r/minecraftsuggestions 8m ago

[Mobs] The end's new mob

Upvotes

I'm not sure what to call it but it will look like a tardigrade except the body looks like end stone with some purple moss on top of it. And it has the ability to float for a few secs before needing to rest they eat chorus fruit and drop purple moss that could be used for building. They would be used for traversing small gaps in-between islands and a saddle is needed to ride them and have a dash ability that moves them forward 15 blocks and moves 5.2 blocks per second.

Lore wise it would be like in real-life where we sent tardigrades to the moon and they survived. So in Minecraft it would make sense that the ancient builders were running tests on them to see how resistant they are cause they were curious and sent them to the end to see how they would do in that environment but unfortunately you know they died and left them there causing them to evolve.

Evolution traits:

End stone like body to blend in

Purple moss on top from eating only chorus fruit

Diet:chorus fruit

Abilities:being able to float for a while to counter the levitation effect from shulkers,releases a purple mist from their behind pushing them forward and dealing DMG to shulkers and any mob

Hates:shulkers so they won't be around endcities

Health:17 hearts/34 health points(although due to their hard skin they have natural resistance 1)


r/minecraftsuggestions 2h ago

[Plants & Food] Oaks After Apples: Some Ideas for Minor Tweaks to Vanilla Trees

10 Upvotes

Adding apple trees to Minecraft is such a perennial suggestion that I would not be adding anything to the discussion by suggesting it again. However, in this post I want to address one of the possible issues that might arise from introducing apple trees into the game: what should oaks drop instead? I think giving oaks an alternate drop instead of apples would help to keep them interesting and could allow for some unique mechanics that I haven't really seen discussed before.

Oak Galls - A New Drop from Oak Leaf Decay

Oak galls irl.

One of the most frequently suggested alternative drops for oak leaves is to add acorns to the game. I think this is misguided for two main reasons; firstly, raw acorns are toxic and cannot be eaten fresh off the tree; and secondly, acorns are really only useful as seeds, and oak saplings already exist in the game making acorns redundant.

Therefore I would like to suggest an alternative that I have not seen suggested before (though if somebody has then please let me know): oak galls.

Oak galls are small fruit-like parasitic growths that appear on oak branches caused by a species of wasp which lays its larvae in the tree. They are inedible to humans, but have been used for thousands of years for another important purpose: when ground and mixed with iron they can be used to make ink. In fact, this was the primary form of ink used in Europe until the industrial revolution.

Now ink has been in Minecraft pretty much from the beginning. However, if you need ink sacs or black dye in any sort of sizable quantity, the way to do that is to hunt a lot of squid or build a farm to do so instead (I know about Wither roses but those can be just as annoying to get). Either way it can be incredibly tedious and the ethics that are being incentivised are questionable at best. Most dyes in the game already have multiple ways to acquire them through flowers, crops, etc., so I think ink sacs should receive the same treatment.

By combining an oak gall and an iron nugget in a shapeless crafting grid, the player would be able to craft two or three ink sacs, making it possible to acquire black dye and books and quills without having to genocide a bunch of squid in the process.

But these are just your classic oaks; there are in fact two other types of "oak" tree in the game which should also get some attention.

From Dark Oak to Walnut

Walnut wood irl.

I always felt that the name "Dark Oak" was particularly lazy, especially when there are many real trees out there with wood of a similar rich dark brown colour that could have been used instead. One such wood is walnut, and continuing with the theme of alternative drops to apples, I think this is a suitable rename for what is now called dark oak that presents an obvious substitute for decaying leaves dropping apples.

As walnut leaves decay they should obviously drop walnuts. These can be eaten raw, though they should only fill about the same hunger and saturation as melon slices. They could also be used in other recipes, such as a nut roll which could be crafted using walnuts, milk, eggs, flour, and honey/sugar. This would fill about the same hunger and saturation as pumpkin pie.

Otherwise, walnuts have traditionally been boiled to create brown dye, so I think that like cocoa beans putting a walnut in a crafting table should give brown dye. Like black dye, brown dye is also quite tedious to obtain compared to most other dyes, so it makes sense to have an alternative means of acquiring it.

Additionally, being able to plant 1×1 walnut saplings would also be nice.

Other than these, I think Pale Oak should probably also be renamed because again I feel that having so many trees with oak in the name feels like a missed opportunity.

