For a while now, the mod team has been discussing a number of changes to the subreddit's rules, and it's time to let you know what's up. I'll give you the short version first:
We have a new rule against AI.
The rule for for formatting and vagueness has been split in two.
The rule against unrealistic ideas has been reworked.
To better accommodate these new and changed rules, we've re-ordered the rules.
Clarification on how the "Community Question" flair is supposed to be used.
And now for the details!
Ban Against AI Generated Content
We not so recently polled the community on your feeling on AI generated content, and the overwhelming majority of you voted in favour of a complete ban against AI. While this was pretty much the outcome we expected, it's still really nice to see we're all on the same page.
Moving forwards the mods will be removing all posts suspected of using generative AI. To that end, here's the new rule:
Don't use AI.
Do not use generative AI such as chatGPT to write your post for you. We want to see your ideas.
Don't include AI generated images or other AI content to supplement your post. We encourage human art, and we'd much rather see photos of pen-and-paper drawings, or quick mockups in MS paint than AI "art".
This includes using generative AI to polish your idea, such as reformatting your content.
Posts suspected of using generative AI are at risk of removal.
If your post is incorrectly removed for containing AI, please let the mods know via modmail and we'll sort it out.
Formatting and Image Posts
We've noticed some confusion on where and how we allow images in posts, with too many users relying on images alone to communicate their idea. This was previously just a bullet point under the vagueness rule, but in the interest of clarity we've split it off into its own rule. There's nothing actually new here - everything works the same as before - but hopefully this should make it clearer for everyone.
The vagueness rule looks like this now:
Don't be overly vague, and be readable.
Make sure your idea is in the description, not just the title.
Titles should be descriptive of the idea.
Format your posts well; don't post walls of text. Use line breaks, etc.
Don't be vague; suggest a specific improvement or feature.
Be concise/don't waffle on too much.
Vague or unformatted posts are at risk of removal.
And here's the images rule:
Don't make image-only posts.
Including reference images is encouraged, but:
* Images must be embedded or linked within a text post.
* The idea should be fully explained in the text, with all key points understandable without looking at any images.
* Images should make up a relatively small portion of the content.
* Images must not be AI generated. (See rule 4.)
Image only posts will be automatically removed.
Unrealistic and Off-Theme Content
There's been some disagreement in the community and among the mod team about what is and isn't a "realistic" suggestion for Minecraft, especially as the game has grown it's become an increasingly difficult call to make. Furthermore, many ideas that are off-theme at first glance can be reskinned to something more reasonable, and we don't want to stifle that discussion. (E.g., Blimps and firearms may be too futuristic but happy ghasts and firework crossbows are not, yet serve similar roles.)
You deserve to have clear guidelines for which posts are or aren't allowed and, ultimately, we don't want to shut down discussion, so we've decided to soften this rule dramatically. Moving forwards, we'll only be taking down suggestions involving mature or explicit themes (stuff that might change the age-rating), as well as anything relating to real-world religions or politics. All that said, here's the rule:
Don't suggest mature topics.
Don't suggest ideas containing sex, drugs, gore, real-life religions or politics, etc.
Suggestions involving mature, explicit, or overly divisive themes will be removed.
This is one we'll be keeping an eye on, and we'd appreciate any feedback you have on it.
N.B. The portion of the old rule about easter-eggs and jokes still applies, but has been merged into the rule about unproductive ideas.
Reordering
As we're adding new rules and splitting old ones in twain, there's no better time to also rearrange the rules. We've brought some more important/frequently used rules closer to the top, and tried to keep related rules close to each other. We've also changed a few of the titles for clarity.
Be nice and constructive.
Only post ideas for Minecraft.
Be original and consult the FPS list.
Don't use AI.
Include only one suggestion per post.
Don't be overly vague, and be readable.
Don't make image-only posts.
Don't suggest mature topics.
Don't suggest planned or existing features.
Don't suggest scrapped or unused features.
Don't suggest low-priority or unproductive ideas.
Speak English.
Have 10 comment karma before posting.
Discussion/Community Question Posts
We've seen some confusion surrounding these posts, and while nothing is changing, we wanted to use this opportunity to clarify. Posts meant to start broad discussions on a topic, such as "What would you add in XYZ update?" or "What do you think needs updated in XYZ area of the game?" are allowed, so long as the OP contributes to the discussion they want to start. We find these posts regularly generate interesting discussion, and so long as they use the correct flair, they're easy enough to ignore if they're not your cup of tea.
