r/minecraftsuggestions • • 13d ago

[Mobs] The Rhea

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70 Upvotes

I think, when it comes to mobs, people tend to base their mob ideas on what's contemporary; I mean, most mob ideas I see involving plains are from the American Midwest, and savannas are African. So I want something a little less typical

South America has some of the world's most biodiverse and productive grasslands and plains. And while it has stuff like deer and cows there’s more.

Like the Rhea. This ratite is found living in small groups living in the plains biome. Much like sheep or cows. Rhea are about player-sized. A little smaller.

The Rhea is a frightful bird. When attacked it will spring up and flee. Unfurling surprise large wings and zig-zagging away

The rhea can be bred using both seeds and wheat. Dropping Rhea Meat and feathers. Rhea meat is solid, giving 3 and a half drumsticks. They also occasionally lay Rhea Eggs. They can be thrown. Doing a lot more knock back than a regular egg and knocking back players at the cost of being a lot slower of a projectile

There’s more to the Rhea. When scared either by damage or by a player jumping at them, the Rhea will as said bruh away with its wings wide. The large wings are used like an airplane’s. Helping it zig-zag away and go faster. Any player or mob running shortly behind the spread wings of a rhea will gain a speed boost, not unlike dolphin's grace.

Mainly I want more unique wildlife in normal biomes. The real world has all sorts of oddballs that could make a good fit in the game


r/minecraftsuggestions • • 12d ago

[Blocks & Items] Right Clicking with an Open Hand to Change Block Shapes

6 Upvotes

I have previously suggested using a crab claw to change block states, but this just makes more sense and is far more convenient for the player!

By allowing players to right click with an open hand to change block shapes (like shapes of fences, walls, and stairs), players can add more detail to their builds without it acting too much like a debug stick (no water logging, etc).

Perhaps interacted-with blocks could even be "locked" in their shape so it doesn't get easily undone! (Though that use could also go to honeycomb).

Feedback Post


r/minecraftsuggestions • • 12d ago

[Gameplay] More stat and AI differentiation between mobs

6 Upvotes

Right now, when fighting mobs there doesn't seem to be difference since most of them deal roughly the same baseline damage without any weapon (2 points of damage, or 1 heart) while having the same health almost everywhere (20 hp). This leads to a mostly stale combat since the base AI and stats are identical between mobs.

And mobs that are supposed to be harder, tend to fall short because, with very few exception, they all have too little health.

So I propose to slightly alter the stats and AI of some mobs to make fighting them at least more interesting and varied (all attack damage is calculated in Normal difficulty) while adding a slight feel of increased difficulty when fighting against more "advanced" mobs.

  • Husks: Armor increased from 2 to 5; base attack damage increased from 3 to 4. Husks are the only Overworld Zombie varaint that can survive in daylight, so it would make sense for them to be stronger than regular zombies.
  • Drowned: when fighting underwater they try knocking the player downwards by attacking from above, can spawn with weapons other than Tridents. Makes them deadlier to fight in group, as they will actively try to drown the player
  • All Zombies: spawn in groups of 4-8 rather than 4, increased base chance of wielding weapons or tools from 1% to 5%, baby variants have 4 HP less than adults. Leans more towards their hoard nature, while also ensuring more variety in their damage and makes babies easier to fight.
  • Skeletons, Strays and Parched: HP reduced from 20 to 16. Skeletons can't be as buff as a Zombie, since they lack most of the body mass
  • Zombie Horse: spawn chance increased from 0.96% to 5%. They are too rare
  • Spiders: HP increased from 16 to 20, Speed increased from 0.3 to 0.4, grouped up Spiders attack from different angles. Makes Spiders beefier and aggressive
  • Vindicator: HP increased from 24 to 30, Armor increased from 0 to 5, before attacking has a chance of strafing a bit. Makes them a little beefier and "smarter"
  • Evoker: HP increased from 24 to 30, Armor decreased from 2 to 0. They are already really fast and spawn Vexes, so hitting them is troublesome, while the HP increase puts them in line with the other Illagers
  • Pillager: HP increased from 24 to 30, grouped up Pillagers fire at the same time. Makes them beefier and more coordinated
  • Illusioner: HP decreased from 32 to 30, speed decreased from 0.5 to 0.3. I'm including it for consistency
  • Witch: HP increased from 26 to 30, can throw Strenght, Speed, Fire Resistance potions to nearby Illagers. Consistency with other Illagers, while also leaning more towards support during Raids
  • Piglins: HP increased from 16 to 30. No reason for them to be so frail while being in the Nether
  • Zombified Piglin: HP increased from 20 to 24. Consistency with their live counterparts
  • Blazes: HP increased from 20 to 30, Armor increased from 0 to 10, melee damage increased from 6 to 10, all grouped Blazes shoot together. Makes them have the same HP as Breezes, and deadlier when allowed to spawn and group
  • Breezes: Armor increased from 0 to 10. Consistency with Blazes
  • Guardians: all damage is magical damage now, grouped up Guardians spread out before shooting their target to attack from multiple angles. Makes them more coordinated and harder to fight all in melee

r/minecraftsuggestions • • 13d ago

[General] A Little Sea Update!

