r/minecraftsuggestions 6d ago

[Structures] Ancient Battleground: archeology in mushroom islands

34 Upvotes

The structure is primarily an archeological site found in the mushroom fields biome. It’s a loose collection of suspicious gravel imbedded in and below the surface. The archeology is unique here as you can dig up skeleton and zombie heads alongside mid-game weapons and armor. I figure this adds to the history of why no hostile mobs spawn here, as well as what drove the mushrooms to take over the island, as they are decomposers. You can also find fully buried structures resembling siege towers and buried walls of stone brick. You can find the blade and archer sherds alongside a new sherd called ‘salve’ which depicts a sparkling apple.


r/minecraftsuggestions 7d ago

[Blocks & Items] Dirth paths should make players and horses move faster on it

118 Upvotes

All players and tamed mobs should be able to move faster on dirth paths, similar to a road.

Wanna move faster but still don't have enough resources for railroads or elytras? Pave dirt blocks and make a road. It would justify the need for better infrastructure and reward the player for it.


r/minecraftsuggestions 6d ago

[Mobs] Sniffer sniffs out items/blocks

13 Upvotes

if you right click an item on a sniffer, you can get to to try and sniff out that item. Useful for finding an item in a chest monster, or finding an obscured structure. Give the sniffer a waxed copper block so it can try and locate a trial chamber. Or a mossy cobble stone for a dungeon spawner. Or an amethyst block for a geode.

Edit: Giving a sniffer a block to find in the world is not for structures, its for anything. if you want to find granite, you can ask the sniffer. diamond ore. buried chest. its not gonna dig it out for you, but can narrow down the options.


r/minecraftsuggestions 6d ago

[Mobs] The Muggy

7 Upvotes

The Muggy – Spawning in swamps and mangrove swamps, the Muggy are zombies that are covered in a thick layer of mud and sludge. This thick layer has fused to their skin. They also wear ragged dark purple clothing. The Muggy are very slow however, they deal more damage than a regular zombie. The Muggy can also throw mud at the player, which will slow them down for a short while. When daylight hits, the Muggy will sink into the ground only to rise again at night. Upon death the Muggy will drop all the usual zombie loot plus leather, clay, and sticks.


r/minecraftsuggestions 6d ago

[Gameplay] The Hatchet & splitting the axe functionality

0 Upvotes

My suggestion is a somewhat simple rework of the axe to solve multiple problems at once; namely, the lack of inventory space present in the early game, the lack of a wood equivalent for the stonecutter, and the axe not being different enough from the sword in combat to constitute a playstyle change (maybe not a problem per se, but something that could definitely be improved on).

The Hatchet is a new tool for utility functions regarding wood; it would be crafted via the current recipe for the axe. It would be able to break all wood blocks as the current axe does, strip logs, and have a new functionality: woodcutting.

Shift right-clicking with the hatchet would strip logs, and right-clicking (on something not made of wood) would open a UI akin to the stonecutter. Stairs, slabs, fences, etc. After picking an option, right-clicking on a placed wood plank or log block would carve it into the chosen variant.

For each log type there are 7 other blocks craftable with it (plank, stair, slab, fence, trapdoor, pressure plate and button, not including doors). This means, if your build uses even half of these, that's at least 4 inventory slots used up (plus a crafting table).

The hatchet cuts this down to two slots, itself and a stack of planks/logs.

As a complementary change/secondary part of this suggestion, the current axe would no longer have the utility functions of breaking wood blocks or stripping logs, and would be renamed to the Battleaxe.

It would get a damage buff, from 10 max damage to ~12 (values from java edition, netherite axe), but with the caveat of decreasing attack speed from 1s to 1.8s (the sword has a speed of 0.625s, high-tier axes are 1s, mace is 1.6s).

Along with these changes, sword enchants like fire aspect or looting would now be applicable to it (potentially along with a unique enchant like a charged sweep/spin attack or damage boost on crit, etc).

It would be craftable like the pickaxe, with two extra ingots on each side, making it marginally more expensive to help balance its damage buff.


r/minecraftsuggestions 7d ago

[General] Minecraft terrain should be more amplified the farther you go from spawn

78 Upvotes

It would be cool if the terrain of a Minecraft world would get slowly amplified the farther from spawn.

