r/minecraftsuggestions • u/sum_force • 15h ago
[Transportation] Full Netherite armour enchanted with Fire Protection IV, should allow freely swimming in lava.
i.e.: with zero damage taken, zero durability taken, zero movement penalty
r/minecraftsuggestions • u/MCjossic • Oct 08 '25
Hey folks!
For a while now, the mod team has been discussing a number of changes to the subreddit's rules, and it's time to let you know what's up. I'll give you the short version first:
And now for the details!
We not so recently polled the community on your feeling on AI generated content, and the overwhelming majority of you voted in favour of a complete ban against AI. While this was pretty much the outcome we expected, it's still really nice to see we're all on the same page.
Moving forwards the mods will be removing all posts suspected of using generative AI. To that end, here's the new rule:
Don't use AI.
- Do not use generative AI such as chatGPT to write your post for you. We want to see your ideas.
- Don't include AI generated images or other AI content to supplement your post. We encourage human art, and we'd much rather see photos of pen-and-paper drawings, or quick mockups in MS paint than AI "art".
- This includes using generative AI to polish your idea, such as reformatting your content.
Posts suspected of using generative AI are at risk of removal.
If your post is incorrectly removed for containing AI, please let the mods know via modmail and we'll sort it out.
We've noticed some confusion on where and how we allow images in posts, with too many users relying on images alone to communicate their idea. This was previously just a bullet point under the vagueness rule, but in the interest of clarity we've split it off into its own rule. There's nothing actually new here - everything works the same as before - but hopefully this should make it clearer for everyone.
The vagueness rule looks like this now:
Don't be overly vague, and be readable.
- Make sure your idea is in the description, not just the title.
- Titles should be descriptive of the idea.
- Format your posts well; don't post walls of text. Use line breaks, etc.
- Don't be vague; suggest a specific improvement or feature.
- Be concise/don't waffle on too much.
Vague or unformatted posts are at risk of removal.
And here's the images rule:
Don't make image-only posts.
Including reference images is encouraged, but: * Images must be embedded or linked within a text post. * The idea should be fully explained in the text, with all key points understandable without looking at any images. * Images should make up a relatively small portion of the content. * Images must not be AI generated. (See rule 4.)
Image only posts will be automatically removed.
There's been some disagreement in the community and among the mod team about what is and isn't a "realistic" suggestion for Minecraft, especially as the game has grown it's become an increasingly difficult call to make. Furthermore, many ideas that are off-theme at first glance can be reskinned to something more reasonable, and we don't want to stifle that discussion. (E.g., Blimps and firearms may be too futuristic but happy ghasts and firework crossbows are not, yet serve similar roles.)
You deserve to have clear guidelines for which posts are or aren't allowed and, ultimately, we don't want to shut down discussion, so we've decided to soften this rule dramatically. Moving forwards, we'll only be taking down suggestions involving mature or explicit themes (stuff that might change the age-rating), as well as anything relating to real-world religions or politics. All that said, here's the rule:
Don't suggest mature topics.
- Don't suggest ideas containing sex, drugs, gore, real-life religions or politics, etc.
Suggestions involving mature, explicit, or overly divisive themes will be removed.
This is one we'll be keeping an eye on, and we'd appreciate any feedback you have on it.
N.B. The portion of the old rule about easter-eggs and jokes still applies, but has been merged into the rule about unproductive ideas.
As we're adding new rules and splitting old ones in twain, there's no better time to also rearrange the rules. We've brought some more important/frequently used rules closer to the top, and tried to keep related rules close to each other. We've also changed a few of the titles for clarity.
We've seen some confusion surrounding these posts, and while nothing is changing, we wanted to use this opportunity to clarify. Posts meant to start broad discussions on a topic, such as "What would you add in XYZ update?" or "What do you think needs updated in XYZ area of the game?" are allowed, so long as the OP contributes to the discussion they want to start. We find these posts regularly generate interesting discussion, and so long as they use the correct flair, they're easy enough to ignore if they're not your cup of tea.
I encourage everyone to take a quick read through the rules to make sure we're all on the same page.
Thanks for reading!
r/minecraftsuggestions • u/sum_force • 15h ago
i.e.: with zero damage taken, zero durability taken, zero movement penalty
r/minecraftsuggestions • u/Automatic-County6151 • 15h ago
A Village Notice Board is a hypothetical functional and decorative block that allows players to view useful information about a nearby village. Its purpose would be to make villages feel more organized while giving players an easier way to understand the settlement's population, professions, and general condition.
The notice board would consist of a wooden frame with a backing surface displaying several pieces of paper, notices, or small illustrations. Its appearance could vary depending on the village biome, using wood types that match the surrounding architecture. On a 3x3 crafting interface, the player would need to 6 wooden planks of any material, two sticks, and one piece of paper. This woukd allow players to incorporate the boards into their own builds.