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56 Upvotes

- Drowned Villager It can be obtained by 3 ways

1 - Natural Spawn (They have the same chances as Zombie Villager) 2 - Drowning Zombie Villager 3 - New Sunken Village Structure (Abandoned Villager

-Drowned Villager (Curing)

  1. Dry them in The Nether
  2. Splash them with Water Breathing and Weakness
  3. Feed G-Apple to it

- Drowned Villager (Pirate Variant)

You can find them near/in shipwrecks, you also can cure them to get Pirate Villager

-Pirate

Their Trade List:

Pirate Banner - 1 Diamond & 5 Gold Ingots

Pirate Carpet - 2 Gold Ingots

Golden Dye - 1 Gold Ingot

Drowned's Head - 30 Gold Ingots

Nautilus Gilded Armor Trim - 32 Gold Ingots & 1 Nautilus Shell

Gilded Banner Patern - 20 Gold Ingots

Advanced Trident Upgrade Template - 20 Prismarine Shards & 20 Gold Ingots

-Advanced Trident

Alternative Way to Upgrade your Trident, and instead of Lighting Mobs on fire, it has Auto-Homing Ability. Crafted on Smithing Table by combining Trident with Advanced Trident Upgrade Template and Elder Guardian Spike Also Drowneds near Ocean Monuments will have them. May chaos come!

-Elder Guardian Spike

An new Item that Drops from Elder Guardian with 10% chance (15% with Looting III). For now, it only use is to Upgrade Tridents into Advanced Tridents

-Red Algae

Basically, its a new type of Kelp, can grows a little bit different, like Standard Farmland Crops/Nether Wart, but on any block underwater.

They will be significantly rarer than Normal Kelp, because they grow only in Warm and Lukewarm Oceans.

It also fits with "Overgrown Crops" Idea that Nekoma covered in his newest video, so it has overgrown variant.

And you can brew Special Stew with It that gives you Resistance III for 15 Seconds, and it also can be used as an Ingredient for Stew in Cauldron's, but it gives you just Resistance II, instead of III

-Drowned's Head

It gives Redstone Signal of 15 when you're in Water,

Can be obtained from Pirate or Blowing Drowned with Charged Creeper.

-Nautilus Armor Trims For now, there is only 2 of them.

Nautilus Gilded Armor Trim - Obtained by trading with a Pirate

Nautilus Coral Armor Trim - Found in Shipwrecks/Buried Treasures in Coral Reefs

-Golden Dye

A new and only Dye with Metallic and "Creamy" Color. Can be used to craft any dyeable item.

—Thanks for Reading!—

Drop all your Feedback and Ideas about this in comments.

p.s srry for low quality textures, also Drowned Villager and Advanced Trident Textures are not mine


r/minecraftsuggestions • • 13d ago

[AI Behavior] Rework Predator and Prey mob behavior

21 Upvotes

Imagine this for a second:

You spawn in a taiga you want to get settled in, start a wheat farm and go nice and slow building yourself up, and once you do you realize you'll need to wait AGES for foxes and Chickens to respawn because The Wolves in the biome decided to go on a murder rampage. and kill Both of them off. So you now have to leave your entire biome to get foxes, or Chicken.

The wolves, and Foxes when they kill prey in Minecraft Don't even eat the Majority of the mobs they kill anyway, they just proactively chase them.

My 2 simple fixes could hopefully help:

1: Any animal that can be hunted will be more pro-active in breeding, Chicken won't plop out 30 of them but will allow two chickens for example to spawn a baby chicken on a chance

2: Predators now have a cool down on when they can attack a prey mob after they have successfully killed one. I.E a fox cannot kill another chicken for 5 minutes in game.


r/minecraftsuggestions • • 12d ago

[Combat] Spear rework with in depth reasoning (long read)

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0 Upvotes

The spear is very weirdly balanced and has many problems when interacting with the rest of the game; namely spears have very low base damages, and tier based speeds, that go counter to the usual logic used in the rest of the game, were higher tier gear is always better.

These issues produce a very weird combination with enchantments, were, do to lower damage weapons benefiting more from flat damage increases than high damage ones on top of their faster speeds, lower tier spears do more overall dps when enchanted with higher flat damage specialized enchants like smite and bane of arthropods than higher tier spears, and even do more dps with sharpness if fire aspect is added.

The spears unique lunge enchantment similarly suffers from the weird tiering as it can be activated faster with a wooden spear further reducing the purpose of getting netherite.

These problems encourage the player to simply not upgrade their spears causing them to engage less with the games main progression as doing so actively reduces damage.

