Minecraft Suggestions

"inhibit natural creativity" is an outright lie My creativity is infinite by not having a way to sit down and by not having vertical slabs. There's no way in the game to do these things no matter how creative you are. A trap door is (usually) not a substitute for a vertical slab and and there's literally no way to simulate sitting down. That's Microsoft saying they don't want to, it's nothing to do with us. And that's just the top two things on their rejected page. [\#mcsuggestions](https://kbin.social/tag/mcsuggestions)

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[url](url)Chiseled bookshelves were one of the best decor realted blocks added to the game in recent years with the ability to finally have fully customisable bookshelves. Though as good as this feature was, mojang missed a big opportunity to just add an all purpose shelf block where you can put inside anything, not just books and revolutionising the way builders make interior decors. (And because tuff golem lost the mob vote, this is the next best thing to a item display) here's some mock up textures for how it might look like: [https://www.reddit.com/media?url=https%3A%2F%2Fpreview.redd.it%2Fvnh7cp9epi8c1.png%3Fwidth%3D3200%26format%3Dpng%26auto%3Dwebp%26s%3Da5c7aeb45c3d94a74138b20fcfc8d4184ceafb58](https://www.reddit.com/media?url=https%3A%2F%2Fpreview.redd.it%2Fvnh7cp9epi8c1.png%3Fwidth%3D3200%26format%3Dpng%26auto%3Dwebp%26s%3Da5c7aeb45c3d94a74138b20fcfc8d4184ceafb58) Some of the stuff in the image are as follows: 1st row: Books(Vanilla), Glass bottles, Water bottles, Honey bottles, Potions & Dragon's Breath 2nd Row: Candles, Lanterns, Paper & Maps, Armour Trims & Music discs 3rd Row: All the ingots, Redstone & glowstone dusts & Gunpowder & sugar 4th Row: Produce(Apples , Carrots and Potato), Baked items(Bread and Cookies), Sweets (Pumpkin pies and Cakes) , All the gemstones, Mob drops (Spider eyes, Blaze rods, Slime and magma cream, Ghast tears) & Mob heads. If you have some further suggestions to make or would like make some adjustments about it, feel free to comment below.

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Glass made of snow and glass to make a semi transparent block. This glass exists in the real world and would be a nice aesthetic to add in minecraft.

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As it is it is very rare to find fossils and to have them be more easy to find skeletons should have a higher spawn rate in chunks with a fossil in them.

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Curse of fragility ========== The tool has a random chance to break based on its durability. Let's say durability is constrained in range 0 \<= D \<= 1. The basic linear chance would then be (1-D). Then a growth function could be added on top (e.g. `chance f D = f(1-D)`, `chance (**2)` would be (1-D)^2), so that the chance is configured for developers/item specifically. Leveled curse of vanishing ========== (lower effects add to the higher ones) 1. The current curse of vanishing: player dies - item disappears. 2. If an item is dropped in general, it disappears. // note: it can still be placed inside of item frames, etc. 3. a) If an item is armor and is taken off, it disappears. b) If an item is placed inside of a storage unit, and then the storage unit is closed, it disappears. (it disappears from item frames immediately) 4. If an item's slot is changed after it was transferred to the player, it disappears. 5. It disappears [e.g if you enchant in the nchanting table, there's no output and the input is gone] Curse of illusion ========== The item in an inventory shows as being swapped with a random slot, picking the wrong slot will take the actual item in there and shuffle the item with a curse with another slot. Curse of shapeshifting ========== The item mimics another item, by its texture and description. It acts, however, like it normally is. Curse of insignificance ========== The objects containing the item behave like the item does not exist: The item shows up invisible, only becomes visible when you pick it up (LMB), when you place it it is only visible until hover is lost (allows you to read the item description). When a visible item is placed on that slot, the invisible item is destroyed and never seen again. When thrown out, only the item shadow is shown. Curse of binding variations ========== a) when an item is placed into any slot, it cannot be removed or moved anywhere else (unless the parent is destroyed obviously) b) when a slot containing the said item is focused on a hotbar, it cannot be unfocused and the item cannot be moved [optional: except to offhand] Unknown curse ========== Basically one of the curses but with the name hidden.

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Like the [magmapod](https://kbin.social/m/mcsuggestions/t/143258/The-Magmapod-Molten-Mollusc), the scuttle is a mob I came up with when I was playing around with Mojang's mob vote art style. Here's a short description. --- The scuttle is a small, skeletal, surprisingly adorable serpent that can be found in the deepslate layer. When you find bones sticking out of the ground, don't be fooled; they're actually the tails of scuttles burrowing for coal! When they emerge, some coal will also surface, allowing you to replenish your torch supply below Y=0. When a scuttle dies, it drops its tail, which can be made into fast-traveling bone arrows or placed to decorate your haunted graveyard. [A scene with scuttles drawn in the mob vote art style](https://i.postimg.cc/kX01qpNv/scuttle-scene.png)

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Copper bulbs are an awesome block. Alongside being useful for decorative lights and displays, they also have a lot of applications in redstone, the most obvious being super compact T flip-flops. They're something you can sink a lot of copper into, especially if you dabble in redstone. Or at least they would be if you didn't need blaze rods to make them. Because copper bulbs require blaze rods, * you can't get copper bulbs until you've found a Nether fortress, and * the amount of copper you can sink into copper bulbs is limited by how much time you spend at blaze spawners. While the recipe is pretty generous, > > > 3 copper blocks + 1 blaze rod + 1 redstone dust → 4 copper bulbs > > it also means that there's not much copper spent per bulb, which isn't a good thing since we're looking for things to sink the massive amounts of copper in the world into. Instead of the recipe having blaze rods and yielding 4 copper bulbs, I'd use 1 glowstone dust, 1 torch, 1 lantern, or 1 glowstone block and have the recipe yield a single bulb. This would make copper bulbs more accessible and a more effective copper sink, as the main cost of copper bulbs becomes the copper—not the thing you need to light it.

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Copper fans are made from 3 copper blades and the drop from the breeze. Copper blades are made from five copper nuggets in a P shape. The copper fans powered by redstone levels would determine the strength and distance it would push the mob or player. A power level of one would push baby mobs and players the level of jump boost. Level five would be able to push small animals and give the player up to a few more blocks. Level 10 would be able to push more bigger mobs like zombies and creepers and push up to around ten blocks. Level 15 can push things up to wardens ravengers and iron golems and can push up to around 20 blocks for light mobs and 10 for heavier mobs. This feature would be most helpful for bigger spawn platforms for mob farms, parcore for bigger jumps, for elyras to gain distance without using fireworks and also offer a speed boost for elytras. They can be placed in any direction a piston can be in. The more oxidised it is the more it slows down the blades which means it needs to be cleaned like real fans.

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**Introducing the Cedar Grove** The cedar grove is a biome that generates in hot, semi-arid climates. This means it is often found in combination with savannah and desert biomes. Like cherry groves, the cedar grove only generates at high altitude and is often a relatively small biome. The biome is dominated by cedar trees (*note: there are multiple unrelated trees named cedar. These are based on Atlas or Libanon cedars*), a unique type of conifer that can only be found in this biome. Cedar trees have a grey, scaly bark and light blue needles and their planks are a muted light brown. [https://preview.redd.it/3p6t8k9syzsb1.png?width=1920&format=png&auto=webp&s=ddb0352cfc007b64242f40ebd28c27ad72ceca14](url) Close-up of a cedar tree, showing the rough grey bark and light blue needles Besides cedar trees, the biome is characterised by dry grass and patches of coarse dirt. The same mobs that live in savannahs can also be found here. [https://preview.redd.it/yh2u0ncl00tb1.png?width=1920&format=png&auto=webp&s=532df63e21c4664e506fe5a774bccf0a9313b8f2](url) Sparse cedar trees and patches of coarse dirt are characteristic of this biome **Cedar trees and cedar tree oil** Besides providing some much need colour to the brownish green of the savannah landscapes, cedar treees also have a unique feature - they produce cedar oil! When stripping the bark of cedar trees, some of the logs have a unique texture indicating that they are full of oil. Using an empty bottle on these oily logs, produces one Bottle of Cedar Oil and converts the block to a normal stripped log. 1-2 logs in a cedar tree contain oil. [https://preview.redd.it/9jel8y9760tb1.png?width=1920&format=png&auto=webp&s=ca0f900218522efa92a0b36d11c8586a68e3e69a](url) Stripping the bark of cedar trees reveal that some logs contain cedar oil. These logs have a unique texture and drip particles like beehives **Cedar oil candles** Using a Bottle of Cedar Oil on a candle (right clicking the candle block), turns the candle into Cedar Oil Candle. These candles emit a strong scent (shown as particles) that deter hostile mobs in an area equal to that lighted up by the candle - this also means that more candles together work over a larger area. The deterrent effect is similar to the effect of warped mushrooms on hoglins but works on all that normally spawn at night, including phantoms. The effect of the cedar oil lasts 9 minutes, roughly equal to one night. *Note: This effect is based on the real-world used of cedar oil scented candles to deter insect pests but I decided that it would be pretty useless if it only worked on arthropods ingame.* **TL;DR**: New biome similar to cherry grove but in dry areas. Made up of new cedar trees which produces an oil that can be used to make candles that scare away hostile mobs for a limited time. Also, this is my first post on this site - let me know if I messed anything up in the formatting or in general

