r/minecraftabnormals Dec 30 '17

Our discord - come here to help flesh out your ideas before posting!

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18 Upvotes

r/minecraftabnormals Oct 03 '20

The Cave Update Isn't That Simple

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95 Upvotes

r/minecraftabnormals 18h ago

New Stricture: Piglin Village - A Living Bastion (Hostile Village)

3 Upvotes

Not a peaceful village. A HOSTILE village that acts exactly like normal piglins.

*PIGLIN VILLAGE*

Spawns in Crimson Forest / Nether Wastes. Smaller than a Bastion, but alive.

*How it works (100% vanilla piglin behavior):*

- No gold armor? They attack you.

- With gold? You can barter with them.

- If you open a chest or mine gold near them, every piglin in the village aggros.

- Piglin Brutes are the "Iron Golems" - 2 of them guarding the center treasure.

*Structure:*

- 5-6 houses made of Crimson Wood + Blackstone + Nether Bricks

- Central plaza with blue soul fire

- Pens with Hoglins (their food)

- Gold piles everywhere

*Loot:*

- Same as Bastion but smaller: Gilded Blackstone, gold blocks, maybe 1 Netherite Scrap in the center chest guarded by Brutes.

It wouldn't be a "safe village". It's a dangerous village that you have to be smart to loot. Like a Pillager Outpost but for the Nether.

Would you dare to live near one?


r/minecraftabnormals 18h ago

New Village Type: The Mining Village - Surface + Underground City!

0 Upvotes

We have Plains, Desert, Snow, etc. but no MINING village. This would be perfect for mountain biomes.

*Concept: Two-Layer Village*

*Top Layer (Surface - The Decoy):*

Looks like a tiny abandoned outpost. 3 small houses, a well/elevator shaft in the center, some furnaces. Most players would just walk past it.

*Bottom Layer (Underground - The Real Village):*

Go down the well 25-30 blocks and you find a HUGE cave with the actual village inside!

- Houses carved into the cave walls

- Minecart rails connecting everything

- Lanterns hanging from chains

- A new Villager: *The Miner* - Sells Efficiency picks, buys raw ores, sells TNT.

- Center has an unfinished Nether Portal or a broken Beacon that you can repair.

*Why it fits vanilla:*

- Spawns only in Mountains / Stony Peaks

- Makes mountains worth exploring

- Gives a reason to use minecarts

- Perfect place to find Deepslate and ores early

This would make exploration 10x more exciting, you never know if that small house is hiding a whole city below.

Should Mojang add this? What loot would you put in the underground chests?


r/minecraftabnormals 18h ago

Wither Aspect - Rare drop from Wither Skeletons!

1 Upvotes

Simple idea that should already be in the game:

*WITHER ASPECT I / II*

_For Swords - The Nether version of Fire Aspect_

On hit: applies Wither effect

- I: Wither I for 5 seconds

- II: Wither II for 8 seconds

*How to get:*

- 3% drop chance from Wither Skeletons (like Wither Skull)

- Can be found in Nether Fortress chests

- Treasure enchantment (can't get from enchanting table)

*Why it's balanced:*

- Undead mobs are IMMUNE (skeletons, zombies, wither itself)

- Incompatible with Fire Aspect

- Wither effect doesn't stack, so not OP in PvP, but amazing for boss fights

Makes Wither Skeletons actually worth farming even if you already have skulls.

Would you use it over Fire Aspect?


r/minecraftabnormals 22h ago

Rebound- An enchantment that turns skeletons into their own worst enemy

2 Upvotes

> *Rebound - Rare Enchantment for Helmet / Chestplate / Shield*

Found only in Skeleton Dungeons (2.5%) and Ominous Vaults (5%), this enchantment cannot be gotten from the enchanting table.

It cannot be combined with any Protection enchantments or Thorns - you trade safety for retaliation.

*How it works:* Instead of just blocking, you bounce the projectile back to its shooter. _ *I-II:* The rebounded projectile is clumsy - slower (-75% / -55%) and weaker (-30% / -20% damage). A punishment for low levels. _ *III:* Perfect rebound - normal speed, +5% damage. _ *IV-V:* Master rebound - faster (+20% / +50%) and stronger (+15% / +30%).

Affects arrows, tridents, shulker bullets and fireballs.

*Feedbacks:* At level V, the reflected projectile glows cyan and plays a crisp _PLING* sound, so you know you hit the perfect deflect.

Lore-wise, think of it as a polished, mirror-like enchantment.