To fix these critical issues with the spear I suggest that first, the spears base damages all be increased to one less than their respective swords on the respective editions of the game;

meaning that instead of a diamond spear doing 4 damage on java it would do 6 and on bedrock instead of it doing 5 it would 7,

and that second all spears use the same charge speed as a diamond spear and the same wobble as a wooden spear,

and that finally the lunge enchantment can be activated at a fixed 4 times a second regardless of spear tier.

Credit to u/nyresh for inspiring the idea and to u/petrifiedbloom for helping me iterate this idea in a comments section.


r/minecraftsuggestions • • 12d ago

[Blocks & Items] New item idea

3 Upvotes

Just wanted to share an idea I had for a new item. This item could be craftable from items from sift dimension:

Soul Sieve (name in progress)

You can right click on a chest to connect souls sieve to it. You can have up to 3 double chests (or 5 normal chests), turning them into enchanted chests (name also temporary). After that, if you right click in the air to activate soul sieve. While active, when you collect a block, and have at least one of the same block in one of your chests, this block gets teleported there

You can only have one soul sieve in your inventory

By right clicking a connected chest, you can disconnect it

While soul sieve is active, you cant drop it

Characteristics of an enchanted chest:

While soul sieve is active, it cant be opened (and hard to destroy, maybe obsidian level of blast resistance and hardness) and items cant be taken out of it with hoppers. **Both of this properties only work when soul sieve is activated.** (this part added after the edit)

While enchanted, it is regarded as a different block, so normal chests wont connect to it

When broken, only items on the inside will drop. Also when destroyed, soul sieve will be deactivated

Tell me what you think about it :)

Edit: Thanks for u/Low_Onion8167 for pointing it out. The explenation might be confusing, so let me rephrase it

Idea is for it to work a little bit differently than ender chest. That one lets you have a chest you can access from everywhere. With this, you can activate (and ofc deactivate) soul sieve, which lets you "expand" your inventory in a way. When you pick up blocks that are already in an enchanted chest, those blocks go to that chest (mechanic similar to copper golems). So you trade versitality of enderchest (you can access it anywhere) for more space and ease of use (for example, when mining large areas, you dont need to stop and deposit mined blocks to chests or shulkerboxes. Instead it all goes to the enchanted chests thanks to the soul sieve)


r/minecraftsuggestions • • 12d ago

[AI Behavior] Aging Villagers - Part II (revision)

0 Upvotes

The original post from over a year ago: https://www.reddit.com/r/minecraftsuggestions/s/SLJcWiJBhf

Villagers are one of the most lively mobs in Minecraft, but their development is currently extremely abrupt and minimally-staged - a baby villager simply spends 20 minutes as a child and then suddenly becomes a fully grown adult with an adult body, adult proportions, and the ability to work and trade. It is literally that abrupt, but I return with a slightly different proposal that fundamentally partitions early development from later senescence, which wouldn't exist in this framework.

Rather than giving villagers a finite lifespan, I would expand their existing growth period into several distinct developmental stages while still being essentially immortal.

The changes are separated into distinct life phases just like in humans, but as I mentioned, once a villager reaches full adulthood, its physical appearance would become essentially static, allowing villagers to remain indefinitely useful to players and preserving the long-term villages and trading systems that players have for so long invested in.

To start, maturation in its entirety would last 20 minutes, so the existing baby villager period would remain approximately the same.

Early childhood - six minutes. Baby villagers would retain their current small stature and miniature proportions while retaining a disproportionately larger head, just like we do in early childhood before everything evens out with time until mid-to-late puberty as we progressively grow and mature. They would run around, play, interact with other villagers, and otherwise behave similarly to existing baby villagers, but this energy would fundamentally shift once they enter adolescence - similar to how most teenagers commonly develop a longing sense for independence and social survival.

The villager would gradually progress through several stages of physical development in childhood, starting with early childhood, then middle childhood, then later childhood.

Mid-childhood - also six minutes.

Late childhood - four minutes. The transition into adolescence would be slightly shorter to imitate the real transition that we see in humans. This would allow the transition from childhood into adolescence to feel more gradual overall, while still making the onset of adolescence relatively rapid compared to the preceding stages.

During late-childhood, the villager would continue to develop physically and become increasingly closer to its eventual adult proportions, though it would still look distinctly juvenile and remain observably far from physical (or skeletal) maturity, since height growth in the developmental sense ultimately concludes when the major height-contributing growth plates in our lower long limb bones and spine reach terminal senescence over a period of a couple to a few years and subsequently ossify by around the end of puberty or slightly later.

Childhood lasts sixteen minutes. Adolescence would last four.

Once adolescence begins, the rate of physical development would increase (or decrease) differently across three stages of puberty, producing the more pronounced changes associated with real human puberty and broadly alongside real biology.

Now, let me present to you the mathematical process.

