/r/minecraftsuggestions
The forum of choice for suggesting & discussing additions to the timeless game called Minecraft!
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Welcome to the forum of choice for suggesting ideas for the wonderful game of MINECRAFT!
This forum is for suggesting real changes to the game, and discussing the potential future of Minecraft. We have discussions, monthly challenges, monthly highlights and discord chats.
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/r/minecraftsuggestions
Bramble vines are a type of plant found in the pale garden, they don't grow very high off the ground and tend to wrap around the terrain in a certain radius. They work similar to sweet berry bushes were they slow your movement and slowly damage you. My thoughts are that they would make the creaking harder to deal with. Starring at the creaking causes you to wander in to Bramble, turning around to cut through the Bramble gets you attacked by the creaking. The Bramble can be destroyed with a sword, hoe, or shears, but only drops from shears and silk touch. You can also use bonemeal in the pale garden to get a chance of it spawning.
About two years ago, I made a post about the bamboo flute, a new musical instrument for Minecraft. It was a fun concept, but looking back, I think it could be expanded to add more functionality beyond just the musical aspect.
This time, I’ve reimagined the bamboo flute with some new inspirations, like dog whistles and Pikmin mechanics, to give players more control over their wolves, making them more useful in combat. Currently, even with the addition of wolf armor, wolves still don’t feel as practical or versatile as they could be, and this flute could be a game-changer.
In this updated version, I’ve left out the snake-related features from my earlier concept, as I couldn’t find a way to rework or improve them to fit with this idea. Additionally, I have redone the art surrounding the suggestion. :)
Requires: 3 bamboo and 1 string. A dye can be added to the recipe to craft a dyed bamboo flute.
The bamboo flute can be used to play music. The player can control the flute's notes by right-clicking:
The pitch of each note changes based on if the player looks more up or down: Looking up plays higher notes, while looking down plays lower notes.
Dyeing your bamboo flute will link it to your tamed wolves of the same collar color. Dyed flutes can be used to command your wolves. All wolves of the same collar color as your flute, will react to these commands:
Noor commanding their wolf using the bamboo flute
While holding a dyed bamboo flute, all wolves with the same collar color within 64 blocks will receive the glowing effect. This allows you to better locate and command your wolves, but it also serves as an in-game hint to show the connection between the bamboo flute and your wolves, to make the feature as intuitive as possible. From there, the player should be able to figure out all the different commands by themselves.
TL;DR: The bamboo flute requires 3 bamboo and 1 string and can be dyed. Players can use it to play music with short and long notes, controlling the pitch by looking up or down. dyed bamboo flutes also command wolves with matching collar colors to sit or stand within 64 blocks, recall them from anywhere, and target specific mobs or entities within 64 blocks. While holding a dyed bamboo flute, your wolves will gain the glowing effect.
In conclusion, the bamboo flute introduces a fun musical element to Minecraft while also enhancing gameplay through improved wolf management. This feature is great for players looking to express their creativity or that enjoy more action and adventuring. I hope you like the idea!
Hitting a trader causes it's leads to drop. This way you don't have to kill it. If you're being morally questionable, at least don't be too morally questionable.
I think it would be cool that since the pale garden is completely pale, that the creaking heart acts like something that sucks the colour out of everything near it.
So when the creaking heart activates I propose grass turns to dirt. Wool turns grey or white, same with concrete, stained glass, and terracotta. Moss turns into its pale equivalent and unstripped logs turn into pale oak. In a small radius around the heart.
This effect could also extend to coloured sheep.
My idea is to implement a collection of new armor types, all around the same level of iron armor, each one with its own mechanics. Also, there would be new tools to match the new armor, for the sake of parity.
Keep in mind: not all of these are good in every way - sometimes, the tools are the only good option, or the armor is. They're also kind of all very niche, because it's all up to preference.
Pre-existing ores:
New Ore - these can be used as alternates to Iron in recipes, like hoppers or minecarts.
