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    Minecraft Weekly Update Day #4

    Minecraft Weekly Update Day #4


    Weekly Update Day #4

    Posted: 27 Aug 2021 10:06 PM PDT

    It's that time of the week!

    Every Saturday, we give users access to the Update flair. This gives them the freedom to post suggestion lists, which are normally prohibited by Rule 5.

    There are some important rules to be aware of:

    • Suggestion lists must have the Update flair. Those without this flair will be removed for breaking Rule 5.

    • Suggestion lists must maintain the same theme. An End update suggestion would be fine, but a post with someone's top 10 general additions would not.

    • All features mentioned in a suggestion list must be thoroughly detailed. If it's in the post, explain what it does, how it fits with the rest of the game, and why it should be in Minecraft. Don't just list the names of 5 mobs and leave it at that.

    This flair has a higher quality standard than others, and it will be closely monitored by staff. Posts deemed too vague may be removed.

    Also, having the Update flair doesn't make your post immune to the FPS list. If it has stuff on there, make sure your take on them is original and well detailed.

    Enjoy!

    submitted by /u/ThatOneKirbyMain2568
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    Blocks of Charcoal should look like raw ore blocks

    Posted: 28 Aug 2021 10:55 AM PDT

    Instead of changing coal blocks to look more like the raw ore blocks (gold, iron, copper), I think that role should go to charcoal. Seeing as it is highly renewable, it could work great as a building block, maybe even looking like a warmer obsidian block.

    submitted by /u/devereaux98
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    If someone dosen't trade with villagers for a certain item, the villager will lower their price when they restock.

    Posted: 28 Aug 2021 07:22 AM PDT

    In case you don't know, when you buy too many of an item from a villager, that trade will be temporarily disabled, and the price will be increased when the villager restocks. Since this seems to resemble the real life economic principle of supply & demand, I think it would be cool if it went both ways, just like supply & demand does in real life economics.

    submitted by /u/Swaagopotamus
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    Waterfalls from the new snapshot should be wider

    Posted: 28 Aug 2021 12:49 AM PDT

    There should be a large river on the rock that flows down and creates a new river.

    http://imgur.com/gallery/RqJpz6X

    submitted by /u/SilvetMan229
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    New sea biome: the deep trench.

    Posted: 28 Aug 2021 05:37 AM PDT

    Since the lowest y level will be significantly dropping, I found it a good idea to apply it to existing features. The deep trench could be a very rare biome found in deep oceans. It would be sort of like underwater ravines, but amped up to 11. They would be x3 in width, depth and length. It would feature glow squids as the only passive mob. A large quantity of drowned wich could spawn at any time of the day due to the pitch black darkness of the trench and a new sea humanoid mob wich could may or may not be connected to the guardians. It would also feature a new structure for these new mobs, the underwater cities, with homes made out of prismarine and glass embedded into the walls of the trench.

    submitted by /u/Plumarroja
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    Rework to creepers and cat interaction

    Posted: 28 Aug 2021 03:12 AM PDT

    Cats are great for keeping creepers and phantoms at bay

    So you could keep cats along with you when working at a build when keeping phantoms and creepers away

    However with creepers this can go horribly wrong as well, especially when moving about

    If a creeper gets too close (which is possible as the cat tends to wander off) then there is nothing you can do, as a creeper doesnt cancel its detonation upon seeing a cat

    So i feel to make cats more viable to keep around creepers should instantly defuse and run away upon seeing a cat

    submitted by /u/Masterdeetectiv
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    Make jukeboxes a carry-able item like shulker boxes

    Posted: 28 Aug 2021 11:53 AM PDT

    the music discs aren't used enough probably because just standing around listening to music is pretty boring. but making them carry-able or some kind of carry-able variant would probably help so you could listen to music while on the move

    submitted by /u/ThatJuhh
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    Improving Man's Best Friend

    Posted: 28 Aug 2021 12:18 PM PDT

    Dogs!

    Currently, Dogs (Wolves in-game) are a good companion, but are lacking in some aspects that could greatly improve them. Here are a few of my thoughts on improving Dogs. (Beginning with adding actual dogs.)

