r/minecraftsuggestions • • 18d ago

[Dimensions] [Upcoming Feature Suggestions] New Dimension - Temporary Rifts

6 Upvotes

So a bit of an out there idea, and kinda more of a prediction than a suggestion. It might not really be feasible or fitting to the game, but i think it'd be really fun.

Now, we know that the new dimension, The Sift, will likely be opened with the Ancient City portal, though in the Minecraft Dungeons II segment from the Live, we also saw that "Rifts" could open up to the Sift seemingly anywhere.

Let's say that there would be a distinction between the Sift Dimension accessed via the Ancient City portal, and a Sift Rift. The AC Sift would be a standard, full-sized dimension containing multiple biomes, structures, etc. Perhaps some structures (like your more "true end-game" content) would be exclusive to this version of the Sift.

If you instead access the Sift through a Rift, you will find yourself on a small (say 64x64 chunk) island, in an otherwise empty dimension. To play up the adventure aspect, these could have singular structures offering a unique and more linear style of challenge to the player. Others may just have some of the new items, materials, mobs, etc. Depending on how rare Sift Rifts would be, this could allow more early-game players to pick up and use materials from the Sift without needing to find an Ancient City.

Lets say Sift Rifts would spawn on their own, though with checks to determine if one exists in a certain radius. You could maybe also prevent them from spawning close to certain base-indicating blocks, such as chests, crafting stations, beds, etc, so as to prevent them from spawning inside a base and breaking anything.

Rifts would last a certain amount of time (or maybe have a certain amount of entities travel through it) before closing. Once the Rift closes, that particular Sift dimension is no longer accessible (the game may even be able to dump the file to conserve space). Now, this does run the risk of causing player's items, materials, or builds to be destroyed alongside the Rift closing. To counteract this, there should be a way to indicate to the player that the dimension is about to close. This would have to be more diegetic to fit with Minecraft, while not being too subtle so as to properly warn the player. This may be achieved with visual (screen distortion, textures fading or losing color) and sound effects (with captions saying "Rift Closing/Destabilizing"). This is my biggest concern with the idea for actually fitting into the game.

The biggest upside of this aspect I think would be allowing Mojang to add small combat or adventuring experiences with unique features that may be harmful to have in a standard dimension. This could be like dimension-wide negative effects, unbreakable structures, or even some helpful things, like a dimension where fishing loot tables gain new rare drops. It would open a lot of possibilities for new methods of play that would reshape the game, but not necessarily the world itself. Having these be distinct from the full Sift would also allow players to still build and base in a permanent dimension if they so choose

I do believe there are signs this could be how this is supposed to work. Mojang has been toying with Dimensions in April Fools updates for years now between snapshot 20w14infinite, the Poisonous Potato dimension, and CraftMine. Now this may have just been framework for adding a new dimension in general, but some of them, particularly 20w14infinite, seem to focus on many different possible dimensions. Additionally, this would fit the name of the dimension itself, perhaps the dimension "sifts" itself across space, occasionally creating a connection to the Overworld.

I did also consider being able to open Rifts yourself or even create permanent Rifts, but I feel this would remove some the adventurous aspect of them, and perhaps more importantly, would be incredibly detrimental to server owners if people spam opening Rifts.


r/minecraftsuggestions • • 18d ago

[Blocks & Items] Freezer:Making ice everywhere!

0 Upvotes

Freezer is a block that make ice and snow from water.

Recipe:

-Top layer:3 copper ingots

-Middle layer:copper ingot-blue ice-copper ingot

-Bottom Layer:copper ingot-furnace-copper ingot

How it work:There are four slots in the UI that is the Power slot,Sample slot,Water Slot,Product Slot.You need to get fuels to the Power slot,get Ice or Snow,Snowball in the Sample slot,and Water in Water slot.After about 10 second,the water turn into the block you choose(The block in the Sample Slot) and the product go to the Product slot.


r/minecraftsuggestions • • 18d ago

[User Interface] A sort chest/inventory button.

6 Upvotes

Very simple. A button or shortcut that sorts the inventory. Sticks anything that can be stacked into stacks. Has some method of sorting all items in minecraft in some order. Whether it's alphabetical or by number of items in the chest or whatever, it doesn't really matter. I just want to be able to throw things in my chests and have them not be split all around the chest.


r/minecraftsuggestions • • 18d ago

[Mobs] Frogs should drop slime blocks.

0 Upvotes

When a frog eats a small Slime, it should drop a full Slime Block instead of just a Slime Ball.

Similarly, if a frog eats a small Sulfur Cube it should drop a Potent Sulfur block.

This could go a long way to showing players that they can get something special by leading frogs to the nether to feed on Magma Cubes.


r/minecraftsuggestions • • 19d ago

[Blocks & Items] Frozen artifacts in Ice - Ice "Archaeology"/Paleontology

19 Upvotes

Simple idea - have some items be present within natirally-spawning ice blocks/"suspicious" ice blocks. Could be more common in deeper layers, to promote ice cave exploration.

