Unlike many other minimap mods, Xaero's minimap keeps the aesthetic of vanilla Minecraft, which helps it be a more seamless addition to the game. It is also the first rotating square minimap for Minecraft. Among a wide variety of customization settings, there is an option for a circle-shaped minimap and a separate setting for locking the minimap's rotation (using a direction arrow instead). The minimap can display the surrounding entities, including players, mobs and items, as dots with a custom color or as icons (usually heads). In addition to the default compass directions, you can place your own waypoints that are visible both on the minimap and in the game world. Waypoints help you find previously visited locations or reach specific coordinates, with optional teleportation. The minimap can display the surrounding blocks above ground and below ground (cave mode). These are just some of the features of the mod while there are many more. Please read the "Minimap features" section below for a more complete list. For the purposes of following multiplayer server rules, there are 2 mod editions, full and fair-play, the latter being designed for fair PVP. This mod is mostly client-sided. Installing it on the server side is optional for some additional features like world identification.
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- Look of vanilla Minecraft.
- Multiple minimap size options including automatic.
- Multiple zoom options.
- Two minimap shape options: square or circle.
- Runs smoother than a lot of minimap mods.
- Can be placed anywhere on the screen using the "Change Position" setting/screen. You can even shift it by 1 pixel if you so wish. Can be useful when playing with other UI mods.
- 2 block color modes: Vanilla, which uses the colors of vanilla Minecraft maps and Accurate, which uses the colors of block textures and biomes. You can also enable biome colors for the Vanilla mode using a separate setting.
- A custom key binding (Z by default) to temporarily enlarge the minimap to take a better look around. All key bindings are in the vanilla controls menu. There are also settings for controlling the behavior of the minimap when it is enlarged, for example to center the minimap on the screen or to fully zoom out the minimap.
- Map shading customization with the "Terrain Depth" and "Terrain Slopes" settings.
- Compatible with Xaero's World Map. By default uses the map textures generated by the world map mod instead of generating its own. This improves performance when using both mods.
- Option to limit your minimap access by binding it to an item required in your hotbar or to be equipped. For example, add minimapItemId:minecraft:compass anywhere in the config file to bind it to the compass item. This way the minimap will not be displayed unless you have the compass in your hotbar or equipped.
- Potion effects to control the usage of the minimap or some of its features for the players on your server/map. The following potion effects exist as of writing this: xaerominimap:no_minimap, xaerominimap:no_entity_radar, xaerominimap:no_waypoints, xaerominimap:no_cave_maps. The effects are of the neutral type by default, but you can also specify a harmful type by appending _harmful to the end of the effect ID, for example xaerominimap:no_entity_radar_harmful.
- Translated to a lot of languages.
- Option to lock north to stop the minimap from rotating and instead display the direction of your character with an arrow.
- Works both above and under ground thanks to the automatic cave mode. Cave mode should also activate inside buildings. You can choose the size of the "solid roof" above you that the mod searches for to activate cave mode. Roof size 3x3 and above should prevent cave mode activation when standing under log blocks while cutting wood.
- Waypoints. Practically an infinite amount. Can be teleported to (permission for teleportation chat command needed). Waypoints are rendered in the game world and displayed on the minimap. You can hide all or specific waypoints. Press B to create a new waypoint. Press U to list all the waypoints. In the waypoints list, you can add/edit a single or multiple waypoints, sort them, view waypoints from other sub-worlds/dimensions and much more.
- Local and global waypoints. To clear the screen from unnecessary waypoints you can create local waypoints that, unlike global ones, are affected by the "Max WP Draw Distance" option. This enables you to set a single global waypoint for a large area/region and multiple local ones in the area/region. Only the global waypoints will be visible when you are beyond the maximum draw distance.
- Waypoint sets. You can organize your waypoints by sorting them into sets. Your current set can be quickly switched with a key binding. All key bindings are in the vanilla controls menu.
- Waypoint sharing. You can share your waypoints in the game chat with players on the server. This is done from the waypoints list (press U).
- Deathpoints. An automatic skull-shaped waypoint is created on each death. Old deathpoints are converted to regular waypoints, which you can disable using the "Keep Old Deathpoints" setting.
- Displays chunk claims and ally players from the Open Parties and Claims mod.
- Togglable chunk grid. The chunk grid shows you where block chunks begin and end.
- Togglable slime chunks mode. The chunks where slimes can spawn are marked with a green overlay.
- Custom light overlay. You can setup a light overlay that will mark blocks with a custom color if they are within a custom light value range, which is block light from 0 to 7 by default. The default settings are meant for finding mob-spawnable blocks. You can use it for any purpose.
- Multi-world detection in multiplayer. If you install the minimap mod on the server side in addition to the client side, each server world should get a separate waypoints "sub-world". Otherwise a much less reliable world separation is used, which is based on the world spawnpoint. If you can't install the mod on the server side, it is recommended to turn off multi-world detection for servers that only have a single "world". You can do it through the Waypoints Menu (press U) -> Options screen.
