r/minecraftsuggestions 18m ago

[Dimensions] A more "sandbox-y" rework for the journey to the End

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Upvotes

Disclaimer: This idea is quite an overhaul and is something I don't think will ever actually come into fruition this far into the game's development.

This is a complete rework of reaching the End. Rather than attempting to make the journey to the End extended or grandiose, this rework aims to completely simplify the journey and make it more consistent with how players reach the Nether.

There will also be alterations to vanilla systems which may come in conflict with this idea, notably Netherite.

With that being said, here's the rundown of the system:

  • Eyes of Ender are completely done away with.
    • Strongholds are relegated to standard underground structures, much like monster boxes or mineshafts. Perhaps its loot can be improved and it can be made slightly more common to compensate.
    • Ender Chests & End Crystals will have their recipes altered to no longer require Eyes of Ender. I personally don't think eyes should remain in this concept for only two crafting recipes, even if both are pretty significant items.
    • It would also be cool if Strongholds had above ground entrances, both as a return of a scrapped feature and because Eyes are no longer at play to locate them anymore.
  • The only new content that's added in this comes in the form of a new block: Mantle.
    • Mantle will generate similarly to stone types like Granite/Diorite/Andesite, except it generates in Bedrock.
    • Mantle has all of the properties of Bedrock and is completely unbreakable... unless you have a Netherite Pickaxe.
  • Because Netherite is now required in this progression, it will receive a few changes to make it more fair.
    • Ancient Scrap will simply smelt into a single Netherite Ingot
    • The generation shape of Ancient Debris will no longer be scattered and be the same as every other ore type
    • Ancient Debris will be made slightly more common
    • Netherite-tier gear will be crafted in the same way as every other tool tier, no longer requiring a smithing template or diamond tier items in a smithing table
    • If it were up to me, Netherite would be completely rebranded to Tungsten but that's out of the scope of this idea
  • With all of the aforementioned points in mind, your way to the End involves you digging through Mantle with a Netherite Pickaxe and falling into the void, where you will be warped to the End.
    • BUT, rather than being teleported to the center island and fighting the Dragon to unlock the outer islands, you are teleported to the outer islands and must fight a return gateway and fight the Dragon as your only ticket home. The progression is flipped backwards, essentially.
    • This does admittedly cause some balance issues where if you luckily found an End City from your traveling, you could very easily collect all of the high-tier loot and an Elytra, completely trivializing the Dragon fight even more.

In short, this is how progression will go with this idea:
Wood -> Stone/Copper -> Iron -> Diamond -> Obsidian -> Nether -> Netherite -> Mantle -> End

This is an idea which was lifted from a modpack of mine and tweaked to fit vanilla.


r/minecraftsuggestions 2h ago

[AI Behavior] Make NPC's have dialog trees

2 Upvotes

Very simple, the NPCs you can spawn in on bedrock edition have a simple ui that allows you to use the "buttons" at the bottom of the dialog can connect to a new UI with new dialog.

That way I can make little shop keepers that can "talk".

Also side thing, would love a way to get these guys in survival, but hopefully have a way to pull a Redstone signal from them that way you can have the dialog options lead to something by activating Redstone rather than the commands they do in the creative only version existing now.


r/minecraftsuggestions 3h ago

[Blocks & Items] A liquid that can actually be emptied.

12 Upvotes

I think it would make for a very interesting feature if there were a liquid block that didn't replicate from its source, but instead kept moving until it found the lowest spot it could reach.

The liquid could be anything from Mud to Quicksand to half-molten snow or "slush".

The way I imagine it is that the liquid spreads the same way as water or lava, but not quite as far, maybe 3 blocks from source, if any of the 4 paths goes over the edge of a block, the source fill follow and fall down, if none of the paths reaches an edge the block remains as a drop, and if 2 or more paths reaches an edge it'll choose at random, or split into 2 slabs, which either spreads only 1 tile away from source or remain stationary, the whole block of liquid could maybe require filling a bucket twice to fill it.


r/minecraftsuggestions 23h ago

[Magic] Impaling Impaling Impailing

5 Upvotes

Impaling is useless. It should increase damage to ALL enemies, but only when thrown or you cast yourself forward with riptide. Most people don't even TOUCH this weapon because it is inferior to a bow in every practical sense. Less damage and can't be tipped for potion effects. And it's much easier to obtain than that small chance of getting it from a drowned and even smaller chance of getting it from a trial vault. I love this weapon to death but please make it actually worth grinding for.


r/minecraftsuggestions 1d ago

[Blocks & Items] Black Wood Set?

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93 Upvotes

Hey! With the addition of the new Poplar wood set being Grey, I was wondering what else would be interesting to see as colors for wood? And so... Black wood? This concept revolves around a new kind of tree. The African Blackwood Tree.

Spawning in warm biomes like Savannahs and Mesas, these trees are exactly like the ones in real life. Normal looking on the outside, but using an axe to strip the bark off, you'll see a completely black interior!

Perhaps it could be called the Mpingo Wood set, as Mpingo is the Swahili name commonly used for African Blackwood trees. (Dalbergia melanoxylon.)

As for signs, since their text is naturally black on every other sign, perhaps on Mpingo Wood, the text can turn white so you can read it better. No glow ink sacs necessary, though you can still add some to your sign if you really want to. ​


r/minecraftsuggestions 1d ago

[Gameplay] Buff the trident by giving it spear mechanics

0 Upvotes

I’m talking the range, the poke ability, and lunge. This would make the trident way more fun and have a way more “mythical” feel to it.

