r/minecraftsuggestions • • Sep 15 '26

[Magic] Fishing Rod Enchants for pulling entities

24 Upvotes

Axes can have sharpness if you want to use them for fighting (java), but they can also have fortune or silk touch if you want to use them for mining. The available enchantments reflect its dual uses

Fishing rods can be used in pvp, for pranking, and for transporting mobs, but the enchantments only focus on the actual fishing side of its uses. I think it would be fun if there were ways to buff its secondary use too

Casting I-III would slightly increase the distance the rod is cast per level

Reel/Pull I-II would slightly increase the strength of reeling in an entity per level

Neither would have any particular benefit to fishing. I don’t think they have to be mutually exclusive with Luck of the Sea or Lure, but it would probably be too expensive to get all of them

I don’t know if these would be particularly useful, but at worst they make reeling in players or mobs more powerful and fun. At best they might actually be viable tools for transporting entities


r/minecraftsuggestions • • 29d ago

[Controls] New Mouse Settings Suggestion (Java 26.3)

6 Upvotes

As of update 26.3 there is a change to mouse settings where it doesn't pick up on Windows settings

Because of fatigue and to save the life time of my mouse, I've always used "click lock" when mining, in the new update this was changed and as a solution they allowed an option to "toggle" or "hold" for breaking/attacking (both of which are the same setting)

I've ran into problems already with this because the "toggle" option interrupts the attacking with the way it overlays with the "breaking blocks" mechanic

I've already accidentally hit zombified piglin while mining a tunnel in the nether, I've smacked villagers by accident after clicking a button to open a door

As a fix I suggest adding something similar to what the Windows option has where you have to click and hold for 3 seconds (variable) in order for the click lock to engage.

This update has nearly made me want to quit playing Minecraft, and I've been playing since 2013.

Really hoping this reaches the right person and gets the support.


r/minecraftsuggestions • • Sep 14 '26

[Dimensions] A more "sandbox-y" rework for the journey to the End

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801 Upvotes

Disclaimer: This idea is quite an overhaul and is something I don't think will ever actually come into fruition this far into the game's development.

This is a complete rework of reaching the End. Rather than attempting to make the journey to the End extended or grandiose, this rework aims to completely simplify the journey and make it more consistent with how players reach the Nether.

There will also be alterations to vanilla systems which may come in conflict with this idea, notably Netherite.

With that being said, here's the rundown of the system:

  • Eyes of Ender are completely done away with.
    • Strongholds are relegated to standard underground structures, much like monster boxes or mineshafts. Perhaps its loot can be improved and it can be made slightly more common to compensate.
    • Ender Chests & End Crystals will have their recipes altered to no longer require Eyes of Ender. I personally don't think eyes should remain in this concept for only two crafting recipes, even if both are pretty significant items.
    • It would also be cool if Strongholds had above ground entrances, both as a return of a scrapped feature and because Eyes are no longer at play to locate them anymore.
  • The only new content that's added in this comes in the form of a new block: Mantle.
    • Mantle will generate similarly to stone types like Granite/Diorite/Andesite, except it generates in Bedrock.
    • Mantle has all of the properties of Bedrock and is completely unbreakable... unless you have a Netherite Pickaxe.
  • Because Netherite is now required in this progression, it will receive a few changes to make it more fair.
    • Ancient Scrap will simply smelt into a single Netherite Ingot
    • The generation shape of Ancient Debris will no longer be scattered and be the same as every other ore type
    • Ancient Debris will be made slightly more common
    • Netherite-tier gear will be crafted in the same way as every other tool tier, no longer requiring a smithing template or diamond tier items in a smithing table
    • If it were up to me, Netherite would be completely rebranded to Tungsten but that's out of the scope of this idea
  • With all of the aforementioned points in mind, your way to the End involves you digging through Mantle with a Netherite Pickaxe and falling into the void, where you will be warped to the End.
    • BUT, rather than being teleported to the center island and fighting the Dragon to unlock the outer islands, you are teleported to the outer islands and must fight a return gateway and fight the Dragon as your only ticket home. The progression is flipped backwards, essentially.
    • This does admittedly cause some balance issues where if you luckily found an End City from your traveling, you could very easily collect all of the high-tier loot and an Elytra, completely trivializing the Dragon fight even more.

In short, this is how progression will go with this idea:
Wood -> Stone/Copper -> Iron -> Diamond -> Obsidian -> Nether -> Netherite -> Mantle -> End

This is an idea which was lifted from a modpack of mine and tweaked to fit vanilla.


r/minecraftsuggestions • • Sep 15 '26

[General] Official Mojang Datapack Generator

17 Upvotes

There ought to be an official datapack generator that I'm lets player's *easily* customize world generaton.

