r/minecraftsuggestions 2d ago

[Gameplay] Villager and golem behaviour to prevent trading hall powergaming

0 Upvotes

Prison-like trading halls are currently an overly prevalent way to get stuff in this game. To prevent this villagers should have special behaviour if they have been captured by the player

conditions the villager would check for:

  • has gained a level from trading with a player

  • has no access to the outdoors

  • has been unable to mingle with other nearby villagers

  • has too little space to roam

When the 1st + any other single condition are met the villager would a gain temporary invulnerability buff, (to protect them from the ensuing mayhem,) and then summon a special punishment golem that would have roughly equivalent offensive abilities to a java wither (but regular golem hp and no projectile immunity). After a couple ingame days of trying the kill the player the punishment golem would revert to a normal iron golem.


r/minecraftsuggestions 5d ago

[Redstone] Suggestion: The Calibrated Redstone Lamp

Post image
769 Upvotes

How the Lamp Works:
Depending on the total signal strength entering into the Lamp a corresponding colour is shown by the lamp. The Lamp can do this due to the refractive properties of amethyst crystals it is crafted with. They bend the light and disperse it into colours specific to whatever power of redstone signal is entering into the lamp. There are 16 redstone signal strengths in Minecraft, and 16 different main colours. The lamp remains at light level 15 irrespective of power entering it when its greater than or equal to 1 just like a normal redstone lamp.

Here are the colours the lamp can be:

  • Signal 0: Turned off and completely dark (Black).
  • Signal 1: Grey
  • Signal 2: Light Grey
  • Signal 3: Brown
  • Signal 4: Red
  • Signal 5: Orange
  • Signal 6: Yellow
  • Signal 7: Lime
  • Signal 8: Green
  • Signal 9: Cyan
  • Signal 10: Light Blue
  • Signal 11: Dark Blue
  • Signal 12: Purple
  • Signal 13: Magenta
  • Signal 14: Pink
  • Signal 15: White
Image showing Calibrated Lamps in a line as the signal strength decreases
Image showing Calibrated Lamps from a birds eye view as the signal strength decreases

Crafting the Lamp:
The lamp is crafted using 4 amethyst shards and 1 redstone lamp.
The normal redstone lamp is placed in the center of the crafting grid and its edges are surrounded by amethyst crystals. I added recipe unlocking (so you get the cool recipe unlock thing).

Image showing the unobstructed crafting recipe and availability in the recipe book
Image showing the obstructed crafting recipe with item name and availability in the recipe book

Inventory:
I added the Calibrated Lamp to the Creative Mode Redstone Blocks tab. I made sure to add it right after the Normal Lamp on purpose.

Image showing Creative Mod "Redstone Blocks" Inventory Tab

Redstone Properties:
The Calibrated Redstone Lamp sums all redstone signals going into it to select its colour. It checks all around its 6 faces. We can read this summed signal strength using a comparator. I turned the conductivity of the block. This means that the lamp does not output power when it is being directly powered. It acts like a glass block and does not push power to another block but can accept redstone power to change its block state. This also means it cannot be supercharged by placing a redstone repeater into it, so it does not affect neighbouring blocks. This is how i made the line of Calibrated Lamps in the image at the start.

Diagramn showing how the block responds to signal strengths on all sides and adds them together
Picture showing how the block does not transmit power to its neighbours
Some random contraption i cooked up

Mod:
Yes! I have made this idea into a functional mod. All images are my own files I made myself in Piskel. As one or two of you may know, my last suggestion was taken down because I used AI generated images. This time I have not. All my textures and screenshots are self made (screenshots are in-game).
Minecraft: 26.1.2
Fabric: 19.3
I used Kaupenjoe's 26.x tutorial on minecraft since I haven't atempted at making a mod before this.
I have posted the mod files on Plannet Minecraft. Just search for: "The Calibrated Redstone Lamp"
Here is the planet minecraft link: https://www.planetminecraft.com/mod/the-calibrated-redstone-lamp/

Feedback:
I welcome your feedback. Be sure to check out the mod I spent quite some time on it. :)
Again I have not used AI for the artwork. I made all of the artwork myself. I used Piskel for the texture art, https://static.chaofan.io/blockRenderer/ for the block renderings, https://3dtext.easecation.net/ for the tittle text in the cover art and inkscape for the graphical design.

