitted by /u/Acalme-se_Satan
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    The forest update: more important and exciting than you'd think!

    Posted: 14 Aug 2021 07:47 PM PDT

    The forest is undoubtedly one of the emptiest, most boring biomes in modern Minecraft. Really just plains with a canopy, is it pretty or engaging? In any way? For the most common natural occurrence in the game, I've been expecting at least one person to throw a fit over this for years now. Nada. And having settings as rare as Badlands in the Minecon biome votes? Definitely a slap in the face.

    But hey, we could always add to the thing! Sure, features like the wolf are definitely deserving of their own post, but by simply implementing new ideas and concepts--as cliche as it sounds--we could near perfection on the scale recent updates have set. By helping the biomes you come across the most, you help the game. You make it something for everyone.

    Generation

    Default forests should be slightly denser, among other things. My mockup, btw, and tell me if it's too dense in the comments. Did my best!

    Now let's go over the changes, shall we?

    • Grass exists, and it's here to stay. Lots of that good tall stuff, too. I don't think any forest biome should have a barren floor.
    • Bit of a colder biome color, for a smoother transition between this and taigas/mountains.
    • The "default" oak is just a little stockier. I think this makes them look cuter and more accurate! (And yes, the uneven edges aren't present as part of this change. A lot of people despise them, me included.)
    • Moss clumps around the bottom of oaks. These vary in size, with the variant to the left only generating when a side of the lump becomes exposed. This leads into the next change...
    • Forest terrain is now composed of smooth, rolling hills and the occasional mountain, unlike the jarring spikiness in 1.18.
    • Spruce trees! Birch will now be exclusive to their own biome. I feel like the contrast between this and oak is much more, uh, bearable.

    Now, trust me when I say I had a wildly different vision coming into birch forests. Although probably the least unique forest biome, I wanted this place to feel...almost alien. Like one of the strangest places the Overworld has to offer, yet familiar and even homey. Take a look.

    • Again, now grass exists. But this time ferns as well! I feel like they, the tall ones especially, clash really well against the overall vibe of the new birch forest.
    • Birch trees are all fairly lanky now. Having it even resemble an actual birch tree? Pretty important.
    • Well, I've tested it, and don't worry. It's not a pain to walk through. But yeah, the trees are pretty tightly packed together on purpose. For the aesthetic! What can I say?
    • Piles of fallen leaves scattered about, doing absolutely nothing but looking cool.
    • The ground is made up of the usual grass, alongside coarse dirt and rooted dirt. Doesn't affect the underground, just a neat extra detail and a helpful little thing for all the rooted dirt lovers out there.

    Little Blues

    Mosquitos for your garden. Scuttling around forests, birch forests and (rarely) meadows, these pests will suck the life out of any flowers or berries in sight. In other words, the block breaks. Berries will drop themselves and vines. Flowers, their respective dyes (and vines if one of the tall flowers).

    Feeding a blue a berry, its favorite occasional treat, gives you a 1/3 chance for that blue to become trusted (like foxes). From that point on you can pick them up, instead of leading them or commanding them to sit. You can also give them more berries for temporary productivity boosts!

    But best of all, they attack phantoms and zombies, and will continue to do so once trusted. Again in identical fashion to foxes, only biting your opponent once a hit's been landed on you. Naturally those undead beasties will fight back, and although they're weak on their own, the toxins your blue can secrete may prove to be fatal!

    Yeah, very helpful pets. Might want to keep them away from your bee house, though.

    Squirrels

    These furry friends love spreading their seed. Climbing up, down and between the towering greenery of birch forests, the only thing these rodents do all day is collect saplings for the tough times ahead. For the ascension.

    Funny thing is, they don't break any leaf blocks when they do this! How peculiar. I can't breathe. And said blocks never run out of saplings as long as they're still attached to the log they generated around.

    They can even extract spore blossoms from moss, shroomlight from Netherwart blocks and iron nuggets from hay bales! And if you throw a squirrel a little blue, you might just win them--and their services--over for a while. About three in-game days, to be precise.