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Introduction ---------- **It's common opinion that bundles could use some improvement.** While they're definitely great to have, obtaining them is tedious and using them cumbersome. Lots of suggestions have been made to improve the bundle: an inventory you can directly interact with, the ability to craft bundles with leather, etc. However, I think I have something new to bring to the table that would also help make bundles more usable. How It Works ---------- **By default, bundles are tied.** Tied bundles act like they currently do, but they'll always have a full bundle sprite. Nothing spectacular here. By double-clicking a bundle, you can untie it. **Any item that the player picks up can go into an untied bundle IF that same item is already in the bundle.** If you put a dandelion and a diamond in an untied bundle, all dandelions and diamonds the player picks up will go into that bundle. Untied bundles have an open bundle sprite. Double-click the bundle again to tie it. To indicate this behavior to the player, bundles could have a tooltip like "Double-click to (un)tie". How It's Useful ---------- **Untied bundles can be immensely useful while mining, especially pre-endgame.** Materials you get in low amounts (e.g., raw gold, diamonds, granite, flint) can be put into an untied bundle or two. Then any time you pick up those items, they'll be redirected to a bundle. This makes underground inventory management way easier. If you mine with bundles, you no longer have to continuously put stuff into bundles; simply insert one of each item you want in bundles and go about your mining trip. **They're also helpful during nighttime expeditions.** Any somewhat common but potentially useful drops (e.g., string, gunpowder, bones) can be put into untied bundles. Then all of those basic mob drops can be automatically allocated to bundles!

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The idea is a new mob similar to villagers, the caveman. They will have a smaller forehead, smaller nose and wear a tattered cloth coat reaching to their knees. They can be found in ice spikes and you have to thaw them out. You can find 5 "biome" types, cold ocean, warm ocean, below sea level, below hight level 0, and one that is its natural varrient similar to how plains villagers are. This is because of the water ruins, trail ruins, and ancient cities. They will be scared of fire similar to how piglins are scared of soul fire and creepers. They can sell you long forgotten things but with a different currency than emeralds. They will sell you items like copper tools, this will be the only way to get them. They will make pottery shards if you give them clay. They will give forgotten enchants known to modern enchantment tables, a battle hammer that can't be crafted. And more things forgotten to time.

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When a player performs a quest for a Villager, the player's reputation with that Villager improves, allowing the player to spend fewer emeralds when buying from the Villager. This would be done through the existing gossip system. The discount would decrease over time, and other villagers who have gossiped with the villager for whom the player did the quest give the player a (lesser) discount, which also fades over time. To enter a villager's quest GUI instead of his trade GUI, hold sneak and right click him. To accept any of the offered quests, select one or more checkboxes and click the "accept quests" button. Each quest will be something very very simple like Mine 2 Deepslate, or Place 3 Dirt, or Kill 4 Zombies, etc. When the player accepts the quests, the villager looks at the player's statistics and memorized how many times the player has previously done each task. When the player later enters either the trading or quest GUIs, that villager takes another look at the player's statistics to see which quests, if any, the player has completed. Extra rewards for success are experience points for the villager and the player. To make quests riskier, the player must give the villager a deposit of one level of xp, which is payed back on quest success. Each Villager generates a new random quest each time he renews his trades. Quests older than a Minecraft week expire. If a player has accepted a quest from a villager and it expires without the player completing it, the player loses a small amount of reputation with that villager... half as much as he'd have gained for succeeding. Each world or village has a quest table. Each entry in the table is something like (mine cobblestone, repeat 3, reward 5). When a quest is completed, the reward decreases by 5% and the repetition increases by 1. When a quest expires, the reward increases by one and the repetition decreases by 5%.

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There are plenty of ideas that Mojang has said that they don't plan to add, such as the ones on this official [Previously Considered Suggestions List](https://feedback.minecraft.net/hc/en-us/articles/360005029872-Previously-Considered-Suggestions). Even so, are there any such ideas (or ideas generally viewed as "modded" by the community) that you think would fit in vanilla and should be added regardless? I'd personally love to see more furniture blocks like tables & seats and disagree with the idea that they "limit creativity". Wooden tables, for example, could just have a scaffolding-like model that would fit right in with the game's aesthetic ([here's an example I made](https://cdn.discordapp.com/attachments/579095774143709184/1097196691385487440/image.png)), and they'd open up so many options for building. Alongside providing a simple option for tables, you could use them as stools, parts of pillars, or legs of other furniture. You could even use the top texture to decorate your floor.

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I figured out how to use the Fletching table I think that it is necessary to make it so that enchanted arrows can only be made on it [\#mcsuggestions](https://kbin.social/tag/mcsuggestions)

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Biome specific dungeons for every biome to make core mechanics less esoteric for new players. Before you go on and say "these will litter the world." Each one will spawn in 10,000 blocks away from each other and make sure its not the same dungeon until over 60,000 blocks in all directions. These dungeons will all be roughly the size of woodland mansion and ocean monument. The player will need to buy maps from the cartographer. I'm not going to have ideas for each biome but I will give some solutions for some biomes. The plains temple will go over all about farming, breeding and maybe taming puzzles, and have the aesthetic of an abandoned american barn. You can learn how far one water source block can reach farm land and get a key. In the next rooms you will find randomly generated puzzles. One can be a sheered sheep in a room with a fully dirt floor with no grass, and it asks you to bring a grass block to regrow its wool. Another room can have one animal and a lead or leading food to teach the player to take it to another room to breed the animal. Another biome dungeon can have a main room where it tries to teach the player how more bookshelves will power an enchantment table. Of course the player has to bring the enchantment table. There the puzzles will center around certain enchants with veins of lapis in the walls. Another dungeon will be all about potions that center using potions. Another can teach about beacon effects. One can teach fireworks boost the elytra with rings to go into. One can teach about parkcore. You will need to bring external things to help you but in each dungeon you will receive the puzzles required solutions, the dungeon will make it very clear what the main puzzle componet will be for new players some how, how im not sure. You will also be able to get keys for locked doors. At the end of the dungeon theyre will be a mini boss that tests the knowlege of the temple and when defeated will give you a loot bag of dungeon loot. You can also respawn these mini bosses with a craftable similar to the end crystal. I feel the woodland mansion is a good enough dungeon for combat learning. And the ancient city is good at teaching redstone. The stronghold will have combinations of dungeon room puzzles to make sure they have a good enough knowlege to fight the ender dragon. [\#mcsuggestions](https://kbin.social/tag/mcsuggestions)

