/r/minecraftsuggestions

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The forum of choice for suggesting & discussing additions to the timeless game called Minecraft!

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WELCOME, MINECRAFTERS!

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.

New to reddit? Click here! Frequently Posted Suggestions Reject List Implemented Suggestions Top Suggestions Catalog


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/r/minecraftsuggestions

434,696 Subscribers

1

New item creator block for creators!

Before I get the criticism I know people are going to jump to

Yes I am aware of json components.

Yes I am aware of data packs.

Yes I am aware of that technically, what I’m going to describe is already possible for at least Java edition.

The point is to make the process of item creation easier, and also add functionality to bedrock that doesn’t have as much functionality as far as json components go.

Yes I am aware of MCstacker, however again I’m thinking about both versions of the game, and aiming to make item creation easier.

Okay SO the idea is an item creation block for creative only. Basically giving you a bunch of checkboxes to choose from that decide the item’s components. There would be a section where you can either design the model for the item or copy paste model data from another item. You would then be able to save this item like saving a structure, and call that item later in other commands.

For example let’s say you want an item that will shoot an ice projectile on right click and set enemies on fire on hit, on bedrock this is nigh impossible, and on Java this would be a PAIN IN THE ASS to create, however, with this item block my vision would be that you can check a box that says “has right click function” then another that says “summon projectile entity” under it, then check a box that says “effect on hit” and then check a box that says “sets entities on fire”. The ice part of the projectile would still need to be done using commands in a ticking area/force load or a data pack, but the point is, this makes it both easier to make custom items on Java, and adds functionality for both editions.

The awesome part too, is if you want to give a player this item, you can just do /give <item name>. You can give the item a custom ID and display name upon saving it, and if you don’t give it a custom ID it defaults to the display name of the item in snake case like all the other items.

P.S. a projectile entity should probably be added too but that’s kinda implied, but yes for the sake of again, making things easier, there should probably be projectile entities added.

0 Comments
2024/12/22
00:57 UTC

2

Sprinkler

Sprinkler is a tool/torso equipment for releasing functional steam. It requires a bucket, a tripwire hook and a saddle or leather to craft.

  • It looks like big steel cylinder strapped to player torso. You cant wear it with chestplate, just like the elytra.

  • It adds an additional slot into your hotbar with a releasing tube. This tube can be right-clicked to release steam.

  • It can be filled with water using right clicking on water source - just like a bucket.

  • Sprinkler emits clouds of liquid. Volume of one bucket or three bottles is enough to provide 18 clouds. Being released, clouds slowly move and expand, untill they disappear. The frequency is equal to snowball spamming.

  • Lava also can be sprinkled, giving you a neat flamethrower. Each cloud of lava hits like single portion of damage from sitting in it, also it ingites entities and blocks. Due to its viscosity, frequency of emitting is bit lesser.

  • Water being sprinkled can be used like fire extinguisher to blocks and players. Can be also used in nether, although, water boils and begins to damage entities.

  • Potions can be used to fill the sprinkler too. Effect with timers are losing their duration and are being applied only till the object is in the cloud. Effects like instant health or damage are weakened, like 1 heart per tick or whatever.

  • Milk can be used too, making sprinkler an effect-cleaning tool. But this can be controversial, as long as we have no another way to apply milk to other players (like arrows or splash potions)

0 Comments
2024/12/21
23:48 UTC

7

Curse of Weight

The curse of weight makes it so that when an item with that enchantment is in you inventory an extra slot is also taken up. Effectively making an item take 2 inventory slots in your inventory.

Iron pickaxe with curse of weight makes another slot unavailable

The locked slot appears in the first available slot in your inventory automatically. If there is already an item in that slot it will be moved to another slot or , if there is no other empty slots, thrown out of your inventory entirely.

The enchantment can normally only appear up to level one in survival, but higher levels through commands will take up additional slots equal to the enchantment level.

The enchantment works on both items and armor.

Items with the enchantment still take up extra room inside of chests and stuff. This is mostly because some wacky redstone comparator things would be possible if a single item could take up multiple slots.

The enchantment does not take up multiple slots in shulkers specifically however. Something something gravity magic, something something pocket dimension. This is mostly to make mass transit of the items not a complete pain in the ass, while still having a proper punishment when you want to actually use the cursed items.

12 Comments
2024/12/21
23:45 UTC

19

New enemy: The Nitwitch

The Nitwitch is a new mob that is much more chaotic than normal witches. They appear as normal witches but adorned with a green shirt rather than a black and purple one. They also spawn in a new structure called confused huts which are much more cluttered and out of order than normal huts.

They are hated and attacked by both iron golems, witches, and illagers. Their attacks are almost synonymous with the witches but the way they use potions are much more random. Rather than throwing harming potions on players, they throw potions as random as strength potions, healing potions, or even the useless potions. They drop the same brewing ingredients as normal witches when killed.

What do you guys think?

13 Comments
2024/12/21
19:54 UTC

7

Different hit animations on the creaking

Personally, I feel a creaking should move more when hit with a mace compared to hitting it with a bare hand. So Why doesn't it happen? There should be 3 different hit animations to the creaking. Low is a less exaggerated hit animation from what we have now. Medium is what it looks like now, and high us more exaggerated than what we have now.

Low: hitting without a weapon Medium:hitting with a tool or bow or crossbow High: blown up, hit with mace, or hit with anvil.

I know it's a small change but it would be interesting to have in the game.

0 Comments
2024/12/21
18:43 UTC

3

A way to seal blocks

Or waterproof blocks that when placed in a depression fill up over time with rain. As a way to flood an area. For moats or lakes or a dam.

1 Comment
2024/12/21
17:44 UTC

43

Do YOU have an idea to solve Minecrafts Item Bloat issue?

I totally repsect mojang doing smaller but more frequent updates, but i've got an issue that bugged me ever since caves and cliffs part 1, and it is useless item bloat, what do i mean? Well, ever since that very update we've been getting items with one or two uses and then never be touched on or expanded ever again, it happened with copper, it happened with amethyst and blocks around it like calcite, it happened with echo shards, it happened with armadillo scutes, it happened with heavy cores and i am in no condition a doomer, but i don't think it will change in the near future unfortunately

And it doesn't even apply to items either, sniffers and armadillos themselves are in need of more reasons to go after them

Mojang is adding too much Extrinsic motivation (aka goals in form of a reward) causing a lot of items feel barely even worth it to go after unless they're an elytra level of item to go after, they wholeheartedly ignore the very name of the game (MINE and CRAFT) focusing more on the "adventure" when adventuring is the boring part of minecraft where you walk aimlessly and HOPE that you get to a place you want, literally nobody is asking for more biomes with a single reward with little to no use and then nothing else to go after in them

I'd love if one of the guaranteed small updates was to address this issue so at least once a year we have more uses to the ever growing pile of wasted potential, so go ahead and suggest your changes in the comments!