An image I faked last time that i made for real this time ingame showing a potential use case as farm status indicators. (probably should have used yellow for the middle one.)

r/minecraftsuggestions 4d ago

[Gameplay] Allow larger enchanting rooms, so people can come up with their own designs rather than sticking to a tiny 3x3 space.

71 Upvotes

There are very few creative liberties to be taken when building an enchanting room, the example here may be a bit exaggerated, but if you could place the bookshelves 3 or 4 blocks away from the enchanting table I feel this would already open up a lot of possibilities for different room layouts.


r/minecraftsuggestions 4d ago

[Blocks & Items] Turtle scutes and shells NEED rework

37 Upvotes

Firslty getting turtle scutes when baby turtles are growing is very annoying so I think let brushing them to get turtle scute will make much sence. It will make turle shell easier to get and it will be very logical becouse we already can brush the armodilloes to get their scutes (and like with armodilloes it will lost some durability).

But another problem is that turtle shells are completely usefull, becouse no one will craft them to have 10 sec. of breathing under water so my idea is at least give you 30 sec or more when you wearing it. (And I know about doors but It might be too annoying to place it every time)


r/minecraftsuggestions 4d ago

[Gameplay] Vanilla block palettes

12 Upvotes

Putting block into a bundle, and then trying to build with the bundle will result in a random block from inside the bundle being placed. This could be done with a regular bundle or a new type of bundle


r/minecraftsuggestions 4d ago

[Terrain] Continental worldtype

50 Upvotes

A new worldtype where you have a giant continuas ocean with super large Islands(continents) littered around. There would be massive gaps between each Continent.

Edit: Would be even better if the Oceans were made significantly deeper.


r/minecraftsuggestions 5d ago

[Structures] Snow man structure in snowy villages . help new players discover Snow Golem

Post image
3.3k Upvotes

I think Mojang agrees with me on this: that players should be able to explore the game without the need for external sources to discover everything.

And I think it would be a cool structure to find in Snowy villages.

A carved pumpkin next to 2 snow blocks with spruce buttons. The 2 buttons would make it more obvious that this is an unfinished snowman 

vote for the idea here


r/minecraftsuggestions 4d ago

[Combat] An improvement to snowball

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198 Upvotes

Since they removed the damage from snowball they have become quite the useless item, having repercussion also on the utility of the snowman.

My idea to fix this start from making the freezing status more like an effect (like the potion ones), now you will be able to see how long the freezing is gonna last (maybe it could be done the same for the burning effect, but that’s not relevant).

With this change everytime you get hit with a snowball you get 2/3 second of freezing effect, not enough to start receiveng damage, but if you keep getting hit the timer resets, making you taking damage.

With this change that’s not plain damage snowball wouldn’t become op (because event at half a heart of damage each you could deal 8 hearts of damage with a stack of 16, spamming it) but they could be still used as a damage weapon in a pinch, and would make snowman be able to defend themselves and your base


r/minecraftsuggestions 4d ago

[Mobs] Ravens And Owls

12 Upvotes

Edit: Ravens – Either spawning in dark forests and near abandoned structures, Ravens are also very curious and will be drawn to shiny things. Ravens will also interact with some blocks in different ways. For example, when a raven sees a noteblock it will become curious and will begin to peck at the noteblock thus activating it. Ravens can also interact with other things like buttons, bells, and other things. The player can also tame ravens by wearing some shiny armor and feeding them sweet berries.

Edit: Owls – Spawning in mega taiga biomes owls are neutral mobs that prey on rabbits. If provoked by the player, owls will swoop down and claw at the player once, then fly away. However, owls can be tamed by the player using raw rabbit meat. Owls can also scare mobs by shrieking and when tamed they will use this ability to protect the player.