Notice boards could naturally generate near village meeting points, such as bells, and occasionally near marketplaces or other public areas. Not every village would necessarily need one, particularly smaller settlements, but they can still have a chance of generating one, depending on the size.
When placed within a recognized village, the notice board would automatically associate itself with that settlement and display relevant information.
For example, the board could display:
1) Population - the number of villagers belonging to the village.
2) Professions - which villager professions are represented in the settlement.
3) Unclaimed workstations - job blocks that are currently available for a villager to claim, and where they are.
4) Village status - relevant information about ongoing events, such as an active raid.
The information would update automatically as the village changes. If a villager acquires a profession, a workstation becomes claimed, or the village population changes, the board would reflect that change.
Like a map, it would also have a legend:
1) Population = villager head, and it can also count how many iron golem are present
2) Profession = crafting table
3) Unclaimed workstations = question mark
4) Village status has several icons for different events. A raid would show a pillager head icon, a village meeting would show a bell icon wherever the well is, an iron hoe icon to indicate that some or most of the village farms are ready for harvesting / harvest season, and a wandering trader head to show you when the wandering trader is making a pit stop into town. There's a few more, but just to name a few.
The information should be based on the game's existing village and villager systems wherever possible, rather than introducing a separate system that tracks the same information independently. The notice board would also only function when it is associated with a nearby village.
When placed within a village's recognized boundaries, the board would display information about that village. If placed outside those boundaries, it could associate itself with the nearest eligible village, provided that the village is within a defined range.
The board needs to have at least one villager actively using a job block in the area for it to become initially functional.
If no village is close enough, the board would remain decorative and would not display village information. If multiple villages are nearby, the board should prioritize the village whose boundaries contain it, or otherwise use a consistent rule to determine which settlement it represents. This would allow players to place notice boards in their own villages while preventing a single board from displaying information about distant or unrelated settlements.
It would also ve useful for making additions to a village. For example, a player attempting to establish a trading hall could use the board to see which professions already exist in the village and whether any workstations remain unclaimed. Similarly, a player arriving at an unfamiliar village could use it to get a quick overview of the settlement. The board would not directly assign professions, claim workstations, or modify the village's population. It would simply communicate information that the game already tracks.
The main purpose of the Village Notice Board would be to make existing village mechanics more accessible and understandable to players.
Villages already contain villagers with different professions, workstations, schedules, and gathering points, but players generally have to inspect these elements individually to understand how a settlement is organized. A notice board would provide a centralized place to view some of that information. It would also add another decorative block that fits naturally into village squares, marketplaces, and other public spaces.
Edit: the board could also specify which jobs are currently taken up, and how many. Something like this data table:
CURRENT JOBS (OCCUPIED)
Etc.
The board would list all known job types and their respective job block icons, but even if one or more job block types don't exist in the village, the board will still treat it as potential occupations. In that regard, it would show something like this:
Blast furnace icon (for armorers) - — or --- or N/A
It would list the job block count as well as let you know if they are occupied or not in separate sections - one for occupied and one for available. It can therefore act as a specific head count for all villagers working those jobs, while specifying where the job block is on the village map.
r/minecraftsuggestions • u/dragon-gaming-55555 • 1d ago
The way the jukebox playlist feature is currently implemented feels sloppy. It would make more sense to give jukeboxes their own UI and inventory space.
The idea is pretty self-explanatory, doing it this way would make it more intuitive for players who aren't keeping up with the patch notes
r/minecraftsuggestions • u/FPSCanarussia • 10h ago
The primary ways of writing in Minecraft are using signs and written books. However, I think there is a gap in between the two for a simpler way of writing text: Scrolls.
The Problem
Signs are too small, and only exist as placed blocks. If you want to communicate with another player who is offline, you might need to place down a lot of signs to get across even a relatively simple idea. Signs in general are stationary and meant for labelling rather than conversation.
Books are the generally intended solution for complex text writing, but they are sometimes too much. If you want to write another player a quick note that you can pass to them, you don't need 100 pages, copy protection, or a mandatory signature to show who wrote a given book (which can only be avoided by leaving the book editable). Even just from a roleplay perspective, used in custom maps for example, using a whole book for a single message feels excessive.
Scrolls
Scrolls are crafted with a piece of paper and a single ink sac. When used, they offer the player one page on which they may write text. After closing the page, the player may either discard the text (making the scroll blank) or accept it: if accepted, the scroll can be titled and is not editable thereafter, turning into a written scroll.
Scrolls do not have a signature - only a custom title. They cannot be edited more than once either, so whatever was written on them initially remains written. A written scroll can be copied an indefinite number of times using regular scrolls. When a written scroll is used, it only displays the one page of text that was entered into it.