    Spawning/Taming Methods

    Wolves now spawn in packs of 4-6, with higher pack numbers including pups. Their new behavior seems to indicate an alpha female and male. (Though there is no visual difference between the two.) The Alpha male/female will lead the pack throughout the day, hunting mainly Sheep, but also Rabbits and Chickens when Sheep are scarce. At night, they will rest and create a protective barrier/ring around any pups. Any mobs detected 5 blocks from the pups will be met with hostility.

    Here's where taming them comes into play

    You now have to form a bond for the Wolf to allow you to try to tame it, with Pups being easier to bond with. You have to follow the pack for around 2 full Minecraft days to develop trust. This can be sped up by defending the pack at night and/or healing injured pack members with meat of which higher quality equals higher boost in bond. Via that trust, a Wolf will become friendly with you, allowing taming to be attempted. (This will still be done with bones, but the higher the bond, the less bones are needed on average.)

    Dog Appearances

    Once a Wolf is tamed it will turn into one of 6 Dog Breeds/Markings. (Similar to Ocelots back in 1.13.)

    German Shepherd (Sable)- Like real life German Shepherd's, they are good at guarding and can be used in mild combat. They can bite and slow down an enemy via leg pinning. Health: 28 Attack: 7

    Australian Cattle Dog (Ticked)- Good herders, they can help lead animals into different areas/pins and keep them in. They can herd multiple animals at a time. Limited to Cows, Pigs, Chickens, Sheep and Rabbits. Health: 26 Attack: 5

    Bird Dog (Hunting)- These dogs are adept at hunting small prey. If put into Free Range Mode, (more on that later) they may return with either Chicken or Rabbit, rarely even a Rabbit's Foot. Give it a bone to have it drop the items it picked up. Health: 24 Attack: 6

    Retriever/Lab- Able to play fetch with sticks. May bring back a random item instead if the stick, mostly common items. Can also keep up with the player when swimming. Mostly for companionship. Health: 22 Attack: 5

    Saint Bernard (Mountain Dog)- Great at traversing mountains, they have natural resistance to Powdered Snow. They have a keg around their neck that can hold up to 3 potions that they will automatically use if their owner is distressed. They can perfectly match potions to scenarios after a couple of instances of them. Poisoned by a Witch? Regeneration Potion, for example. Health: 30

    Attack: 5

    Mutt (Wild)- More of a free spirit, this dog will wander by your side, but find more enjoyment out of Free Range roaming. They will often wander far away, teleporting back to you more frequently.

    Health: 20 Attack: 5

    New Items:

    Broken Collar- Upon death, a tamed Dog/Cat will drop a Broken Collar. It will be the Dog/Cat's collar color and have their name on it when hovered over in the inventory or in an Item Frame.

    Pet Bed- Basically, as the name says a Pet Bed. Unlike the player's Bed, it does not set a respawn point. If a Dog is in Free Range or walking mode and the player goes to sleep, with a Pet Bed nearby, the Dog will teleport and sleep beside its owner. (Cat's will also do this behaviour.) The wool color can be customized. Recipe: 5 Wood Slabs shaped like a Boat with a Carpet in the middle.

    Free Range Mode

    Ever want to let your Dog just run around freely without having to follow you around? Well now you can! Sneak and right-click on a Dog to enter it into Free Range Mode. It will freely wander around up to 16 blocks away before teleporting back to its owner.

    AI Changes

    *Dogs will now path find and not go over Trapdoors, whether opened or closed.

    *Dogs will now actively try to stay away from Cactuses and Lava.

    *Dogs will not attack Mobs unless they attack their owner or their owner attacks the mobs.

    submitted by /u/Bearkat1999
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    More Variety to Pots

    Posted: 28 Aug 2021 11:48 AM PDT

    Because pots are made from clay I propose that we can more of a variety of pots using the different terracotta blocks to make something more colored and you can also use the glazed terracotta to make more detailed pots.

    submitted by /u/Slime_Soul
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    Underground tribes

    Posted: 28 Aug 2021 02:35 PM PDT

    I think as we have villages, we can also have underground villages. But they trade ores and they are all one profession "miner" and they will have one loot chest which contains a random enchanted book and some ores such as coal, lapis and redstone. As the centerpiece of the tribe, it will have a campfire instead of a well like the plains biome has. I hope u guys like my idea :)

    submitted by /u/Archie_minecraft
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    Smooth Glowstone