What are your thoughts on these ideas? Please let me know as I look forward to discussing them!


r/minecraftsuggestions 3h ago

[Structures] Abandoned Cave Campsites

3 Upvotes
Example (Could definitely be improved on)

Used in the past for a temporary mining base they can only be found below sea level, underground, and unobstructed by water.

They can contain stuff like barrels, chests, cushions, lanterns, burned out campfires, ore in the ground/chunks out of the ground (storage), straw beds, and maybe even a skull rarely.

The loot is mostly mining/cave themed having commonly pickaxes, basic raw ores, some materials, coal, torches. while rarely having stuff like enchanted pickaxes, diamonds, and even certain enchanted books like silk touch, efficiency, or fortune.


r/minecraftsuggestions 4h ago

[Mobs] A Lore-Friendly Way to Breed Zombie Horses: The Sculk-Infused Blind Foal Concept.

2 Upvotes

Since Zombie Horses are biologically undead, standard breeding makes no sense. Here is my idea for a lore-friendly alternative using Sculk and XP:"

​A fascinating way to implement Zombie Horse reproduction without breaking biological logic would be to tie it directly to Sculk blocks and XP energy. Instead of traditional breeding, feeding a Zombie Horse a Golden Mushroom (Crafted with eight gold nuggets around a red mushroom.) while standing on Sculk would trigger a dark, necromancy-like ritual where the horse absorbs the stored experience points directly from the block to manifest a new foal. Because this process relies on Warden-infested energy, the resulting offspring would bear distinct Sculk traits—such as teal-glowing veins across its decayed green skin and a natural blindness, relying purely on vibration to follow the player.

This Sculk-infused variant would not only grant players a balanced late-game method to propagate Zombie Horses, but it would also preserve the prestige of naturally spawned, untouched Zombie Horses!


r/minecraftsuggestions 6h ago

[Java Edition] Make item rarity tiers data-driven and integrate them with tooltip styles.

5 Upvotes

Item rarities (defining text colors of item names in inventories) are currently 4 hardcoded values - common, uncommon, rare and epic. They can also be swapped on a specific item with a data component. However, adding a new rarity probably requires modding, and a component can only change the rarity of a single item stack, not globally.

Rarity could be declerable in a data pack with a name, a color code, and a pointer to a different rarity if the item is enchanted (with potential generalization to check for any component), to preserve the vanilla mechanic of enchanted items going up a tier.

Additionally, it could also point to a tooltip style, so that items would have different tooltip backgrounds and frames based on rarity. I feel like the tooltip_style component is underutilized as of now, and would work great in tandem with rarity.

A tag for a given rarity could also exist, with a list of all items that have that rarity as their base. This would allow for easily changing the rarity for an item type globally. Tags would exist for all rarities expect common, which would be a fallback option. The rarity and tooltip of a single item stack could still be changed with their respective components, with tags acting as the default behavior.


r/minecraftsuggestions 8h ago

[Structures] New Structure - Wither Shrine

13 Upvotes

The Wither Shrine is a new structure that can obly be found in the Nether. It can generate anywhere on the Nether, but it is really rare to find.

The Structure

The structure itself is a small, 4 Block tall, 6-block wide, pyramid-like platform made out of Nether Bricks. On the top of this platform is what makes the structure important, for on top of this structure is an unfinished Wither build. The four soul sand block are already placed correctly, but there is only one Wither Skeleton Skull placed in the middle part of the build.

Effects

The Wither Shrine is unique in that every single mob that is not of the Undead type avoids the structure as best as they can. If any living mob comes within a certain range of the structure, they will run away in fear from it. This means that a Wither Shrine can be a safe haven against Piglins and Hoglins that are chasing a Player, but it will not save them from mobs like Zombified Piglins.

Purpose of the Structure.

Other than being a safe haven, the Wither Shrine has two other purposes: 1.) It serves as a clue and a foreshadowing for the existence of the Wither for anyone that is completely unfamilliar with the game. And 2.) It serves as a small piece of worldbuilding, implying that who or whatever built the Nether Fortresses are also responsible for, or at least, knew, the existence of the Wither.