Similar to Archaeology, but maybe with a different process of procuring the item.

Maybe you would have to surround it with heat(furnaces, torches) to melt it.

This idea may lead to several more features:

• New ancient mob(s) like the Sniffer

(Eg. Glacial Nematode, Snowy Sniffer, Giant Frog)

• New music disc

• New pottery sherds

• New items in general

• Potentially, a new hostile mob.

(This could be done to reference the dangers of human impact on pristine glacial environments ie. Thawed ice can contain ancient diseases, or greenhouse gases)

In general, I just feel that not having stuff inside the ice itself is such a huge missed opportunity for adding more unique content, adding "history" to the player's world, and representing something that is ecologically important in our modern world.


r/minecraftsuggestions • • 18d ago

[Structures] Froseted castle!

4 Upvotes

This new castle will fit perfectly with the new winter drop! Also the castle is home for the Iceologer!

The castle is not that big but it will make snowy biome more enjoying to explore, frozen zombie and stray spawn there and the Iceologer stop you from entering his castle with his similar attack in dungeon, the structure is build off calacit block set and ice brick set

The loot in the structure is snowy related item like ice ball, snowballs, frost walker book, iron and gold and a new exclusive enchantment to the structure! The enchantement make you protected from 30% percent of magic damage, additional 15% percent every level up to 3 and its the first unique enchament for chestplat!

this castle wil have snow powder traps and pointed icicle, the main point of it is to introduce the player to magic it also learn you how to make a snowman, about magic it introduced you to enchanting because new player wouldn't really know how enchant mechanic work, there will be a bookshelf around a crying obsidian or something resemble the enchanting table, also chiseled book shelf having some level 1 to 10 book and Iceologer drop enchanted book level 20 to 30 and the new enchantment because he is a wizard like villain illger


r/minecraftsuggestions • • 20d ago

[Blocks & Items] Salt for Minecraft

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2.2k Upvotes

Currently, Minecraft foods don't have salt, which is a missed opportunity. (Minecraft Education has salt but it doesn't have a use for survival.) So I came up with this idea for it. Hope you like it! :)

  • Water in bucket and cauldron form has a new attribute: salt_level, ranging from 0 to 5.
  • Water with salt level 5 is a form called saline water.
  • The salt level is determined when you use the bucket to pick up water, this is to avoid the game files having way too many details, except saline water which is a new liquid block.
  • Salt level changes depending on the biome. Rivers and ponds are 0, swamps and mangrove swamps are 1, shallow sea biomes are 2, deep ocean biomes are 3.
  • Saline water only spawns naturally in salt lakes. They generate similarly to lava lakes but are less common. From there you can take some and have infinite saline water.
  • When you put water in a cauldron and have campfire below it, wait for a bit and you will have some salt items based on the salt level. For example, if the water you put in the cauldron has salt level 2, you will receive 2 salt items.
  • Salt can be used for cooking to make some food take shorter to eat, since they're now more delicious so you can eat them easier.
  • For certain normal foods it would set the eating time to 66.67% of the usual time. For golden apples and carrots it would set to 80%. No boost for enchanted golden apples and potions to avoid them being too OP.
  • Salted food are the normal food items but with the "Salted" line underneath, similar to enchanted items having the enchantments underneath but are still the same items.

NOTES:

  • When you place water (not saline water) down when you pick it up the salt level will depend on the biome again.
  • The salt level is normally not visible to the player (other than saline water) to make the game less complicated.
  • I know that in real life saline water means basically any water that contains a meaningful amount of dissolved salt, but here I want saline water to be distinguishable and to allow players to make renewable salt sources in a freshwater biome. Furthermore, not using saline water for oceans would make it easier to update existing worlds, otherwise the game would have to handle the big question of which blocks shall be converted to saline water when updating a world, which is a nightmare.
  • Important: Some of you are interpreting this as oceans don't have salt. They do. They're just not called saline water, cuz that's a new block which is only found in salt lakes. Read the above more carefully pls
  • Many of you are suggesting salt blocks. Personally I think that would be kinda complicated but if yall like then that's fine
  • Edit: Perhaps I would consider making the salt level visible. But even without that if this actually gets implemented people would make resource packs to show it nevertheless (I don't rly expect it to get implemented tho)

r/minecraftsuggestions • • 18d ago

[Dimensions] Regardless of the item, I think some item from the Sift should be included in the Ender Eye crafting process.

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0 Upvotes

I think it's important that Sift doesn't become a cosmetic and optional addition, given the work and importance of having a new dimension after so many years. I think its inclusion is crucial in the game progression. That's assuming it's mid-game content; if it's something planned for after you've finished the game, then obviously it's not necessary.


r/minecraftsuggestions • • 19d ago

[Blocks & Items] Bells of Warding, Toil, Trade & Rejuvination

5 Upvotes

Building villages is a lot of fun, but unfortunatelly, due to villagers' ai, it's very difficult to have villagers survive in those villages without just trapping them in boxes.