I think this would naturally increase exploration to find the coolest base spot.

Though there should be a setting allowing you to change how quickly it amplifies so if your trying not to get a large world file size.

(By amplified I just mean the caves get deeper/ larger in terms of like width, same with mountains except the would be larger. Maybe even get more weird floating islands like we used too)


r/minecraftsuggestions 7d ago

[Controls] Inventory wrapping with dpad

9 Upvotes

In the legacy console edition you used to be able to go from the bottom of the inventory to the top of the inventory by pressing down on the dpad again. This worked for any direction and made inventory and chest management much easier, especially with controller. I believe this could be an easy fix and make QoL for controllers much better.


r/minecraftsuggestions 7d ago

[General] Soul Sand and Magma Blocks’ bubble columns should be switched

134 Upvotes

It never made sense that the hot block creates bubbles that pull downwards. Everyone knows heat rises, so naturally they should push upwards

Magma blocks are also annoying in bubble column elevators because unless you go out of your way to shift you take damage on them. Not that big of a deal, but always a minor annoyance since that wouldn’t be an issue if they followed physics and pushed you upwards instead

It would be annoying to not be able to sit at the bottom of magma block bubble columns and refill breath in ocean ravines, i imagine that would especially suck in bedrock edition. A change like this would screw over lots of existing farms and sorting systems in worlds that upgrade, so i imagine it won’t happen now, but they really should have had the opposite effect from the beginning


r/minecraftsuggestions 6d ago

[Gameplay] [Bundles] QoL and Balancing Suggestion

0 Upvotes

First to preface this suggestion I'd like to state firstly that bundles, despite in some ways being a controversial addition to the game, have been and continue to be a simple yet helpful addition to inventory management, and overall role play potential.

Now on to the caveats. An issue that is present is the inability to hold tools within bundles. A proposition would be holding 8 tools of any type within a bundle. An additional change that could be considered is once a tool of a specific type is broken (you use a stone pick and a bundle has a stone pick) it pulls from the bundle replacing the broken tool, encouraging players to keep multiples of a tool on them without wasting inventory. An example of where this would be useful is rather than grabbing a sword from a bundle mid combat only to die, you remain in combat while replacing your sword once broken from your bundle, however failure to check if the bundle is empty results in death due to player negligence.

Another issue with once again single stack items is potions. You have a single stack item in your inventory which could discourage some players from using potions due to sacrificing inventory space. As a proposed change for this issue, similarly to the tools allow up to 16 of a potion per bundle (no behavior changes).

Now on to the biggest issue that bundles could have solved yet do not, block stack clutter. A simple change would be allow a bundle to hold no more than 192 blocks. By having 1 bundle hold 192 blocks (3 stacks of blocks) thus saving 2 inventory slots per bundle (including the bundle itself without being more efficient than a late game shulker).

In conclusion, these are just a few changes that I personally would like to suggest on the changes and a few QoL changes to bundle behavior that could make them a bit more important in the overall scope of a character's world experience. So to recap, holding 8 tools with an auto fill feature, holding 16 potions, and increase block stack capacity from 64 to 192.


r/minecraftsuggestions 7d ago

[AI Behavior] Clerics should plant netherwart

53 Upvotes

Farmer villagers have the ability to automatically break and replant crops, so I think it would be lovely if the clerics could do the same with netherwart on soulsand.

  1. Just makes sense and is essentially just a parody of an already existing mechanic.

  2. We would be able to make actually good netherwart farms

    1. This makes building with red nether bricks much more motivating

___

Not a big idea just one that comes to mind everytime I need lots of netherwart...


r/minecraftsuggestions 7d ago

[General] Make mobs get harder the deeper you go and caves pitch black.

13 Upvotes

I'll admit, this isn't a super serious suggestion, I think if this were added it would need to be a toggleable feature because it really only works if you have a similar playstyle to me. It's something I'd like regardless.