    Posted: 27 Aug 2021 04:15 PM PDT

    Smooth Glowstone

    my interpretation

    The only good option for smooth lighting sources that can be actively be shown in a base is sea lanterns, and those are very difficult to come by, so I suggest a new light smooth lighting source. Smooth Glowstone would be made by smelting Glowstone in a furnace. It would then work like regular Glowstone, with a light level of 15 and when broken would give 4 Glowstone Dust.

    submitted by /u/Luciano0o
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    Tangled Beach

    Posted: 28 Aug 2021 12:32 PM PDT

    This biome is a type of beach biome that is classified as a swamp. In the newest 1.18 test Snapshot, (number 5) swamps are more likely to generate inland, or away from oceans. However, I think that having a special type of Beach bordering a swamp and classified as one, similar to how Jungles have the Jungle Edges, would add a lot to the biome. This small biome would generate when a swamp generates next to an ocean. It would match the look of the swamp better while also keeping the swamp and ocean separate, and would contain blocks and plants normally found in a swampy setting, such as:

    •Grass

    •Dirt

    •Vines

    •Moss(maybe other Lush items like dripleaves and azalea bushes?)

    •Clay

    •Small swamp Oak Trees and grass •Blue Orchids, maybe some other new type of flower added to the Swamp and Tangled Beach, or cattails?

    •Coarse Dirt

    This biome could also present an option for a new kind of trap block, like a Thornbush or Blueberry plant, functioning like the Sweet Berries currently in the game. Also, even though it doesn't quite fit "Caves and Cliffs", it could still be added in an upcoming update, perhaps one that adds the biome updates that weren't voted for yet, such as the badlands, desert, and... Swamp! In all, I hope you like this idea and consider it.

    submitted by /u/ZeraoraTheKnight
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    Villagers attracted by some items relative to their profession

    Posted: 28 Aug 2021 10:32 AM PDT

    Currently villagers are only interested in food and seeds for farmers. But this doesn't reflect their other center of interest especially for non farmers villagers.

    The idea is the following: When you drop an item on the ground, it could become a center of interest for some villagers nearby, depending on their profession. If this is the case, the interested villager will try to reach the item.

    The rules would be:

    Rule 1: Emeralds would always be interesting for any villager.

    Rule 2:

    If an item on the ground near a villager is part of the wanted items of it's trading table, he will try to reach it.

    Example: A butcher interested by cow meet will be interested by a piece of cow meet on the ground, and will try to reach it.

    Rule 3: If an item on the ground is an item he could have been able to produce (if it is part of the possible item that can be produced by its profession) BUT cannot be produce by him, he would be interested.

    Example: If a leather worker cannot make a leather cap he will be interested by a leather cap on the ground

    In details, for the enchanted items: the villager would be attracted only it the item has an enchantment that is not part of the enchantment of the items he can produce.

    Example: the item on the ground is a diamond helmet with respiration III + unbreaking II. an armorer who can make protection IV diamond helmet will be interested. An armorer who can make unbreaking III diamond hemets will also be interested (because of the respiration III enchantment he doesn't master. But an armorer who can make respiration III + unbreaking II diamond helmet will not be interested.

    Rule 4: They will always pick up food, and basic items (the "wanted items" they want to work with).

    For the other items (the elaborate items they can't craft) or for the valuable emeralds: If there is a player nearby looking at them they will not touch the items, just stand near them, look at the player and look at the items maybe make some steps around from time to time. BUT if the player is stepping away and not looking at them they will pick up the items or the emeralds.

    Rule 5: The emeralds, and also the "wanted items" will not stay in their inventory for long: their counts will decrease in time (because we can imagine they will use them or spend the emeralds) BUT they will keep the other rare items they are really interested in. (The more valuable items)

    There are 2 ideas with such a new behavior: 1: To give a greedy behavior to the villagers that would interact with the other items (and not only food) actually, villagers ARE obviously already greedy when you see their prices !

    2: This also introduces the possibility to differentiate some of the non stackable items based on their materials or their properties (enchantments/material)

    Indeed, you can imagine some contraptions based on this new behavior, in order to sort the enchanted items, and also in order to sort the different pieces of armor depending on their material.

    submitted by /u/Lacryman5
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    Campfires should make a sound when they finish cooking something

    Posted: 27 Aug 2021 09:39 PM PDT

    Even if it's just the item plop sound or something, I think this would be a good addition

    submitted by /u/OtakuOD
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    Rice and Rice bread

    Posted: 28 Aug 2021 12:05 PM PDT

    Rice will be a randomly spawning food found in Forests, Swamps, and rarely in Acacia biomes. They drop 2-5 Rice and are basically a mass producing wheat.

