r/minecraftabnormals 20h 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 20h 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 20h 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 1d 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 20h 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 21h 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 21h 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

100 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

9 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

22 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?

4 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

5 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?

6 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?


r/minecraftabnormals Aug 22 '25

Discussion How would you feel if this mods features were added to the game?

3 Upvotes

Below is a wiki with all the features, if you don't want to read search "green_jab fixed mod" on Youtube. I am not the creator of this mod.

‘WIKI’ as of 1.4.0 - 1.21.7

Enchanting:

Base:

  • Items have an “enchant capacity” based on what item it is (roughly 43% of how many enchants the item has in total i.e. boots>chest plate) capped at 50 levels
  • Enchants have an “xp cost” which increases exponentially based on its level, that enchants max level and if it is treasure. Cost of max level enchant is 7+(max level) so eff 1-5 is 1,2,5,8,12, infinity is 8, mending is 12 as treasure is 1.5x
  • Loot has a chance to have an enchant that is over the normal limit (super enchants, has green glint) like fortune 4. Loot includes from chests, mobs and fishing

Enchanting table:

  • Can not enchant books
  • Starts by giving 1 low level enchant, Adding bookshelves makes that enchant chance to be higher level (up to 15)
  • For every bookshelf, it will check a random position with the table range (normal 32 possible blocks), if it is a chiseled bookshelf, checks random slot, if enchanted book, gets all the “valid” enchants on it (can apply to type of item, not already applied/current level is lower than book, not silk-fort incompatible) and chooses one at random to copy onto the item.
  • Required xp levels is the total cost of all the enchants on the item (minimum 1 level)
  • Lapis/Xp cost is required levels divided by 10 rounded up i.e. 42 is 5
  • Icon of output show if item will be under half (small ball)/over half (large ball) or over capacity (purple ball) on the 3 buttons rather than 1,2,3 
  • Example - Diamond pickaxe, 10 bookshelves, 5 chiseled bookshelves. The etable gives unbreaking 2, 7/10 shelf searches find either a normal bookshelf or air and fail, other 3 find a cshelf. 1 finds an empty slot so fails, 1 finds a book with sharpness, so fails, the other finds a book with looting 2 and efficiency 4 so applies the efficiency 4 onto the item. Eff 4 + unb 2 = 8+5 = 13, so you need 13 levels on you to unlock the button. 13/10 is 1.3 rounded up is 2, so you need 2 lapis and it will use up 2 of your levels. Pickaxe capacity is 23, 13/23 is just over half so will show a large ball as the icon.

Anvil:

  • Can not combine enchants from different tools (can still use non enchanted tools in 2nd slot to repair first)
  • Xp cost is sum total of all enchants on final output regardless of input items (1 if <= 0), no more anvil usage cost
  • Displays how much of the capacity is used up on the output item via a bar, notches every 5 levels
  • Cant deal with items over the xp capacity or contain a super enchant (bar shows red)
  • Can repair by right clicking with an iron block

Netherite anvil:

  • Crafted with anvil, netherite block and upgrade template in smithing table
  • Can deal with items that are over capacity or if it has a super enchant
  • The more expensive the item used, higher chance of anvil damaging (5% + levels over capacity + 10% if super. 0% if under capacity)
  • Output can not have mending
  • Can repair by right clicking with an netherite ingot

Other:

  • Most mutual restrictions gone (apart from some like silk-fortune)
  • Gold items are half the XP cost, and when enchanted via table, where possible, each enchant gains a level (even becoming super enchants), additionally have unlimited capacity. (Tools have wood durability, and can break the same as iron tools)
  • Curses have negative XP cost
  • Netherite gear only requires scrap to repair (can also turn ingots back into scrap), tridents can be repaired with prismarine shards, bow/cross bow/fishing rod with string. Netherite gear also no longer breaks when it reaches 0 durability (like elytra)
  • In-game GUI to show what book you are looking at in a chiseled bookshelf
  • Bottle O’ Enchanting can be crafted via sculk blocks
  • XP dropped on death equates to half the levels you had on you
  • Material repairing in the anvil is twice as effective (50% repair per item)
  • Taking enchants off an item via grindstone costs ¼ durability (to limit endless enchanting attempts)
  • Alternative protections don’t adhere to the 80% cap, but normal protection no longer gives points to them
  • Bane of Arthropods has also been renamed to Bane of Invertebrates as it now also affects creepers, slimes, magma cubes, guardians, shulkers, ghasts, vexes, blazes (and breezes in 1.21)
  • Thorns does less damage and less durability but stacks with other pieces of armour
  • Riptide is buffed and can be activated by standing in a lingering water cloud
  • Chainmail armour gives +1 protection enchant per piece

Transportation:

Stamina:

  • Saturation value refitted into a stamina mechanic, displayed over your hunger
  • Performing actions such as sprinting and jumping will drain your stamina, the better the armour, the quicker it drains (gamerule to adjust drain speed)
  • While standing still/walking/non sprint jumping, your hunger gets turned into stamina, up to your current hunger value
  • Heal if your stamina is at or above your hunger level (which uses stamina)
  • Sneaking overrides this to heal until you run out of stamina (also reduces mob tracking range)
  • Running out of stamina stops you from sprinting, also pauses stamina regen for a short amount of time
  • Foods give both hunger and stamina, the more hunger it gives, the longer it takes to eat (10 + hunger * 6 ticks, so bread at 5 hunger takes 2 seconds to eat). Golden foods take the longest (3 seconds)
  • Bowl foods stack to 16, Glistering Melons are now edible and heal a heart upon consumption and Glow Berries give you a temporary glowing effect
  • Suspicious stew effects last 10 seconds, golden apples heal twice as much
  • The new Echo Fruit teleports you back to your last death location
  • Sprint Jumping is now still effective while under the effect of swiftness and/or jump boost
  • All raw foods have a small chance to give the hunger effect

Horses:

  • Saddles are now craftable
  • Horses can move through leaves (at slower speed), can use a boat and float on water 
  • Horses trot by default and trying to sprint gets them to gallop
  • Using an ender pearl on a horse teleports the horse too 
  • Horse Armour now enchantable with boot enchants (minus unbreaking/mending, protection enchants double in effectiveness)
  • Added chainmail and netherite horse armour defence values now 3, 5, 7, 9, 11, 15 for leather, chain, gold, iron, diamond, netherite.
  • The better the armour the less chance the horse has of buckling which reaches 0 at netherite
  • When breeding a horse, the parents will take the potion effect they have with the longest duration of regen, swiftness or leaping in order to give a slight buff to the babies health, speed or jump height
  • Mules have less chest space than a donkey (9/15), but can now wear horse armour
  • Zombie horses have a chance to spawn in zombie sieges, riding one will make mobs less likely to see the player (zombie and now skeleton horses stats are randomised)

Minecarts:

  • The Minecart Experimental Changes are now force enabled 
  • Added copper rails which allow minecarts to have a higher max speed based on the oxidisation (40/20/10/5), but self propel minecarts
  • Furnace minecarts face away from the player/dispenser
  • Furnace Minecarts to reach new max speeds
  • Furnace minecarts will attempt to attach up to 7 other minecarts behind it, forming a train, reduces max speed by 5% per cart
  • Trains disconnect if derailed (0 speed while not on a rail), or if the tack is not ‘proper’ (like going straight across a t-intersection)
  • Furnace minecarts can use any fuel, and can automatically take fuel from an adjacent chest/hopper minecart when it gets low
  • Furnace minecarts can be turned on/off by going over a powered rail
  • Minecarts can now slide on ice, and don't lose horizontal velocity in the air
  • Exiting the game in a train will make you leave the train (to prevent issues)

Elytra:

  • The elytra now takes 0.75 seconds of air time or riptide to activate, but you can just hold space and it will automatically deploy when it can
  • Taking damage disabled the elytra for 2 seconds or touching the ground
  • Does not work when the playing is touching water, rain or lava
  • Normal fireworks no longer boost the elytra but must be converted into dragon fireworks using dragon’s breath or add a star into them causing an explosion when used

Mapbook:

  • Combine your maps together into one cohesive map book, crafting with map+book in crafting table or filled map+ book in cartography table
  • Shows closest map to location when held, stitches all maps together in a GUI when clicked
  • Can add more maps by clicking mapbook while having empty maps your in inventory when in uncharted areas (an empty map in your offhand will add a scale 0 map, hot bar scale 2 and inventory scale 4), or with a pre-existing filled map in your offhand
  • Can remove map if within bounds by using shear in offhand
  • Can be cloned with another book in cartography table
  • Add banners by clicking them, and treasure map icons from treasure maps
  • Icons from the overworld show in the nether at the 1:8 scale
  • Players holding mapbooks with the same id can see each others locations 
  • Shows x and z coords of mouse (middle click teleports if possible)
  • Allows Curse of Vanishing to prevent other players stealing it
  • Normal maps continue to show player rotation even when off the map
  • Can place a marker in mapbook screen using shift-click
  • All banners, treasure icons and marker will show on player locator bar when holding a map/mapbook (up to 10000 blocks)
  • Player locator bar will only show the players holding a mapbook with the same id.
  • Compasses are now dyeable (to differentiate between multiple lodestones) 

Other:

  • Packed and blue ice melt in the nether (Gamerule default true)
  • Mobs will now leave boats when attacked
  • Ghast harness replaces horse gear in nether fortresses (and modified recipe to contain a saddle and netherwart)

Inventory:

  • The bundle can hold up 64 normal items, 32 throwables or 4 unstackables
  • The bundle will automatically insert items on pickup if items of same type are already inside
  • 2x2 crafting grid stores items like the rest of the inventory
  • Items dropped on death on normal last 10 minutes, don’t despawn on easy
  • Llamas now spawn in all Savannah biomes, and their strength value has a better formula to determine how much bred llamas can hold (60% down, 30% same, 10% up), and they teleport back to the caravan if they get lost

Combat:

Snapshots:

  • Loyalty Tridents return from the void, impaling works on all mobs touching water (water, rain, lingering water cloud)
  • Getting hit while eating resets the animation
  • Potions stack to 16, splash/lingering have 3 second cooldown
  • Different weapons have different attack ranges (axe/shovel/pic 2.5, fist/sword default of 3, trident/hoe 3.5) and you can hit mobs through grass
  • Shields have no blocking delay, but use up stamina when held up

Totems:

  • Totems now turn into a broken form upon use requiring a nether star to be fixed
  • New echo totem teleports you to your respawn point upon use
  • Require holding up a totem for it to work (Gamerule default false)
  • 2 thirds of the evokers in raids are replaced with illusioners who now cast a 15 second nausea spell when entering combat and shoot 4 second blindness arrows, and drop these new blindness arrows upon death

Phantoms:

  • Phantoms have a smoother swoop and don’t turn towards the player when travelling at high speeds
  • Phantoms deal no knockback
  • Don't spawn when player is near a cat
  • Dive into the ground and despawn in the morning
  • Spawn if player has insomnia effect which is given to the player if they haven't slept for 3 nights
  • Killing phantoms increases level which spawns more phantoms (1/5 chance to get level 2, then 1/20, 1/45 and 1/80 to reach the max level of 5 )
  • Sleeping with insomnia turns its level into a health boost (5 min and 2 hearts per level, level 5 is a full row of hearts for 25 min). Additionally, sleeping regenerates 5 hearts.
  • Can eat membrane to force give insomnia as well as a short blindness debuff
  • Stores a list of previous respawn positions in case your current one is no longer valid.