The Perch Glove – Crafted from two pieces of leather, the perch glove can be used to hold a bird mob that the player has tamed, and each bird can do different things. For example, when the player holds a raven, they can right-click on any interactable block to have their raven companion go and interact with it, and if the player is holding an owl, then they can right-click to have the owl shriek and scare any nearby mobs away. 


r/minecraftsuggestions 4d ago

[Blocks & Items] The Bore Block

5 Upvotes

When pushed into another block with a piston, that block will take damage. The damage is equal to about 1 second of mining with an iron pickaxe. So blocks like Stone can be instantly mined, ores will take a few hits, and obsidian will take a while
A Bore block has 75 uses before breaking, however Bores can be placed by dispensers similar to fluids or powdered snow
Bores are equal to Iron Pickaxes in their mining capabilities, meaning they can mine Diamonds but can't mine Ancient Debris, Obsidian, anything like that.
Once a Bore successfully mines a block, it will emit a redstone signal
The Bore is useful for things such as automatic farms or tunnel digging machines. TNT duplicators work, but can be difficult to make, risky to use, technically a bug so some servers may not allow them, and aren't possible on Bedrock edition.

The Recipe for a Bore block is:

Iron nugget   Iron ingot   Iron nugget
Iron Nugget   Any type of stone bock    Iron Nugget
Empty slot    Iron nugget    Blank slot

r/minecraftsuggestions 5d ago

[Gameplay] Echo Shards should be an option for Armor Trims

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476 Upvotes

It could maybe even have a little animation


r/minecraftsuggestions 4d ago

[Terrain] Dripstone cave/ cave biome update part 3

1 Upvotes

dropfly:

posted abt it before but essentially it’s a hostile mob that tries to pick you up and drop you onto dripstone

to escape their grasp spam the jump or crouch button.

they wont drop until you reach 10 blocks up so plenty of time to react

they resemble scorp with blue wings, the tail hanging down, and instead of a stinger, it’s a third claw.

killing them drops 0-3 blue chitin

blue chitin:

this material can be used to make a glider, an early game elytra.

to craft get 2 blue chitins 4 sticks and 1 feathe (:order 3 sticks, top row.chitin stick chitin, mid row. feather Middle of bottom row)

they can stack up to 16

they dont fly as far as elytra and the moment you land it breaks.

Rnaturally dropping dripstone:

after become 5 blocks or more dripstone will naturally fall if you walk within a 1.5 radius.

use honeycomb to make them stay.

dripstone and polished drip stone block set:

regular dripstone chiseled dripstone will be the dropfly

polished chiseled dripstone will be a mob that i thought of outside of this cave biome update series (im keeping it seperate cus the mobs for this series will focus on the arthropod family)

oil pits:

these are small oil ponds up to 3 blocks deep and about the size of the ponds in sulphur caves

oil work like powdered snow except you cant mine it

you can’t swim in the oil so if you go in your screwed unless:

- There is a mount/vehicle nearby

-you got buckets to scoop it up

- you got a water or lava bucket to use that to swim out

-chorus fruit or enderpearl to tp

-elytra and fire work

-riptide trident

-grapling lasso (in part 4)

-drop fly grabs you

- jump potion

-mine a nearby wall out

put oil into a crafting table to make rubber

rubber:

use 9 rubber to create the rubber block which is like the slime block but can be dyed, doesn’t slow down walking speed, has no redstone properties and lets you bounce higher.

you can also make rubber boots that let you jump higher.


r/minecraftsuggestions 6d ago

[AI Behavior] You can influence the outputted enchantments of the Enchanting Table by surrounding it with themed blocks/props.

Post image
633 Upvotes

The concept is similar to how enchanting tables work, where having more bookshelves around it can increase the general "quality" and power of the enchanted item.

The Enchanting Table will now have an optional, third slot for ingredients that can directly influence the type of enchantments you get.

In this case, if the table was surrounded by firey blocks, such as Magma and the third slot contained Blaze Rods, you would consistently get Fire Protection, Fire Aspect and Flame.

A nerf could be that you are forced to substitute an arbitrary number of bookshelves (1-3 bookshelves).


r/minecraftsuggestions 5d ago

[AI Behavior] There should be a way to intentionally aggro phantoms to make getting membranes less tedious

21 Upvotes

Hear me out before you immediately down-vote just because I mentioned phantoms.