    Conclusion

    While far from the worst, I hope we can all agree the two most common forest variants hardly stand out from one another, let alone other biomes. But with additions to ambience, atmosphere and overall desirability, they could shine!

    I implore anyone reading this to get out there and rework mobs, biomes and features of their own choice. There's less of a point in adding new things if the consumer recognizes others in your wares as old. Hope you enjoyed reading, and I'll see you next Saturday. :)

    PS - u/ThatOneKirbyMain2568 was a big help with brainstorming, u/Kolateak with the squirrel model and u/Diamond_Helmet59 with the little blue's. Show them some love!

    submitted by /u/DaytimerDev
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    Entering a Nether portal made of crying obsidian to the Overworld will make it rain for a short period of time.

    Posted: 15 Aug 2021 10:13 AM PDT

    This is a pretty self-explanatory suggestion but after each entering the portal, a random amount of crying obsidian used for the portal will turn back into normal obsidian.

    submitted by /u/Nii_Juu_Ichi
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    Preys of the Spiders

    Posted: 15 Aug 2021 05:25 AM PDT

    Spiders Should Attack the Following:

    • Bees
    • Silverfishes
    • Termites (Yet to be Added)
    • And Any Insect Added to Minecraft

    The Spider will not Attack Endermites (That's Already the Enderman's Job)

    And It should be Balanced, It will Only Attack If it feels Hungry and It needs to Eat, so that our Bee Farms will not be Massacred

    submitted by /u/TimtheWardenReddit
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    The speed of passive mobs when following you should depend on how much of their preferred food you have in your hand

    Posted: 15 Aug 2021 01:02 AM PDT

    Take chickens for example: 1 seed - slowest speed 16 seeds - slow speed 32 seeds - medium speed 48 seeds - fast speed 64 seeds - fastest speed

    submitted by /u/PhoenixEnder
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    Tinted glass should be blast resistant

    Posted: 15 Aug 2021 12:25 PM PDT

    With the addition of tinted glass comes the question of why it would be used. For example, it does make mob farms easier to darken for the sake of increasing spawn rates. But, it would make sense that surrounding a glass block with a crystal mined deep underground would reinforce it and make it stronger, which would also mean that there are a variety of reasons to make tinted glass outside of darkening mob farms (making windows in nether bases safe from ghasts, allowing you to see into creeper farms, etc).

    submitted by /u/smthinamzingiguess
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    There should be a way to split the enchants in an enchanted book.

    Posted: 15 Aug 2021 03:47 PM PDT

    So I meant like if you have a book with sharpness V and power V perhaps you could put it in like a new table and you could split the enchants into two other books. So one now has sharpness and the other has power.

    submitted by /u/Prometheus830
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    New cave biome. The Depths.

    Posted: 15 Aug 2021 03:47 PM PDT

    This cave biome would generate in y -30 and below and would be a scary area for sure.

    It would be rare and very dark. All light sources would be dimmed so much as a torch emitting light level 5. They would also consist of dark ambient noise and would sometimes project 2 red eyes in the darkness.

    Unlike the deep dark it wouldn't have a monster but would be inhabited by countless bats and have small dungeons generate in the walls of the caves. It would be a very loot thirsty area to find and have stuff such as chainmail armour, gold and maybe diamonds.

    These caves would really add to the atmosphere and be the scary cousin of the Deep Dark.

    submitted by /u/vGustaf-K
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    You should be able to craft 4 sticks back into 2 oak planks

    Posted: 15 Aug 2021 03:39 PM PDT

    1. It would be easier to get wood in the desert without having to track down a mineshaft or a forest
    2. You would have the ability to convert different types of planks into oak if you only have access to 1 type of wood

    There have been several instances whee all I have access to is sticks, and there's no wood in sight. This would really help players with a wood shortage and allow players with an endless birch forest for their spawn more easily diversify their builds.

    submitted by /u/Realm_builder
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    Cabbage.