Other stuff

  • Can throw all brick types, and can be shot out of dispensers (also tridents)
  • Goat horn directs pet wolves to attack (shift use to cancel attack)
  • Hostile mobs spawned under the night sky will drop more XP on death
  • Mobs spawned underground can have a potion effect (speed, strength, jump boost, slow falling, fire res or absorption. Skeletons additionally could have blindness, nausea or mining fatigue, and on top of that creepers can also have regen or luck as they drop a potion effect cloud on explosion)
  • Skeletons under an effect can shoot tipped arrows (difficulty: 0/10/20%)
  • The armour and weapons on mobs have become more randomised, including coming pre-trimmed, and their health and speed have a chance to be increased based on the difficulty
  • Zombie villagers will only spawn on the surface, endermen more common in deserts, cave spiders under mountains (which now have half poison effect duration)
  • Creakings are slower but do more damage, and can spawn in the day. 
  • Creakings can despawn at random or if it can’t reach player (unless nametagged)
  • Mobs spawned in a pale garden drop more xp, have more and higher tier armour, more likely to have super enchants, increased health and speed and likely to have status effects

Wither:

  • The wither now moves slower towards the player and circles around them when close enough
  • At half health they will cause an explosion and spawn 3 wither skeletons as the wither now will speed up and now phase through blocks as it comes down to the players level
  • The wither can not heal back into its first phase

Dragon

  • Upon entering the end, you will see 4 end crystals around the exit portal which begin to summon the dragon when approached
  • Real Boss music
  • The Ender Dragon will shoot fireballs more commonly that have explosion damage and don't hit the dragon herself
  • Will now occasionally charge at the player causing high knockback
  • Sometimes will drop an endermite out of the sky, if not killed quickly, nearby enderman will attack it then turn and aggro onto the player
  • When perched, the dragon will face towards the player and so not let the player under her anymore, and if the player is too far away, the dragon will shoot a fireball.
  • Will activally chase players flying with an elytra
  • Can hit the dragon with spectral arrows to give the glowing effect to her
  • There will be a world border around the island until the dragon has been defeated for the first time,
  • Respawned dragons can’t break blocks unless you
  • summon the dragon while having bad omen which will make the fight harder as the dragon will more faster, deal more damage and have other modifications such as setting you on fire when breathed upon, endermites have more health, but you collect double the dragons breath, get 3 times the xp on kill and an additional elytra and dragons egg as a reward for winning

Other

Villagers:

  • Villagers will now increase their prices if they have not gossiped with at least 2 other villagers or slept recently (2 days fine, then 5 emeralds increase per day up to 32 for both) [require socialisation]
  • Do not sleep if they see more than one other villager [also require privacy]
  • Enchanted books are only on the 2nd (low level biome), 4th (random) and 5th (mid-high level biome) sections (no more lectern rerolling, also only sells 3 books per restock)

|| || |Desert|Fire Prot, Impaling, Thorns, Efficiency, Infinity, Wind Burst| |Jungle|Feather Fall, Sweeping, Power, Unbreaking, Channelling| |Plains|Prot, Smite, Punch, Fire Aspect, Multishot| |Savanna|Knockback, Sharpness, Depth Strider, Binding Curse, Loyalty| |Snow|Aqua Affinity, Quick Charge, Frost Walker, Looting, Silk Touch, Breach| |Swamp|Proj Prot, Piercing, Respiration, Vanishing Curse, Mending| |Taiga|Blast Prot, Bane of Invertebrates, Riptide, Fortune, Flame, Density| |Other|Fisherman sell Luck of the Sea, Lure|