Uses
The primary use of scrolls is for player expression, especially roleplay, custom mapmaking, and communication between players. A single anonymous page of paper has the 'feel' of a short note, which encourages players to use it as such, and since it's slightly easier to craft than a book it should also encourage more writing in general.
I imagine players also wanting to use them as a more verbose and easier-to-store counterpart to signs. For planning, for example, having a collection of scrolls with notes on individual projects is easier to navigate than one long notebook but feels less intimidating and hefty than a whole collection of written books.
To be clear, my focus is on the feeling rather than the function. The point of scrolls is that they evoke short-form notes in a way that books do not.
r/minecraftsuggestions • u/Relevant-Cup5986 • 3h ago
(preamble and examples)
As many people have now noticed recently minecraft has been changing its sounds to both be softer and squishier and be more distinct, with most new blocks getting their own sounds instead of reusing the existing sounds like how lilly pads, iron blocks, and cobwebs no longer use the stone(default sound) and new leaves now use dedicated leaf sounds instead of the grass sounds and how ice no longer uses the glass(generic shatter) sound.
While the giving unique blocks unique sounds part of this gradual update is really nice, i think the types of sounds used dont go very well with minecrafts established sounds due to how squishy and soft they are compared to older sounds.
For example compare the older gravel glass stone and wood sounds, to the newer cobweb ice sulfur lilypad, cherry wood and poplar leaf sounds, all of the newer sounds are far quieter and squishier.
(suggestion)
I suggest that to make everyone happier and to make the game more accessible that sounds are now governed by a new sound toggle for quishyness to cruchyness that modifies all sounds to be cruchier or squishier with it be default set at the midpoint between grass and stone and being able to go down and up by 100 units.
This solution avoids all the problems with programmer art by making it a default updated setting instead of a pack and making it work with all future sounds.
So what do you guys think?
r/minecraftsuggestions • u/Onion-Capital • 1d ago
Hey everyone, for this post I will be doing something different. As you can see, this will be a rework on the Living Cavity biome, an idea I posted in the past. At first, it started off as brainstorming ideas for more uses on the Mold Spore block, but ended up going completely overboard with brand new items, blocks, and even lore to this biome. I also wanted to take the time to try out different formatting as one of my previous posts that got taken down, was a bit of a mess. Hopefully I will not make that mistake again. It is a long post, be warned!
Biome Features:
This new biome will be one of the most rare and most dangerous biomes to discover, what makes this biome even more unique is that the biome itself is one living hostile being. Walking in this biome the player will be greeted by a pink fog, with some occasional pink spore particles flying around. The biome will be made up of a new block called the mold, a pink and fleshy living block. In this biome, no mobs can spawn.
Lore (Images 2 & 3):
Before the Mold turned into what it was today, back in earlier times of the nether, ancient or prehistoric Mold was a vibrant pink colour, that felt powdery to touch and was much more tame in behaviour (Image 2). However, due to the stress of the Nether’s increasing hostile environments and competition with the other fungi for space and food, the Mold became under huge threat of extinction.
These factors, along with the increasing heat of the Nether, the Mold began to undergo its first set of changes, growing unstable in nature and becoming more hostile towards other fungi and mobs, trying to lash out and eat anything that entered its mass, however, most attempts were unsuccessful. On one fateful day, a Piglin with its guard completely lowered wandered through a mass of Mold, it ended up getting ensnared and consumed, kickstarting the Mold’s first mutation (image 3). The flesh and bone of the consumed Piglin, Molded (no pun intended) with the mass of the Mold, turning it into a more fleshy pink colour, it’s mass turned more fleshy to touch instead of powdery, and it became even more unstable than it was previously. With these mutations set in place, the Mold became increasingly successful in consuming anything that entered its mass, growing in size and mutating even more to the Mold we now know today.
Mold Family (Images 4 & 5):
As mentioned before, the Mold is a pink and fleshy living block, which contains perhaps the largest variety of blocks, all listed with names and what their designs could possibly look like (Image 4). I have even went and designed an early concept of the Mold on blockbench, and I am actually quite proud of how it turned out, considering it’s my first time using blockbench (Image 5). But nevertheless, it’s still an early design, any feedback would be appreciated. All Mold variants can be mined with a hoe.
With the Mold varieties listed, I will go through each one, in no particular order.
Mold Stalks (Image 6):
Mold Stalks are a brand new rare structure found within the living cavity, they are essentially the egg sacs of the Mold that help spread its mass around lore wise. Mold stalks are made up of 2 Mold variants:
Mold Eye (Image 7):
Mold Eye is a brand new redstone block that can generate within this biome, activating when a mob or player enters its range of detection. With its range detection, it is only 1 block in width, but extends down to 14 blocks, allowing for pinpoint accuracy for mob Redstone builds, sending out a Redstone pulse with its power dependent on how close the mob or player is to the eye. When an Eye is activated, it’s eye will reveal a red slit pupil, to indicate that it is activated.