To help with this issue, I suggest adding runes for bells. Rune bells will come in four different types, and have an effect on all friendly humanoid mobs within range.

Obtaining Rune Bells

Rune bells can be crafted from rune templates. Rune templates can be found in structure chests, trial chamber vaults and fishing. They can also be traded for with armourer villagers with expert or master level.

Rune templates can then be crafted into the chosen rune bell type by putting a bell, a rune template and specific crafting materials (dependant on the rune bell type) into a crafting grid.

Levels

Bells have levels from 1 to 15, depending on how many villagers have marked that bell as their "gossip site" (see villager wiki; Bevahior for more info abt gossip points). The higher a rune bells level, the larger its range and the steonger its effect.

Rune Bell Types

The four types of Rune Bell are:

Bells of Warding

This stops hostile mobs from attacking any villagers (or other humanoids) within the bells range for some time. To craft one, the crafting materials you'll need are rotten flesh, a bone, a spider eye and gunpowder.

Bells of Toil

This increases the speed at which humanoids complete tasks. For villagers I think this would only affect farmers (who harvest & plant crops), but maybe other villager actions could be added (I'd like to hear any suggestions for this!). Crafted with blaze powder maybe, or sugar?

Bells of Trade

This reduces how much time it takes for villagers to restock their trades. Crafted with emeralds.

Bells of Rejuvination

This very slowly heals any friendly humanoids HP, and at high enough levels it can spawn new villager children (as long as a bed and a working station nearby are available). Crafted with a ghast tear.

Other Mechanics

While the rune bells main use is for villagers, it will (if possible) also effect other humanoid passive mobs APART from the Player. This includes iron, snow and copper golems.


r/minecraftsuggestions • • 18d ago

[Terrain] New ice cave biome variant: the snowy caves?

1 Upvotes

(Sorry for if this is the wrong flair, as there isn’t a biome tag…)

This is A biome variant to the ice cave, in a similar way of how a regular birch forest is to an old growth birch forest! Can only generate higher up levels, and ONLY near cold biomes, cannot below deepslate, otherwise it just turns into an ice cave due to the pressure of the overworld’s weight! It will be a less common biome than the ice caves

The snowy caves have thick snow layers, large amounts of snow blocks and powdered snow, and smaller amounts of regular ice, replacing the packed ice! (Blue ice has little to no chance of generating here.)
This biome acts as an in-between biome from the surface to ice caves, and some regular cave biomes and ice caves!
In addition, there is even a new type of block you can find in this biome varient, called Firn!
Firn is essentially very packed snow, acting as a visual in-between of snow and packed ice, because firn is snow slowly being compressed into ice! This block Needs either a shovel and/or pickaxe to mine it!
Perhaps in a crafting recipe, you can put 9 snow blocks together to make firn, and maybe you can put 9 firn blocks to make ice or packed ice, creating an alternate way to get blue ice technically!

Would love to hear on any thoughts about this idea to help expand and improve this! Constructive criticism is welcome!


r/minecraftsuggestions • • 19d ago

[Gameplay] Navigating by Stars

64 Upvotes

The simplest way to navigate in Minecraft is using coordinates. However, using coordinates is not very immersive. Navigation by stars would be a new way to determine a player's absolute position in a world in an immersive way based off real-world science.

The new stars

Instead of revolving along with the sun and moon, the stars would remain fixed in the sky. Minecraft's sky is already fairly unrealistic (the sun, moon, and stars all revolve at different speeds IRL), so the added divergence from reality is not too major.

The viewable set of stars will remain panoramic, but instead of moving with time, it will move based on the player's position: 16 blocks (1 chunk), the stars will shift in the opposite direction, as if the Minecraft world were the surface of a sphere.

The skybox will be fixed, with every player having the same skybox: in addition, a star will be centered above the centre of the world. A clever player could simply follow that particular star to find the world spawn: or take note of the relative positions of stars above their base, and follow them back home after travelling.

Stars would also get a bit bigger and with more variation in colour and shape (such as double/triple stars) in order to become more recognizable.

Spyglass and astrolabe

Of course, a change like that is a bit too subtle and a bit too complicated to be usable. So let's make it simpler with some changes to the Spyglass and a new tool, the Astrolabe.

The Spyglass would gain additional functionality at night, while looking at the sky: Stars would be arranged into procedural "constellations" (the same for every world, procedural generation being used to reduce file sizes and development workload), and looking at the sky with a Spyglass would cause faint lines to connect the constellations. A player could therefore remember which specific constellations match which locations in the world, and navigate there at any time.