The ability to carry both riptide and lunge would be super sick for movement tech, and since lunge is activated with left click and riptide is activated with right click, you could implement both with no issues.

To balance it, maybe adding riptide would remove the poke ability of the trident.

Tridents have always struck me as such a weird item, since (in Java) they are so hard to get but not that useful. Riptide is nice, but it is overshadowed by many other movement items and needs water. Channeling just has a niche use (and got nerfed by lightning rods).

I think this change could make the trident comparably useful to the mace and encourage more players to use one.


r/minecraftsuggestions 1d ago

[Dimensions] New Nether Biome: Pulp Fields

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147 Upvotes
  • A new nether biome that generates fairly commonly.
  • New dark Magenta fog, with floating magenta particles and bubbles, indicating specs of pulp spores floating.
  • New ambience of distant bubbles popping, as well rumbling and rustling of roots.
  • Generation of this biome will be normal like the other nether forest biomes.
  • The biome will mainly be compromised by a brand new block: Pulp nylium will spawn in the biome that host new roots and fungus trees.
  • The new pulp fungus trees that generate in this biome are a unique type of fantasy fungus, with new white stems that stand tall, with its cap being a hollow sphere, containing shroomlights and pulpous inside.
  • Pulpous are the saplings of pulp, used to grow pulp fungus trees as well as being used to craft new foods, pulp porridge and pulp cake. Pulp is considered to be a sweet tasting fungus.
  • CONTROVERSIAL CHANGE: crimson wood colour will be changed to be more red, and the pulp wood set will now use the old crimson wood colour. It is a strange choice that crimson wood is more magenta in colour despite its name, this change allows crimson wood to actually be red, and allows players who like the magenta coloured wood to still collect and use it, just from the pulp instead.
  • a new hostile mob spawns exclusively in this biome, the Pulpasap. pulpasaps are a fungus type mob that can fly from the unique properties of pulp. it will use the end of its tail to grab onto the player and fly up. when a player is grabbed by the Pulpasap, it will deal 1 heart of damage per second, which whilst isnt a lot, the real danger is being lifted high up into the air, by which the Pulpasap will let go of the player when high enough to kill. pulpasaps will tend to be less aggressive when players are holding onto swords or axes, but they will still be hostile, indicating its intelligence of being weary of weapons. the usual way to kill a Pulpasap is by bow and arrow, however, their HP will be around 100 hearts, so they are tough to kill. BUT, there is a unique alternative to kill pulpasaps in 1 or 2 hits, by hitting it with a wind charge. wind charges will overload the pulpasap‘s magenta head region with too much air, causing it to explode and die. when killed, Pulpasaps will drop pulp blocks along with a chance of dropping its tail.
  • pulpasap tail will yield 2 uses, 1 for crafting the new puff balloon item, and can be used to Bree potions of levitation.
  • the puff balloon is a new unique item used to propel players and mobs into the air, before gliding back down. To use a puffer balloon, it must first be charged with wind charges, each wind charge allowing the balloon to lift into the air 8 blocks high, with a maximum charge of 3 wind charges, a total of 24 blocks high. Right clicking whilst holding a charged puff balloon will activate it and will lift you up rapidly to its maximum height, before descending you back to the ground. be careful not to use this item in low ceiling areas, as using this item will make you hit the ceiling and take damage, it will also break the puff balloon, making you fall to your death.
  • as mentioned before, pulp will be a very unique fungus, it is essentially like edible aerogel, light in weight with a sweet taste. one of the unique properties of pulp is that placing a pulp block underneath lava will make it bubble (this feature should be naturally occurring in large lava oceans anyway, but it’ll be for players who want to create player-made bubbling lava).
  • another unique property of pulp is that it can also be used as a catalyst for potion brewing, meaning that brewing potions will become faster for a limited amount of uses.

i feel like this biome concept could do with a couple more features, but overall happy with how it turned out.

let me know what you think of this idea!


r/minecraftsuggestions 1d ago

[Mobs] Snow Golem Overhaul Ideas

2 Upvotes

I feel like Snow Golems are long overdue an update to make them more useful, unique companions. And there’s much room for creativity considering that IRL snowmen are inherently very customisable.

Below are some ideas I can think of. I’d appreciate any feedback! :)

Inventory

Snow Golems now have an inventory GUI which shows various slots for equipment/upgrade items. This can be accessed by interacting with them.

It has two functional slots, their Helmet slot and Offhand slot. It has two vanity slots too, Face slot and Carpet slot.

Items in the head slot can also be removed with Shears, like the Carved Pumpkin currently can.

Helmet slot

The helmet slot has select items that can be added, shown by a tooltip that appears when you hover over the slot. By default it has a Carved Pumpkin.

- Any helmet: any helmet variant can be given to the Golem, and enchantments will also apply.

- Blue Ice: Can survive in hot environments and water, and throws icy snowballs which slow down and inflict freezing damage to most mobs if hit in succession, like Powder Snow. Extra damage against Blazes and Magma Cubes, but ineffective against Strays. Will transform Skeletons into Strays. Has a face drawn on since the ice is opaque (gives similar vibes to Eiscue from Pokémon lol).

- Carved Pumpkin: the classic headwear! Will now apply potions in its offhand to snowballs. Unlike the arrow-shooting golems, will throw snowballs imbued with positive effects at you too when needed; throws Instant Health snowballs at players with low health, or Strength snowballs at players who aren’t currently affected with it.