Alloys - These are gotten by mixing two items together, kind of like making Netherite from Scrap & Gold.
Finally, we have Diamond Armor. Now, it's created akin to netherite armor, with an Upgrade Template! (found in locations like Trial Chambers, Ancient Cities, Dungeons, Temples, Strongholds, & Fortresses, and duplicated with 1 diamonds and 7 Alloys.) This makes it so that you are incentivized to enchant and trim your Iron (tier) armor, because you're not replacing it, you're instead improving it! Plus, maybe the Diamond tier can carry over some traits from your previous armor, so that you can have a Diamond-tipped Silver Sword.
I'm not really making this as a fully serious suggestion, saying that it should be in the game, exactly like I stated, but instead as an idea and suggestion about how Mojang should try to add a little variability to early & mid game armors.
The ideas I've shared aren't really anything major. They're just neat concepts to get gears turning. I'm not saying that we NEED an armor about lightning, just that it was an idea I had.
#TL;DR
I want to see armor variants in the midgame that have unique, minor effects, that pass through the rest of the game with you, to help influence your playstyle.
'Game drop' sounds like something from a terrible AAA game. It feels like it has a 'here we are dropping new content on you, now shut up and play' connotation. Calling it an 'update' instead feels like the game is actually being updated and improved, which it is, and not like they're just dropping new stuff. Besides, the word 'update' has a historical significance too (even with the new development system) because of the Seecret Friday Updates.
The bundle already has a bar, but its just an approximation. An exact value would help you know where to put specific items.
So we all know that copper is probablly the least useful of all overworld ores. Ive seen a lot of discussion on how to fix them but I think i have a good idea to put forward.
One word... Pennies
Not pennies themselves, but i think using copper ingots (or even a new item, coins made out of them) would be great great as a secondary trading currency for villager trading. They could add a universal trade to all villagers that allows you to exchange some arbitrary ammount (maybe 64?) of copper for one emrald. Maybe also add some lower tier trades that use copper as well.
Not only would this give copper a use but also make it easier to trade with villagers in the early-to-mid game in survival.
The Wandering Trader now offers a new section of "weekly" trades, where he requests specific items in exchange for a new currency, Emerald Coins. This currency is exclusive to the Trader's "monthly" shop, where he offers resources, loot, decorative itens, and maps.
This new mechanic aims to add more value to his situational role, making the trader more convinient for most players. The monthly visits would be a opportunity that motivate casual players to complete weekly trades and collect Emerald Coins, rather than harming the Trader.
Would be a new way to get low-tier loot for those that don't want to go caving for more, a way for players to engage in trades without setting or constantly visiting villages to get Emeralds, and a consistent way to get new maps to explore.
Currently dark oak leaves have the exact same texture as regular oak leaves. I suggest that they change the texture to be the same as the new Pale oak leaves but with biome colors enabled so we have more leaf textures to play with.
An end update is requested so many times yet no one thought of maybe having weather. A rift is when the overworld or nether is brang through to the end, a rift looks like tiny colored cracks in the end. It happens in an unstable biome and will start bringing random blocks from the overworld into this dimension. Overworld blocks include grass, stone, sand, gravel and dirt and nether blocks include netherrack, nether bricks, blackstone and basalt. This would also make a person levitate up in the air until the rift is over. If you have the weight enchantment you will no longer levitate. The blocks that pop up during the rift will disappear after 5 minutes so don't worry if it ruins your house.
Instead of each color of glazed terracotta having one specific pattern, the pattern of each current glazed terracotta should just be a template with which to choose to color of your choice for the template
Many people think it's odd that magenta glazed terracotta is an arrow shape but if the arrow glazed terracotta was just a template you could choose to color in with any color, we wouldn't have that oddity. Black arrow glazed terracotta? Green creeper face (currently cyan glazed terracotta) glazed terracotta? Go nuts.