33 Comments
2024/12/21
15:45 UTC

10

an idea for a type of chest

imagine a chest like an ender chest but when playing multiplayer someone else can put something in there for you but there slightly different like ones a receiver and ones a deliverer

3 Comments
2024/12/21
09:12 UTC

9

The Windquiver

The Quiver has been a long-requested item, and I think I may have figured out a way to make it even better!

Crafting: The Windquiver is crafted from 4 Breeze Rods and 3 string, and 2 Shulker Shell Like so:

StringShulker ShellString
Breeze RodStringBreeze Rod
Breeze RodShulker ShellBreeze Rod

The Windquiver would look a lot like the prototype quiver, and could be added in the new "Quiver" slot that is accessed by pressing a button in the inventory next to the chestplate slot.

The WQ allows the player to shoot more than just arrows. The WQ has 9 slots to hold either stacks of arrows, or different rods/charges.

The WQ can also be held in the offhand to automatically catch up to 9 projectiles thrown at the player and stored for use at a later date. But it must have a free slot in the quiver in order to catch the projectile.

Example: Steve is sparring Alex. Alex shoots an Ender Pearl at him to close the distance; Steve is holding the WQ in his offhand. Instead of Alex teleporting, Steve has captured the Ender Pearl in the WQ and can use his bow to shoot the Ender Pearl far farther than he could ever throw it. The Ender Pearl capture also is tied to the person who threw it until they log out.

E2: Steve is battling a ghast in the nether. The ghast shoots a fireball at him; Steve is holding the WQ in his offhand. Steve has now captured the fireball and can shoot it out of his bow so long as it is in the "priority" slot of the WQ (the last slot filled is the priority slot)

Steve is able to use the WQ to capture all sorts of projectiles. This includes but is not limited to: Potions, Fireballs, Arrows, Shulker Bullets, Wind Charges.

The WQ is also able to capture Blaze Fireballs.

This process is automatic, but requires Steve to put himself in harm's way in order to capture the projectiles.

(Blaze Charges will be stored as Blaze Powder in the WQ should Steve wish to remove them, and Ghast Fireballs are stored as Fire Charges)

The player *CAN* also put non-projectile items in the WQ should they wish to use it as a backpack of sorts.

Now, the idea of capturing potions to use them to the range of an arrow sounds absurd, I realize. In order to nerf this a small bit, perhaps potions only have their range doubled even with a maximum-drawn bow.

Crossbows also take from the WQ's slots as their priority slots before any arrows from your inventory.

Thoughts? I wanted to lock it behind the End because it feels far too powerful to access pre-nether. Plus using the Shulker Shells gives it the "magic" of being able to store projectiles.

11 Comments
2024/12/21
04:03 UTC

4

Introducing A New Concept To Minecraft (pt II)

Minecraft Beacons, enchanted books, enchantment tables, Vindicators, blazes, breezes, tridents, potions, guardians and Withers, all use some magic. Why wouldn’t Steve want to tinker around with more, the same way he has with potions, enchantments and portals? (Not a really a new concept just what I called the first post)

This idea introduces a new structures, mob(s) weapons and tools into the game, revolving around a new mob called a “Mage”

I’ve read all the feedback on the last post. I’ve taken a little bit of time to get some ideas together. It is a big read so enjoy.

Let’s start with the towers : Mage towers would be a new structure to the game. They would contain mages inside of them along with loot.

The towers would generate 10 times less likely then villages. The height of these towers would indicate how difficult the tower was. The colour (red accents - fire, green accents (passive to the player and healing)- nature, light blue - ice, white - wind and purple and black - undead/soul)

The towers would be circular in shape, with an aprox. 10X10 internally with a stair well leading up them. The materials used would be similar to villages in those biomes, making them somewhat blend into the natural world. Spawners the same in the trial chambers would be placed along the stair wells and in rooms, attached to the tower (brewing rooms, enchanting rooms, enscribing rooms and basic loot rooms), getting harder as the tower progresses through.

Some towers however, would only be poking out the top of the surface. These towers are upside down. They are difficult to see as they have the biomes natural spawning trees, leaves for roofs and impossible to know what element that’s within until entering. They are twice as difficult and very long but contain much better loot

These towers would essentially be vertical shafts with rooms containing traps, defences, puzzles and loot.

There would also be abandoned variants of these towers containing nothing but the defences left behind by the mage.

The towers would reflect an element that the mage was studying, out of the fire, wind, ice, nature and soul.

Towers would have a chance at also spawning in pale forests. These would be more likely to be difficult then others found throughout the world.

Reasons to go to these towers would be

  • enjoying a boss battle
  • Getting loot directly linked to potions, enchantments and uncommon items
  • Finding scribes
  • Finding new templates

Farming these towers wouldn’t be possible as once they are completed they are completed (same as trials)

The staff: I want the a staff to be difficult to obtain. It shouldn’t be an item the character can create without having most of the game completed. It would be crafted using an end crystal and gold.

Once the staff is crafted the fire charge - fire, wind charge - ice, heart of the sea - water, gold apple - nature and a wither skull(s)- undead/soul, would need to be harnessed and contained. Creating an elemental orb would be the next step. This would require obsidian, glass and a nether star

I would like to do more for the orbs to be more difficult but for the most part- possibly making them uncraftable and having to be gained in loot after completing the tower, although like the comments said on my previous post, it would make it very difficult to enjoy using if someone else were too farm all of the orbs on a server. Orbs would also be a placeable item with a light level of 10, glowing with radiant light the same as the element inside.

Essentially having the orb on the ground (empty), right clicking with the item in hand on the orb would place the radiant light inside of the orb.

Wielding the staff: Staffs will rely on the player having experience points. If a player were to have 30 levels of xp, they would be able to use the staff for a continuous 3 seconds. At 20 levels only 2 and so on. At 29 levels of xp, the player would cast the element for 2 seconds and then loose 1 level of experience. The staff would not have durability however the orb can crack over time like an anvil and eventually explode. Orbs can not be removed from the staff.