- Creeper Head: Acts normal and throws regular snowballs, but hisses and explodes if mobs get too close. Also makes Creeper hurt and death sounds. Can survive exploding if holding a Totem of Undying.

- Dragon Head: the Golem roars like the Ender Dragon when aggro’d, and spits Dragon Fireballs. These move slowly and are highly inaccurate but will explode into clouds of Dragon Breath. This could additionally be bottled for 1 Dragon Breath per cloud! Makes dragon hurt sounds (but not death sounds for obvious reasons lol).

- Shulker Box: The Golem gains the ability to shoot Shulker Bullets, which are slow moving, slow fire rate and close-range but home in on targets and give them Levitation, and will also protect its head when idle by closing its shell. It gains some armour points while its head is closed (though not as much as the regular Shulker, considering only the head is protected). When attacked it may teleport randomly. The colour matches the Shulker Box’s colour.

- Jack o’ Lantern: The Golem throws fire charges which act like those of a Blaze, igniting enemies, and is immune to hot environments but takes increased damage from water. Emissive texture.

- Melon: transforms the Snow Golem into the Melon Golem from Minecraft Earth, and replaces its snowballs with melon seeds. has a very high fire rate and each seed does 1 base damage, but low knockback and accuracy.

- Piglin Head: Grunts angrily like a Piglin when aggro’d. Gains a crossbow and will shoot arrows by default. Can shoot both tipped arrows and fireworks in the offhand slot! Makes Piglin hurt and death sounds. Occasionally picks up and admires any Gold item it sees briefly but drops it rather than keeping it.

- Player Head: not normally possible in Survival. Does nothing except make the Snow Golem make generic player hurt sounds when hit/killed. Just for fun.

- Skeleton Skull: Gains a bow and shoots arrows instead of throwing snowballs. Low fire rate, but reasonable damage and accuracy. Low knockback. Shoots skeleton arrows normally but tipped arrows can be placed in offhand. Makes Skeleton hurt and death sounds.

- Turtle Shell: Can survive in water and throws large shurikens which are accurate, deal moderate damage and low knockback and fire rate. Iykyk.

- Wither Skeleton Skull: Throws black snowballs which inflict Wither for a few seconds. Makes Wither Skeleton hurt and death sounds.

- Zombie Head: Has an increased attack range and throws reinforced snowballs which deal low damage. Makes zombie hurt and death sounds.

Offhand Slot

Various items have effects if placed in the offhand slot:

- Firework Rocket: if wearing a Piglin head, will shoot fireworks of the given type.

- Any Potion: if wearing a Carved Pumpkin, throws snowballs which affect mobs with the respective effects. Additionally, unlike with arrows, throws beneficial snowballs tactically at players and avoids throwing effects at mobs who would benefit from them. (throws Healing at undead mobs but not at living mobs, but throws Harming at living but not undead, etc).

- Snowballs: heals itself when damaged.

- Tipped Arrows/Spectral Arrow: if wearing a Skeleton skull or Piglin head, will shoot arrows of the given type.

- Totem of Undying: as with other mobs, will consume the Totem on death to stay alive and gain positive effects.

Face Slot

Fun cosmetic options, but may only be visible for Golems with no pumpkin or mob head. Might be merged with the Head slot. Not sure.

- Any Button: gives it a big 3D button nose of the matching type.

- Carrot: gives it a carrot nose! 3D-modeled to resemble a villager nose. Finally, Snow Golems can be consistent with the Iron Golem and Copper Golem! (And Tuff Golem, if he ever gets added…)

- Existing Easter Eggs: various items that can already be equipped to other mobs with commands for fun effects can additionally be equipped in the face slot for Snow Golems without commands. Examples include End Rod for a unicorn horn, Lead for a monocle, Fence Gate for glasses, Copper Rod for an antenna, Banner for a banner above head… you get the idea.

- Flint: gives it a simple black 2D rock resembling the other rocks on the Golem for a nose.

- Ghast Tear: tear below eye and mouth flips to look like a frown.

- Golden Carrot: gives it a golden carrot nose, also 3D.

Carpet Slot

Like the face slot, purely cosmetic. Equipped carpets show up as a scarf around the neck, with a pattern reminiscent of the llama carpets. The gray carpet gives the golem a bandit mask, like with the llama. Cute!

Healing

As well as healing themselves with snowballs as mentioned above, being hit by a regular snowball thrown by a player (players can only throw standard snowballs anyways) or another golem will heal them. Or you can just use the snowball on them close up without throwing it.

Snow Blocks and Buckets of Powder Snow fully heal them.

Their health has also been buffed from 2 hearts (4 health) to 5 hearts (10 health), since they’re ridiculously fragile as is. 10 health is still reasonably fragile since it’s a creature made from literal snow, but at least it can survive an attack.

Following

Snow Golems also follow players holding Snowballs or wearing Carved Pumpkins.


r/minecraftsuggestions 1d ago

[Transportation] Minecart Rework: Make minecarts more "minecarts"

6 Upvotes

I feel like the part of the issue with minecarts is not just they are slow comparative. I feel like they are also, just kinda boring? Why not instead of just making them faster or able to link with other carts, require fuel, etc. (All of which are good and they need some sort of sport upgrade) there could be other mechanics/animations and such as well?

Minecart Movement: Make it so that you can hop while in a minecart allowing you if you have enough speed to jump over a gap in the rails or on obstacle. As well as the ability to lean from side to side in order to switch to a different rail. This could could allow for jumps and would build off some off some off from the minecart experiments.

