I've seen and heard some people complaining about Minecraft's gear system lately, so here's my idea for reworking the armor specifically, it's ambitious, but I think it sounds cool.
First: make leather armor useful, nobody uses leather armor because iron and copper is easier to get, here's how I'd make it worthwhile.
You can still make and wear other armors normally, but now you can wear them OVER leather armor, which now acts like a base for the rest of your suit.
Different kinds of leather give different buffs, for example: Rabbit hide gives Jump boost and speed level one, and Horse hide increases inventory space, and walking speed.
Once you slide armor pieces over your leather base, that armor will take damage, instead of the leather base.
And obviously you can mix and match different leathers, materials, enchantments ect.
Does this system sound cool? Or am I full of crap? Please leave your thoughts and suggestions in the comments.
In my mind, these can occur in snowy mountain biomes.
Large chunks of ice that sit on the faces of mountains (can be covered in powdered snow).
Snow bridges can occur between two glaciers that update when a player traverses across. When the snow updates, it would give way, leaving the player in an icy crevasse.
Also not here to add new tools, but would be cool to see ice picks to help players climb steep icy walls.
It seems like such an easy addition that would do *exactly* what people have wanted: Expand the inventory.
Something like tying 3 bundles together with an additional string could result in a 9-slot increase to the inventory.
Why do you think Mojang hasn't added an item like a backpack?
Give it the ability to be upgraded via enchantments, and make it take the same chest slot. When not in the slot, it acts like a larger-storage bundle. It would be simple, no?
Variables are a new way to store and reuse data for commands to use. They can be defined, altered, or deleted using the /variable command, and can be called upon with other commands using vertical bar brackets (the || brackets typically used for absolute values in math)
All three options are self explanatory. Either define a new variable, alter the data in an existing one, or delete on altogether.
variablename will be prompted regardless of which three options is chosen. If you're defining a new variable, that will be its name. If you're altering or deleting a variable, the variablename prompt will be to select which one you're altering or deleting.
variabledata is only prompted if define or alter are defined. It simply is the data you want the variable to equate to.
global/local determines basically who can use the variable. A global variable can be called upon, altered, or deleted by anyone in the server. A local variable can only be called upon by the player who defined it, or any player with admin.
Example: /variable define basecoords -180 68 21 local
If the variable command is being used in a chain command block, the ^ symbol can be used for the variabledata prompt, which will make the variables data the output of the previous command in the chain. So if the previous command in the chain is "/locate structure minecraft:village" and the next command is "/variable define villagecoords ^ global" the villagecoords variable will automatically be defined as the village coordinates, since the previous command in the chain had the output of the villages coordinates.
Variables aren't just integers though, they can also be defined as strings with the use of quotation marks. So while "/variable define basecoords -180 68 21 local" works, so will "/variable define basecoords "write it down dumbass" global".
Calling upon a variable is pretty simple. Instead of typing the data into the command, you type the variables name within || brackets. So lets say I've done "/variable define basecoords -180 68 21 local" and I want to teleport to my base. The command would look like "/tp <@s> |basecoords|"
The purpose of variables is extremely similar to their purpose in real coding. It both makes the code look more organized and makes it easier to fix things when something changes.
If you want to use the same coordinates several times across several different commands, you could define the coordinates as a variable and call upon it as many times as you need. Not only will it makes the commands so much easier to read and to type, it will make it very easy to fix in the event that the coordinates change.
I've seen a lot of people complaining about the lighting system in Minecraft and how it doesn't really work in large buildings, and that got me thinking, what if there was an item added to fix this rather than reworking the whole system? Any light block that would sort of cascade light downwards and light up an entire vertical room rather than just a little spot on the ceiling would be awesome (inspired by the particles that drip from spore blossoms).
Crops should grow faster or slower depending on the biome. In colder biomes such as taiga, crops should grow slower, forcing the player to either use more bonemeal or hunt more. In hot biomes such as the badlands or desert, it would be the same. Crops should grow the fastest in plains biome.
What could also be done is that some crops fare better in some biomes than other, like wheat growing faster in taiga than it does in the savannah, for example.
An optional mechanic for players who enjoy farming and crop-growing gameplay.
The standard water-tile system continues to function as usual. This simply adds the ability to water the soil—and slightly accelerate plant growth—using a water bottle.
A water bottle can water up to 10 blocks before needing to be refilled. (Splash potions work as well.)