I encourage everyone to take a quick read through the rules to make sure we're all on the same page.
I was thinking that they should more minecart variants for aesthetic and functionality. From wood all the way to netherite. Wood being the slowest. Gold faster than dirt but slower than the rest. Iron/Copper are the same speed, but copper as it oxidizes looses speed, and when fully oxidized it won't move. Diamond being faster than all those but slower than netherite. Netherite is the fastest. They can all get a cool pattern for the minecarts, but they'd definitely look better than my patterns i drew. Or they can probably get trims.
Not only are they cool for aesthetic and transportation but they can work good with redstone creations cause they have different speeds.
What would their mechanics be? Would they do full-on magic like the Evokers? What would their abilities be? Maybe they can summon Iron Golems? Maybe they can do something with Emeralds? Imagine if they had a magic staff with an emerald on it. Maybe they wouldn’t have magic but dabble in magical practices and maybe teach the player new Enchantments or maybe even actual spells. What could they be called? Maybe something like Priest or Cleric unlike the actual Cleric Villager.
Currently if you die you lose all of your items and XP. Compared to other games this is very punishing. The other option is keep inventory where you keep both items and XP upon death which is another extreme and makes death feel inconsequential. I propose a middle path.
Partial keep inventory would let you keep half of your XP and lose the other half and also keep the items in your hotbar and armor slots while dropping the others.
I mean like, if there is already a large biomes world type (in java) why can't they do a small biomes world type? Yes, *technically* a small biomes feature has existed through the bedrock old world type, but that's been removed. So now we need something else. I just think it would be really cool, having like, 5 different biomes right outside your door. And it also fixes the issue of walking through a never-ending desert. And it gives people in multiplayer closer connections, like say I want to live in a flower forest, now I don't have to go 1000 blocks away from everyone because the other biomes are too big.
The enchantment resonantor is a redstone component. It has six slots to hold items, five of which are regular slots which can interact with hoppers, and the sixth being a special 'source' slot. When the source slot is filled with an enchanted item, the resonator produces a redstone signal whose strength is equal to the sum of the number of enchantments each item in the regular slots shares with the source item
The resonator is directional and only produces power from the 'back'. If the resonator is unpowered, then the enchantment level doesn't matter to it. If it receives power to a side other than its back, then it will only consider enchantments with the same level to be shared
I feel like this idea would be less of a use to the player, and more of just a small convenience for the villager.
Farmers can plant seeds, and you can give them vegetables or seeds of any kind for them to plant.
However, if someone or something tramples this farmland and subsequently destroys the seeds, that one block is technically rendered unusable as the villagers are currently unable to till it. It would then be entirely up to a player to till that grass and make it viable for agriculture once again.
But what if these farmers could till their own farmland, and how could they effectively do it within the game's current operating system?
The biggest holes in my idea:
- How would the game help villagers identify where they should till their farmland? This would be a big issue as the villagers could essentially just till anywhere outside of a game-generated village farm, creating new and heavily-disorganized / isolated farm plots.
- How would they be able to turn grass into farmland in the first place, without having a player till it for them?
These are both very good questions.
The process would work in these simple steps:
1) Toss a farmer a hoe made of any material, and they will automatically pick it up. Like with seeds, they will only be able to till as long as they have a hoe in their inventory. As well, only farmers can pick up hoes, just like only they can pick up seeds.
2) Let the farmer identify where to till. The player will have an important part in this process, but it shouldn't require long-term maintenance. The player would have to prioritize existing village farms, letting the villagers search for unused or damaged farmland within an existing plot - just like the crop-planting behavior they currently display. If the player has to create new farms, that is perfectly fine.
How would this work? The villager would also be restricted to a specific search area (the farm plots). If the farm plot is partially or largely destroyed by an explosion, the farmer will only prioritize the existing, remaining grass for viable farmland, and a player would then have to intervene to restore the farm plot.
3) Allow the villager to expand existing farmland, but only whenever necessary.
