/r/minecraftsuggestions
The forum of choice for suggesting & discussing additions to the timeless game called Minecraft!
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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
This suggestion is to add an enchantment which increases how much experience any killed mob or mined block will produce.
The enchantment would probably be incompatible with fortune, silk touch and looting.
The Liquid Lizard spawns on the surface at night, buried in the ground with just the top of its head and its emissive eyes showing. If left alone, they will despawn during the day. If interacted with or attacked, it will attack the specific player until it is either fed a bucket of liquid/snow or finds a cauldron to drink from. After it drinks 8 buckets worth of the same liquid, it will grow a crystal on its back, up to 4. These crystals can be harvested by either the player (this will cause the lizard to attack) or the lizard will rub its back against a log, causing the crystals to drop. Once the lizard has consumed any liquid (water, lava, milk, or snow) it will no longer be able to despawn. It will occasionally bury and un-bury itself.
You can craft 4 of the same type of Water/Lava/Snow (not milk) crystals into Crystal bombs which when thrown like a trident, will place a 3x3 square of the liquid. Crafting 5 Crystal bombs of the same type together will make a Large Crystal Bomb, which places a 7x7 square of the liquid. Useful for filling up the top layers of lakes. Snow Crystal Bombs place powered snow.
All 4 of the crystal types act as buckets of their respective liquid that can stack up to 64. You can place them down, but you will need a bucket to pick the liquids back up. You can use them in recipes in place of buckets. Fill cauldrons with them as well.
All Crystal types can be crafted into a decorative block with 9 crystals.
Water Crystals can also brew bottles into water bottles.
Snow Crystals, when placed in water, create ice instead of powdered snow.
If I rename a mob, I'll probably care about it. Perhaps care enough to be curious about if it is dead. Furthermore, it would marginally improve the use of nametags, which are now rare and non-durable ornaments (since mobs can die) with little practical function (other than preventing mobs from despawning).
Deer - 20hp (10 hearts). you can ride it, it runs faster than any horse and you can spam the jump (which is 2,5 blocks high), when you touch a mob which running it inflicts knockback IV and 6 of damage (3hearts) to it because the deer hits it with its antlers. You cannot ride it with an iron, gold, diamond or netherite armor, as it is too heavy for it (makes a pretty good downside for such an op mob). It spawns in birch forests. To tame it, you have to jump on it from a tree (or any high place) and do like a horse MLG, either way it bumps you. Then you can place a saddle on it (no chests). You can breed it with birch or azalea sprouts.
In last week's snapshot, 24w45a, there was a big change in Item Model Definition. Now you define what model the item will use in a folder in the resourcepack called "item".
There are several ways to change this, but one got my attention in particular: Select property: Custom Model Data. With the right setup, this will change the items model depending on its custom model data.
This made me think, custom model data is a component where you set a "secret name" to an item and when it has it, the model can change. What if you could change the model by changing the actual custom name of the item, instead of the custom model data? They're very similar, but one is secret and can only be changed with commands, while the other is shown and can be changed in survival. Because of this, I imagine it will be quite simple to implement (I don't do coding though, so idk)
Maybe even with the "enchantments" component.
This has been a thing with mods for a while. First MCPatcher, then Optifine, now CIT Resewn, and people do a lot of cool things with it, one of the main examples is ItemBound.
Defense is extremely important when playing in survival. However, as of now, there are very few instances where the player is encouraged to use anything but Protection on their armor. This is because while the player has just 4 slots for enchantments, there are 7 damage types, some of which are far more common than others:
Since there are too many types, and more than half of global damage is only covered by Protection, the player is discouraged from using the other 3 Protections, since it's simply not worth in most cases.
Some suggested to nerf Protection and add new enchantments, such as Physical/Magical Protection, but considering the player can only have 4 enchantments at a time (excluding feather Falling), the player wouldn't be able to effectivelly defend themselves from a lot of damage, turning combat into a rock-paper-scissors game (which on it's own wouldn't be too bad, if it wasn't for the fact that there are so many ways of dealing damage compared to the relatively few ways of reducing it)
To make thing simpler, I propose to change how damage types are grouped and how armor and enchantment work
Damage types would be split into 4 types: Contact, Kinetic, Hazard and True damage
Contact Damage - Reduced by Contact Protection
Kinetic Damage - Reduced by Kinetic Protection
Hazard Damage - Reduced by Hazard Protection (ignores Armor Toughness for damage calculations)
True damage - Not reduced by anything (few exceptions)
With these changes, now the player will always have some defense against all damage, and can then choose against which damage types they want to have the greatest defense.