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This idea is to add to the game as many varieties of honey as there are flowers. When a bee pollinates a flower, then returns to it's nest or hive, then leaves, it stores in it's home honey of the same variety as the flower it visited. If all 5 units of honey in a nest came from the same flower type, then using a bottle on the nest or hive will not producing generic honey, it produces flower specific honey, such as dandelion honey or poppy honey or pitcher plant honey, etc. Each bottle of floral honey has the same color as the dye which would be produced by crafting the flower. A single floral honey bottles can be crafted into a dye, with the bottle left in the crafting grid as a side product. Floral honey is a food, and when drunk, it doesn't just provide hunger and saturation, but also acts as a cure for whichever magic effect is produced by the suspicious stew crafted from the flower. That is, drinking Allium Honey cures Fire Resistance, drinking Azure Bluette Honey cures Blindness, drinking Dandelion Honey cures Saturation, drinking Tulip Honey cures Weakness, etc. A bottle of floral honey can be brewed with gunpowder or dragons breath to make a splash or lingering cure for the same magic effect which drinking the floral honey would cure. For fighting the Wither boss, a Splash Bottle of Wither Rose Honey is better than a Bucket of Milk, since it will only cure the Wither effect and works almost instantly. Four floral honey bottles of the same variety as each other can be crafted into blocks of floral honey, with the empty bottles left in the crafting grid as side products. Just as slime blocks and generic honey blocks do not stick to one another when moved by pistons and sticky pistons no two varieties of floral honey stick to each other when moved, nor do they stick to slime blocks or generic honey blocks. Torchflower honey blocks and Pitcher Plant honey blocks have an additional special property when moved by pistons or sticky pistons: When any block is dragged along by them, that other block's pending scheduled updates are canceled at the old location it was dragged from, and rescheduled at the new location. This would allow Torchflower honey and Pitcher Plant honey to be used to move redstone wire, redstone torches, repeaters, comparators, buttons, etc, without the redstone components malfunctioning. Dandelion Honeycomb, Tulip Honeycomb, etc, would be obtainable by using shears on a beehive or bee nest with 5 units of pollen from matching flower types. Floral Honeycombs are craftable into floral honeycomb blocks, beehives, already dyed candles, and various waxed copper blocks. They can also be smelted into the same type of dye that their respective flower can be crafted into. Generic honey and generic honeycombs are still in the game, they are created if bees store pollen from two or more varieties of flowers.

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Alright, so we mostly agree that old villagers (Post-1.14 ones) were directly OP but extremely RNG (I've seen YouTubers take several in-game days to get Mending) and the new snapshot villagers are annoying (they were annoying before, but you just hooked a breeder to a trading station, without caring about the biome), but not RNG, instead you depend on the biome configuration. My idea: add artificial biomes. Like Terraria, have solutions sold by the wandering trader or brewed that make the block you used them another biome, and make them splash for an AOE effect, have baby villagers be one texture that doesn't change by biome, and depending on what biome they grow in, they are one biome or another, and make them have discounts on the correct biome, but it doesn't apply on an artificial biome. Let me explain this: You have a Swamp villager selling Mending books for 21 emeralds each, and you place it in a Plains biome. No discount. If you place it in a swamp biome, you get an small discount, let's say it now costs 19 emeralds. However, this does not apply in artificial biomes. So what this is doing is saving you if there is not an specific biome near you, but also reward you for placing them in the correct biome. This idea can and will be polished with time, but this is a good explanation.

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When an item has the Materialist enchantment, it can be repaired in an anvil with that item's "repair material" as many times as the player wants to do so, without the anvil's "too expensive!" being a barrier. When the player is wearing or holding a Materialist enchanted item, and touches an Experience Orb, that Orb's points are consumed to reduce the item's anvil "Repair Cost." The amount which the "Repair Cost" is reduced is the number of points in the Orb, divided by the points needed to go from the beginning of the player's current level to the beginning of their next level. Materialist enchanted items in an inventory display the "Repair Cost" in the lower-left part of the inventory slot, in the same font as normal items have their stack size in the bottom right. Materialist is next-level incompatible with Mending. An Anvil will refuse to combine a Mending item with a Materialist item, unless both items are Enchanted Books, in which case the items combine but one enchantement or the other is lost. Materialist Enchanted Books are sold by Librarians, can be made using an Enchanting table, can be gotten by fishing, and can be found in loot chests of Dungeons and Villages. Mending is still in the game, but Enchanted Books with it are not gotten any of the ways which Materialist books are. Mending books now have a chance to be found in the loot chests of all structures except Dungeons and Villages. They are also now sold by Wandering Traders.

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This suggestion is to add 16 new blocks which are opaque to the light engine but rendered transparently. There would be two crafting recipes for each Tinted Stained Glass: One Dye plus eight Tinted Glass produces eight Tinted Stained Glass. One Stained Glass plus four Amethyst Shards produces one Tinted Stained Glass.

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Potion of sleepiness can be brewed by adding chorus plant onto a slow falling potion. Effects ---------- Potion of sleepiness lasts longer than potion of feather falling. When the player falls, at the stage when fall damage is calculated if the fall is lethal, the player gets teleported back to where the fall was initiated (the block where he was standing before or the closest to it if it was broken) and any movement controls get discarded (if the player holds w key while they fall when they get teleported they need to release & press the key again to move in said direction) ### Optional ### To balance gameplay a bit, the rule that the potion can only be activated on the days when phantoms can spawn can be added. But I think it would be a bit much.

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Over the past few updates, we've gotten tons of improvements to biomes — some through biome votes, and some as small tweaks on the side (e.g., desert features in 1.20). Even so, there are some that could still use an update. I'm personally torn between the desert and snowy plains. Both are bland, boring landscapes with no resources or activity, and even if that's what they're going for, what they're going for just isn't really fun to traverse. I'd say snowy plains are worse since deserts have gotten some slight touch-ups, but I tend to run into deserts more. What are your thoughts?

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Many Overworld structures just aren't that interesting as far as loot goes, and I feel the desert pyramid falls in that category. 1.20 definitely helped matters with suspicious sand and dune trims, but I think it could also have something more unique than yet more pot sherds. To this, I suggest the bottomless sand bucket, a renewable source of sand with many uses. [Sprite for the bottomless sand bucket](https://i.postimg.cc/j5ym8vFt/sand-bucket.gif) Obtaining ========== **Each desert pyramid has a 40% chance** to contain a bottomless sand bucket in exactly one of its chests. Functionality ========== When you first find a bottomless sand bucket, it'll be at max capacity, holding **12 stacks of sand**. Like a bucket of powder snow, you can right-click to place sand. This is helpful for pillaring, filling holes, or just storing sand, though you won't be able to bridge with it. There are a few ways to put sand into the bottomless sand bucket: * If you're holding the bucket in your main hand or offhand, any sand you pick up goes into the bucket. * If your inventory is full, any sand you pick up goes into the bucket. * Like with a bundle, you can put sand into the bucket in the inventory. **If the bottomless sand bucket holds fewer than 2 stacks of sand (128 blocks), sand will automatically generate in the bucket at 1 block per 15 seconds.** This means that 2 stacks of sand can be generated over 1.6 in-game days. The amount of sand in the bottomless bucket is shown with a blue bar representing 10 stacks over a green bar representing 2 stacks. This helps to communicate the sand generation mechanic — sand only generates to fill the green bar (i.e., only 2 stacks). Conclusion ========== I think this should be added to the game for three main reasons: 1. **It adds some uniqueness to the desert pyramid and more variety to structures in general**. I think Minecraft's structures need more *exclusives*, things that can only be found at those structures. And while trims and pot sherds provide this to some extent, structures could do with some more unique loot when possible. This is a good starting point. 2. **It acts an easily accessible shulker box of a versatile block.** This is convenient in so many ways. Need to fill a hole without filling your inventory with stacks of dirt? The sand bucket is here to help. Want an easy option to pillar up? You have the sand bucket. Need to place large amounts of sand for a farm without cluttering your inventory? This is perfect for that. 3. **It acts as a small but renewable source of sand.** The bottomless sand bucket can generate 80 blocks per in-game day (provided that it's frequently emptied). This is a convenient infinite source of sand to have, especially for the early-game and mid-game, but it's not going to be revolutionary for your concrete megastructures. This whole item focuses around being nice to have, and I think this aspect strengthens that focus. Please tell me your thoughts in the comments!

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In the vicinity of a Chorus Plant, Endermen feel sufficiently at-home and relaxed that they don't feel the need to pick up or put down blocks.

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If an empty Glass Bottle is put into the fuel slot of any variety of smelter, and it has at least 7 experience points stored in it, then seven of those points are used to turn the Glass Bottle into a Bottle o Enchanting which then gets moved to the smelter's output slot.