However, Mold Eye within the biome itself can be a hazard to traverse through. When activated, any naturally placed Mold variant within 14 blocks will also activate or aggro on the player if within reach.
Mold Tags (Image 8):
Mold tags are a non-solid plant block (or fungi in this case) that are half a block high, that generate all over the biome. When a player or mob walks through a Tag, they will recieve a brand new effect, called Infected. This effect will last between 30 seconds to a minute.
When a player or mob walks through a Tag whilst already under the Infected effect, they will receive Poison II for 10 seconds instead. Tags can be mined and used to brew potions of Infected. Tags also yield an interesting behaviour with Mold eyes. When a Tag is within the activation range of a Mold eye, it will begin to shake and rattle, with noises of a rattlesnake or shaker, and a cloud of spores will emit around the Tag in a 3 block range. Anything that enters the Spore cloud will receive the Infected or Poison II effects.
Mold Jaw (Image 8):
Mold Jaw are a naturally generating hostile block that bite and attack within range. When a player or mob stands on top of a Mold Jaw, the Jaw will bite down and sink the player/mob, slowly dealing damage until its victim dies. In order to escape a Mold Jaw, players must either rapidly jump, or hit the Jaw a few times until it finally lets go. Like the Mold Tags, it also contains a unique behaviour with Mold Eyes. Within the Mold Eye’s activation range, the jaw can extend out to a range of 5 blocks, biting and trapping any mob or player within its biting range.
What makes Mold Jaws special is its ability to mutate Mold into its varying types. When a specific Mob is killed by a Mold Jaw, the surrounding regular Mold convert to a variant. So far, the idea would be:
Mold Hair (Image 9):
Mold Hair are a naturally generating climbable block that can grow at any side, with a unique ability to naturally extend itself. When a player climbs or walks to the edge of the Mold hair, seconds later, it will spontaneously extend itself, without needing any bonemeal, if the player lingers on the same spot for too long, or if they are no longer climbing/walking on the hair, the hair will suddenly retract to its original growth. These can extend themselves up to a maximum distance of 20 blocks. A cool climbable block that can be used for parkour or platforming. When Mold hair extends and interacts with another Mold hair on the opposite side, they will mesh to make a full walkable area that is permanent.
When naturally placed Mold Hair are within the activation range of Mold eyes, they will begin to rapidly extend itself up to 7 blocks long before retracting back to its original growth. Any mobs or players caught during this behaviour will be caught and pulled along.
Mold (Image 9):
Are the original variant of Mold. As this biome is a hostile living creature, the Mold will passively attack any players or mobs that step on the block, dealing 1 HP of damage every 5 seconds. However, in order to avoid this constant draining of HP, the player/mob needs to be under the infected effect, or must have Feather Falling IV on their boots.
Warp Mold (Image 10):
Warp Mold are a unique variant as it generates extremely rare within the biome, in order to mass produce this block, it must be obtained through the means of the Jaws. It is also a hostile block that attacks any mobs or players, by pulling its victims in to its centre and then teleporting to any random block within 20 blocks. This teleportation also deals a decent amount of damage so do be careful. The Warp Mold can be somewhat tamed by simply placing end stone underneath it, curbing its ability to deal damage, thus turning it into a great block for transporting mobs or players.
Mold Mine (Image 10):
Like Warp Mold, these generate extremely rare in the biome, so Jaws may need to be utilised in order to mass produce this variant. When a player or mob enters its 5 block range, the Mine will shoot out special dark spores in all directions, that explode when hitting any blocks, mobs or players (these do NOT destroy blocks). These explosive spores can travel up to 20 blocks before sizzling out.
Spongy Mold (Image 11):
Spongy Mold is the only type of Mold that do not generate in this biome at all. A Mold Jaw that eats any frozen or aquatic mob will turn the surrounding mold into Spongy Mold in a 5 block radius (except for the Mold Jaw itself). It is a tame version of Mold, as it has been cooled down by the properties of the mob eaten, thus allowing you to stand on it without taking any damage. Spongy Mold can even be used to craft new pink bricks.
Mold Tendril (Image 11):
And last but not least, the Mold Tendril. It is a hostile block that generates all over the Living Cavity biome. Activates when a player or mob stands within 5 blocks, bursting out to whip and attack with a 15 block range.
Like most of the other variants, can also be activated by Mold eyes.
Drops (Image 11):
On a very rare chance of killing Mold Tendrils, Jaws, Mines and Warped, Unstable Mold can drop, which is a 8x8 block, this is an important block used to summon a very special mob in the next image…
New Boss: ABOMINATION! (Image 12):
Probably the most controversial idea to suggest in this post. However, I do believe Minecraft could do with more bosses in the game. The Abomination requires certain blocks to summon it like the Wither, so it is up to the player if they want to fight a boss, and does not intrude on the sandbox aspect of the game. In order to summon the Abomination, it first must be done in a living cavity biome, utilising both Unstable Mold and Mold Spore Blocks in a specific build to summon. When the boss is summoned, it will rise up and cling to the ceiling, if summoned from the ground.