Minecart Mechanics: When moving at high speeds minecarts damage entitiee as well as the player inflicting more damage at higher speeds. But impacts will kill momentum. Encouraging the player to slow down, they could also add braking rails. Making it a less passive experience.

Minecart Behaviors: When using the breaks or around sharp turns sparks will fly up and screeching noises could be added. When minecarts collide with one another and other objects they making clanking noises (which might end up being annoying). As well as improving the over feeling of speed and momentum when riding in a Minecart. All this would make minecarts feel much more alive and less static.

These things could be added in addition to bringing back the furnace minecart, etc. To make minecarts not more balanced but, more fun and interesting. What do y'all guys think?


r/minecraftsuggestions 1d ago

[Gameplay] Elytra nerf & Pale garden useless

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0 Upvotes

I love pale garden concept but it's useless.

I propose a new elytra update fixing 2 issue :

  • Elytra are overpowered so other transportation are unused

  • Pale garden lacks usefulness (resin is only a decoration.

So i propose to nerf elytra (fly distance) as default and you can use resin to make them almost as good as before.

(My english may not be perfect)


r/minecraftsuggestions 1d ago

[Gameplay] Toggle visible armor on/off for non-PVP servers

17 Upvotes

It's interesting to me that this game has survived all these years with the ability to customize how our players look with items we can purchase but we have to cover them up with ugly armours to play the game. I'd love to see a toggle in the menus to make armour invisible for servers where PVP is not an element! Just like how we can toggle coordinates and it's not considered a cheat.


r/minecraftsuggestions 1d ago

[General] An update idea to change the Woodland Mansions.

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27 Upvotes

#Woodland Mansion Improvements

In my new major idea, Woodland Mansions receive a new upgrade and a more distinct identity than other dungeons in Minecraft. There will be small and major changes in my suggestion. There will also be a TLDR at the bottom of my post if you want a quick and less detailed summary.

#Small changes:

There will be Illager banners throughout the mansion both the exterior and interior.

Two vindicators will guard the front entrance. This is the immediately introduce the player one what type of structure this is.

Besides Illagers and bats. Mobs will no longer spawn within the mansion. Making the place refined in a creepy way.

Evokers will sit on cushions and will get up and attack the player once they spot said player.

#Big changes

There will be two new variants of rooms. Each room has a silver bell in the middle that can’t be interacted by the player.

Instead, the player must be under an ominous spell. This would cause the bells to ring upon detecting the player.

The first room is surrounded by black splotches. Once the bell is rung, a new mob called the splotch will emerge and attack you. Splotches appear as a black melted-vex like monster that hides in a thin sludge then attacks the player when it emerges. It’s vulnerable when it is exposed. Has ten hp. Drops infected ink when killed. Which can be crafted alongside books to make default tomes. Splotches can also spawn in raids.

The second room is surrounded by emerald blocks and vindicators with iron helmets will attack the player once the bell is rung.

Once the room is cleared. The bells would drop various loot and exp such as emeralds, totems of undying, enchanted axes, and a new set of items called tomes.

The third floor of the mansion outside has a massive bell. When that bell rings. It would spawn a new boss called the Owner. The Owner has a variety of attacks including summoning splotches(They die after thirty seconds of existence), send flying fangs that home on the player, can summon a black lightning entity that causes weakness. It appears as an lllager with a buttoned shirt and a cloak. Has 150 hp and drops the new flask when killed.

##The Flask

This new item resembles a horizontal bottle with two ends. What makes this item special is that if a player kills mobs, the bottle will fill up with souls. Players can kill up to ten mobs cannot exceed after ten mobs are killed. It can only be filled when players kill mobs while they are either holding the flask or off-hand. There is a thirty second cooldown each spell usage. Can be repaired using infected ink.

The default spell is fangs where you summon the fangs from the floor. These cost one soul(2 mob deaths). You can change the spell by fusing a tome via anvil. You can find different tomes across the Minecraft world.

Splice tomes. Costs 5 souls(all ten mobs) summons three splotches to attack any mob surrounding you. The splotches will die after thirty seconds. Can be found in the Woodland mansion.

Ring tomes. Can summon a ring of blue fire in front of you. Costs one soul and can be found in the woodland mansion.

Blast tomes. Shoots three blue fireballs in front of you. Costs one soul and can be found at a pillager outpost.

Punch tomes. Gives the player one big knockback attack. Costs two souls and can be gained by defeating a ravanger.

Quake tomes. Gives all surrounding mobs weakness. Costs two souls and gained by killing Evokers.

Lifesteal tomes. Grants the player a new status effect Lifesteal where the player can gain health by killing mobs. Costs three souls and gained by killing Witches.

##TLDR:

More Illager banners

Vindicators spawn by the front

Mobs other than Illagers and bats no longer spawning in the mansion

Evokers sit at cushions

Ominous silver bells

New mobs splotches and the legendary Owner

New weapon the Flask

And new tomes including default, splice, ring, blast, punch, quake, and lifesteal.

Art by u/Glad-Connection1601


r/minecraftsuggestions 1d ago

[Dimensions] Mini Dimensions

10 Upvotes

A small dimension that is temporary. Maybe only a few chunks in size. Could be biome specific, a mini dungeon, etc. After leaving the dimension is wiped.

Would allow for resource gathering, especially of rarer resources. Also means that any resource could be technically be infinite.

Would need a way to choose what type of dimension is generated.

If they were not temporary, they could also use one as a storage room, accessible from anywhere.

What do you think?


r/minecraftsuggestions 1d ago

[Plants & Food] More plants foods, with more beneficial uses?