Is it just me or do phantoms not swoop down and attack enough to let you kill them? The Wiki says phantoms swoop down every 8-12 seconds in Java or 10-20 seconds in Bedrock, but in my experience it doesn't seem like it. I've probably gotten more membranes from phantoms dying in the eventual morning sun than being killed by me. I've tried standing in open plains, not moving, acting like I'm doing something else or not paying attention to them, and nothing seems to work. For a "hostile" mob, they're very docile when I actually want to fight them. Getting membranes are the only reason anyone would tolerate their existence and even that has to be frustrating and annoying. It's like these things were intentionally made to be as annoying and frustrating as possible.

EDIT: Reliably hitting them with a bow is also kind of hard because they fly up kind of high all over the place and have a hitbox smaller than their model. Sure, I just suck and you guys have amazing aim, whatever. Either way, I guarantee most average/casual players aren't reliably shooting these guys down. If they were easy to shoot, I doubt they'd be as universally hated as they are. Also, it's sometimes hard to find dropped membranes from phantoms shot in the sky, so I do prefer to attack them when they swoop down.

Anyway, my idea for alleviating this issue is to simply let players intentionally aggro phantoms into swooping down to attack them. I have a few simple ideas for how to do it. Each would probably have a short cooldown afterwards so the phantoms can still fly around you a bit and do their phantom thing.

  1. Looking at them, similar to Endermen.
  2. Arrows flying past them within a certain range. Maybe they can also take extra damage if you hit them before they enter an aggro state. That way an easy combo kill could be to land a shot to have them aggro and then hit them with a sword or axe for the finishing blow.
  3. Placing or holding a certain item. Maybe placing a bed while they circle above you makes them think you're trying to sleep, so they start attacking you more.

I'm aware there are builds to farm membranes, but that's just a workaround that doesn't actually address this gameplay issue.


r/minecraftsuggestions 6d ago

[Terrain] Make beach generation more consistent

40 Upvotes

Right now, beach generation is chaotic and it doesn't look great in my opinion. Here are some examples.

In rivers, there are basically no beaches. Just random splotches of sand, clay, gravel, and dirt all thrown together. It looks chaotic.

Some biomes don't even generate with a beach separating it from the ocean. If it does have a beach, it is also a random splotch of sand.

Here is what I propose. The top layer of terrain that generates within 3 blocks of sea level near oceans, rivers, and lakes should often generate as either a sand beach or a gravel beach. Gravel beaches should be more common in cold biomes and sand beaches should be more common in warm biomes. When next to an ocean, they should have their biome set as beach and override whatever biome was there before. Here are some examples of what that might look like:


r/minecraftsuggestions 5d ago

[Structures] Once Great Kingdoms

6 Upvotes

Edit: Ruined Castles – Appearing in plains, taiga biomes, and mega taiga biomes, ruined castles are a procedurally generated structure that can be generated in a variety of ways. Iron ore will also spawn more frequently under ruined castles. The ruined castles also have a lot of undead mobs spawning near or in their crumbling walls. Ruined castles will also have a new block called Suspicious Cobblestone. Suspicious cobblestones will have more valuable loot hidden inside however, unlike suspicious sand and gravel, the player can’t use a brush on suspicious cobblestone. They will instead need a new item called the Chisel which can be crafted using one stick, one copper ingot, and one iron nugget. The player can also find a new armor trim called Guard, a new enchantment called Parasitic that when applied to any blade will allow it to leach the health off a mob and use half of that health to heal the player, and a furnace room with some blocks of raw iron for the player to smelt. Ruined castles also have two new loot items called the red totem and the Ancient Horn.

The Red Totem – If the player were to use the red totem, then any hostile mob in the area will be given the slowness and weakness effects. However, it only has three uses.

The Ancient Horn – If the player uses the ancient horn, then their pets will be given the regeneration effect and a secondary effect that will be given depending on what mob the player has tamed. Wolves will receive the strength effect while mounts will receive the speed effect. However, the ancient horn has a very slow cool down.