Staffs would be able to be enriched by placing the staff on a lectern, and scribes being put onto the staff these would take time to enrich and complete

Scribes would be banners that have been written into scrolls, in a language the same as enchantment tables

There would be 4 scribes to begin with

  1. Throw - ℸ ̣ ⍑∷𝙹∴
  2. Wall - ∴ᔑꖎꖎ
  3. Apocalypse - ᒷリ↸
  4. Always - ᔑꖎ∴ᔑ||ᓭ

These scribes would affect the way the staff looks as well. The more scribes on the staff, the more glowing encryptions up and down the hilt of the staff. You would be able to read these on the side of other players staffs

Throw: fire - becomes a flame thrower at a distance of 7 blocks, for 10 seconds, affecting both blocks and creatures but not having the same burning spreading affect as normal fire. Would almost instantly burn through flammable objects however not spread a great deal

Wind- the fastest and furtherest of the lot, producing a stream of wind capable of pushing away other thrown elements and, whilst also pushing the user backward 2 blocks, throwing air 9 blocks away with knockback 2. Can also be used to jump up into the air.

Ice - throws a stream of snow, giving the target slowness 2 and a freezing effect, also putting snow down and freezing water in its pathway. Can also be used to put out fires

Nature - would produce a stream of green light heal the targets health, grant the same affect as golden apples but do damage to undead creatures with a mild poisoning affect. Also used as bone meal

Undead - would throw a wither skull at the target, useless to undead but lethal to players, will also have a chance of being an explosive wither head. Depending on the level depends on the amount of heads thrown. 29 levels being 2, 30 levels being 3 All of these hit with 6 attack damage (or healing) and then have their effects come after

Wall: fire- A wall of fire that’s thrown at 3 blocks tall. The width would be dependent on the level of the player. Same as a blaze but much larger area and one thrust

Ice - An ice dome that grants the target slowness and a frozen affect. Holding right click will produce a dome for 3 seconds (if the user has 30 levels of xp) that’s 2 blocks thick

Air - a gust of air that creates a sphere around the user pushing all entities back, with a diameter starting at 3 blocks by 3 blocks (internally), and getting bigger by 2 depending on the level of the character ie, 30 levels would make a ball of 9x9x9 internally, following the player for 3 seconds

Nature is the same as air however doesn’t push anything back, but instead heals all in the area of sphere, doing damage to undead

Undead - now this is a little different. This does an ability of Lifesteal. It takes a heart off all entities in the circle, giving all entities but themselves in the area a withering affect. Undead mobs will gain the same as a player getting a regeneration buff

Apocalypse: this would require 3 whole levels to use, with a 15 second cool down You can hold right click anywhere visible

Fire - a 5 by 5 area where ever the player clicks, has fire charges shot down on an angle

Ice - ice missles in a 5x5 area, shoot down on an angle, creating spikes of packed ice for 20 seconds

Wind - a 5 x 5 Wirl wind is formed for 10 seconds destroying blocks and dragging entities into the centre, taking suffocation damage

Nature - honestly I’m not sure how to do this one. I want it to be a damaging spell. Maybe someone can suggest something?

Undead - summons 5 skeletons with chainmail armour that do not attack the summoner but can be killed. They will remain alive until the staff is no longer in the users hand or they are killed

Always : always would be a passive attachment to the staff

Fire - takes no fire damage whilst holding the staff, hitting someone with the staff will also give them fire damage for 3 seconds

Ice- can walk on water and turn it to ice while holding the staff (Orrrr another option is swim fast) hitting them with the staff will give them slowness and mining fatigue Wind - can use to dash 3 blocks ahead with a 2 second cool down. Hitting someone with the staff will send them 5 blocks back

Nature - can heal and fill hunger every 15 seconds. Hitting someone with the staff will give them poison damage

Undead - soul sand will make the player run faster if they are physically hit with the staff, it will cause the target to go blind for 3 seconds. Undead creatures won’t attack as long as you are holding the staff, however pandas, polar bears, wolfs, dolphins, will be hostile instantly. Farm animals will run away. Endermen will be automatically enraged

Obviously down the line there could be more scribes to the staff, introducing new abilities and reasons to get them. The exact

I’d also like to have some system where the staff gets stronger or can be upgraded over time.

The mage: The mage is a creature very similar to the vindicator. It carries a staff that can not be picked up or looted. All mages armour have protection 1 projectile protection. Although, the harder the tower, the higher level protection the mages have, the faster they are, more health and overall more difficult. Mages inside or Upside down towers even carry shields in their off hand. Mages have all different types of armour trims. Each element would have its own trim, giving another reason to raid the temples.

Mages would be aggressive in nature, have health bars at the top of the screen as soon as the tower was entered. The difficulty would depend on the height of the tower. Mages would have more abilities then the 4 possible, making a new boss fight each time. Nature towers would heal you, as you walked in both health and hunger. Would offer trades instead of fighting and also give tasks and puzzles to solve in exchange for scribes. Hitting one of these would summon the worst of the lot. The most difficult and dangerous mage. All mages would wear a full robe, however would not drop it as they die.

(If this does become something for the love of god fix the ender dragon fight)

The Robe: The robe is an armour set only able to be found inside of the towers. It has the same protection level as iron armour, once all 4 pieces are on, however only has the protection level of leather if one piece of armour is on, chain mail if 2, gold 3 and iron 4. It can be enchanted with all of the same enchantments as normal armour however a new enchantment would be possible being knock back resistance.

When the entire armour Set is found - over multiple different towers, the entire set would grant the user magic resistance 2, still being able to be affected and damaged by spells and potions but much less on the negative effects and greater on the positive effects. Ie mining fatigue from guardians wouldn’t last as long but regeneration potions, would last 40% longer. Splash potions of harming would do 40% less damage. Wearing the robe will also make particles less visible. It will reduce them by 40%

I don’t want this update to ruin the game by making it the best possible weapon with the best possible loot. I want it to sit in between chainmail and iron. I just want there to be a lil bit of a Dynamic change as in now, there will be more of a reason to have splash potions.

If I am teleported to you inside of an obsidian structure where I’ll know I can’t get out, I’ll want to be able to deploy 6 potions of harming and kill someone in full netherite armour. In saying that, if he hits me with his axe, I want to be taken down to 4 hearts of health. I want this to add another element to ranged fighting, while still having a weak defence.

I think that’s the basic run down for my idea, took a little longer than I presumed (3 days). Im completely open to criticism and I invite it. Thank you for ur time

15 Comments
2024/12/21
03:34 UTC

13

Walruses

Walruses would spawn in the icy spikes biome and would spawn either alone or in herds ranging from 5 all the way to 30, though there is a 1% chance of there being a "superherd" of 90-100 walruses. Herds of walruses would also generally try to stick together. They would mostly wander around on the ice but would be efficient swimmers if they find themselves in water. They would be a neutral mob with 50 hearts of HP and would be able to do 5 hearts of damage. Polar bears would be hostile to them, but would retreat when at or below 10 hearts of HP. When killed, walruses would drop between 3 to 7 pieces of leather.

