r/minecraftsuggestions • • 8h ago

[Blocks & Items] Lightning channels through copper

11 Upvotes

They should make lightning rods when struck, send the lightning/ electricity through every copperblock that isn't waxxed near it, and subsequently have that signal pass through 15 blocks (to match redstone logic).

What this should do / accomplish:

  1. Any mob with a hit box touching one of these blocks acts as if struck by lightning (i.e. make charged creepers, witches, etc.)

  2. If redstone is going into or out of these blocks they gain power equal to how far it was from the source of electricity. (Ex. 8 copper blocks, leads to 7 redstone being lit from it)

  3. Maybe they add another source of electricity to the game that isn't strong enough to do #1, but can do #2 that is repeatable / reliable to do at any time (i.e not need the weather to be abnormal)

Suggestion for #3: having carpet on unwaxxed copper makes small charges of static electricity that can be read in redstone so you can make a very hidden trap. (Fun example)

And yes I know this idea has existed forever, but I don't remember seeing any suggestions like #1, which was the main reason I made the suggestion, the others are more looking toward the future rather than "Add this right now", but #1 is.


r/minecraftsuggestions • • 9h ago

[Terrain] Salt Flats, Tar Pits, and Asphalt

3 Upvotes

Salt Flats (or Salt Pans) are an environment I've always thought were pretty cool, and they'd make a great new Minecraft biome. Their vast expanses of flat whiteness would be a sight to behold and also make a great building location. So I thought I'd have a think about how they could be added to Minecraft, and it led me to Asphalt, a way of potentially improving non-elytra movement.

(I threw the textures in these photos together in about 5 minutes, they're just meant to represent a rough visual guide and are no way something I'm proud of!)

Salt Flats generate in areas of low humidity and low erosion, making them common near badlands and deserts. They are primarily composed of Salt, which lines the surface, and Hardened Salt, found below the surface.

Salt is a soil-like block that is the sand or dirt of the Salt Flats. Walking on salt produces small salt-crystal-esque particle effects from the mob's feet, and it affected by gravity, similar to sand and gravel.

Salt can be crafted into Salt Bricks (4 Salt in a 2-2 grid), which are decorative, gravity-affected brick blocks. Salt Bricks can be crafted into Salt Brick Slab, Stair, and Walls, giving us these gravity-affected variants.

Salt
and Salt Bricks (rough visual guide)

Hardened Salt is the sandstone-equivalent of Salt, lining the bottom of the Salt Flats. It can be obtained by smelting Salt in a furnace, and are not affected by gravity. They can be crafted into Hardened Salt Bricks (4 Hardened Salt in a 2-2 grid), which have a Slab, Stair, and Wall variant, as well as Cracked Hardened Salt Bricks (via smelting Hardened Salt Bricks in a furnace) and Chiseled Hardened Salt Bricks, which are engraved with the face of Steve (or if the pale white eyes are to be considered, someone else entirely...)

The Salt block sets on their own just present another white brick block set, and a flat, white biome. But within the Salt Flats generate Tar Pits, moderately-sized inky black depressions in the terrain that dot the otherwise pale white surface.

Tar is a sticky block that generates naturally in Tar Pits in Salt Flats. It has a similar affect to honey, reducing the player's walk speed and jump height when in contact with the top block. Players can also slide down Tar like they can honey. Tar can be used as furnace fuel, with one block smelting four items, and it can be generated renewably in a similar way to lava; a Pointed Dripstone hanging from a Dripstone Block with Tar above it periodically produces tar drips. These drips have a 1/5 chance of turning water source blocks below the Pointed Dripstone into Tar.

Tar can be crafted into Tar Bricks, (Slab, Stair, and Wall variant included), providing players with an inky black brick block set. But the mechanical benefits to Tar and Salt appear when you combined them together.

Tar

Asphalt is a block created by putting 2 Tar and 2 Salt in 2 by 2 formation in a crafting grid (produces 4 Asphalt). Asphalt has the interesting property of increasing mobs maximum speed and acceleration as they run along the surface of it. This property applies to players, but also ridden horses, pigs, camels, etc. As such, taking the time to lay out an Asphalt road would reward on-foot and horse transportation between two bases.

