He seems to know what he's talking about the most
for decorations you could use grass, dead bushes, rose bushes, any type of plant even tree saplings
that would be cool and much easier then adding new plants.
Sparky i like your aquarium idea
heres how it should work
Fish tanks are a little 1 block fish tank that can hold 3 fish and can't be expanded
aquariums are 2x1 blocks that can be expanded and hold 6 fish
Love the idea but think you should be able to make it bigger by placing other tanks next to the original and on top each fish tank added would put the maximum number of fish up by 3
Spawn location:*ice island,frozen ocean,iceberg
Spawn-Rate: 40% on ice island and 10% to an ice berg with a few birds stuck on it
Food to tame:fish
What it could do:After you have tamed one you can take it to water and give it the kind of fish you want it to bring back it will go away for about half a day then come back with 1-10 of those type of fish.
New Biome:Frozen ocean
What biomes are hidden in it: Iceberg, Ice island
what mobs spawn in it:Penguins, polar bears
Spawn rate:there is one per world at least and a 30% chance of more spawning
Spawn-Rate:40% chance of there being 10 or more in your world
New Biome:Ice Islands
Description:The frozen breeding island of the penguins
Spawn-Rate: 50% chance of there being 1 per world
Why are these good ideas:Imagine waking up and sending your personal pet penguin to get some fresh fish for lunch personally i love this idea and so do many of my friends and if you disagree then so be it
What job you want:Admin
Why you want the job:
I have been staff a lot over the past few years, and I have yet to have found a server that I truly love, that's why I am applying because I think it will be an amazing server with a lot of work put into it. I have been moderator 6 times, an Admin 7 times, I have been Head-Admin twice and a Co-owner once. A couple of months ago, I opened RevolutionMC, my own server. It didn't last long. I was unable to fund it; Not enough players were joining; and my Developer deleted the entire world. However, I have learnt from this experience. If you need confirmation for any of these then I can give you the details to my previous server owners. Sadly most of the servers were shut due to funding and personal reasons.But the point i am trying to make is being an admin is what i am more experienced on and the one job that i truly enjoy playing as.
why you should get the job:
I believe my presence will benefit the server in a lot of ways. I communicate easily and in a meaningful and confident manner. I am reliable, dependable, responsible and would dedicate time to the server when possible to fulfil a position as a staff member. I think I would get along with both staff and players easily and would try my very best to help out at all times. I am respectful to others around me and to those in higher positions to me. I also have a part time job, which has helped my skills of teamwork and working in an environment as a staff member. I am also a great listener and can be trusted to help look after the server. I understand that moderators cannot always be available and can't monitor every word and action, but because I live in Australia, I often play when there are no other staff members online. Being a part of the staff on Reboot would allow greater staff presence over more time zones, and thus help out players that do not regularly play at the same time as current staff. I also believe that my past experience would be an added benefit to the server.
Past builds(for builder only):Well i can build..proof will be provided
Proof you know how to code(devs only):
other info: i am currently an admin to hexa network if u want more proof i can give you a tour there and maybe show my works to u aswell
thank you for your consideration
Gold Ingot is one of the materials that can be used to craft Armor, Tools and Weapons, however, it has the least durability, damage, and protection, even though its the second rarest material that can be used to craft items!
The Golden tools only exceed in one attribute : Enchantability.
but still, Gold Armor, Tools and Weapons has very low stats which makes them weak even while enchanted with powerful enchantments, Iron or Diamond items are better than Golden even with weak or without enchantments.
The idea of this suggestion, is to utilize the enchantability of golden items, by adding new Enchantments or more Levels exclusive to Golden items, that gives it a "Utility" usage.
New levels of already existing enchantments, exclusive to Golden Items :
Fire protection Level V special for Gold armor : completely negates fire damage
Respiration Level III : just stronger than I and II at the same rate
Depth strider Level III : just stronger than I and II at the same rate
Knockback level III : just stronger than I and II at the same rate
Looting level IV : just stronger than I,II and III at the same rate
Unbreaking level IV and V : resistance increases with the same rate
New enchantments (yellow levels are only acquired by gold items) :
Mark for Death - Swords and Bows
Attack target receives more damage from any source except weaponry enchanted with death curse.