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This idea is to add Furnace and Blast Furnace recipes to convert a Bottle o Enchanting into a Glass Bottle, plus 7 or 8 experience points.

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This suggestion is to allow hoppers and droppers to put enchanted or damaged items items into a grindstone, and to allow hoppers to pull out disenchanted or repaired items out. When disenchanted items are pulled out by hopper, the XP is stored in the grindstone until the next time some disenchanted item is pulled out manually by the player, at which time it spills out as XP Orbs.

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Using the new archeology Brush on a Filled End Portal Frame block turns it into an Empty End Portal Frame, and causes an Eye of Ender to Pop off. This allows players in peaceful mode to collect enough eyes of ender to open an End Portal simply by looting ten or so Strongholds. To allow peaceful players to find those Strongholds without using Eyes of Ender and without cheats, a few more things need to be added to the game: A Stronghold Explorer's Map would be sold by Master Cartographers, in exchange for emeralds and an End Exit Compass. The new End Exit Compass is crafted from a compass and four purpur blocks. Besides being a trade item, it will, in the End Dimension, point to the Exit Portal. To make the End Exit Compass craftable before visiting the end, both nether fortress loot chests and stronghold loot chests have a chance of having popped chorus fruit.

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The Redstone Elevator is a new shape-changing block for moving mobs, players, and other entities. It has a collision box which is N/15 meters tall, where N is the Redstone Signal Strength at it's location. The hitbox for mining it, and how it appears graphically, is slightly different: It is (N+1)/16 meters tall. When it increases it's height due to the redstone signal strength at it's location increasing, it moves entities upwards whose feet or lower surfaces intersect it. It is made with shaped crafting, similarly to a Piston, but the planks, cobble, and iron ingot are replaced with wooden slabs, stone pressure plates, and an iron pressure plate, and it looks like the top of a Piston.

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This idea is simple, if I put an Enchanted Book with Bane of Arthropods into a Chiseled Bookshelf near an Enchanting Table, then the Enchanting Table will not generate enchantments which include Bane of Arthropods. Something similar to this is already on the official site: [Chiseled bookshelves negate enchantments from enchantment tables](https://feedback.minecraft.net/hc/en-us/community/posts/10010808153997-Chiseled-bookshelves-negate-enchantments-from-enchantment-tables-) .

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Please use this thread for meta discussion about /m/mcsuggestions. If you have any questions, ask them here!

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I've always felt that husks are a really boring and poorly executed zombie variant. They're zombies, but they don't burn in sunlight and make you eat food later on when you get hit. Essentially, just more annoying zombies that you fight in the exact same way. To make the fight more interesting, **I suggest that a husk's speed and damage change as it loses health.** At full health, it'll move much more slowly than a zombie but deal high damage. But as it loses HP, its damage decreases and speed increases. At low health, it can easily outrun a sprinting player but deals slightly less damage than a normal zombie. There are also a few extra ideas I have: * Husks have 32 or 40 HP. * Husks could change their walking animation to more of a frenzy when at low HP. * Husks could also gain slightly more knockback resistance as they lose HP to go with the increased speed. **These tweaks would improve husks in many ways:** * Because husks move so slowly when you haven't hit them, they're easier to avoid than normal zombies. This counteracts how open the desert is compared to other biomes. * Fighting a husk is much more different from fighting a zombie. Instead of just a zombie that inflicts a debuff, you deal with an evolving enemy that has you on the run or frantically trying to stop it when it's at low HP. * Instead of husks being objectively worse to deal with (in a biome that really doesn't need more challenging mobs), it has some strengths and weakness when compared to the zombie. Oh, and husks should also burn in sunlight. *Please.* *Please leave a comment with your thoughts. What did you like? What needs improvement? Does pineapple belong on pizza? I'd love to know!*

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Stone type blocks in minecraft have always had a upper hand when it came to block varienty compared to wooden ones; they can come in the form of polished, bricks, pillars, cracked and more recently tiles. Although wood has gotten new blocks like stripped logs and hanging signs but it isn't nealy enough varienty compared to stone related blocks plus you can't use hanging sings all of the time. But what if there were more options to build using wood ? Introducing the Carpented block, the wooden equivalted to stone tiles: [https://preview.redd.it/v5ob59uzsxeb1.png?width=448&format=png&auto=webp&s=d21aeb37a9fa21e884246b6188aaf76e2a76a644](url) [Textures by Me] Here's how they'll look in the game: [https://preview.redd.it/unlv2rddtxeb1.png?width=1920&format=png&auto=webp&s=6341af4d45d99947aafa27c5205f4e56849b9b47](url) [Part of a whole wood expansion mod I've been working on] Crafting recipe: Crafting:: "Wooden planks || Sticks" " Sticks || Wooden planks" In a 4x4 pattern

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Now, yes, bamboo already kind of has leaves, but not full blocks of leaves, which is what this post is about. If you search "bamboo forest" online, you'll see that, unlike in Minecraft, most of the sky is covered by leaves. What I propose is adding a new biome, "old growth bamboo jungle", that has leaves at the top of the bamboo. **Old Growth Bamboo Jungle** This is a variant of the regular bamboo jungle where the bamboo also has leaves. It's about as common as a regular bamboo jungle, or maybe slightly less. Not much else to say really. Have some pictures to see why this looks awesome. [Old growth bamboo jungle.](https://preview.redd.it/0yp7pu3810db1.png?width=1920&format=png&auto=webp&s=a24b3fc529dd4ef081ce372d938191fd1185c527) [Old growth bamboo jungle seen from above.](https://preview.redd.it/zo8nix3810db1.png?width=1920&format=png&auto=webp&s=d344edf1c812f3683f39d443c3e7154726ef52bc) [Looking up in an old growth bamboo jungle.](https://preview.redd.it/tqx0lu3810db1.png?width=1920&format=png&auto=webp&s=a4b8bd147a840a0b88de1e0d41021d6783c75c70) [One leafy bamboo alone.](https://preview.redd.it/k1my2xm910db1.png?width=1920&format=png&auto=webp&s=8f341b02f7b433da4ef26a6fa1624ed65c9dacfd) **Leaf Mechanics** The leaves would treat bamboo like other leaves treat logs. And the leaves have a blockstate that renders a piece of bamboo inside the leaf block. This is because I couldn't find a way for the leaves to sit properly on the bamboo without having the bamboo need to go straight through the leaves and leave an ugly air gap. [Zoomed-in look](https://preview.redd.it/hcfbwpub10db1.png?width=1920&format=png&auto=webp&s=2856d119c58b58c72cb713b4c39723b8cbf17e78) Breaking this "bamboo leaves with stem", does not give that block, it gives the leaf (if you were using the right tool) and a piece of bamboo. You can create this block by placing a bamboo leaf and trying to place a bamboo on it, or the inverse, placing a bamboo and then a leaf block on it. The bamboo inside the leaves acts like a normal bamboo, capable of growing and such. To get these leaves renewably, breaking a bamboo with small leaves (the ones that already exist) drops 0-2 "bamboo leaf" (an item). Crafting 4 of these yields one "bamboo leaves" (the block). **Giant Bamboo Jungle** This biome touches more on the fantasy side of Minecraft. It's a forest of massive bamboo shoots a little taller than jungle trees. The stems are made of a new block, bamboo that is a full block wide with a hollow inside. There are some leaves at the top and maybe some small sprouts along the rest of the stem too. You can also find regular bamboo in small clusters as well as pandas. [Very ugly, shoddy mockup, but I hope you get the general idea.](https://preview.redd.it/yab4wzwo20db1.png?width=1920&format=png&auto=webp&s=ecb794bc139575406f1b9a5fcb49c8f8c85411b8) I'm aware that this biome is pretty barebones, but honestly I'm blanking on ideas for it. If you have any I'd love to hear them. [Another post about giant bamboo forests, that served as inspiration for this one](https://www.reddit.com/r/minecraftsuggestions/comments/totq56/giant_bamboo_forest_biome/)