    Drops: 2-5 Rice

    Craftables: Rice Bun (3 Rice in the form of normal bread.) "Rice bun" does half of what bread does, but can be easily mass produced. If placed on a campfire SPECIFICALLY, will create "Toasted Rice." It gives about as much hunger as a carrot but easily amassed.

    Rice, like sugar cane. Can only be found next to water sources and is significantly easier to get that wheat. Rice does not have a seed, but is like carrots and potatoes, planted directly into farm plots.

    New block type: Sediment Can only have Rice placed on it Crafted using 5 clay and 4 dirt in the shape of TNT Can be found in the wild

    submitted by /u/Thelordshober22
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    Better navigation tools (and better game design) without the use of the debug screen

    Posted: 27 Aug 2021 09:29 PM PDT

    Fair warning, long post ahead...

    Recently I came across a few tweets from kingbdogz about how the new changes to mob spawning make more sense to the player and promote better game design. Overreliance on the F3 debug screen to provide important gameplay details is certainly an issue that Mojang wants to address - but coordinates are an especially tricky topic. Everyone pulls up the debug screen to check them, and there doesn't seem to be an easy way to provide this information in-game. I would agree that there's no easy one-size-fits-all solution to this...but maybe a number of smaller solutions, each fixing smaller individual problems, would work nicely together.

    • In 1.17, you can figure out y-level pretty easily even without using F3: sea level's at y=63, top of the bedrock layer is at y=5, count up to your diamond mining layer of choice and go wild. But a new player would not be aware of any of this. It's gotten a bit better in 1.18: the deeper you go, the more diamonds you get, which is a nice and simple concept (complemented nicely by more iron and emeralds the higher you go in the mountains). While exploring underground, you might even notice that certain ores are more common at certain levels of the world, which is exactly the type of mining strategy that Mojang wanted to implement with this update. But when you're moving up and down through caves it's going to be difficult to keep track of the best layers without pulling up F3 and consulting Henrik's (admittedly very helpful) ore distribution chart. That's why, even though it's been suggested to death, I think some sort of altimeter or depth meter is the best solution. I imagine it working much like a clock, with a dial that goes back and forth based on y-level instead of time of day, ticking along in even increments, some of which correspond to the peaks in ore distribution. I'm imagining a player mining along, noticing that "hm, there's a lot of gold this far down in the world," and noting the position on the altimeter. That way, when the player is digging in a completely different part of the world, they can use the altimeter to ensure they can find the best gold-mining spots with relative ease.
    • The x and z coordinates are much trickier to deal with. You can determine your relative position fine using maps, but no new player is going to intuitively know that a standard map is 128 blocks across, and they're probably not going to precisely count out the distance to find out either. For what it's worth, I think the compass item works fine as it is: always points towards the world spawn, no matter how far you go, and can be used with lodestones to make waypoints. But that's for relative distance. Counting out exact distances is more of a problem. It's fine when you're only going a few blocks - but when you're building a giant megamansion and discover halfway through that you messed up one of the corners, that's painful even WITH the debug screen. I can barely imagine trying to fix that without it. The same goes for properly linking up Nether portals, a very common task that's pretty much impossible to do without F3. And to be honest, much like what was mentioned in the above tweet, I'm not entirely sure how to solve this either. Eventually, one might have to bite the bullet and come up with some sort of upgraded endgame compass that displays the x and z coordinates as part of the HUD when held. It's not perfect, but it's better than pulling up the debug screen and squinting every time you want to know your exact position within the world.
    • But I think there's still a much better way to track your progress while you explore or move between different places in the world. Maps are very helpful, but cumbersome to carry around: something like an atlas to collect and display maps would be extremely useful. u/TheArcanist_ already made an excellent atlas suggestion a few months back which I'll use as a template, so be sure to read the full thing on that post. Basically, it's a craftable book that you can use to store maps that can then be displayed together when opened in the atlas GUI. Personally, I would get rid of the minimap-style elements - you could only look at the full atlas when using the item. In its place I would add a rare enchantment that auto-updates the atlas, consuming an empty map in your inventory when traveling into unexplored territory and adding the area to the display. Without that enchantment, carrying around maps is still going to be pretty cumbersome without stopping every few minutes to add them to the atlas, and you're going to run out of space pretty quickly - however...