What do you all think of this mob idea?

10 Comments
2024/12/21
02:11 UTC

21

Idea: Fully iron shields

It just occurred to me how we only have one shield in Minecraft, and while it does protect you pretty well, it would make sense to have at least another type of shield that protects you even better.

So I thought of an iron shield. It would have a shimmering iron texture and could be crafted like a normal shield, but with only iron ingots instead. It would protect you better from the sides, would knock back enemies with a stronger hit, and would have higher durability, maybe 450 or something, since I think the current shield has 336 durability.

It would just need to be balanced, but I can see why this might be seen as hneccessry, since the current shield is still good enough. I just think that if an iron shield would protect you better from the sides and would knock back enemies better, it would be quite useful.

28 Comments
2024/12/21
00:02 UTC

0

re-rename gunpowder back to sulfur?

Obviously I'm not the first person to suggest this on this sub, but I've long wanted it and only recently seriously considered its implications, so I was hoping some of y'all would join me in discussing the idea?

Previously, I thought reverting gunpowder's name to sulfur would be only positive. These are the pros I've identified for the change:

  • sulfur is more "natural" sounding
  • gunpowder references guns (which mojang hates (as do I, for immersion's sake))
  • mob drops: a ghast or witch dropping sulfur feels more right than "gunpowder"
  • brewing: sulfur sounds more like a potion ingredient to me than gunpowder
  • implementation: renames are really easy changes
  • crafting/uses: I think "sulfur" has a lot more room to build upon in terms of in-game uses than "gunpowder." For example, sulfur irl is a fertalizer, so a bonemeal function could be added (maybe like bonemeal for netherwart and other nether plants/fungi?)

But now I've thought of some cons:

  • real-world sulfur is bright yellow, and would essentially look the exact same as glowstone dust if portrayed accurately
  • new players are more naturally directed to the uses of gunpowder by its very name than they would be by "sulfur" (a new player who knows of the existence of TNT would pick up gunpowder and most likely put two and two together, idk if the same is true of "sulfur").

There must be some more pros and cons to this change than I've thought of. I'd love to hear from you guys!

4 Comments
2024/12/21
00:01 UTC

13 Comments
2024/12/20
22:29 UTC

0

Armor Crafting Overhaul: A Progression System Based on Armor Evolution

^(Note: I don't know how to put the integrated images in the order of the post [or it's not possible on mobile], so I made a list to each image that I created and put their numbers in the post, for better understanding.)

Not long ago, I suggested a change to the progression of armor and tools in Minecraft, which received harsh (and valid) criticism regarding the new armor and tools made from new materials (which, I must admit, I am also against). At first, the new armor wasn't the main point, but rather the progression. In addition, I have always opposed the addition of new armor and tools tied to new ores, but I included them due to feeling constrained in certain aspects—when, in reality, I should have studied the existing materials more carefully. It was a glaring mistake, evidenced by the fact that I even forgot chains are crafted using one iron ingot and two iron nuggets. This oversight highlights how naive and premature my ideas were. Thanks to the enlightening feedback, I was able to reformulate and refine my proposal. In this post, I will focus on armor, leaving tools for a future discussion to simplify the explanation.

#THE ARMORS
The following order of the armors is in accordance with the current armor points

LEATHER ARMOR
Leather offers protection against the cold and allows players to walk on powdered snow with leather boots. It is also the only dyeable armor set, boasting 7 armor points (3.5 graphically). However, obtaining leather armor is notably challenging early-game, requiring 24 leathers—a significant hurdle given its low drop rate from mobs. Also, whatever mob drops the leather is much larger than a human in real life, so what justifies using 5 whole pieces of leather to create a SINGLE helmet?

To address this, I propose introducing "Cut Leather," which would be crafted by combining leather with shears in the crafting table, producing three "cut leather" per leather item [LIST 1]. Cut leather cannot revert to regular leather, preserving rabbit hide’s unique role in crafting. Rabbit hide would now require six pieces to craft one leather. This adjustment reduces the total leather needed for a full set from 24 to 8 (24 cut leathers), making early-game progression fairer without compromising gameplay balance.

...
.Leather.
Shears..
..
.Cut Leather³.

^(LIST 1)
^([The icon of the cut leather is the same as the leather, and the same color as the rabbit hide])

GOLD ARMOR
Gold armor primarily protects against Piglins and boasts the highest enchantability (25 points compared to Netherite’s 15), with 11 amor points (5,5 graphically). However, gold's fragility stems from its real-world properties—its malleability makes it impractical for armor (besides being a joke of Notch himself).

My suggestion is to replace the current gold armor to “Gilded Iron”. Crafted by coating iron armor with four gold ingots per piece [LIST 2], totaling 16 gold bars, this set would retain gold’s enchantability while matching iron’s durability. This armor would not be included in Netherite progression.

.Gold Ingot.
Gold IngotIron Armor (Any Part)Gold Ingot
.Gold Ingot.
..
.Gilded Iron (Any Part).

^(LIST 2)

CHAINMAIL ARMOR
Currently the only uncraftable armor set, chainmail holds a unique place in Minecraft, providing 12 armor points (6 graphically). Although I initially proposed crafting it from chains, But I have always appreciated its exclusive nature.

However, chain crafting could be revised: instead of requiring an entire iron ingot, a chain could be crafted using three iron nuggets [LIST 3]. This change makes chainmail creation feasible if Mojang decides to allow its crafting. Thus, in the possible creation of this armor, only 8 iron bars would be needed.

.Iron Nugget.
.Iron Nugget.
.Iron Nugget.
..
.Chain.

^(LIST 3)

IRON ARMOR
Iron armor is a reliable early-game set with 15 armor points (7.5 graphically). I propose dividing it into two sets: standard iron armor and a new “Reinforced Leather” set, crafted by combining iron with leather armor [LIST 4].

The iron armor would be created in the same way, but would be nerfed to be only slightly stronger than the chainmail armor, providing a viable alternative for players struggling to find leather-producing mobs near their spawn. Meanwhile, the reinforced leather armor would take the place of the current iron armor.

.Iron Armor (Helmet or Chestplate).
.Leather Armor (Helmet or Chestplate).
...
..
.Reinforced Leather (Helmet or Chestplate).^[Top]

^[Top]

...
.Leather Armor (Leggings or Boots).
.Iron Armor (Leggings or Boots).
..
.Reinforced Leather (Leggings or Boots).