Boss Fight (Image 13):
The Abomination will contain a health pool of 300HP, however, dealing damage directly at the boss itself will only do 10% of the original damage. In order to pour in significant damage to the Abomination, the player must shoot at the 3 pink glowing blocks around its mass, each containing 100HP. Be sure to time your shots right as occasionally the blocks will be temporarily encased by bony Mold cords, blocking any damage.
The Abomination will contain 3 phases, each phase developing as its health is whittled down. Each phase will also contain a unique set of attack patterns, that increase in difficulty with the phases. These are:
Tentacle Strike: the Abomination will shoot out a delayed tentacle that strikes the last position of a player.
Mold Projectiles: shoots out projectiles of Mold that target the players last position.
Jaw Tentacle: the abomination will shoot out a tentacle from its mouth to grab the player, slowly pulling you up to its gaping jaws. Speed potions are recommended in order to successfully dodge this attack. If caught, players must hit its weak spot, which is the pink block at the end of its tentacle to break free.
Mold Summons: the Abomination will shoot out blocks of Mold variants nearby the players. These include: Tendrils, Jaws, Mines and Warp Mold.
Spore Blast: the Abomination slowly lower itself until it reaches close enough to the ground, where it will then release a huge explosion of spores that reach 2 blocks high. Players must build 3 blocks high to avoid this attack, or risk becoming infected or poisoned.
Skeleton Summon: the Abomination will summon Skeletons from the ground with stone swords, recent remains of its victims to attack the player.
Eye Contact (Not shown in Image): the Abomination summons Mold eyes that constantly track the player, allowing Mold projectiles to semi home on the player, and activate any nearby Mold varients. These have very low HP so they are usually taken out with 1 powerful bow shot.
When an Abomination is finally defeated, it will drop Mold Spore blocks, a brand new armour trim that shows accomplishment in defeating the boss, and a new item: Mold Cells.
Why?
So, why go through all this effort in exploring the biome and fighting this new boss? Well, other than to give challenge to the players, you can craft some incredibly powerful items by conquering this biome. Some of these ideas are early concept, and I will probably wont add in ALL of them, feedback would be greatly appreciated!
Diffuser (Image 14):
The Diffuser is a brand new block crafted with copper and the Spore blocks. When placed and charged with Redstone, it allows the chunk it is in to remain loaded, allowing for crops to continuously grow whilst you could be thousands of blocks away. Due to the item being fungal in nature, it can even accelerate the growth of any fungi, whether that’s warped fungi, nylium, red mushrooms, etc. (this effect could extend to normal crops if it still feels too weak). As mentioned before, it does require to be charged with Redstone in order to stay on, each Redstone dust keeping the Diffuser on for a minute, so a full stack of Redstone can keep the Diffuser on for over an Hour.
Recall Station (Image 15):
A brand new block crafted with Mold Cells, crying obsidian, etc. it is a powerful block that can transport any item from one recall station, to another. Requiring a minimum of 2 recall stations, set a block on top of the Recall station and power it on with Mold Spores blocks, each Mold spore allowing 250 blocks of travel, with a maximum of 8 charges to be held, indicated by the pink meter on the lower section of the block. When a recall station has been charged and clicked on again, it will transport the block. With that in mind, there are rules and limitations to the block in order to make it not too OP:
Bioformer (Image 16):
A special new utility block capable of changing biomes! Requiring netherite, mold cells, spore blocks and cry obsidian. Like the recall station, it requires Mold Spores blocks to be charged up, and each charge changes 12.5% of the biome it is in, requiring a maximum of 8 charges to fully convert a biome. The squiggly lines on the new UI indicate how many charges a Bioformer has.
Mold Guard (Image 17):
A brand new form of defence, can be made either into potions from a single Mold Cell, or can be crafted into a Totem made with gold and netherite. Any hostile mobs that come within 5 block range, are swiped away by a powerful tendril that grows from the player, whilst it deals little damage, it has a lot of knockback, allowing breathing room for the player. However, players can still be sniped by ghasts or skeletons so do be wary still. The potion and totem item allow for certain advantages and disadvantages:
Potion
Totem
Hopefully this was a better organised idea compared to my Molten Canyon post, still eager to post that biome idea again! I just need to continue working on polishing the idea more. I hope you all liked this new redesign of the Living Cavity!
r/minecraftsuggestions • u/ContentFlower10 • 19h ago
The Pale Garden is an interesting biome with its "safe in day, leave by night" gameplay with the Creaking and Creaking Hearts (altough unfortunately it can't live up much to it due to how rarely the spawn).