With this system, we can have the following combinations for damage reduction:
In the worst case scenario, the player still has the base armor defense that reduces damage up to 66%
This would be obtained hopefully early game and have one level, that increases exp drops by 1.5x. An early game player is the only person who really needs this, so it would be helpful.
Just like husks, baby villagers(and the rest of the villager variants)could piggyback on adult villagers. If you bred 2 villagers, the baby villagers would have a 50/50 chance of piggybacking on either parent.
Use the nether fortress layout repurposed for the other dimensions.
Uses cobblestone/cobblestone variants in a jungle fortress, and uses end stone and purpur blocks as an end fortress.
In the end fortress there are shulkers as an end city would, and in the jungle fortress, there would be the appropriate mobs.
Some ideas from: https://www.curseforge.com/members/telepathicgrunt
First, I think it would be cool if we could have mostly un-utilized items such as ARMADILLO scutes, PHANTOM membranes, and RABBIT's feet to be able to MANIPULATE signs, sort of like what dye and GLOW inc sacs do.
The ARMADILLO scute would make the text BOLD.
The PHANTOM membranes would make the text Italicized
The RABBIT's feet would make the text U͟n͟d͟e͟r͟l͟i͟n͟e͟d͟
I guess it would be possible to have strikethrough text but I don't really know any items off the bat, my best guess would be something like amethyst shards or dragons breath.
I also think it would be cool if you could adjust the brightness of the glow inc sac text by applying either glowstone dust or gunpowder (Glowstone would make it brighter and Gunpowder would make it lighter)
Finally, I think it would be really cool to add two new dye types for the two flowers obtained through the sniffer, the TORCHFLOWER, and the PITCHER PLANT.
The TORCHFLOWER could probably be either a GOLD dye or an AMBER dye
And the PITCHER PLANT should probably make LAVENDER dye, which is like a lighter shade of purple.
Any new dye types should also include the respective wool, bed, sign color, slate color (if added idk), leather armor, leather horse armor, wolf armor, shulker box, firework, banner/shield pattern, cauldron water color (bedrock edition), terracotta, sheep/baby sheep, colored concrete, colored concrete powder, glazed terracotta, wolf collar, candle, glass, and glass pane.
let me know if I missed one.
Okay, so let me preface this post by saying that I hate enchanting. For a game that prides itself on being all about crafting, experimentation, and resource management, spending 3 lapis and XP levels on randomized enchanting is dumb and not authentic to the Minecraft ideology.
So my proposal? Make it harder, more resource intensive, and more fair and fun.
Some recipe examples:
The bedrock forming the exit portal and end getaways should be replaced with Reinforced Endstone, an indestructible block variant of Endstone that has a similar texture to both End portal frames and Reinforced Deepslate.
Meanwhile, the bedrock on top of the obsidian pillars is replaced by another type of Reinforced Endstone (We'll call it Chiseled Reinforced Endstone) which is also found on the the exit portal (1 on each side). This is meant to be a connection and an in-game hint on how to respawn the dragon with End Crystals.
I think it looks better like this and more fitting.
One of the most “alive” parts of the End-and one of the most beautiful. In this ethereal, alien biome, It is dangerous, yes-the geysers, fumaroles, and coagulate springs are all extremely hot and acidic, the geysers and fumaroles can blast you off of cliffs if you're too close, the mobs possess a certain acidic violence, and there are many crevices and gashes in the ground that lead to either a dip in a boiling coagulate bath or a harsh plummet into the abyss-but the vivid, striking colors and the abundance of rare resources make it worth the journey for many exploring the End.
However, the landscape is not the only reason this place is seen as beautiful. In this vivid, striking landscape of extreme colors and temperatures, the name “Chorus” is literal. The wind blowing through the cracks and crevasses dotting the landscape, the petals falling, and or the whistling of the mobs all combine together to make the entire Biome sing.
(This is a continuation/expansion of my ideas for End Biomes, seen here, here, and here. This is a complete overhaul of the End Canyon concept into something more original.)
Blocks
The most common resource is Sulfur. This terrible-selling yellow crystal can be mined from around and within coagulate hot springs and geysers, as well as within the deep crevices. Its main uses are in making Redstone devices with further range and better efficiency, an alternative to Bonemeal to speed up plant growth, a second source of Gunpowder, and as a core ingredient in “Reeking” potions, which make all mobs in the Overworld avoid you thanks to the smell. However, Reeking Potions also give you the “explosive” status effect, where being hit with fire damage will cause you to explode.