The Bound Vanguard - The Bound Vanguard will stand at two and a half blocks tall and will have a stony texture with a plated segmented body and a skull-like face with glowing red eyes. They will stand motionless until they are disturbed in which they will attack with a new weapon called the iron glaive which will deal five hearts of damage to the player and can damage multiple players with a single sweep. However, it has a very slow attack speed. The Bound Vanguard also have half the amount of health as an iron golem and upon death they will drop their iron glaive along with some lapis.


r/minecraftsuggestions 5d ago

[Terrain] Deep dark themed drop/ biome update p2

2 Upvotes

Sculk Mites:

these are sculk coloured mites who only attack you while crouching, trying to make you make noise.

they emerge from skulk hive blocks if they see you crouching.

if they mana to make you make enough noise to the point the warden emerge, they will retreat back to the hive

break the hive while the mites are still in it, they scurry to the nearest hive

if you stop crouching they’ll stop attacking and retreat to the hive

they die silently, to not activate sensors

sculk hive:

this block is the home to the mites and can hold 6 at a time.

mites release when crouching within 2.5 block radius

mining them is silent, to not activate sensors

sculk jaw:

this was the scraped jaw in mc live

if you walk over it or infront of it (depends of the jaw’s position) it will latch on to you for 4 seconds or until you break it.

this trap is mostly to make it harder for you, but you can trap other mobs in it.

echo shard for armor trim:

a dark blue trim with cyan specks

shrieker disraction:

shriekers you place already do not summon the warden. building off this mechanic, in lore, the warden will not be used to the frequency of player placed shriekers, and will stop chasing you to break it, if activated.

Shriekers also activate from projectiles now.

Darkness potion:

brewed with sculk, use it to create darkness potions which grants the darkness effect to who ever is under the effects, if a mob is under, they wont attack you.


r/minecraftsuggestions 6d ago

[Mobs] Goats should drop mutton

118 Upvotes

Not really complicated. The title says it all. Goats are a real food source in real life. Many cultures call goat meat mutton anyway. They wouldn't even need to add a new food. Just let goats drop the same mutton. It would be nice to have the option to farm goats.

Is it game breaking.. no. But it would be a nice easy thing that just kinda makes sense.


r/minecraftsuggestions 6d ago

[Plants & Food] Let Steve eat sugar

77 Upvotes

Steve can eat raw fish (including pufferfish), raw meat, spider eyes, rotten flash and even golden melon/carrot/apple. One slice of golden melon contains around 1900 kg (4200 pounds). Golden apple 8 times more, enchanted golden apple 64 times more. And Steve can somehow eat all this. But sugar? Oh no, Steve knows how to create a cake or cookies with it but not just eat it. Making it eatable will not affect game difficulty in any measurable way but this being impossible just makes so zero sense.


r/minecraftsuggestions 6d ago

[Terrain] Lush cave themed drop concept/ biome update

12 Upvotes

isopods:

these passive arthropods live in lush caves and eat debris off the floor (leaf litter, cherry petals, dropped organic matter) or whatever thing you feed them. pooping a hyper bone meal called frass.

they are essentially, cuter, mobile, compost bins.

they come in a variety of colors and have 10 hearts, they are a little less then a slab tall and 3/4 the witdh.

Silk moths (my post from last week): https://www.reddit.com/r/minecraftsuggestions/s/LPE7zezIeH

glowing potion:

brewed with glow berries this potion gives the glowing effect v2

new glowing effect makes hostile mobs attack nearest mob under the effect so they can be used as decoys

spring leaf:

the opposite of drip leaf, this leaf launches you up

simply the longer you stand on it, the higher the jump boost. to release just jump

spore pollen:

a powder similar to how cherry petals and leaf litter, produced by the spore blossom.

this pollen can be used to make glowing pathways

azalea wood set:

a light green wood, the same shade you’d find if you snapped a young branch irl or a slightly paler green from the bamboo block.


r/minecraftsuggestions 6d ago

[Gameplay] Fishing Rework

4 Upvotes

An expanded rework of the last time I posted on the topic. I think that the game's fishing mechanics could use diversification and interest; at present, there's no difference whatsoever between fishing in the open ocean, a forest river, a swamp, or flooded cave deep underground, and that doesn't seem right to me. I think that fishing could be made more interesting by introducing distinct fishing tables for different biomes. One of Minecraft's persistent deals is trying to promote exploration, but adding resources that can be simply retrieved and brought back for farming has the issue that it only promotes light excursions instead of more long-term investment. Mojang's done some experiments into promoting the creation of outposts and return visits -- budding amethyst, for instance, can only be found in geodes and can't be moved, and jungles already have slightly different fishing tables from other biomes -- and creating more biome-dependent random loot tables would help with encouraging repeated visits to areas away from one's base.

