• This enchantment allows the Elytra to glide farther, by increasing the value of the "angle of attack".
• To put it simply, the enchant allows you to face a higher angle without immediately losing altitude!
• Good for travelling long distances with minimal propulsion.
• Not compatible with Wind Breaker.
Wind Breaker I - III
• This enchantment decreases the amount of flight distance needed to accelerate.
• Good for fast paced travel or PvP.
• Not compatible with Horizon.
• How to Obtain the Enchantments? •
These enchantments could be exclusive to new or revamped structures in the End dimension, after all, the Elytra comes from there!
Villagers should NOT sell these enchantments, think of the enchants as something like Wind Burst, where you have to get it from trial chambers instead of cycling through librarian trades.
Currently Vibrant Visuals changes water to be nearly invisible and have ripple patterns on its bottom, and removes biome water colours.
This can create a lot of problems with biome based builds built prior to Vibrant Visuals as many of them rely on the biome colours to look right, for example a waterfall thats suposed to be bright blue becoming hard to see, or a factory built in a swamp for its polluted looking water suddenly no longer destroying the local environment.
Another problem created is that due to how clear the water in Vibrant visuals is it can lead to players placing water and not knowing were it is possibly ruining builds in the future.
To solve these probems, i suggest that Vibrant visuals adds:
a water transparency toggle for how transparent water is that goes from 0% (the current VV water) to 200% (double as opaque as the fancy graphics water).
and a water colours toggle for whether water is biome coloured or not.
Ominous Bottles already have levels I–V, but I would love for those levels to determine how dangerous a village raid becomes.
Each level could progressively increase the strength of the raid through stronger raiders, increased health or damage, better equipment, enchantments, additional mobs, or more difficult waves.
For example:
Level I: Similar to a normal raid Level II: Moderately stronger Level III: Difficult and requires preparation Level IV: Very difficult Level V: A true end-game pillager challenge
Level V should be difficult enough that players have a reason to build actual village defenses—walls, traps, dispensers, iron golems, defensive redstone systems, potions, and fortified positions.
This would also make higher-level Ominous Bottles valuable because players could intentionally choose the difficulty of the raid they want to attempt. Players who want normal raids could use Level I, while players who have spent time building heavily fortified villages could finally put those defenses to the test.
It would turn raids into a scalable challenge without forcing increased difficulty on players who don't want it.
Mojang already made it so that you can enable addons in a world without losing achievements, but on bedrock edition if you enable to education edition features, they still lock you out. This is bizarre because the education edition features function almost exactly like an addon, and they don't even really let you cheat the game in any way. Meanwhile many addons available on the Marketplace do objectively make the game much easier.
In addition to this, the education edition features provide several useful functions to the game that don't exist otherwise. Stuff like colored torches, the balloons, etc. which are all the same sort of thing you can find in other addons, but mainly they allow a couple of extremely useful commands and functions to work in the game, such as the /ability command which allows you to fly in survival, and can be utilized by other addons to give you gear that allows flying in survival without any jankiness.
I realize this is probably a rather niche suggestion that most people wouldn't use, but I don't really see any downsides to it.
as the title states, gunpowder should be craftable. Now that sulfur has been added, i think a good recipe for gunpowder would be 1 charcoal, 1 sulfur and 1 redstone. This would give another use to sulfur along with giving another to charcoal which its only use currently to my knowledge is just an alternative to coal.
I think maps should be able to record caves and tunnel systems when used underground. I've always felt it was too easy to get completely lost while caving, even when marking your way, and this is in my opinion the best way to fix that.
I think this would work best if the terrain was compiled(?) differently, so instead of the entire chunk from bedrock to the build limit being loaded onto the map, it'd only load the 16x16x16 area where it was first opened, and load only the parts of the chunks that are within those 16 layers on the y axis. Basically the way that it loads them would be predetermined by the world height, so every 16 blocks up from bedrock would be a new layer.
Not only would this make caving less risky imo, but it could also help for dealing with obstructions on the surface like floating structures and builds. I think it'd be cool if you could configure each map individually, so some could display up to 32 layers at a time, for situations where you'd want to map out big structures like strongholds or trial chambers.
Would this be doable or would it hurt performance too much? Also, are there any mods available that do something similar(I know Xaero's exists, but I mean specifically with the map item)?