( I ) 15% increased damage received, lasts 6 seconds
( II ) 25% increased damage recieved, lasts 7 seconds
( III ) 35% increased damage received, lasts 8 seconds
Arcane - Swords and Axes
increases XP gain from kills
( I - III ) increases XP drop by 10/20/30%
( IV ) increases XP drop by 50%
Armorer - Chestplate
provides bonus armor to near players and tame animals (horses, wolves, cats) not useful in PVP
( I ) bonus 2 armor levels
( II ) bonus 3 armor levels
( III ) bonus 5 armor levels
( IV ) bonus 6 armor levels
Tunneler - Pickaxe
increases efficiency on destroying any type of stone and reduces durability loss when destroying it, doesn't work on ores and can't be stacked with fortune.
to avoid being OP if mixed with efficiency or unbreaking. there will be set a max of bonus mining speed and unbreaking.
mining speed is capped at 400% bonus, and durability is capped at 60%, however its capped at 200% or maybe 250% on gold pickaxe, since it already have a very low durability.
( I ) available for all wood/stone/iron/diamond only, increases mining speed by 100% plus 20% more resistance
( II ) available for all wood/stone/iron/diamond only, increases mining speed by 200% plus 40% more resistance
( III ) available to gold only, lesser levels never acquire on gold pickaxe, increases speed by 400% plus 200% more resistance
Fertile - Hoes (though you usually want your hoes not Fertile :P)
increases growth speed on farm pods made by enchanted hoes, effect is lost after the plant is harvested and needs to be hoed again
( I ) bonus 15% growth speed
( II ) bonus 30% growth speed
*since this is the only enchantment to hoes (besides unbreaking) people will always enchant their hoes and farming will be faster in the game, this enchantment is not OP, but it needs other enchantments in competition to avoid making all hoes upgraded.
Hammer strike - Swords and Axes
reduces weapon damage by 80% (or maybe 75%?) but multiplies damage dealt to their armor.
( I ) x4 damage to armor
( II ) x8 damage to armor
( III ) x16 damage to armor
( IV ) x32 damage to armor
Leader Strike - Swords
makes attack targets especially vulnerable to companion attacks (dogs and golems only for now)
( I ) 20% increased Damage
( II ) 35% increased damage
Assassin - Swords
Limited only to golden swords, makes the sword invisible if you are invisible (potion effect)
( I ) only 1 level
*would be OP if other swords could obtain it, limited to golden swords because they are weak and has got a limited amount of uses, so you cant spam invisible hits.
there might be a legendary diamond or iron sword enchanted with this enchantment available as a rare find somewhere.
Storm - Swords
grants a chance to make a thunderbolt that appears between you and target, then bounces to other nearby mobs. bolt damage is dealt as a separate damage instance, and couldn't bounce to already hit enemies until no more un-hit enemies could be found in search radius. Drains 4 durability when it acquires, except on golden swords, it drains the normal amount. has got a 20% chance of acquiring and deals 2 damage
( I ) 1 bounces
( II ) 2 bounces
( III ) 6 bounces
The Golden Arrow
Since there are no tiers of bows, we can't implement Gold exclusive enchantments to bows, and thats what Golden arrows are made for.
Crafted the same way normal arrows are, but with a Gold Ingot instead of the flint, grants 4 arrows.
Bows can be enchanted with Gold exclusive enchantments or levels limited only to gold items, however, the effect will take place only when firing a golden arrow.
for example, a Bow Enchanted with Mark of Death (II) will have the effect of Mark of Death (I) since Tier II is limited to Gold items, but when firing a Golden arrow, the effect will be applied properly.
these enchantments are either unbalanced or not-fitting, will only remain in this section
Caustic blow - swords
attack target is receives a buff that remains for a short time, if it dies within this duration it will explode for mob damage (doesnt affect blocks and causes no knockback)
( I ) remains for 6 seconds, explodes for 1 damage
( II ) remains for 9 seconds. explodes for 2 damage
( III ) remains for 9 seconds, explodes for 3 damage
*this might be OP, i reduced its damage from 2/4/6 to 1/2/3. also it might cause a hell of lag.