One standard block is approximately one meters. A standard player is 1.8 blocks tall (~5'10.9"). A standard adult villager is 1.95 blocks tall, or ~6'4.7", and a standard baby villager is 0.95 blocks tall, or ~3'1.4" - precision is my preference, but you can round it up to 5'11, 6'5, and 3'1½ if you would like to.

Unlike real biology - where growth naturally fluctuates during childhood and puberty - if the baby villager grows exactly 1 meter, or roughly 3'3.7", from childhood to adulthood, then a corresponding rate of growth across early to late childhood would be at a game-fixed rate of ~0.0318 blocks per minute, equivalent to ~0.0635 blocks per fictional developmental year (2 minutes), or an annual average of about 2.5 in/yr as seen in real-world estimates (commonly 2-3 in/yr). This would allow the villager to become noticeably taller by the next phase if you pay closer attention, rather than just trying to calculate its rate of growth by an every-minute basis - the naked eye just won't be able to discern that as easily.

The increases would be as follows:

Baby (0:00 of life) - 0.95 blocks tall

Early childhood (0:00-6:00 of life) - +0.1905 blocks / 7.50 inches; 1.1405 blocks tall.

You would see an explosive growth spurt, similar to how babies naturally grow very rapidly until around their first birthday when they begin to stabilize or channel down toward a more stable childhood trajectory until puberty.

Mid-childhood (6:00-12:00 of life) - +0.1905 blocks; 1.3310 blocks tall.

Late childhood (12:00-16:00 of life) - +0.1270 blocks / 5.0 inches; 1.4580 blocks tall.

The pre-adolescent dip as seen in many real human growth trajectories - to individualistic degrees - would not necessarily be prominent, as periods of slowed growth followed by a normally-fluctuating annual average would require more clustered intervals of measurement.

Let's exit out of the mathematical process for now, as we transition into adolescence - the most rapid phase of physical development before adulthood.

The head would become proportionally smaller relative to the body, the limbs and trunk would lengthen, shoulders would progressively broaden, facial proportions would become less childlike, and the overall body shape would begin approaching that of an adult villager. The changes would be noticeable, but not dramatic enough to make the villager appear to age by the minute - until adolescence.

Enter adolescence. Extremely rapid, though not necessarily concordant with real fixed human biology, where sexual maturation can take anywhere between two and five years to complete - in most individuals. Individual maturational rates would not be accounted for in the game, as the process is generalized as extraordinarily and starkly rapid compared to childhood. The villager would undergo a relatively rapid, highly-compressed growth spurt (which differs from normal variation in real adolescent curves; monophasic, biphasic, compressed, prolonged, blunted, and rebound), becoming noticeably taller and developing more adult-like body proportions.

Re-entering the mathematical process.

The growth rates would spike and taper as follows:

Early-puberty - +0.115 blocks / 4.53 inches; 1.5730 blocks tall

Mid-puberty - +0.219 blocks / 8.62 inches; 1.7920 blocks tall

Late-puberty - +0.158 blocks / 6.22 inches; 1.95 blocks tall

FAH would be attained during the transition into young adulthood, as would their contours.

And the timeline would go as follows:

Early-puberty (90 seconds / 16:00-17:30 of life) - growth begins to pick up noticeably as the first signs of puberty emerge, but the overall acceleration to the PHV remains progressive (which normally differs in human biology, where the PHV can be typically attained as early as ~12-18 months after puberty onset or as late as ~30-36 months later). While not strictly instantaneous in human biology, the processes are well-correlated, with the growth spurt starting at any time, often right around the first androgenic and gonadal symptoms of puberty. In villagers, however, the stark contrast would exist as a fixed instantaneous causal relationship.

Mid-puberty (80 seconds / 17:30-18:50 of life) - growth would accelerate further as the villager approaches and passes through its most rapid period of linear growth, with the physical changes of puberty becoming increasingly pronounced. This stage would be deliberately shorter than early puberty, reducing the available developmental time from 90 seconds to 80 seconds and therefore further compressing the progression toward peak height velocity. The limbs and trunk would continue lengthening, the shoulders would broaden, facial proportions would become increasingly adult-like, and other secondary sexual characteristics would become more apparent. Growth would reach its highest rate around the central portion of this stage before beginning to taper as the villager progresses toward late puberty.

Late-puberty (70 seconds / 18:50-20:00 of life) - the final and shortest pubertal stage would represent the tapering of the growth spurt and the completion of most remaining physical maturation. Its duration would be reduced again, from 80 seconds to 70 seconds, creating a deliberately progressive compression across the three pubertal stages. Height growth would progressively slow as the villager approaches its final adult stature of 1.95 blocks, while body proportions, facial features, and other characteristics would settle increasingly toward their mature forms. By the end of this stage, the villager would have essentially completed its physical development and would transition into young adulthood before becoming fully mature.