^[Bottom]
^(LIST 4)
^(I placed the helmet and iron chestplate above the respective leather ones, and the iron leggings and boots below the respective leather ones, to simulate as if I were wearing leather armor first and then the iron armor on top [LIST 4])

DIAMOND ARMOR
Diamond armor, offering 20 armor points (10 graphically), It was for a long time the most powerful armor in the game, being to this day the most beloved by many. However, I'm sorry everyone, I’ve always disliked its concept—diamonds aren’t moldable, and crafting armor from them seems illogical - or maybe it's just my autism talking too loudly, lol.

To align with realism, I suggest crafting diamond armor by upgrading reinforced leather with diamonds. This would require 8 diamonds per piece (32 total) instead of the current 24 [LIST 5.1]. Alternatively, a less costly recipe could involve six diamonds per piece while preserving the existing total of 24 [LIST 5.2]. (personally, I don't find the first one that expensive, thanks to the armos trims).

DiamondDiamondDiamond
DiamondReinforced Leather Armor (Any Part)Diamond
DiamondDiamondDiamond
..
.Diamonded Armor (Any Part).

^(LIST 5.1)

Diamond.Diamond
DiamondReinforced Leather Armor (Any Part)Diamond
Diamond.Diamond
..
.Diamonded Armor (Any Part).

^(LIST 5.2)

NETHERITE ARMOR
Netherite armor remains unchanged, as its progression already fits the proposed system perfectly.

Therefore, according to this proposed system, the progression would be similar to next graphic.

.Chainmail......
LeatherReinforced LeatherDiamondedNetherite
.......
..IronGilded Iron....

#ARMOR POINTS BALANCING:

  • 1.Leather: Maintains 7 armor points.

  • 2.Chainmail: Reduced to 11 armor points (formerly 12).

  • 3.Iron: Reduced to 12 armor points (formerly 15).

  • 4.Gilded Iron: Increased to 13 armor points (formerly 11 for gold).

  • 5.Reinforced Leather: Assigned 15 armor points (replacing iron).

  • 6.Diamonded: Maintains 20 armor points.

  • 7.Netherite: Maintains 20 armor points.

#CONSIDERATIONS The main goal of this proposal is to replace the current progression system, where players abandon their old armor sets upon crafting better ones. With an evolutionary progression, players develop a stronger bond with the armor that has accompanied them since the beginning of their journey. Additionally, this proposal addresses inconsistencies, such as the high cost of leather armor in the early game, improves gold armor (which currently feels more like a joke), and reworks diamond armor. Lastly, something I find particularly compelling is that each armor set has a unique crafting method, something that I think is very beautiful.

6 Comments
2024/12/20
21:37 UTC

69

Azaleas should have the logs of whatever tree is dominant in their biome

I can't say that I've ever personally felt a strong need for azaleas to have their own log type, and I think that their current form as "half" or "hybrid" trees is actually potentially really cool on its own merits. However, I do think that a small tweak would be handy for really polishing them as a concept.

Why No Azalea Wood?

So, the thing is that in real life there's no such thing as an azalea tree. Azaleas are bushes -- they're a type of rhododendron, and like all other rhododendrons they only naturally grow to be shrubs. They can become big shrubs sometimes, but they're still only in that "large shrubbery" size that Minecraft doesn't have a direct equivalent for outside of the jungle bushes.

Some of you probably have heard of or seen azalea "trees" -- but those are either, again, larger shrubs trimmed into a tree-like shape or else the product of plant grafting, where stems from one plant are attached to the trunk and branches of another. The result is a "mixed" plant with the stem or trunk of one variety and the leaves and flowers of another -- just like the in-game tree!

(On that note, look up the Trees of Forty Fruits if you want to see how nuts grafting can get.)

That's Nice, But Is a Tree-Sized Azalea Any Stranger Than a Tree-Sized Mushroom?

Minecraft's hardly a one-to-one representation of real life, obviously, but I quite like the idea of "grafted", hybrid plants being in-game entities in their own merit alongside naturally-occurring ones. Maybe they generate naturally -- how so? Maybe they're artificial instead -- and then who made them? Minecraft is filled with little odd things and finds and structures in the wild that are there to lead you to interesting discoveries or make you wonder about the history of the game world. Artificial, grafted trees standing in the wilderness above the sites of lush caves fits very nicely with that, I think.

Additionally, I don't really feel that we're terribly starved for new wood types, especially lately, and I while I don't like to soothsay I also don't think that it's very likely that we'll be facing a scarcity of them in the near future. An interesting generated structure is always welcome, and we'll certainly be seeing plenty of new wood colors in the future, so I'm not too fussed if this one specific plant doesn't produce a new shade of planks.

Alright, So What's Your Big Idea?

Azalea trees are already interestingly "not natural" to a degree -- besides having leaves of one species and the trunk of another, they have their weird habit of being found everywhere with apparently no regard for natural biomes -- but to really sell the idea they could use one slight tweak; namely, having them generate with the logs of whatever tree happens to be native to their area rather than always defaulting to oak. That way, their artificial nature is more emphasized by making them clearly be mixtures of the lush caves' flora with whatever base tree happened to be present aboveground.

(Additionally, this change would ideally help to make the generation of azaleas feel more deliberate and intentional rather than simply a shortcut to avoid doing something else, which is a criticism I've seen raised against the present state of azalea trees.)

So, the regular oak would form the logs in forests, plains, meadows, swamps, badlands, and most biomes without natural trees.

You'd instead have birch logs in birch forests, and perhaps rarely in regular ones.

Spruce logs would instead generate in taigas, groves, snowy plains, and treeless snowy biomes like ice plains and mountain peaks.

(Windswept hills, which have both oak and spruce trees, could have both variants.)

Jungles, dark oak, acacia, mangrove, cherry, and pale oak logs would each generate in their native biomes.

In all of these instances, the main function of azalea trees -- being visible signs of the lush caves underground -- would be preserved by maintaining their distinctive leaves and flowers.

When an azalea bush is grown into a tree, it would generate its logs by choosing from the biome list as above.

13 Comments
2024/12/20
18:00 UTC

46

Fishing in a Pale Garden has different loot

If biome-specific fishing becomes more prevalent, like how Jungles have different loot on Bedrock, I think a great candidate for this would be the Pale Garden!