The main block types are Resonant Endstone, a striking orange variant of Endstone with bands of yellow cutting through it, and Humming Endstone, a pink variant with yellow specks and red streaks. (They're based on tillite and rhyolite, respectively.) Their main use are for building-however, if placed in the Choral Plateaus or certain biomes in the Overworld, both make whistling noises of different noises. (Humming Endstone makes a slightly higher-pitched hum/whistle, and Resonant Endstone is slightly deeper.)
If you mine into the stone, you might occasionally find Agate. Combining Agate with a Sculk Sensor creates a Tuned Sculk Sensor.
Mobs
The Chorus Trees of the Choral Plateau are striking, being far more alive and “verdant” than those in other biomes. Growing a lighter purple color more akin to Shulker boxes, they possess striking indigo blossoms that make a sound like a windchime as the breeze passes through them. (In fact, you can use these indigo Chorus Flowers to craft a wind chime.)
There’s a new type of “plant” here too: the Harmonia. Resembling a shorter, shrublike Chorus plant, the Harmonia produces Harmonia Flowers and gourd-like Harmonia Fruits that can be crafted into the Small Wind Chime and the ocarina, respectively.
The Ocarina lets you play music-with presses of the arrow buttons, you can play a little song. They can be enchanted to allow for a longer range of sound, let you call your pets, and so on-and if you play it in range of a Tuned Sculk Sensor, you can activate Redstone from a much greater distance.
Furthermore, if one is being attacked by an Endermen in the Overworld, playing an Ocarina will calm them down and cause them to drop their blocks.
Crafting an Ocarina nets you the “Hero of Legend” achievement. Enchanting the Ocarina gives you the “From Forests to Temples” Achievement, and playing an Ocarina under the full moon gives you the “Hope it doesn’t fall!” Achievement.
Trebiots are some of the organisms native to the Choral Plateaus. Inspired by green Sulfur bacteria and ostracods, these music note-shaped crustaceans zip around and between the hot springs dotting the Choral Plateaus. They can be bucketed if in Coagulate-and to breed them, one must put them in a Coagulate Hot Spring and feed them a Chorus Flower or Harmonia Flower.
If fed an Indigo Chorus Flower or a Harmonia Flower, Trebiots start to make a weird, warbling sound. Getting an entire group of Trebiots to sing gives you the achievement “With the Sound of Music”.
They have a chance of drop “Treble Shells” if you kill them. (You monster.)
The Droning Serpent is another mob that dwells in the Choral Plateaus. A dark purple snake with bull-like horns and a wide head, it lurks around rocks and the edges of the hot springs, vibrating its tongue and horns to make a hornlike sound to draw in prey and attract mates. Beyond poisoning you, they also give you the “Acid” status effect. They drop the Droning Horns and Droning Fangs.
Of all the mobs in the Choral Plateaus, however, the Ariabird is the rarest. A reclusive bird, this purple-and-black Avian with dinosaurian traits makes its nests in the highest ledges and cliffs, occasionally flying down to hunt or seek a mate. As it flies around the plateau seeing food, it sings a deep, mournful-yet-aggressive song that, to the natives of the End, has come to mean death. Despite this, it's a neutral mob and will generally leave you alone unless you get too close to its nest or go out of your way to attack it.
In combat, it favors its claws and beak, as well as grabbing you and dropping you into the nearest hot spring. It has also been known to fly up and launch sharp, whistling feathers coated in acid at its enemies. Also, when fighting it, its mournful song becomes harsher and more intense, with a few horrific wails thrown in as an intimidation display.
Encountering one nets you the “Lord of the Singing Cliffs” Achievement. They drop Whistling Feathers, which can either be used to make Sharp Arrows (Further range), or combined with Droning Fangs to make Sharp Acid Arrows.
Endermen that spawn or cross into the Choral Plateau have new behaviors. Instead of roaming around or carrying blocks, the Endermen will simply be standing around with their eyes closed, listening to the haunting music. (Also, if an Ariabird is flying around, they’ll be trying to hide under Chorus Trees.)
Weapons
Combining the Droning Horn, Treble Scutes, and Harmonia Blossoms with any sword gives you a Melodium Sword and gives you the “Knighty Knight!” Achievement.