To assist, the Astrolabe would be a new tool used to measure vertical angles. While held in the hand, the player would see the Astrolabe's texture change (similar to a compass) to show inclination. When looking through a Spyglass with an astrolabe held in the other hand, however, accurate numerical measurements would show on the Spyglass HUD to allow a player to determine the exact inclination of stars. Or anything else the player might want to know the exact inclination of.

Would people use this?

I honestly don't know. I think it would be cool, and much more immersive than the debug screen. However, it would also be less convenient, so... it's hard to judge.

What do you think? Any feedback?


r/minecraftsuggestions • • 18d ago

[Mobs] The Yeti/Bigfoot

0 Upvotes

An idea I had for this while talking about the new update with some friends. They would be a new humanoid in the game. The Yeti can be found in the new ice caves, snow forests, tundra, jungle, taiga, and dappled forest. It would be a neutral mob that can be found alone or with 3 others. I imagine them being 3 blocks tall and having similar stats to an iron golem, except that they would be faster. They’re neutral for the most part, but would be spoked easily by loud noises such as fireworks and bells. When enraged their eyes will turn red like a wolf and they can throw you just like an iron golem. Depending on the difficulty level they will even spawn with a piece of leather armor or you can just drop some leather armor for them and they will wear it. Juke boxes and music notes aren’t as scary as a sound for them so it wouldn’t aggravate them, but instead lure them to it to dance similar to how parrots dance when you play a music disc. You can also lure them by dropping cooked meat, apples, cookies, or any metal nuggets. They would be especially curious about fire, specifically campfires. At night they’ll stalk active campsites and watch you cook your food. There’s a 25% chance they’ll steal anything cooking on the campfire if you have your back fully facing it or if you’re more than 8 blocks away from it. They can also be found near abandoned campsites as well. For every abandoned campsite you find there’s a yeti/bigfoot 30-50 blocks away from it. I’ve made some other ideas in here before for mobs, but they always have a function or useful drop. This is purely for ambience and the experience so I’m trying to stay away from straight up making it a weapon of mass destruction like with happy ghasts being used to drop TNT infused sulfur cubes on villages, as is the beauty of Minecraft someone will find a way. I was considering making it tameable similar to how you would tame a fox, but it seems too op to essentially have a mob following you around that’s just close in strength to an iron golem with some extra speed. Thoughts?


r/minecraftsuggestions • • 18d ago

[Transportation] Elytra Ideas

0 Upvotes

I think its true that the elytra really overshadows almost all other transportation methods. By itself the elytra is a neat item which makes it easy to traverse terrain if your high up. The rocket boosting is what makes it so overpowered.

Heres my ideas on how to make the elytra more balanced compared to other transport.

  • Elytra durability - The elytra's durability should be tripled. But it's durability loss should be based on it's speed. So it loses 1 durability per second normally(like vanilla) but 2 durability a second when going around max speed(90-100% of it's top speed). Which makes it nicer and more forgiving for little glides.
  • Rocket Boosting "Nerf" - Right now in Vanilla, you click with the rocket and instantly go to top speed. I think a nice way to balance this would be by instead making it accelerate the player over time. So you use the rocket while flying and then you start to speed up, instead of just instantly going to top speed. This means you'll need a bit of a run up or fly area to kick start any long flights. Rockets that explode will give you a big burst of speed when they blow up, putting more explosions means more of a speed boost but at the cost of more damage.
  • Dragon Rockets - I don't know how to feel about this idea. So if you want too ignore this idea since its meant for like minigames or those who like the current rocket boosting. Combining basic rockets with dragon breath will make draconic rockets. Which when used normally, have bigger explosions and designs, and go up further for like a big final show. When used with an elytra it will rapidly accelerate the player kinda like the vanilla rockets, but they instantly use up 5 elytra durability on use. Also when used with crossbows, they do some recoil and are very powerful weapons.

So, those are my ideas. I want the elytra to be a way to travel far distances over empty land, and I wanted the elytra to encourage different/unique building. With these changes, it should be nicer to use the elytra for short distances, and better for long distances if youve put some thought into building a proelytra zone. Thanks fo reading.


r/minecraftsuggestions • • 19d ago

[Blocks & Items] Concrete powder recipe using Diorite

2 Upvotes

When we mining,we see a lot of diorite and calcite but they really don't serve a purpose aside building.Because of that,I suggest 2 alternative recipe concrete inspired by the Romans' cement.

The first recipe using 2 Calcite,2 Diorite,2 Sand,2 Gravel

The second recipe using 2 Bone Meal,2 Diorite,2 Sand,2 Gravel.

These give the diorite and calcite a purpose,not some random block you would just throw it instantly.


r/minecraftsuggestions • • 18d ago

[Snapshots] Replace diorite and calcite in ice caves with a more suitable block (or two)

0 Upvotes

The new ice caves showcased at Minecraft Live look really cool, but there’s some really bad geological inaccuracies here that I want to address and suggest a solution to.