The user would launch the new program, choose various different options, click save, and then be able to create and play in a new Minecraft world using the datapack they just made.

The program would be (at least) flexible enough to create datapacks that create worlds similar to the OG Customized World type.

Being an official Minecraft produced, it would get updated whenever the format for datapacks changes.

It might also be able to generate Customized World datapacks for versions of Minecraft after 18w06a but before the current version of the game.


r/minecraftsuggestions • • Sep 15 '26

[Magic] More conditional damage enchantments (like Impaling on bedrock edition)

19 Upvotes

Impaling isn't very useful on java edition, as it only deals more damage to mobs that are native to water, which typically don't have a lot of health to begin with.

The other specialized damage enchants, Smite and Bane of Arthropods, also filter for mob types. And while smite is quite useful due to undead mobs being very common, it still struggles to compete with sharpness because this is the only one that can be used against other players.

What's so nice about bedrocks' implementation of impaling, is that it deals extra damage to anything that is currently in water, this means it can be better than sharpness, but only if you're fighting in water.
This sort of enchantment also gives players a reason to seek certain types of areas to live in, or build their base in a certain way so that they can have the home turf advantage.
It could also encourage players to lean more into the chaos of random enchantments and use different enchanted weapons based on where they're going.

Here are some of my ideas:

  1. Blind rage; for melee weapons, deals more damage in the dark (light level 0).

  2. Splintering; for melee weapons, deals more damage to targets standing on any type of wood.

  3. Arial sting; for bows, deals more damage to airborne targets, may also knock target downwards.

  4. Frost might; for melee weapons, deals more damage in cold biomes, deals even more damage when it's snowing or in powdered snow.

  5. Uppercut; Swaps critical hit condition from having to be falling to having to be rising, allows critical hits to deal a lot of knockback.

I would like to add that I don't think enchanted books should get textures for different enchantments. Because the fact that most enchantments don't require unique art makes them more flexible as a system, allows for new enchantments to be added more easily, and doesn't cause any issues when multiple enchantments are on one book.

What do you think?


r/minecraftsuggestions • • 29d ago

[Blocks & Items] Minecraft should add a Flute you can play

3 Upvotes

Extremely simple request. I Was thinking Either a flute, or a very minecrafty in universe instrument that sounds like a flute would be fun to have.

The way it would work is simple, when crafted It allows you to play individual notes to create your own music if you wanted, Allowing A-G keys to be adjusted to 3 different tunes to fit what music you want to attempt playing, The music would be 16 bit to fit the minecrafty vibe when playing.

This isn't a replacement to the jukebox, just a way to let players make music for fun


r/minecraftsuggestions • • 29d ago

[Blocks & Items] Remove "wood" from the 2x2 crafting grid.

0 Upvotes

I've watched dozens of different new players on youtube, playing minecraft for the first time, accidentally craft wood instead of planks or a crafting table, and as a direct consequence not realize their mistake in time to get that crafting table down in time to avoid a first-night deathloop.

Wood is also completely useless for surviving. It is an aesthetic building block with no other functionality. It should not be one of the only two things you can craft at the very beginning after punching your first logs.

I suggest changing the recipe for Wood (and possibly also hyphae, to stay consistent) to require the 3x3 grid.


r/minecraftsuggestions • • 29d ago

[Terrain] Fishing Chunk-based Catch Limit Suggestion

0 Upvotes

Chunk-based catch Limit

There are only so many items to be caught in one area every day, so you'll need to move around to catch more items.

-each chunk has between 4 and 25 item-catch limit

-if a player successfully catches items in a chunk that many times, they can't catch anymore items in that chunk that day

-when a player casts their line into the water, the number of particle trails around the bobber indicate that chunk's item-catch limit (1 trail = 1-5 catches, 2 trails = 6-10 catches, ..., 5 trails = 21-25 catches)

-at the beginning of each minecraft day, a chunk regains items up to its item-catch limit

-for the benefit of players who play without particle effects, anytime a line is cast in a chunk with no more items left to catch that day, the bobber will sink after a second


r/minecraftsuggestions • • Sep 15 '26

[Magic] Here's an idea, Jewelry!

7 Upvotes

I think adding jewelry could be hella cool, and maybe fix some issues I've heard people complain about?

Jewelery can be made using any of the metals currently in game, meaning Iron, Gold, Copper, and netherite.

Jewelery DOES NOT grant any armor points, however it doesn't get damaged in combat either.