Resembling a Chorus-colored Estoc that sings when you attack with it, the Melodium Sword is different form all other swords in that its attacks are a rapid flurry of stabs. These stabs individually don’t deal much damage-but all at once, the damage output is about a heart or two higher than the base sword. Coupled with its slightly quicker cooldown, the Melodium Sword is a rapid-fire weapon that allows its wielder to decimate their enemies. (It can also be enchanted to deal more damage to End Mobs.)
The cost to the blindingly-fast attack speed, however, is that you cannot equip a shield when using the Melodium Sword-and furthermore, it struggles to pierce anything better than chain mail. One must rely on evasion and speed, and not rely on the weapon against someone with plate armor. (There is an Enchantment that can negate this, "Armorpiercer", but it's only sold by Librarian Villagers in Desert biomes.)
Combining a bow with two Droning Horns and two Graphite Rods creates a Violin Bow, and grants the Achievement “Not that kind of bow!”
The Violin Bow, beyond being twice as durable as the normal Bow, possesses three times the range of a normal bow, at the cost of taking slightly longer than a normal bow to nock and fire.
(As all of my End Biomes are based on Extremophile environments, the Choral Plateaus are based off of Yellowstone and hyperacidic volcanic lakes. The music theme came about because I wanted a biome that made the "Chorus" name literal-the end result of which is "Yellowstone Is Alive With The Sound Of Music".
The Ariabird is based on Avisaurus Darwini, while the Droning Serpent is based on Bull Snakes and the Serpent instrument.)
(EDIT: Streamlined a lot of the mechanics and helped relate it back to the biome-as well as balancing and tweaking the weapons.)
Equipment enchanted with projectile, fire, or blast protection should not lose durability from their respective form of damage.
They understandably had to change the old recipe for Copper Trapdoors, since 6 Copper Blocks for only two trapdoors is insane. But with the recipe changing into ingots, we also lost the ability to choose the type of oxidized block you want to craft with. A simple solution would be to add more copper recipes to the stonecutter.
Simple calculations, 6 ingots get you 2 trapdoors, each 3 ingots is a single trapdoor, so a single block of copper into the stonecutter should get you 3 trapdoors with the respective oxidization. (or more, in case we want to keep the consistency of stonecutters being much more efficient with materials)
It's a bit more complicated for the copper door. 6 ingots get you 3 copper doors, each 2 ingots is a single copper door, so using a copper block means one extra ingot that could either be wasted or crafts an additional door.
So not only do we get the ability to choose what type of oxidation we want to craft with, it could also be a slightly more efficient way of crafting more copper-based blocks.
We should be able to craft lanterns with 4 copper surrounding a torch in the crafting bench. I like to light up the erea around my base but torch spam just looks ugly. Copper is more plentiful than iron in the early game and doesn't have a lot of uses and more variety for early game lighting is always a good idea.
-2 sub-biomes: seasonal forest and seasonal plains.
-These biomes would allow the game to add to the season and farming mechanics without forcing people to adapt to them if they dislike them.
-Season changes happen in this biome. Each season lasts 28 days. Day 1 in the world is spring first.
-Foliage and temperature change in this biome with the season, neon green (alpha grass) during spring, lush green (beta rainforest color) during summer, yellow grass and red leaves during autumn and snowy taiga grass and foliage during winter.
-This biome type also sees heavy snow in the winter.
-Different crops have different growth speeds in this biome in different seasons, making them faster than vanilla when they're in season, but slower when they aren't.
-Wheat is in season during spring and summer
-Carrots are in season during winter and spring
-potatoes are in season during summer and fall
-Pumpkins are in season during fall
-Melons are in season during summer
-cocoa beans are in season during the winter and the summer
-beetroots are in season during fall and winter
-bees sleep during the winter
-feel free to suggest seasons for the other crops in-game.
-Calendars can be made by crafting a clock with 8 pieces of paper around it. This tells the current day of the season.
-Birch and maple trees spawn in this biome.
-Maple trees: light grayish-brown bark and planks, exclusive to seasonal plains and seasonal forests. They could also have a variant that has golden leaves no matter the biome or season.
-Stripped maple logs can produce maple syrup, unless waxed.
-Maple syrup can be bottled and drank, or crafted with 3 wheat to make pancakes.
-Pancakes can be eaten by holding right click, or placed and stacked with shift + right click. 3 and a half food chunks for every piece eaten.