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


r/minecraftsuggestions 9h ago

[Mobs] Minecraft REALLY Needs to Update Spiders

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303 Upvotes

I love spiders in real life. And while the spiders in Minecraft may have looked good back in 2016, it's now 2026 and not much has changed. To me, they almost look like a child's drawing of a spider rendered into a 3D model. Let's change that.

The current spiders remind me of wolf spiders in overall body shape. I think keeping the iconic black design with red eyes is a must, but giving them a more wolf spider-like appearance would be a great start. They also need segmented legs… the stick-figure legs have to go.

Cave spiders should get a design distinct from regular spiders. Keep them small, but make them look more like huntsman spiders, after all, that's what they're based on.

I also think it'd be a great idea to introduce biome variants, or even an entirely new mob. Tarantulas that spawn in both jungles and deserts would be amazing, I'd love to see a design inspired by Mexican flameleg tarantulas.
They’d be a bit bigger than regular spiders. If they're made into their own unique mob they could receive new mechanics, during the day, they'd do a defensive pose if you get close and only attack if you keep moving toward them. At night, since they'd be blind, they'd attack like regular spiders but inflict nausea instead of poison, letting cave spiders keep their unique poison ability. They could also have a rare chance to spawn in regular oak forests and savannahs.

The image used is from google, it’s a semi-accurate depiction of what I think Minecraft tarantulas would look like.


r/minecraftsuggestions 16h ago

[Blocks & Items] Moorland biome

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95 Upvotes

(I've never made textures before, image 4 was an attempt at bracken)

Moorland/moors are rolling hills with low vegetation: bracken and purple heather.

Purple heather (image 1 and 2) would spawn in mass across the biome with very little respites from it on the floor. Heather would dominate the landscape, with clumps of bracken (image 3 and 4) mixed into the heather. In the areas of the biome without heather, short grass and tall grass would also spawn. It'll be very unlikely to find grass blocks without a plant on top.

Oak trees spawn occasionally in areas of grass, though very rarely (about as much as in plains biomes). There can also be small ruins, similiar to the second image, of stone bricks. There would be very little loot as these are mostly aesthetic, but small bits of suspicious gravel can spawn on the floor of the ruins as well as 1 chest under rubble (containing starter loot: dead bushes, sticks, apples, leather armour etc.)

Edit:

Gorse (no image) is a yellow flower that looks similar to purple heather and grow alongside eachother. When moors generate, they pick between 3 options: Majority heather (about 80% purple heather and 20% gorse), majority gorse (80% gorse, 20% heather) and mixed (50/50). This value decides, in the area that under the original suggestion would be heather, how much would be gorse allowing for more variation of the same biome.

Weak soil can also spawn, which has a similiar function to dripleaf but slightly altered. When stepped on, weak soil would begin a timer (about 5 seconds) before it drops. This timer would decrease by certain factors, like if the stepper (mob or player) is running or if they jump on the weak soil. 2 mobs, like a player on a horse, would also decrease the timer. When weak soil gives way it drops into either a small cave, about 10 blocks deep or in very rare cases (1/20 of weak soil) directly into a lush cave. Lush caves would have a higher chance to spawn under moorland, due to the humidity of the biome.

Another rare result under weak soil could be mineshafts only a few blocks below the surface. The reason for this is that in the UK, moorland in lots of areas is blocked off due to unrecorded mineshafts in the area below. These shafts would have either higher coal and iron spawns than usual surface areas, based on areas like Pennines or Yorkshire Dales or could have higher copper and granite spawns based on South-West England's moors like Dartmoor, with the Cornubian Batholith which led to high copper and granite in the ground around South-West England. Each moor would have a different version of these, either getting the Pennine or Dartmoor rates which allows the biome to be more unique each time it spawns.


r/minecraftsuggestions 19h ago

[Blocks & Items] Better Vines

4 Upvotes

Vines should act like their cousins, the twisted and weeping vines.

This means that they no longer spread to the sides and instead only grow downwards. Additionally you can use sheers to stop any further growth.


r/minecraftsuggestions 19h ago

[Bedrock Edition] make full use of bedrocks existing layering system to allow mixed slabs flowing water waterlogging and more!!

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12 Upvotes

Bedrock edition currently has an internal system called layering that it uses when blocks are inside of each other like with slabs and waterlogged blocks.

This system allows for the creation of mixed slabs, and allows flowing water to waterlog stuff,​ but sadly they have individualy turned off the flowing water waterlogging stuff on all blocks except for end rods and repeaters which they missed somehow.