Delirium - swords
extremely reduces vision of players affected by this weapon by blurring their screen, and fading distant objects and causing their screen to wave somewhat like nether portal effect, reduces detection range for mobs, lasts for 2 seconds
( I ) has got only one level which can be acquired by any sword, however its chance is very low for non gold swords
Thanks for Reading.
would really like to read your opinions about the overall idea and on each particular enchantment, all ideas and criticism is welcome.
Let's face it: The ocean is very boring. Aside from ocean monuments, there is absolutely nothing but dirt, gravel, sand and stone as far as the eye can see, which isn't very far considering it's underwater, usually in complete darkness. That's why I decided to make a series of suggestions in hopes of building a following and, not necessarily getting these specific ideas into the game, but hopefully inspire Mojang to put work into their own plans for oceans. These suggestions will spread across multiple threads because the other ideas require much more thorough explanation and detail. The ideas in this thread are basically all the small suggestions to form a basis. I understand many of these ideas very likely have mods associated with them and that these ideas have likely been suggested before, but the existence of said mods and suggestions only goes to show that these are ideas other players are willing to support. Furthermore, I'd like to preface this by saying that none of these ideas are inspired by mods or other people's suggestions (unless the post is edited in the future with said suggestions, in which case credit will be provided there). Any similarities are purely coincidental.
TL;DR - Please do not respond to this thread saying anything along the lines of "There's a mod for that" or "That's been suggested already."
Coral is basically the flower of the Ocean, in more ways than one. We'll get to that in a bit. Typically, when a transparent block is placed underwater, it results in a very ugly blocked of pocket of air. This isn't the case with coral. Coral can only be placed inside water source blocks and coral blocks are treated as water source blocks (water flows from it, it can be turned into cobblestone, etc.) If the water is removed (by bucket or by being turned into cobbelstone/obsidian), the coral will pop off as an item. If the water is not removed and the coral is instead mined, it will also pop off as an item without the need for a tool, much like flowers and mushrooms. The block will be reverted back to a normal water source block, rather than air, as well.
Types of Coral
Coral comes in a variety of shapes and sizes. I do not personally have the artistic capability of spriting out each type of coral in pixel art and it's not exactly the most interesting aspect of my suggestion, so I'm mostly just going to call them by their most defining feature: Their color. You can use your imagination to figure what they look like, just imagine them appearing in an intersecting, flat, X-shaped texture just like saplings. Each type of coral can be smelted in a furnace to yield three dyes of its color. You may notice new colors of dyes, more on those in a bit. The types of coral are listed below in order of rarity, from most common to rarest:
Green Coral - Light Green Dye (3)
Blue Coral - Blue Dye (3)
Red Coral - Crimson Dye (3)
Deep Pink Coral - Deep Pink Dye (3)
Lime Coral - Lime Dye (3)
Pink Coral - Pink Dye (3)
Magenta Coral - Magenta Dye (3)
Azure Coral - Azure Dye (3)
Fuscia Coral - Fuscia Dye (3)
Orange Coral - Orange Dye (3)
Turquoise Coral - Turquoise Dye (3)
Purple Coral - Purple Dye (3)
Cyan Coral - Cyan Dye (3)
Teal Coral - Teal Dye (3)
Yes, before we go anywhere, I realize I listed "Blue Dye" and yes, I know we already have Lapis Lazuli. However, as the game currently stands, Lapis is the only dye the player cannot farm and for good reason: It is the only dye that has uses outside of just being a dye. Because Lapis has such a practical use as enchanting, I've always felt that using it as a dye was a massive waste of resources. As such, I suggest that Lapis, rather than being a dye in itself, can be crafted into Blue Dye (2).