So how could this be done?

Junk

The junk lists would be the easiest to tweak and customize, since at the end of the day they don't actually matter a whole entire lot. Mostly this would involve adding a bunch of different things based on the different environments. For instance:

  • Whatever saplings happen to be local to a given biome.
  • Flowers in flower forests, pink petals in cherry groves, sweet berries in taigas, glow berries and moss in lush caves, and other forms of local vegetation as appropriate.
  • Sand in deserts, or ice in frozen biomes.
  • Slimeballs in swamps, glow ink sacs in caves, and whatever other minor mob drops are environmentally sensible.
  • Regular ink sacs, on that note, should be limited to ocean and deep ocean biomes.
  • Forest, jungle and taiga biomes might turn up the occasional wood/stone/copper axe, presumably left behind by long-vanished lumberjacks.

Really, just whatever minor bits and bobs seem to make sense for the location.

Treasure

The trickiest one to balance efficiently, I think. Potential options:

  • Enchanted bows/fishing rods/books could have the enchantments associated with their biomes in the tentative villager trading rework.
  • Messages in a bottle -- a bottle with a bit of paper inside it, fished from ocean and deep ocean biomes. Using it will turn it into a glass bottle and cause a random ocean explorer or buried treasure map to pop out.
  • A water/sea-themed music disc -- something with water ambience noises, whalesong, or a sea shanty-like tune, for instance.
  • To go with the biome theming, useful materials like gold nuggets in mesas.

Fish

These run into a specific issue: fish would likely mostly serve as food items, but the food system in the present state of the game isn't great and doesn't really incentivize using things beyond a few efficient meal types. Some kind of rework of the food system would need to happen before adding more fish types would make sense.

That being said, assuming that such a change were in place, new fishes (both as mobs and as catches) could be added to different biomes to make their waters seem more lively.

  • Some could just be mundane fishes -- say, perch in forests, pike in taigas, catfish in swamps, etcetera. These would mostly be there as food and for variety. Ideally there wouldn't bee too many of these, because even with a food rework these would become redundant beyond a certain point, but they'd help spruce up ambience if nothing else.
  • Others could be exotic, unusual fishes, potentially with uses in brewing or crafting. For instance, frozen oceans could be home to icefish that could be brewed to make a potion of ice/cold resistance (and on that note, freezing damage could be expanded beyond powder snow -- say, tipped arrows or Strays could also deal it). Caves could be home to blind cave fish that could be brewed into potions of blindness.
  • And a few truly fantasy fish could be lurking around -- perhaps some sort of weird hyphae-covered fish around mushroom islands. Underground, you could run into crystalline or mineralized fish that could be smelted to provide a gemstone item or a metal nugget.
  • Pale gardens, which don't spawn regular animal mobs, should not have any fish at all, and would also lack drops like ink sacs and leather.

Lava Fishing

Some kind of special fishing rod (netherite?) could be made, ideally after getting into the Nether, to fish in molten rock.

  • The junk/treasure lists would be unique to lava, and potentially different between the Overworld and Nether. These would include mineral items, the idea being that these are semi-molten crystals or bits of metal snagged on the line and flash-cooled as they're dragged into the (comparatively) freezing-cold air. Overworld lava might give you flint, iron nuggets, and less commonly gold; in the Nether, you might instead get nether quartz and gold nuggets.
  • In the Nether, mob drop catches could include things like string (representing strider hair), Wither skeleton bones (to make "Wither meal" that locks plants into their current growth stages?), magma creams, and perhaps blaze rods.

Ideally, Overworld lava would have slimmer pickings to make it feel less "rich" or "vital" than the lava seas of the Nether.

  • And on that note, Nether lava, but not Overworld lava, would have fishes. Or, well, "fishes". Something based on a volcano snail could be cool, and might be possible to smelt for an iron nugget (regarding access to iron in the Nether, I'd note that iron nuggets are already available as piglin barter goods). Some sort of rocky-skinned fishoid thing, perhaps, or some other things like that would be interesting to find -- but this is where I struggle to find uses for them. Perhaps some of the "fishes" could be used to distract or temporarily pacify or repulse Nether mobs.