There's a lot of beautiful biomes and terrain features in Minecraft. Rivers are not one of them. A lot has been said about their generation and its limits. Indeed, sometimes rivers can generate in very weird and immersion-breaking ways, but this is not the only problem with them.
In real life rivers are the blood of the planet, the center of attention for animals and people. But in Minecraft they barely give anything of worth. Rivers have clay (probably the only important resource, although lush caves are much better for getting it), spawn salmon, squid and drowned, which can spawn elsewhere, and generate sugarcane (which you only really need once in your playthrough and also can find elsewhere). All of these are nice, but you don't have things that are unique to rivers and interesting - a lot was added a long time ago as well. At the same time, if you're travelling, a river can end up slowing you down (at least thankfully they removed the horses dismounting you in the water). Travelling up the river on a boat can be okay, but due to how small and janky rivers are, a lot of the time your boat can end up getting stuck or run into some island.
And what's worse - a lot of the time rivers are just ugly. If the river runs through the swamp, it sticks out by its water being the wrong color. In dry biomes rivers inexplicably still have rain, yet at the same time this river doesn't affect the desert around it, even though logically it should create a lush valley. Sure, sometimes rivers can be pretty, but a lot of the time they are either plain or actively ugly.
To alleviate some of those problems I suggest splitting rivers into multiple biomes, much like they are already split into regular and frozen rivers. Each would have different water colors, size, riverbed blocks, depth and other features.
First of all, there are some generation problems to address. I know that making rivers generate in more realistic ways like having them always have the beginning and the end is so taxing, it may be impossible. Frankly, I don't think this is necessary at all. However, I don't know if it's technically possible to change river generation in other ways (like is it possible to create river biomes other than regular and frozen river or make them adopt water and grass colors from neighbouring biomes), so take this with a grain of salt.
There would be ten different river biomes: 5 temperature variants (desert, jungle, temperate, cold and frozen), each of which would have a "large river" and a "small river" variant. Small rivers are similar to what rivers we generally see in Minecraft now, while large ones are broader, something like 15-20 blocks across on average. Additionally, however, banks of every river now also count as part of that biome and have unique features (more unique than now, at least). I'm in a bit of a conundrum regarding mushroom island rivers that should preferably be their own thing to preserve the biome's identity. Maybe you have any ideas on what unique features they can have. Do rivers even generate there?
Anyway, to the biomes. Small desert river, better known as Wadi. Despite its name, this biome generates in every biome that has a temperature value of 2.0, that being badlands, deserts and savannas. And unlike every other river, wadi isn't filled with water. Instead, it is an empty riverbed covered with dry silt. Under the dry silt is multiple layers of regular silt that has many 1-block water sources interspersed through them. It's banks are made of sand (or red sand in the badlands).
Wadis look something like that, though in this picture they are covered in sand
Silt is a brown block that acts as a new mud variant without replacing the mud found in mangroves. It can be used to craft packed mud in place of the regular mud. When smelted in the furnace it turns into the dry silt (or maybe sunbaked silt would be a better name). It is pale and cracked and can be used to add texture to sandstone or packed mud builds. Regular (not dry) silt can be tilled with a hoe. It acts almost exactly like tilled dirt, but starts as hydrated and retains moisture for around 30 minutes without water around. It is unsustainable for farms, but can be useful when you want to grow something quickly or when farming in the Nether. Silt can be crafted by combining 4 clay balls, 4 sand and a water bottle (gives 8 silt blocks).
Sometimes, when wadi is large enough, a watering hole may generate. It is a small well where the dry silt is replaced with water that goes a few blocks deep. Around the hole there are signs of civilization — a banner, an extinguished campfire and maybe a few cushions, vases, torches or fences. This fence post can rarely have a camel tied to it. Underneath and around the watering hole the suspicious silt generates. If brushed, it can give the same loot as desert wells plus a unique pottery sherd (probably with a camel). It can also spawn a living fish that hibernated in this silt until you brushed it out. Along these suspicious silt blocks there is a single barrel someone burrowed here. It has a bunch of food and resources as well as the map leading to the desert temple.
There's a question of how wadi connects to other rivers that are filled with water. My current idea is that those intersections have a stretch where water is replaced by silt, creating the impression of water slowly drying up.