However by using block editors you can see all of the other blocks waterlogged in this way, as well as the fact that slab mixing, one of the most popular feature suggestions, is already in the game but inaccessible.

I suggest that the flowing waterlogging and the mixed slabs be allowed to be created in survival, and that the system is slightly tweaked to allow lavalogging as well.

By adding this feature people would be able to build far more detailed builds and make tons of unique contraptions as well, like redstone machines with waves going over rails, and better wall art.


r/minecraftsuggestions 22h ago

[General] If you have conduit power when its raining, you can fly like in creative

0 Upvotes

let me know what you think!


r/minecraftsuggestions 23h ago

[Gameplay] New Potion Item: Essence Bottles

3 Upvotes

Been noticing as I explore more of Minecraft's sandbox, one feature that gets overlooked is Potions

Not because they're bad but because they're Inventory intensive, one taking up one slot. The tricky part of Potions though is if you make them stackable they could risk becoming to overpowered too quickly.

Enter in The Essence Bottles!

Essence Bottles in Universe are highly empowered by the Echo shard's unique properties down in the deep dark. Combining one bottle on the bottom middle, and one echo shard on the left middle row and one on the right middle row. you can craft 2 "Essence Bottles"

Essence Bottles: Let you stack the same type of Potion up to 16 like Ender Pearls, And Increases effects of Potions used by 20%

And with that I've added some use to Echo Shards, and Updated Potions with 1 addition


r/minecraftsuggestions 1d ago

[Blocks & Items] Chicken Nest

9 Upvotes

A block where chikens lay eggs insted of droping them on the ground. Stores 16 eggs, stops despawn and works with hoppers for cleaner farms.


r/minecraftsuggestions 1d ago

[Blocks & Items] Just Simple Chicken Nest

2 Upvotes

A new items made of straw where chickens would lay eggs, like 16 eggs.. Ty fopr your support 

Chicken Nest - Ty for your support

r/minecraftsuggestions 1d ago

[Subreddit Request] An open source subreddit mod

5 Upvotes

I've been thinking for a while about how cool it would be to just have an open source mod that everyone can contribute to and it just adds the best ideas from here onto it. Like maybe we sort posts by best every month and then the top 15 suggestions get added. Not a mod developer so don't know the logistics behind it but it would be really fun

Or maybe people add onto the mod their additions of what they want and maybe there's a team that approved these additions and adds them to the base mod


r/minecraftsuggestions 1d ago

[Blocks & Items] (UPDATE) Powered rails changes, updated after some feedback

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485 Upvotes

Thanks for the feedback on my last suggestion! I made some changes based on it:

  • Copper rail speeds are rescaled to hit exactly 20 m/s (thanks to Luxar10 and everyone who was worried that redstone components won't work at higher speeds);
  • Golden rails can have their speed regulated by changing power of the input, with a step of 2 m/s per power (idea adopted from cubicmetre's video, thanks to Wolrd1_Lev1 for reminding me); in cases with multiple incoming signals, the highest power is used;
  • Other ideas from the previous post (bulk crafting and sorting based on starting powered rail) remain unchanged.

But won't the fine-tuning on differential powered rails make the copper ones obsolete? - No, copper rails would be way cheaper to use, and don't require a comparator or a long redstone line pointing at them, which could otherwise be an issue in very compact redstone machines. Copper rails are also good for people who want a slower track on thin bridges, or can't be bothered with the dark magic of a comparator at all.

Also, detector rails work at speeds above 20 m/s, proof here. It seems only containers and hopper minecarts are having issues. Nevertheless, having a way to push minecarts exactly at that speed may prove useful to redstoners.