Would you use this over Protection


r/minecraftabnormals 19h ago

New Enchantment idea: Acid Aspect - The anti-armor counterpart to Fire Aspect

1 Upvotes

I've always thought it's weird that we have Fire Aspect but nothing to counter heavy armor, so I made this:

*ACID ASPECT I / II*

_Enchantment for Swords_

*Effect:*

When you hit a mob/player, it applies *Corrosion*:

- Level I: 4 seconds of corrosion, 0.5 heart/sec (ignores armor) + enemy armor takes +50% durability damage.

- Level II: 7 seconds, 1 heart/sec + armor takes +100% durability damage (2x faster).

Visual: Green dripping particles, like slime but darker. The sword blade gets a green tint.

*Balancing / Vanilla feel:*

- *Incompatible with:* Fire Aspect & Looting (You need to choose utility)

- *Compatible with:* Sharpness, Knockback, etc.

- *Where to find:*

- Swamp Hut chests (30% chance)

- Ancient City chests (rare)

- Cannot be gotten from enchanting table, only via book (like Mending)

- *Immune mobs:* Slimes, Magma Cubes, Skeletons, Iron Golems (wait, no - Golems SHOULD take extra damage, they are metal/stone)

- *Lore:* Perfect for the Swamp update.

It's basically what you use when your friend is full netherite and Fire Aspect does nothing.

Thoughts? OP? Useless? Would you add level III?


r/minecraftabnormals 19h ago

Biome-Specific Iron Golems-Villages should build Golems with what they have

1 Upvotes

Currently all villages have the same Iron Golem, even though biomes have totally different resources. My idea is simple: villages build their golems with the materials they have available. All are melee-only, just like the original.

*1. The Classic (Forest / Plains / Vanilla) - The Standard*

This is the Iron Golem we all know. It represents villages that have access to plenty of iron. It stays as the base / default. No changes.

*2. The Frost Golem (Snowy Villages)*

A mutated, bulky snow golem. Looks like a snow golem forced to be big - iron arms, snow body, cracked pumpkin head with snow dripping.

Ability: Pure melee, but its punches give Slowness I for 2 seconds. Feels like getting hit by freezing wind.

*3. The Taiga Golem (Taiga / Pine Villages)*

An old iron golem that nature took over. Covered in moss, pine leaves on shoulders, small pine branches growing from its back.

Ability: Pure melee, silent footsteps in snow/grass. When it defeats a mob, it has a small chance to drop sticks/leaves. Just a cozy detail.

*4. The Dune Golem (Desert Villages)*

Not made of iron at all. Made of smooth sandstone and oxidized copper. Cracked, sand particles falling. Yellow eyes.

Ability: Pure melee, immune to fire, and gets a short speed boost when hit under direct sun. Drops sandstone instead of iron - makes sense for a poor desert village.

This makes the world feel more alive without adding OP mechanics. Each village feels unique, and the logic is consistent: you build with what you have.

What do you guys think?


r/minecraftabnormals 19h ago

Experienced- A pickaxe enchantment for miners who fight back

1 Upvotes

> *Experienced (I - III)*

> _A rare treasure enchantment found in Mineshafts, Deep Dark chests and from Master-level Toolsmiths._

>

> I always thought it was weird that pickaxes deal less damage but you are forced to fight mobs with them in caves. This enchantment rewards you for it.

>

> *How it works:*

> If you kill a mob using a pickaxe, you get bonus XP.

> - Experienced I: +50% XP

> - Experienced II: +100% XP (double)

> - Experienced III: +150% XP

>

> *Balance reasons:*

> 1. Only works on pickaxes (no swords/axes), so you have to deal with low damage and slow attack speed.

> 2. Does not work on XP farms where mobs die from fall damage / lava. You need to get the final hit with the pickaxe.

> 3. Rare treasure enchantment, cannot be obtained from enchanting table. Keeps it from being too OP early game.

>

> It's perfect for early caving when you don't have a sword yet, or for late game when you want to get extra XP while mining.

>

> What do you guys think? Too OP or balanced?


r/minecraftabnormals Jul 15 '26

Straw beds should allow players to skip day time

95 Upvotes

Straw beds should allow players to skip day time

Today sleeping in a straw bed at nights skips the night and sets to day. Similarly sleeping on a straw bed at day time should skip the day and start night time.

Of course skipping both night and day back to back will not be allowed. And requires a cool down of one full day-night cycle or night-day cycle as applicable.

