Oh my God. Imagine hunting for chickens with the best eggdrop rate.
"Hmmm... This chicken drops eggs 3.4 seconds later than the best drop rate... not good enough. Next!"
1
Oh my God. Imagine hunting for chickens with the best eggdrop rate.
"Hmmm... This chicken drops eggs 3.4 seconds later than the best drop rate... not good enough. Next!"
1
Another good brick type would be a hardened mud / adobe type of thing, could be made by baking dirt in the furnace perhaps
2
Jungle temple dispenser traps should be filled with arrows of poison II instead of regular arrows.
2
How about dandelion puff? After a few days, the top of all dandelions would change from yellow to white, and a few days after that, they would turn back!
1
So, checking out the 1.13 snapshots, I realized that with Channeling, you can easily strike almost any mob in the overworld with lightning. Looking at the list of mobs transformed by lightning, it's a decent trio of mobs.
Pig > Zombie Pigman
Villager > Witch (which is an advancement now!)
Creeper > Charged Creeper
But then I absentmindedly threw a Channeling trident at a Zombie Villager, and I began to wonder...
What other mobs could transform when struck? Now more than ever seems like the time to ask, with this on-demand striking power at the cusp of minecraft's survival mode...
Here are a couple of quick, interesting ideas.
Since I mentioned it, I may as well start with it.
Zombie Witch (or Necromancer)
Made by striking a Zombie Villager with lightning, this undead practitioner of dark arts retains far more knowledge of potions and magic because of all that empty space in a zombie's brain, leaving them with a mind stuffed full of mystical know-how. They'll throw far more complex potions, sometimes even Lingering Potions, and won't hesitate to heal up any undead around them with Harming Potions, targeting low-health undead. This even includes the Phantom, which is just about the absolute worst thing ever. The Necromancer will even throw Strength splash potions at its undead allies. Some have even said that, during the lightning storm, Skeletons surrounding a Necromancer are turned into their far more hellish relatives, Wither Skeletons, which charge into the fray with their stony blades thirsting for blood.
Uses: Drops advanced potions when killed, and has a chance to turn normal skeletons into wither skeletons, which can drop Wither Skeleton Skulls.
Lesser Wither Skeleton
And of course, there's the idea of Pigs turning into Zombie Pigmen, why not turn the overworld's skeletons into Wither Skeletons? Of course, I'm not just suggesting this so that skeletons drop coal, no no. I'm suggesting this because it would be an easy way to get Wither Bones. Yes, I know, there have been suggestions and mods to replace the coal/bone drop with a Wither Bone drop, and this is exactly what this entails. Give Wither Skeletons and Lesser Wither Skeletons a drop of Wither Bones, and remove the bone/coal drops, while Lessers can't drop skulls. Burnt skeletons shouldn't drop unburned bones. But I digress. Lesser Wither Skeletons would retain their bow, but with a high chance of it either becoming enchanted with the enchantment of Flame. Note that a Necromancer DOES create full Wither Skeletons, NOT Lesser Wither Skeletons.
Uses: Drops Wither Bones, whatever those end up doing.
Those are my current two ideas for additional lightning-struck mobs!
2
rightclicking a poppy on a golem (who isn't currently angry at you) will help repair your standing with the village. There could potentially be a minor boost that steps you up a small amount above max reputation that gives you discounts with the trades or maybe increases villager breeding rates for a short time (the duration would be akin to the saturation bar for regaining health). Can only give poppies to get this effect once every 200 ticks, with a bigger stack applying a bigger effect (the entire stack will be consumed, so if you would prefer to keep some for later/other uses then split the stack first). Giving poppies to a baby villager in close proximity to a golem would give twice the boost.
1
Cows should charge at you. If they do, they can inflict the "knocked down" debuff, where, as the name states, causes you to get knocked down for about three seconds.
5
Having a dog stand on top of a jukebox will cause the song to be played, but using dog sounds.
1
Me overreacting:
I honestly don't understand why anyone would want to go back to 1.8 combat. Back then, saying you were bad at PVP just meant you couldn't spam left click as fast as other people. The only "strategy" was having the best sword, the best potions, and the best armor, and running and jumping if you're low on health. 1.9 added strategy to weapon choice (should I pull out an axe or a sword for this situation?) and a WAY better shielding mechanic. I'm sorry if people who liked 1.8 combat find this new system challenging, but it is going to be challenging if you're used to a system that can barely be called a combat system.
ANYWAYS, if servers really want 1.8 combat, there's a very simple fix. Items now have an attribute that determines how long it takes to recharge, which can be set to immediately if the server host wants it. Or, you could give everyone max haste. There are pretty easy ways to simulate 1.8 combat in later versions, so I don't see why we would need this.
1
We have villages, we have ocean ruins, why not something like Atlantis? They could look like normal villages but be made of prismarine and quartz, with mermaids that you could trade with. Their trades would involve much more valuable items than villagers, as it would take more effort to reach them and their civilization would be more advanced. The mermaids could farm kelp and/or coral. Maybe the villages could spawn nearby or around ocean temples, like the temples are the capitals.
1
"Charge" your swords and bows by crafting them with blaze rods in place of sticks. Fire charged weapons do more damage in the Nether.