- Displays mobs on the map as yellow dots. Hostile and friendly mobs can be colored differently. Can also be displayed as icons/heads. Check the "Entity Radar" settings.
- Displays players on the map as white dots or player heads. Can also be displayed as icons/heads. Check the "Entity Radar" settings.
- Displays items on the map as red dots. Check the "Entity Radar" settings.
- Displays all the other entities such as arrows and item frames as purple dots. Different types of entities can be disabled in the settings. Check the "Entity Radar" settings.
- Options for displaying entity names on the minimap in the "Entity Radar" settings.
- Zoom in and out key bindings (I and O by default) to efficiently change the zoom level to fit your preference or use case.
- Coordinates under the minimap.
- Current biome name under the minimap. Disabled by default and needs to be enabled in the mod settings (press Y).
- Light level under the minimap. Also disabled by default and needs to be enabled in the mod settings (press Y).
- Current game time under the minimap. Disabled by default. You can choose between the 12 hour and the 24 hour formats.
- Current camera angles under the minimap. Disabled by default.
- Setting to hide/unhide all waypoint coordinates from all UI screens. Can be useful for streams/videos.
- Setting to fully hide/unhide all mentions of server addresses in dropdown menus. The setting is set to "Partial" by default, which is probably good enough in most cases.
- A LOT MORE SETTINGS. Too many to list them all here. Press Y in game to open the settings and take a look.
- 2 mod editions: full and fair-play. Full version does not have any limits. Fair-play version does not display any entities or cave maps which is more suitable for PVP against people who don't use a minimap.
- Start the version of Minecraft that you're going to install the mod for at least once.
- Go to the official Minecraft Forge website: http://files.minecraftforge.net
- Download and run the recommended installer for the needed Minecraft version (1.10.2, 1.9.4 etc). This should create a new "forge" profile in your Minecraft client if this is your first time using Forge (to change which Forge version to run you'll have to edit the "forge" profile).
- Start Minecraft with the "forge" profile at least once.
- Now click the download link below, choose the mod edition (full or fair-play) to the top-right of the page
- Choose the latest version of the mod for your Minecraft version and click "Download (.jar)". Wait 5 seconds and click "skip ad" in the top-right corner of the page.
- Go to C:/Users/YOUR USER/AppData/Roaming/.minecraft/mods or to an equivalent on other OS'. On Windows you can open the "AppData" folder by pressing windows key + R and typing in: %appdata%
- Find your way into the "mods" folder as described in the previous step.
- Put the mod jar you've just downloaded in the "mods" folder. You can now install any mods compatible with your Forge version by putting them in this folder.
- Start your minecraft launcher and start the game using the "forge" profile.
- If you are still having problems getting the mod to work, contact me. Contact info is available in the sidebar.
Additional Credit:
Translations:
- English (Greg-21 and myself)
- French (redeaththeshark)
- Italian (Sporadicamente)
- Spanish (Spain) (Kryten)
- Spanish (Mexico) (Popocamonroy)
- Spanish (Argentina) (SrLokiToo)
- Portuguese (Portugal) (2002luis)
- Portuguese (Brazil) (digo_br, Ademoon, DaDodger)
- Chinese (latest: Demonese and SolidBlock-cn) (old: laxtiz & ZHIAI_APPLE)
- Dutch (Neminem)
- Polish (Rokador & GlowingWater)
- Serbian (TheThunderGod)
- German (tails32, Mineclemi & Zerobeauty)
- Croatian (Forcellrus, COMBOhrenovke)
- Greek (VasilisGR)
- Latvian (Viesuliss)
- Turkish (mastorus)
- Czech (drewie)
- Hungarian (m1a1)
- Japanese (sgs, graycat27)
- Ukrainian (SwEikil, ttrafford7 and VladOliinyk, old by: German121314, olexn)
- Danish (sampa & droidquote)
- Indonesian (YandiBanyuKarimaWaly)
- Thai (JasonCL)
- Russian (Hy60koshk)
- Estonian (Madis0)
You can contribute to the translation here: https://github.com/thexaero/xaero-minimap-translations
Private message me if you would like to help and have questions!
How to install the Fabric version:
- Download and install the Fabric Loader.
- Download Fabric API and put it in the "mods" folder in the Minecraft game directory.
- Download the Fabric version of the minimap mod for your Minecraft version and put it in the mods folder.
- Start the Fabric game "installation" using the Minecraft launcher.
Waypoint teleportation doesn't work?