It fits minecraft too since it's a solution that doesn't remove the current glazed terracotta and just gives you more options to choose from befitting the 1.12 World Of Color update the glazed terracotta came from
the overworld have trees, the nether have giant mushrooms, and the end should have giant corals
Why? corals are one of the most alien looking ''vegetation'' on earth, they would fit perfectly in the end
How? because of end's low gravity, detritus floats around, in which coral filter-feeds on
Inventory clutter is a big problem in minecraft. Despite having bundles and shulker boxes there are some other ways to make it better.
Here are my suggestions to improve inventory clutter problem:
Item drops:
Revert the change from sticks to drop from leaves
Revert the change to get seeds from punching grass. You should be able to get seeds from using a hoe on a grass block, this allows you to get seeds in a controlled manned and punch grass for fun without getting yet another item.
All naturally occurring flowers should only drop when using shears on them. This could be expanded on with enchanted shears
Make nether vines and plants only drop when using shears also
Make zombies have 1/10 chance to drop rotten flesh. Its a pretty useless item anyway
Inventory changes:
Increase stack size to 128 or 256. Tools became much more efficient since the alpha days but stack sizes have remained the same, increasing clutter
Add one more row and column. Item diversity has increased since alpha but inventory size has stayed the same. New column can be assigned to key 0
This enchantment for the spyglass would give you information about the mob that you're looking at trough the spyglass
going from level 1-4 it would tell you:
lv1: Mob name and current hp
lv2: max hp and unenchanted attack strenght
lv3: unenchanted Armor rating
lv4: enchanted attack strenght and enchanted Armor rating
Inspection, would be mostly usefull in pve for checking things like
pet hp, official mobname(outside of creative)
and other stat information about a mob without needing to look at a wiki.
In pvp it tells you about how strongly enchanted your opponents gear is.
Or maybe the grappling hook crafting recipe requires a lead.
Maybe it’s just the way I’m playing but I’ve accumulated a lot of leads on my world and I’d love another use for them besides securing boats and mobs.
I think that something that would give more play and difficulty to the creacking is to attack you when you open some inventory, either your personal inventory, ie press the E or the inventory of a chest, shulker, oven or the like.
Throwing this idea out after seeing success on my server to share. I thought it was a great way to buff anvils and grant an alternative to mending without nerfing mending or villagers.
Idea: All usages of the anvil only cost 1 level moving forward. Items no longer have an enchanting cost for books or items. Renaming also cost 1 level? Repairing items would still require their material. This would also indirectly remove the "too expensive" mechanic.
Justification:
Like how bamboo crafts into bamboo wood, we could also have chorus craft into end wood. Also purple wood.
Butterflies are an uncommon mob that spawn in high and open spaces, with a strong resistance to despawning. They fly randomly, occasionally land on blocks, and are easily scared into flying by any nearby mob or loud sound. Each butterfly varies in color and behavior, influenced by the biome, mountain, or cave where they appear. To collect one, no tool is required, but precision is needed to catch it.
In addition to being beautiful collectibles, each butterfly has a powerful use when brewed into an Elixir, a new type of potion with a time-consuming recipe. Elixirs grant a permanent effect corresponding to a fraction of an existing potion’s benefits. This benefit is small but effective and cannot be stacked or mixed with others. If a player drinks a second elixir, it will simply replace the first effect.
To make the Elixir, players must brew three cycles of the same butterfly into a potion and wait for it to mature for 3 in-game days (1 hour) before drinking it. The bottle of the maturing concoction can be stored anywhere and doesn't need to be in the brewing stand.
The butterfly’s color corresponds to a potion effect and its resulting product.
This would be a long-term reward for players. It allows players to add one small but persistent effect to their kit, which can later be swapped for a different one if desired. Gathering these is a matter of time and effort, making this feature special, similarly to turtle scutes, preventing players from stockpiling buffs to use in any situation.
Inspired by The Legend of Zelda, particularly Skyward Sword, which I loved as a teen, this would also elevate potions as a core part of the player’s kit. Players mine to get better gear, defeat mobs to obtain enchantments, and gather butterflies to enhance themselves. It also can fall into a optional activity like fishing or archeology.