  • There is no fish, due to the Pale Garden’s eerie lack of passive animals and wildlife. Instead you’ll fish up primarily: Pale Moss Blocks, Pale Moss Carpets, Pale Hanging Moss, Pale Oak Saplings, Sticks, Pumpkin Seeds, Closed Eyeblossoms and Resin Clumps!
  • The latter Resin Clumps are especially helpful if you find a small Pale Garden and are disappointed to see no Creaking Hearts (thus no resin) whatsoever.
  • Just use your fished up resin clumps to craft a Creaking Heart, and you’ve got yourself a reliable supply without needing to go on a boring trek for another Pale Garden :)
  • Ink Sacs are never fished up here either, nor is leather, nautilus shells or lily pads. Other junk and treasure remain the same.
5 Comments
2024/12/20
16:58 UTC

66

Deserts and Badlands should be controlled by Humidity, not Temperature.

As things currently stand, the two main variables that control the climate of a biome are Temperature and Humidity, with Deserts and Badlands spawning in areas where Temperature=4, the highest value. When the Temperature is 4, regardless of the Humidity level, a Desert/Badlands will almost always generate. However, this is not how Deserts work in real life, and it can create a number of rather questionable biome transitions.

In real life, deserts are defined by their lack of rainfall, or in other words, low humidity. While deserts can be extremely hot, the temperature is not the cause of their desertification, and even ignoring Antarctica, there are deserts where the annual mean temperature is below freezing, such as the Gobi Desert.

As a consequence of how deserts are currently distributed in Minecraft, there are liable to be large areas where a vast forest or jungle terminates at the edge of an even vaster desert, without a transition area of plains or savannah. Reorienting Deserts to be caused by low humidity would bring a number of benefits:

  • Drastically reduce nonsensical biome transitions, such as from Rainforest (defined by a large amount of precipitation) to Desert (defined by a lack thereof).
  • Promote natural-looking landscapes, such as woodlands transitioning into grasslands which eventually fade into desert.
  • Free up the high-temperature set of biomes for more granularity.

Of course, implementing this change would involve some other work to make things up-to-snuff. Of note:

  • Actually reworking the biome distribution in order to accommodate for Deserts occupying the "H=0, T>0" row.
  • Making the Humidity parameter distribute more gradually in a manner akin to the current Temperature parameter, to avoid random patches of desert appearing randomly.
19 Comments
2024/12/20
03:59 UTC

20

Tiku! - Basically a Blowgun but because we don't want guns we have to use this name

Used by the Orang Asli people of Malaysia, it’s a traditional name for their blowpipes. The Tiku is a simple weapon that can be loaded with a new item crafted in the fletching table: Darts. Darts can be tipped like Arrows, but go farther and do less damage.

The Tiku is crafted with 6 bamboo, with 3 on each side.

The Tiku has 2 inventory slots. One for effects and one for darts.

Darts are crafted by putting a default arrow in the Fletching Table, which will "split" it into 2 darts.

The Tiku can have these items in the Second (rod) slot

Breeze Rods: Darts have no gravity and are 3x faster than fully drawn unenchanted bows, but do 3x less damage and explode with the force of 3 wind charges when it hits an entity or block.

Blaze Rods: Flame for the Darts.

Fire Charge: Places fire on the block the dart hits, and produces a smokescreen when it hits an entity. Does not light players with Fire Protection on their armor on fire.

The Tiku also comes with a new vanity item: The Dartboard. Crafted with a Target Block and 8 Wool around it, the Dartboard can be placed on the ground, wall, or ceiling, and players can throw darts from their hand and try to hit it. Darts thrown from the hand do no damage, but can apply potion effects. Useful for in chaotic battles where you need to heal your teammates with tipped darts.

19 Comments
2024/12/20
00:08 UTC

40

Add resin to wandering trader

I spent the better part of 10 hours (maybe more actually) hunting down a Pale Garden. When I finally found one I was pretty far out so I started methodically gathering items from that biome, saving the creaking, creaking heart and ultimately, resin, as the last thing to loot and carry back. Turns out, no creaking heart spawned in that biome, so I can't get the resin. Found out there's a small chance to find resin in chests at woodland mansions, which are known for being plentiful 😑

I think it would make sense to add resin to the wandering traders rare items table, so there's a small chance to purchase it. They also provide pale oak saplings already, so with some patience, emerald's and work you could craft your own creaking heart to get more resin.

I don't mind putting in the effort but the fact it's so rare to find either the mansion or pale garden, and then have a small chance that the thing you want is even there, is a bit too much IMO. I like a reasonable, alternate route to achieve this goal.

13 Comments
2024/12/19
23:45 UTC

9

Kaginawa, Rope, and Cable

The Kaginawa is a Japanese grappling hook that was used by Shinobi and seamen to scale walls or pull ships closer to them for warfare. I believe the Kaginawa could be an excellent addition to Minecraft.

Crafting: The Kaginawa would come with a new addition as well: rope

Rope is crafted with 6 string with 3 string on each side of the crafting table to create 2 Rope. We'll deal with this more at the end of the post.

The Kaginawa is crafted like such:

Iron Ingor
Iron NuggetCableIron Nugget
Cable

The Kaginawa has a maximum range of 10 blocks, but can be increased with enchantments.

Uses: The Kaginawa can be thrown and stuck into a block, and then swung from in a pendulum motion or reeled in/rappeled out, allowing for very good early-game traversal of mountains and large caves. Also it makes you feel like Spider-Man. And that's always a good thing.

The Kaginawa can also be used to pull entities toward you, like a stronger version of the fishing rod pull. To make the fishing rod pull not obsolete, I'd say perhaps the Kaginawa cannot pull Item Entities, only mobs and players.

Rope:

Uses:

Aesthetic is one, as Rope is able to be placed down like string, and exists as a pile of cord when placed on the ground. Rope is also able to be dyed any of the 16 base colors of Minecraft.

Rope can also be connected between two points. "one" rope block has a range of up to 5 blocks before it must be connected to either another rope block or an anchor point.

Rope can be dropped as a climbable object (again, only a range of 5 blocks), or crafted into Rope Ladders, which do not need a block behind them and only require a supporting block on the very top.

Utility: Rope can be crafted into "Redstone Cable" with this crafting recipe:

RopeRedstone RepeaterRope
RopeRedstone BlockRope
RopeRedstone RepeaterRope

This will result in 4 Cable, which have a similar range as rope, but can carry a redstone signal with only a 1/4 Power Level decrease every block, making cable 4x more efficient than Redstone Dust, however it is unable to turn corners, requiring it to hit a block to output a redstone signal. The Cable only has a 1-tick delay as opposed to redstone's normally 2-tick delay, making cable extremely fast but also pretty expensive, redstone-wise, if you want a lot of it.