There can be many reasons for this. The mod sends a chat command to teleport you to the waypoints, which is /tp @s x y z by default, so appropriate permission is necessary. The vanilla /tp command requires OP status (cheats enabled) but it's possible to have separate permissions for commands on a non-vanilla server with certain plugins installed. The used command can be changed in the minimap settings with the "Default Teleport Command" option or per server in the waypoints menu with the "Teleport Chat Command" option.
If the "Teleport" button is disabled, then it can also mean multiple things. The most common reason for this is manually using waypoints from a sub-world that isn't the "auto" one but still from the same dimension. If the "auto" sub-world isn't what is supposed to be automatically picked on a certain world, then select the correct sub-world and use "Make Sub-world Auto" in the waypoints menu Options. This will swap all waypoints data between the 2 sub-worlds and you'll be able to teleport to the waypoints, which are now in your "auto" sub-world.
If the "auto" sub-world IS selected but the teleport button is still disabled, then it probably means that teleportation was manually disabled for the server/world. Check the teleportation option in the waypoints menu Options. If it's disabled, you can only enable it through the server-specific config file in the game directory -> XaeroWaypoints. I recommend exiting Minecraft before editing any config files. And make backups from time to time.
Your waypoints are no longer shown for a specific server?
Do not panic. It's almost certainly not actually deleted. If you use the world map mod and it has also reset, then please start by restoring it first before dealing with the waypoints. Read the "Your world map has "reset" for a specific server?" section on the world map description page. Done with that? Please continue reading.
Start by opening the full waypoint menu. Press U ingame to do so. Check the vanilla controls menu, if the U key doesn't work. Go through the sub-worlds listed in the top-right dropdown menu. All waypoint sub-worlds for the current server address should be there. If none of them have the right waypoints for the world/dimension that you are in, then the server address was likely changed. Find the old server address in the top-LEFT dropdown menu, select it and do Options -> Make World/Server Auto. You should now be able to find the correct sub-world in the top-right dropdown menu. If the right sub-world is already marked with (auto), which means that the sub-world is automatically selected for your current world/dimension, then you should be good to go. If the wrong sub-world is marked with (auto), then please continue reading.
Using the world map mod?
One of the most common reasons for the wrong sub-world being automatically selected is the incorrect usage of the world map mod in multiplayer (since version 1.6). Make sure you select the correct map for your current world before confirming it. It affects which waypoints are being shown to you. The menu for map selection is on the world map screen, if you click the bottom left icon (unless it's open by default). Consider changing the map selection mode to one of the automatic ones, if it fits the server you're playing on.
Your currently confirmed map affects which waypoints sub-world in the minimap mod is considered automatic (auto). This allows each created map to have separate waypoints data. At any point in time, you can select and view any non-automatic waypoints sub-world by going to the waypoints menu (press U) and selecting it from top-right dropdown menu. You can make any sub-world automatic for your currently confirmed map by selecting Options -> Make Sub-World Auto.
Not using the world map mod?
The wrong sub-world being considered (auto) and therefore being automatically selected can be caused by a server plugin changing the behavior of the vanilla compass item and interfering with the mod's "multiworld" detection, if you have it enabled (disabled by default). In most such cases the compass item points to your bed instead of the global spawn point. Sleeping in the right bed again should bring everything back for you if sleeping in another one was the cause of the waypoints disappearing.
If this happened because of a new plugin being added (and if removing it is not an option for you), then here's how you can restore your waypoints:
1. Find the right waypoints "sub-world" from the top-right dropdown menu in the waypoints screen, it's the one with the waypoints that you need in your current dimension. Perhaps start with overworld?
2. Use Options -> Make sub-world auto.
3. Do the same for every dimension (enter the dimensions before doing it!).
4. If it's a simple server with 1 world (no hub/lobby worlds, no minigame worlds, creative plot worlds etc), then also turn off "Multiworld Detection" in the same Options menu. You can turn it back on later if you ever need it.
Contact me if you have questions!
Want to add your own entity icons or override the default ones?
First of all, make sure that you actually have the entity icons/heads enabled in the minimap settings -> Entity Radar, whether you put it on "Always" or "Player List". Just make sure that you know how to display them. Those are the icons that this section is about.
Starting from version 21.6.0 of the minimap mod you are able to override the default icons displayed for entities with your own sprites/images by making a resource pack (or including the required resources in your own mod). In addition to that, you are also able to add or improve entity type variants support (different variants of the same entity type having different icons) by creating a simple mod of your own or including some code in your existing mod. Although this is usually unnecessary for simpler multi-variant entity types (most entity types).
By default, the minimap mod renders all entity icons using the entity renderers/models bound to the entities. This supports all vanilla mobs and some simple bipedal/quadrupedal mobs whose models have easily identifiable head model parts (head, ears, nose etc). If the mod fails to do so, the colored dot is displayed instead.