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Many people complain that enchanting is too random, and there should be a way to select enchantments, so that is what the scroll would be for. You'd find the scroll in general loot chests anywhere and would be sold by expert clerics for 3 emeralds. Scrolls could be enchanted with items, each item corresponding to one enchantment, and up to four enchantments at once. Scrolls would be enchanted on scroll tables, where, along the scrolls, you'd need a water bottle, an xp bottle, obsidian, and a diamond, which would be necessary for every enchantment (that is, if you had 4 items on a scroll, you'd need 4 of each). Enchantments on the scroll would also be additive, for example, if you put three iron swords in a scroll table, you'd get at least Sharpness III (that is, you still can get IV and V). Noted that you can't pass the survival limit, for example, putting four gold blocks on an enchantment table will still only get you Fortune III. Scrolls could then be placed in a new slot on the enchantment table, where they would filter the selected enchantments for the tool or armor piece that they are enchanting. As said, each item corresponds to an enchantment, examples are: * Enchantment - Item * Unbreaking - Obsidian * Sharpness - Iron sword * Efficiency - Diamond Pickaxe * Fortune - Gold Block * Silk Touch - Wool * Aqua Affinity - Prismarine (block) * Protection - Diamond * Blast Protection - Tnt Minecart * Fire Protection - Lava Bucket * Projectile Protection - Spectral Arrow in Java/Tipped Arrow in Java or Bedrock * Feather Falling - Feather [Scroll](https://i.postimg.cc/94P5Xjxc/g4ekrn0qwidb1.webp) [Scroll Table UI with some items placed - Scroll sits in the middle](https://i.postimg.cc/94P5Xjxc/g4ekrn0qwidb1.webp) [New Enchanting Table](https://i.postimg.cc/f3QQhbfH/ik34qmuwwidb1.webp)