    Even though carrying all these navigational tools around would seemingly fill up your inventory very quickly with otherwise useless items, it would actually be very space-efficient: enter the bundle. Compasses are stackable, I see no reason why an altimeter wouldn't be stackable, and filled maps - even though each one takes up a full inventory slot - only use a single slot in a bundle. (Yes, you can feasibly fit 64 completely different and unique maps in one bundle. I have no idea if this is technically an oversight or not, but please keep this feature in!) Better bundle controls & management would probably be necessary to take full advantage of this, but that's a topic for a bundle post.

    Pretty much everything I've mentioned here has been suggested multiple times - it's all of those things working together, encouraging the player to explore both the world around them and its mechanics (and promoting good game design in the process), that makes it appealing.

    Thoughts and additions are of course appreciated. I also submitted this to the official feedback website (heavily edited to fit the character limit), so if you think these are worthwhile suggestions feel free to say so over there as well.

    submitted by /u/Diplotomodon
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    Swamp Tree Saplings

    Posted: 28 Aug 2021 02:53 PM PDT

    We can add a vine to a oak tree sapling in a crafting table to create a swap tree sapling.

    submitted by /u/Slime_Soul
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    New ocean type for the increased world height: The Abyss

    Posted: 28 Aug 2021 02:42 PM PDT

    Introduction

    Previously, the Minecraft oceans were highly limited in depth by the world height. The sea level being at y63, there really was not much room to play around with the oceans. This meant oceans could be at most 30 blocks deep. 30 blocks does make for some cool oceans, don't get me wrong. The oceans we have now do offer some amazing views, and the depths are pretty murky.

    But in the post-Caves & Cliffs era, things could be taken to the next level. There is twice the distance from sea level to Bedrock. The current oceans are now only take us a QUARTER of the way.

    The Abyss Zone itself

    When you go more than a few hundred blocks into the ocean, the Deep Ocean can become the new Abyssal Ocean biome. The seabed will slope down until the ocean is approximately 90 blocks deep. Three times deeper than our current oceans! Unlike the Ocean and Deep Ocean biomes which have different temperatures, there is only one Abyssal Ocean biome.

    The seabed will be formed of sand and gravel. There will be no plant life at all, and no coral reefs. These are Deep Ocean only. We are way past where plant life can survive. There are, however, rare Sea Pickles that can light up the Abyss floor. There is also the odd magma block too, pulling you down into the Abyss.

    What Can You Find Down There?

    As expected, exploring the Abyss is dangerous, primarily due to the fact you are WAY past the point of no return. If you go down there with no enchantments or potion, you will not be able to surface again without drowning.

    Therefore, if the player DOES find a way to the bottom of the ocean, maybe with a potion of Water Breathing, I feel there should be a reward down there. Shipwrecks will be fairly common down there. They will be surrounded by Drowned, but will contain some amazing loot. Gold, diamonds, emeralds, copper, diamond tools, good enchantments, nautilus shells, and even Tridents, could all be found in their chests. This will allow for a much more interesting way to obtain Tridents than the boring Drowned farming.

    There could also be clumps of Sponge across the seafloor.

    And now, onto the mobs.

    Exploring the Abyss will be dangerous. Drowned will spawn here at a rate several times higher than in regular oceans, since a LOT of people drowned in the Abyss.

    Part of me wants to have Glow Squid down here, but part of me also wants Glow Squid to be cave-exclusive.

    The Anglerfish

    I think what would make this biome even more amazing is an entirely new mob: the Anglerfish.

    The Anglerfish is famous for its horrifying appearance and its bioluminescent cyan-colored "bulb". And it's ugly-cute. Perfect for Minecraft. Its native environment, which is extremely dark, it would be visible only by its bulb that glows like Glow Squid, Enderman Eyes etc. - and hunt Glow Squid.

    Despite their horrifying appearance and their tendancy to hunt ANY fish it comes across, they are passive to players. Like all fish, they have 3 health.