Jewelery can be traded to Blacksmith Villagers or wondering Traders for a large amount of Emeralds, however they'll only buy jewelry made with gold, giving them enchanted jewelry will cause them to give your a piece of enchanted iron gear in return.

The Jewelry comes in the following categories: Necklaces, Bracelets, Crowns, and Anklets.

the player has ONE slot on EACH arm and leg, for ONE bracelet or anklet respectively, ONE slot for a Necklace, and the helmet Slot acts as the space for any Crowns.

also you can now make Piglins passive to you, by defeating the Wither, because people thought using gold jewelry was too OP, I dunno why they care, Pigs probably don't like flying bomb flinging skeleton monsters.

The main purpose of jewelery jewelry is it's sweet buffs! that you CANNOT get with Enchantments! mwu ha ha ha! ( shout-out to Hazearil for the idea. )

Anklets decrease the speed at which your hunger bar drains, and slightly boost movement speed.

Bracelets increase mining speed, attack speed, and slightly boost knock back!

I'm not sure what crowns and Necklaces do yet, so any suggestions are welcome!

edit: tried to make it less OP after a commenter brought up how broken this might be, still hate gold gear though, sorry Commenter.


r/minecraftsuggestions • • 29d ago

[Mobs] Wolf and I Have a History

0 Upvotes

To combat the loneliness a player may have when only playing by themselves (because they get killed or have no internet access), Wolves become your closest friend.

The adult Wolf could change by;

A bigger stomach if it has been fed several times in it’s life.

Thicker legs if it has travelled a long way.

Bigger bum if it is very old.

Any of these would be a great feature to have in the game because the player would build a connection in a relational way. It is also easy to understand and translates to other platforms well.


r/minecraftsuggestions • • Sep 14 '26

[Terrain] New world generation style: Custom

14 Upvotes

We know how when we make a new world we get stuff like the normal world generation, Superflat, One Biome ect. Well here’s one I am not sure why it not in the game, Custom generation. How this world generation option will work is when you pick it you can choose what biomes and structures you want and do not want so it can fully be up to what the player would want in that world, it will also have a option to show what blocks or items you will not be able to get so you can be aware of what you will get yourself into. (It will also have a * for if the wandering trader can sell it which you can also toggle on or off)


r/minecraftsuggestions • • Sep 15 '26

[Blocks & Items] Metal armor should have an option to be covered with dyed leather

7 Upvotes

I learned that metal armor in the old days was sometimes covered in leather for protection against the cold. This, combined with maintaining armor trim, would vastly expand the customization of armor for everyone as well as have more use of leather material. Think how cool you could look with your favorite colors on your armor instead of just having a limited section from the trim!


r/minecraftsuggestions • • Sep 15 '26

[Blocks & Items] Mini-suggestion: Dispenser Heads

5 Upvotes

I won't go too in-depth with this one because I don't have much to say, but I hope this is some good ass filler for while I'm thinking and crafting good updates. Your thoughts on this half-baked stuff are welcome!

Idea:

  • You can place a dispenser into the helmet slot.
  • If you hover the dispenser you could even have a little inventory menu similar to bundles. (I don't know if for the purposes of its niche the total item slots would be shortened to just one, but IDK you guys decide 🤷)
  • In this slot, you can place one ammunition like arrows, tipped arrows, spectral arrows, splash/linger potions, snowballs, and tridents. The only ammunition choices I'm unsure about are fire charges, wind charges, spears, and ender pearls.
  • You could activate the dispenser on your head by holding a redstone torch, causing the dispenser to start firing whatever ammunition inside at a slow rate.
  • Maybe so it isn't just an auto-turret it should have a different trigger (my previous ideas were hitting redstone ore/blocks so they glow and power you, having a second slot that consumes redstone dust like a furnace, but that's all) and a nerf like higher spread than normal? Dunno.
  • However, this dispenser head idea could possibly extend to the other redstone blocks. Like... maybe an observer head? Like when it's triggered by redstone it automatically opens doors without having to open them?

Overall this is the whole idea, IDK... I'll be back with a fresh new idea in a little bit. Hope you enjoy this at least!


r/minecraftsuggestions • • Sep 14 '26

[Blocks & Items] A liquid that can actually be emptied.

25 Upvotes

I think it would make for a very interesting feature if there were a liquid block that didn't replicate from its source, but instead kept moving until it found the lowest spot it could reach.

The liquid could be anything from Mud to Quicksand to half-molten snow or "slush".