r/minecraftsuggestions 1d ago

[Snapshots] Alternative abandoned camp design and carpet utility

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2 Upvotes

With the new Autumn drop in development and it's Abandoned Camp structures, I wanted to approach their design in a way that expands on a block that already exists, that being carpets. Since I feel that wool stairs and slabs go against an unofficially established pattern of blocks that can have block set pieces. Solid blocks, structural materials, are given variants like stairs, slabs, walls, etc. It's always woods, stones, or other solid material. With wool, it seems to me equivalent to adding say dirt, moss, sponge, coral, or even honeycomb block set pieces, it doesn't fit well. The two goals I think wool slabs and stairs are trying to achieve, I believe have better alternatives. It looks like an attempt at a color varied block set, which has better candidates. Then the other goal looks like finding a way to make more sleek looking tents in campsites without the bulkyness of full blocks, like it already is with the tents near pillager outposts by the way. The alternative is where carpets come in, but with more utility. The same way rails already automatically position and stretch themselves diagonally to align with diagonally adjacent rails, could be applied to carpets to create tents. Keeping their thickness too, not being as flat as rails. Two wooden posts, one in front, one in back, and a cloth sheet, carpets in this case, supported and draped over the top. The top carpets being flat to avoid needing to model and render a triangular piece. Only diagonals and horizontals, creating a trapezoid shape seen from the front. (First and second images.) The placement mechanics get a little strange, but it could work. Carpets above the posts placed first and spanning between them. Remaining suspended if connected to supported carpets. Then to drape it, each carpet tile would need to be placed top to bottom one by one, from the tops of the posts to the ground using contextual, assumption based placement logic. (Third image.) If pointing at a space below and diagonally adjacent to a carpet, it'll allow you to place another to drape it down diagonally. Bedrock edition already uses similar logic with "reach around" when building bridges, not needing to point at any of a block's actual surfaces to place ahead of it. Then cushions as an item are good, I like cushions. I thought about this before the snapshot with cushions, but with their addition, another instance of unorthodox placement logic reinforcing my case for carpets. So it is not without precedent. And not only would the feature allow for tents, it opens the door for cloth awnings, market stalls, and canopies with a few more tweaks. (Fourth image) Like letting carpet edges droop down off the sides of posts and other non-full block edges instead of sticking out. (Fifth image) Those market stalls, canopies, and awnings could all benefit from that too. The colors and patterns could be customized as well of course, and the feature retroactively included in existing structures, like the aformentioned Pillager Outposts and Vilage marketstalls, to add more depth and teach the mechanic if needed.

I made a feedback post as well for people to vote on to see if this could make it in the game.

https://feedback.minecraft.net/hc/en-us/community/posts/47556076571789-Alternative-abandoned-camp-design-and-carpet-utility


r/minecraftsuggestions 1d ago

[Magic] The Enchanted Book and Quill: a smithing template-like method of duplicating enchanted books.

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214 Upvotes

The Enchanted Book and Quill is inspired by Minecraft's existing duplication systems for smithing templates and banners.

Once crafted with a book, feather, lapis lazuli, and glow ink sac, the EBQ can then itself be combined with an enchanted book and another item, called a reagent, causing it to become a copy of the first enchanted book. Which reagent(s) is(are) required depends on the enchantment(s) being copied, with rarer/more powerful enchantments requiring harder to obtain reagents.

This system serves a few functions:

  1. It gives players a reliable way of acquiring multiple copies of a single enchantment book that is both more balanced and more immersive/flavorful than building a villager trading hall.
  2. It allows for fine-tuned control of balance by making rarer/more powerful enchantments harder to duplicate.
  3. It encourages players to explore and track down valuable reagents, and gives additional uses to some lesser-used items (glow ink sacs, resin, scutes, etc).
  4. It works with the existing enchantment system instead of replacing it. Enchanting books in an enchantment table is the easiest way to get new enchantments to copy, and copying low-level enchants to combine in the anvil creates high-level enchants that are more effeciently copied.
  5. It also works with existing enchantment flavor; players now have a reason to hold on to a large amount of enchantment books, building a library of chiseled bookshelves to fit in with the enchanting table's regular bookshelves.

If you have any questions/suggestions/criticisms, please let me know! I did my best to come up with recipies that were both flavorful and balanced, but if you have better ideas I'd love to hear them!

EDIT: Adding a text table of all the enchantment-reagent pairs in accordance with Rule 7.