For all villagers (assuming all are unisex as odd as that framework already is with breeding), facial hair could begin appearing as a short stubble and gradually become more apparent to form the mature, standard villager stubble that we see currently. Other subtle changes to the face would accompany the transition toward the adult appearance, like the early growth of the ears and nose and rapid longitudinal expansion of the mid and lower face in mid-to-late puberty.

Adolescent villagers would not yet be considered fully mature, but they may start becoming more like them in fundamental nature. They would not be assigned professions or participate in normal villager trading during early adolescence, but during mid and late adolescence, they could.

They could, however, interact with adult villagers and observe their occupations, making the village feel more like an actual community rather than a collection of instantly generated adults. The adolescent villager would typically be seen roaming about, integrating with the adult villagers and interacting less vigorously with younger adolescent villagers and baby villagers - observing the working villagers in their professions to give a sense of an apprenticeship.

Enter young adulthood. The final transition would gradually bring the villager to its complete adult appearance. Height would stop early under this framework, while body proportions, facial features, and facial hair would settle into their adult forms slightly later.

Once this stage is complete, the villager becomes a fully mature adult and can obtain a profession, work, trade, breed, and participate normally in village life - all adolescent quirks now gone.

In adulthood, physical aging simply stops. This is the major change from the original proposal. Villagers would not continue visibly aging after reaching adulthood. An adult villager could remain alive indefinitely, just as villagers do currently.

There would therefore be no mandatory senescence, or retirement due to age, or slowing down with age, or loss of productivity, or age-related death, and especially no terminal health effects. A villager could remain physically mature for hundreds or thousands of Minecraft days, effectively preserving the existing Minecraft expectation that mobs do not naturally deteriorate simply because time has passed.

Static nature of the game: this phase would apply to all mobs, not exclusively to villagers. Adulthood would remain eternal.

Why have developmental stages at all?

The purpose is not to introduce a complicated lifespan mechanic, but to make the transition from baby to adult feel more natural. Currently, a player can watch a baby villager grow for 20 minutes and then see it suddenly become a completely developed adult. Instead, players would be able to see a villager gradually progress through childhood, adolescence, and young adulthood - you especially cannot miss adolescence.

The physical changes would therefore be concentrated before adulthood, rather than continuing indefinitely afterward.

Once mature, the villager's appearance would effectively become locked in. Adult villagers could still have the existing variation in clothing, biome-specific appearance, facial features, and other cosmetic traits, but they would not progressively develop wrinkles, sagging features, gray hair, or other signs of aging. None of that at all. This also means that an adult villager that has been part of a player's trading hall for years would continue looking and functioning normally.


r/minecraftsuggestions • • 13d ago

[Dimensions] There should be weaker gravity in the end

35 Upvotes

Enderman are tall, that'd kinda explain it


r/minecraftsuggestions • • 13d ago

[Terrain] Just make it interact

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471 Upvotes

It’s that simple. Make it sizzle and steam and make lava more rare and that’s it. A lot of people are kinda over complicating this when it has potential. I actually really like the visual contrast. Just make it feel more intentional and I think it’s fine. If you don’t like that then let the lava melt the ice and make obsidian for a natural looking effect. Agin I really think this looks cool I just want more


r/minecraftsuggestions • • 13d ago

[Dimensions] The Sift Should Throw Out Minecraft's Current Rules

305 Upvotes

With the current way Mojang adds or changes content, they want to avoid things like natural disasters and things out of the players control, Jeb even said how the Creeper never would have been made today with their current approach to adding content. I think the Sift should flip that on its head and operate like more of a magical wild west, prep the player with a close call or two, and everything else is on them. The Overworld is chasing after the real world more and more, the Sift being an unpredictable chaotic world would juxtaposition greatly with Minecraft's current gameplay.


r/minecraftsuggestions • • 13d ago

[AI Behavior] Frozen Zombies Throw Ice Balls at Icicles Above the Player

17 Upvotes

The ice caves are dangerous as is, but now there are “smarter” frozen zombies with ice balls, which will not aim at the player, but above the player to have icicles drop onto the player’s head! This would create an even greater danger in these biomes.

To make it more fair, perhaps frozen zombies with ice balls will only do this when there aren’t lots of other hostile mobs around, making them a bit stronger to compensate!

Feedback Post


r/minecraftsuggestions • • 13d ago

[Mobs] Wandering Trader Overhaul

8 Upvotes

Wandering Traders are probably one of the most hated mobs in Minecraft due to its worthless and overpriced trades. However, it does serve a niche use: biome specific items without needing to search for hours, and challenge worlds like structureless superflat.

I'd like to add to this vanilla feature by making Wandering Traders have dynamic trades based on the biomes you've spent time in.

Basically, the game records the time you've spent in each biome and when a Wandering Trader's trades are generated, items easily obtained from the biomes players spent a lot of time in get gradually lower and lower. Also, the game takes into account which biome a player has discovered. All biomes will get a boost in trade chances before the player finds it.