-Crows spawn in maple forest biomes, these can rarely trample crops.
-Craft a jack o hay with a stick, a hay bale and a carved pumpkin to scare them away from your crops.
-Jack o hays can wear hats and their clothes can be colored.
-placing stained glass over crops or planting them underground lets you grow them in seasonal biomes regardless of the season. useful for people who like the seasons from an aesthetic view but dislike the farming aspect of the biome.
https://feedback.minecraft.net/hc/en-us/community/posts/31745763282189-Seasonal-Biomes
First is the new autumn forest, the maple trees have red/orange leaves, a light gray bark and planks between oak and pale
Maple logs have a chance to generate as sappy logs
If a tap is placed on this sappy log it will drip out a brownish colored sap, this can be collected with a cauldron under the tap
*The tap is crafted with a line of iron ingots with a nugget on the left bottom and a button on the top middle *
Tap can also be used on beehives or magma
Once a tap drains the magma block of lava it will cool to basalt andesite diorite or granite
Back to the sap, once collected from a cauldron as a bottle it can be combined with sugar to make syrup
*Sap can be drunk for 1/2 a hunger point, and grant a sticky effect for 1 minute, also gives advancement yet another sticky situation *
Syrup bottle can either be drunk for 1 1/2 hunger point or combined with any other food to add thise points
Sticky effect allows player to slide on walls similar to honey blocks
Another use for the tap, if hooked to side of a cauldron it will fill the cauldron below it
When feeding a rabbit a new blooming eyeblossom the rabbit will start to shake like when healing a zombie villager. If it is fed dandelions or milk in this time the effect will be reversed. After 2 minutes the rabbit will turn into a killer rabbit.
The code for a killer rabbit is already in the game so it won't add too much but this will be a cool Easter Egg that would bring back an old mob.
This would show rabbit owners irl not to feed rabbits random flowers. If you think it could happen accidentally to a new player, it could happen when a rabbit is struck by lightning instead. The only problem with that is that it would cause them to rarely spawn in the wild, the whole reason mojang removed them.
Killer bunnies could make a cool trap or be good for survival map makers for example decked out and we already know eyeblossoms are magical and poisonous as they poison bees so it would make sense.
(I just woke up sorry if it's bad)
I think it would be a neat feature to have a randomly generated banner on their walls. Not every house has it but they are consistently around each building to show the player "Hey! This is Village D." Or "Hey! This is Village A." To make it easier to identify each village.
To make it even easier, in each map, once you discover a village, the village banner would be marked so you wouldn't accidentally enter the wrong village.
What do you guys think?
By using an empty bottle on any effect cloud, the bottle becomes a lingering potion and the cloud disappears.
The new lingering potion bottle, when thrown, would make an effect cloud whose size, duration, magic effect strength, magic effect duration, and the same as or less than the original effect cloud.
On java, this would allow splash potions to be converted to lingering ones by throwing a splash pot at a creeper, igniting it with flint and steel, and bottling the resulting effect cloud.
The idea of secret updates is to make the game feel new and exciting to explore similar to its early days.
When Minecraft was first released many players didn’t know everything about the game so when new things where added or players discovered things in the game they felt new and interesting, now with the way Minecraft is made because players know all the features of an update before it releases and get to play test them in the coming months before their additions when they’re eventually added they don’t feel as brand new or exciting as they could be in my opinion.
The idea of these updates would be small features/mobs/biomes/items/structures that get added to the game without first letting the community know and instead letting players organically find them while playing the game.
These secret updates would make Minecraft just feel slightly like it did back in its early days when players would interact with and discover features they had no idea about which I think is something Minecraft is missing in its current form.
Obviously as a player plays a game for longer they’re going to learn how it works and what everything does but this addition would bring back some of that mystery and whimsy from the early days where you as the player didn’t know everything and certain things where surprises when you discovered them
one of the shipwreck's chest is always taking longer to be opened when pressed right click on it,while in normal minecraft it opens in a matter of seconds in modpacks takes more,way more time,in modpacks when i right click on it sometimes i wait up to 4 minutes for the chest's inventory to open up,while waiting every entity freezes and the bubbles goes down making me drown when the chest inventory is finally opened.