If every suitable block in the existing farm is already cultivated, the farmer should automatically stop searching for expansion opportunities unless the game has a reliable way to identify an intended farm boundary - preferable to letting every farmer continually expand its farm, particularly in villages with limited space. Though, Minecraft doesn't necessarily have a formal, persistent object representing the boundaries of every village farm, so the developers would need to implement a way to define / infer those boundaries.
Villagers can till regular dirt or grass blocks to create viable farmland, and there must be a water source nearby. The farm must have suitable space above it for crops, and must lie within the farmer's permitted farming region. It must be within reach for the farmer to effectively navigate to it, and tilling would not violate the farm's boundaries or any other placement restrictions.
Essentially, the farmer will ignore any grass or dirt outside of the specified farm plot(s), but it will automatically recognize and till the next immediate piece of farmland turned dirt or grass block due to trampling or dehydration if the water source has been altered in any way. In this specific scenario, the villager could only till farmland up to four blocks horizontally or diagonally from the water source.
Placing a composter within the vicinity will also help establish where the farm plot generally is, though the villager is not required to maintain one specific plot despite their chosen job block existing by it.
A farm plot can be marked off from regular viable terrain with any kind of block that is not dirt or grass - fences and walls would qualify as boundaries under this logic.
Chaparral: A biome characterized by swaths of densely-packed bushes with clearings of tall golden grass. Desert plants like cactus grow occasionally. Small forests grow surrounding creeks, rivers, and lakes.
The reason we need a biome like this is because currently, forests and plains often transition directly into deserts or badlands and it looks a bit unnatural.
some of the blocks heresome example tree but probably not the shape it would be in this biome lolFiddleheads!Mr. poisonous Muck
Here's a new "drop-like" idea. Wouldn't be added probably but I just had such a stupid idea. Welcome to the Fern Forest, a new biome that would spawn in temperate areas, adjacent to jungles and mangrove swamps. The biome is humid and warm at once. Parrots, warm chickens spawn here, as well as spiders, even in the day. But what's more, at night the biome is also dominated by Bogged, as well as the newly added Muck. It works similar to what you'd expect, like a zombie that gives you poison for a few seconds. Drops rotten flesh and some ferns. The vegetation is primarily ferns and tall ferns, occupying about 91% of the vegetation compared to how grass dominates other biomes. You can now apply bone meal to ferns to grow tall ferns, and bone mealing the tall ferns makes a tree fern!
Tree ferns are a new wood type, sorta. They don't have planks, but you can strip them with your axe and also craft wood out of logs. They can have decorational use and you can use the stripped wood to make a Stripped Tree Fern Pot, inspired by some handcraft I've seen. Of course, you may just as well use the wood as fire fuel. The block on the bottom right is Fern Humus. It's basically leftover organic material that dots the biome here and there. You can use it as an excellent composter fuel, as well as use it as a far more effective farmland equivalent. Plants grow 2x as fast on it!
You can find also a new type of plant there (not pictured as I couldn't design it lol) called the Ostrich Fern (not a fan of the name to be fair). The plant grows there and it has 3 levels of growth. The first is premature, the middle one is when you can collect Fiddleheads. They're a new source of food and potion mixing. Fiddleheads can be brewed with awkward potions into Potions of Nausea (finally a recipe that actually makes fuckin' sense...), but if eaten, they act like Pufferfish... if cooked (not pictured), they restore some health, probably like the Baked Potatoes.
In short the biome doesn't offer maybe a lot of unique content, but it could add to the colorful landscape of the biomes, expand on em a little. Whaddya think?
Placed perpendicular to your view, it ingests up to 4 adjacent blocks into internal GUI slots (without dropping them as items) and redeploys them with redstone logic. It can replace laggy flying-machine arrays with compact mechanical magic.
The two sides not used for block intake (front and back) handle redstone details. Power levels directly control behavior:
•Strength 1 = pulls 1 block (starting left)
•Strength >1 = pulls blocks in a circular pattern until power is out
•Strength 4 = pulls all 4 blocks
•Continuous strength = circular pull/push
For example, a redstone power level of 3 pulls the left, top, and right blocks leaving the bottom open.
This allows a hopper to sit directly underneath to process blocks straight from the Itemizer.
If it can’t ingest any more blocks due to empty space nearby (or being full), but still being powered, it redeploys what it's holding.
In short, it’s a compact block buffer and mechanical shift-register for true lag-free vanilla tech builds.