Asphalt

Now, I'm not super sure on the balancing behind the numbers, but I'm envisioning a max increase of about 4x when running along an Asphalt road. It needs to be an increase of enough to make laying out an Asphalt track between oft-frequented places worthwhile, but obviously not enough to break the game. Asphalt would increase acceleration and max run speed, though unlike on any other block, speed would be reduced if sprint-jumping, as you're making less contact with the top of the Asphalt block. You also obviously wouldn't be able to run on Asphalt when below 6 Hunger (and Asphalt Slabs would only increased max. speed/acceleration by 50% - no cheating the system there.)

Obviously, Asphalt won't replace elytras, and it almost certainly wouldn't replace Nether Highways as a means of transportation. I don't think many suggestions posted in this sub will do that until the elytra 'issue' is addressed by Mojang itself. Instead, I imagine Asphalt supplementing horse and camel travel, by rewarding players who go out and find a Salt Flat and spend the time building an Asphalt road.

That's the basis for Salt Flats, Tar Pits, and Asphalt. I'm open to any suggestions/discussion, this idea can definitely be improved. For example, I thought of maybe adding Road Runners as small ambient mobs that spawn in Salt Flats. Feed them seeds and they follow you around for ~10 minutes, and they mirror your movement speed, so you can run along Asphalt roads with them and they match your pace! I also tried to rack my brains thinking of ways Salt could act when in water, as very salty water in real life causes people to float on the surface, but I couldn't think of anything that wasn't really covered by the Soul Sand bubble column already. But I'd love to hear your suggestions.

Thanks for reading!


r/minecraftsuggestions • • 10h ago

[Blocks & Items] Pausing and skipping songs in the new jukebox-chest playlist feature

2 Upvotes

Other than the music related uses of such a feature, the ability to control for how long exactly each disc remains in the jukebox would combine great with the ability of a comparator to detect which disc is inside.

When you combine it with the new playlist feature, it would allow players to make redstone signal tapes, allowing for new mechanisms that were not possible before.

To pause a disc you could simply power the jukebox with redstone. I will admit that I was not able to come up with a satisfactory way to skip a disc, so I will leave this for brianstorming in the comments.


r/minecraftsuggestions • • 12h ago

[AI Behavior] Happy Ghasts should turn into regular Ghasts if you leave them in the Nether for too long

2 Upvotes

And the other way around also. Regular ghasts should become happy ghasts if you bring them to the Overworld. It would make sense with the implied lore that Ghasts don’t want to be in the Nether.


r/minecraftsuggestions • • 17h ago

[Magic] Ender specific sharpness enchant

0 Upvotes

Name: Disruption or Disturbance

Effect: does what bane of arthropods and smite do for their respective mobs but to enderman/mites, ender dragons, and shulkers

I understand sharpeness is there but if bane of arthropods exists than we can at least have something for ender mobs

Edit: could also disable enderman and shulkers from teleporting and the ender dragon from leaving the perch (tho that might be a little broken)


r/minecraftsuggestions • • 18h ago

[Blocks & Items] More particle emitting plants

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254 Upvotes

I think the Firefly Bush is a fantastic addition to the game. Having ambient particles floating around really adds some atmosphere to builds. However, I think it'd be cool of Mojang added more of these to the game. Here are just a few of my ideas:

Butterfly Bush: Found exclusively in Flower Fields, emits animated butterfly particles

Rafflesia: Rarely found in Jungles, emits fly particles. Zombies are also attracted to this when they're not attacking something

Spitfire: Dug up by Sniffers in the Nether as a shrub that has to be grown. Emits smoke particles. If it's planted on a Magma Block, it emits small fire particles too

Excelsiorchid: Uncommonly dug up by Sniffers in warm biomes. Does nothing on it's own. When an entity touches it, it sprays a fountain of firework particles into the air, then goes on cooldown for a few seconds. Can be "fed" dyes to change the particle color. Feeding it multiple dyes adds more colors