Rice, a plain but ok dish. It is also found inside the world of minecraft. Rice can be used many foods such as sushi and fried rice. Rice can be obtained in villages that spawn around wet muddy areas (wink wink), you can also trade it with villagers at the cost of 2 emeralds and once obtained must then be cooked. Eating raw rice will give you 1 whole food point but has a low saturation of 1.3 saturation. This is a very common food item that can be used crafting table with eggs (finally), pork, rice and a bowl. This item will give you 4 food points but 5.8 saturation. Rice has low saturation as it is a dry food.
Sphincter cats spawn in desert villages. Breeding them with regular ones gives funny half-naked cats.
The sniffer would be able to sniff 4 new flowers for 4 new(old?) Dyes, and one new one.First,would be the rose, making rose dye (obviously). The rose would also prick and take 1.5 hearts for every second stood on it.Next, the scarlet dye would be made of fusilier tulips.The turquoise puya would be found only when every where you went closest water block was 16 blocks away, and not under Y -10. It would be used to make turqoise.The hydrangea would be used to make capri dye.Finally,the indigo would be used to make.... you guessed it , INDIGO! !!BONUS!! The sniffer would sniffer two more (edible) flowers, honey suckle and broccoli(yes, broccoli IS a flower, google it.) Honeysuckle would give the player a small speed boost, and broccoli would give the player 2 advancements for eating it. They would be called Not Picky, and Calciumized(also gained by drinking milk). When you eat/drink broccoli/milk you strength bar would go up(not measured in game). This would allow players to jump from higher heights and survive, as well as make their punches do more damage,and make them able to run longer.
Maybe thunderstorms always should end when the player sleeps, sure, I mean they do spawn monsters. (Also, sleeping during a thunderstorm is so cozy!) But all rain ending after the player sleeps? Why...?
Rain has limited practical effects that could present increased challenge: fire/flaming arrows/mobs on fire are extinguished (meaning skeletons and zombies wont burn, but this makes sense—they burn in sunlight), drowned can leave bodies of water, endermen and snow golems take damage (causing endermen to tp), bees go away. None of these seem significant enough challenges to necessitate the player needing to be able to cancel rain on command by sleeping.
There are also positive effects of rain: shorter fishing wait time, ability to use Riptide trident (also, conduit power across unconnected bodies of water—but that's pretty specific). It's dumb that if a player is enjoying either of those effects, they have to say goodbye to them if they want to sleep.
Finally, I think there is simply a 'coolness' factor about letting rain persist through sleeping. I am reminded of "The Long Rain" by Ray Bradburry: Isn't there something kind of epic feeling about being caught in a long rain?
Now, I don't think rain should be entirely un-cancelable either. So, I propose a compromise: sleeping has a good chance to cancel rain, but it's not a given. This creates a sort of mini-challenge: if a player wants to cancel rain and sleeps to do so, and they get unlucky and the rain does not cancel, then they simply must handle the challenge of another day of rain until they can try again the next night. (It is a survival game after all.)
Horses, llamas, and camels should "graze" (eat) tall grass near them when idle. This has the main upside of immersion—anyone who has owned a horse irl (particularly a less than 110% obedient/trained one) knows horses constantly eat at bushy/grassy plants around them. It also creates a minor immersive effect in that only sheep can graze on actual grass blocks (and turn them into dirt blocks), so, presently, when horses do their grazing animation, something is lacking (letting them eat tall grass would be that something). Another upside would be that tall grass can get annoying in a given area over time, so letting these mobs eat it can help even out its proliferation—natural lawnmowers, if you will.
A fun bonus would be letting camels eat dead bushes as well.
Okay, so this is just an amusing idea I had while clearing out some sculk. Using a hoe is the best tool for breaking sculk and it's related blocks. So, my thinking is that since the warden is made up of sculk is that it should be weak to hoes.
A hoe could cause bonus damage to a warden that a sword or axe made of the same material wouldn't be able to cause. In Java, a netherite axe does 10 base damage, so maybe instead of it's 1 base damage a netherite hoe would do 12 bonus damage to the warden. And again, in Java adding sharpness v to the axe, it now does 13 damage, so if the hoe had efficiency v on it, it could potentially do 14 or 15 damage to the warden now.
This could be a fun and unique weakness for the warden. Gameplay wise, it would make sense because, again, Wardens are made of sculk and swords, and axes break sculk at a slower rate than a hoe. Anyway, this again is just an amusing idea I had and wanted to see what others' thoughts on this were.
A Multi-shot enchanted Crossbow should drop multiple Pointed Dripstone if a Multi-shot Crossbow has shot however many amount of Pointed Dripstone from the ceiling of Caves and Dripstone Caves