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Here is a comprehensive list of suggestions that have been posted many times before. If your suggestion matches one of these, please make sure that it **offers something new or original** to every other time it has been proposed, otherwise it will be removed. If a recent or upcoming update makes an idea more practical or essential than before, then it may also be posted, as long as it adds something *NEW* to the concept and isn't just a repeat of old ideas that have been done to death. Bear in mind, **most of these suggestions aren’t necessarily "bad".** In fact, many of them are objectively *good* ideas that just have the misfortune of being posted too many times to be considered unique anymore. Always remember that even if an idea is on this list, it can still have a chance to be implemented in some way (crossbows, pandas, scaffolding, coral, and many other features in the game were once FPS list entries too). ### “But I can’t read every entry - it’s too long!” ### No worries - there’s some handy tools you can use if you want to look for a specific entry. 1. Use the **categories** (e.g. Blocks, Utility, Mobs). Scroll through the categories that are appropriate for your post, and see if there’s an FPS entry for your idea. 2. Use **CTRL+F** if you’re on PC. This brings up a prompt that you can use to search for key terms. 3. Perhaps the most elegant method: Go to the [#bots-n-spam channel in our Discord](https://discord.gg/pDZ5NXStWW), and use **Titanium Bot**, which is a very useful bot made by u/TitaniumBrain. Use the command `.f [keyword]` to search both the FPS list. ### Give feedback on the list ### You can give feedback to the FPS list itself by commenting on this post. Feel free to let us know whenever you like if there's a change or addition to be made, and we'll let you know if it should be added or not. Hot Topics ========== *This section is reserved for ideas that are unlikely to be frequently suggested for a long period of time, but are being suggested a lot recently, likely due to snapshot hype. As this will constantly be changing, once ideas die down, they will be removed from this section. Alternatively if it seems like the idea will stick around for the long term, it will be added to the main list.* * A way to turn allays into vexes/vexes into allays * Wardens get stunned by any source of sound, such as jukeboxes, TNT, fireworks, bats, etc. * “Stealth” enchantment/potion or feather falling/slow falling reduces/cancels player noise, making it harder to be noticed by a warden * Unique visual effect when spectating a warden * Wardens being able to burrow * Wardens being able to climb * Wardens being able to regenerate health in some way * Echo versions of existing items, made/upgraded with echo shards * Adding the cancelled fireflies, whether modified or not Blocks ========== * Give any existing common building block in the game (e.g. terracotta, concrete, netherrack, snow, dirt, etc.) a slab/stair/wall/brick/cracked brick/pillar/polished/etc. variant * Chests/bookshelves/etc. for all wood types (partially implemented with signs, buttons, and pressure plates) * Furnaces/Stonecutters etc. for all stone types (partially implemented with blackstone buttons/pressure plates/etc.) * Any stone/cobblestone based items work like the full block does (e.g.: stone stairs/etc. become cobblestone stairs/etc. when mined, cobblestone stairs/etc. become stone stairs/etc. when smelted, stone stairs/etc. stay as stone stairs/etc. when silk touch is used, etc.) * Add NBT data to certain blocks (only [block entities](https://minecraft.gamepedia.com/Block_entity) can store NBT information) * Add any gold or copper version of existing iron blocks (e.g.: hoppers, chains, bars, doors etc.) * Fake Netherite blocks/any other expensive block (a survival friendly way to use the Netherite/etc. block texture without the high cost) * Craftable/mine-able End portal blocks * Blackstone generators * Add any missing soul fire variants (e.g.: soul fire jack o' lanterns) * Lava-logged/glass-filled/filler blocks * Storage block for charcoal * Glass doors/trapdoors * Rope/rope blocks/rope ladders (partially implemented via weeping vines/twisted vines and cave vines) * Rotten flesh blocks * Ash blocks (most commonly suggested for the Nether) * Crystal blocks (partially implemented as amethyst crystals) * Darkstone/any block/item/etc. that cancels out light/produces negative light/etc. * Lava sponges * Warped wart and crimson wart, used to craft warped Nether bricks and crimson Nether bricks, respectively, as well as any other common, generic, or obvious uses for them (e.g. a use in potions that acts different from Netherwart, fortresses made of the brick blocks, etc.) * Magnet/magnet blocks that attract/repel certain items/entities * Oil (generates underground, highly flammable, makes good fuel, can be sold to villagers etc.) * A music disc/painting/banner pattern for every update * Note blocks make a unique sound on amethyst * Colored light, using colored lamps, stained glass, etc. * Using Silk Touch on a spawner picks it up * Icicles, or an ice variant of dripstone * Clovers related to Luck effect in some way * Azalea wood * Re-adding roses and/or cyan roses Building Improvements and Decoration ========== *Limitations often encourage builders to come up with creative solutions, such as chairs made from stairs or slabs.* * Sideways banners/flags * Horizontal glass panes/fences/walls/etc. * Leads can be placed sideways on fences to make "rope fences" * Custom paintings/drawing paintings * More banner patterns * Carpet or snow layers placed over stairs/slabs/walls/etc. changes to fit them exactly * Carpets can be stacked up when placed similar to snow layers, either with mixed colors or only the same color * Colored/stained lanterns/redstone lamps/torches etc. (partially implemented with Soul Torches and Soul Fire Lamps, being blue) * Colored campfire flames/smoke * Connected textures for certain blocks when placed next to one another (e.g.: glass, slime blocks, honey blocks, etc.) * Soundproof blocks/certain blocks have varying effects on sound (from blocking it completely to dampening it) * Ability to rotate blocks in some way (e.g.: a block rotator, a wrench item, etc.) Player Vanity ========== * Tabards/surcoats/wearable banners * Ability to equip any item/block in the helmet slot * Adding banner patterns to the elytra/beds/armor/etc. * Ability to dye elytra any color, similar to leather armor * Any current/future armor can be dyed just like leather armor * Purely aesthetic/decorative tools/weapons/armor/etc. * Obtaining capes in any way that isn't already supported * Witch hats/Villager hats can be obtained and worn Combat, Armor, Weapons, and Tools ========== * Daggers or knives (throwable or melee) * Spears or javelins * Boomerang (damages mobs/picks up items/flicks levers, etc.) * Grappling hook (pulls enemies closer, pulls you towards blocks, etc.) * Explosive arrows * Slingshots * Scythes, either as a weapon or a farming implement * Lances for horseback combat * Blowguns/darts (just the weapon itself, or they can inflict potion effects like poison and slowness) * Dynamite/throwable TNT or fire charges/grenades * Tiered arrows (e.g.: iron/gold/diamond/Netherite/etc. tipped arrows), made through crafting or added as a function for fletching tables * Tipping arrows with potion effects as a function of the fletching table * Poison/potion tipped sword * Different types of swords (long swords, rapiers, broadswords, etc.) * Different types of bows/crossbows (longbows, compact bows, bows with different materials, etc.) * Different types of shields/different materials used to craft shields (tower shields, kite shields, Netherite shields, diamond shields, etc.) * Craft/repair tridents with prismarine related items, etc. * Craftable chainmail armor (using iron nuggets or otherwise) * Craftable horse armor or saddles (partially implemented with leather horse armor) * Any weapon/tool/armor type can be upgraded to the next tier in the smithing table, just like with diamond gear to Netherite gear * Making armor/weapons/tools out of materials that are out of place or unfit for such things (e.g.: lapis/redstone/emerald/etc. armor/weapons/tools) * Ability to use various materials in place of sticks for tool handles, either for aesthetics or to provide different stats/abilities (e.g.: bones, blaze rods, etc.) * Different textures/stats/abilities/etc. for wooden/stone tools based on the wood/stone type used (e.g.: dark oak wooden tools, blackstone tools, etc.) * "Headshot" --- hitting a player/mob head causes more damage (or generally location specific damage) * Different tools do more damage to certain mobs than swords do (e.g.: pickaxe does more damage to iron golems/shulkers, shovels do more damage to snow golems, etc.) * Shield bashing, either as an ability or an enchantment (left click with a shield knocks enemies back, damages them, stuns them, etc.) * Fishing rods (regular, enchanted, or a new variety) can be used in lava/the Nether * Pickaxes/shovels/hoes having combat utility * Ability to insta-mine any block that isn't already insta-mineable, either with a potion/effect, a beacon effect, an enchantment, netherite tools or a new tier of tools, etc. * Torch arrows, or making spectral arrows emit light Utility ========== * Better stair math (output being 6/8, or recipe being 3 blocks instead of 6) ([partially implemented with the stonecutter for stone materials](https://minecraft.gamepedia.com/Stonecutter)) * Stonecutters cut wood blocks as well as stone, or a separate wood cutter/sawmill/carpentry table for cutting wood * Stonecutters deal damage when stepped on * Kilns for smelting clay/terracotta/etc. faster * "Better furnaces" that smelt everything faster (regular furnaces are not going to be replaced, blast furnaces and smokers are for specific items only so that the furnace remains useful) * Breaking down crafted items for resources - uncrafting/salvaging table * Campfires/beacons prevent mob spawning in a large radius * Campfires scare/ward off hostile mobs * Smelting rotten flesh gives leather * Rotten flesh can be used in composters * Using coal/charcoal to make black/grey dye * Placing milk/honey/any future liquid in cauldrons * Text on signs will remain if the sign is silk touched/some way of keeping the text on a sign * Withered/charred/black bones dropped by Wither Skeletons, craftable into withered bone meal (used to decay/kill/stop the growth of/etc. plants, or make Netherwart grow faster) * Special chests/gravestones that store items/XP upon death * A way to disable a work station/prevent a Villager from using a work station block * Some way to heal snow golems (e.g.: snowballs, blue ice, snowy weather, etc.) * Combine any existing item with a Netherite ingot in a smithing table to get a Netherite version of the given item, or add various Netherite based items in general (e.g.: Netherite bows, Netherite crossbows, Netherite tridents, Netherite horse armor, Netherite shulker boxes, etc.) * Additional effects based on the material used in a beacon pyramid/as "fuel" in the beacon (e.g.: Netherite blocks in the pyramid grant fire resistance, increase the range of effect, prevent mob spawns, etc.) * Craft any stone/cobblestone related items using basalt/andesite/granite/diorite/etc. (e.g.: furnaces, tools, etc.), or use any variant of a given block interchangeably for crafting/etc. (e.g.: soul sand can be smelted into glass, crafted into TNT, etc.) (partially implemented with blackstone blocks) * Add some method to prevent Piglins/Hoglins/etc. from zombifying in the Overworld, or add some method to cure zombified Piglins/Zoglins/etc. * Depth meter (displays Y-level, or indicates depth in some way) * Obtaining white dye from white flowers (e.g. white tulips, etc.) instead of light gray dye * Glowing ink/dye used to craft glow sticks, coloured lamps, glowing wool/armor/banners etc. * Replacing gold or iron with copper in crafting recipes (e.g., powered rails crafted with copper) Redstone ========== * Pipes/tubes/etc. for transferring items, connecting functional block inventories/GUI's, etc. * Vertical/ceiling-sticking/wireless/insulated (e.g.: cables, etc.)/underwater redstone * A way to prevent redstone lines from connecting to one another/parallel redstone lines without repeaters * "Honey pistons" (e.g.: pistons that stick to honey blocks but not to slime blocks, pistons that aren't affected by quasi-connectivity, as well as multiple other variations on the concept) * Give any item/block/etc. special functionality in a dispenser * Redstone lamps light level based on the signal strength provided, or any redstone device being more/less effective based on the signal strength * Fuses (place gunpowder, light it, slowly burns, one-time redstone use) Transportation ========== * Boats with Banners (as sails or otherwise) * Larger craftable boats/modular boats/ships * Furnace carts unaffected by turns or elevation * A way to link minecarts together (e.g.: with chains, leads, etc.) * Trains of any kind (from linked minecarts to actual trains/train cars/engines) * Horse-drawn buggy/wagon for transportation or extra storage * Crimson/Warped boats * Furnaces/dispensers/droppers/jukeboxes/any other blocks in minecarts/boats User Interface/GUIs ========== * Various mechanics when in any GUI (e.g.: ability to see/interact with equipped armor, ability to see and interact with the offhand slot, etc.) * Add a furnace, crafting table, anvil, etc. GUI to the creative mode inventory * Some form of a pick-tool key/action, which puts the appropriate tool in the main hand when clicking a block * Backpacks/satchels/enchantments/etc. for use in expanding the inventory, or directly expand the base inventory itself (shulker boxes and bundles already fulfill this mechanic to an extent) * Better Book and Quill item (easier formatting/typo fixing/color codes/maps or pictures in books/text selection) * Colorblind support Enchantments and Magic ========== * Magic for players (spells/staffs/wands/runes/etc.) * "Quickdraw" enchantment for bows * "Auto-smelt" enchantment (mining ores gets ingots, clay gets bricks) * "Timber"/"tree-feller"/"vein-miner" enchantment (break a single log/ore, others of the same type around it get auto-mined) * "Speed"/"swiftness"/"traveler" enchantment on boots/leggings (partially implemented with the Soul Speed enchantment for boots, at least on soul sand and soul soil) * "Scythe"/"Fertilization"/"Mass Tilling"/"Auto-Plant" enchantment for hoes * "Ore Vision" / X-ray vision potion/enchantment for tools * "Reflection/Deflection" enchantment for shields that knocks arrows/fireworks/fireballs back towards attacker * "True Unbreaking"/"Unbreakable" enchantment for armor/weapons/tools that leaves them in a broken state at 0 durability, like with elytra * "Decapitator"/"Head Hunter" enchantment (killing mobs gets mob heads/a chance for mobs to drop their head) * "Lava vision" enchantment/potion, or add a lava vision effect to the fire protection enchantments/etc. (allows the player to see under lava/see better under lava. Partially implemented through the fire resistance effect) * "Soul Fire Aspect" enchantment (e.g.: Fire Aspect III, Fire Aspect creates blue flames under certain conditions, etc.) * "Magnetism" enchantment that draws in dropped items/immediately collects items upon mining blocks * "Lava-Walker" enchantment that turns lava into obsidian or magma when walking on it * "Anti-Illager" enchantment that does more damage to Illagers/raid mobs (Vindicator, Evoker, Pillager, witch, ravager, vex) * Invisibility 2 effect/invisibility enchantment (hides armor/weapons/particles/etc.) * Feather falling enchantment/a new enchantment /etc. prevents crops from being trampled * Add Curses that are just the opposite of existing enchantments * Some way to transfer enchantments, or choose specific enchantments (e.g.: a grindstone or new block that takes enchantments from armor/weapons/tools and puts them onto books). * Enchantments have environmental effects on items (e.g.: Fire protection prevents an item from burning in lava or makes it drain durability instead, etc.) * Enchantments have unique designs/textures for each book/tool/armor piece (thorns is spiky, frost-walker has ice crystals, etc.) * Magic protection enchantment (protects players from potions, other enchantments, guardian beams, evocation fangs, etc.) * Enchantment for weapons that makes them unable to harm pets/golems/etc. Potions and Brewing ========== * Enchant empty/water bottle to get bottle o' enchanting/collecting XP with bottles gives you bottles o’ enchanting/some way to store XP (somewhat implemented with Sculk) * Use the cauldron to brew potions * Splash bonemeal/plant growth potion, AoE bonemeal * Splash potions of milk (clear potion effects) * Adding frog legs for brewing potions of leaping, and make rabbit's foot brew potions of luck * Make any existing effect that is not already a potion into a brewable potion (wither, luck, haste, glowing, resistance, etc.) * Using thick or mundane potions as a base (these are specifically designed not to have any use at this stage in the development of the game) Food and Edibles ========== * Chocolate or chocolate milk/cake (cocoa beans + milk/cake) * Cook eggs to get scrambled eggs/boiled egg/fried egg/omelette * Cake slices/cake movable after placing * Apple/berry pie * Oranges and apple/orange juice * Bananas generate in jungles * Sandwiches * Cheese * Nether Stew, a soup using Nether fungi * Corn crops for villages/farms * Bake bread with a furnace for baked bread/toast, or bread requires a furnace to make * Different food takes different times to consume (partially implemented with dried kelp) (potentially upcoming via liquid foods being faster to consume than solid food, as of [Combat Test 8c](https://minecraft.gamepedia.com/Java_Edition_Combat_Test_8b)) * Placeable milk/honey/any future liquid (like water or lava) * Eating porkchops or rotten flesh in front of Piglins angers them * Glow berries granting Glowing * Golden variants of existing food World Generation ========== * Redwood Trees * Oasis biome in deserts (palm trees, water pool, vegetation, greener grass, etc.) * Villages for more biomes (e.g.: swamps, jungles, mountains, underground, Nether, End, etc.) * Colored lava * Cold biomes in the Nether, or any other type of climate/biome/etc. that is entirely unfit for the Nether's environment * Campsite structures (for Villagers, Wandering Traders, Pillagers, Piglins, or undead mobs) * Sponges generate in coral reefs * Ruby, sapphire, tin, titanium, etc. ore: *Ores that do not impact gameplay in a meaningful way are not worth adding.* (Somewhat "implemented" with copper) * Enderite/Endite ore for the End (resistant to the Void in some way, is stronger than diamond/netherite, found under end islands, etc.) * Various different metal alloys, steel, pig iron, etc. * Add cubic chunks * Dream/imaginary dimension, accessible through sleeping, potions or portals * Suggesting to take features from one dimension and adding it to any of the others (e.g.: adding coal/iron/diamond ores to the Nether/End, adding Overworld mobs to those dimensions, adding water to the Nether, etc.) * Overworld/Nether/End reset options * Add an option or gamerule to start a world in the Nether * One dimension can spread/leak/etc. into another dimension (partially implemented via ruined Nether portals) * Superflat worlds also generate superflat Nethers/ends, or separate options for a superflat Nether/End * End islands generate at different heights * Better/more realistic river generation; rivers start at high altitudes; rivers form waterfalls Environment and Weather ========== * Seasons * Auroras/Northern Lights in Cold Biomes * Lava rain/lava floods in the Nether * Adding Overworld weather (lightning storms, rain, etc.) to the Nether * Lightning strikes cause sand/red sand/soul sand to turn into glass * More weather conditions (e.g.: blizzards, sandstorms, hail, fog, etc.) * Make weather regional rather than global/add a command/option to change it * Shooting stars Mobs and Mob Behaviors ========== * Any real life animal (birds, monkeys, bears, snakes, rats, butterflies, etc.), without including any original behaviour/characteristics * Common/unoriginal boss ideas (queen bee/spider, Illager boss, Nether fortress boss, etc.) * Common/overdone Villager profession ideas (e.g.: Miner, lumberjack, builder, bee keeper, musician, artist, firework sellers, etc.) * More animal skins/breeds/variants (different dog breeds are among the most common in this category) * Armor for pets/animals (dogs/cats/parrots/etc.) * "Wandering mode" for pets * The ability to pet or play fetch with dogs/cats/parrots/etc. * Biome/dimension-dependent mob skins or variations * Pirate mobs, whether they be undead or Illagers * Elves/dwarves/orcs/goblins/ogres * More golems (gold, ice, stone, End, Netherite, etc.) * Ghast nests/baby ghasts * Make zombies randomly have a skin based on the other default skins * Creepers blend into biome/surroundings, chameleon creepers * Spiders flip their bodies vertically to climb walls * Mobs transform into other mobs when struck by lightning, change behavior, or change existing transformations (e.g.: pigs turn into something other than zombified Piglins when struck by lightning) * Phantoms spawn in The End * Zombies attack Illagers/Illager zombies * Cave spiders spawning outside of mineshafts * Endermen's eyes turn green after defeating the ender dragon, and/or they become passive somehow * Add more mob heads/any new mob heads * Slimes can reform/combine/merge back into larger slimes * Miner zombies/zombies with pickaxes * Clerics using healing potions to heal other Villagers, and blacksmiths using iron ingots to heal iron golems * Cartographers/Wandering Traders/etc. sell maps to mushroom island biomes/other rare biomes/structures * Infiltrator/spy/disguised Illager (an Illager disguised as a Villager, disrupts a village and/or attacks when revealed/attempting to trade) * Bring back the old Zombie Pigman model in some way (e.g. as a separate mob, through resource packs, naming them with nametags, etc.) * Rename Zombified Piglins to Zombie Piglins or Ziglins * Pigs/Piglins/any pig related mob dances to the pigstep music disc * Piglins offer/barter/drop maps to Nether structures (Bastions, fortresses, etc.) * Elder guardians/any other mini boss should have their own boss bars/health bars * Wandering traders [should] sell X (adding any new items to it's trade pool to make it more useful or for whatever reason) * Dragon taming * Undead mobs regenerate from Poison and/or take damage over time from Regeneration * Removing phantoms * Husks drop sand Gameplay Mechanics ========== * Fall damage based on block you land on (partially implemented with [hay bales](http://minecraft.gamepedia.com/1.9#Blocks_2), [honey blocks](https://minecraft.gamepedia.com/Honey_Block#Falling) and [beds](http://minecraft.gamepedia.com/1.12#Blocks_2)) * Arrows/Tridents/falling anvils/gliding with an elytra/etc. will shatter glass * Players can drop their head on certain death conditions * A method to revive pets (e.g.: totem of undying, pet collar, pet bed, etc.) * Dragon Egg can be hatched (baby ride-able dragon) * Dragon Egg for every dragon killed, rather than just the first * Negative beacon effects (weakness, jump height reduction, slower regeneration, etc.) * More music discs/custom music discs/recorder block to record sounds/music * Flying over a campfire with an elytra causes lift/pushes the player up into the air * Swimming in lava using Netherite armor or fire resistance potions * Give rarer items (such as Netherite, the Dragon Egg, the Heart of the Sea, etc.) more unique properties than they already have (such as an increased despawn time limit, immunity to cacti, etc.) * Chains can be used to hold up gravity affected blocks/keep them from falling * Chains stick together, and pulling one pulls any connected chains as well * Furnaces give more than one item of output per input item (e.g.: the amount of iron/gold nuggets from smelting armor is based on the durability of the armor) * Furnaces smelt items faster in the Nether, or faster based on the fuel used, or items can be smelted/cooked just from being in the Nether * Placing gunpowder or TNT in furnaces cause them to explode * Sleeping causes all crops/furnaces/potions/etc. to finish/speed up growing/cooking/brewing/etc. * Wearing a zombie head causes Villagers to flee/panic, causes iron golems to attack the player, etc. * End Anchor/Respawn Anchor working in the End, or some other way of respawning in the End * Various mob interactions with music discs 11 and 13 (e.g.: passive or other mobs run away from the music, Illagers dance to them, etc.) (partially rejected for parrots, as they are designed to dance to all music discs) * Special nametags/potions can silence/quiet down mobs (or some other form of "silence"/sound reduction mechanic that silences/reduces the sound of blocks and mobs) * Two players can ride on horses/multiplayer horse riding * Shearing chickens/parrots gives feathers * Copper oxidation is affected when in the End * Tinted glass stops/redirects/affects beacon beams * Any new beacon effect (e.g. night vision) * Smelting raw ore blocks * Optimization/Bugfix Update * Reimplementing pre-1.9 combat * Mobs set on fire by soul fire burn blue * Setting to change how often music is played, and/or which songs are played Map-Making and Commands ========== * A specific block/item for map makers to re-model/re-texture * Allow custom models/textures based on new/existing NBT data (e.g.: a `Model` tag) or unused damage values (Partially implemented via [CustomModelData](https://minecraft.gamepedia.com/18w43a#Command_format_2)]) * Command to change/test biomes (possible through advancements/predicates for testing biomes) * Ability to set mobGriefing/mobSpawning/etc. for each mob/etc., either as separate gamerules for each one, or through additional parameters to the existing gamerules * Selector (argument) for hostile, neutral, passive, tameable, etc. mobs (e.g.: @h, @e[kind=hostile])(Partially implemented via the [https://minecraft.gamepedia.com/Tag#Entity\_Types](https://minecraft.gamepedia.com/Tag#Entity_Types)) * Having a gamerule for something very minor/any small inconvenience/something that can already be easily and reasonably prevented Account ========== * Bedrock worlds sync across accounts/platforms, or some way to transfer Bedrock worlds between accounts/platforms