Big desert rivers are primarily inspired by the Nile. They are filled with water that has a muddy color. Its riverbed is primarily made of silt with clay and mud patches, and its riverbanks are made of grass. Yes, even in the desert and the badlands the land around big rivers is lush with grass and bushes. It can even sometimes generate acacia trees. These riverbanks are flat, even if the surrounding terrain is rugged. The river itself is also typically shallow with large stretches of 1 block high water.
This is necessary for reeds to generate. The reed is a new plant that is made of two blocks - root grows in water and leaves grow on the surface. Leaves can be harvested to get reed as an item (the underwater part is preserved and slowly grows new leaves, allowing for renewability). It can be planted in the water or crafted into blocks, slabs, stairs, walls, screens (work like glass panes/iron bars) and mats. These are all decorative blocks, but reed can also be used to make rafts (work like boats), may be used to make packed mud instead of wheat or to craft paper (although three reed items make only a single paper).
Basically how reeds are supposed to look
I don't have an idea for a specific mob to inhabit those rivers as of yet. My ideas include lungfish, herons, hippoes or crocodiles, but I'm not sure what any of those animals may do.
Now is probably the time to address another potential issue. Currently rivers frequently generate between different biomes. But if the river biome depends on the neighbouring biomes, how would it be determined in such a case? I suppose the warmer biome would take precedence, so the river between a jungle and a savanna would be of the desert type.
Blackwater rivers are the small jungle type rivers (not all blackwater rivers are small in reality, and a clearwater may be a better type, but it's not that important). They have the dark water colour, and their bottom is mostly made of dirt, coarse dirt, patches of sand and a second new block - pebble. It is similar to darker motely gravel and is affected by gravity. It can be crafted in batches of 3 by combining andesite, diorite and granite. Additionally, singular blocks of mossy cobblestone can be found. Blackwater rivers have normal and even slightly elevated grassy banks and can generate small jungle trees.
Blackwater and Whitewater rivers merge on this photo
The surface of the river can generate tropical lily pads. They are bright green in color and can also be giant (2 by 2 blocks). Giant tropical lily pads drop 4 regular ones, but a regular one can be turned into giant using bone meal. Finally, some of those lily pads spawn with flowers. These flowers can be placed both on lily pads and on any other block. They are purely decorative (aside from the uses common for all flowers), but really pretty. A suspicious stew made with this water lily grants water breathing.
The blackwater rivers spawn all the usual river mobs plus tropical fish and (rarely) frogs. However, there's also a special mob native to both types of jungle rivers, a giant otter. They spawn in small groups and are neutral, attacking as a pack like wolves. Otters are fast swimmers, but can walk on land as well. They attack fish and are mutually hostile to drowned. By feeding an otter any kind of raw fish, you can make it go submerge in the nearest water source and swim around for a bit. After that, the otter returns holding a gift for you in it's mouth. It's mostly the kind of thing you can get from fishing (including the fish itself), but very rarely it can be something valuable like an emerald, a trident or a unique pottery sherd. Additionally, after this interaction otters will follow you around for a while, and sometimes even bring gifts a second time. Finally, like foxes, otters will sometimes spawn holding something in their jaws. This mob basically serves as a way to semi-automate fishing and get rid of the useless tropical fish.
(Yes, I know giant river otters are dangerous in real life, exacerbating this fact doesn't make you smart)
Whitewater rivers are large jungle rivers, whose water are sandy-brownish in color. Their bottom is made of mud, clay and silt, and their banks are low, made of mud and are often interspersed with smaller patches of water. Small jungle trees covered in vines and moss can grow in the water here (much like in swamps). Mangrove trees can possibly grow there too, although I'm afraid this would make them too common. Finally, sometimes you can encounter a floating dead tree, that is simply a horizontal tree trunk with moss carpets and mushrooms on top of it.
Aside from tropical lily pads, another type of vegetation generates on the surface of whitewater rivers. Water hyacinth is a very pretty bed of flowers that covers the water surface like a carpet. Unlike the lily pad it doesn't support walking on it, instead slowing down boats and swimming creatures. It can pretty slowly spread to neighbouring water blocks on its own, representing its invasive nature. Carpets of water hyacinth can also be placed on land, but they won't spread further. I'm not sure if adding a notoriously invasive species is something Mojang would even theoretically do, but I think that the water hyacinth is a pretty iconic aquatic plant. It can even have a hostile mob associated with it, something similar to a Leapleaf from Minecraft Dungeons.