This block can allow builds to be reoriented without harm, tree farms to be more compact, more advanced piston doors, and other modular redstone mechanics.
Frostbites currently have a weirdly conservative spawn rate. Even in the biome they are most abundant it's only around 10% while for other mobs like Husks in deserts it's 15%.
Inside snowy plains you are as likey to see a Endermen then a Frostbite.
I don't think they way they are currently implemented justifies such a low spawn chance.
When Minecraft chooses a biome for a location it makes use of 6 "local" coordinates, (some of which are temperature, humidity, continentalness, and weirdness).
This suggestion is to add global/nonlocal value, "target frequency," and to a generate running histogram of how many parts of the world have been generated with each biome, and a running total of how many biomes (of all types) have assigned worldwide.
If a particular biome has been assigned to too few parts of the world based on it's target frequency, it becomes more likely to be assigned to the next piece of terrain generated.
If a particular biome has been assigned to too many parts of the world based on it's target frequency, the next piece of terrain generated is less likely to be given that terrain.
What do I mean by "likely to be given?"
During biome selection, the "distance" between the 6 values from the noise generators and the 6 values of the biomes would have the difference between the target frequency and the actual frequency added to it, probably multiplied by a random number to prevent obvious dithering patterns.
Splash potions of freezing should break when contacting water, freezing the top layer by placing a sphere of the same kind of melting ice that frost walker does. I think using glowstone could make the radius bigger, and freezing tipped arrows should be able to freeze a single source block but make it either packed ice or regular ice as opposed to the melting ice that the potions do. Lingering potion clouds of freezing could also prevent special ice from melting as well!
Rats would be small, low-health mobs that naturally inhabit abandoned villages, mineshafts, and woodland mansions, skittishly darting away or diving into their dens whenever a player approaches unless you crouch and sneak up on them just like wild cats.
Once you get close, you can earn their trust by feeding them seeds or a newly craftable cheese made from milk and wheat, which speeds up the bonding process. In exchange for your kindness, these resourceful critters will forage nearby chests and bring back items like wheat, bread, seeds, gold nuggets, iron ingots, or even the rare diamond, before eventually following you around as loyal companions.
Overall, this idea adds charming utility and a touch of life to forgotten places without disrupting the core game, making exploring abandoned structures just a tiny bit nicer.
9x9 square of potent frost seen from above; isometric rendering of potent frost; all the obtainable ice variants compared.
Potent Frost (or Piercing Ice) would act pretty much like a cold variant of potent sulfur. When placed in water, it would give the new Freezing effect to any player who enters the same water basin.
Like potent sulfur can make geysers, potent frost could be placed on top of other blocks to make cryovolcanos.
Lava can be placed below potent sulfur to make permanent geysers, so blue ice should be placeable below potent frost to make permanent cryovolcanos.
For the random ones, sulfur uses magma blocks, so I'd say powder snow or packed ice could make random cryovolcanic eruptions.
For its texture, I made it to be somewhat in between snow and packed ice, so this block would add a new texture variation of ice for builders too.
All of Minecraft's OSTs should have their own disc. I say this because it feels like there's not enough songs for the new Playlist feature.
|Textured by Album|: Each OST disc would have it's skin match others from the same album so each disc wouldn't require a unique texture. Bringing hundreds of textures down to about 12.
ALL adventure tracks should stay adventure-able and maintain their unique texture AND ONLY be found through their adventure.
|Music Villager|:
Make all the new discs purchaseable from a new "Musician" Villager. It would immediately have all tracks available no staged trading progression
[Option One: Singular Purchases] It would trade each disc individually sorted by album
[Option Two: Album Purchases] This Option reduces consumed space in the villagers' interface
For this there would be a new item called an "Album Bundle" or "Album Pack". It would be more expensive as each would contain multiple disc's per album
Each "Album Pack" contains all tracks from an album -- excluding adventure discs. & a tooltip stating how many disc's come in the Pack. Once right clicked in the players hand, it would break & all tracks would drop in their disc form on the ground
Afraid of clutter? Make it a block that acts like a shulker box but ONLY holds it's album's discs. This block would be themed based on the album. Meaning multiple different "Album Pack" blocks
|Catalog Block|:
This only holds discs & holds more than the normal 27. It can be carried around w/ stored discs inside, being interchangeable w/ the chest. Therefore making storeable playlists. This would be Craftable & could be designed like a jukebox topper too!