The relevant assets directory to the purpose of overriding the icons is /assets/xaerominimap/entity/icon/. You can find it inside the minimap mod's jar file and extract the contained files/folders for your reference. The jar contains an example file for overriding icons of a mod entity type /assets/xaerominimap/entity/icon/definition/example_mod/example_entity.json. The example file would corresponds to the entity type example_mod:example_entity, if such existed. Please read the comments in the file example_entity.json to learn about its structure, so that you are able to create your own icon definitions similar to it.
In addition to that, /assets/xaerominimap/entity/icon/definition/minecraft/ contains several example files for vanilla entity types that might require additional comments regarding the default entity type variants support. By default, entities have very simple variants support where the entity type variant ID is simply the entity's main texture resource location.
If you set the "debugEntityVariantIds" option in the minimap config file to true, then the variant IDs of newly encountered entities (variants) will be printed in the chat and the log/console.
Starting from version 21.8.0 of the minimap mod you are also able to configure your own model-based rendering. Please read the comments in the example file /assets/xaerominimap/entity/icon/definition/example_mod/example_entity.json for all the information you need to know.
Check out this awesome project by babybluetit, if you want to have a look at a real implementation of custom icons or actually use it: https://www.curseforge.com/minecraft/texture-packs/xaeros-minimap-modded-support
How do I prohibit the use of cave mode and/or entity radar on my server?
To do that, please install the mod on the server side (requires a Forge/Fabric/Quilt server as of writing this). When you start your server, a new "common" config file will be created directly in the server directory (not the world folder). In the config file, you get multiple options that let you disable certain mod features for your players. Changes require a server restart.
Alternatively, you can include the following strings in a server/system message sent to players (on login), which do the following:
§f§a§i§r§x§a§e§r§o - causes the minimap to disable cave mode (including world map) and entity radar (fair-play mode)
§x§a§e§r§o§w§m§n§e§t§h§e§r§i§s§f§a§i§r - causes world map cave mode to work in the nether despite the minimap being fair-play
§n§o§m§i§n§i§m§a§p - disables the minimap completely
§r§e§s§e§t§x§a§e§r§o - reset all the system message flags
How do I let vanilla client players join my server that has the mod installed?
Look for a "common" config file directly in your server directory (not the world folder). In the config file, you get multiple options that let you disable certain mod features for your players. One of the options lets you disable the registration of status effects, which is what prevents players from joining. Changes require a server restart. Do the same for the world map.
Download:
You are allowed to make videos using this mod.
Using it in your modpacks is allowed with the following conditions:
- Only monetization of the modpack through CurseForge is allowed (which includes sponsored links/banners in your modpack description), unless I have given you written permission to monetize it elsewhere. Feel free to private message me about it. I'm more likely to give you permission than not.
- If the modpack is distributed outside of CurseForge, then you must credit me by providing an easily accessible link to one of my official pages for the mod, to the users outside of CurseForge.
- The name and/or description of the modpack must not be easily confused with the names/descriptions of my mods.
- If I have given you written permission to monetize the modpack outside of CurseForge, then, if I request you to, you must remove monetization outside of CurseForge.
1
The Globe world type is a new world type that changes how biomes and structures are generated.
World Size
You can customize this world type just as you can customize a superflat world. You are able to select the size, which is the length and width of the world; You can choose 1,000 blocks wide or anything greater. Instead of the normal world border, each edge of the world ends with ocean, with the "border" being extremely dense fog.
At least one of every biome* and structure will generate in this world.
* By this I mean general biomes; there will always be a jungle biome, but not necessarily a jungle edge biome.
Biome Generation
With this world type enabled, biomes are generated in a specific order based on their temperatures. The hottest biomes are always at the middle (between north edge and south edge) of the world, and the coldest biomes are always at the northernmost and southernmost parts rows of the world. The biomes that generate in between, while abiding by temperature rules, are still pretty random like in vanilla.
Expanding the World
When you click the world and select "edit" there is a new option: expand. Clicking this will allow you to enter a new size that is greater than the original size. After doing this, the world edges will be expanded the next time you play.
Conclusion
With this new world type, you have the option of having finite worlds, which allow you to have easier access to every structure and biome (i.e. you don't have to travel 10,000 blocks to one, unless you make the world that large) and a more predictable order of biomes.
7
If you haven't read Part 1 or Part 2, I really recommend you do. In a nutshell, Part 1 makes oceans larger and adds a sailboat, and Part 2 adds a lot of ocean animals and plants. Anyway, let's dive straight into this suggestion.
Ships
Structures
Nope, we're not done yet! The sea needs to be interesting, so why not some special structures?
Pirate Cove
This would actually be a biome. It would usually be the location of buried treasure. Pirate Ships would often be near this biome. The terrain would be similar to oak forest mountains from Minecraft Beta, but with a lot more sand. The biome would be mostly broken up by the water. Sometimes there would be shipwrecks on in this biome, which would contain loot similar to the shipwrecks being implemented in the 1.14 update.