As for the new colors, these colors are based on colors of wool that were available in Minecraft Classic. Keep in mind that these are textures ripped straight from the wiki, the colors could easily be modified to fit better or to simply be more different from existing colors. This image is just to provide a basic idea:
All of these colors except for Green-Yellow can be obtained from corals, but they can all be obtained by mixing colors:
Crimson - Rose Red + Ink Sack
Deep Pink - Pink Dye + Ink Sack
Fuscia - Pink Dye + Purple Dye
Azure Dye - Light Blue Dye + Blue Dye
Turquoise - Light Blue Dye + Ink Sack
Teal - Turquoise Dye + Light Green Dye
Light Green - Cactus Green + Bone Meal
Green-Yellow - Light Green Dye + Dandelion Yellow
Along with these new dyes and coral come some new flowers as well, just to make some of the once more rare colors more accessible:
Violet - Purple Dye (1)
Blue Iris - Blue Dye (1)
Both of these flowers can generate in Plains, Sunflower Plains, and Flower Forest biomes like most other flowers.
The Azure Bluet should also receive a new texture to more closely resemble the Azure color, as well as its real life counterpart, and it should yield Azure dye instead of Light Gray.
Much like placement, Coral can only generate inside Water Source Blocks. They will only generate in Ocean and Deep Ocean biomes and can be found about as commonly as mushrooms in caves. Coral also spreads very similarly to mushrooms, allowing it to be farmed. It can generate and spread in any light level. Wet Sponges also have a rare (about 1/60) chance of generating instead of coral.
Reefs are structures that generate in Ocean biomes. They are basically mounds of moss stone upon which coral is three times more likely to generate. Wool is used in the picture below to represent coral, not necessarily an accurate representation of how much coral would show up.
As seen in the image above, reefs generate in both large and small sizes. The small ones are much more common (About 1 in every 5 chunks) while the large ones are significantly rarer (About 1 in every 30 chunks). They are entirely randomly generated.
This is probably the section of the suggestion I have put the most thought into. These are just a basic list of mobs. More may be added to this list in the future, but right now I am focusing on basic sea life. I have even gone so far as to build statues to represent what these mobs might look like. Keep in mind the statues are not to any particular scale. No, the Jellyfish is not as massive as the Shark. I merely made the statues as big or small as necessary to show off their details.
The obvious one should be gotten out of the way first: Fish. I know this is basically the oldest idea in the book, but for good reason. When you need to add life to your oceans, what's the first thing you think to add? Fish of course! I believe all types of fish that are currently catchable in-game should be given small 3D models. Each with their own spawn conditions and locations. Killing any of the fish will result in being able to collect them as an item (Eg. Salmon has a 100% chance of dropping 1 salmon when killed).
HP: 3 (<3<)
Size: Tiny, about the same size as a bat
Spawn: Same conditions as squid. Usually spawn in schools of 4-6.
Behavior: Swims around randomly, swims away from you if you try to approach it. Fishing near it increases your chance of catching Basic Fish by 25%.
HP: 4 (<3<3)
Size: Slightly Larger than Basic Fish
Spawn: Only in Ocean and Deep Ocean Biomes, only spawn near Reefs in schools of 2-4. Any light level.
Behavior: Similar to Basic Fish, increase your odds of catching Clownfish if you fish near them.
HP 6 (<3<3<3)
Size: 1/8x1/4x1 (roughly, slightly smaller)
Spawn: Ocean and Deep Ocean in schools of 2-4. Any light level.
Behavior: Similar to Basic and Clown fish. Increases chance of catching Salmon when fishing near them.
Do not mock my artistic ability.
HP: 6 (<3<3<3)
Size: Passive: about the same size as a clownfish. Puffed up: slightly smaller than 1x1x1.
Spawn: In Oceans and Deep Oceans, only near Reefs, usually alone.
Behavior: Usualy behaves passively, but if you or any other mob gets too close, rather than swimming away, it will puff up, damaging any nearby mobs and a chance of inflicting 0:30 of poison.