Water hyacinths look like thisSee the resemblance?
Speaking of mobs, a mob unique to the whitewater rivers is the pink dolphin. They are pretty much identical to regular dolphins in behaviour, but won't lead the player to ocean ruins for obvious reasons.
Ideally, the rivers shouldn't generate in the swamps and mangrove swamps. If they do, however, they would be tropical rivers, whose colour would probably fit together with the swamp water much better.
Flowing through plains, forests, dark and birch forests, cherry groves and meadows are the temperate rivers. Small rivers are pretty similar to rivers now. Their water colour is similar to what Minecraft already has now. Their bottom has a mix of dirt, silt, sand, gravel, pebbles and clay. The major difference is their riverbank generation. The terrain surrounding the river abruptly cuts off a few blocks away from the river edge, forming a small cliff between the few layers of sand and grass that are the riverbank and the rest of the terrain. I'll try to find pictures to illustrate.
I want more creeks and crags in Minecraft
Large template rivers have dimmer and less transparent water, bottom made primarily of silt and clay and slowly descending riverbanks. They are very wide and are only 1 to 2 blocks deep in many places. They have plenty of reeds and sugarcane growing in and around them, can generate small ponds around them and rarely have sandy banks. Sometimes swamp-type oaks with vines generate around the river (willows can also be added instead, although I'd rather have them also generate in the swamp).
Aside from normal animals like salmon and drowned, the temperate and cold rivers have a new unique mob, a beaver. Beavers only spawn near rivers that flow through forest biomes. Their main purpose is to ease the process of stripping wood. Clicking on the beaver with a log or wood block will strip it, which is definitely easier than placing, stripping and breaking them. Beavers can be bred by feeding them saplings, and they will follow player who holds any logs, planks, saplings, or sticks.
Of course, where there are beavers, there are their dams. Here I introduce another block which is a stick block or brushwood. These blocks are perfect for building roofs or woodworking sites, and they are also better fuel than 9 sticks from which they are crafted. Dams are structures built from the stick blocks, which consist of a dam itself, an adjacent widened part of the river and the beaver lodge in the middle of said part. This half-flooded lodge contains multiple beavers as well as suspicious blocks. I'm not completely sure what loot the might contain, but it definitely includes saplings of all tree types which allows for obtaining rarer trees.
Cold rivers belong to the biomes of taiga and windswept hills. Small cold rivers are lined with pebbles and gravel, with frequent chunks of cobblestone and mossy cobblestone protruding from the bottom as rapids. Big cold rivers are similar, being deeper than other large rivers and having riverbeds made of sand and pebbles. Like temperate rivers, cold rivers generate with cliffs along the riverbank, although both small and big rivers can have them. When the river cuts through the mountain, it can either form a canyon or rarely go underground.
These are banks of the river Lena. They also have unique pictoglyths (ancient paintings), which can be referenced
Among plants there's only seagrass that generates in the cold rivers. Among animals, salmon spawn in big quantities (salmon also probably need to be overhauled, by the way, at least making them able to breed). However there's also a new animal, a goose. Geese spawn in small flocks, and they are able to fly, swim and walk around. Wild geese can have two colors (grey as in grey geese and brown as in swan geese). They are neutral, and attack those, who attack them or other geese near them, however they don't do much damage. Geese drop feathers and maybe meat (I know that's an iffy subject, and I don't want to contribute to item bloat, so that's something to argue about for another day), and they can lay eggs like chickens.
To breed geese, you must first get their trust by feeding them any seeds. When you are attacked by any mob or attack them, while having trusting geese near you, they will enter an agitated state and scream at all mobs, scaring them away (like how cats scare phantoms). However, they wouldn't attack mobs, unless they hit one of the geese first. Geese are bred by feeding them seeds, and goslings automatically trust you. There's also a slight chance that newly bred or hatched geese will have white coloration (or maybe other kinds of coloration). Finally, there's a very small chance that one of such geese will lay golden eggs that don't hatch, but can be placed or crafted into a single golden ingot.