Additionally, Pirate Coves would have a 25% chance of being filled with pirates. In this variation, there would be tents scattered everywhere in the cove, with greedy pirates ready to attack the player.
Beach Villages
Villages could now generate on beaches, where they would have docks. Merchant Ships would sometimes dock at these villages.
Technical Stuff
Probably the most used and most convincing argument against moving ships in Minecraft is how it would be implemented on the technical side of things. Though there are mods like Da Vinci's Vessels, they do prove many flaws in the idea of how moving ships would work.
One of the major things is lag, and another (though not commonly mentioned) thing is how the ship creating would seem like it's in the game world. You could argue that ship-creating mods introduce gameplay that breaks immersion due to how you convert a structure into an entity. So, how can this problem be fixed?
Individual Entities
This sounds kind of crazy, but here me out. Instead of having one large, complex entity that would crash the game, we could have individual entities that a ship is made out of. Now, if every block in a ship was its own entity, there would be some issues. Though there wouldn't be a massive entity causing lag, there would be tons of small entities that would cause lag. So, I propose the ship be divided into "slices"– each of which would be part of the ship. Each slice would be 3 blocks thick, and would have a width and height determined by the ship dimensions. The game would know how to cut the "slices" by which dimension of the ship is longest.
Disabling Redstone
Since redstone on ships would be extremely laggy, all redstone dust, redstone torches, redstone repeaters, redstone comparators, and hoppers would not work and would instead emit a water splash particle effect.
Block Limit
As mentioned above, each ship would have a limit of 5,000 blocks total. If the ship is any bigger, placing or right-clicking the helm would give the message, "You may not sail now, your ship is docked or is too big." If your ship is attached to your house or dock by accident, this would of course also happen.
Sinking
If there is an open space in the ship next to water, the water would instantly fill up all air blocks of that layer (not "slice," layer) in the ship. I say instantly because running the normal water algorithm would be extremely laggy, and I am trying to avoid as many lag issues as possible. Since water would have a high "weight" it would cause the ship to sink.
Fixing the Immersion Problem
Most ship-creating mods make it pretty clear that the ship (when sailing) is a separate thing from when it is "docked," or sitting still. I don't think this would be the ideal way to implement ships in vanilla Minecraft, though; it would feel too immersion-breaking. To avoid this, three things should happen:
1. The ship turns into an entity when the ship helm is there, not when you want it to move.
This would mean your ship would feel the same from the moment you create it and onward, regardless if it is moving or not.
2. You can build/mine on the ship, even when it is an entity.
Similar to how armor stands can detect what part of it you're right-clicking, each "slice" of the ship can detect what block you're looking at. Thus, you would be able to place/mine blocks and use things such as doors.
3. Ships take damage from explosions.
Like mentioned above, each ship "slice" would be able to detect the hitbox of its individual blocks, just like an armor stand does with its parts. When a "slice" is in the range of an explosion, it would determine which of its blocks were in range of the explosion specifically, and then delete them from the data list if they don't have a sufficient blast resistance.
Cannonballs
Though similar to TNT, cannonballs actually only have the explosion power of a ghast fireball (which is 1) as opposed to the power of a TNT explosion (which is 4). Of course, unlike ghast fireballs, cannonballs do not start fires.
Pirate Ships
Pirates on pirate ships fire cannons when they detect a player, villager, or ship directly in front of the cannon. The cannonballs would be fired at the minimum range necessary to hit the target. When pirates are firing the cannons on their ships, they take 3 seconds to load and fire just like players do. If the difficulty is Easy or Normal, an extra second or half second would be added to this. The pirates would also have an unlimited supply of shots similar to how skeletons have an unlimited supply of arrows.
Conclusion
Many features have been added to Minecraft over the years. Some small, some large; some game-changing, some useless. While features of all shapes and sizes can improve the game, I think features that give the player more options and more things to play around with can improve Minecraft in ways smaller features just can't. At the end of the day, which would make the game better: a new dungeon, or a new tool to play around with?
It is because of this and other reasons that I believe player-built ships would be a wonderful addition to Minecraft. I hope that I have proposed a balanced and reasonable method of implementing this, and I hope that you enjoyed reading.
Changes
Cannons are now much more balanced. (Suggested by MinecraftPROFESSIONAL123.)
Pirates can now go on other ships.
Merchant Ships now have a few cannons for self-defense. (Suggested by steam66.)
Pirate Coves now have a chance of being tent-filled. (Suggested by steam66.)
6
First added in Snapshot 15w41a, elytra allowed the player to glide. This was really cool. It made people come up with neat new minigames, it made people create elytra courses in their worlds, and it would even save people from fall damage in exchange for no chestplate. There was something people did, though, that made elytra basically wings, instead of gliders. They would shoot themselves with a Punch II Enchanted Bow and it would give them a huge boost. This was quite difficult to do, but people still did it.