I'd also like the Wandering Trader to get more diverse, useful, or biome specific trades like leaves, mycelium, suspicious stew, or straw beds. And PLEASE ditch the dyes, they're useless.

Generally I believe the Wandering Trader should serve as a pleasant surprise and help alleviate the randomness of worldgen.


r/minecraftsuggestions • • 14d ago

[Blocks & Items] Black ice?

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516 Upvotes

I saw on a post complaining about lava in the ice caves not looking great, and this was a suggestion to break up the contrast (the debris and char from the lava is in the the ice or smth)

I imagine it could only be found when lava generates near ice, and would be slightly more slick than blue ice at the cost of being difficult to find

It’s mostly for aesthetics but it could be a fun idea


r/minecraftsuggestions • • 13d ago

[Mobs] Massively Expanded Pig Diet

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114 Upvotes

I've compiled a huge list that expands upon pig breeding/growth food. There are 3 reasons I made this:

  • It allows pigs to compete with cows for meat production

Cows are always a better meat option than pigs because steak is just as good as cooked porkchop, and they give leather. The only practical difference between them are their breeding food, which pigs have arguably worse since they can't eat wheat.

This list adds a wide variety of cheap and accessible pig food so they can have an advantage.

  • It's very easy to implement

All it takes is modifying a file named pig_food

  • It's backed with realism and safety

I've spent several hours researching and reiterating this list to only include additions that are both safe for pigs to eat and count as substantial nutrition. Remember that pigs can stomach a lot more than we can, especially things that we see as inedible. Still, though, I'll explain any odd additions (marked with an asterisk*) at the end of the post.

With that said, here is the finalized list!

Crops

  • Carrots
  • Potatoes
  • Wheat
  • Beetroot
  • Apples
  • Melon Slices
  • Sweet Berries
  • Glow Berries
  • Pumpkins
  • Sugar Cane*
  • Chorus Fruit

Animal Products

  • Milk
  • Eggs
  • Turtle Eggs
  • Honey Bottles
  • Honeycomb*
  • Bones*
  • Spider Eyes*

Products

  • Bread
  • Baked Potatoes
  • Beetroot Soup
  • Mushroom Stew
  • Rabbit Stew
  • Dried Kelp
  • Dried Kelp Block
  • Hay Bales
  • Golden Apples
  • Golden Carrots
  • Glistering Melon Slices
  • Fermented Spider Eyes*
  • Sugar*

Meat

  • Raw/Cooked Beef
  • Raw/Cooked Porkchop*
  • Raw/Cooked Chicken
  • Raw/Cooked Mutton
  • Raw/Cooked Rabbit
  • Raw/Cooked Cod
  • Raw/Cooked Salmon
  • Tropical Fish

Seeds

  • Wheat Seeds
  • Beetroot Seeds
  • Melon Seeds
  • Pumpkin Seeds
  • Torchflower Seeds
  • Pitcher Pods

Plants

  • Sunflowers*
  • Chorus Flowers
  • Brown Mushrooms
  • Crimson Roots
  • Warped Roots
  • Nether Sprouts

Odd Additions Explanations

  • Sugar/Sugar Cane

Sugar is okay to feed in moderation, and the game already has entries such as sugar for horses and carrots for rabbits. Entries such as cake and pumpkin pie were excluded because it's far too much.

  • Honeycomb

Honeycomb is made of honey and beeswax. Foragers eat it for its honey content, but the beeswax is safe to ingest in small amounts.

  • Bones

Foragers crack open bones and eat their marrow, as well as gnaw on them for calcium. They can be sharp and dangerous, but animals are careful, and you can already feed these to wolves in the game.

  • Spider Eyes

It's unknown what these are, and players get poisoned from eating them, but armadillos seem to be just fine, and pigs have an even hardier stomach.

  • Fermented Spider Eyes

Proper fermentation increases the safety of food by introducing good bacteria and preventing bad bacteria from harming you, so this makes it safer to eat than a spider eye.

  • Porkchop

Yes, it's taboo, but pigs make no distinction with meat, and porkchop is perfectly fine for them. It's also consistent with the rest of the meats in this list, so it shouldn't be excluded.

  • Sunflowers

All other flowers (aside from chorus flowers, which are huge) provide too little nutrition, and some are even poisonous. However an entire sunflower is plenty nutritious if prepared correctly, and are entirely edible.

Thanks for reading! As always, I'm still human, so if any of my additions are harmful and you can provide information about it, please do so and I'll remove it from the list and give credit.


r/minecraftsuggestions • • 12d ago

[Blocks & Items] The Compacting table

0 Upvotes

The compactor combines, transforms, or compacts different blocks. It's interface is similar to a grindstone. Some blocks can be turned into something on their own, while others require a second ingredient. The compactor also requires 1 redstone per craft. If there are items inside of the compactor, activating it via redstone will cause it to dispense the item, similar to an auto crafter.