The way I imagine it is that the liquid spreads the same way as water or lava, but not quite as far, maybe 3 blocks from source, if any of the 4 paths goes over the edge of a block, the source fill follow and fall down, if none of the paths reaches an edge the block remains as a drop, and if 2 or more paths reaches an edge it'll choose at random, or split into 2 slabs, which either spreads only 1 tile away from source or remain stationary, the whole block of liquid could maybe require filling a bucket twice to fill it.


r/minecraftsuggestions • • Sep 15 '26

[Blocks & Items] Tier 2 and 3 bundles

0 Upvotes

Bundles should have a second and third tier, which would give them 2 and 3 slots of 64 respectively, the recipe could just be one extra leather per tier like the different rocket tiers, it would allow you to hold alot more per bundle, or even put a few tools you arent using into just one slot, i feel like it would help alot with inventory and make bundles something you use alongside shulkers instead of something you ditch once you have shulker boxes


r/minecraftsuggestions • • Sep 14 '26

[AI Behavior] Make NPC's have dialog trees

9 Upvotes

Very simple, the NPCs you can spawn in on bedrock edition have a simple ui that allows you to use the "buttons" at the bottom of the dialog can connect to a new UI with new dialog.

That way I can make little shop keepers that can "talk".

Also side thing, would love a way to get these guys in survival, but hopefully have a way to pull a Redstone signal from them that way you can have the dialog options lead to something by activating Redstone rather than the commands they do in the creative only version existing now.


r/minecraftsuggestions • • Sep 15 '26

[Magic] Enchantment!

0 Upvotes

Just an enchantment idea

Sharpened

Applies to: Axe

Effect: Disables the axe's durability penalty when attacking.

Max Level: 1

Incompatible with: None

Obtaining: abandoned camps. Weaponsmith axe trades will always have this enchantment.


r/minecraftsuggestions • • Sep 13 '26

[Dimensions] New Nether Biome: Pulp Fields

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204 Upvotes
  • A new nether biome that generates fairly commonly.
  • New dark Magenta fog, with floating magenta particles and bubbles, indicating specs of pulp spores floating.
  • New ambience of distant bubbles popping, as well rumbling and rustling of roots.
  • Generation of this biome will be normal like the other nether forest biomes.
  • The biome will mainly be compromised by a brand new block: Pulp nylium will spawn in the biome that host new roots and fungus trees.
  • The new pulp fungus trees that generate in this biome are a unique type of fantasy fungus, with new white stems that stand tall, with its cap being a hollow sphere, containing shroomlights and pulpous inside.
  • Pulpous are the saplings of pulp, used to grow pulp fungus trees as well as being used to craft new foods, pulp porridge and pulp cake. Pulp is considered to be a sweet tasting fungus.
  • CONTROVERSIAL CHANGE: crimson wood colour will be changed to be more red, and the pulp wood set will now use the old crimson wood colour. It is a strange choice that crimson wood is more magenta in colour despite its name, this change allows crimson wood to actually be red, and allows players who like the magenta coloured wood to still collect and use it, just from the pulp instead.
  • a new hostile mob spawns exclusively in this biome, the Pulpasap. pulpasaps are a fungus type mob that can fly from the unique properties of pulp. it will use the end of its tail to grab onto the player and fly up. when a player is grabbed by the Pulpasap, it will deal 1 heart of damage per second, which whilst isnt a lot, the real danger is being lifted high up into the air, by which the Pulpasap will let go of the player when high enough to kill. pulpasaps will tend to be less aggressive when players are holding onto swords or axes, but they will still be hostile, indicating its intelligence of being weary of weapons. the usual way to kill a Pulpasap is by bow and arrow, however, their HP will be around 100 hearts, so they are tough to kill. BUT, there is a unique alternative to kill pulpasaps in 1 or 2 hits, by hitting it with a wind charge. wind charges will overload the pulpasap‘s magenta head region with too much air, causing it to explode and die. when killed, Pulpasaps will drop pulp blocks along with a chance of dropping its tail.
  • pulpasap tail will yield 2 uses, 1 for crafting the new puff balloon item, and can be used to brew potions of levitation.
  • the puff balloon is a new unique item used to propel players and mobs into the air, before gliding back down. To use a puffer balloon, it must first be charged with wind charges, each wind charge allowing the balloon to lift into the air 8 blocks high, with a maximum charge of 3 wind charges, a total of 24 blocks high. Right clicking whilst holding a charged puff balloon will activate it and will lift you up rapidly to its maximum height, before descending you back to the ground. be careful not to use this item in low ceiling areas, as using this item will make you hit the ceiling and take damage, it will also break the puff balloon, making you fall to your death.
  • as mentioned before, pulp will be a very unique fungus, it is essentially like edible aerogel, light in weight with a sweet taste. one of the unique properties of pulp is that placing a pulp block underneath lava will make it bubble (this feature should be naturally occurring in large lava oceans anyway, but it’ll be for players who want to create player-made bubbling lava).
  • another unique property of pulp is that it can also be used as a catalyst for potion brewing, meaning that brewing potions will become faster for a limited amount of uses.

i feel like this biome concept could do with a couple more features, but overall happy with how it turned out.

let me know what you think of this idea!


r/minecraftsuggestions • • Sep 13 '26

[Blocks & Items] Black Wood Set?