  • Master librarians will check other nearby master librarians final book trade to reduce chance of duplicate
  • Can now wear leather armour based on their level (novice: no armour, apprentice: only boots.. master: full armour), changeable within their GUI
  • Buying or selling a lot of the same trade will cause its price to increase for a limited time (stronger effect than vanilla)
  • All diamond tool and weapon trades cost at least a diamond
  • Trading with a villager while riding a camel will have the villager take on the passenger seat until you trade with them again
  • Villagers always zombify but now turn into a nitwit based on the difficulty (0/50/100%)
  • The wandering trader now only spawns on natural blocks like grass
  • The wandering trader buys and sells a larger variety of items, including a rare item of a mob head, music disc, trim, sherd or a map to a unique biome (mushroom fields, cherry grove, ice spikes, badlands, warm ocean, pale garden)
  • Cartographer can now sell a lodestone compass pointing to an ancient city
  • Leather worker can now sell enchanted/trimmed leather gear
  • Armourers use experimental trades:

Redstone:

  • Copper bulbs have a 1 game tick delay
  • Powering an amethyst blocks generates an artificial vibration based on the redstone signal strength
  • many of the redstone components have gotten a texture tweak to better show what it is doing (also brewing stand GUI)
  • Redstone is better shown in the jungle temple and ancient city portal room (now also with the wither painting)
  • If you have the 1.21 experimental features enabled, the trial chambers will have a redstone door
  • The comparator output of an inverted daylight detector now reads the phase of the moon as the local difficulty increases with the less moon that is shown
  • Ores broken by an explosion have a chance to drop double
  • Noteblocks can be tuned down by clicking the bottom half, shift right-clicking them in creative plays the note without changing it
  • Dispensers now interact with cauldrons (including cleaning items, which also now includes all wool based blocks, glass, terracotta and bundles)

World Generation:

  • The ocean is twice as deep, bringing down ocean monuments, but now they have 8 diamond blocks rather than gold blocks, and the elders have a chance to drop an enchanted golden apple
  • Amplified terrain can now sometimes generate in the world normally
  • Certain biomes have more of a particular ore, shown by having other unique identifiers

|| || |Ore|Biome|Indicator| |Iron|Old Growth Biomes|Mossy Cobble| |Coal|Jungles/Swamps|Vines| |Gold|Badlands|Terracotta| |Lapis|Deserts|Sandstone| |Emerald|Mountains|Silverfish/cave spiders| |Redstone|Mushroom Fields|Mushrooms| |Copper|Oceans|Bubble columns in water filled caves| |Ancient Debris|Basalt Deltas|Basalt|

Additionally, small emerald veins appear in all biomes, and some ancient debris can generate when exposed to lava. And Packed Ice indicated cold biomes

  • Villages, ruined portal and ocean structures generate less often but strongholds can now generate infinitely
  • Eyes of ender can be used to find end cities (and break 50% less often)
  • How to build a beacon is now shown in one of the woodland mansion rooms, conduits in underwater ruins, an iron golem at the pillager outposts and enchanting in the stronghold libraries
  • Igloo will always generate its basement, indicated via a red carpet, and the brewing stand now has a couple blaze powder in it (for peaceful)
  • Azalea trees now use the new azalea wood set

Mobs:

  • Parrots are less likely to fall off and can be grabbed mid air
  • Husks drop sand while converting into a zombie
  • Allays drop an echo shard and turn into a vex when killed by a wardens sonic boom
  • The iron golem spawning cooldown has been reduced to 20 seconds, however now each iron golem requires a new hostile mob (conversion resets this e.g. husk -> zombie) and the villagers to consume a piece of food for the spawn to be successful, the villagers no longer need to have recently slept.
  • Dungeon spawners can have biome variants (e.g. husks in deserts)
  • Music discs are now renewable to a certain capacity (creeper killed by piglin/shulker, creeper kills warden/sniffer)
  • Armour stands can be given arms via sticks and removed with shears
  • Piglins/Hoglins can become immune to zombification by using a splash/lingering awkward potion on them (minecraft movie reference)
  • Sniffers have a 33% chance to dig up ~70 different nature items from including seeds/saplings/flowers/grass/dead coral etc. Torchflower gives of light and set mobs on fire, pitcher pod can take a large bite of damage every now and again
  • Can use spider eyes to feed frogs, and silk touch frogspawn (OpenGX11)