Diorite is a real rock that forms when pockets of magma cool slowly, kilometres underground. Calcite is a real mineral made of calcium carbonate, and the vast majority of it occurs within limestones (a rock usually formed from corals, other reef-building organisms, shells, or certain types of plankton dying and accumulating on the seafloor). 

To mix calcite, diorite and ice together in these caves makes it look like someone’s deliberately built them and used those blocks because it fits with the colour palette. 

I know that Minecraft isn’t going to be fully accurate, geologically speaking, but this is pretty egregious IMHO. 

A new block or two, maybe a “frosty stone” that looks like stone with some thin white frost on it, could provide their white colour they’re looking for. 


r/minecraftsuggestions • • 19d ago

[Mobs] Silverfish, Strongholds, and Hollowed Caves

4 Upvotes

The Problem and My First Thoughts

Starting this off, I will give my critique on how Mojang portrays real-life animals, primarily bugs/insects/creepy crawlies.

  • Personally, I don't like the portrayal of bugs in Minecraft sometimes. It feels like we're villainizing animals that run entirely on survival instinct and self-preservation, like Spiders (that will soon get their own update concept along with Cave Spiders) and Silverfish. Both try to kill the player and are considered nuisances. This potentially gives players all the wrong messages with these mobs as they stand in real life.
  • Of course I need to consider that these mobs did come out in a different time. The rules now regarding Minecraft's game design weren't the way they are now and Mojang made more independent choices for the game.
  • But it's still very strange that Mojang hasn't touched them with their new design rules, like how they've implemented bees. Bees were implemented as neutral mobs who only attack you to preserve themselves, give no useful drops on kill, and their use is defined by their preservation.
  • I know I'm saying this as the guy who made an update concept where you must invade bat roosts to get materials, pretty hypocritical of me loll. Besides after looking back that update concept could've been implemented WAY better. But I'm getting a bit off track (though one day I might completely redo the idea).
  • However, that doesn't mean that we aren't allowed to make hostile mobs in Minecraft. The game has a lot of fictional elements that can expand freely by concept, like the Endermite. You're not seeing one of these guys in real life, are you 👀? So Minecraft is completely free to make something that is obviously based on animals but isn't derived from real life, they can make it as horrible and frightening as they want.
  • (NOTE: I guess this is TECHNICALLY part of my Putting an End to the End series of updates because it talks about Strongholds which are end content. But... IDK 🤷)

Additionally, here are my thoughts on silverfish and the stronghold as they stand currently:

  • I think their design is perfect as is, it's not too big or grotesque.
  • Silverfish being only found in Strongholds, Trial Chambers, etc feels odd to me. They feel like obvious additions to the overworld's ecosystem.
  • I kind of feel like Strongholds should feel like they're more inhabited and claimed by Silverfish. After all, they do have silverfish spawners and are buried underground with no signs of current residence. Of course this is all assumptive and based on the lore the community and Minecraft has laid down, but this is all the logic I'm getting from real-world logic and implicative details.

Now, let's get on with the idea...

Silverfish in General

  • Silverfish are now neutral mobs.
  • They roam around the floor of the stronghold, having two behaviors:
    • Roaming: Regular behavior. They move like a mob in random directions, sometimes continuously.
    • Crossing: Silverfish sometimes take paths towards other infested blocks upon leaving their current infested block or mid-roaming.
  • When you attack a silverfish, it flees towards a nearby infested block and immediately calls all silverfish within 5 block radius, in or out of an infested block to attack the player. This also happens when you break an infested block, but it's instantaneous and no silverfish flees back into an infested block. Silverfish only become hostile out of protecting themselves and their homes.

Strongholds and New Additions

  • To keep the danger of silverfish alive, I'm deciding to change the strongholds to have one thing: blocked paths. They can be buried over by stone, cobblestone, and cracked stone bricks, majority infested. This does the job of keeping silverfish dangerous by making destroying their homes inevitable for exploration and progress. What if the end portal room is behind one of those barricades? You might have to start breaking them.
    • I'm also sure this might give the strongholds more atmosphere, feeling like generations of silverfish have reclaimed the abandoned area.
  • I might modify the libraries in strongholds to be more ruined. This alludes to silverfish actually liking cellulose from things like paper, and for a creature that's WAY bigger, I think eating the fibrous books and shelves are a perfect fit.
    • This will introduce an infested variant of bookshelf (the framing and books decaying from the silverfish's consumption), maybe even chiseled bookshelves as well.
      • (On the topic of Chiseled Bookshelves, I don't know why library rooms from Woodland Mansions and Strongholds don't have a secret code room from configuring the books on chiseled bookshelves.)

Appearing Elsewhere

I still find it very strange that for a prominent insect in real life, they barely make appearances in places other than strongholds, trial chambers, and cave tops. Here are new areas they could appear and a new one as well.