    If you breed them by feeding them any other fish, there is a chance they will drop their bulb, which can be placed on walls and ceilings to cast an eerie dim light in your house. Its actual luminescence will only be low (3 or 4), but it itself will appear fully illuminated and add a perfect eerie light to a low-lit room.

    Final Word

    These are just my thoughts on how they could add a new, much deeper, much more dangerous, but much more rewarding type of ocean that takes advantage of the increased world height.

    What do you think of my ideas? What would you change/add/remove? Love to hear your thoughts on this!

    submitted by /u/FeelThePower999
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    Command Idea: /check

    Posted: 28 Aug 2021 10:37 AM PDT


    Part 1:

    The /check command could be used to detect certain actions a player does. For example,

    /check @p sprinting

    /check @p jump_peak

    /check @p holding stick

    /check @p broke_block ~~~ oak_planks

    /check @p place_block ~~~ stone

    These could all be put into chain command blocks and detect when a specific action is done. If the player does one of these actions, a signal will be given for as long as the action is happening.

    Part 2

    The /check command could have something to toggle whether it powers as long as it happens, once every time it happens, or once after a set time. Examples below

    /check continuous @p (action) (conditions*)

    /check impulse @p (action) (conditions*)

    /check clock @p (action) (conditions*) (cooldown)

    *if any

    submitted by /u/INeedTherapy225
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    wither inconsistency and other fixes

    Posted: 28 Aug 2021 02:09 PM PDT

    this boss is really easy to cheese, but also it's very inconsistent, it's literally twice as strong on bedrock, in fact, once it one-shot me in full prot 4 diamond when playing on xbox360 some time ago (it probably had 300hp then), however on java it's the opposite and that boss is very easy to fight, especially underground, also getting wither roses might seem to be a little bit too tedious, there are some changes i'd make about this boss:

    1. make it harder to cheese by breaking non-unbreakable blocks in a 3-block radius while spawning, so it will break obsidian underneath, it's just too easy and literally makes getting skulls the hardest part

    2. nerf it on bedrock - this version is mainly for consoles and mobile devices which have more limited controls than just PCs, also it has literally 2x as much hp as the java wither and has some special attacks that are devastating, just like that charge attack, making it way harder to fight underground because it makes large open spaces when compared to java

    3. buff it on java - since it has more precise controlls, it should be actually harder, but those balance changes should meet somewhere in between, for example 450hp on both versions instead of 300/600. additionally add that charge attack so it can fight underground for more anti-cheese

    4. easier wither roses - at this point you can't really obtain them at a reasonable rate without purposefully gathering mobs in 1 place, otherwise you'll get no more than 10, i think a good way to encourage players to fight on the surface is to make wither skulls randomly spawn those roses when hitting dirt or maybe even soul sand in the nether

    5. healing - sometimes it's simply annoying when it's between the ranged and meele stage, passive healing basically makes it oscillate between those modes, an interesting replacement for that could be using the fact that the wither attack living mobs, it could get like 10-20hp for each kill, making it so you can't actually go away or it will heal up much faster by killing, but not while actually fighting it since it tries to attack you and not get kills

    submitted by /u/lool8421
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    Putting a single dark oak sapling grows a swamp tree

    Posted: 28 Aug 2021 01:50 PM PDT

    Really simple. Advantages:Easy. An option of obtaining swamp trees Disadvantages:You need a Dark oak sapling for growing it and doesn't yields nothing.

    submitted by /u/Goodlucksil
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    What if we had Alligators in Minecraft? (Based on my upcoming mod) Day 1

    Posted: 28 Aug 2021 12:18 PM PDT

    Alligators would be an uncommon mob found in swamps and mangrove forests. These creatures would be neutral, having 26 hit points and dealing 7 damage per hit. They would sit in shallow water, waiting for a player or mob to get too close. Before leaping at the player and gripping them in a death roll. This would deal 3 damage a second, and would only stop if the gator took enough damage or if the player/mob were killed. They'd be hostile to most animals, and some humanoid monsters. They could chase down foes with snail-like speed on land, but swift speed in water. They would even attack passing boats.