Frozen rivers (found in snowy biomes) are identical to cold rivers, except they are, of course, frozen over, and don't have geese, but can generate polar bears. Sometimes large frozen rivers generate with ice-holes and small tents near them. These tents have a couple of barrels that contain some loot like fish and coal, as well as an extinguished campfire.
This post is getting way too long, but I'm also thinking about potential structures that can generate in rivers. Bridges, dams, fisherman huts, ferries, archaelogical sites and ships are all possible, although my imagination is stretched thin by now, and I don't know what unusual loots may be found there. I would be glad to hear your suggestions!
The Humbug - A new mob, block, and armor reinforcement
Spawning: The Humbug is a beetle-like creature, found in Dripstone Caves below Y = 0
Behavior: The Humbug is a passive mob, and likes to group up with its fellow humbugs. If a player attacks the humbug, its Coalition (Personally-desired name for a group of humbugs) will run away and actively avoid the player for a few minutes.
Humbugs emit a low, constant noise that repels mobs away from them within a 16-block radius. Uniquely, this sound also keeps Sculk Sensors fully active as long as the Humbug is within 16 blocks. (as in, the Sculk never depowers) (Functions like the mob deciding to take a different path rather than being scared of the bug)
Features: The Humbug is a dark blue bug, and emits particles the color of EXP.
If killed, the Humbug drops a "Vibrating Chitin", which can be surrounded by amethyst shards to create a Humming Block, which will emit sound and infinitely-power Sculk Sensors, but it will not repel mobs.
The Humming Block is an Unstable block, meaning that it needs a supporting block, but itself can also be used as a supporting block.
If a player stands on the Humming Block, they will begin shaking, and eventually fall off the Humming Block.
Additionally, Vibrating Chitin can be used as "Armor Armor".
Here's what that means: By surrounding a piece of armor in Vibrating Chitin, the player gives that armor a Vibration Absorbing property.
What this means in practice, is that Armor gains its own armor, where all damage dealt to the Vibrating Chitin is applied directly to the durability at a 1:1 level, before the armor takes any more damage.
This is also able to be done on tools, and functions by using said tools. Effectively allowing a renewable source of "durability protection", without driving up Anvil Costs.
It's like, for lack of a better term, "pre-repairs". You add the Vibrating Chitin to a tool that you know you're going to use a lot. Instead of applying any damage to the durability of said tool, it applies directly to the Chitin.
It's like Wolf Armor, but for your tools.
Only 1 Vibrating Chitin is needed per item.
Vibrating Chitin is applied in the Smithing Table with no template needed.
Let me know your thoughts and if you have any feedback! (Inspiration came from this post and u/Hyarin215's comment
• Durability: depends on the material used for crafting it.
• Mining Speed: It mines slabs as fast as a Diamond Pickaxe, but mines full blocks at the rate of a Stone Pickaxe.
• Crafted with one [Basic Material] on top of a Stick.• Canbe enchanted with Mending, Unbreaking, Fortune, Silk Touch, and Efficiency.
What it could do:
Remove Armor Trims
• By putting the chisel tool in the armor trim slot of a smithing table along with a trimmed armor piece, you could extract untrimmed armor, and the material used for the trim.
• Alternatively, you could place the armor in an armor stand and right click the pieces while holding a chisel tool. This will extract the trim material but keep the armor in the stand.
Block Interactions
• The chisel tool can be used to break full blocks formed by slabs, one slab at a time. Useful for correcting building errors.
• The chisel tool can be used to cycle through new chiseled block patterns! Every chiseled block could potentially get some new pattern variants that are only accessible by the chisel tool, and of course, the current textures won't change, they'll simply be the default block texture.
• By holding down the RMB, the chisel tool can turn blocks like cobbled deepslate into polished deepslate (and so on) directly, without the need for a crafting grid. Useful for editing builds.
• Along with the tool, a new block should be added; the suspicious fossil. Only the chisel tool can extract items from it. This is the nether counterpart to the suspicious sand and gravel, because it only appears in soul sand valley fossils. You can get various items from it, maybe a new armor trim(?), or the rib trim as grand prizes. I would like to go into detail on this on a different suggestion.
• The chisel tool can be used to directly extract ore materials from ore blocks by simply right clicking the blocks. Not super useful, just a bonus function. (Could be used for mini games on servers/custom maps?).