Dust Diamond: Found on the ceilings of the new ice caves. Can only be placed on the undersides of blocks. The center of this flower glows in the dark. Emits snow particles

Blowball: Has a small chance to replace Dandelions in cold biomes. The colder the biome, the higher the chance. Passively emits puff particles. When an entity touches it, it emits more puff particles


r/minecraftsuggestions • • 18h ago

[Snapshots] Brittle Ice Breaking

16 Upvotes

A falling anvil should break brittle ice, strays and bats should not.


r/minecraftsuggestions • • 22h ago

[Magic] Force: a fishing rod enchantment that makes the reel pull stronger

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86 Upvotes

Rods are getting used a lot more in PvP now (rodding TNT, pulling people onto dripstone, combos), but there’s still nothing that actually makes them better at it.

My idea is Force, a 3-level enchantment that just makes the reel-in pull stronger:

  • Force I: 15% stronger
  • Force II: 30% stronger
  • Force III: 45% stronger

Rodding works exactly the same, just with more pull. I tested it with a mod: from 11 blocks above, a normal rod launched a creeper 7 blocks up, and Force III launched it 14. That’s about 5.5 hearts of fall damage, so it’s strong but can’t one-shot a full-health player.

Visual demonstration:
https://youtu.be/FDb0wYSuAtU

It would be about as rare as Lure.

For more information, I also posted it on the official feedback site! So if you like it, an upvote there would help: https://feedback.minecraft.net/hc/en-us/community/posts/49630543154445-Fishing-rod-enchantment-idea-Force-stronger-reel-pull


r/minecraftsuggestions • • 23h ago

[Blocks & Items] you should be able to dye items frame frames

9 Upvotes

the wooden texture around them should be able to be dyed

that’s all


r/minecraftsuggestions • • 1d ago

[Magic] Leather Armor Becomes Invisible With Invisible Potion Use

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1.8k Upvotes

Leather is an organic material, and we know from zombies being able to turn invisible that invisible potions apply to non-alive organic material. Therefore, allowing leather armor to turn invisible makes sense.

In addition, this gives leather armor a new use for more stealthy operations!

My Feedback Post


r/minecraftsuggestions • • 1d ago

[Blocks & Items] Freezing/Ice Aspect Enchantment!

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322 Upvotes

With the addition of the freezing effect on Minecraft's newest snapshots, it would be the perfect opportunity to add a new elemental damage enchantment to Minecraft.

Players could create weapons with ice powers and add more variety to players' armaments. Freezing could be quite interesting on weapons, considering some mobs like blazes and magma cubes are weak to freezing damage.

On PVP the enchantment could create a new way for players to force the enemies into lowering their defense using leather equipment to get rid of the freezing or using fire to negate the damage.

at a technical level freezing is totally possible to add since enchantments like Bane of Arthropodes already deal a slowness potion effect for spiders.

The effect could last around 16 seconds on level 1 (causing 4 damage in total) and 19 seconds on level 2 (causing 6 damage in total). It could also start faster than regular freezing to make it more effective.

https://feedback.minecraft.net/hc/en-us/community/posts/360042534611-Ice-Aspect

https://feedback.minecraft.net/hc/en-us/community/posts/360023826371-Add-a-freezing-enchantment

https://feedback.minecraft.net/hc/en-us/community/posts/49624434045965-Freezing-Enchantment-for-the-Winter-drop


r/minecraftsuggestions • • 1d ago

[Magic] Feather Falling to Feather-Foot (New Uses!)

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868 Upvotes

Currently, feather falling only protects from fall damage, which is good, but it could definitely be expanded for new uses.

My idea is to change the enchantment to make it so players with it can walk over powdered snow, and walk on brittle ice without breaking it, and jump on turtle eggs or crops without breaking them.

They would also generate less particles when they’re walking, which makes it easier for players to sneak around if they’re invisible.