    Upon death, I'd imagine they'd drop reptile leather, which has the same function as normal leather, so there would be no reason to go out killing gators. These creatures would make the swamps more dangerous and immersive, and would be a fun addition to the game I think.

    submitted by /u/SpicyLunaDog99
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    Search Bar for statistics menu

    Posted: 28 Aug 2021 03:21 PM PDT

    The statistics menu is a cool feature, but in it's current state searching for a specific statistic, particularly with the items tab, is a complete mess and can take minutes of scrolling just to find the statistic you're looking for. A search bar allowing you to put the names of items (and mobs for the mobs tab), would be much more helpful and easy to use.

    submitted by /u/DisturbedWaffles2019
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    Prehistoric and Paleontology Update

    Posted: 27 Aug 2021 09:25 PM PDT

    This is a repost, I forgot one of the rules so I've improved it.

    Ever since Mojang announced that archeology would be postponed until after the second Caves and Cliffs update, I've thought that it would be a good idea to introduce a whole new update based on archeology, paleontology and general prehistoric stuff. Don't take this to mean all of them should be added, just think of this as a number of options that could be implemented to make the world livelier, with observable ecosystems and animal/animal and animal/plant interactions.

    I have spent a little while compiling a list of changes that would suit this update.

    The Mammoth Steppe

    The mammoth steppe is a grassland in Siberia that used to be incredibly expansive; it covered West Asia and part of the Middle East. Today, a project to restore wildlife in the steppe, culminating perhaps in the de-extinction of the mammoth, is taking place, known as Pleistocene Park. More information can be found at r/megafaunarewilding. Adding the steppe to Minecraft could bring more attention to this important project.

    Mobs:

    Mammoths - could be tamed like horses, but would be slower, higher HP, self-defending and used for a lot of storage.

    Rhinos couldn't be tamed, and would be neutral mobs that could be sheared for wool.

    Cave lions would pose as a cave threat and would drop bones.

    Plants:

    Cloudberries could be used similarly to berry bushes, but would not deal damage and also be decorative.

    Larch trees would be like oak but with a slightly richer red colour, although nowhere near to the same extent as acacia.

    Large Lakes/Megalakes

    Alright, lakes aren't prehistoric, but the largest lake to ever exist definitely is. The largest lake to ever exist is known as megalake paratethys, and was home to the paratethys whale (the smallest existing species of whale), dolphins and mollusks (cuttlefish and squid-like animals). As the lake was cut off from any ocean, world generation wouldn't require it to be connected to one by a river. Furthermore, the incredible wondrous Basilosaurus (look at my username for context) lived and died in the Tethys lake. A fine addition, to be sure.

    Mobs:

    The Tethys whale would be a semi-neutral mob, in that it doesn't intentionally harm players but if a player got in the way they would end up getting damaged.

    Basilosaurus would be hostile to players with fish in their inventory, or when attacked.

    If the cuttlefish was added, it could be used as a food source and also perhaps drop something based on colour changing – maybe a colour changing dye? Cuttlefish are a bit like chameleons in that they change colour.

    Plants:

    Algae. Algae could rest on the surface of waters. If there were different types, say blue-green, brown and green, then they could pose different functions. In real life algae is used as fuel and fertiliser, so perhaps those could be uses here.

    Pleistocene South America

    A biome to mimic South America as seen in Walking With Beasts would also be a great addition to the game. With a lighter shade of green for grass, the biome could home Avicennias, Calycophylums and Carinianas, all of which are trees. For animals, the range couldn't be larger. Perhaps there could be the huge sloths Megatherium, or the armadillo-like Doedicurus, or the ornithic predator Phorusrhacos, or the infamous saber toothed Smilodon. This could also introduce avocados, as Megatherium are the reason we have avocados today: without them, the fruit probably would have gone extinct.

    Mobs:

    The Megatherium could spread plants and flowers, acting as an early game bonemeal, or could consume leaves that the player hasn't placed – useful for those who leave the top blocks of trees.

    The Doedicurus could be a neutral mob that has lots of health and uses its tail to attack. Some scholars think that the glyptodont could burrow, so perhaps that could be implemented as a structure of some form.

    The terror bird, Phorusrhacos, could be an incredibly fast hostile mob to players in its vicinity. It could be hunted for meat and its beak or claws, which were its two weapons. These could be crafted into weapons.

    The Smilodon could act like a wolf, except in "taming" it, it changes from hostile to neutral. Perhaps it could be ridden, or at least act as protection. If it is killed, it could drop its saber-teeth, which could be used as weaponry.