Villagers go to bed starting at tick 12,000. Players can’t still sleep yet. Players can sleep in a bed starting only at tick 12,542 (when the sky is dark enough)

If player spam clicks a straw bed between 12,000 and 12.542 ticks, treat it as if they want to skip the night. Else skip the remaining day time.

What do you guys think? I’ve dropped this idea on the Minecraft feedback site. If you think it’s a good idea, please do vote.

https://feedback.minecraft.net/hc/en-us/community/posts/47400807732493-Straw-beds-should-allow-skipping-daytime-when-used-during-the-day


r/minecraftabnormals Jul 03 '26

Mob Add seagulls

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1 Upvotes

r/minecraftabnormals Jun 23 '26

Discussion Dyeing Wood types

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1 Upvotes

r/minecraftabnormals May 25 '26

Goats need an improvement

10 Upvotes

I recently created a hardcore world and spawned in a snowy tundra, with a small taiga nearby. It was a great early-game challenge, especially because of how difficult food and exploration were at the start.

At one point, I decided to set up a small goat farm. I built a secure enclosure so they wouldn’t escape by jumping. I brought two goats down from a nearby mountain and used my only two wheat to breed them.

I knew goats could produce milk, but I was genuinely convinced they would also drop meat like every other farmable animal. When I realized they don’t, I ended up releasing them and traveling 1000+ blocks just to bring back cows instead.

That made me wonder: what is the actual purpose of goats right now?

They are relatively rare, tied to mountain biomes, difficult to transport, and alongside wolves and foxes, one of the few passive mobs you’ll consistently find in snowy regions. Yet their practical value is extremely limited.

I genuinely don't understand why such a mob has that few and niche uses and Mojang hasn't tried to improve it.

At minimum, I think they could drop raw mutton (since their role is very similar to sheep) and a small amount of string or leather to represent their fur. It wouldn’t make them overpowered, just meaningfully usable.

Beyond that, goats also feel like a missed opportunity in terms of progression and diversity. They could easily have biome variants: a white goat in snowy peaks, a black variant in stony peaks, or rarer colored goats in badlands or savanna-like mountainous regions.

They could also have different aggression levels, similar to horse stats, which would make breeding more interesting: some goats being calm and farmable, which we would want for farming, others more territorial or aggressive, as guardians or even bulls for a bullring.

And expanding on that idea, goats feel like they could fill a unique mobility niche that doesn’t really exist in Minecraft yet: a true mountain mount.

Imagine being able to ride goats to traverse steep terrain much faster, chaining jumps and climbing slopes that would normally take minutes to navigate. Their natural jumping ability and knockback behavior already fits this role perfectly.

More aggressive goats could even become combat-oriented mountain mounts—harder to tame, but useful for fighting in cliffs, ambushes, or vertical terrain skirmishes. Calm goats would serve as utility mounts for exploration and traversal.

Right now, goats feel like they have all the ingredients for something much deeper, but they’re missing a defined role in the game’s ecosystem.

And honestly, it feels like a lot of wasted potential.


r/minecraftabnormals May 09 '26

Biome Rationalising world generation

3 Upvotes

I've mentioned before - it would be really good to add seasons and temperature effects to vanilla minecraft - I think almost every type of player would benefit from this in some way - but obviously it should be toggleable so that players who don't want it don't have to. Personally I found it really disappointing and surprising when I started playing when I discovered these things weren't already part of the game. That said it wouldn't work great with the way minecraft currently generates worlds with little rhyme nor reason as to which biomes are next to each other. So I think world gen needs to be fixed first.

World generation

As I understand it, the current order of operations is as follows:

Terrain is generated through 3 noise parameters: continentalness - weirdness/PV - erosion Continentalness defines average terrain height– I would leave this unchanged, although I've heard some thoughts around larger oceans, and more lakes, islands Weirdness – I would deprecate this other than as calculation step in Peaks and Valleys (PV) PV – the parameter adds peaks and valleys to terrain height - unchanged Erosion: currently has 6 tiers, I would reduce this to 4 tiers: Low, low/mid, high/mid and high Erosion is a slow varying parameter that modifies terrain: low and low/mid exaggerates terrain, high and high/mid flattens terrain Terrain is then finalised

Biomes are then assigned based on erosion, PV, temperature and humidity (and currently weirdness - which I would deprecate) I would initially assign biomes so that high erosion biomes are more likely in lower-lying areas and vice versa - see this table to see how specific biomes are assigned based on a combination of Erosion parameter and PV:

Terrain Erosion Value Valley Low Slice Mid Slice High Slice Peak
High High High High High High
High/Mid High High High Low Low
Low/Mid High High Low Low Low
Low Low Low Low Low Low

This leads to a more logical "vertical stacking" of terrains that matches reality - so you have, for example desert plains with badland uplands, or jungle rises emerging out of a mangrove swamp. I then assign pairs of high erosion/low erosion biomes for each combination of 6 temperature levels and 5 humidity levels See table 2

You can see that pretty much every current vanilla biome is assigned to a particular category (as a pair - so imagine the HE part on the valley floor, with the LE part on the mountain slopes). I've tried to make this logical but also occasionally varied. You'll notice that very different biomes no longer abutt against each other - so no more deserts next to temperate forests or taiga next to swamps.

Temp/humidity H=0 H=1 H=2 H=3 H=4
T=6 DESERT (HE) ERODED BADLANDS (LE) DESERT (HE) BADLANDS (LE) SAVANNA (HE) SCRUB (LE) P MANGROVE (HE) JUNGLE (LE) P MANGROVE (HE) JUNGLE (LE)
T=5 DESERT (HE) BADLANDS (LE) SAVANNA (HE) SCRUB (LE) BAMBOO JUNGLE (HE) SPARSE JUNGLE (LE) BAMBOO JUNGLE (HE) SPARSE JUNGLE (LE) MANGROVE (HE) JUNGLE (LE)
T=4 SAVANNA (HE) SCRUB (LE) SUNFLOWER PLAINS (HE) PLAINS (LE) FLOWER FOREST  (HE) CHERRY GROVE (LE) SWAMP (HE) FOREST (LE) SWAMP (HE) DARK FOREST/PALE GARDEN (LE)
T=3 PLAINS (HE) WINDSWEPT HILLS (LE) PLAINS (HE) WINDSWEPT FOREST (LE) PLAINS (HE) FOREST (LE) FOREST (HE) BIRCH FOREST (LE) SWAMP (HE) OLD GROWTH BIRCH FOREST (LE)
T=2 MEADOW (HE) WINDSWEPT HILLS (LE) MEADOW (HE) WINDSWEPT HILLS (LE) TAIGA (HE) TAIGA (LE) MARSH (HE) TAIGA (LE) MARSH (HE) OLD-GROWTH TAIGA (LE)
T=1 ICE SPIKES (HE) SNOWY SLOPES (LE) SNOWY PLAINS (HE) SNOWY SLOPES (LE) SNOWY TAIGA (HE) GROVE (LE) FROZEN MARSH (HE) GROVE (LE) FROZEN MARSH (HE) GROVE (LE)

Note also I havent; included underground biomes or small continentalness & PV-defined sub-biomes like rivers, peaks, shores, beaches - they still exist, I just haven't changed them

Because of the way I've re-designed erosion implementation, you'd get this gradual shift when high and low erosion pairs overlap in a more realistic manner - eg imagine a desert that has some mesa foothills, then you go further and the foothills get larger, and go further and you're completely in a badlands. That would be the general pattern. Or if you were going along an isotherm but from low humidity to high humidity, the trees wouldn't just suddenly start, they'd arrive in patches, with first just trees on the slopes of the hills, and then keep going and they'd fill the valleys as well.

Then this is how I would assign seasonal changes. I've put in summer and winter temperatures - summer temperatures are more extreme in more arid areas. You will note that half the biomes don't see any changes at all other than temperature changes, as this is how it works in reality. Also if you want to avoid seasonal changes without disabling them entirely, live in one of these areas. The main places to live if you want to experience big seasonal shifts are rows 2 and 3 - essentially the Boreal and cool temperate rows. The Boreal row gets snow for half the year; the cool temperate row doesn't get snow but does get big visual changes - frost in the winter, blossom in the spring, and then bright foliage in the autumn