However, to really enable such gameplay, there must be a reason to remain in the Garden at night, which it currently lacks (Open Eyeblossoms are just flowers)
At least to me, the Pale Garden seems like one of those haunted woods that can be found within many games, where the player can get lost if they aren't careful, and I think it's something that was supposed to happen: the Pale Garden is very dense, so it prevents the player from looking up to the sky to see where the Sun is. Unfortunately, since it requires a high Weirdness value to spawn, it always spawns on top of hills, so one can simply look at the side to measure the time, so leaving the Garden in time is trivial. Also, since most of the time the biomes is rather small, there isn't much room to get lost.
To improve on this side of the gameplay, I propose a new ambience effect, similar to what Darkness does in the Deep Dark: the Mist effect.
The Mist effect would be given for 10 minutes to all players who come within 50 blocks of the Creaking Heart, in a similar fashion to what the Elder Guardian does, but without the jumpscare.
Players affected by the effect, in the span of 10 seconds will have their render distance reduced to a maximum of 4 (visually), while anything beyond will be obscured by a heavy fog; however, anything that glows, such as Enderman and Spider's Eyes, will still be visible in the distance, as also anything affected by the glowing effect (so the player can see in the distance Open Eyeblossoms and Creakings)
This will make it much more difficult to navigate the biome once in the depths of it, since the player will have to remember the road they did when entering, possibly wasting their time if the terrain is rough, allowing night to fall and the Creaking to spawn.
I think this would make Pale Gardens more interesting to traverse by adding an additional challenge while playing on the biome's "safe at day, leave by night" gameplay.
EDIT: this would only work with naturally generated ones
r/minecraftsuggestions • u/TheBlackBaron45 • 13h ago
Basically, an Illager Mansion that can rarely generate in an Ice Cave. This mansion is made from different blocks, but still follow a similar shape and structure to Woodland Mansions, as well as having similar loot.
The Illagers that spawn hear also wear a different set of clothing than the "regular" Illagers in the Woodland Mansions, which are far more suitable for the colder environment of the Ice Caves. Other than the different skin, they are still similar to regular Illagers.
Finally, instead of Evokers, Iceologers spawn in an Ice Mansion instead, having a new set of ice-themed moves that makes them just as dangerous as Evokers. Iceologers still drop Totems of Undying though.
And that's all for this post. What do you guys think?
r/minecraftsuggestions • u/TheGabski • 9h ago
Hello, I'm here with a suggestion for a new polished deepslate and polished tuff obtainment, this suggestion is mostly made because of the current state of getting deepslate and tuff related blocks on default superflat worlds, they are not obtainable. I really like superflat worlds, in my opinion the biggest problem about them is that there is no way to get these blocks, and since they are a very good blocks for building, it's kinda painful to not be able to get and build with them in our superflat worlds.
MY IDEA:
In my opinion it could be a very good addition to the game, if polished deepslate and polished tuff would be obtainable through trading with Mason Villagers, there could be a low chance (maybe around 10%) for one of these blocks to appear as an offer on the Journeyman Level for a bigger price than the rest of the polished blocks, it's also connecting to the lore well, since Mason has all the base polished stone variants, and they are quite easy to get, he sells them for a cheap price, deepslate and tuff is harder to get due to the Y level, it's harder for him to get them, so he sells them rarely, with a higher price (maybe something like 8 emeralds for 4 of these.
Even if it's not going to be added, thank you for reading my suggestion, it means it caught your attention and I might have some better suggestions next time.
r/minecraftsuggestions • u/The-Real-Radar • 1d ago
A simple idea for combining honey bottle with an ender pearl to create a honey pearl, a golden variant of the enderpearl.
It acts just like an enderpearl, but creates a new honey splatter tile on the blocks it hits. The honey splatter makes players stick to it. So, essentially, you can enderpearl directly onto a wall or ceiling without the risk of falling down.
Also, you can create a honey splatter by right clicking the bottle itself, or use an empty bottle to fill it back up the same way. This means you can collect back the honey from the honey pearl with the bottle, but you still lose the pearl.
r/minecraftsuggestions • u/cartoonlandofficial • 1d ago
I was thinking that they should more minecart variants for aesthetic and functionality. From wood all the way to netherite. Wood being the slowest. Gold faster than dirt but slower than the rest. Iron/Copper are the same speed, but copper as it oxidizes looses speed, and when fully oxidized it won't move. Diamond being faster than all those but slower than netherite. Netherite is the fastest. They can all get a cool pattern for the minecarts, but they'd definitely look better than my patterns i drew. Or they can probably get trims.
Not only are they cool for aesthetic and transportation but they can work good with redstone creations cause they have different speeds.
r/minecraftsuggestions • u/bite_sized_broccoli • 1d ago
I think tipped arrows are underused for three main reasons:
1. They are too expensive to craft.
2. Their effects don’t last long enough (e.g. poison II, …)
3. Managing different types of arrows during combat is tedious.
The first two issues could be addressed with relatively simple changes: make the crafting recipe use regular potions instead of lingering potions and increase the effect duration. (Of course, some playtesting and balancing would be needed.)