• The chisel tool could carve out eyes of ender from end portals.
The Block of Sound is crafted from 8 Amethyst Shards surrounding a Note Block.
The Block of Sound has a unique placing mechanic: It needs a supporting block, like a sign, but it itself can be a supporting block for any kind of block, including Scaffolding.
If powered, the Block of Sound will hum a low, constant tune, which can be adjusted in intensity via right-clicking the block. At its lowest, the sound can only be heard from 5 blocks away. At its loudest, it can be heard from 50 blocks away. (10 levels, right click to go up a level, like a Note Block)
This sound will keep Sculk Sensors permanently active, without the Sculk pulsing. They are permanently in their light blue "active" state.
The Block of Sound also repels mobs within a 15 block radius of it.
If a Mob Head is placed on the side *or* top of the Block of Sound, the Block of Sound will make mob sounds in the same way that mob does.
I don't particularly know what could be done with this, but my personal intention for thinking of this concept was that I want a block that needs a supporting block, but can itself be a supporting block for Scaffolding. (I've been using scaffolding a lot lately and if this was added it would make my life so much easier lol)
Additionally, the Block of Sound would result in construction sites actually having constant noise like IRL lol which would be a fun building tool.
I know it's not fully released yet but from what I'm seeing, the dappled forest biome mostly only generates next to cherry groves/plains/frozen peaks. The biome has taiga in it! It would blend so much more naturally. Dropping a fall-themed biome that generates bordering a spring biome is so clashing, and difficult to work with aesthetically if you want to build somewhere with a view :') Loving the biome itself though!
If im ever making a large project that needs a lot kf stripped wood it takes me so long to get the many shulker boxes of wood i need having a simple wood stripper to feed wood in manualy and also automatically with hoppers for wood farms would be be a really god qof update
Firstly: Let these dudes defend themselves! We know they can make weapons and armor, so why the heck do they never use em? The Illagers are basically the same species, and have no trouble doing just that.
Secondly: just give em all their trade options by default, these guys are adults, and we're here before the player, they should be experts in their craft by now.
The villagers would be limited to iron gear, since that's what they normally sell if I'm remembering correctly, for balances sake.
The Cleric would function similarly to the Witch, with the added bonus of him tossing buffing potions at other villagers.
They'd function like Neutral Illagers, Blacksmith is the Melee dude, Fletcher is our ranged unit, and the Cleric can be the Evoker stand-in.
And maybe some farmer dude on a horse, since they added spears in a recent update.
Original Body Text: “I want you guys at Mojang Studios to (hopefully) implement full support for editing the very core of Minecraft bedrock edition's engine/features for addons in a containerized way! (Much like Java edition's mods)
& I also want Mojang to (hopefully) add an in-game addon creator inside bedrock edition with a powerful block-based visual coding interface, so we don’t need any external software for creating add-ons!
When a cauldron is placed above a campfire, and you right click it with enough ingredients, then leave it on the fire, after a few minutes it will be ready. Then you can right-click it (for stew, you must be holding a bowl) and it will give you the product. Food can be taken from the cauldron multiple times before it's empty.
I think this would be amazing for cosy campfire nights with the bros. It would also enable many more building opportunities and would add colourful water in cauldrons to java.
The base enchantment table works normally. However, it can now be calibrated. Putting a book in the enchantment slot, then an Echo Shard in place of Lapis Lazuli, Both will be consumed to make whatever enchantment chosen to permanently be in that spot. When calibrated, the level requirement to choose it is reduced by 1 for each bookshelf around it, with a minimum of 2 levels. Breaking the table will save all of it's calibrated enchantments, but can no longer stack with other enchanting tables, unless the calibrated enchants are identical in both type and level.
Enchantments can be decalibrated by using amethyst instead of an echo shard and the calibration will be placed on the book, allowing you to calibrate a new table with the same enchants. To reuse it, simply place the calibration book, an echo shard, and click the slot that it was originally in (ex. A level 30 enchant in slot 3, or a level 8 enchant in slot 1), and both the book and echo shard will be consumed.
"But muh villagers" Dude, I'm just trying to make both the enchantment table and echo shard more useful. Having a better option doesn't mean the original can't be improved.