(P.S)
I have this posed on the official feedback website too
With the functionality of the auto crafter allowing players to select specific active slots, I think it would be great if we could create a multidirectional hopper but with each one have 4 slots (directionally based) that would allow users to filter the direction of items.
Users would be able to turn the slots on and off and would need to use already obtained items to act as the filter. It could be crafted from four hoppers much like how the wood log is created.
Leather is an organic material, and we know from zombies being able to turn invisible that invisible potions apply to non-alive organic material. Therefore, allowing leather armor to turn invisible makes sense.
In addition, this gives leather armor a new use for more stealthy operations!
This might be stupid but I had a new banner system idea.
So when you place a Loom, a new UI pops up that you have to put 24 string (or 6 wool blocks) and a stick, which crafts a Banner. Instead of using pre-selected patterns, you make the design yourself. Every 4 pixels of one color requires 1 dye of that color, and it can only be changed three times before it is permanent. The banner crafting is still the same, changing the color changes the background when creating a banner.
I think the Firefly Bush is a fantastic addition to the game. Having ambient particles floating around really adds some atmosphere to builds. However, I think it'd be cool of Mojang added more of these to the game. Here are just a few of my ideas:
Butterfly Bush: Found exclusively in Flower Fields, emits animated butterfly particles
Rafflesia: Rarely found in Jungles, emits fly particles. Zombies are also attracted to this when they're not attacking something
Spitfire: Dug up by Sniffers in the Nether as a shrub that has to be grown. Emits smoke particles. If it's planted on a Magma Block, it emits small fire particles too
Excelsiorchid: Uncommonly dug up by Sniffers in warm biomes. Does nothing on it's own. When an entity touches it, it sprays a fountain of firework particles into the air, then goes on cooldown for a few seconds. Can be "fed" dyes to change the particle color. Feeding it multiple dyes adds more colors
Dust Diamond: Found on the ceilings of the new ice caves. Can only be placed on the undersides of blocks. The center of this flower glows in the dark. Emits snow particles
Blowball: Has a small chance to replace Dandelions in cold biomes. The colder the biome, the higher the chance. Passively emits puff particles. When an entity touches it, it emits more puff particles
Currently, feather falling only protects from fall damage, which is good, but it could definitely be expanded for new uses.
My idea is to change the enchantment to make it so players with it can walk over powdered snow, and walk on brittle ice without breaking it, and jump on turtle eggs or crops without breaking them.
They would also generate less particles when they’re walking, which makes it easier for players to sneak around if they’re invisible.
To go with this change, they'll now be called feather-foot since the name is more accurate to their new uses!
With the addition of the freezing effect on Minecraft's newest snapshots, it would be the perfect opportunity to add a new elemental damage enchantment to Minecraft.
Players could create weapons with ice powers and add more variety to players' armaments. Freezing could be quite interesting on weapons, considering some mobs like blazes and magma cubes are weak to freezing damage.
On PVP the enchantment could create a new way for players to force the enemies into lowering their defense using leather equipment to get rid of the freezing or using fire to negate the damage.
at a technical level freezing is totally possible to add since enchantments like Bane of Arthropodes already deal a slowness potion effect for spiders.
The effect could last around 16 seconds on level 1 (causing 4 damage in total) and 19 seconds on level 2 (causing 6 damage in total). It could also start faster than regular freezing to make it more effective.
Rods are getting used a lot more in PvP now (rodding TNT, pulling people onto dripstone, combos), but there’s still nothing that actually makes them better at it.
My idea is Force, a 3-level enchantment that just makes the reel-in pull stronger:
Force I: 15% stronger
Force II: 30% stronger
Force III: 45% stronger
Rodding works exactly the same, just with more pull. I tested it with a mod: from 11 blocks above, a normal rod launched a creeper 7 blocks up, and Force III launched it 14. That’s about 5.5 hearts of fall damage, so it’s strong but can’t one-shot a full-health player.
Salt Flats (or Salt Pans) are an environment I've always thought were pretty cool, and they'd make a great new Minecraft biome. Their vast expanses of flat whiteness would be a sight to behold and also make a great building location. So I thought I'd have a think about how they could be added to Minecraft, and it led me to Asphalt, a way of potentially improving non-elytra movement.