Circling (or since this is Minecraft, squaring) back to the Kaginawa:

The Kaginawa is able to administer a redstone pulse from afar each time it hits something. This allows the player to activate traps without relying on pressure plates.

Kaginawa Enchantments:

The first of these is Range. This is a new enchantment that affects all tools, not just the Kaginawa.

Range has 3 levels, increasing a projectile item's range by 100% of it's *original* range per level. Making the Kaginawa, at Range III, have a maximum of range of 40 blocks.

The Kaginawa instantly returns to the player when the player right-clicks while the Kaginawa is being used.

The second enchantment is Salvation, also with 3 levels.

If the player falls more than 20 blocks, Salvation will automatically hook on to the nearest block it can and pull the player up to the top of that block (so it'll pull them around the side of the block)

Salvation II makes this only have to be 15 blocks, and Salvation III is 10 blocks.

Salvation only works if the Kaginawa is in your hand or offhand, so it's incredibly useful in large caves or the End.

EDIT: New idea I had: Gravity-Affected blocks like Sand, Gravel, and Anvils, are pulled toward the player by the Kaginawa, rather than the Kaginawa pulling the player to it. (I'll admit, ChatGPT did help with some of this post but 97.8% of this post was my Original Content)

7 Comments
2024/12/19
23:23 UTC

88

Either Cap the Anvil XP Cost at 39 for Everything or Just Remove the Limit Altogether.

I find it annoying whenever items exceed the xp limit if you combine the books the wrong way. It would be much better if it just caps at a high level cost like 39 (naming cap) or 100. Either this or remove the limit altogether. This makes infinity a worse enchantment for the bow despite being the "unique" enchantment, since at a certain point, no matter how much xp you have, you wont be able to repair your bow again.

Alternatively, you could give the fletching table a use by allowing it to repair bows and crossbows without an xp cost. It would be a niche use, but it could always be expanded upon and the fletching table doesn't even have a use right now anyway.

21 Comments
2024/12/19
18:26 UTC

53

Bogs — cold swamps biomes for green frogs to spawn

Peat bogs are cold and very flat biomes with a lot of water. Instead of grass and dirt it has three layers — 1-2 blocks of moss, 2-4 blocks of peat and the rest is mud¹. However, in certain places there are little hillocks (probably coded as terrain features like lava lakes) of regular dirt and grass.

Moss spawns with moss carpets and tall grass, but without azaleas. Water sources are covered with duckweed — a new block, that is similar to lilypads, but cannot support a human.

On the hillocks more vegetation grows. These hillocks are separated in two types — one with podzol and a few spruce trees and another (the rarer one) with regular grass and tall birch trees. Spruce hillocks generate mushrooms and ferns, birch ones — flowers, including the blue orchid, and both of them can generate sweet berries.

Peat is a new block, that can be mined with any instrument, but the hoe is the fastest. It is usable as fuel (one block can smelt 6 items, which is worse than coal, but still impressive). Peat is non-renewable (except through wandering traders), which reflects its real-life nature. It can also be composted with 90% efficiency.

The most unique feature of peat is its ability to smolder. When the peat block catches fire, it transforms into the smoldering peat. This block deals damage to anything that touches it, and it ignites both mobs and flammable blocks around it. This means that underground wildfires, where flames spread from one peat block to another are possible in bogs. Moreover, jumping or falling on a smoldering peat block makes it break and be replaced with the regular fire (if it can be placed there). A block of peat can smolder for roughly one irl hour, after which it burns out completely and disappears. Smoldering peat is extingushed when it contacts water (but not when it's splashes with the throwable water bottle). Mining smoldering peat yields the regular one, even with Silk Touch.

Regarding entities, frogs, slimes, witches and bogged can spawn in bogs in addition to regular mobs. Frogs in bogs are green, finally completing the trio.

5 Comments
2024/12/19
09:11 UTC

12

The Wind Staff, a tool for combat and traversal.

Art by me using Pixilart

Description:

The Wind Staff is an item that can be crafted using two Breeze Rods and an Ender Pearl in a crafting table. The Breeze rods occupy the center and bottom left slots, and the Ender Pearl is placed in the top right slot.

The Wind Staff essentially functions as a more efficient way to use Wind charges, knocking back entities further away than using a Wind Charge by itself. The main use of the Wind Staff is to cause disruption to enemies and make it easier for the player to traverse vertical distances The Staff consumes Wind Charges on use. It has 150 durability, and is repaired using Breeze rods either on a crafting table or anvil.

It has two abilities, and each ability consumes a number of Wind Charges in the player's inventory or hotbar, and also has a cooldown. Using an ability reduces the durability by 1.

Abilities:

1: Repelling Gale

Press the "mine" button (left click on PC) whilst holding the Wind Staff to push back all entities in a 3x10x3* area in front of the user 15 blocks away from the user, consuming 2 Wind Charges.

So, if the entity is right in front of the user, they will be pushed 15 blocks away, if the entity is already 10 blocks away from the user, they will be pushed 5 blocks.

This can be used to give the user some breathing room in melee combat, as well as giving them an opportunity to use a ranged attack. The cooldown is 7 seconds.

2: Wind Explosion

Press the "use" button (right click on PC) whilst holding the Wind Staff to fire a Wind Charge that deals three times the knockback of a regular wind charge and consumes 2 Wind Charges.

The user can now knockback entities up to 7.5 blocks instead of the regular 2.5 blocks, and if they use this ability whilst looking down at their feet, they can be launched up to 27 blocks instead of the usual 9 blocks.

That's it, feedback is greatly appreciated, and I would like it if you could suggest improvements on my idea such as balancing this item. Is it too OP? Does it need to be buffed? Thanks in advance.

11 Comments
2024/12/19
06:29 UTC

46

Spider Silk: a new material!

Spider Silk would be a new material. The blocks are identical to wool and are flammable, but spider silk has a nice, smooth silky texture. Think of them as a more expensive counterpart to the wool.

How would you get Spider Silk? There would be multiple ways!

  1. Naturally generated silk blocks from giant webs. Giant webs could be a structure in a new cave biome where cave spiders can naturally spawn even without spawners. Those webs are made from Silk blocks.
  • It doesn't necessarily need to be limited to a biome. Instead of a biome, it can be a rare feature. Maybe a pseudo-biome, spider nest essentially.
  1. Breaking cocoons. Those cocoons typically drop bones, rotten flesh, cobwebs, but sometimes drop treasures. In addition, there will be 25% chance of dropping spider silk x1, 25% chance of dropping 1-3 cobwebs, 50% chance of dropping 2-4 Strings. This is affected by Fortune.
  2. Craft them using Cobwebs. It would take 3x Cobwebs to make 1x Spider Silk. Because Cobwebs are renewable, spider silk is also renewable.