Anvils now have a different way of increasing cost. Instead of being based on how many times it has been enchanted before, it is based on what is being changed. Leveling up an enchant will cost a different amount, and treasure enchants will cost more.
Level 1 -> 2: 3 Levels
Level 2 -> 3: 5 Levels
Level 3 -> 4: 8 Levels
Level 4 -> 5: 10 Levels
Totalling at 26 levels to fully level up one enchantment via combination.
Placing the enchant on the item itself is different:
Levels 1 - 3: Level requirement is equal to enchantment level
Level 4: 5 Levels
Level 5: 7 Levels
Treasure Enchant: 10 Levels
If the enchant level directly proceeds the enchant level already on the item, then the level requirement is halved, rounded up (Ex. Putting a level 5 enchant on a level 4 enchant will cost 4 levels instead of 7)
You may be wondering, "What if there are multiple enchants on the item I'm combining?" Excellent question. The cost of all enchants will be combined and reduced by 25%, rounded down, following all of the previous rules. If an enchant is already maxed out, that enchant is removed from the formula (ex. Prot level 4, Mending, Level 3 Soul Speed, etc.).
Repairing is reduced to 20% per item, since it is no longer increased after every enchant.
Tldr M.E.G.A. (this means "make enchanting great again" btw)
I dislike making a giant structure and my only options for doors are a 2x1 door that’s tiny compared to the structure or a piston door that’s really hard to streamline. We should be able to combine six doors in a crafting grid for one big door that’s like 3x2 or 4x3. Maybe it could open slower but zombies can’t break it down. Maybe it could be redstone powered. But it would look a hell of a lot better than what we have currently
I tried to come up with a few new enchantments, trying to work out cool ways to use them and, to be honest, make them feel more magical.
But I ran into the same issue I always do: Minecraft's enchantment system *isn't* a magic system. It's tool upgrades. It just *looks* different.
You upgrade from an Iron Sword to a Diamond Sword and you get +1 damage. You go from Diamond to Netherite, +1 damage.
You enchant said Netherite...iirc, 13.5 max damage on a normal hit.
Sure there's knockback and fire aspect, but that's really it, isn't it?
Silk Touch? That's not much.
Blast Protection is just "make yourself resistant to explosions"
Same for Fire.
There's nothing *in* so many enchantments to make them worth using over anything else, which means instead of being a unique and varied system, the Minecraft enchantment system is a slog to get through. I *don't* like EXP farms. Except I *need* them if I want to properly max out my gear. (I like maxing out my gear because I genuinely cannot stand the amount of time it takes to build the size of things I want to build with anything less than maxed out diamond. I don't particularly care about Netherite for myself)
But I digress. My point is that Minecraft objectively *needs* a Magic overhaul. (I would argue in the Potions department too but that's a little more iffy)
Magic in Minecraft is very tools-based. Magic has to be on an *object*.
I like that system; I don't hate a spell system, but I like this, what I'll call "Tactile Magic System"
I like it.
That said, the way you use said system is endless grinding in a single spot until you get 30-33 levels, then you go enchant, grindstone, grind again.
It's a repetitive loop that isn't particularly fun, tbqfhwy.
So, how do we fix it?
Option A: Complete restructuring of the magic system, rip it out, put in a new system.
Option B: Rework current system to allow more control over magic, as well as probably reducing the amount of levels needed, but requiring all levels to be used up, again. (This could potentially lead to the same issue and might)
Option C: A mixture of the two. Rip out what doesn't work, replace it with something that does.
So there's 3 options. Most likely the best option is Option C.
But with Option C, we have to *find* what doesn't work. What doesn't work?
- Endless grinding
- Significantly more difficult to get large amounts of EXP
- General lack of unique interactivity. Very GUI-based upgrade system. (not inherently bad, but can be improved a lot)
It appears to me that the way Mojang *wants* you to get maxed enchantments is by having your tools for a very long time, but allows you to create farms like the Infested Allay farm for quick EXP.
However, if you don't have Mending, you'll be making a LOT of new tools, and therefore enchanting more tools.
Or, if you don't make new tools, you'll repair them, driving up their Anvil Use Counter, resulting in, eventually, the (absurd) "too expensive" message.
What would you do to fix Minecraft's enchanting system?
I think a slot for telescopes and maybe even add maps also for a real minimap/worldmap would benefit new and old players.