To go with this change, they'll now be called feather-foot since the name is more accurate to their new uses!

My Feedback Post (Old)

Post on Feather Falling Preventing Brittle Ice from Breaking

Post on Feather Falling Preventing Crop Breakage


r/minecraftsuggestions • • 1d ago

[Blocks & Items] Feather Falling prevents Brittle Ice from breaking

18 Upvotes

Players or mobs wearing boots enchanted with Feather Falling will not break Brittle Ice when standing on it, giving a counter to it


r/minecraftsuggestions • • 1d ago

[Mobs] The Glass Golem

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67 Upvotes

Okay, hear me out, i had an amazing idea: the Glass Golem! create it by placing a glass block on top of a carved pumpkin, and you get the Glass Golem. Shift right click him to move your xp into its crystal ball cube and normal right click to remove your xp. Also, if you right click it w/ an enchanted weapon or tool, you can remove the enchants turning them into a bit less xp that it costed to enchant that item, inside the crystal cube. It has half a heart plus another half heart for each xp level inside it. Monsters do not like them and will attack them. Each hit makes it spill xp according to the damage it took (half a heart it loses one level). Also it likes to loiter around enchanting tables. A glass golem will also go up to an iron golem and enchant them to make them stronger. (It will use up xp though, so watch out.) You can also take xp out in a bottle. (bottle o' enchanting of course). Also the ball would fill up with green the more xp it has, I was just too lazy to model it.


r/minecraftsuggestions • • 1d ago

[Terrain] Boulders: a new terrain feature to make biomes more interesting

59 Upvotes

Boulders would be a new terrain feature found within most biomes serving as both decoration, making the terrain a little bit more interesting, and a small source of Coal and Copper (and rarely, Iron) in the early game for those not brave enough yet to venture underground.

Depending on the biomes they spawn in, they can generate with Sand, Grass, Red Sand, Podzol, Mycelium or Snow on top of them.


r/minecraftsuggestions • • 1d ago

[Blocks & Items] Discs in a Barrel on top of a Jukebox should play on shuffle.

39 Upvotes

For the new playlist feature with Jukeboxes, swapping the single Chest for a Barrel would be a great way to enable shuffling for disc playlists.


r/minecraftsuggestions • • 1d ago

[Gameplay] Wearing armour should make brittle ice break faster

12 Upvotes

Each armour set could have a different weight value — netherite and diamond sets being the heaviest, whereas leather and chainmail could be the lightest. Standing on brittle ice without armour would trigger the normal breaking time, and each armor piece would decrease the breaking time by a few ticks, depending on weight.


r/minecraftsuggestions • • 1d ago

[Gameplay] Wandering trader/villager overhaul

1 Upvotes

Wandering traders are a very mixed bag as far as mobs go. They are a cute extra touch, and sometimes they come in clutch in specific challenge runs. But largely speaking, in a normal survival world, why would you really engage with it? The trades usually aren't that interesting and although it spawns on a timer, it often feels totally random and even a bit of a nuisance. This led me to consider how the wandering trader could be made a little more interesting to engage with and offer some more organic options to encountering it.

The new camps are a decent enough idea. I don't personally think they truly resolve problems with exploration, but hey, they're a nice addition and they help a bit. However, the camps are always empty, which leads to the question of...why? Who made these camps? Well, what if they were integrated into the wandering trader? After all, as a natural part of traveling the world, the trader would have to rest for the night occasionally, and an explorer would be very likely to have explorer maps. It all fits quite organically. It is for that reason that I think campsites should have a high chance of having wandering traders spawn there, and a much slower timer for random spawns near the player. This would give the player more control over when they choose to engage with a wandering trader, while also fitting the whole traveling camper aesthetic. And it would also give the player an opportunity to rebuild the camp sites into whatever they like; fancier camps, taverns, you name it, they will spawn in that zone.