    Posted: 15 Aug 2021 06:25 AM PDT

    I think that cabbage would be a cool crop for the game.

    If a cabbage is green, it's not ripe yet. It would only drop cabbage seeds, unless it's mined with silk touch. If it's white, it'll drop a head of cabbage, which can be turned into 9 leaves of cabbage in the crafting bench, which is however not possible with green cabbage, since it's not ripe yet.

    The green and white cabbage can be also placed as decorational blocks.

    The cabbage leaves can be used to create coated meat, using any meat plus one leaf of cabbage restores 10 hunger points, which are 5 shanks of hunger. These are stackable to 64.

    Also, the cabbage leaves can be used as food for pigs, rabbits and horses. It won't breed the horse tho, it'll heal the horse however.

    Do you have an idea on how to improve the cabbage?

    submitted by /u/Katze10-0-10
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    Phantoms are both corporeal AND hallucinations: A middle-ground

    Posted: 15 Aug 2021 03:00 PM PDT

    Many players have assumed that phantoms are a player's hallucinations caused by lack of sleep. Unfortunately, they are wrong. Phantoms aren't hallucinations, they are physical creatures that are drawn toward insomnia. This is confirmed here: https://www.minecraft.net/en-us/article/meet-phantom

    Personally, I think the theories that phantoms are hallucinations are interesting. Unfortunately, they don't quite make sense with established mechanics, like how cats can gift you membranes in the morning, which implies they hunt phantoms while you sleep.

    Personally, I feel the lore around phantoms could be explored a bit more. For example, why would they hunt insomniacs? Why are they called "phantoms?"

    Here's my suggestion: instead of spawning in packs, there would be one "real" phantom and a couple of "fake" phantoms. The idea is that phantoms exploit insomniacs and their hallucinations to make it seem like there are more phantoms than there really are.

    These fake phantoms behave exactly like real phantoms, except for a few details:

    • They have red eyes instead of green (the color could really be anything, I chose red because it contrasted with green)
    • They don't drop phantom membranes
    • If a fake phantom kills you, the death message would be "Player had a heart attack" (because, feasibly, a hallucination wouldn't kill you except through extreme fear)

    Here are a few other ideas that I'm a little iffy about. These ideas are meant to encourage focusing on killing the real phantom before the fake phantoms. I would love feedback on this:

    • They have half the health of real phantoms
    • They deal half the damage of real phantoms
    • When a fake phantom dies, the real phantom (if it's alive) "creates" another fake phantom after a time delay (maybe 5-10 seconds or so? I don't want to make it too annoying)

    Also, using u/TerrariaCreeper 's idea, holding a clock in your hand would make the fake phantoms disappear, so you would only have to deal with the "real" phantom.

    This idea might need a little tweaking, but I think it could be a good middle-ground.

    submitted by /u/ShadowGenius69
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    Silk Touch Axes Don't Strip Logs

    Posted: 14 Aug 2021 07:55 PM PDT

    If an axe has Silk Touch it shouldn't strip logs. It would make walking around your wooden base with an axe less of a potential mess.

    submitted by /u/FaolanOfBeyond
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    Farlands Biome

    Posted: 14 Aug 2021 11:57 PM PDT

    The Farlands biome would be a rare biome within Minecraft. It's generation would be like or similar to the Farlands. It is a mythical place with wacky animals living in it and wacky plant life. (Mutated or a rare breed etc) It would be a interesting biome with interesting creations. Inside a monument or ruin could generate to get loot. It's a small idea but I think it would be a nice nod towards a OG element of the game!

    submitted by /u/TheHomoCowboy
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    Because mojang are adding another 60 blocks to the underground they should make canyons sink into the ground like there supposed to.

    Posted: 15 Aug 2021 06:15 AM PDT

    Basically its just the masa biome sinking in the ground like the grand canyon or Bryce canyon. Also they don't have to get rid of what they have now but most of the mesa biome should be like an actual canyon. It would also be less annoying to cross.

    submitted by /u/Ben-Dover-Jonson-jr
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