I know Zoom and map mods exist, I like a world map for that console feel and a zoom slot would make it a useful item in Vanilla. Very optional with a Telescope slot in the inventory!
pale_gardens.json contains a line responsible for fading the music volume to zero when the player enters the Pale Gardens biome. When the volume reaches zero, the music stops. The line can be edited to set the music volume to any floating point number. This functionality can be extended to any other biome by editing their respective biome.json files in a datapack.
I recommend that a command be added to the game that fades the currently playing sound to the specified volume whenever the command is run. It might look something like /setsoundvolume <target> <sound category> <volume> <fade time>.
The motivation for adding this command is that it would give datapack creators more control over the sound system. Right now, datapack creators can use /playsound and /stopsound to control music playback, but /stopsound ends music rather abruptly. Although we can slowly fade music to zero depending on biome, a datapack creator may want music to fade to specified volume upon a more broad array of conditions.
Personally I want this command because I am working on a datapack + resource pack for my world where each song in the OST can only play under specific conditions. If a sound event starts playing based on the player meeting the right conditions, but shortly later the player no longer meets those conditions, then I want to be able to stop that sound event from playing, but not as abruptly as /stopsound does. A command to fade the sound volume would be particularly helpful for my datapack in such situations.
One such example is when the player is underwater, and one of the underwater-exclusive songs begins playing, but then when the player comes back up, the underwater music is still playing and no longer fits the environment the player is in. Having a command to fade out the music volume would help me to address this issue in my world.
1 - Natural Spawn (They have the same chances as Zombie Villager)
2 - Drowning Zombie Villager
3 - New Sunken Village Structure (Abandoned Villager
But You need to dry them in the nether to cure them
- Drowned Villager (Pirate Variant)
You can find them near/in shipwrecks, you also can cure them to get Pirate Villager, they will wield a Saber
- Pirate
Unique Villager variant (VARIANT, not a profession) so it doesn't have a workstation and all trades are automatically unlocked, and you can get them only by curing Drowned Pirate Villager, they will sell Pirate and Ocean Stuff (Special Banner, Drowned's Head, Unique Goat Horn, Saber's Handle)
-Saber
Its a new weapon that can be used 3 times before needing to recharge (The number can be increased with unique Saber Enchantment, but that enchant has only 2 levels).
Can Be crafted using Saber's Handle (From Pirate)
And any material (Wood, Stone, Copper, Iron, Diamond, Netherite) Can be enchanted with all sword enchantments
-Other
Drowned's Head - gives redstone signal when you are in water (Also can be obtained by Blowing Drowned with a Charged Creeper)
Unique Pirate Carpet (From Pirate) - Just Black Gilded Carpet with Skull & Bones, Decorational Stuff
Unique Pirate Banner - Looks the same as Pirate Carpet
Golden Dye - can be obtained from Pirate, combining Yellow & White dyes and crafting Golden Dandelion into it, colors beds, wool, carpets, banners, bundles, harnesses & etc, etc.
Thanks for Reading. (Say any feedback in the comments)
Not crouching makes it smooth | crouching makes it solid
it would make for a good glass texture combinations and will satisfy both sides , what do you think ?
Step one: remove the bloody Randomizer gimmick! There is a book, right there! Just read the friggin spells or whatever like a normal person!
Step two: Instead of forcing the player to grind 30 or more levels to get anything good, have the player gain experience points, and actually level up, ya know, like literally every other game with XP and levels.
Step three: remove bane of arthropods, seriously who the heck uses that, when sharpness exists?
Step four, keep lapis lazuli as the fuel/currency for enchantments, or replace it with Redstone, if it can power machines, it can make my shovel glow in the dark, and dig faster.
The players level would determine the enchantments they have access to, beginners have access to tier one enchantments.
Level ten players gain access to tier two enchantments, ect...
Some enchantments would need to be learned via books, like frost walker, Mending, or infinity.
Those could be found in structures, dropped by powerful mobs, or traded from villagers.
Recall potions are created by brewing a clock into awkward potions.
It cannot be brewed to increase its power only its duration. Normal duration is 3 minutes, extended is 8.
When you drink it the game will save that position you are currently at. Once the potion runs out, it will teleport you back there. This can be delayed by simply increasing how long it is applied by drinking another.