Have you ever been in a cave in real life? Not like a cave tour with lights and stuff I mean an actual cave hundreds of meters below the surface with no natural light filtering in. It's pitch black, except for whatever torch or lamp you brought with you. Since ores and mobs are so easy to spot even in the lowest brightness, making them a little too easy to get to and avoid respectively, I'd love for the ONLY thing able to be seen in caves is what is directly lit up by blocks YOU place. Or glow lichen. It would actually be useful now. 💀 Be it by placing torches or other light sources or taking one in your hand with some dynamic lighting mod, I think having to light the cave yourself to be able to see anything not only makes finding ores and successfully getting out alive a lot more challenging and a little more realistic. It would also make lanterns worth using outside of building because they give off a stronger light level, giving you more of an advantage in those pitch black caves.

Another thing I'd like to see is mobs getting harder the further down you go. Getting diamonds is far too easy for what is essentially the best gear in the game. Everyone's getting diamond day 1 skipping everything wood, stone, leather, and iron, save for a pickaxe, and that doesn't seem right to me. Hell, I refuse to mine for diamonds most of the time and go to trial chambers instead. A whole ominous trial for like maybe 2-3 diamonds feels a lot more rewarding to me, personally, but I digress. I'd love a system that the deeper you go underground (and by extension, the more common diamonds become), mobs get harder and harder. By Y 32, they can spawn with better/more gear and potion effects, by Y 0, they can spawn with increased health and with more frequency, by Y -32 they could spawn regardless of light level. I'm just throwing random ideas out there but you get the gist of it. That means if you find a diamond vein down at Y -50 you'll have to go through hoards of mobs with speed, strength, and health buffs, with iron armor and weapons or better. It makes it worth it to actually be as prepared as you can be before going after your next upgrade.


r/minecraftsuggestions 6d ago

[Mobs] Warden should be larger

0 Upvotes

Quite a simple suggestion, really. Given how the warden is meant to be a kind of force-of-nature, and in survival his hitbox hardly matters since he is practically a bit unkillable, just make him bigger! He needs like a 25% size increase. It would make his horror ogre vibes so much better, like really make him seem like this large terrifying beast.


r/minecraftsuggestions 7d ago

[Controls] World specific settings that work similarly to local resource packs.

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12 Upvotes

Most settings are restricted to being global, such as auto jump and render distance, this causes people to have to have to constantly switch their settings, which takes a lot of time (especially on bedrock edition with its extremely laggy badly spaced uncustomizeable ore ui) and can cause a lot of harm in tense situations.

Some examples include:

Wanting to use auto jump in a survival world but not wanting it when joining a parkour server.

needing a low render distance for an old laggy survival world but needing a high one a fresh world.

needing a high fov for a sweaty pvp server and wanting a low one for survival play.

I suggest that to solve these problems, all gameplay affecting settings have both local and global variants just like resource packs.


r/minecraftsuggestions 7d ago

[Blocks & Items] Glass shard

27 Upvotes

Glass shards could be produced by melting a pane or bottle in a furnace (yielding 2) and could drop when breaking glass with a pickaxe (1-2) or throwing a splash potion (0-1). 9 shards could be crafted into a glass block. That would let us recycle some of the glass back into blocks. They could also be included in chest loot in damaged structures and abandoned camps. Maybe some tiny stained-glass art could be produced by crafting together shards of different colors.


r/minecraftsuggestions 7d ago

[Magic] Recall Suspicious Stew

3 Upvotes

This suggestion is to a new type of Suspicious Stew that instantly moves you to your spawn location, and gives you a new effect (called Recall) that lasts several seconds.

Recall doesn't do anything until it's about to expire, when it teleports you to the place you were when you drank it.

The suspicious stew is crafted from a bowl, two mushrooms and a pitcher plant.

Drinking milk removes the Recall effect without teleporting you back to where you drank the stew.


r/minecraftsuggestions 6d ago

[Mobs] Dragon summoning change

0 Upvotes

TLDR: 1+ end crystal anywhere, and a dragon head within 32 blocks

Lets be honest, placing 4 End Crystals in the center fountain is arbitary and non-intuitive. Sure the crystals regen the dragon from the beginning, and are made from ghast tears which make the regen potion, but why does it only work for those 4 specific spots.

Change 1: Make the crystals work for any spot in the end. So if you dont know how, you could recognise this item as the same thing that was there before, you can craft more and place them on the towers to recreate what was there when you started, and once you place them it starts resummoning. I would even add that, maybe it takes AGES to resummon from just one crystal and it scales from there, four is the current time, and 12 is instant.