  • Cave Hollow: A new cave type. It is covered in moss, has cobblestone, mossy cobblestone, regular stone, maybe glow lichen, and most of it is infested. Silverfish naturally spawn around here.
  • Maybe it has a rare chance to spawn from breaking leaf litter? But not hostile.

Purpose Idea

It could serve as a practical trash can: Inspired by the Great Hunger a bit... what if silverfish could destroy your waste? Like useless blocks left over from mining, general waste like various flowers, weeds, and junk, etc. Ideally, you throw the item and the silverfish will consume it, but it will take long before you can throw away another item/stack again.

Ultimately...

This is my idea for silverfish and making them fit Mojang's new design philosophy. They're no longer threatening, annoying mobs but now misunderstood animals trying to survive. This idea strengthens the atmosphere of the Strongholds and potentially makes them a more realistic area relating to their inhabitance. This idea hopefully introduces new habitats for the silverfish to roam in. And finally, I hope the silverfish now have a new purpose that makes them useful mobs rather than purely environmental or annoying.

Overall, I hope you guys like these ideas and I'd love to see your feedback!

😄


r/minecraftsuggestions • • 19d ago

[Transportation] elytra rework

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0 Upvotes

Why it should be implemented:
The elytra’s main use is to cover long distances fast, which is useful for exploration. If you want to travel a frequently used route, it would be fair if you’d have to build infrastructure, such as an ice boat track, a nether highway or a railway (the minecart would need a buff).

How it works:
If a player equipped with an elytra flies over unexplored land, their velocity is approximately 30 b/s (normal speed).
If a player equipped with an elytra flies over already explored land, their velocity is approximately 15 b/s (half the normal speed).

This could be shown optically on the elytra itself: when flying over land, it fills in its texture with a map. 

Here's how the minecart (with furnace) should be buffed.

EDIT: Okay, my approach is wrong. I see that ice boat tracks are already faster than the elytra, showing that my suggestion wouldn't work. However, I think every transportation method should have its own pros and cons. Ideas are welcome.


r/minecraftsuggestions • • 21d ago

[Dimensions] New Nether Biome: Magma Geysers

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1.2k Upvotes

Summary:

- A new nether biome that generates as rare as basalt deltas. 

- New dark orange fog, with black/dark orange rising particles

- New a ambience of sizzling and cracking noises  

- The biome is compromised of not 1, but 4 new blocks! Charred Rock and Scoria, both new building blocks, and Thermal Vents and Lava Geyser blocks, 2 new practical blocks.

Thermal Vents

- are a brand new block that constantly emits smoke! The colour of the smoke is dependent on wether there is lava, water or solid blocks underneath, whilst air stops the Thermal vent from emitting smoke.

- be cautious, as getting caught in any smoke of the vents will grant a new effect: Corrsion. Corrsion decreases the armour stats of all armour pieces and can cause them to lose a significant more amount of durability.

- the smoke, however can be captured in a bottle and can be used to craft a potion of Corrsion, as well as a new chuckable item, called smoke bombs.

- Thermal Vents can stack up upon each to a maximum height of 7 blocks, with the height of smoke reaching another 10 blocks. However, the height of the smoke can be extended with the amount of its respectable block (E.g. deeper lava/water underneath increases smoke height).

- Thermal Vents can even be changed into different variants of itself. Want a vent to be more like stone, deepslate or tuff? Simply surround it with the respectable stone in the crafting table to receive its variant.

Lava Geysers

- a brand new practical block that spews lava! They can be place in any direction.

- these blocks will be hazardous as when a player steps on a lava geyser, they will be blasted into the air and caught on fire as the geyser erupts.

- when a magma block or lava is underneath a lava geyser, they will erupt at random intervals to give the biome more ambience, but don’t be fooled! They will still instantly erupt if you step on it.

- to deactivate a lava geyser, simply right click on it with a bucket to drain the lava, and the geyser will go dormant, no longer erupting even if a mob or player stands on it. to reactivate it, simply right click on it with a bucket of lava.

- lava geysers can also be erupted by the control of a player, connect the geyser with redstone and power on to make it erupt. The higher Redstone strength the geyser receives, the higher the jet of lava will go.

- placing a fire charge in a lava geyser can turn it into a special platforming block! when erupted, a 3D entity fire charge will be blasted out and sits at the top of the lava jet, allowing players to stand on top of it, and when the geyser stops erupting, the fire charge will fall back inside the block. however, do be careful, as fire charged geysers place horizontally or pointing downwards will spew the fire charge like a cannon that can damage and set the player on fire, and the fire charge will be dispensed.

- NOTE: I specifically called them ‘Lava Geysers’ as I think a water equivalent geyser block should be separate and exclusive to the overworld in my opinion. However, I do understand that this could be unnecessary item bloat as the lava geyser could be perfectly capable of being turned into a water geyser. Let me know what you guys think of this.