    Plants:

    Avocados and avocado trees could serve as a very nutritional food. They could require shears, or perhaps a weapon crafted by beak/claw/saber-tooth to open, and once eaten they would leave their stone. Their stone could be fed to megatherium sloths which would reduce the time it takes for new avocado plants to grow.

    The various trees (Avicennia, Calycophylum and Cariniana) could serve as a diverse tree environment

    A faunal update to kelp forests

    Beneath the waves of the open (shallow) ocean, we could see dugongs (prehistoric manatees) and desmostylians (the only known order of marine mammals that went extinct) grazing on kelp.

    Maybe not much is going on here, but I think it could be interesting to see these goliath creatures invading each other's personal spaces. Perhaps they would have territories each, which would be an easter egg to the fact that dugongs forced desmostylians to go extinct simply by eating more kelp.

    Carboniferous Forests

    The carboniferous forest could introduce a huge variety of plant life including lepidodendrale trees, huge conifers and large ferns. Mobs that could be included range from megarachne, which is essentially a giant spider, pulmonoscorpius, meganeura (a large dragonfly) to various amphibians.

    The scorpion could be milked of its poison for arrows, and its claws could drop when it is killed and be used in weapons or potions. The dragonfly could drop its wings which could be used to upgrade elytras?

    Prototaxite Forest

    Prototaxites were large, vertical fungi or lichens (it is disputed) that are often depicted spread out on black or dark-coloured ground with lots of dark water between them. While animals of this period were too preoccupied with swimming to make it onto land, I feel like this could be a good way to introduce a fantastical, mysterious biome with even stranger trees.

    This biome would mostly be full of decorative blocks, (and maybe a "dirty water bucket") although I'd like to think that prototaxite is edible.

    Australian Outback

    Containing diprotodons (giant wombats), thylacoleo, a marsupial lion, or megalania, a large predatory monitor lizard, the biome could utilise the red sand already in the game, as well as new red rocks. This biome could also use eucalyptus trees

    Mobs:

    The diprotodons could be similar to pandas, but could also swim in rivers as many scholars believe that they inspired the aboriginal legend of the bunyip, a creature that was seen in rivers. This could provide more mobs in rivers which is in demand as I have seen on both this sub and the Minecraft feedback website.

    The Thylacoleo would be a slow predator that could ambush the player, which would be a new mob behaviour. It would also live in caves.

    Megalania would be the first melee-based mob that dealt poison to the players, and would be quite fast.

    Other Mobs and Plants

    In my opinion, crocodiles and elephants have had some of the most unique evolutions, so it would be cool to see a few variations of those in the game, such as the deinotherium elephant or the wide-headed aegisuchus crocodile. Also tamarisk would be a beautiful addition even though it isn't extinct. Currently it grows by the Nile, which ties into the crocodile theme. They could also grow along rivers.

    These three organisms could decorate the environments of rivers, mesas, savannahs and deserts and would not serve any particular purpose except for the tamarisk which would be beautiful decoration.

    Conclusion

    A reason why prehistoric creatures and biomes should be added to the game is that at the moment, mobs are confined to animals that exist today, or completely fictional creatures, and I seriously think that Mojang is missing out by not including any (except the nautilus shell, which isn't an actual mob) of the majority of creatures that have ever walked the Earth.

    Also, they could include hostile mobs as there is no threat of them becoming endangered as they are already extinct. It would also provide more of an incentive to go exploring to discover a treasure trove of creatures that you may well have never heard of. It could also help new generations find an interest in this fascinating branch of history.

    Also I think it would be really interesting to see ecosystems of different animals interact with each other. At the moment this is only seen in: wolves+sheep, foxes+rabbits(?), dolphin+fish, axolotls+fish, piglins+hoglins and ocelots/cats+creatures (to my knowledge, the point is is that it happens rarely and the chance that they'll spawn together isn't that common, and by this I mean the land based ones and axolotls. In my mind by adding one ecosystem, mob spawns would be higher and the food chain would be observable more regularly).

    Furthermore to pair with the archaeology theme, fossils could be found as well for decoration. It could also serve as a teaser for future unannounced mob updates or be educational on evolution and animal biology. Perhaps there would be a craftable "fossil book" that would automatically add information of fully discovered skeletons, like a bestiary in an RPG.

    Thank you for listening to my TED talk.

    submitted by /u/basilosaurus_w
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