Then came Snapshot 16w50a. I was hoping so badly that Mojang would fix the bow-boosting exploit, as it broke the whole transportation system. What did they do? They made it so that you could get an even bigger boost using fireworks. And this time without taking any damage.
This breaks transportation completely. People argue, "Oh, well, it's end game so it doesn't–" No! This is Minecraft. There might be a final boss, there might a dimension called, "The End," but there is by no means an end game. People still play a lot after they get elytra. In fact, on a lot of servers, people spend the first few days trying to get to this end game. Look at Hermitcraft, for example. So don't give me this end game nonsense.
What's the point of using any other form of transportation when elytra + starless firework rockets are the most efficient form of transportation? I would have loved it if they have made lava and fire give off steam that would boost you vertically with elytra, like in this Minigame. Why? Because if you wanted to transport a long distance and you hadn't already placed in a ton of lava pools, other forms of transportation would still have a use!
Well, those are my thoughts. I know, I need to calm down a bit. And yes, I know a lot of people are probably going to hate me because of this. For some reason, people seem to love becoming a god in survival mode. I don't get it, but whatever. Maybe I'm the odd one. I don't know. I would like to hear your thoughts.
1
I love this idea! If cave biomes were added, there could be special music for each biome.
3
I was originally a bit sad that the Nether's theme was expanded beyond the purely magma/hellish theme, but I think I've come around to the new biomes.
What I am disappointed about, though, is that the Nether star has not been given new uses and that beacons are still a lackluster item.
I'm a bit surprised Mojang didn't expand or overhaul brewing as well; with all of the new types of fungus, it would have been the perfect time. Finally, I don't like the Netherite tier and I dislike the niche use of the smithing table. It seems odd that a villager who never interacts with Netherite requires such a workbench.
Overall, I like this update. It's not perfect, but I think it's done a good job at making the Nether more full of life and fun to explore.
1
If something like this were implemented, it would be best for the names of the characters and the commands to be in colors other than white (a la commands) in order to distinguish them from regular text chat.
6
The Update Aquatic was one of the best updates in Minecraft’s recent history— it addressed a serious issue (a lack of ocean content) and, for the most part, executed its additions well. In fact, before the Update Aquatic, many people (including me) made suggestions for the ocean. However, the ocean could still use more content and some of the Update Aquatic needs tweaking, so I’d like to propose some more changes and additions to the ocean.
Continents
I propose that large islands be more common, making the ocean a much more viable means of transportation. At the moment, land is typically either a very small island, a whole continent, or a large island that’s only a few blocks away from a continent. Instead, there should be both small and large islands in the middle of the ocean. To account for these, oceans would be made a little bit bigger.
The Sea Floor
Mojang did an excellent job with many things in the ocean in 1.13, but the sea floor, despite getting structures and coral reefs, is relatively lifeless. Coral reefs should be more of an ecosystem, and so should the rest of the ocean.
Sea Anemones
Note: The above is a concept for just one variant of the sea anemone. There could be many, many variants as there are many different types of sea anemones.
Anemones are a new mob that spawn occasionally in warm and deep oceans, and very frequently in coral reefs. They are also found in Ocean Monuments. Anemones are the size of a block, with their tentacles (which are of varying length) reaching from one half of a block to one and one half blocks long. Anemones act almost as underwater turrets; though they act as a little home for clownfish, they inflict Anemone Poison on non-clownfish mobs and players that come by. Just as the Potion of the Turtle Master is a combination of Speed and Resistance, the Anemone Poison effect is a combination of Slowness and Poison, making it extra deadly.
When killed, sea anemones drop 0-2 sea anemone parts, which are used to brew the Potion of Anemone Poison. Right-clicking on the ground with a sea anemone part will give off some particle effects and create an invisible sea anemone entity that will eventually grow into a smaller version of the sea anemone with no tentacles. After a few days, it will become larger and grow tentacles, becoming the adult sea anemone you see normally. This anemone will not despawn.
Additionally, combining any piece of iron armor with 7 sea anemone parts and 1 coral fan or plant crafts a piece of Coral Reef Armor. This armor looks like iron armor overgrown with coral, and has a few small sea anemone tentacles sticking out of it. It has the same default protection as iron armor with a little bit more durability than iron armor. When a player or mob attacks you while wearing Coral Reef Armor, it has a 20% chance of getting a very short version of the Anemone Poison effect for each armor piece worn, so if you have the full set, your enemy has an 80% of getting the effect each time he attacks you. Standing in ocean water slowly regenerates the durability of this armor. For balancing reasons, this armor cannot be enchanted.
Crabs
The crabs roam the sea floor and beaches. They act as the spiders of the oceans; on the sea floor, they are hostile if you’re close to them, but on beaches they are neutral. Turtles will hunt crabs, making turtles more useful.