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\##[#Introduction](https://kbin.social/tag/Introduction) The addition of soul fire was great, not just for ambiance in the nether, but also for general decoration purposes and, ever since then, people have wanted more colours of fire (in fact, coloured fire has been a popular suggestion even before that), as seen by the "X should burn [colour]" suggestions. At the same time, Mojang has been working on moving hardcoded features into data files, the so called datapacks, so that many things can be easily edited both by the Devs and by the players. Given these two things, we can move on to the suggestion. \##[#The](https://kbin.social/tag/The) suggestion There would now be several new block tags, following the structure `burns_[colour]`, **one for each colour**, for example `burns_red` or `burns_black`. The **colour of the fire block** would now **depend on the block it's in.** By default, all blocks would have the `burns_orange` tag, so nothing would change. This would **not** affect soul fire, as that's a separate block that generates on blocks with the `soul_fire_base_blocks` tag. \##[#Notes](https://kbin.social/tag/Notes) Since it's possible to place a block in multiple of these tags, the colour of the for could be determined in one of two ways: 1. (Not ideal and unintuitive) The first or last tag loaded determines the colour of the fire. **Or** 1. (Best and most flexible option) Blocks with multiple of these tags make fire burning on them to cycle between all the colours that apply to that block. So, if you place a block in all these tags, you'll essentially have jeb\_ fire :-) For organisation purposes, these tags could instead be grouped into a `fire_colour` folder, changing `burns_green` to `fire_colour/green`, for example. *Tell me what you think of this idea. Is there something I overlooked?*