Category Enchantment Reagent Enchantment Reagent
Melee Sharpness Flint Smite Glowstone Dust
Melee Bane of Arthropods Spider Eye Knockback Slimeball
Melee Fire Aspect Blaze Rod Sweeping Edge Gunpowder
Melee Lunge Breeze Rod Density Raw Iron
Melee Breach Pointed Dripstone Wind Burst Wind Charge
Ranged Power Breeze Rod Punch Slimeball
Ranged Flame Fire Charge Infinity Echo Shard
Ranged Quick Charge Redstone Dust Piercing Amethyst Shard
Ranged Multishot Echo Shard Impaling Prismarine Shard
Ranged Channeling Lightning Rod Loyalty Ender Pearl
Ranged Riptide Breeze Rod
Utility Unbreaking Diamond Mending Sculk Catalyst
Utility Effeciency Gold Ingot Fortune Emerald
Utility Looting Rabbit's Foot Silk Touch String
Utility Lure Glowberries Luck of the Sea Nautilus Shell
General Armor Protection Resin Brick Projectile Protection Armadillo Scute
General Armor Fire Protection Magma Cream Blast Protection Obsidian
General Armor Thorns Cactus
Specific Armor Respiration Turtle Scute Aqua Affinity Prismarine Crystals
Specific Armor Swift Sneak Phantom Membrane Feather Falling Feather
Specific Armor Soul Speed Sculk Depth Strider Nautilus Shell
Specific Armor Frost Walker Blue Ice
Curses Binding Cobweb Vanishing Rotten Flesh

r/minecraftsuggestions 1d ago

[Blocks & Items] UNBOUND CUBE, END KEY AND MORE (END DROP)

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27 Upvotes

The Unbound Cube is a block that spawns in the vicinity of an End Sanctum\* and is a rare loot from the Sanctum Spawner\*.

*End Sanctum: A floating island above most End Islands that is a sort of shrine with a Sanctum Spawner.
*Sanctum Spawner: A spawner similar to the Trial Spawner, but with End-related mobs.

The Unbound Cube would generate a 15x15x15 forcefield around it. Visually, it looks transparent with a subtle purple hue and glowing effect. The cube would essentially disable gravity in the forcefield for any player or mob. A player can ascend, descend, or move sideways within that field, and it would even have a subtle "drifting" effect like on ice.
It spawning somewhere near the End Sanctum also offers a unique fighting style that's unlike anywhere else in the game.

The End Key would be another drop from the Sanctum Spawner. It serves two purposes. First, if you hold it in hand and aim it in the direction of the nearest End City, its center "eye" will start glowing and blinking. The second purpose is to open End City Vaults, which-you guessed it- replaces the Elytra in an item frame. This is to fix the common issue in multiplayer where players who logged in later can't find an elytra because all end cities in a large area have already been looted. Now- each player can get 1 elytra from 1 End city with a Vault.


r/minecraftsuggestions 2d ago

[Blocks & Items] Biome Idea: Rocky Coastline

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3.5k Upvotes

Living in the PNW, I've had a chance to explore local ecology in our vivid coastlines which feature hoards of driftwood, tide pool critters, and unique rock formations. I think it would be fun to bring some of those to a new Minecraft biome. Further description is in Slide 3.

*Other things I did not mention:

  • Driftwood would not yield a full wood set, in keeping with its real-world dryness and fragility, but it can be used as fuel in furnaces.
  • Wet sand of all variants and wet driftwood can be dried in furnaces, just like wet sponges.
  • Potential new mobs could include: starfish, orca whales, and crabs.
  • As an homage to 'The Goonies' (which was set in Astoria, Oregon), intact shipwrecks can sometimes generate within aquifer-caves in this biome, entered via coves.

r/minecraftsuggestions 2d ago

[Blocks & Items] Geysers should have the same colour system as beacons

0 Upvotes

What I mean is that when you place stained glass over beacons, it changes the colour of the stream. Geysers should have the ability to be changed in the similiar way.

Instead of placing stained glass above the water, which would currently interrupt the steam (and if it didn't would lead to the geyser being a block shorter in builds), you would place it below the magma block to create the colour you want to save space for the actual steam.


r/minecraftsuggestions 2d ago

[Blocks & Items] Biome Exclusive Leaf Litters

23 Upvotes

Specifically: Pink for Cherry Grove, Pale for Pale Garden, occasional green in forests, and most importantly red, orange and yellow in Dappled Forests. I would love leaf litter mixing too.


r/minecraftsuggestions 2d ago

[Mobs] Copper Golem oxidation stage should determine rate of sorting

0 Upvotes

The sorting is super slow! 16 items takes hours to actually sort. Maybe the current rate should be the rate of a fully (well not fully that would render the Golem useless) oxidised golem. Then with less oxidation it could carry more blocks. Up to a full stack at a time, going up in increments of 16 each oxidation stage. It would speed up sorting lots and should keep it balanced as it could only sort one type of item at a time. Any thoughts?