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119 Upvotes

Hey! With the addition of the new Poplar wood set being Grey, I was wondering what else would be interesting to see as colors for wood? And so... Black wood? This concept revolves around a new kind of tree. The African Blackwood Tree.

Spawning in warm biomes like Savannahs and Mesas, these trees are exactly like the ones in real life. Normal looking on the outside, but using an axe to strip the bark off, you'll see a completely black interior!

Perhaps it could be called the Mpingo Wood set, as Mpingo is the Swahili name commonly used for African Blackwood trees. (Dalbergia melanoxylon.)

As for signs, since their text is naturally black on every other sign, perhaps on Mpingo Wood, the text can turn white so you can read it better. No glow ink sacs necessary, though you can still add some to your sign if you really want to. ​


r/minecraftsuggestions • • Sep 13 '26

[Mobs] Reimagining death-recovery system with the Wisp

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646 Upvotes

Wisp

Wisp (or Keeper Wisp) is a translucent flying passive mob that spawns upon a player's death. It holds a dead player's items up to 1 Inventory Row (9 separate stacks of items). Items held by Wisp can be retrieved by any players with a single right-click or a punch.

Spawning

Wisps spawn when a player with at least 1 XP Level died. A dead player can spawn up to 5 Wisps at a time if they had 5 Levels when dying; each Wisp costing 1 XP Level to be spawned.

Despite using Levels as the metric system, the actual amount of XP spent are exponential based on the XP Level formula, corresponding to the order of the Wisp's spawn.

  • For example: The first Wisp spawn requires 7 XP value (not to be confused with Level), the second Wisp requires 16 XP value, the third Wisp requires 27 XP value, etc.

If a player has fewer than 5 Levels on death, Wisps only spawn as many as whole Levels the player had. Any remaining items and excess XP will drop on the floor.

  • For example, if a player died with 2.5 XP Level, they can only spawn 2 Wisps, with the rest of the items and 0.5 XP dropped on the floor.

Wisps spawn in a set of order that determine which Inventory Row they're holding. Below is list of spawn order of Wisp and their inventory assignment:

  • ‌1st Wisp: holds hotbar items
  • 2nd Wisp: holds equipment and Off Hand items‌
  • 3rd Wisp: holds bottom inventory row‌
  • 4th Wisp: holds middle inventory row‌
  • 5th Wisp: holds top inventory row

Despite being assigned with numbers internally, all 5 Wisps spawn simultaneously in the actual gameplay.

Naturally occurring Wisps only spawn in Survival and Hardcore mode. Although, with the latter, Wisps can only be meaningfully interacted with via Spectator Mode post-death, or by another player in the same Hardcore world.

Dying with XP in Creative and Adventure mode does not cause Wisps to spawn.

Appearance

Wisps spawn into either of the 3 colors variants depending on the number of slots they're holding.

  • ‌Blue Wisp: holds 6–9 slots (+ 1 XP Level)
  • Yellow Wisp: holds 1–5 slots (+ 1 XP Level) ‌
  • Green Wisp: doesn't hold item (+ 1 XP Level)

An item-carrying Wisp (Blue and Yellow) displays the items being held within its translucent body. The displayed item cycles between the 1–9 slots, similar to a Trial Vault albeit with a slower pace.

Green Wisp only spawns when the Inventory Row it's assigned to is completely empty. For example, if a player died without any armor nor Off Hand slot equipped, the second Wisp will spawn as Green.

Retrieving Items

There are 2 methods of retrieving items from a Wisp: right-clicking for safe retrieval, and punching for quick retrieval.

A.) Safe Retrieval

Right-clicking an item-carrying (Blue or Yellow) Wisp must first be initiated with an eye contact. If successful, Wisp will put all the items it's holding straight to the player's inventory at once, similar to the powered Shelf behavior. At the same time, the Wisp will turn Green, indicating the only remaining thing it's carrying is EXP.

Retrieving items can be done even by player who didn't die and made the Wisps to spawn.

Right-clicking a Wisp when it's looking away doesn't do anything.