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Introduction ---------- Throughout the years, I've seen many posts suggesting that "dispensers should use X item on Y mob/block" and some functionality *has* been added already, like using shears on sheep. However, what dispensers can and can't use is somewhat arbitrary: dispensers can shear sheep yet can't take water from a cauldron. To a new player, there's no way to know which items can be used by a dispenser except by trial and error. *New Player: "Oh, dispensers can wax copper blocks? Surely they can also unwax/deoxidise them if I put an axe in them, right?"* *Narrator: "They can't."* In my opinion, dispensers should be able to use any item with a right-click use. The Suggestion ---------- In order to make dispensers more intuitive and turn them into a general "item user" (as opposed to just a slightly more expensive dropper except in some cases), I came up with a simple algorithm for determining what a dispenser should do with an item. While some initial bugs are to be expected, this is more maintainable than the current code, which has the current uses hardcoded and must be expanded each time a new use is added, i.e. something that should be avoided when possible. Below is the **pseudocode** for an hypothetical function that gets called when a dispenser is activated and should use/dispense an item: ``` if item has use: # can be right-clicked if item is projectile: # more accurately, summons a projectile entity shoot projectile entity return if item targets user: # when the item is used on the player who uses it, like armour if has valid target: try using as entity # behaves like the entity used the item return if item targets an entity: # when an item is used by right-clicking an entity, like shears on sheep if has valid target: try using item on target return if item targets block: # when an item is used on a block, like a shovel on dirt try using on block in front return if item is placeable: # places a block or entity try placing in front else: drop item ``` *If you don't understand what anything of this means, I'm happy to clarify, just leave a comment.* The way this works is: pick an item, follow the structure of the code and stop when you reach a `return` or the end. For example, a pumpkin would be equipped on a mob (like a zombie) if one is on front, otherwise places the pumpkin. ### Some things to note ### * One of Mojang's concerns with this is straying from their design principle about not automating everything. However, we already have quite a bit of automation and some new uses for dispensers are already automatable via other means (like villagers). I believe this still adheres to that principle while allowing a reasonable level of automation. * I included placing blocks, since I don't think that would be a problem. Dispensers can already place water and lava, which can flow and create many blocks. This is especially true in Java Edition, where dispensers aren't movable by pistons. * There are many items with many different functions, so there may be some type of item I forgot to account for or something where the resulting behaviour may be undesired. As such, I'd like you to choose an item and follow the pseudocode and tell me if you find any situation that would be undesirable. --- *Tell me what cool things could be done if this was implemented.*

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The potion of rebounding is a new portion that requires an echo shard to brew; this is unique from the other potion types as to observe it's effects you'll have to wait for the effect duration to end. Basically drinking this potion at a particular point turns that spot into a 'save point' and after the potion effect runs out you get teleported back to the save point location. Drinking milk with this potion effect on you teleports you back to the save point location whenever you desire making it very useful for quick escapes, mimigame shenanigans and would be a great tool while exploring large structures like the woodland mansions, ancient cities, ocean monuments and strongholds to stop you from getting lost in these structures. This can also be found as an uncommon loot type in the ancient cities chest as well. Link to the feedback site (currently pending approval), go vote there: [https://feedback.minecraft.net/hc/en-us/community/posts/17399745081357-Potion-of-rebounding-a-new-use-for-echo-shards-](https://feedback.minecraft.net/hc/en-us/community/posts/17399745081357-Potion-of-rebounding-a-new-use-for-echo-shards-)

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**Potion of rebounding, a new use for echo shards** The potion of rebounding is a new portion that requires an echo shard to brew; this is unique from the other potion types as to observe it's effects you'll have to wait for the effect duration to end. Basically drinking this potion at a particular point turns that spot into a 'save point' and after the potion effect runs out you get teleported back to the save point location. Drinking milk with this potion effect on you teleports you back to the save point location whenever you desire making it very useful for quick escapes, mimigame shenanigans and would be a great tool while exploring large structures like the woodland mansions, ancient cities, ocean monuments and strongholds to stop you from getting lost in these structures. This can also be found as an uncommon loot type in the ancient cities chest as well. Link to the feedback site (currently pending approval), go vote there: [https://feedback.minecraft.net/hc/en-us/community/posts/17399745081357-Potion-of-rebounding-a-new-use-for-echo-shards-](https://feedback.minecraft.net/hc/en-us/community/posts/17399745081357-Potion-of-rebounding-a-new-use-for-echo-shards-) [\#mcsuggestions](https://kbin.social/tag/mcsuggestions)

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A while back, I made a few mobs and then drew them in the mob vote style. Here's one of them! --- The magmapod is a hostile, magma-bodied mollusc found in the Nether wastes. It may be rather slow, but what it lacks in mobility it makes up for with range, attacking by shooting blobs of magma from the mortar-like protrusion on its shell. Not only is it another source of magma cream; it can also occasionally drop its shell, which can be brewed into a potion of resistance or used to hold 4 buckets of fluid at once!

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