To go alongside this, I think it is only fair for the wandering trader to have a high or even guaranteed chance of selling at least 1 randomly selected explorer map. After all, it would make sense for a wandering merchant to have a map. Since wandering traders now spawn at campsites, this would still force the player to explore to collect maps, while at the same time nullifying the monotony of repeatedly re-rolling explorer maps from the cartographer.

But what about the cartographer, you may ask? What use would their trades have if the wandering trader sells explorer maps? Well, first off, I think it wouldn't ruin cartographers, since while this campsite wandering trader method would make things more fun, the cartographer would remain the fastest, albeit most boring, way. Hardcore players would still benefit heavily from it. However, I think it would make sense to allow cartographers to sell maps for other things less conducive to combat and looting, but moreso for exploration and creativity; biome maps. How many times have you needed tons of glass, or a particular wood color, or tons of colored terracotta and spent hours wandering around aimlessly trying to find a biome that generates tons of it? The cartographer has your back. They will now sell maps pointing you toward specific biomes so you can collect whatever materials or specific mobs that you like. The cartographer is less reckless than the wandering trader, but they still have seen the world.

As for villagers, I think a big issue I have with them is that they offer the fastest solution to progression in many ways, but inevitably in order to get said progression, you have to lock them in their houses, make trading halls, and repeatedly break and replace job blocks. It feels less like engaging with a community and making trades and more like a way to build a mob grinder. While this wouldn't curb the practice for hardcore players, I think my next idea will make things more fun for more casual players; designated trade sites.

Villages will now generate with shop stalls, and the player can build their own by using a job block and a newly-added chime, serving as a positive counterpart to the bell. Rather than sending the villagers running for their homes, instead, villagers whose jobs correspond to the job block will run to the stall to do business. This allows the player to access villagers without having to create halls or wander the village aimlessly, while maintaining an organic interaction method that feels like actually trading with a person. Chimes can be activated with redstone and can either be placed on a job block or on a block adjacent to it. This would allow for plenty of freedom and creativity with very little requirement. Again, this still allows hardcore players to have their halls; it just offers the casual player an option that streamlines the process while keeping things organic.

As for trading, I have what I think is a good middle ground to the problem of bad trades and mods that allow you to set trades; bookmarks. Trades are re-rolled occasionally, but if the villager has a solid trade, you can bookmark it, and the villager will keep it in stock. This serves as a way to re-roll without the grindy feeling, as well as a way to steadily build up a good set of trade options. And, again, it feels natural. Of course a shopkeeper like a villager would change stock occasionally, but make sure to keep hold of things they know people are buying. I think this really nails down the way Mojang actually WANTS people to interact with villagers; like real shopkeepers that sell wares in a community you can engage with.

Now, we approach the section where I propose more ambitious concepts that would require heavy reworking. I do not expect Mojang to add this idea, but it would regardless be quite interesting.

In the real world, trade routes existed between villages or churches, sometimes crossing a dozen or more in a line. It would be interesting to see villages generate in somewhat straight lines from each other, with campsites in-between. Maybe you would even have a chance of running into groups of wandering traders or villagers with randomly-selected jobs and tiers making their way between villages. They would pause to interact with the player, but still trend in the direction of the next camp or village until despawning. This would not only give the player a random chance of getting some very lucrative trades in, but also point the player in the right direction of a camp or village if they were looking for one or had not yet found one.

To go alongside the theme of trade routes, small villager camps with carts and sleeping bags would be an interesting addition, and serve as some more light worldbuilding for the wandering trader. Maybe this is the troupe they travel with!


r/minecraftsuggestions • • 1d ago

[Blocks & Items] Falling anvils shatter brittle ice

38 Upvotes

Anvils are heavy so it would make sense that if they're in the middle of falling, they just go through the brittle ice.


r/minecraftsuggestions • • 2d ago

[Terrain] beach update

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21 Upvotes

I designed a beach update directly in Minecraft and I think it would be really cool.