Easy 1 HP (<) and 30% chance of poison
Medium 3 HP (<3<) and 40% chance of poison
Hard 5 HP (<3<3<) and 60% chance of poison
Fishing near them increases your chances of catching a Pufferfish.
Another idea that I understand has been beaten to death but I believe is long overdue. They drop Shark Meat and Shark Teeth, items will be elaborated on later.
HP: 18 (<3<3<3<3<3<3<3<3<3)
Size: About 1.5x1.5x3
Spawn: Rare in beaches, Uncommon in Ocean, Common in Deep Ocean. Any light level.
Behavior: Lunges at you with great speed as soon as it sees you. Approach with caution.
Easy: 5 (<3<3<)
Normal: 6 (<3<3<3)
Hard: 8 (<3<3<3<3)
Shark Meat (0-2)
Shark Tooth (0-3)
My personal favorite idea: The color-changing bio-luminescent Jellyfish. I know the term "bio-luminescent" may raise some skepticism, but hear me out, I'll go over it in more detail soon.
HP: 10 (<3<3<3<3<3)
Spawn: Uncommon in Deep Ocean, low light levels only.
Behavior: The Jellyfish changes color every 10 seconds as it swims around randomly. It never actively tries to attack you, but if you make contact with it, you will be inflicted with Nausea for 10 seconds on easy, 15 on normal, and 30 on hard. The sting does not actually inflict any damage. Randomly, the Jellyfish will stop moving and begin to glow for a few seconds, temporarily becoming a bright light source (strength of 10). The light reflecting the color the Jellyfish currently is. Perhaps if/when the lighting system is changed to a more dynamic system, the Jellyfish will have the ability to glow without stopping, but with the current engine this would likely be an impossibility without severe framerate droppage.
Jellyfish Tentacles (0-3)
Jellyfish Bell (0-1)
Swimming is such a pain, and if I expect you to explore the ocean, surely I have a plan for swimming faster, right? Well, you're in luck! The Dolphin is tameable and basically functions as an underwater horse! The best part? It doesn't even require a saddle! Just hop on and get ready to glide through the water!
HP: Untamed: 10 (<3<3<3<3<3); Tamed: 20 (<3<3<3<3<3<3<3<3<3<3)
Spawn: Rare in beaches, Uncommon in Ocean, Common in Deep Ocean. High light levels. Usually in pods of 2-3.
Alignment: Passive, Tameable
Behavior: Dolphins usually remain close to the surface and for good reason. Unlike most sea mobs, Dolphins have to surface for air. They can hold their breath for twice as long as the player naturally can, but still have to surface every once in a while. Like horses, they can be tamed by right-clicking on them with an empty hand. They may buck you off if you try this. You may also lower their temper by feeding them raw sea foods (Shark Meat and any type of fish except Pufferfish). A tamed Dolphin will follow you wherever you go as long as you remain underwater. When you return to the surface, it will wait for you wherever you left it. While riding the Dolphin, you can see its health as well as its air gauge. You can heal it by feeding it any meat, though raw sea foods heal the most. Dolphins swim three times as fast as the player can, and you can control it by pointing the mouse in whatever direction you want to go. You can also use Dolphins' speed to your advantage and use it to jump more than two blocks above the surface with enough momentum.
Drops (Why would you kill a dolphin, what is WRONG with you?):
This section is both for items with new uses as well as new items
Used to brew a new type of potion: Potion of Swimming
Potion of Swimming
Multiplies Swim Speed by 1.5 for 3 minutes. Can be upgraded with Redstone to Potion of Swimming + which lasts 8 minutes or with Glowstone to Potion of Swimming II which multiplies swim speed by 2 for 1:30. Can be corrupted with Fermented Spider Eye to create Potions of Drifting, which divide swim speed instead.
Raw: 3 Hunger, 2 Saturation, 60% chance of hunger when consumed
Cooked: 8 Hunger, 13 Saturation
Used to craft Shark-Tooth Arrows (3) as well as Bone Meal (1)
Crafted from the same recipe as arrows, only with Shark Teeth instead of flint. Deals 1.5 times the damage as a regular arrow but functions like a tipped arrow in that it is still consumed even with Infinity. Shark-Tooth Arrows cannot be tipped with a potion, either and when fired from a bow with the Power enchantment, it only a 12.5% boost per level as opposed to the usual 25%.
