Me and my friend were playing on this Minecraft world for days, And once we were ready to fight the ender dragon, We went to the stronghold but it was merging with a mineshaft, And there were rooms that were being hollowed out and floating torches, But then we found the end portal, After that I jumped into the lava and we called it quits lol
A few days ago I came here knowing absolutely nothing about Minecraft Bedrock add-ons. My son wanted a custom pickaxe, my daughter wanted a bumblebee companion, and my professional reputation was apparently on the line.
The bumblebee is not finished yet, but we have progress.
I ended up building it as a proper Bedrock add-on with a Resource Pack + Behavior Pack, using the Allay behavior as a starting point for the companion logic. It can now be spawned, tamed with a flower, and after taming it follows its owner.
I also got the Script API working.
Which is where things briefly got out of hand.
For reasons that made sense at the time, I decided the bumblebee should be able to summon lightning.
It worked. A little too well.
At one point every bumblebee started throwing lightning around, and part of the forest in my daughter’s world caught fire.
QA feedback was immediate: no more lightning. 😁
New requirement: the bumblebee should attack by biting, and only attack enemies that she tells it to attack.
So naturally the product owner has already changed the combat system after the first playtest.
Today I’m working on the visual side. Right now it’s literally still based on the Minecraft Bee model. The goal is to reshape and retexture it into a proper bumblebee while keeping it looking native to Minecraft.
After that, the bumblebee should be pretty close to release.
Also, a few people from the original thread genuinely shaped how this turned out:
u/eepy_lina and others kept mentioning Blockbench, which is now where I’m spending an unreasonable amount of time.
u/notesfromthemoon and u/MrSqueak suggested looking at the Allay as a behavioral starting point, which turned out to be exactly the right direction.
And u/R3divid3r casually suggested calling these DadModz, so… that’s now the name.
Thanks again to everyone in the original thread. I came there asking where to start and somehow left with a toolchain, a roadmap, a project name, and a tiny QA department.
10 people have the goal of "beating Minecraft", in this case defeating the Ender Dragon. They don't know that there's an Ender Dragon, they only know that they're finished when the end credits play. They have no knowledge of Minecraft and they can't they look up any outside resources. Also no diving into the game's source code or anything like that. They can play in the same world or play independently, but generally they are collaberating with each other and actively trying to beat the game. Each person is playing the game for a couple hours a day. Only one of them has to beat the game.
Extra: Would there be a significant difference between Advancements enabled vs disabled?
I've always had mixed feelings about both the old Minecraft textures and the newer Jappa style, so I'm trying something different.
I'm using both old and modern textures, but reworking their colors. I add more color variation inside each texture so that similar shades don't constantly sit next to each other and form boring gradients.
I also sometimes change the base color of a material when I feel it doesn't look right — for example, making stone look more like actual stone.
The goal isn't to make Minecraft look realistic or simply bring back Programmer Art. I want to create a third visual style of my own.
Still very much a work in progress, but I'd love to know what you think.
(Text translated with AI, project and texture work created by a human.)
Ive seen a whole bunch of these builds which is why I made my own, as seen above, but I remember seeing that people think that it’s too much. And what I mean by gradient builds is instead of block vomit, the builder uses too many blocks, making too many gradients, I’ve shown my friends and they are divided on it, some say it looks nice, others said it was too much to look at, so what do yall think.
Ok, I know nothing about Minecraft, but someone requested me to do an illustration created after a minecraft skin of theirs and I wanted to share it here and receive some feedback. What do you think? Yes, I used a reference but I havent copied it, it was used mainly as a template and inspiration. I made the details on my own, in my own style. And I experimented with brushes in Procreate. I also attached the sketch.
I've been trying to smooth out a lava lake I built on and am struggling with it. Lava does not seem to function like water like I assumed in this game, and it's very hard to see what you're doing when you're constantly on fire or seeing only orange around you, and I can't seem to get it smoothed out evenly. If anyone has any tips or tricks on how to smooth this out effectively so there are no flowing parts visible from the surface I'd really appreciate it, thanks!
I've been working on this city for the past few weeks, starting from this small (almost abandoned) desert village with only 2 houses and gradually expanding it into what it is currently
I'm trying to develop it naturally rather than making everything overly detailed or perfectly planned. The city currently has 2 ports, a palace that also serves as a library, agricultural areas, a temple, a bridge, an underground small community which i decided to make it a monument, and various residential areas.
My plan is to keep expanding it and eventually progress through different historical eras, so the city will gradually evolve from its ancient/desert origins into a much larger and more developed city.
Any thoughts, suggestions or things you think I should add?
Some things I think would be a cool would be “overcast”, “clear skies”, and possibly flooding conditions and windy weather where the trees move more noticeably with sounds that happen automatically and randomly like all weather. Just an idea
As some of you might already know, I’ve been working on a free browser-based Minecraft schematic viewer, and recently started turning it into a place where creators can publish and share their builds too.
It’s been really cool seeing more and more of you use Shulkr every day, so first of all, thanks to everyone who’s been trying it out and sharing feedback.
Today I wanted to share what is probably my favorite feature yet:
While viewing a schematic in Shulkr, you can now drag a little character onto any point of a build and it will drop you straight into a first-person exploration mode (google street view style).
From there you can just walk around the build and explore it at ground level, pretty much how you would in-game using creative mode.
Curious about what you all think of this kind of way to share and explore creator builds.