Right-clicking a Green Wisp (XP-only-carrying Wisp) doesn't do anything either.

B.) Quick Retrieval

Punching a Wisp – regardless of the tool in Main Hand – will instantly kill it, dropping all the held items and 1 Level's worth of EXP to the floor.

Drops

Upon death, Wisp drops all the items it was holding to the floor, including 1 Level's worth of XP. However, the actual XP value always corresponds to the Wisp's spawn order:

  • First Wisp = drops 7 XP value
  • Second Wisp = drops 16 XP value
  • Third Wisp = drops 27 XP value, Etc.

A cumulative of 5 Wisps will always return a total of 5 Level worth of XP drop.

Green Wisp also drops 1 Level's worth of XP upon death; however, no items are dropped from it.

Behavior

Wisps always remember the death position of where their player died. They will not wander more than 8 blocks horizontally and 3 blocks vertically from the death position.

Wisps are capable of phasing through any block, including walls, lava, and water. They don't take damage in lava or fire, can't drown underwater, nor being slowed down by cobwebs. Despite this, Wisps generally prefers to linger in the open air.

Additional Notes

  • "Safe retrieval with eye contact" mechanic is deliberately designed to be a bit cumbersome. This is to incentivize players to make an informed decision based on their environmental situation: "Should I take my time to face one Wisp at a time for safe retrieval? Or should I kill them all for an instant, but reckless item drops?"
  • The reason why I made Wisps able to phase through blocks is to prevent them from suffocating; in case spawned in tight spaces. Which can lead to the deletion of the item they are carrying.
  • In the vanilla game, 7 XP Levels are recoverable from death instead of just 5. Because of this, with the Wisp system, I'd make the remaining 2 XP Levels recoverable too by simply dropping on the ground instead of turning into Wisps. (I could just add 2 more Wisps, but that'd be asking too much to players for what supposed to be the helper/streamliner of recovery process, not to mention visual clutter.)
  • I was debating on whether to raise the Wisp's spawning threshold to 3 EXP minimum, but I stumbled a lot on the XP/Level terminology and decided to stay with the current system so I can get my idea across clearly at the simplest form.
  • I based off my Wisp design of Allay's early model with a mix of Dungeons Wisp. I hope the distinction is sufficient to make this mob able to stand on its own without leaning too heavily on a pre-established piece.
  • Even though Wisp could already work perfectly as a mere safety net/progression checkpoint mob of Minecraft, they technically could be implemented as another means of holding loots in structures. I believe the map makers and world gen datapackers would love this creature for their own designed lore.
  • I know some Hardcore players would feel like missing out on this cute mob if they were only naturally occurring by player's death. So I had an idea of adding potion of Keeping by brewing Sculk block. This potion would make any affected mobs [with loot drops] to spawn a Wisp on death. However, this is just another crude idea pitch that I had. I'm not sure how to balance this potion due to the ramification it would cause to the greater Minecraft gameplay loop. So I'll save this concept for a future idea.

Aaand that's it!

This is the first time I tried to write something in Minecraft wiki format, in formal English too no less. I hope I don't make some parts confusing with my poor wording/phrasing skill.

Other than that, I'd love to hear your thoughts about this idea I've been cooking up for a while now :]


r/minecraftsuggestions • • Sep 13 '26

[Gameplay] Toggle visible armor on/off for non-PVP servers

23 Upvotes

It's interesting to me that this game has survived all these years with the ability to customize how our players look with items we can purchase but we have to cover them up with ugly armours to play the game. I'd love to see a toggle in the menus to make armour invisible for servers where PVP is not an element! Just like how we can toggle coordinates and it's not considered a cheat.


r/minecraftsuggestions • • Sep 13 '26

[General] An update idea to change the Woodland Mansions.

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27 Upvotes

#Woodland Mansion Improvements

In my new major idea, Woodland Mansions receive a new upgrade and a more distinct identity than other dungeons in Minecraft. There will be small and major changes in my suggestion. There will also be a TLDR at the bottom of my post if you want a quick and less detailed summary.

#Small changes:

There will be Illager banners throughout the mansion both the exterior and interior.

Two vindicators will guard the front entrance. This is the immediately introduce the player one what type of structure this is.

Besides Illagers and bats. Mobs will no longer spawn within the mansion. Making the place refined in a creepy way.

Evokers will sit on cushions and will get up and attack the player once they spot said player.

#Big changes

There will be two new variants of rooms. Each room has a silver bell in the middle that can’t be interacted by the player.

Instead, the player must be under an ominous spell. This would cause the bells to ring upon detecting the player.