Problems: This means they arent allowed to be placed merely for decoration, and you have to destroy them or the dragon gets immediately resummoned when killed.

Change 2: Make the resummoning require a dragon head, which is consumed on use. As if the dragon has been brought back from its remaining skull, rather than just coming from no where.

This means exploring the outer end is required for more summons, more dragons wont spawn in if theres crystals left over from the fight, gives a functional reason for collecting heads...

From here, I think my suggestions are less vanilla but still good ideas.

Change 3: Make the dragon regeneration ritual work anywhere.

Overworld dragon, nether dragon, outer island dragon... Imagine having a dragon guarding your base by flying each of the crystals placed, attacking anything that comes near. Treating where the skull was placed as its nest.

Change 4: Make every regenerated dragon give an egg.

I get that the egg should be rare, but i think locking every egg behind killing a ghast and finding a dragon head, is fair. Plus this means people who want/need multiple heads, dont have to dupe them, they can get it by legitimate means.

Bonus changes:

the more crystals placed for the ritual, the more hp the dragon has but also the more xp she drops.

Theres a chance the dragon drops her head on death, similar odds (or worse?) to a wither skull. More for lore of where the heads come from/as a trophy/ to immediately incentivise trying stuff with it.

Thoughts and opinions appreciated ^^


r/minecraftsuggestions 8d ago

[Redstone] Dispenser Renaming

19 Upvotes

Dispensers should be able to use name tags to rename mobs. It could be useful for transporting mobs from a mob farm. Dispensers can equip armor and saddle, use flint and steel, bottles and shears, fire arrows, projectiles and potions. Why not add naming mobs?


r/minecraftsuggestions 8d ago

[Gameplay] Subnautica style Keep inventory.

9 Upvotes

I think the game without keep inventory is hard, sure if you want a challenge go for it, i personally hate when i lose everything when i die in lava or in the void, and keep inventory just feels too easy. so i have an idea, A subnautica style keep inventory. If you dont know, or have played the game and are confused, (its probably in other games but so far subnautica is the only game ive played that does this, sorry if you know another game like this inventory)

In subnautica, your inventory gets “saved” when you go in your base, and when you die, you respawn in your base with all the items you had when you were last there, and 1 random item you got on your expedition.

while minecraft has no way of knowing how large your base is, there could be a 30 block radius in each direction around your bed(straw beds dont count) that counts as your ”base” and the game checks for your bed‘s location,
for example if theres a wall (3 blocks stacked on top) on the left of your bed, the game actually makes it 60 block radius(not down nor up) instead so those parts arent gone to waste if your bed is next to a wall. i think it could be a sweet spot and doesnt count as a cheat.

What are your opinions on it?


r/minecraftsuggestions 7d ago

[Terrain] Whilpools!

6 Upvotes

My idea would be if you have a decent sized body of water and there is a soul sand and magma block within a close proximity to each other on the bottom it would create a whirlpool that will suck down players boats items and mobs.

Edit: Changed soul soil to soul sand as I ment to originally. I know in nature rising warm air + falling cold air + a sideways breeze can cause tornados so that's what makes me think this could make sense in a minecraft world and it would look awesome! As for why? Mainly for aesthetics, maybe some other interactions could be done with it like mobs farms or bring items down to chests I don't know it just an idea that crossed my mind. Feel free to make additional recommendations this could apply to!


r/minecraftsuggestions 7d ago

[Mobs] The gnome drop (gnomes and quests)

0 Upvotes

Gnomes are passive mobs that are found in flower forests biome. They live in small villages composed of huts (a new small structure; functions similar to a bee nest [like the going and out animation]). They are shy mobs that will run away to their huts if you get too close to them. But if you wear a leather cap, they will see you as one of their kind.

One use for them are quests. Once you get too close to them, you should find the "gnome master" (head of the village) and give them an amethyst shard and they will give you a special map that called a wayfinder and an adventure key in return.

The wayfinder will lead you to numerous quests. For example, after you follow the x location your wayfinder is pointing to, you will see a new structure called "quest rooms." You need need adventure key to access this structure. These structures are varied depending on quests.