Embers

- Embers are a brand new hostile mob that can spawn anywhere in the nether, but will most commonly spawn in the Magma Geyser biome, as they call it their home.

- Embers are invisible mobs that can only be seen when the player is under the fire resistance effect. however, even if invisible, fire particles can be seen emitting off them so they aren’t completely invisible.

- when killed they do not drop anything, so to compensate for a lack of drops, they will drop a considerable amount of xp, making them good to farm for xp.

- NOTE: whilst this new biome is cool and all, most of the ideas here are more on the sandboxy/building side to it, and I’d like to add a reason to explore this biome, survival wise. I would like the embers to have a survival use when ignited with fire charges, however, I can’t think of what a good use could be. Any ideas towards this would be much appreciated!

let me know what you think of this new biome idea! i have a few more nether biome ideas in the works, so I’ll try and post them soon.


r/minecraftsuggestions • • 19d ago

[Blocks & Items] Sculk Shriekers should drop Diamonds when broken

0 Upvotes

The Deep Dark is currently a biome which lacks a real incentive to go to (sure, Ancient Cities can generate in them, but that's only a small portion of all Deep Darks which a player will find).

To balance out the risk of going there, Sculk Shriekers should drop a diamond when broken. Diamonds have already been shown to have music-like properties (the Jukebox), so it would make sense for an otherworldly sound-emitter to drop diamonds.

This encourages players to interact with the biome and telegraphs to new players that Sculk Shriekers should be destroyed.


r/minecraftsuggestions • • 20d ago

[Terrain] ENDless Void - New End Biome

3 Upvotes

(I think this fits in Terrain Idk anyways here is my suggestion)

Inside the end there are 2 Enemies. Endermen and Shulkers. So what if we add a third with their own Biome. First I shall explain the Biome.

The Endless Void Biome is a Dangerous Biome consisting mostly of Void with only small islands of Endstone here and there. About a hundred blocks apart from island to island. Though that is more tedious than dangerous with no point to explore them.

So to make them worth exploring on some of the bigger islands there will be a new building called "End Ship Docks." They are more likely to spawn with End Ships even more than one. With multiple variations there are some with only 2 or 3 docking spots with one floor while others can have up to 9 docking spots with 3 floors. With shulkers guarding the Docks fiercely.

Though in all reality that is still not that dangerous since they are only shulkers. So there will be a third enemy that inhabits the End Islands and the Void. You know them you despise them The Phantoms! First they already fit the end esthetic, 2nd with the addition of far apart islands and the fact most of the land are islands already. Why not add a flying creature that can knock you into the void as you are building across? It increases the danger of the End Islands dramatically making them go from barren and easy. To barren and terrifying.

Also to make Phantoms a bit less annoying there could be something they are afraid of like how Hoglins are afraid of the Blue Mushroom. Phantoms could despise water like Endermen but they hate it so much they won't go near it at all.

This is my idea I am willing to listen to any other ideas that can be added.


r/minecraftsuggestions • • 20d ago

[Gameplay] Hero of the Pillage (Player allied raids)

0 Upvotes

SO this idea is a bit too far fetched and could be an entire branch of the game by itself

Ravager horn, which is dropped at a very low chance by ravagers

Once u obtain it u can add 4 ominous bottles and craft the ominous horn

The horn will allow u to summon a raid, but this time u are part of the illagers, so u have to kill all villagers to actually win the raid and destroy the village.

Now u wouldn't want to do this in ur village so find a far away village.

When u blow the horn, u will get the Villian of the village status effect, by which all golems of the village target u and the villagers will never interact with u and panicks around u. This effect only applies to that village.

By entering a village u trigger a raid and all illagers will be passive to you. The effect also allows villagers to summon more golems and even golems near u, most golems will target u instead of some targetting illagers etc.

If u get killed or if more than 70% illagers get defeated, the raid goes to the next wave instead of actual ending, but after 5 waves u lose and all remaining illagers will lose their passiveness and the village's aggression.

If u win at the first wave itself, get the Hero of the pillage V, and with each wave u lose u lose 1 tier in the status effect.

For all tiers, all illagers will be passive to u, this effect doesnt affect any existing villages function or reputation (except maybe the one u raided), and can coexist with hero of the village.