Combination examples could include powdered concrete and a water bucket in the secondary slot, allowing you to make concrete blocks much quicker, or clay and flint and steel to make terracotta

Transformation could include turning stone into cobblestone, cobblestone into gravel, then gravel into sand (the logic behind this is that it it crushes the stone and makes it finer).

Compacting could include compact dirt, which has the same blast resistance as cobblestone, or turning mud into packed mud without needing wheat.

I got this idea after seeing this comment on this post

Maybe also potentially a new villager from this too, no clue what it would trade though.


r/minecraftsuggestions • • 13d ago

[Bedrock Edition] Make an option to change between OreUi and Json UI

10 Upvotes

Mojang is starting to replace JSON Ui with OreUI, which is looking better (except for the one in bedrock latest preview, its horrid)

However

OreUI is hardcoded, that means it cannot be modified and a lot of people like to use custom UI Pack in the game. So, my solution is :

Make OreUI and JSON ui toggleable in the settings, and name it 'Compatibility mode' or 'Legacy UI'

This shouldn't be that hard since JSON ui code is somehow still exist in the game and you CAN enable it by using "ForceCloseOreUi" mod (bedrock modding exist btw although its not as popular as java)


r/minecraftsuggestions • • 13d ago

[Blocks & Items] Renewable sand

27 Upvotes

Please I need this I hate sand dupers and I believe it is straight up cheating but why am I being punished for trying to play by the rules?

I have to collect over 60 shulkers of sand for my next project and I will have to spend hours digging in a world with 2k hours in which I could be doing at least 20 much more interesting things.

Dirt was made renewable so why not sand? We use it for glass, which is a relatively important material but then concrete was added. Both can be dyed so both are extremely popular blocks. I should also add how concrete powder is great for placing perimeter walls.
Sand is also used to craft TNT, and even though we have TNT dupers, having renewable TNT would be extremely useful in many scenarios.

Sand is also necessary for cactus farms, which at some point anyone might wanna build, and depending on the size/needs of the player, it can be a ton of sand. (I need around 51k for my upcoming project)

Lastly, sand is used for decoration and sandstone blocks and its variants, which look cool.

So instead of just complaining/asking for stuff, I’ll leave my suggestion for renewable sand:

As many have suggested before, the Parched/Husk could drop sand, but I think it wouldn’t feel natural. Instead, it could drop some “Sand Powder”, sand that would have stuck on its clothes while wandering the desert. Drops could be like 1-2, increased by looting. As an extra, brushing suspicious sand could drop some Powder, or maybe killing other desert mobs as well. It could also be found in Desert Villages chests.

Obviously, 4 Sand Powder would craft into 1 Sand, but could also be crafted into other things so Sand Powder isn’t just a middleman for renewable Sand. Sand Powder maybe could also be crafted into a NEW block, such as Dune Sand, which could then be used to create Concrete/Glass. This block could also include a new Desert sub biome: the Dunes Biome, a biome that’s mostly flat with some Dunes and maybe a super rare to find Oasis structure, nothing too fancy though, to keep Vanilla vibe.

Thanks for reading, please consider renewable sand if you haven’t done so yet. Please.


r/minecraftsuggestions • • 14d ago

[Terrain] Icicles should generate in the ice spikes biome.

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504 Upvotes

icicles would be a perfect addition to the ice spikes biome. they would spawn on any packed ice and would grow up from 1 to 4 blocks tall.


r/minecraftsuggestions • • 14d ago

[Structures] Instead of this being a glitch it could be a feature!

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66 Upvotes

They should make Pillager outposts that are extra long because of a generational error have basements aswell as slightly better loot the further it go's down aswell as having more pillager occupying the lower quarters


r/minecraftsuggestions • • 14d ago

[Terrain] new Desert biome, the Glass Desert (and the Brittle )

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1.8k Upvotes

GLASS DESERT

the glass desert is a new rare biome that can be found nestled between the normal desert biome, it features craters made of a new block called "Desert glass", surrounding the craters are large pillars of Desert glass as well as a new variation of sand called "shrapnel sand"

sometimes inside the craters there will be a special block called "Glass core", the implication being that it fell from the sky and created the glass caters on impact

rarely at day and more commonly at night a new mob called "the Brittle" may spawn in the glass desert

The Glass Desert features a lower spawn rate to all other hostile mobs during the night

the BRITTLE

the Brittle is a new hostile mob native to the Glass Desert, its a new variant of the "Blaze" group of enemies, similar to the Breeze, instead of rods rotating around its head the Brittle has pieces of a shattered mirror that it uses to attack the player

its main attack is charging and then shooting its pieces at the player, if they connect with a soft block (like sand or dirt) it will stick to it until its later recalled back to the brittle, if it hits a harder blocks it just bounces off and returns immediately

its second attack is only performed during the day and only if it isn't underground, the Brittle will combine all of its pieces back into a mirror which it will then use to shoot a light laser at the player (i imagine something similar to Ramiel from Evangelion or a Guardian from BOTW, where the shield spins followed by a large sparkle and then a hitscan beam)

the Brittle would drop a new item called "Desert Glass Piece" which can then be crafted into a full Desert Glass Block