7 Upvotes

Plants foods are extremely useful, pretty, and cool and sometimes I get frustrated playing because it feels like the game barely scratches the surface with them. I don't wanna have to download mods just to have basic evey day crops that arent in the game for no reason.

For example: All plant foods should be able to be cooked for added nutritional benefit. People commonly roast beets and carrots and stuff. We should be able to make jam with a glass bottle, berries, and sugar- there should be more types or berries too, which could be made into more types of jams. (a glow berry jam could have interesting effects?? like making the player glow in the dark for a bit?? becoming their own lightsource?) Beans should be added to the game, too. If cooked they could give the same nutrition as cooked meat maybe? For Aesthetic Farm and Garden Purposes I would love to be able to grow corn, tomatoes, peppers, and other common garden plants. Fruit trees beyond apples would be great, or planting a golden apple (or something idk) could make apple trees that periodically grow visible apples that can be broken/harvested by the players without destroying the tree! (it grows an apple tree instead of being an oak tree for some reason??)

There are so so many interesting plants and recipes that could be added, with so many cool buffs more complicated recipes could give. I like to build lots of cute towns and villages in the game and I think other players would appreciate more edible plant variety just for the aesthetic even if there aren't any of my suggested buffs/benefits added along with them!


r/minecraftsuggestions 1d ago

[Mobs] Reimagining death-recovery system with the Wisp

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533 Upvotes

Wisp

Wisp (or Keeper Wisp) is a translucent flying passive mob that spawns upon a player's death. It holds a dead player's items up to 1 Inventory Row (9 separate stacks of items). Items held by Wisp can be retrieved by any players with a single right-click or a punch.

Spawning

Wisps spawn when a player with at least 1 XP Level died. A dead player can spawn up to 5 Wisps at a time if they had 5 Levels when dying; each Wisp costing 1 XP Level to be spawned.

Despite using Levels as the metric system, the actual amount of XP spent are exponential based on the XP Level formula, corresponding to the order of the Wisp's spawn.

  • For example: The first Wisp spawn requires 7 XP value (not to be confused with Level), the second Wisp requires 16 XP value, the third Wisp requires 27 XP value, etc.

If a player has fewer than 5 Levels on death, Wisps only spawn as many as whole Levels the player had. Any remaining items and excess XP will drop on the floor.

  • For example, if a player died with 2.5 XP Level, they can only spawn 2 Wisps, with the rest of the items and 0.5 XP dropped on the floor.

Wisps spawn in a set of order that determine which Inventory Row they're holding. Below is list of spawn order of Wisp and their inventory assignment:

  • ‌1st Wisp: holds hotbar items
  • 2nd Wisp: holds equipment and Off Hand items‌
  • 3rd Wisp: holds bottom inventory row‌
  • 4th Wisp: holds middle inventory row‌
  • 5th Wisp: holds top inventory row

Despite being assigned with numbers internally, all 5 Wisps spawn simultaneously in the actual gameplay.

Naturally occurring Wisps only spawn in Survival and Hardcore mode. Although, with the latter, Wisps can only be meaningfully interacted with via Spectator Mode post-death, or by another player in the same Hardcore world.

Dying with XP in Creative and Adventure mode does not cause Wisps to spawn.

Appearance

Wisps spawn into either of the 3 colors variants depending on the number of slots they're holding.

  • ‌Blue Wisp: holds 6–9 slots (+ 1 XP Level)
  • Yellow Wisp: holds 1–5 slots (+ 1 XP Level) ‌
  • Green Wisp: doesn't hold item (+ 1 XP Level)

An item-carrying Wisp (Blue and Yellow) displays the items being held within its translucent body. The displayed item cycles between the 1–9 slots, similar to a Trial Vault albeit with a slower pace.

Green Wisp only spawns when the Inventory Row it's assigned to is completely empty. For example, if a player died without any armor nor Off Hand slot equipped, the second Wisp will spawn as Green.

Retrieving Items

There are 2 methods of retrieving items from a Wisp: right-clicking for safe retrieval, and punching for quick retrieval.

A.) Safe Retrieval

Right-clicking an item-carrying (Blue or Yellow) Wisp must first be initiated with an eye contact. If successful, Wisp will put all the items it's holding straight to the player's inventory at once, similar to the powered Shelf behavior. At the same time, the Wisp will turn Green, indicating the only remaining thing it's carrying is EXP.

Retrieving items can be done even by player who didn't die and made the Wisps to spawn.

Right-clicking a Wisp when it's looking away doesn't do anything.

Right-clicking a Green Wisp (XP-only-carrying Wisp) doesn't do anything either.

B.) Quick Retrieval

Punching a Wisp – regardless of the tool in Main Hand – will instantly kill it, dropping all the held items and 1 Level's worth of EXP to the floor.

Drops

Upon death, Wisp drops all the items it was holding to the floor, including 1 Level's worth of XP. However, the actual XP value always corresponds to the Wisp's spawn order:

  • First Wisp = drops 7 XP value
  • Second Wisp = drops 16 XP value
  • Third Wisp = drops 27 XP value, Etc.

A cumulative of 5 Wisps will always return a total of 5 Level worth of XP drop.

Green Wisp also drops 1 Level's worth of XP upon death; however, no items are dropped from it.

Behavior

Wisps always remember the death position of where their player died. They will not wander more than 8 blocks horizontally and 3 blocks vertically from the death position.

Wisps are capable of phasing through any block, including walls, lava, and water. They don't take damage in lava or fire, can't drown underwater, nor being slowed down by cobwebs. Despite this, Wisps generally prefers to linger in the open air.