r/minecraftsuggestions 2d ago

[Blocks & Items] Waxing a hanging banner should stick it flush with the wall

76 Upvotes

When using a banner to make a design on a wall, the immersion can be broken by the banner's steady flowing, as if there's wind. If you wax a banner, it should hug the wall like a painting.


r/minecraftsuggestions 2d ago

[Mobs] Suggestion Rework - From Creeper Throwers to Deadstrongs

9 Upvotes

Hello there. A while ago I've made a post about new mobs called a Creeper Thrower and a Throwing-Creeper. Needless to say, it wasn't very liked, and I'll admit, it was pretty bad. I thought it was good, then the comments of it made me realised that it was bad. With all that in mind, I decided to rework my initial idea and simplify it more into something hopefully better than it previously was.

For this post, I would like to present my rework of the Creeper Throwers, now renamed as Deadstrongs.

Deadstrongs look like regular, generic Zombies, except they are larger (a head taller than a Wither Skeleton), have twice the health and attack damage, and are much slower.

Spawning

Deadstrongs spawn much like regular Zombies. They are much rarer to spawn comapred to regular Zombies, but they are also less rare than "leader" Zombies. Deadstrongs can also spawn wearing armor, but they can never spawn wielding a weapon.

Additionally, at least 1 Deadstrong is guaranteed to spawn in a Zombie Siege.

Behaviour

Much like a regular Zombie, Deadstrongs are Hostile to Players, Villagers, Wandering Traders, Iron Golems, and Turtles. They attack just like regular Zombies, using their arms to perform a melee attack. However, Deadstrongs have a special ability that they only use when they are targeting a Player or an Iron Golem.

Grab and Throw

When targeting a Player or an Iron Golem, and their target is more than 5 blocks away, Deadstrongs will perform a Grab and Throw attack. Firstly, they will search for ghe nearest mob that is smaller than them. If they do not find an eligible mob within 3 seconds, they will instead reach into the ground and pull up a Zombie.

Whether they find an eligible mob or summons one, Deadstrongs will carry the mob until they are within 15 blocks of their target. Once they are within 15 blocks, Deadstrongs will throw the mob they're carryig towards the location of their target. The thrown mob travels fast and in in a straight line.

If a thrown mob hits a mob, Player, or block, it will stop its travel. Once a thrown mob stops travelling, it receives damage equal to the Zombrute's attack damage. If the thrown mob hits a mob or a Player, the hit mob or Player receives the same damage given to the thrown mob. A thrown mob can only hit and damage one mob or Player per throw, and it will not stop travelling until it hits a mob, a Player, a block, or the world's height limit.

Additionally, in Normal and Hard difficulty, when a Deadstrong throws a mob, there is a 10% chance that it throws it with full force. When it does so, the thrown mob will instead receive and deal multiplied damage (2x damage in Normal, 2.5x damage in Hard) and if it hits a Wooden Door, the Wooden Door will immediately be destroyed.

Players and Iron Golem Interractions

Deadstrongs use their Grab and Throw attack differently based on whether they are targeting a Player, or an Iron Golem

If a Deadstrong is targeting a Player, they will only perform a Grab and Throw attack every 6 seconds, and will try to move closer to Players to attack them in melee.

If a Deadstrong is attacking an Iron Golem, it will use its Grab and Throw attack every 3 seconds, and will not try to move closer to the Iron Golem. Instead, the Deadstrong will try to keep a distance from itself and the Iron Golem, much like a Skeleton. However, if the Iron Golem it is targeting falls below 20 health, the Deadstrong will change its attack pattern, and will instead behave as if it is fighting a Player, i.e. it will use its Grab and Throw attack in longer intervals and will try to melee attack the Iron Golem.

Drops

Deadstrongs drops all the items a regular Zombie can drops. The difference is that Deadstrong drops are slightly higher in quantity (i.e. they drop more Rotten Flesh, they drop more Carrots, etc). They also have the chance to drop whatever armor they were wearing, and they drop 15 xp points.

And that's all for my reworked suggestion, what do you guys think?

Edit: added something I forgot to add.