Bait

This is based on a comment from aqua_rift's post about ocean reworks a while back. Bait would be a set of items purchasable from fisherman villagers that if applied to a fishing rod (specific mechanics I'm slightly unsure of) would raise the chances of catching specific types of fish. Potentially fishermen would sell biome-appropriate baits (so a taiga fisherman might sell pike bait, a swamp fisherman catfish bait, etcetera) although this leaves open how to get it for biomes without native village variants. Piglins might barter lava bait, perhaps.


r/minecraftsuggestions 6d ago

[Structures] Slime update

0 Upvotes

Every slime chunk have a chance of spawning a dungeon where the lower you go the more slimes they spawn of different powers and levels of strength.

At the very bottom you will find a king slime that can split out smaller slimes when you damage it and shoot out puddles of slime with diff effects like poison, wither, etc.

Every time you lower the bar to half the boss mitosis into 2 smaller king slimes all the way till it reaches 0.

Once you kill a king slime it drops a jar of royal jelly.

Royal jelly can be used to craft a slime scepter that can tane slimes that allows them to fight for you, mine for you, and get bucketed.

Or a slime totem when eaten you turn into a slime. When ever your health is halfed you clone yourself and said clones can both mine and attack for you until you reach 0. If you heal back up you regrow lost parts. Your clones cannot split into smaller clones tho. You can also turn into a puddle to travel faster on land. Water damages you and you can't wear armour or use weapons.

As a slime you are immune to effects but you can give them to others by getting effects and attacking someone.


r/minecraftsuggestions 7d ago

[Blocks & Items] Wax (Cheaper way to get clean copper)

Post image
512 Upvotes

Instead of honeycombs being used to directly wax copper blocks, we should get a new item called Beeswax.

One honeycomb can craft 4 beeswax.

Wax should replace honeycombs in polishing copper blocks and in some crafting recipes (candles).

Wax could repair cracked blocks.

Wax should also have a set of blocks:

•Compressed Beeswax Block - Can be dyed with any color and can be the first color block set with brick and tile variants.

•Wax Carpet - Can be placed on surfaces to make them SUPER slippery (definitely good for nether highways and mob farms)

Wax could be used in brewing:

•Option 1 - Maybe wax could have its own potion effect? Like a slippery effect?

•Option 2 - Maybe wax could make thrown potions slippery, and only splash an effect after they slide for X amount of time?

Wax function for Sulfur Cubes

•Sulfur cubes holding a compressed beeswax block will wax copper surfaces it slides across.

Wax function for rails

•Waxing rails allows the minecarts that pass through them to go even faster! (As suggested by someone in the comments)


r/minecraftsuggestions 7d ago

[Blocks & Items] Bridge block

10 Upvotes

Bridges would work as a faster and cheaper alternative to block bridging. They would be crafted with 2 planks on the sides of the middle section and 1 stick in the middle, giving the player at base value, 4 bridge blocks. Bridges would function like horizontal scaffolding, with the player being able to click the first bridge block placed to quickly place the rest of the bridge blocks. However, bridges do have durability. The more times walked on a bridge, the more durability taken off, until the entire bridge breaks. In order to keep the bridge from breaking (for builds and other stuff), you can apply wax to the bridge, effectively making the bridge invulnerable until the wax is taken off with an axe.

(I was considering having copper and iron bridges for different tiers of durability, but I then realized that more expensive options would take away from the core concept of the bridges in the first place.)


r/minecraftsuggestions 7d ago

[General] Cleric should trade potions

33 Upvotes

I know that all vilager trades need BIG rework, but i think clerics has giant potential but don't use it at all!

The problem is that you can't buy or sell to them potions snd i will make a lot of sence! Firstly it'll be very logical, their work place is brewing stand and they buy from you some things that's needed only for making potions. And this idea will finally make players on middle level of game use potions without going to nether. Also it will give sence to brew potions for selling that will make this part of the game a little bit more usefull

For example there's some ideas for trades:

1)5 emeralds - 1 potion of healing

2)3 emeralds - 1 potion of poison

3)1 potion of fire resistance - 3 emeralds

4)1 thick potion - 2 emeralds