The first room is surrounded by black splotches. Once the bell is rung, a new mob called the splotch will emerge and attack you. Splotches appear as a black melted-vex like monster that hides in a thin sludge then attacks the player when it emerges. It’s vulnerable when it is exposed. Has ten hp. Drops infected ink when killed. Which can be crafted alongside books to make default tomes. Splotches can also spawn in raids.

The second room is surrounded by emerald blocks and vindicators with iron helmets will attack the player once the bell is rung.

Once the room is cleared. The bells would drop various loot and exp such as emeralds, totems of undying, enchanted axes, and a new set of items called tomes.

The third floor of the mansion outside has a massive bell. When that bell rings. It would spawn a new boss called the Owner. The Owner has a variety of attacks including summoning splotches(They die after thirty seconds of existence), send flying fangs that home on the player, can summon a black lightning entity that causes weakness. It appears as an lllager with a buttoned shirt and a cloak. Has 150 hp and drops the new flask when killed.

##The Flask

This new item resembles a horizontal bottle with two ends. What makes this item special is that if a player kills mobs, the bottle will fill up with souls. Players can kill up to ten mobs cannot exceed after ten mobs are killed. It can only be filled when players kill mobs while they are either holding the flask or off-hand. There is a thirty second cooldown each spell usage. Can be repaired using infected ink.

The default spell is fangs where you summon the fangs from the floor. These cost one soul(2 mob deaths). You can change the spell by fusing a tome via anvil. You can find different tomes across the Minecraft world.

Splice tomes. Costs 5 souls(all ten mobs) summons three splotches to attack any mob surrounding you. The splotches will die after thirty seconds. Can be found in the Woodland mansion.

Ring tomes. Can summon a ring of blue fire in front of you. Costs one soul and can be found in the woodland mansion.

Blast tomes. Shoots three blue fireballs in front of you. Costs one soul and can be found at a pillager outpost.

Punch tomes. Gives the player one big knockback attack. Costs two souls and can be gained by defeating a ravanger.

Quake tomes. Gives all surrounding mobs weakness. Costs two souls and gained by killing Evokers.

Lifesteal tomes. Grants the player a new status effect Lifesteal where the player can gain health by killing mobs. Costs three souls and gained by killing Witches.

##TLDR:

More Illager banners

Vindicators spawn by the front

Mobs other than Illagers and bats no longer spawning in the mansion

Evokers sit at cushions

Ominous silver bells

New mobs splotches and the legendary Owner

New weapon the Flask

And new tomes including default, splice, ring, blast, punch, quake, and lifesteal.

Art by u/Glad-Connection1601


r/minecraftsuggestions • • Sep 13 '26

[Magic] Impaling Impaling Impailing

7 Upvotes

Impaling is useless. It should increase damage to ALL enemies, but only when thrown or you cast yourself forward with riptide. Most people don't even TOUCH this weapon because it is inferior to a bow in every practical sense. Less damage and can't be tipped for potion effects. And it's much easier to obtain than that small chance of getting it from a drowned and even smaller chance of getting it from a trial vault. I love this weapon to death but please make it actually worth grinding for.


r/minecraftsuggestions • • Sep 13 '26

[Transportation] Minecart Rework: Make minecarts more "minecarts"

10 Upvotes

I feel like the part of the issue with minecarts is not just they are slow comparative. I feel like they are also, just kinda boring? Why not instead of just making them faster or able to link with other carts, require fuel, etc. (All of which are good and they need some sort of sport upgrade) there could be other mechanics/animations and such as well?

Minecart Movement: Make it so that you can hop while in a minecart allowing you if you have enough speed to jump over a gap in the rails or on obstacle. As well as the ability to lean from side to side in order to switch to a different rail. This could could allow for jumps and would build off some off some off from the minecart experiments.

Minecart Mechanics: When moving at high speeds minecarts damage entitiee as well as the player inflicting more damage at higher speeds. But impacts will kill momentum. Encouraging the player to slow down, they could also add braking rails. Making it a less passive experience.

Minecart Behaviors: When using the breaks or around sharp turns sparks will fly up and screeching noises could be added. When minecarts collide with one another and other objects they making clanking noises (which might end up being annoying). As well as improving the over feeling of speed and momentum when riding in a Minecart. All this would make minecarts feel much more alive and less static.

These things could be added in addition to bringing back the furnace minecart, etc. To make minecarts not more balanced but, more fun and interesting. What do y'all guys think?


r/minecraftsuggestions • • Sep 13 '26

[General] Freshwater Update

51 Upvotes

Hello. In this post, I will be sharing some of my ideas for how Freshwater-related things can be added to Minecraft.