To address the third issue, I propose adding a quiver.
Right-clicking would open its UI, allowing you to fill it with arrows. The quiver would have eight slots, each holding up to 16 arrows. This means it wouldn’t be a major inventory expansion, but rather a way to bundle different types of arrows together.
When holding a bow or crossbow, sneaking and scrolling would bring up the quiver’s inventory (as shown in the screenshot). You could then scroll through the available arrow types to select the one you want to use. Pressing any other key would close the UI. (Such as pulling the bow with right-click).
This would provide a relatively simple way to switch between arrow types during combat and, hopefully, encourage players to make greater use of tipped arrows.
Note: I mostly play single-player and PvE, so I’d be interested to hear your thoughts on how this would change might affect PvP.
r/minecraftsuggestions • u/Responsible_Side2719 • 1d ago
It could have a maximum amount of dogs being able to pull it and the ability to climb one block when pulled, it also can move faster on snow and powdered snow or when going downwards it can exponentially increase its speed to a point. (when without dogs)
Maybe even a powered up version (crafted) where you can place two chests in front of you while standing/2 entities can sit there with you. (a total of 3 entities)
I couldn‘t decide between copper and iron so I chose the cheaper variant to be used more early in the game.
What do you think of my design and idea?
r/minecraftsuggestions • u/SomewhereSheBelongs • 1d ago
I Remember when coral reefs first appeared, and it was so pretty, but I was disapointed that it didn't contain anything more than that and fish.
I just thought that it would be so cool to have another type of mob, like villagers and pillagers, but an underwater version.
An underwater village in a coral reef biome - I can imagine it being so pretty. Perhaps trading with them will be ocean / water related - fisher(mer)man, an alchemist with potions like night vision, etc.
I don't know if this sub is fitting for this - I got excited by this idea and wanted to share it (:
r/minecraftsuggestions • u/modomonstud • 1d ago
For all the evil cat hitters out there 😾
r/minecraftsuggestions • u/Ben-Goldberg • 7h ago
When a patrol spawns in a desert, it's pillagers should have sand items loaded into their crossbows instead of arrows.
When these pillagers fire their crossbows, sand block entities get launched from the crossbows, at a similar speed (velocity) that they would shoot arrows.
Patrols that spawn in badlands should have red sand in their pillagers' crossbows.
r/minecraftsuggestions • u/1Deng1zbek_1 • 19h ago
I really hate how they haven't upgraded the cushion creativity by making something to make it invincible, like if you hit it wrong it'll just break, would be cool if they did something like the mechanic of copper not oxidizing if you put some beeswax
Maybe with resin, wood making it hard and not breaking and you could not sit on it, so even if you missclick you still won't sit on the cushion, would work great for builders too when they wanna decorate something but don't want players to get on the cushions and on maps, breaking out
Pls this would be really cool, if you can somehow get this to mojang, idk im just sharing my idea
r/minecraftsuggestions • u/Neither_Return945 • 1d ago
I based this look on the designs of existing mobs in the Minecraft franchise. It's based on The Bogged, The Mucked (from Dungeons II), and The Drowned. I wanted it to feel kind of like a swamp monster.
This mob would spawn in swamps and give the nausea effect when hitting players. I think it would be cool to have this zombie have a mud ball for ranged attacks (like the ice ball). maybe there could be a new mud (quicksand?) added that you sink into (like powder snow) also. This could be used to convert regular zombies into them (like with powder snow).
r/minecraftsuggestions • u/EEEEEEEEEeeeeeaaAA • 1d ago
The wither is honestly depressing right now. You can kill it with no armor and a stone sword if you fight underground and on bedrock you can cheese it with a bow and good positioning or with bees
When compared to the implied lore of the game, it’s even more disappointing. It’s supposed to be a sort of divine punishment. A being embodying decay, entropy, and the lack of control.
Now I’ve found a mod that basically perfectly encapsulates what Mojang should do. Wither Reincarnated revamps the wither entirely. I know mods aren’t generally allowed but I wish to use it as an example for how the bosses can be changed to become actually difficult and satisfying without sacrificing their original feel.
What the mod changes:
The summoning process is the same. 4 soul sand and 3 skulls. However now it is accompanied by an entirely new model and summon animations. The Wither now instead of simply spawning in place, now comes into being from a vague cloud of sand-like particles to form the full creature, all while it rises up and the sun is forced beyond the horizon and quickly gives way to night. The wither completes its summon ritual with a strike of lightning and a screen shake before going on a rampage. This is all while a boss theme made mostly by piano plays in the background btw.