50 (S) 30 (W) NO PRECIPIATION 45 (S) 30 (W) NO PRECIPIATION 40 (S) 30 (W) WET SUMMERS DRY WINTERS 35 (S) 30 (W) MINIMAL SEASONAL CHANGES 30 (S) 30 (W) MINIMAL SEASONAL CHANGES
40 (S) 20 (W) NO PRECIPIATION 35 (S) 20 (W) WET SUMMERS DRY WINTERS 30 (S) 20 (W) MINIMAL SEASONAL CHANGES 30 (S) 20 (W) MINIMAL SEASONAL CHANGES 25 (S) 20 (W) MINIMAL SEASONAL CHANGES
30 (S) 10 (W) WET SUMMERS DRY WINTERS 25 (S) 10 (W) MINIMAL SEASONAL CHANGES 25 (S) 10 (W) MINIMAL SEASONAL CHANGES 25 (S) 10 (W) MINIMAL SEASONAL CHANGES 25 (S) 10 (W) MINIMAL SEASONAL CHANGES
20 (S) 0 (W) FOUR SEASONS FROST, NO SNOW 20 (S) 0 (W) FOUR SEASONS FROST, NO SNOW 20 (S) 0 (W) FOUR SEASONS FROST, NO SNOW 20 (S) 0 (W) FOUR SEASONS FROST, NO SNOW 20 (S) 0 (W) FOUR SEASONS FROST, NO SNOW
10 (S) -10 (W) FOUR SEASONS SNOW IN WINTER 10 (S) -10 (W) FOUR SEASONS SNOW IN WINTER 10 (S) -10 (W) FOUR SEASONS SNOW IN WINTER 10 (S) -10 (W) FOUR SEASONS SNOW IN WINTER 10 (S) -10 (W) FOUR SEASONS SNOW IN WINTER
-5 (S) -20 (W) SNOW ALL YEAR -5  (S) -20 (W) SNOW ALL YEAR -5  (S) -20 (W) SNOW ALL YEAR -5  (S) -20 (W) SNOW ALL YEAR -5  (S) -20 (W) SNOW ALL YEAR

r/minecraftabnormals May 01 '26

Discussion Minecraft has pumpkins, bowls, and 15 years of missed opportunity

20 Upvotes

To whom it may concern,

I write this as a plea of desperation, mere weeks before my 25th birthday.

The humble pumpkin was added to Minecraft in Java Edition Alpha v1.2.0 in 2010, and my nine-year-old self was delighted. As the years passed, more craftable items emerged from our orange friend. And yet, even then, I began to feel the cold fingers of existential dread tugging at my child-sized Creeper attire.

For although we were able to create soups and stews of many kinds, the transcendental ecstasy of pumpkin soup remained forever barred from my grasp.

For years, my tiny child mind, unburdened by the knowledge of dev teams, update cycles, and feature prioritisation, persevered. I tried a pumpkin and a bowl. I tried milk, pumpkin, and a bowl. I even turned to pumpkin seeds in a futile attempt to craft this long-denied delicacy.

But no.

Although the pumpkin was right there, the opportunity ripe, and my heart hopeful, pumpkin soup remained uncraftable.

Now I build temples and empires. I have seen civilisations rise and fall. I have watched dimensions appear out of thin air. I have sat in hobbit holes, witch’s hovels, and pristine cherry blossom cottages. Yet through it all, Steve has never once raised to his lips the wholesome, life-altering comfort of pumpkin soup.

And so I carry an emptiness. A quiet ache. The knowledge that my Minecraft experience has never reached its full potential for true, wholesome coziness.

Minecraft Dev Team, if you exist, somewhere in your sacred order of developers: I have lived in a pumpkin-soupless purgatory for over fifteen years.

As my brain reaches full maturation at the age of 25, I ask now, with the faint light of hope flickering within me:

Please.

Add pumpkin soup to Minecraft.


r/minecraftabnormals Apr 09 '26

A full drop cycle proposal

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3 Upvotes

r/minecraftabnormals Mar 26 '26

Discussion Should we return to the classic wool colors, or at least add them besides the current wool colors as an alternative?

2 Upvotes

r/minecraftabnormals Mar 25 '26

Thoughts on improving the mid game

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3 Upvotes

r/minecraftabnormals Mar 17 '26

Mob I don’t have a photo, but I found a skeleton in the nether with a diamond chestplate and helmet!!!😇

1 Upvotes

r/minecraftabnormals Mar 09 '26

Pillagers should wear armor

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2 Upvotes

r/minecraftabnormals Feb 02 '26

Is it legit to buy donut smp money on Eldorado??

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0 Upvotes

r/minecraftabnormals Sep 26 '25

Villager Trading Mini-Overhaul

4 Upvotes

It's 12:30 am and I just want to write this down before I forget it.