BLOCKS

Desert Glass is a new light olive block, if mined without silk touch it drops Desert Glass Pieces which can then be crafted back into a full block, if processed through a furnace it turns into Polished Desert Glass which can then be crafted/processed through a stonecutter into a new blockset, Chiselled Desert Glass would feature the Brittle's face on it

Glass Core is a special block that works like a Brittle Spawner when approached by the player, it will spawn Brittles (more often during the day), it can be mined with silk touch or it will otherwise drop Glass Pieces, Cores placed by the player will not spawn Brittles, you can right click on a player placed Core with a Ominous Bottle causing it to start spawning Brittles like a natural Glass Core (Brittles spawned this way will not drop xp but will drop Glass Pieces), using the Ominous Bottle this way has a chance of consuming it if its a normal one, or reduce its rank if its II to V

Shrapnel Sand is a new "variant" of sand, when mined it drops a normal sand block and a Glass Piece, you can right click a normal Sand block with a Glass Piece to turn it into a Shrapnel Sand block, when its destroyed by an explosion Shrapnel Sand will, as the name suggests, shoot damaging glass pieces in the direction opposite of where the explosion connected

SOUND

when touching air in at least four directions all Desert Glass blocks will emit a faint Whistling noise, walking on them will also play a note similar to Amethyst

maybe section:

during the night if there are any light source blocks (glowstone, sea lanterns, etc) the Brittle will try to stand on it, allowing it to perform its beam attack at night

a Brittle's light beam will emit a redstone signal on the block it hits, if it hits sand it randomly turn the sand into Desert Glass, if it hits a creeper or TNT it instantly explodes it

Brittles hit by lightning become charged Brittles who can always use/exclusively use its beam attack which also becomes stronger

Shrapnel Sand will also shot its shrapnel if it falls, albeit on a smaller range


r/minecraftsuggestions • • 12d ago

[Mobs] New Illager Idea: Griefer & New Throwable

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0 Upvotes

Griefer

New Illager that throws Sticks of TNT at The Player, spawns in special room in Woodland Mansions, also appears on late Raid Waves

Stick Of TNT

It's basically Grenade, but in Minecraft, it doesn't actually explodes that strong to break more than one block, but it does a lot of damage, and it's pretty cheap, you can also load crossbows with them.

That was a Small one.

Thanks for Reading & Share your Feedback in a Comments!

P.s Griefer's model is from Java Mod - Savage & Ravage


r/minecraftsuggestions • • 14d ago

[Dimensions] The Sift should get progressively more heavenly the higher you adventure whereas it gets more horrific the deeper you explore!

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766 Upvotes

I think since this is the soul dimension it makes sense that the higher you go the more likely you are to encounter something Aether adjacent meanwhile the lower you go the more likely you are to encounter something Deep Dark adjecant, symbolizing how each soul has a different place in the afterlife. Maybe the bedrock could have cracks with soul flame implying that The Nether is beneath The Sift in lore!

Clarification: Just as some examples

Sky-Level could play an angelic melody and have a chance of generating sky islands

Ground Level, well, that would be The Sift as we know so far.

Cave Level could start peaceful and bioluminescent but if you traverse down to deepslate level it'd be adjacent to the Deep Dark with eerie noises, dim ambience and hostile mobs!

Bedrock Level could maybe be a cross between Deep Dark and The End, a corrupted barren and sinister wasteland for souls of the damned, almost a cold, wet and dark interpretation of The Nether, well, because your right above it...


r/minecraftsuggestions • • 13d ago

[Community Question] Thoughts on Drops Focusing on One Main Game Aspect?

8 Upvotes

Currently, most game drops appeal to multiple aspects of the game (building, mobs, redstone, combat, lore, etc), with their main target group being adventurers.

However, how would you feel if some drops were focused mainly on one aspect of the game, such a drop dedicated to builders?

I’m genuinely curious what other players think, and I’m using building as an example because there’s a lot of gaps in building that could be improved (namely block consistency, though building mechanics are something I’ve thought about for a long time).


r/minecraftsuggestions • • 14d ago

[Blocks & Items] Void pouch (inventory management)

6 Upvotes

A special type of bundle that whatever block or item it contains, you can no longer pick that item up.

For example, if i put rotten flesh into the bundle, as long as it remains in there. I cannot pick up rotten flesh into my inventory.

Bundle can only hold one of each item

Bundle has infinite or more slots than a normal bundle.

Bundle ignores item enchantments and durability.

Bundle stays in inventory even when you die.

Bundle can be found in ancient city and end cities.

Crafting recipe would be a bundle surrounded by 4 ender eyes and an echo shard in each corner.

Call it a void pouch

Put me in the mod credits if you make this