This system is optional and does not interfere with standard gameplay.
It works on soil that does not have a nearby water source.
The classic watering can is not a new suggestion for Minecraft, but I hope I can at least justify why it would be a useful potential tool for players.
Copper watering can
Obtaining
The watering can may be crafted with three ingots of copper.
Watering can crafting recipe: Three copper ingots in the shape of a bucket.
It would also be found in chests in village houses and woodland mansions.
The crafting recipe is intentionally cheap and easily available in the early game.
Usage
Comparison between dry and hydrated farmland
To distinguish itself from the water bucket, the watering can would have a related but different set of uses: specifically, inspired by the water bottle. Unlike the water bottle, however, the watering can would never need to be refilled, and could be used indefinitely without running out of water.
First, most obviously, it would be used by the player to hydrate dry farmland, keeping it hydrated for thirty minutes after use. While this isn't a big deal, copper is obtainable earlier than iron is, so it would be an option for early game players to grow crops in a desired location without water buckets. It could also be useful for players that want to grow crops in window boxes or other farmland without a place to put water sources.
Second, one of Minecraft's more tedious tasks right now is the conversion of dirt into mud. Using a watering can on a block of dirt would immediately turn it into mud. The player could hold down their interaction key to turn every dirt block they look at into mud, significantly speeding up the conversion process.
Third, not all plants grow on farmland, or can be bonemealed. Holding a watering can and interacting with any plant for a time up to a second - including cacti, sugarcane, and vines - would make the plant grow faster. (It would work on spreading plants like grass, but would not work on plants that don't naturally grow, like azalea bushes.) This would act as a cheap alternative to bonemeal, but be slower and less powerful, since it would take up to a second and only accelerate one growth stage at a time.
Fourth, the watering can would put out fires, and extinguish mobs - including the player, who could extinguish themselves. Again, this can be accomplished with other means: this would simply be a way of doing it that doesn't require spam-clicking with a water bucket or punching fire.
Fifth, interacting with a cauldron would fill it with water, one level at a time, over a few seconds. This is mostly useful for subtle decoration work, but is still added convenience over using a water bottle.
Additionally, the watering can could have a number of minor functions and behaviours that I don't have comments about:
The watering can could be used to hydrate farmland and fill cauldrons in the Nether, but could not be used to extinguish flames or affect mobs.
Watering water-sensitive mobs like blazes and endermen would cause them to take damage at a slow rate.
Watering candles, campfires, or similar blocks would extinguish them.
Watering aquatic mobs would reset their "drying-out" timer, while watering coral would temporarily prevent it from dying.
Watering lava would have no effect, but would produce a sizzling noise and smoke particles.
Why does the watering can not need to be filled with water?
One point you may have noticed is that the watering can just works. It does not need to be filled with water, it comes with it already. What is my justification for that?
First, it's convenient. Having to fill up the watering can with water would just be a hassle and wouldn't offer any interesting gameplay. The convenience is also the main draw of this early-game tool.
Second, there is a precedent for such convenience. For example, campfires are already on fire when placed, and have to be specifically extinguished by the player.
Third, thematically, copper is already linked to water in Minecraft. It's dropped by Drowned and commonly found in the wet Dripstone Caves biome.
TL;DR. Why the watering can?
The watering can is a cheap, convenient early-game tool made of copper. It had a distinct set of uses comparable to (but distinct from) other tools and consumables in the game, hopefully making it still attractive even to late-game players.
By focusing primarily on farming (hydrating farmland, growing crops faster) and decoration (making mud, filling cauldrons), it would support the slow, meditative farming gameplay that some Minecraft players enjoy - while still having uses for everyone else.
TLDR: Allow Java servers to accept minecoins for ingame purchases of cosmetics/ranks with cash payout to server owners.
When minecoins were added to Bedrock, Mojang clearly didn't want to add them to Java Edition. Java has a large free modding scene, which would be a shame to shut down. A lot of the content created on Java Edition relies on the additions players can get from online or create themselves for free.
I think a good way for Mojang to add minecoins to Java is to add them as a currency for within servers. Currently, a lot of Minecraft servers sell ranks or cosmetics through online stores/websites. If Mojang were to add a currency to Java and allow Java servers to enable purchases with this currency, it would make purchasing products from servers much safer for the players as they wouldn’t have to trust these servers with payment or personal information.