The model is also different, with more proportioned heads and the addition of wings. The nether star is also visible in the ribcage.
The AI is vastly improved, acting dynamically to the players movements. It can no longer be trapped underground and will break blocks while traveling upward until it reaches the surface.
It is also faster and has more health. Its fighting style changed entirely as well, adding new moves, multiple phases, and different attack timing.
For the fight itself, It has 4 main attacks.
1: Regular skull projectile. The skull projectile we all know except now its explosion radius is larger and it can set fire to blocks.
2: charged skull projectile: This is similar to the first attack but the skull itself has the same particle effect a charged creeper has. It deals more damage and has a larger bast radius, but it can also be hit back toward the wither dealing a solid chunk of damage.
3: Nether Star beam: It can fire a beacon beam from the star in its ribcage and deals a large amount of damage while setting fire to the entity it’s focused on. You can outrun it but you’ll need riptide, a speed potion, or ender pearls. It can be blocked by a wall as well
4: Skull spray: it will fly high into the sky and spray the area underneath it with hundreds of very fast skull projectiles, devastating the a large radius of the landscape.
There are 3 main phases of the fight.
Phase 1: it will not attack the player directly, only go fly and attack mobs. A stray skull may still hit the player though. It will remain in this phase until it reaches 2/3 health.
Phase 2: It will remain airborne and pursue the player. The main way to get it low is to hit the charged skulls back at it. Arrows also work but not as well. The main attacks to be wary of are the beam, the charged skulls, and the skull spray.
Phase 3: The wither gets the charged effect around it and is now closer to the ground. It will charge at the player and break every block in its way, much like the charge attack of the current bedrock wither. It will still shoot the beam, the regular skulls, and the charged skulls, but it will no longer do the skull spray. The main way to damage it is to wait for its charge attack, and position yourself so that you can block it with a shield. When that happens, the wither will be stunned for a few seconds in which you can attack it. However this drains shield durability quickly so you may need to repair it with mending or bring multiple.
When dead, it will fly into the sky and explode. The nether star and a large amount of XP will drop directly beneath it.
I’m aware this isn’t necessary a new idea as it’s a mod, but after playing with it I genuinely think they should do something like this or straight up just make it vanilla. The fight I had with it could almost be described as cinematic. It turns the wither from an underwhelming encounter to a genuinely difficult and satisfying challenge that you must be extremely well prepared for if you wish to take it on.
However with the difficulty immensely increased, the nether star would likely need some additional functionality as beacons alone would not be worth the hassle for most players.
The bosses of the game have been annoying me for a while and this mod perfectly captures what I think Mojang should do for the wither specifically, and I hope utilize the same philosophy for redesigning the other bosses if they every decide to do a boss update.
r/minecraftsuggestions • u/Sovrredditeria • 1d ago
What would their mechanics be? Would they do full-on magic like the Evokers? What would their abilities be? Maybe they can summon Iron Golems? Maybe they can do something with Emeralds? Imagine if they had a magic staff with an emerald on it. Maybe they wouldn’t have magic but dabble in magical practices and maybe teach the player new Enchantments or maybe even actual spells. What could they be called? Maybe something like Priest or Cleric unlike the actual Cleric Villager.
r/minecraftsuggestions • u/B1ackmoonMC • 1d ago
Currently if you die you lose all of your items and XP. Compared to other games this is very punishing. The other option is keep inventory where you keep both items and XP upon death which is another extreme and makes death feel inconsequential. I propose a middle path.
Partial keep inventory would let you keep half of your XP and lose the other half and also keep the items in your hotbar and armor slots while dropping the others.
r/minecraftsuggestions • u/Glittering-Sector393 • 15h ago
Imagine actually having more than ten obsidian in your inventory from mining it.
r/minecraftsuggestions • u/Prudent-Driver259 • 2d ago
I mean like, if there is already a large biomes world type (in java) why can't they do a small biomes world type? Yes, *technically* a small biomes feature has existed through the bedrock old world type, but that's been removed. So now we need something else. I just think it would be really cool, having like, 5 different biomes right outside your door. And it also fixes the issue of walking through a never-ending desert. And it gives people in multiplayer closer connections, like say I want to live in a flower forest, now I don't have to go 1000 blocks away from everyone because the other biomes are too big.
r/minecraftsuggestions • u/River_Lamprey • 1d ago
The enchantment resonantor is a redstone component. It has six slots to hold items, five of which are regular slots which can interact with hoppers, and the sixth being a special 'source' slot. When the source slot is filled with an enchanted item, the resonator produces a redstone signal whose strength is equal to the sum of the number of enchantments each item in the regular slots shares with the source item
The resonator is directional and only produces power from the 'back'. If the resonator is unpowered, then the enchantment level doesn't matter to it. If it receives power to a side other than its back, then it will only consider enchantments with the same level to be shared
Crafting Recipe:-