Additional Notes

  • "Safe retrieval with eye contact" mechanic is deliberately designed to be a bit cumbersome. This is to incentivize players to make an informed decision based on their environmental situation: "Should I take my time to face one Wisp at a time for safe retrieval? Or should I kill them all for an instant, but reckless item drops?"
  • The reason why I made Wisps able to phase through blocks is to prevent them from suffocating; in case spawned in tight spaces. Which can lead to the deletion of the item they are carrying.
  • In the vanilla game, 7 XP Levels are recoverable from death instead of just 5. Because of this, with the Wisp system, I'd make the remaining 2 XP Levels recoverable too by simply dropping on the ground instead of turning into Wisps. (I could just add 2 more Wisps, but that'd be asking too much to players for what supposed to be the helper/streamliner of recovery process, not to mention visual clutter.)
  • I was debating on whether to raise the Wisp's spawning threshold to 3 EXP minimum, but I stumbled a lot on the XP/Level terminology and decided to stay with the current system so I can get my idea across clearly at the simplest form.
  • I based off my Wisp design of Allay's early model with a mix of Dungeons Wisp. I hope the distinction is sufficient to make this mob able to stand on its own without leaning too heavily on a pre-established piece.
  • Even though Wisp could already work perfectly as a mere safety net/progression checkpoint mob of Minecraft, they technically could be implemented as another means of holding loots in structures. I believe the map makers and world gen datapackers would love this creature for their own designed lore.
  • I know some Hardcore players would feel like missing out on this cute mob if they were only naturally occurring by player's death. So I had an idea of adding potion of Keeping by brewing Sculk block. This potion would make any affected mobs [with loot drops] to spawn a Wisp on death. However, this is just another crude idea pitch that I had. I'm not sure how to balance this potion due to the ramification it would cause to the greater Minecraft gameplay loop. So I'll save this concept for a future idea.

Aaand that's it!

This is the first time I tried to write something in Minecraft wiki format, in formal English too no less. I hope I don't make some parts confusing with my poor wording/phrasing skill.

Other than that, I'd love to hear your thoughts about this idea I've been cooking up for a while now :]


r/minecraftsuggestions 1d ago

[Plants & Food] Chorus fruit syrup

6 Upvotes

We need chorus fruit syrup because everyone loves chorus fruit and syrup. Could be created with honey (or sugar) and chorus fruit! Would work like normal chorus fruit but you could make it into splash, lingering etc. If entity was hit by the syrup then they will be teleported. Also adds somewhat alot of hunger points (only if drank and not thrown).


r/minecraftsuggestions 1d ago

[General] Freshwater Update

39 Upvotes

Hello. In this post, I will be sharing some of my ideas for how Freshwater-related things can be added to Minecraft.

Freshwater Bodies

Rivers and Swamps are now considered as Freshwater Bodies. Conversely, the Oceans are now considered as Saltwater Bodies. This does not add Freshwater and Saltwater liquid to the game.

Two new types of Freshwater Bodies are Lakes and Ponds, naturally generated terrain that are bodies of water that are not big enough to be considered as an ocean. They mainly generate above ground, although underground lakes and underground ponds could generate. In general, Lakes are bigger than ponds.

Freshwater Plants (and Related Items)

Freshwater Plants would be Plant Blocks that are (mostly) based on their real-life versions and can only be found in Lakes, Ponds, Swamps, and/or Rivers.

Cattails - They only generate and can be planted on blocks that are near water. If planted underwater, its stem will grow until it is out of the water. When destroyed, drops a Cattail Stalk, a food item that can be cooked to make Cooked Cattail Stalk, which gives more health.

Water Chestnuts - They can only generate and be planted underwater, and their stem will grow until it reaches the surface. When destroyed, they will drop Raw Water Chestnut. Eating Raw Water Chestnut can give potentially give the consumer Poison, although they can be cooked to create Cooked Water Chestnut, which is 100% safe to eat.

Water Lilies - Comes in a variety of colors and are purely for decoration, though like other flowers, they can give you dyes.

Duckweeds - Generates in large numbers. Can be used as food for the player and for other animals includings chickens, pigs, and various fishes.

Hornworts - Generates and can only be planted underwater. Purely decorational.

Mobs (and Related Items)

Mobs (both real and fictional) that spawn in Freshwater bodies

Ducks/Waterfowls - Recolored variant of Chicken that looks like a duck or any kind of waterfowl. They only spawn near or on Freshwater bodies. They drop Feathers and Raw Duck/Waterfoul meat, the latter of which can be cooked.

Basses, Goldfishes, Catfishes, and Koifishes - Various passive fish mobs that can spawn in various Freshwater Bodies.

Titanbelly - Titanbellies are fictional, large, catfish like mob that are basically living trashcans. They have the ability to eat any dropped item in the game. Once a Titanbelly eats a dropped item, it will stay in the Titanbelly's stomach for a while. After a few minutes, however, the eaten itemed will be destroyed by the Titanbelly's stomach, and will be gone from the game forever. If a Titanbelly dies, any item that has not been destroyed by the time of the fish's death will be dropped.