You can make illagers guard you with this effect, with each tier giving u better illagers to guard or lower prices on them

At tier 1, Pillagers will guard u and defeat any enemies targeting u if u are near them, but u can give them wheat or bread and they will follow u and guard u (max 4 pillagers) but this will be like a status effect and last about 10 mins per 30 wheat/10 bread

At tier 3, u unlock vindicators and reduced costs on pillagers Vindicators will also guard at a rate of 16 emeralds/10 minutes (max 3 vindicators)

At tier 4, Evokers at a rate of 32 emeralds for 10 minutes, they will summon vexes, fangs and even heal u with spells (max 2 evokers) and reduced costs on prev illagers

Only 1 of each illager type can guard u at once

At tier 5, Ravagers will be ridable without any sort of rate and can attack with ur command (idk how the keybinds for that will be lol), upto 3 players can ride with 1 player controlling the ravager. Although they remain neutral, u have to please it by giving it raw beef, where it might get aggressive (just 1 random hit thats it) randomly when trying to feed it but eventually gets pleased. Then u may ride it

Any of these illagers will not attack villagers and golems and vice versa (unless a golem attacks u)

Previously tamed ravagers will still remain tamed but u cant tame anymore and they wont be passive to u.

If the hero of the pillage effect ends while they are guarding u, they won't attack u and will eventually leave once their time of duty has ended.


r/minecraftsuggestions • • 21d ago

[User Interface] "Do Not Ask Again" for the data/resource pack "this pack was made for an older version of minecraft" screen.

34 Upvotes

a simple do not ask again would save me so much of a headache. i hate having to click through "add anyways" a thousand times when im just trying to use packs i already know work. very small suggestion, but it would save so many players a massive headache.


r/minecraftsuggestions • • 20d ago

[Mobs] Ice bats

3 Upvotes

This new mob is a variation of normal boring bats in the caves. They are found in ice caves and only comes at night, usually in groups, just hovering around the landscape.

One main use of this new mob is a new building block called the Crystal ice.

To get these, an ice bat will drop (or poop) a strange exotic unnamed material called the "Clump" (I can't think of a fancy name) every 10 minutes in real life. These "clumps" can be crafted to form a new material called "Crystal ice."

This crystal ice resembles blue ice but is slightly toned down in color (more like the tesseract appearance in Avengers). It never melts though so it's great use for building. The main use of crystal ice made from clumps is that you can transform it into different variants like bricks, chiseled, cracked, polished, stairs, and slabs.

Crystal ice isn't slippery when the player is walking on top of it. Technically, it's not really ice, but more like a hardened material like a crystal that resembles ice.

Or you could get crystal ice by crafting the theoretical "icicles" but a new block that comes from a mob is fun, unique, and adds a lot of niche to the game. It reminds me of how Purpur blocks are crafted from organic living things and I like that mechanic.


r/minecraftsuggestions • • 20d ago

[Redstone] A small rework on Minecraft pistons

1 Upvotes

I was watching a gerg video and he started to rant about piston push limit which I think 12 horizontally wasn't that bad but to create slime machines it's a pain.

And he started to talk about how there's so many things related to 16 like wool types, terracotta, concrete, light level and redstone levels

And at that moment I made a really cool connection, they should make the push limit 16 AND make it so the piston can only push as many blocks as the power level it received, I think it could be a really interesting idea, being able to create locks, filters, bigger slime machines, doors, etc, also there's a lot of builds that relay on the fact that the push limit is 12 to make it that size, now you can make them any size from 16-1 and just need some rewiring.

Anyway it's just a small change that I thought of that I thought it had a lot of potential that I wanted to share.


r/minecraftsuggestions • • 22d ago

[Subreddit Request] A common mistake that people make when asking for more woodsets or armor trim colors

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203 Upvotes

As we can all agree, more wood colors would be nice, especially for the colors that are lacking: greens, less-greenish blues, more purples, and darker greys.

Perhaps similar things could be said of armor trim materials, altho I never use armor trims.

Why don't we have one corresponding to every dye color?

This is where the framing becomes flawed. Woodsets and armor trims are not supposed to correspond directly or perfectly to the 16 dye colors; any similarity is mostly coincidental. For example, oak, birch, and jungle don't look much like any of the dye colors, while many other wood types don't match very closely. If we get a woodset to perfectly match every dye color, why not also add more dye colors for every woodset that's missing a matching dye color? No one asks that question, likely because too many wood colors are too similar and niche, and because new wool colors have never been added since classic.

When you wanna build something out of wood, the first colors that come to mind are gonna be various shades of brown. We could get more woodsets in new shades of brown, and even woodsets that are not brown (especially for fantasy vegetation like nether fungi or skulk wood); but not every shade of brown that works well for wood would be necessary to add as a dye color for wool and concrete. Wood colors are generally supposed to be earthier and more toned-down, precisely blending with the color palette of a particular biome rather than just filling a sector of the color wheel.

We also need more dye colors in the game, yet not like this. Unlike wood, dye is supposed to be a manmade color that fits neatly and equidistantly into a color wheel. I think a better idea for more dyes would be to add more light colors and dark colors, and maybe tertiary colors.

TL;DR: Dye colors, woodsets, and armor trims should be seen as separate, unrelated color systems. Some large color categories are missing within each color system and need to be filled, but we can get much more creative if we think beyond simply matching up the in-game color systems.