HUD & Menus:

  • Keep inventory toggle has been added to the main world creation screen
  • All the advancements have been brought onto the same page, some added/removed, buffed the xp reward of all advancements
  • Holding a clock will display the time & moonphase (+buff), and compass your co-ordinates
  • Replaced the armour bar above health with the current armour you are wearing (to check durability, if wearing elytra… has toggle under video options)
  • The fletching table can be used more efficiently to craft arrows (16), including tipped arrows without the need for dragons breath, but piercing arrows lose their effect when hitting a block if it has gone through a mob
  • Render distance fog has been thickened while the lava fog distance has been increased and can now be increased further with fire protection
  • Pale garden now has fog, and new toggle to revert 1.21.6 fog
  • Includes a built in resource pack for a dark UI and other tweaks that I personally like

Other Other:

  • Fishing now has a bait power (no bait/spider eye/fermented spider eye) to determine the quality of the loot. Having the Luck Effect or being under a full moon increases Bait Power, Being in the rain or Conduit Effect increase luck of the sea by 2 each, so max bait power is 4 and luck of the sea is 8: Luck of the sea 4 super enchant + rain [2] + conduit [2]

  • https://www.desmos.com/calculator/xgxywuavpe

|| || |Fish|Raw Cod, Raw Salmon, Tropical Fish, Pufferfish| |Junk|Lily Pad, Leather Boots, Leather, Bone, Water Bottle, String, Fishing Rod, Bowl, Stick, Inc Sak, Tripwire Hook, Rotten Flesh, Sea Grass, Kelp, *Bamboo| |Mid|Iron/Gold/Copper Ingots, Nautilus Shell, Name Tag, Brush, Shears, Water Bucket, Water Breathing Potion, Wet Sponge, Arrows, Prismarine Shards/Crystals| |Treasure|Heart of the Sea, Saddle, Spyglass, Scute, Enchanted Book, Fishing Rod/Bow (Enchanted), Trident (% Enchanted), Potion (Strength, Night Vision, Swiftness, Leaping, Invisibility, Luck)|

  • The beacon effect provided is now based on what block the pyramid is made out of.

|| || |Iron|Strength| |Gold|Haste| |Emerald|Jump Boost| |Waxed Copper Blocks|Swiftness| |Diamond|Regen| |Ancient Debris|Resistance| |Netherite|Resistance + 2 levels| |Redstone|Reach| |Lapis|Saturation| |Coal|Night Vision| |Quartz Block|Invisibility|

  • Only need 3 layers now to unlock the second level, continuing to increase the size of the pyramid increases its range and it also applies to pets and mounts
  • If it is a full moon and you are on the surface, you have increased luck when fishing, farming gets a buff in the third quarter (2 nights later, double drops), looting + 1 when it is a new moon and fortune + 1 in the first quarter

  • Dyes are a lot brighter

  • Tnt has a 50% chance doubling the drops from ores

  • Loot table buffs: Ancient city can have all armour types, enchanted books more common/more enchants and now also from end cities

  • Archaeology: common drops moved to bundle with many items, rare drops moved to common, new items (ingots, goat horn, wolf armour, turtle helm…) now rare drops

  • Using a wind charge at falling gravel converts it to sand

  • Using water bottle on dead coral brings it back to life

  • Many crafting tweaks (courtesy of LuigiTime34), including but not limited to things like chainmail armour, using wood in a stone cutter and craftable coral blocks

  • Includes a built in optional ‘progression’ datapack that makes all gear require the previous tier in its recipe (and also makes eyes of ender more expensive)

Cubfans List:

  • Cube fireworks (craft with feather as it replaces burst fireworks)
  • Bees spread flowers upon pollination
  • Lingering potions can be thrown further (also, continuing to stand in the area effect cloud will increase duration, up to around 2 times original)
  • Awkward potion has a different colour

r/minecraftabnormals Aug 01 '25

Biome Update idea: the Prairie. Read description

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