When killed, crabs drop Raw Crab which can be cooked into Cooked Crab. Its hunger points and saturation value are the same as that of mutton, but it can be eaten very fast like dried kelp.
Raw Crab can also be made into a Potion of Dodging, which doubles your sideways movement speed; this means you can more easily dodge arrows or other attacks by going from left to right when you have this potion effect.
Beaches
Beaches are a little bland at the moment. I propose they have some new life brought to them!
Size
Currently, beaches are typically a little too small, so my first proposal to make them better is to increase their size. Instead of an abrupt transition from beaches to other biomes, beaches should have sand dunes (which have both grass and sand) in between the rest of the beach and the adjacent biome.
Palm Trees
Palm trees for the desert were brought up in the official Biome Vote, so we know they will be coming to Minecraft eventually. However, I think it is important that palm trees are also included in some beaches.
Tide Pools
New rocky structures would sometimes generate next to water: tide pools. They would be made of stone and cobblestone, and would include sea anemones, crabs, and kelp.
Seagull
The seagulls fly around beaches. Their purpose is to bring life to the area.
Islands
Instead of being plains or forest biomes, small islands should be entirely beaches or jungles. Note that this would not apply to larger islands. I also suggest that islands are able to be much larger (up to about 300 x 300 blocks).
Ocean Mobs
Considering they are the main threat of the entire ocean, drowned are quite boring. So, I have some ideas for new ocean mobs, including new threats.
Change to The Drowned
Instead of spawning everywhere in the ocean, drowned should only spawn in shipwrecks. This would make them unique since they are only in shipwrecks and would help to balance the treasure you get from shipwrecks.
Finding the Trident
In the treasure chamber of the ocean monument, instead of having a few gold blocks in a tiny box, the whole room should be blocked off with dark prismarine blocks to prevent players from entering it. There would now be gold blocks throughout the room, and in the center there would be a prismarine block with a trident stuck in it. You can right-click on this trident to collect it.
Nautilus Shells
You can now find nautilus shells in the chests of shipwrecks and ocean ruins.
Redstone Eel
This 6 block long monster that looks like an eel with glowing redstone dust on it. The Redstone Eel can spawn in all oceans except warm oceans. Redstone Eels hunt both near the bottom and surface of the ocean. They have 20 health and does 3/4/5 damage, but you take an additional 1 heart of damage from their electric attack when you go next to them. The Redstone Eel drops redstone when killed.
Coral Eel
The Coral Eel is a 6 block long monster with the appearance of an eel that is completely covered in coral. It’s only found in warm oceans since these are the oceans with coral reefs. They are slightly faster than a swimming player, making them quite hard to escape. They have 20 health and do 4/5/6 damage. When killed, they drop 0-2 Coral Eel Eggs. These can be placed like turtle eggs and can be put underwater. They grow into coral eels.
Sharks
Sharks are found everywhere in the ocean, but spawn less frequently in warm and cold oceans. Sharks are very fast and stealthy in the water; when they move, they make little noise. If you are close to them, they have a 75% of attacking you, in which case they deal 6/7/8 damage. If you then attack them, they will continue to try to attack you, but if you do not attack them, they will have a 75% of attacking again.
To discourage players from killing them, sharks do not drop any items or xp when they are killed.Alternatively, sharks could drop shark teeth, which could be used to make shark tooth daggers and/or shark tooth club.Orca
The Orca spawns only in cold and frozen oceans. Orcas spawn in groups and will kill redstone eels. Feeding the orcas fish makes them remember that place, and feeding them regularly will make them return and protect the ocean around that area.
Whales
Whales are most frequently found in cold and frozen oceans, but have a rare chance of being found in other oceans too. They tend to remain far away from land and can occasionally be seen majestically rising out of the water. Whales have 100 health, and will do 10/11/12 damage if attacked. Their model is based on the sperm whale.
Deep Sea Mobs
At the very bottom of the ocean, where there is little light, some monsters lurk in the ravines and trenches.
Angler Fish
The Angler Fish are found exclusively at the bottom of deep oceans. They have a light which glows just like an enderman’s eyes. Like sharks, Angler Fish only attack you when you’re close, but when they do attack, they have a unique ability: when they attack you, you only lose 2/3/4 health, but they take away 1/2/3 bubbles from your oxygen bar. This makes fighting them very dangerous.
When killed, the Angler Fish drops 1-5 Angler Lights. Four angler lights can be combined to make an Angler Lantern, which is a new bright light source.
Giant Squid
The Giant Squid looks like a normal Minecraft squid, but five times as long and three times as wide. Because it’s much larger, its model has extra detail: its tentacles have three parts, and its head is much more detailed. The giant squid is hostile and does 6/7/8 damage. When killed, the Giant Squid drops 10-30 ink sacs. The Giant Squid is also hunted by the whale.