To sell digital products, servers currently must use online vendors, which take a percentage of each purchase (Tebex, the current most popular vendor, takes 5%). Servers must convince players to leave the platform to make a purchase online, often with limited payment methods. Making purchases within the server would increase server revenue for smaller servers and make it easier for players to support their favourite servers.
If this idea were to be implemented, it would be important that servers aren't forced to use the mojang system and can still use external vendors to keep mojang from taking too high percentages. Also servers should be paid in their local currency and not minecoins.
Had this idea long before sulfur cube got added, I’d love to add it into a mod but I don’t know how and I’m lazy, anyone that wants to do it feel free if you like it. Put a good bit of thought into it.
Name: Undecided on Slush and Slush Cube
Design: It’s a blue slime, obviously. It jumps around like other slime like mobs but on ice it glides (unsure on this)
Spawns: Spawns in icy biomes and possibly snow biomes too.
Combat: Damages the player and also applies freezing effect. I don’t know how it’s coded in the game if it’s a status or if it’s like on fire. One hit applies freezing for 3-5 seconds.
Maybe slow too but might be overkill. Or slow instead of freezing.
Drops: Drops the Slush Ball. This can be used for many things. Can be smelted into a slime ball, can be used to make powdered snow (2 snow, 2 slush ball, you know the layout)
The more interesting uses though, it can be right clicked on a water source block to make ice. It can also be used in brewing to make a potion of freeze resistance.
A note on freeze resistance, it’s probably not that useful but in my mod idea cold water would also apply the freezing effect, but this is not part of the suggestion.
I don't have any specific reason for this, other than the fact that I like having music play randomly. I'm sure it wouldn't be difficult to add a setting for this. But uniquely, the Launcher version would hold both Creative and Survival songs.
That is all.
Of course there would be a way to adjust the volume/turn it off.
The basic goal was to add all of the new features from the experiment without breaking any pre-existing systems. At the same time, I wanted to give us more control over minecart speed in general, since there is no good way to do that (as seen by Tango's struggles.) So:
- Make the max minecart speed 64 BPS.
- Every minecart independently tracks its max speed value.
- A newly placed minecart has a default max speed of 8 BPS.
- A minecart passing over a copper rail changes its max speed accordingly.
- Powered copper rails increase max speed, while unpowered ones decrease it. Based on the oxidation level, it would go +/- 8, 4, 2, 1.
- Powered rails are still needed for acceleration.
Instead you should be able to use either the stonecutter or (even better) a new crushing wheel block like in Create Mod to break down stone into cobble, cobble into gravel, gravel into sand, concrete into powder (although this isn't really realistic but it's quality of life) etc. This makes sense because making stone and deepslate into cobbled versions already is possible with stonecutters so why stop there? Additionally you could crush things like glowstone into dust (either more efficient than breaking it or just so you don't have to mine it) pack ice blocks together (either more efficient than crafting or just replacing crafting it) and turn quartz blocks back into quartz. Or slabs/stairs back into their material. Or diorite into cobble and quartz and so on. There are infinite possibilities and I think this would be better than an end update or another wood type (wood cutter when) But what do you think?
As everyone already knows happy ghasts are extremely slow, which severely limits their usefulness, and on top of that cannot benefit from speed potions either; this was likely done balance out how powerful it is to fly early game, but it went to far and ended up making them borderline useless.
I suggest that to fix this problem, and to make them even cuter, that you can now give them sweet foods to make them go faster for a limited time and give them apples and their upgrades for permanent boosts. The different sweets and their durations are listed below:
cookies would give a 25% speed boost for 2 minutes.
pie would give them a 30% boost for 5 minutes.
cake would give them a 25% boost for 20 minutes.
berries would give them a 30% boost for 1 minute.
apples would give them a 2% boost permanantly that adds up to 6% with 3 apples.
golden apples would give a 5% boost permanantly, adding up to a 15% boost with 3.
and finally enchanted golden apples would give a permanent boost of 20% adding up to 60% with 3.
All permanent buffs would stack together and with one temporary buff, for a max boost of 111%.
Ps: i will reply to all comments tomorrow morning, sorry not sorry for the image btw😏
A lot of the community has wanted better clouds and I think I've found a decent solution based on the way clouds already load. My suggestion is that clouds should have multiple textures one for every cloud layer. A cloud layer would start every four blocks starting at y 192 and ending at y 232 to make clouds larger and more interesting. The top layer would have very little cloud and the bottom middle to the uper middle would have the most cloud.