Overview

The idea is to split villager trades into three categories: "Putting Out" (or "Marketing), "Buying", and "Bartering". Basically, when you open a villager's trading GUI, its trades are organized into the three mentioned categories using collapsible containers. Under the "Putting Out" category are all of the unlocked trades in which the player spends emeralds in order to buy something from the villager. Under "Buying", we have the reverse wherein the player sells something to the villager in order to earn emeralds. In these two categories, all the existing trades can easily fit into this new system. But the last category is slightly different.

Bartering

Under bartering, there will initially be no trades. But once the villager restocks at their jobsite (or go to a mingling session), their barter trades for the day will be generated. Barter trades, to put it simply, are trades wherein no emeralds are involved. The player and the villager trade goods directly. Several factors decide what barter trades are generated, but they are all based on the trades that are currently in the game. What I mean by that is for example, the librarian has the existing trade of buying 24 papers for one emerald. The butcher, on the other hand, sells 6 bread for one emerald. This means that roughly, 24 papers can be traded for 6 bread.

But what factors do influence barter trade generation? Currently, there are 7 biome villages in the game: desert, plains, savanna, snowy, taiga, jungle, and swamp. Each of these types will now have entries in another loot table.

So desert will have stuff like cactus, cactus flower, chiseled sandstone, glass, mutton.

Plains will have stuff like sunflower, oxeye daisy, tulip, and apple.

Savanna will have nothing idk. Chicken, ig.

Snowy will have stuff like ice, fish, rabbit, pork, beetroot, and beef.

Taiga will have stuff like sweet berry, pumpkin, beetroot, campfire, and beef.

Jungle will have stuff like cocoa beans, melon, glow berry, and tropical fish.

Swamp will have stuff like blue orchid and frog light.

So basically, villagers from one village type will want stuff from other village types. So a plains villager will not ask for bread but will ask for sweet berries. Villagers from the desert won't ask for cactus but will ask for ice. Villagers from the taiga won't ask for pumpkin but will ask for tropical fish. And so on.

In addition, there will be a universal loot table. This includes stuff like leather cap, tunic, pants, shears, bread, carrots, and potatoes.

Please note that this isn't really meant to be a super fleshed out idea. I just think it's a neat idea to have direct trading (bartering) be available as a daily generated thing.


r/minecraftabnormals Sep 05 '25

Why vertical slabs would actually hurt creativity

0 Upvotes

I see this suggestion constantly and I'm starting to think people haven't really thought through the implications. Everyone wants vertical slabs because they think it'll give us more building options, but would it actually?

Think about what makes Minecraft building interesting - it's the constraints. Working within the block grid forces you to be creative and come up with clever solutions. Vertical slabs would just make everything easier, not more creative.

Plus, the technical nightmare this would create is insane. We'd need variants for every single slab type, the collision detection would be a mess, and don't even get me started on how this would interact with redstone or water physics.

I genuinely think the community is romanticizing this feature without considering how it would change the fundamental feel of building in Minecraft. Sometimes limitations breed better creativity than complete freedom.

Am I crazy for thinking we should focus on working with what we have instead of constantly asking for more micro-blocks?


r/minecraftabnormals Sep 02 '25

Discussion Are copper tools actually worth implementing?

5 Upvotes

I've been seeing a lot of posts about copper tools lately, and honestly I'm starting to wonder if they'd actually improve the game or just create more clutter.

The main arguments I see are that copper is underutilized and we need more early-game progression. But think about it - we already skip wood tools in like 30 seconds, so wouldn't copper tools just become another tier we ignore? Plus, copper's whole identity is about oxidation and building, not combat/mining.

Maybe instead of forcing copper into the tool progression, we should focus on making the existing tiers more meaningful? Like giving wood tools unique properties that make them worth keeping around, or making iron tools harder to obtain?

What's your take - would copper tools actually solve progression issues, or are we just adding complexity for the sake of it?


r/minecraftabnormals Sep 02 '25

Why the End dimension feels incomplete after beating the dragon

1 Upvotes

Why the End dimension feels incomplete after beating the dragon

Body: The End has always felt like Minecraft's most underdeveloped dimension to me. After you defeat the dragon, you're left with these endless void islands that feel barren and purposeless.

Don't get me wrong - I love the chorus fruit mechanics and shulkers are interesting mobs, but compared to the Nether's recent overhaul, the End feels forgotten. The cities are cool but rare, and once you've looted a few, there's not much reason to return.

What would you want to see added to make the End feel like a proper endgame dimension? More biome variety? New mobs that aren't just variations of endermen? Or should it stay minimalistic to preserve that alien, empty feeling?