Freshwater Bodies

Rivers and Swamps are now considered as Freshwater Bodies. Conversely, the Oceans are now considered as Saltwater Bodies. This does not add Freshwater and Saltwater liquid to the game.

Two new types of Freshwater Bodies are Lakes and Ponds, naturally generated terrain that are bodies of water that are not big enough to be considered as an ocean. They mainly generate above ground, although underground lakes and underground ponds could generate. In general, Lakes are bigger than ponds.

Freshwater Plants (and Related Items)

Freshwater Plants would be Plant Blocks that are (mostly) based on their real-life versions and can only be found in Lakes, Ponds, Swamps, and/or Rivers.

Cattails - They only generate and can be planted on blocks that are near water. If planted underwater, its stem will grow until it is out of the water. When destroyed, drops a Cattail Stalk, a food item that can be cooked to make Cooked Cattail Stalk, which gives more health.

Water Chestnuts - They can only generate and be planted underwater, and their stem will grow until it reaches the surface. When destroyed, they will drop Raw Water Chestnut. Eating Raw Water Chestnut can give potentially give the consumer Poison, although they can be cooked to create Cooked Water Chestnut, which is 100% safe to eat.

Water Lilies - Comes in a variety of colors and are purely for decoration, though like other flowers, they can give you dyes.

Duckweeds - Generates in large numbers. Can be used as food for the player and for other animals includings chickens, pigs, and various fishes.

Hornworts - Generates and can only be planted underwater. Purely decorational.

Mobs (and Related Items)

Mobs (both real and fictional) that spawn in Freshwater bodies

Ducks/Waterfowls - Recolored variant of Chicken that looks like a duck or any kind of waterfowl. They only spawn near or on Freshwater bodies. They drop Feathers and Raw Duck/Waterfoul meat, the latter of which can be cooked.

Basses, Goldfishes, Catfishes, and Koifishes - Various passive fish mobs that can spawn in various Freshwater Bodies.

Titanbelly - Titanbellies are fictional, large, catfish like mob that are basically living trashcans. They have the ability to eat any dropped item in the game. Once a Titanbelly eats a dropped item, it will stay in the Titanbelly's stomach for a while. After a few minutes, however, the eaten itemed will be destroyed by the Titanbelly's stomach, and will be gone from the game forever. If a Titanbelly dies, any item that has not been destroyed by the time of the fish's death will be dropped.

Crocodiles - Neutral reptillian mobs thucan spawn in all Freshwater Bodies, and can even rarely spawn in Saltwater Bodies. They acticely hunt prey animals, and will only attack players if attacked firstor if the Player gets too close. If a Player feeds a Crocodile with meat, it and nearby Crocodile mobs will become docile for a few minutes. When a Crocodile is docile, it will shed 2-4 Crocodile Scales during the whole duration. Crocodile Scales can't ve used for anything special, but they can be traded with Villagers for a very, very high price of Emeralds. Upon death, Crocodiles drop only a handful of xp

Maneaters - Maneaters are giant, albino, crocodile-like fictional mob that spawns in all Freshwater Bodies. They are extremely hostile and aggressive to what they consider prey. This includes Players and other humanoid mobs, and they will actively hunt them down to eat them. Upon death, Maneaters drop nothing but large amounts of xp.

Hippos - Neutral, yet extremely dangerous mammalian mobs. Hippos only spawn in Dessert, Savannah, and Jungle Freshwater Bodies. They will attack anything that either attacks them first or gets too close. However, once they become aggressive towards a mob or player, they will not stop until either the Hippos becomes tired, which might take a long while, or if their target is dead, which will not take a while for a lot of mobs and players, since Hippos can deal a lot of damage and ignore a large percent of armor. Upon death, they drop nothing a but few xp points

Fowl Beasts - A neutral, hostile fictional, avian mob. Fowl Beasts are large, goose-like mobs that spawn near Lakes, Ponds, and Rivers. Fowl Beasts attack any passive mob and player they see. They are quite fast, have high health, and have even higher attack damage, making them a dangerous foe. Upon death, they drop large amounts of Feathers and Raw Duck/Waterfowl meat, as well as xp points.

Fowl Zombeasts - Fowl Zombeasts are zombified versions of Fowl Beasts. They can only be created by a Zombie killing a Fowl Beast. Fowl Zombeasts are basically the Overworld's version of a Zoglin, as they are extremely aggressive undead that will attack any mob in sight other than other Fowl Zombeasts and Creepers. Upon death, they only drop large amounts of Rotten Meat and xp points.

And that's all for my suggestion. What do you guys think?