Really the only thing that I want more of in the game is food (I also want an end update. So mojang if you don't like this idea please, add a bit more food. Anyway;
Beef stew
beef stew is crafted with a bowl, steak, carrot, potato, and beetroot. Or just look at the picture below. It's probably easier
Beef stew would fill 13 hunger points (6 1/2 whole foods).
Vegetable soup
Vegetable soup is a much healthier dish and is created from a bowl, carrot, potato, mushroom (any type) and beetroot. Look below for the recipe
Vegetable soup will give you 10 food points (5 whole foods) plus an additional 3 healed hearts (1 1/2 whole hearts).
Okay so Minecraft has a lot of content but most of that content is so scattered and so self contained most players will never use those features or will struggle to even learn the use of those features without googling it. To fix this I have come up with an update concept that would primarily be an item, mob, and exploration update. This concept would not add any new blocks purely because I think we need at least one of those without more blocks with minimal changes.
Let’s start with the early game. Most players typically ignore leather armor but there would be a new use for this set of armor here. When wearing a full set of armor you gain a special effect for that armor. My ideas for this are listed below:
Leather: Non detection. When wearing full leather armor, hostile mobs will not detect you until you are within 80% of your normal detection range. If you are sneaking mobs cannot detect you as if you were invisible.
The goal with this is to allow for players who do not want to engage in combat constantly to have an option for that while still being able to build at night. This also makes swift sneak much better since now you would be undetected and moving with decent speed.
Chainmail: Experience Drain. While wearing full Chainmail the xp dropped by enemies is increased by 15%.
Gold: Quick. When fully wearing gold armor, you move 1 block faster when walking than you would in base this increase applies to all forms of movement with the player including sprint jumping meaning you would be about as fast as a base game power railed minecart.
Iron: Heavy. When fully wearing iron armor, you take reduced knock back. Additionally you are heavy meaning standing on single blocks of glass, ice, or leaves the block breaks after a second which can limit adventuring in certain regions requiring that armor choice be more important than just picking which has the best stats.
Diamond: No special change as I believe it to be perfect as is. It is reasonably difficult to get and is now the less refined form of the most powerful armor in the game.
Netherite:
Nether Forged. Lava damage is greatly reduced and you cannot take damage from fire. Additionally attacks done with netherite weapons deals an additional 1 damage.
Next let’s cover the lack of clear progression in the game. When you explore in Minecraft there isn’t much to look forward to. Items are predictable and easy to figure out which items spawn where. As such I would want to see the following new change. Structure specific enchantments.
Each structure would have a specific enchantment or two that is seen as a trophy enchantment. These enchantments will further give players more of a reason to explore specific areas. Below are an example of three structures and their enchantments.
Abandoned Mineshaft:
Wall Walker. This is a boot enchantment and allows for the wearer walk up blocks like a spider. Additionally it gives a bonus to speed when moving through cobwebs.
Woodland Mansion:
Outsiders Bane. This is a sword and axe enchantment that deals extra damage to Blaze, Breeze, Vex, Endermen, Endermite, Shulker, and Ender Dragon.
Charmed. This enchantment is exclusive it axes and on a hit has a 20% chance to give the target a potion effect whether good or bad. (Vindicator can spawn with this enchantment while within a woodland mansion.)
Trail Chamber:
Blast Back. This enchantment is exclusive to shields and when you block a projectile with it will reflect it right back at the location it originally came from. On a hit there is also a small explosion as if a wind charge was used.
Speaking of enchanting there would be a slight update to that. The newer book shelves now have a function where putting in an enchantment book while it is connected to an enchantment table will greatly increase the chance of that enchantment being in the table. Additionally this allows for treasure enchantments to appear in the table.