Transportation
One final thing that needs to be improved in oceans is transportation. Tiny boats only fit two players, can’t carry chests, break too easily, and are a little slow.
Longboats
The longboat is crafted with two normal boats. It can hold up to three players and a chest. Up to two players are able to row; if one player is rowing, then the boat goes the same speed as the normal boat, but if two players are rowing, it goes much faster. Unlike the normal boat, a single hit from a tool or arrow will not destroy it. Instead, it has more health and takes multiple hits to be destroyed.
Sailboats
The sailboat is crafted with a longboat and a banner. The banner design will be shown on the sail. Like the longboat, the sailboat can hold up to three people and is able to hold a chest. However, the sailboat does not move by oars; instead, the sailboat moves without a player having to hold W.
One of the advantages of the sailboat is that you don't have to hold down W. It will keep moving until you press S to stop it, so you're able to look at treasure maps, organize items in your inventory or the chest, or even try to shoot arrows at mobs or players with your bow.
The sailboat goes forward at a speed that starts out at 0.75 times the speed of the normal boat, but slowly increases to a speed that is 1.5 times that of the normal boat. It takes 10 seconds for this speed increase to complete. This means normal boats and longboats are more practical for transportation across short distances, while sailboats are more practical for traveling across long distances.
The sailboat is turned by pressing A and D. The first player to enter the sailboat is the one able to turn the boat.
Like the longboat, the sailboat takes multiple hits (even from an arrow or tool) to be destroyed.
Conclusion
With all of these new features, I hope Minecraft would have oceans that are more fun and interactive. The new animals and monsters would make oceans and beaches more challenging and interesting. The new boats would make navigating across oceans a lot more enjoyable and efficient since they are faster and can have chests.
Thanks for reading! What do you think about these ideas?
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Hello everyone!
Almost two years ago I made a post asking what you all thought the best "Golden Age" Minecraft version was. However, I assumed that the "Golden Age" consisted of versions of Minecraft after Beta 1.7 but before Official Release 1.7 (i.e. Beta 1.8 through Official Release 1.6).
I chose this for multiple reasons. For one, it marked a defined aesthetic of Minecraft: Beta 1.8 introduced new terrain generation, along with many iconic biomes and structures, and it introduced the hunger bar, new food items (beef/steak, chicken, melons, and rotten flesh), new mobs such as endermen, and experience, all of which have become iconic aspects of Minecraft. The update helped prepare for Official Release 1.0, which added the Ender Dragon and marked an important point in the acceleration of Minecraft's growth.
Years later, Official Release 1.7 came out. Why did it mark the end of the "Golden Age"? The name of the update—"The Update that Changed the World"—reflects this concisely. While old biomes remained, many new common biomes were added, changing the overall look of Minecraft worlds. While a small change, the rose, one of two iconic flowers, was replaced by the poppy, and many new flowers were also added. Two new types of wood (dark oak and acacia) were also added. Overall, the look and feel of Minecraft, which had been very similar since Beta 1.8, changed after this update.
There was also a certain unmistakable quality of the community during this time. The community was much different, whether for better or worse. Many prominent YouTubers such as Stampylonghead became popular toward the end of this era. A period of immense growth for the game and many memories, this era was in my opinion the Golden Age of Minecraft.
Anyway, that's just my opinion. Of course, it's mainly based on nostalgia. Do you agree or disagree? Please let me know when you think the "Golden Age" of Minecraft was.
Have a nice day!
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Chairs
I've seen a lot of chair suggestions with the same flaw– the chair serves no purpose. We have beds, but they allow you to skip the night and set your spawn. Some have suggested that chairs be used to skip the day, but others argue that removing the ability to simply sit down from the chair also takes away from its aesthetic use. So, I propose a mixed approach to solve those issues.
As you can see above, chairs would be able to be made out of wood, cobblestone, and wool. They link together when placed together (allowing you to make a couch), but this can be avoided by holding shift while placing them.
When you right-click on a chair, you sit in it. Just like there is a "leave bed" button that appears when you enter a bed, there is a button that says "skip to night." This button fades away after sitting in the chair for 5 seconds. Pressing the button will make the screen fade to dark, and then the game will skip to nighttime. Like with beds, every player on the server must be doing this to skip to night.
The chair does not contribute to the nights slept statistic like the bed since you are choosing to experience the dangers of the night. Also note that the chairs do not set or remove players' spawnpoints.
If you right-click a chair with a wool block, it will add cushioning. On the wooden and cobblestone chair, it looks like this:
But on the wool chair, it looks like this:
(If the chair had another chair adjacent to it only on one side, it would have the second model; otherwise, it'd have the first model.)
With this system, chairs would be customize-able, aesthetically pleasing, and useful for if you need to skip to night.