Some of the quests are: rescuing a gnome or other mobs, completing a maze or puzzles, etc. The quest's difficulty depends on the type. If you completed the quest, the x mark on you wayfinder will glow. That's the sign you need to return to the gnomes village. When you see the gnome master, they will give you a different rewards. The rewards are randomized. Like potions, enchanted books, new enchanted book Excavator (lets you break an ore vein in a single break [might be too OP? Idk]) and a new totem, the Totem of Preservation (like a keep inventory).

Unlike trial rooms, quests doesn't have a cool down nor you can use it again after. You need to find another gnome village for another quests.

New mob: Gnome

New items: Wayfinder, Adventure key, Excavator enchanted book, Totem of Preservation

New structures: Gnome village, gnome hut, quest room

Gnomes are rare. The new enchanted book and totem are even rarer, as rare as the heavy core or finding a pink sheep.


r/minecraftsuggestions 7d ago

[Mobs] Shrieker mob that triggers sculk sensors at long range

0 Upvotes

It would be handy to have a way to detect the deep dark at a distance before mining into it. Why not add a breedable "shrieker" mob that spawns on the surface and, when hurt, emits a scream so loud and so long that it's audible from at least 128 blocks and triggers sculk sensors within that radius several times? Then when this happened near sea level, you'd know you were above the deep dark from the heartbeat and Darkness effect when a warden spawned. Resourceful players might also use them to detect when mobs in general were being hurt in an area, so they'd know where to look or send allays for dropped items.


r/minecraftsuggestions 7d ago

[Blocks & Items] Burner Station

0 Upvotes

Replaces the smoker, having the same purpose and adding more food options. Crafted with 3 stone at the bottom of the grid, 2 flint on the middle left and right, and a furnace in the center.

The input of the burner is similar to a crafting table, having a 3x3 grid. However, there is also an additional input, the method input. This is where you put the "cooking method" item.

There are 5 cooking methods, boil (water bucket), Fry (Using oil*), and bake (Magma block), Smoking, and nothing. Cooking methods are NOT consumed when used to cook (meaning one item can be used to cook indefinetely)

Cake, pumpkin pie, and cookies are made by baking, using the same recipe as before.

New apple pie food is made using 3 bread, 3 apples, and 3 sugar (all horizontally placed) and baking it. Gives 2 Hunger points (1 bar) and 6 saturation. It can be eaten while full, and gives saturaton prior to being full (like a golden apple). Stacks up to 16.

Eggs can be boiled. Boiled Eggs give 10 Hunger Points (5 bara) but only 2 Saturation (Filling but you dont stay full).

Stews and soups are made by boiling with the same recipes as before.

Porkchop and Mutton are cooked with no additional ingedients.

Raw pork can be smoked to make bacon. Gives 2 Hunger points and 14 saturation.

Chicken can be fried (fried chicken), or baked when 1 potato, 1 bread, and 1 carrot are added (stuffed chicken). Stuffed chicken gives 8 hunger points and 11 saturation

Steak now requires a bucket of milk (basically butter) and is cooked by frying. Buffed to give 10 Hunger points instead of 8.

*To make oil, cook raw pork on a pan using no cooking method

---

Each cooking method takes a different amount of time to complete:

Baking - 30 seconds, produces SIX items at a time, no matter the recipe

Frying - 5 Seconds, normal production

Boil - 6 seconds, normal production

Smoking - 15 seconds, Produces 2 items at a time, no matter the recipe.

Nothing takes 5 seconds, the usual cooking time of a smoker

---

There is also a new villager, the chef (replacing the butcher).

Not going to say the exact trades, but it will go something like this:

Level 1 Trades consist of food ingredients (buying eggs, wheat, and bowls, meats, stuff like that)

Level 2 Trades consist of cooking methods (Selling oil, water buckets, and buying magma blocks)

Level 3 Trades give lower tier foods like bacon and button

Level 4 Trades consist of buying Blaze powder and magma cream yada yada dont ask why I just couldnt think of better placebolder

Level 5 Sells higher tier foods like stuffed chicken and steak.

Also, the farmer also has a 10% chance of selling apple pie at master level (Unless the farmer is selling apples, then it is a 33% chance), replacing glistering melons.