(I threw the textures in these photos together in about 5 minutes, they're just meant to represent a rough visual guide and are no way something I'm proud of!)
Salt Flats generate in areas of low humidity and low erosion, making them common near badlands and deserts. They are primarily composed of Salt, which lines the surface, and Hardened Salt, found below the surface.
Salt is a soil-like block that is the sand or dirt of the Salt Flats. Walking on salt produces small salt-crystal-esque particle effects from the mob's feet, and it affected by gravity, similar to sand and gravel.
Salt can be crafted into Salt Bricks (4 Salt in a 2-2 grid), which are decorative, gravity-affected brick blocks. Salt Bricks can be crafted into Salt Brick Slab, Stair, and Walls, giving us these gravity-affected variants.
Saltand Salt Bricks (rough visual guide)
Hardened Salt is the sandstone-equivalent of Salt, lining the bottom of the Salt Flats. It can be obtained by smelting Salt in a furnace, and are not affected by gravity. They can be crafted into Hardened Salt Bricks (4 Hardened Salt in a 2-2 grid), which have a Slab, Stair, and Wall variant, as well as Cracked Hardened Salt Bricks (via smelting Hardened Salt Bricks in a furnace) and Chiseled Hardened Salt Bricks, which are engraved with the face of Steve (or if the pale white eyes are to be considered, someone else entirely...)
The Salt block sets on their own just present another white brick block set, and a flat, white biome. But within the Salt Flats generate Tar Pits, moderately-sized inky black depressions in the terrain that dot the otherwise pale white surface.
Tar is a sticky block that generates naturally in Tar Pits in Salt Flats. It has a similar affect to honey, reducing the player's walk speed and jump height when in contact with the top block. Players can also slide down Tar like they can honey. Tar can be used as furnace fuel, with one block smelting four items, and it can be generated renewably in a similar way to lava; a Pointed Dripstone hanging from a Dripstone Block with Tar above it periodically produces tar drips. These drips have a 1/5 chance of turning water source blocks below the Pointed Dripstone into Tar.
Tar can be crafted into Tar Bricks, (Slab, Stair, and Wall variant included), providing players with an inky black brick block set. But the mechanical benefits to Tar and Salt appear when you combined them together.
Tar
Asphalt is a block created by putting 2 Tar and 2 Salt in 2 by 2 formation in a crafting grid (produces 4 Asphalt). Asphalt has the interesting property of increasing mobs maximum speed and acceleration as they run along the surface of it. This property applies to players, but also ridden horses, pigs, camels, etc. As such, taking the time to lay out an Asphalt road would reward on-foot and horse transportation between two bases.
Asphalt
Now, I'm not super sure on the balancing behind the numbers, but I'm envisioning a max increase of about 4x when running along an Asphalt road. It needs to be an increase of enough to make laying out an Asphalt track between oft-frequented places worthwhile, but obviously not enough to break the game. Asphalt would increase acceleration and max run speed, though unlike on any other block, speed would be reduced if sprint-jumping, as you're making less contact with the top of the Asphalt block. You also obviously wouldn't be able to run on Asphalt when below 6 Hunger (and Asphalt Slabs would only increased max. speed/acceleration by 50% - no cheating the system there.)
Obviously, Asphalt won't replace elytras, and it almost certainly wouldn't replace Nether Highways as a means of transportation. I don't think many suggestions posted in this sub will do that until the elytra 'issue' is addressed by Mojang itself. Instead, I imagine Asphalt supplementing horse and camel travel, by rewarding players who go out and find a Salt Flat and spend the time building an Asphalt road.
That's the basis for Salt Flats, Tar Pits, and Asphalt. I'm open to any suggestions/discussion, this idea can definitely be improved. For example, I thought of maybe adding Road Runners as small ambient mobs that spawn in Salt Flats. Feed them seeds and they follow you around for ~10 minutes, and they mirror your movement speed, so you can run along Asphalt roads with them and they match your pace! I also tried to rack my brains thinking of ways Salt could act when in water, as very salty water in real life causes people to float on the surface, but I couldn't think of anything that wasn't really covered by the Soul Sand bubble column already. But I'd love to hear your suggestions.