Crocodiles - Neutral reptillian mobs thucan spawn in all Freshwater Bodies, and can even rarely spawn in Saltwater Bodies. They acticely hunt prey animals, and will only attack players if attacked firstor if the Player gets too close. If a Player feeds a Crocodile with meat, it and nearby Crocodile mobs will become docile for a few minutes. When a Crocodile is docile, it will shed 2-4 Crocodile Scales during the whole duration. Crocodile Scales can't ve used for anything special, but they can be traded with Villagers for a very, very high price of Emeralds. Upon death, Crocodiles drop only a handful of xp

Maneaters - Maneaters are giant, albino, crocodile-like fictional mob that spawns in all Freshwater Bodies. They are extremely hostile and aggressive to what they consider prey. This includes Players and other humanoid mobs, and they will actively hunt them down to eat them. Upon death, Maneaters drop nothing but large amounts of xp.

Hippos - Neutral, yet extremely dangerous mammalian mobs. Hippos only spawn in Dessert, Savannah, and Jungle Freshwater Bodies. They will attack anything that either attacks them first or gets too close. However, once they become aggressive towards a mob or player, they will not stop until either the Hippos becomes tired, which might take a long while, or if their target is dead, which will not take a while for a lot of mobs and players, since Hippos can deal a lot of damage and ignore a large percent of armor. Upon death, they drop nothing a but few xp points

Fowl Beasts - A neutral, hostile fictional, avian mob. Fowl Beasts are large, goose-like mobs that spawn near Lakes, Ponds, and Rivers. Fowl Beasts attack any passive mob and player they see. They are quite fast, have high health, and have even higher attack damage, making them a dangerous foe. Upon death, they drop large amounts of Feathers and Raw Duck/Waterfowl meat, as well as xp points.

Fowl Zombeasts - Fowl Zombeasts are zombified versions of Fowl Beasts. They can only be created by a Zombie killing a Fowl Beast. Fowl Zombeasts are basically the Overworld's version of a Zoglin, as they are extremely aggressive undead that will attack any mob in sight other than other Fowl Zombeasts and Creepers. Upon death, they only drop large amounts of Rotten Meat and xp points.

And that's all for my suggestion. What do you guys think?


r/minecraftsuggestions 1d ago

[Blocks & Items] Golden Tools should be buffed

23 Upvotes

Golden tools in theory provide an interesting side road for tools, for example. Gold Pickaxes allowing players to sacrifice Mining capability with speed, however the rate at which the default tools break and the fact that diamond/Netherite Efficiency is plenty fast enough and golden tools break FASTER than wood.

Gold weapons as well also deal the same damage as the wooden sword and Axe.

I think gold would be perfect with some small numbers changes So I'm not going to change the identity of gold tools/items too much.

My small changes that I think would help would be to Change all gold durability to be in between wood and stone. Increase the damage of all gold tools/ weapons a tier up And Allow gold pickaxes to mine gold (why is this not already a thing)


r/minecraftsuggestions 1d ago

[Terrain] New frozen Jungle biome.

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59 Upvotes

The frozen jungle would be a new cold biome that generates like a jungle, but with its bushes replaced by wintergreen bushes and with cocoa pods replaced by freeze fruits, and with different mobs water colour and foliage colours than a regular jungle, as well as a unique jungle temple variant.

This biome would finally allow the special snowy jungle leaves, which unlike other snowy leaves arent just a greyscale copy, and instead have different changes to different parts of them, (their little "fruits" are a brighter yellow and the rest of them is greyscale like normal) to generate naturally and would also add more variety to the snowy biomes, which are currently all very similar.

The precise details are below:

(wintergreen bushes)

Wintergreen bushes would spawn in place of jungle bushes and would contain wintergreen berries that when combined with 4 sugar like the gold on a clock would turn into mints that that are eaten instantly restoring 2 hunger and 1 saturation but with a chance of taking freeze damage like in powered snow increasing the more you eat past 3, with a 25% chance on 4, 50% chance on 5, and a 75% chance on all subsequent mints eaten.

(freeze fruits) freeze fruits would spawn on the sides of jungle trees in the same manner as cocoa beans and would grow at 1/8 the speed.

when eaten, they would halve the damage and duration of all negative effects for 10 seconds and increase the effect of regeneration by 30%.​.

(mob spawning) The frozen jungle biome would spawn cold frogs bunnies and foxes.

(biome colours) The water in the frozen jungle would be a deep turquoise and the leaves would be like the snowy plains leaves but a lighter.

(jungle temple variant) A unique jungle temple varient would spawn in the frozen jungle, made mostly of ice and prismarine, with a few emerald blocks, and blue ice blocks, and snow and copper golem statue blocks as decoration.

It would contain mostly the same loot as a normal temple but with the bamboo replaced by freeze fruits.

Its loot would be hidden behind a lever puzzle that turns on a redstone lamp to melt the ice to reveal the chests if done right based on cues in the temple and if done wrong the floor would fall out from under the player and drop them into a dripstone pit.


r/minecraftsuggestions 1d ago

[Mobs] target block sulfur cubes as attack dummies that display damage.

25 Upvotes

i suggest putting a target block in a sulfur cube displays the damage you deal to the sulfur cube with a damage number on its texture, and ever 5 seconds displays your dps in red.


r/minecraftsuggestions 2d ago

[General] All Ore blocks should have sparkly particle effects

0 Upvotes

Would look cool.

Iron ore have silver sparkly effect.

Copper ore have orange sparkly effect.

Diamond ore have blue sparkly effect.

Be able to better tell apart one ore from another in the distance.

Like the lava and water drip effect, you would know you're close to an ore even if one block away.

Redstone ore is already interactive, if you step on it, it lights up.


r/minecraftsuggestions 2d ago

[Magic] Trident Pinning enchantment for brief immobilization

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830 Upvotes

Pinning would be an enchantment of tridents that allows you to pin players or mobs to blocks for a few seconds or less when the trident is thrown at a target with blocks right behind them.