There are multiple uses for Spider Silk.

  1. Craft Spider Silk Blocks. It takes 4x Spider Silk to make a full block. From there, you can create the following blocks.
  • Spider Silk Carpet: Crafted from 2x Spider Silk Blocks to produce 3.
  • Spider Silk Bed: Crafted from 3x Spider Silk Blocks and 3x Wood Planks, this bed is more expensive-looking but has that distinct texture.
  • Tapestry: This is a new decorative block similar in functionality to paintings, crafted similarly to paintings but replace the wool block with Spider Silk block.
  1. Craft Spider Silk Armour. Spider silk armour is lightweight and has an additional properties of allowing you to move through cobwebs faster, stacking with Weaving effect. Full set + Weaving will allow moving through cobwebs at 100% speed. The downside of the armour is increased vulnerability to fire. It's identical to Chainmail in terms of protection.
9 Comments
2024/12/19
05:18 UTC

27

Map Improvements

I’m going to keep this short and sweet. Making maps is a dreadful process and some changes would be nice.

MAP FILLING:

The higher altitude a player is, the larger area of the map they fill. With sea level being the current default, maxing out at y250.

Using a spyglass with the map in your offhand also increases the range.

SMALLER MAPS: If you have a full 4/4 map, you can use it with a smaller map in the cartography table to fill out the areas on it that are filled on the 4/4 map.

PARITY: Allow bedrock players to mark locations with banners.

DRAWING: Allow players to use dye on maps in the cartography table to create a translucent overlay. This allows you to draw borders, titles, and create simple map art.

13 Comments
2024/12/18
21:23 UTC

0

Cold Aspect Enchantment

This new weapon enchantedment causes cold damage, creates a brief flurry of snow particles around the target, and grants several seconds of both resistance and slowness.

4 Comments
2024/12/18
16:20 UTC

105

If seasons are added, dandelions should turn white and puffy during spring

Dandelions turn into puffy white balls with floating seeds in spring, so I figured it would only be natural for them to do this in minecraft as well.

They should also emit floating seed particles occasionally, like falling leaves.

But in some scenarios where there's a lot of wind, they lose all their particles at once, creating a large cloud of floating particles, and becoming "bald".

These scenario's would be:
Wind charges.
Explosions.
Entities moving at high speed e.g. flying by with elytra.

"bald" dandelions would regenerate their puff after a random amount of time

here's an example of another retro style game that does this

25 Comments
2024/12/18
15:30 UTC

4

Introducing a very new concept to minecraft

Hello, my name is Daniel and I’ve played mine craft for about 12 years.

Personally, this is what I’d implement into minecraft:

So we all know of those pillages and how they have mobs caged up inside of them. How about we introduce a new mob that can only be discovered from these pillages (in the beginning) to see if the community enjoys the changes to the game.

My idea comes from the fact - We have had fire charges in the game for quite a while and now we have wind charges. They don’t really do much. Now if I was a person, living in a world of wild imagination, I’d probably try tinkering around with said charges and make a weapon out of it like a staff or wand. It’d probably require a lot of experience to upgrade and fix, and standard enchantments such as efficiency or infinity wouldn’t have much of an effect on this new weapon/tool in the game.

It would probably require some form of lectern to scribe spells using looms, books and quill, possibly even an entire building just to have enough energy to attach said scribes to the staff

Because potions are an overlooked item, what if you had to brew spells to place over your staff-which took time to enhance. You could apply fire chargers and wind chargers, possibly even the heart of the sea and nether stars but be warned, these spells are simply your best attempt at whatever it is that you are trying to create. They are temporary and uncertain in their nature.

Now for the mob. A mage or wizard - similar to the vindictor but a possible positive force (depending on the element). The age of the mob would be indicated by the height of the tower it lived in before being taken by the pillages. Its buildings would be made up of blocks in the element or scribe the mage or wizard/mage took the most time to master, trapped and requiring skill to obtain the loot from, such as solving puzzles, offering bargaining items and fighting off defensive systems.

This mob has mastered its hiding- learning how to blend into the surroundings (whilst showing off their talents). However long this mob has been around, no one seems to have found them or even knew they existed. The rarity of this structure would be rarer that any other known structure. The only way that these mobs can be persuaded to give a map of where their towers may be, would be to save them from their captors, retrieve items they request and trade, increasing the likeness and trust between them. The items they would require would be as expensive as dragon heads to stacks of sponges.

Now don’t look away for these wizards have the ability to vanish, and with their cloaks/ robes on, the wearer omits no particles. The cloaks are made to withstand against spells and splash potions, as well as offer protection against all projectiles.

These mage towers could also be prominently found in pale forests but pale forests would have to be much much MUCH larger biomes with flying creatures that also lurk amongst the trees

Now I am just throwing a bunch of ideas about and I’ll let whoever reads this imagination fill in the rest. I’d want the staffs to have multiple different configurations for customisation of abilities and purpose.

I’m happy to elaborate more on all of this for anyone wanting to ask questions.

13 Comments
2024/12/18
14:32 UTC

43

Allow all sword enchantments on axes (except sweeping edge)

Axes are great for early game combat, but kinda useless for late game. Up until the level of unenchanted diamond they are about equally as good as swords. But when you add netherite and sharpness 5 they both gain a total of 4 damage, even though swords are much faster and thus benefit more from this. In PvE axes lose the advantage of requiring less hits to kill while in PvP they can't keep up with the DPS of sword, being reserved as solely a shield disabling tool while damage is irrelevant. So the idea is that the other sword enchantments could help axes out:

  • Knockback: Would be useful on axes since you could make up for the slower cooldown by creating distance between you and your enemy. Essentially allows trading hits because the damage is higher than swords. Also helps against netherite armor.

  • Fire Aspect: Would allow you to kill common monsters in one hit. Also pairs well with knockback and its advantages.

  • Looting: Already feels kind of arbitrary that it's reserved for only swords. It's less of a combat advantage, but rather a ressource investement, kind of like unbreaking. It should be available for all weapons imo, or at least all melee weapons (especially the mace!)

Sweeping edge should remain a swords only enchantment imo. Having unique abilities for different weapons is interesting (e.g. shield stunning, smash attacks), and shouldn't just be a slight difference in stats.

12 Comments
2024/12/18
14:26 UTC

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