Used to brew a new type of potion: Potion of Nausea
Potion of Nausea
Inflicts a less intense variation of Nausea for 30 seconds. Can be upgraded with redstone to Potion of Nausea + for 1 minute, or corrupted with Fermented Spider Eye to create a Potion of Focus, which causes all mobs to be outlined in white while in direct sight (allowing the player to see mobs even if they would otherwise be blending in or barely visible.) the Potion of Focus lasts for 3:00 and the Potion of Focus + lasts for 8 minutes. Note, the Nausea effect also would now affect Mob AI by preventing them from being able to auto-path toward you or avoid hazards such as lava.
Used to craft Jelly Torches (1)
A somewhat unique block, basically a Jellyfish head wrapped around a torch. The Jelly Torch can be placed underwater. It can also be dyed to change the color of the light it provides. By default, the bell is transparent and the jelly torch simply has the normal torch light color.
This concludes the first suggestion of this series, what do you all think? Is there anything you'd change? Please try to help me improve this idea to be as fair and balanced as possible. If you have any of your own ideas, feel free to share them as well!
Since the addition of Elytra, an accessory equipped in the place of armor that provides the ability to glide, an the new ability of mob heads that act as disguises, this could pave the way for similar “non-armor” accessories that provide different abilities.
Quiver- The quiver is an uncraftable accessory, available only from loot chests (Except for Blacksmith's Chest), or trading with fletcher villagers. The quiver is equipped in the chestplate slot, and when worn, the charge of a bow is decreased by 33%.
Potion Belt- The potion belt is an uncraftable accessory, available only from loot chests (Except for Blacksmith's Chest), and rarely from Witches (1%). When worn in the leggings slot, potions of the same type can be stacked to 3. However, if a splash or lingering potion is in a stack, there is a 1 second cooldown before another potion can be thrown, to avoid rapid fire. This accessory doesn’t improve potion combat in any way, it simply solves the problem of storage.
I may update this forum with new suggestions, but for now, these are the only ones I have.
Day of Thread: 988
Health: 80 ( × 40)
Armor: 10 ()
Hard Attack Strength: Fire effect
Spawning: One per dragon lair
Size: A little smaller as the Ender dragon
Details: The red dragon is a neutral mob that spawns in dragon lairs. They do not break terrain. They usually rest in the dragon lair, but can occasionally fly around it. If you attack it or try taking anything in the dragon lair, it will attack you. It attacks you by breathing fire on you. The "fire" is a lot of fire particles that fly up to seven blocks away. The particles cannot go through blocks. If the fire particles touch you, you get lit on fire. The dragon can breath fire for around three seconds. All of its body is protected by its scales, except for its underbelly, which has no armor. Snowballs harm it, even through its armor
Tamed Dragons: You can tame dragons as well. Dragon taming works like horse taming, meaning you get on the dragon to tame it. But you can't tame a dragon without giving it gems, like wheat for horses. Dragons will take iron ingots, gold ingots, lapis lazuli, and diamonds. When tamed, the heart particles will appear. You can now get on the dragon, but like horses you cannot move the dragon unless you put a saddle on the dragon. The movement is normal, but instead of jumping, the spacebar makes the dragon fly. The spacebar flaps the wing once, and you can flap the wings ten times before it has to touch the ground again. Each wing flap raises the dragon two blocks. The dragon will breathe fire on any mob that attacks it, not you.