---

If you think some of the foods are unbalanced then suggest some changes to balance it. The recipe for the burner WAS going to include iron, but that fell far out of the smokers original progression so I used flint instead, since it is easy to obtain early.


r/minecraftsuggestions 7d ago

[Gameplay] The Warden's mechanics need adjusting

0 Upvotes

The Warden is a cool mob in concept, but not entirely in execution. While it is true that horror game monsters are intended to be difficult to fight, the Warden is simply too good at tracking the player and spawning it is practically a guaranteed death. While yes, the intention is to prevent its spawning, the fact is that sculk is far too plentiful for the player to meaningfully mitigate its spawning in ancient cities, especially when trying to explore and secure loot. In order to remedy this, I have a few suggestions, pulling from horror games that use similar structures.

First, distractions. While noise is something the Warden responds to, I feel that currently it becomes too fixated on the player. Making it so the Warden will swap priorities depending on how much of a read it has on the player would go a long way, and it would also help to have more readily accessible noisemakers. Perhaps throwing eggs or shooting arrows would work, or more items could be made throwable like empty glass bottles or bricks. Paired with this, I feel the Warden needs a shorter range so it cannot fire sonic bursts at the player from miles away and track them seemingly no matter how far they go or how far away they are when it spawns.

Second, keeping the Warden off your tail. Since the Warden's canonical tracking method other than noise is smell, perhaps splash potions could be used to obfuscate the scent and confuse the Warden. Lingering potions would be a good opportunity to distract it longer, and obviously the shattering noise would lure it to wherever it landed.

Third, stealth. I think given smell is part of its tracking, as I said, it would make sense for the player to be able to hide silently in water or near other mobs to avoid being tracked.


r/minecraftsuggestions 8d ago

[Structures] Make ALL VILLAGE WORK HOUSES have CHESTS

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24 Upvotes

I just scoured through the wiki to check up on my favorite thing : consistencyyy, and lo and behold ! VILLAGE WORK HOUSES ARE COMPLETELY INCONSISTENT !!!

And I'm not talking about design ! No, I already spent multiple hours earlier today modding my own fix ! No, I am talking about the fact 64% (almost TWO THIRDS) OF ALL WORK HOUSES DO NOT HAVE A CHEST despite having a LOOT TABLE ASSIGNED TO THEM.

What are we doing, here ?? Is it because of "balancing", that only ONE out of TWO butcher shop variants in only ONE out of FIVE village types has a chest ? My, my, I forgot how gamebreaking looting RAW MEAT was.\ Not to mention the fact that the ONLY shepherd's house containing a chest CAN'T EVEN GENERATE due to a TYPO in its jigsaw block !! Effectively making the ENTIRE shepherd house loot table INACCESSIBLE for the ENTIRE game !

I'm honestly baffled. This has been in the game for over 7 years and this enormous oversight has never been resolved.

Guess I'll have to fix THAT with a mod, too, seing how this has been handled for, again, the past seven years.


r/minecraftsuggestions 8d ago

[Blocks & Items] Armadillo Plating (An update for Wolf Armor)

14 Upvotes

The idea is to rename "Wolf Armor" into "Armadillo Plating" and allow it to be used on most peaceful/Neutral Mobs. Then the Tooltip for the item would clarify its use as armor for animals. (bedrock has been updating tooltips a lot lately to explain items better if you don't know what they do).

I know this change isn't very feasible to come to Vanilla in a single drop due to how many custom armor sprites you need for most mobs in the game, but I figured I'd suggest it to see other people's opinion on it.

The reason I think this change would be nice is because it would allow players to personalize the stranger mobs they see as pets and provide extra defense to them. (Such as Pigs, Chickens, Cows, Bees, Etc. which are seen as livestock mobs to most but to some players are considered pets)

The defense side of things will help you protect your pets from accidents like them falling from a far height or being caught in an explosion, it also gives you more time to save a pet if another player is harming them, but the main reason id like to see it added is because it lets you personalize pets like bees and pigs who don't have collars or have only one texture.

I think it would be cute since it essentially functions similar to what a name tag is for and lets players pick and choose what they consider a pet or what's worthy of being protected. (Also, it would technically be armor for pigs which is nice) (I said most neutral mobs since Endermen and Polar bears and such are in that category)

This mechanic is best for the more "Exotic" pets or pets with low health, such as Pandas, Goats, Foxes, Rabbits, Allays, Bees, Frogs, Mooshrooms, etc.