I added:

1-coconut trees

2-coastal beaches

3-suspicious sand clumps

1-a tree that would have variations in height, always being tall, medium, or short

You could collect coconuts from them that could be launched as projectiles.(Upon striking an entity, it would cause damage, and upon hitting the ground, it would break apart and become food)

(Coconuts have a chance to fall from trees and cause damage to anyone below)

2-The coast is simply the part of the beach that is closest to the water.

The sea would always have a chance to bring some gifts that would be stored in the wet sand.

Gifts:

nautilus shells 20%

seaweed 70%

dead fish 50%

bones 50%

empty bottles 60%

name tags 50%

heart of the sea 5%

rotten meat 90%

tridents 3%

...

Check every day because you have a 40% chance of receiving something each night.

3-I find it very annoying that suspicious blocks are only found in a few structures, so I based it on Stardew Valley and Animal Crossing to add a chance of having suspicious sand clumps on each beach to brush over them.

The clumps would have varying sizes and would always be found in the top layer of sand, or there would be a suspicious block as a sign indicating that there are more blocks below.

(for those who want a reason for this to be there)

The sea often brings many random items, and humanity has always tended to thrive in places near water, so it's possible that human interaction in these locations has already occurred, erased by time, leaving only the items preserved by the sand.


r/minecraftsuggestions • • 2d ago

[Sounds] Overlapping World & Jukebox Music (New Setting)

6 Upvotes

Add some settings for world music when a jukebox is playing music near you.

1 toggle and 2 new sliders would be added in the Music & Sounds and Accessibility options

"World Music Adjusts to Jukebox Music" toggle
- The volume of the world music will adjust depending on how far you are from the jukebox. Ex. If you are far away from the jukebox but still hear it, the world music will lower its volume by a few decibles only but if you are right beside the jukebox, the world music just mutes with a fade out duration.
- On or Off only

"Fade in" slider
- Controls the fade in duration of world music once the jukebox stops playing music or if player is no longer in the vicinity of an active jukebocx
- ranges from 0-5 seconds

"Fade out" slider
- Controls the fade out duration of world music once the jukebox starts playing music or if a player becomes in vicinity of an active jukebox
- ranges from 0-5 seconds

Now you don't have to manually adjust the world music slider every time you want to listen to jukebox music.


r/minecraftsuggestions • • 2d ago

[Gameplay] Update to pillagers

0 Upvotes

Pillagers are nice but they're a bit underdeveloped so I think they should get updated, one thing that should be added is pillager villages, they could be pillager villages alike to normal villagers but with pillagers and darker wood with a pillage tower in the middle that could act as a military base or a mayor hall and they could also show some hidden lore like how they have large massive grey rideable monsters, and it could be important to gameplay with it being they'd be good for loot, it'd be nice cause pillagers aren't really developed in Minecraft and it'd make them more interesting

And bonus: normal villages could be as big as pillager villages too cause I like them too and think they need to be updated a bit too


r/minecraftsuggestions • • 2d ago

[Snapshots] Leather boots should make brittle ice break slower.

28 Upvotes

Leather boots are only really useful for walking on powdered snow, this is very niche, but since another trap-like block is being added to cold biomes, I think it would make sense to have leather boots also reduce the speed at which brittle ice blocks break under your feet.

It gives more reasons to actually wear these boots when exploring cold snowy biomes


r/minecraftsuggestions • • 2d ago

[Snapshots] Frost walker additional uses

21 Upvotes

With the ice caves being added soon, I feel as if it would be a good idea to give frost walker boots more utility. Be it one or multiple of the following.

  • Making it able to walk on brittle ice without it breaking.
  • Making it a way you can walk on powdered snow.
  • Making mobility on ice improved, Like ice skates or something.

It just feels a bit weird with frost walker in it's current state isn't that good at walking on frost. As somebody who tends to settle in snowy biomes I think it would give frost walker the push it needs to compete with depth strider for a spot on the players boots. Plus it'd fit the update theme.


r/minecraftsuggestions • • 2d ago

[Snapshots] Frost Walker should prevent brittle ice from breaking

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191 Upvotes

Enchanted boots with Frost Walker should prevent brittle ice from breaking when walking on it.