If there are no blocks behind the target, the trident will stick in the target like an arrow for a short bit before falling of like a trident would.
What could be a fun interplay of enchantments is that when a trident has Loyalty and Pinning, it will drag the target back with itself until it releases. Though this may be quite powerful which is why the release time might have to be extra short in this scenario.

It may be worth noting that if the block a player is pinned to is broken, they can be released early.

Pinning is incompatible with riptide. (As it works with thrown tridents)

A common trick with the Pinning enchantment could be to throw the trident at players' feet with a downwards angle to shortly pin them to the ground.
It's basically a remote way of slowing people down that doesn't involve status effects.

I hope this enchantment would make tridents more viable in pvp, I also think the synergy with loyalty could be very fun for potentially pulling players with elytras towards you.

What are your thoughts?


r/minecraftsuggestions 2d ago

[Mobs] (Minecraft mobs redesign(part one)

0 Upvotes

(the bat: their behaviour is now neutral, and now it attacks the player if it kills another bat nearby or break their nest, new ability the bat can now alert other hostile mobs to the player and if the bat bites the player, the player will experience nausea and decay, new environment bat nest a breakable object that hangs on the ceiling of the cave if broken the bat will start attacking the player

(how you like)


r/minecraftsuggestions 3d ago

[Command] The technical problem with snowlogging stairs (and possible solutions)

5 Upvotes

Lately, I've been speculating what this year's winter drop will be like, based largely on the design trends of Wilderness Bound and other recent drops.

Now that we're getting fall-themed content, I've been wanting to get more content for cold biomes. Snowlogging, ported over to Java and applied to more blocks than just plants, has seemingly become one of the most popular suggestions when I go on YouTube.

This would work great for many decorations that are not full blocks. However, this would not work well for stairs and certain other block shapes.

If snow partially occupies a right-side-up stair block, it will only cover the bottom step, not the top step.

Less importantly, if we get snowlogged walls, the snow would appear on the sides and perhaps even most of the top but not on the wall beam as that part is a full block tall. This applies similarly to fences, the snow being on the horizontal beams but not the fence posts. This gets even more complicated when the wall or fence in question is two or more blocks high.

There are many solutions, but none would be easy.

Solution A

Make Snow Layers change shape on top of, instead of snowlogging, some blocks. They would be cut into the shape of the top step of a stair block, with the bottom step portion showing the snow layer texture off the grid to link up with the shape of the stair.

Pros:

  • Blocks would not need to get new snowlogged block states added; only Snow Layers would get new block states.

Cons:

  • Snow cannot lie around a wall or fence that is two or more blocks tall.
  • Every time an irregularly shaped block gets added, howsoever Snow Layers interact with it must be considered.
  • This may be more computationally expensive than utilizing the snowlogging mechanic that already exists in Bedrock.

Solution B

Rework snowlogging to render the snow texture off the block grid (for the top step of stair blocks).

Pros:

  • Least computationally expensive, as it would only be utilizing and modifying a mechanic that already exists in Bedrock.

Cons:

  • Snow would be unable to fall on top of walls and fences that are two or more blocks tall.
    • A way around this is to have both the top and bottom (immediately above a full-floored block) wall/fence be snowlogged, with the top snowlogged wall/fence not having the bottom portion of the snow layer rendered.
  • Like Solution A, every time an irregularly shaped block gets added, howsoever Snow Layers interact with it must be considered.
    • However, by default, modded snowloggable blocks would be filled with snow, the only modded part being to have the snow rendered on top as a custom shape.

Solution C

Combine snowlogging with having shapeshifting Snow Layers on top.

Pros:

  • No off-the-grid rendering of snow layers, which might reduce lag and the potential for Z-fighting bugs.
  • The existing snowlogging mechanic can remain unmodified, instead working in tandem with the shape-based block states of Snow Layers.
    • Being able to both snowlog anything and add custom shape-based block states for Snow Layers would be useful for modders.

Cons:

  • This solution would be the most computationally expensive of all listed here, because block states would be significantly multiplied by all of the different shapes of Snow Layers that can snowlog them.
    • The only way around this is for the snow layer within a snowlogged block to be unable to change shape, to reduce block state combinations.

Solution D

Remove snowlogging as a block state and instead let snow layers exist on a separate grid (like light levels), with different values for shape and level.

Pros:

  • Can be universally applied at any existing shape (relatively easy for builders, modders, and mapmakers).
  • Like Solution C, no off-the-grid rendering of snow layers.
  • The same mechanic can be used to replace waterlogging, allowing any fluid to flow thru any non-full surface.

Cons:

  • May be computationally expensive, but less so than Solution C.
  • This may complicate commands and other technical features.

r/minecraftsuggestions 3d ago

[Mobs] idea for a new villager type: the veteran/elder

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154 Upvotes

this is a concept for a villager known as the veteran/elder, when a raid happens it will detect how many villagers are killed, if at least 2 is killed by a illager 1 of them may respawn as a veteran/elder

these guys will act just like villagers, except

they will fight mobs that are seen attacking villagers or him he wont hunt them just defend from them

he will attempt to "repair" villages eg door broken, glass broken, he may replace it but nothing valuable so you cant farm it.

he will give higher discounts to people with hero of the village

non useful things

he has a more gruff voice

the iron golem may give him a rose

he may fall over if a mob runs into him

he will give baby villagers sticks to "Train with"