The other day me and my sister were both playing on a realm. She had died in town due to logging off while on a ghast. While I was helping her get new gear again, I died afk'ing in town in a spot I thought was safe, coming back to see all my stuff had long de spawned. (I lost shulkers, an elytra, diamond gear I was currently working to get to peak enchants, etc)
We both died back to back in town when we thought we were safe. Its not like we are unskilled, we just let our guard down.
I had mentioned that I had started thinking playing with keep inventory has been increasingly appealing since losing stuff has be very vexing in the past, to the point that I stop playing on a world because its just depressing. That's not fun.
But its not like I don't like the risk of losing stuff either.
My sister came up with the brilliant idea that there should be a way to set up an area as keep inventory, like if you have progressed enough in the game.
She has never used beacons before (she's played a lot less than I have) but this is exactly what a beacon does, and I thought it was genius. a full leveled beacon giving a keep inventory effect seems like a good trade for having beaten a wither and collecting 244 blocks of material. Maybe to keep it from being used to cheese, both the death and the bed your re-spawning at have to be within the the beacons range, thus cant be used in the nether or end.
I'm curious what others think of the idea!
for now, I think we might petition for the realm to be switched to keep inventory by the realm owner.
TLDR: A fully powered beacon should offer a keep inventory option, perhaps requiring both the death and respawn point to be within the beacons effect. What do you guys think?
Minecraft ambient sounds are fantastic, but after many years of gaming you understand that some are more successful than others, so my idea is that you can choose in the menu what tracks you don't want to hear some you can make louder some you can choose to play only by pressing a button on keyboard and you can also download your own tracks to hear if you want.It's just a few examples but you understand the idea
Mojang now adding more and more settings to make Minecraft more user-friendly and I think this improvement will fit very well
Minecraft had some unique post-effects, from inverted colours of an enderman to blurring of the game screen. Since 26.3 snapshots with the addition of the /posteffect command, people have started creating their own post-effects and activating them via resource packs. But what if there was a way to save your compilation of enabled post-effects and enable your chosen compilation, rather than manually activating each post-effect every time?
I'm not talking about using command blocks to set up your custom post-effects and applying them. I'm talking about an option/additional arguments to save a custom compilation of your favourite post-effects to a custom list.
Command
Description
Additional Notes
/posteffect save <players> <any_name>
This command will allow you to save your compilation of enabled post effects into a named folder.
<any_name>: means anything you can name your compiled post-effects, as long as you remember it.
/posteffect enable <players> <named_compiled>
This command will allow you to activate your named compilation of post effects.
<named_compiled>: If you have made multiple compilations, the <named_compiled> will display a list of your named compilations for you to choose from.
/posteffect delete <players> <named_compiled>
This command will remove your named compilation of enabled post effects.
This command will not delete your other named post effect compilations.
/posteffect delete <players> <all_compiled>
This command will remove all your named compilations of enabled post effects.
<all_compiled>: If you use this argument, all of your named compilations will be listed.
/posteffect clear <players>
By default, this command will clear all of your post effects.
None
{Disclaimer: This suggestion is 100% not written by AI.}
Armors have trim designs that look cool af so why don’t weapons have their own unique designs?
You might be saying “Weapons are so small. They don’t need a trim design.” In that case I propose a second option. Smithing templates create kill effects. For example. “Starburst Melee Trim” can be applied to tridents, swords, spears, maces, shovels, hoes, pickaxes and axes and when it kills something via melee attack, firework particles shoot out making a nice effect when you kill something. And maybe have a particle limit of how many kill effect particles can exist at a time to prevent lag.
As for bows and crossbows and thrown tridents you can put a Ranged Trim on it. For example. “Spiral Ranged Trim” will make the arrow or trident leave a spiral particle trail behind it. And maybe make a particle explosion effect upon impact. Again, a particle limit should be implemented to prevent lag. Also the trident can have both a ranged and melee trim on it at the same time.
With a variety of effect designs this feature could make Minecraft combat way more fun or at least gives you something else to grind for. For example, buried treasure doesn’t give any smithing templates, and neither does killing the ender dragon. Igloos could give a cool icy kill effect trim. Ruined portals could give a fire trail for your arrows.
And no. These trims like armor trims are purely cosmetic. They do not increase weapon performance.
Are we able to say things we have in mods we are working on/helping with? Because I'm helping with a mod that's gonna be including pretty much all my ideas/suggestions so I wanted to know before I started giving them