Finally there are now more random variants to structures. Desert temples now have a 40% chance of spawning with a trapped chest. Jungle temples have 4 potential puzzles one of which is parkour. Each has a 25% chance of being there. There are more but these are just my ideas
We need more cursed books, and that's why The curse of damage is an enchantment that you can find on armor. When a player has this enchantment on them every time they kill an enemy they get half a heart of damage. The curse of loss makes you lose Xp every time you kill an enemy, about 4 Xp points will be taken, and finally when there's bad there's good. The cheapness enchantment has 3 stages cheapness 1,2 and 3. When having cheapness 1 you get a 10% discount from villages, 2 will give you 25% discount and 3 a 50% discount. Of course that means this cannot be sold by villages themselves.
Sticky resin Smelt Resin clump into Sticky resin
can be placed on ground. layers like snow, and slows you depending on how many layers you touch.
solidifies after time and can be broken for clumps and smelted back in to sticky resin, or melted by a nearby heat source.
can also be used on item frames to lock the item
Resin display Crafted with 8 Sticky resin in a chest pattern
an item can be placed inside this gooey transparent full block (similar to honey) to be put on display. you can right click it to get just the item back. being broken while sticky will drop 8 sticky resin and the item contained inside.
if left to sit, will harden and become somewhat foggy. when broken the item will not drop, instead you must place a heat source close enough for it to melt into piles of sticky resin and retrieve the placed item
The crafter is an amazing block, but getting it to craft specifically shaped or ordered recipes is VERY difficult. This can be easily solved by a simple new function.
As of now, you can click on a slot in the 3x3 grid to lock that slot, preventing an item from being placed in that slot.
But say you click a slot that contains an item within it? Say you “locked” a stack of redstone dust. When the crafter is activated, it uses the redstone, but if that redstone goes to 1 the crafter will no longer work until more redstone is added or that specific slot is unlocked.
This will essentially guarantee the crafter to always create the same item with a single hopper connected to it and a steady flow of items needed for that specific recipe. Redstoners would need MUCH less resources to use the crafter and more people could use the crafter because of how much easier it’ll be to use.
The way this is implemented could vary, from the way I described, or a “lock” button beside the grid, that “locks” any items within it, or even a new variant of the block with this functionality while keeping the old crafter untouched, sort of like a dropper and dispenser situation.
The idea was primarily just to be more compatible with half slabs and half wood blocks, where you want a gentler stairway, so there isn’t that gap when you make the railing. It would help smooth out the top of the railing too, and with fences that change elevations, and I think just open up a lot of other cool design option imo.
"Elixir of Life" or "Elixir of Youth"
When applied to a mob, the potion would allow the mob to stay in its "baby" form indefinitely.
The potion could also apply regeneration if consumed by the player... but is not its primary function.
(optional suggestion - I'd just be happy to have the elixirs come from anywhere) Where to find them:
"Fountains" will generate inside of randomly generated structures called "shrines."
Every shrine will contain one fountain, and the vast majority of the time, the water in said fountains will just be regular water.
On extremely rare occasions however, a player can find a fountain (which looks no different from the others), that contains "elixir of life," instead of regular water.
(The only way to know for sure if you've found it is by using a glass bottle and seeing if you obtained a bottle of water or the elixir.)
-When the creaking deals damage it will convert the rightmost hearts into special resin hearts with a sappy texure.
-You will gain resin hearts depending on the amount of damage the creaking does to you so 1.5 damage is 1.5 rightmost hearts converted.
-These hearts cannot be healed at all including natural and regen.
-Every 5 minutes one of the players leftmost resin hearts would be converted back to normal healthy hearts. A special soup made with a small amount of pale garden floral such has the flowers and moss; when consumed it will remove 2.5 resin hearts immediately.
Dragons breath is an endgame potion ingredient and a pain to get.
I feel that a player who is able to acquire a dragon head from an end city has basically proven they can defeat the dragon, thus a good reward would be the ability to produce dragons breath.
This would give new uses to two existing items, one of which being chorus fruit which is largely overlooked, and allow easier-but-not-trivial access to lingering potions, which are currently very under utilized because of the hoops the player must jump through.