Drops: A dragon drops 2-5 scales,0-3 teeth, 0-3 gold, 1-3 iron, and rarely a diamond
Health: 90 ( × 45)
Armor: 10 ()
Hard Attack Strength: 6 () plus freezing effect
Spawning: One per ice cavern
Weakness: Fire and lava
Size: Same as red dragon
Details: Frost dragons are bright blue dragons only found in mountains in taiga and tundra biomes. They stay peaceful toward you, unless there is any other dragon near, or there is flint and steel in your hand. They also attack if there is fire nearby. They still attack you like red dragons, except with ice particles that freeze you a little and do some damage. They only spawn in ice caverns, which are the dragon lairs in the winter biomes. Wherever these dragons land, snow appears much like snow golems.
Tamed Dragons: These dragons can be tamed and ridden like red dragons
Drops: 2-5 scales, 0-3 teeth, and 1-5 ice blocks, 0-3 gold, 1-3 lapis lazuli, and rarely a diamond
Health: 90 ( × 45)
Armor: 10 ()
Hard Attack Strength: 4 () plus burn damage
Spawning: One per Nether lair
Size: Same as red dragon
Details: Nether dragons are dark red dragons. They spawn in Nether dragon lairs, but usually fly around the Nether. They still try to keep near the lair in case of invaders. Nether dragons are always aggressive toward you. Nether dragons are like red dragons, they burn you and are weak to snowballs, but Nether dragons are more like a Nether mini-boss. The will see you from 100 blocks like Ghasts, and will fly at you to attack you. Nether dragons sometimes attack Ghasts
Tamed Dragons: You cannot tame Nether dragons
Drops: 2-5 scales, 0-3 teeth, 1-5 Netherrack, 0-5 gold, 1-8 iron, and very, very rarely a Nether star
Size: Around 7 blocks high, 10 long, and 7 wide
Generation: Only in extreme hills biome
Details: The dragon lair is a rare cave-like structure only generated in extreme hills biome. They only generate on cliffs and hills. It looks like a tall and wide cave entrance, but it ends ten blocks in. The walls and ground have miscellaneous ores that appear by how rare they are. If you try to mine an of the ore, the dragon attacks you
Size: Same as dragon lairs
Generation: In big hills and mountains in taiga and tundra biomes
Details: These ice caverns are rarer than other dragon lairs, basically because there are not that many suitable locations for them to generate. These caverns look just like dragon lairs, but are made of ice. There are a bigger chance of different ores on the floor here
Size: Same as dragon lairs
Generation: In the Nether in cliffs
Details: These dragon lairs are made of Nether brick and Netherrack. The Netherrack in the lair burns constantly. The ground has the same treasures as other lairs. At the back of the lair is a chest. The chest contains some valuables inside, like ingots, tools, armor, and sometimes scale armor
Details: Scales are items dropped by dragons. Scales can be brewed to make a potion. Scales are different colors depending on the dragon that was killed
Details: Teeth drop from dragons. They can be brewed to make a potion, along with crafted into a spear
Details: Armor potions are potions that increase the players defense by 50%. This potion acts like any armor, protecting you from attacks and etc. This potion is made by brewing a red dragon scale with an awkward potion
Details: When drunk or thrown, the target player is frozen for a few seconds. They are vulnerable to attacks, but all damage taken is reduced to 50%. Made by brewing an frost dragon scale in an awkward potion
Fire Absorption Potion
Details: When this potion is used, you gain a regeneration effect while in lava. Made by brewing a Nether dragon scale into an awkward potion
Details: Burning potions light the player on fire, damaging them. This potion will not count if the player has a fire resistance potion, is in water, or if he/she is beneath rain. This potion is made by brewing a dragon tooth in a thick potion
Details: The tooth spear is a longer weapon made with two sticks and a dragon tooth. You can jab with them, dealing four damage (). You can also throw them for six damage (). But a downside is that tooth spears are as weak as gold. They break faster if you throw them
Details: Dragon armor is made by using any scale in an armor pattern. It will protect you against fire, and a little bit of lava. It has 18 armor points (). The armor has durability a little more than diamond
Questions and Answers-
Don't say this is OP, because the dragons have limits and weaknesses.Just to make clear, the dragons CANNOT BREAK LANDSCAPE.These would be hard to use as a griefing weapon. If you think they are too hard to beat, ask yourself why you attacked them in the first place.
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