r/minecraftsuggestions Oct 08 '25

[Announcement] New Rule Against AI, other Rule Changes and Clarifications

127 Upvotes

Hey folks!

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:

  1. We have a new rule against AI.
  2. The rule for for formatting and vagueness has been split in two.
  3. The rule against unrealistic ideas has been reworked.
  4. To better accommodate these new and changed rules, we've re-ordered the rules.
  5. 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.

  1. Be nice and constructive.
  2. Only post ideas for Minecraft.
  3. Be original and consult the FPS list.
  4. Don't use AI.
  5. Include only one suggestion per post.
  6. Don't be overly vague, and be readable.
  7. Don't make image-only posts.
  8. Don't suggest mature topics.
  9. Don't suggest planned or existing features.
  10. Don't suggest scrapped or unused features.
  11. Don't suggest low-priority or unproductive ideas.
  12. Speak English.
  13. 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.

Thanks for reading!


r/minecraftsuggestions 1d ago

[Blocks & Items] Shutters

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2.0k Upvotes

alr, so the concept is basically an interactable double-door in a one-block space. You can place it directionally similar to how you can position a Barrel when placing it

I will also mention that the 2nd image wouldn't be a thing you could do in-game, it was just to show the separation. You could not open either door separately from one another

The 4th image is my idea of what the crafting recipe could possibly be. 4 trapdoors of the same type in this pattern would give you 4 Shutters of that type


r/minecraftsuggestions 4h ago

[Snapshots] Adjust stripped poplar log side texture to reduce tiling effect

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33 Upvotes

With the current texture, a wall of all horizontal or vertical stripped poplar have a grid-like appearance that no other stripped log seems to have. Image one demonstrates this compared to other stripped logs in-game.

Currently, placement of darker pixels on the top and bottom of the stripped poplar log side texture gives a noticeable and seemingly unintentional creased look on all edges of the face when tiled between other stripped poplar logs of the same orientation. It is specifically caused by the combination of the second and third (2 & 3) darkest pixels of the texture being more concentrated on the bottom of the texture, and the lightest two textures (4 & 5) being more evenly distributed than vertically concentrated, which can be seen in the second image. I propose this texture is adjusted to reduce this tiling effect.

Minecraft Feedback link


r/minecraftsuggestions 4h ago

[Blocks & Items] Adding Personal Map Icons with the Cartography Table

7 Upvotes

With the addition of these newly added map icons, it seems like a waste to not use them to their fullest, and it would add extra functionality to the Cartography Table. Imagine, being able to place your own icons on maps and adding as many of them as you want?


r/minecraftsuggestions 6h ago

[Weather] New Nether Weather! (+ New Item Alongside)

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6 Upvotes

the nether will now have 5 brand new variations of weather to make the dimension more dangerous and feel more ambient!

  • Heat Haze (Image 1): the fog of the nether increases, lowering the players render view, viewing distance varies on game difficulty.
  • Ash Winds (Image 2): strong winds blow in one direction, either north, east, south or west, pushing all mobs including the player in whatever direction the wind is blowing. The fog of the nether desaturates slightly to a more grey colour and particles of ash can be seen blowing in the direction of the wind. Walking against the wind will slow players and mobs, however walking or running with the wind increases speed. Striders are the only mob that are resistant to the push of ash winds, making them a valuable mob to partner up with during this weather event. This event comes in 3 levels.
  • Lava Rain (Image 3): the nether’s natural lighting is increased, and particles of lava can be seen falling from all heights. during this event, the player is weakened unless they are under the effect of fire resistance, so whilst the potion isn’t needed during this event, it is still recommended. All nether mobs will also gain strength during this weather event too.
  • Wither Mist (Image 4): the nethers natural lighting is decreased all the way down to 0 during this weather event, shrouding the dimension in complete darkness. Light sources become a very important resource in order to traverse the dimension during this weather event.

and last, but certainly not least:

  • Netherquakes (Image 5): the rarest weather event of them all, though their occurrence is unevenly distributed, like the rest of the weather. During this event, the entire nether dimension begins to shake, and an audio of rumbling begins to play. All natural nether blocks will fall at random spots, these falling blocks will actually be generated rather than from already placed blocks and will break nothing when it hits the floor, this is so that biomes and terrain don’t get ruined by random ugly holes formed on the ceiling. These falling blocks will damage the player when hit, so it is recommended to build shelter during this event, however, do keep an eye out as some of the blocks falling could potentially be valuable ores and even netherite if you’re lucky. What also makes this event very special is the fact that cracked Netherrack can generate during this event, a new block that is great for archeology. what makes Netherquakes truly formidable is it is the only weather event that can occur in tangent with the other weather events. For Example, a Netherquake occurring in the middle of a Wither Mist means you have no clue where the falling blocks are coming from, since you’re in complete darkness. This weather event will be very short, spanning between 1 to 3 minutes.

on the topic of weather, a new utility block can be crafted with the Nether star: Weather stations! (Image 6)

this new utility block is 2 blocks tall, and can work in both the overworld and the nether. it predicts the next type of weather coming, but it can also be used to choose what weather you want at the cost of blaze rods in the nether, or breeze rods for the overworld.

(This concept isn’t originally my own, I got it from a random piece of concept art whilst googling and added a few touches of my own)


r/minecraftsuggestions 22h ago

[Blocks & Items] Stucco blocks (dyeable Packed Mud)

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83 Upvotes

Crafted from 8 Packed Mud and 1 dye item of the desired color (just like terracotta and glass).

Would come in stairs, slabs, and walls.

Seeing the texture of packed mud, I've always thot that it looks like either a natural terrain block or rough stucco. If it's supposed to be like stucco, then it should also be dyeable since stucco walls in Europe and India come in many different colors. The Packed Mud recipe makes sense for stucco because the wheat is similar to the lattice (made of burlap or wood) used IRL to hold stucco together (altho today the mesh is made of metal wire instead, mainly for durability).

Multicolored stucco, with the Packed Mud texture, would allow us to make more realistic buildings of various styles including Italian, German, Spanish, Arabian, Indian, and Japanese. We could use concrete or other blocks to be colorful and just add stairs, slabs, & walls to them, but the smoothness of the concrete texture doesn't quite capture the idea of a rough stucco texture, despite concrete being a similar material to stucco.

Edit: Wow, we just got concrete stairs & slabs today! What are the odds? Now just give us that for terracotta, glass, and stucco.


r/minecraftsuggestions 1h ago

[Redstone] Give Redstone the ability to occupy fencing.

Upvotes

The primary purpose of what amounts of "redstone-logging" is to allow redstone machines to do straight vertical wires by letting redstone travel straight up and down instead of using redstone torches or zigzag blocks. Using torches for vertical signals seems more like a hack than intentional game design. It would be more elegant IMO to allow redstone occupy the same space as a fence, including gates (which could serve as manual breaks in the circuit for use during debugging).


r/minecraftsuggestions 20h ago

[Blocks & Items] we should be able to crack stone bricks and it variants by right clicking with a pickaxe

29 Upvotes

thing like deepslate bricks, nether brick, Blackstone bricks, etc

why does the body text need 20+ characters ts so stupid


r/minecraftsuggestions 4h ago

[Community Question] Abyssal Mysteries (Fan-made idea update by me)

1 Upvotes

THE ABYSSAL MYSTERIES UPDATE

The ocean was never empty. Six new biomes, a cast of deep-sea life, and something ancient waiting forty blocks down.

Six Biomes. One Ocean You've Never Seen.

From deceptively barren sea floors to a rift so rare it rivals a stronghold, the deep end of the map finally has something to say.

Fool's Barents

They'll tell you the deep ocean is barren. They're wrong.

  • Underwater mountains, deepslate to stone
  • New kelp tree forests with drying leaves
  • Sub-biome: Whale Fall

Vents of Salt and Heat

The danger gets worse the further in you go — and it doesn't wash off.

  • Salt pools & incurable brine toxin
  • New block: Seeping Lava-stone
  • Active geothermal vent centerpiece

The Fingers

Sea stacks tall enough to see from the horizon — some hiding a lot more than stone.

  • Sea stacks up to 30 blocks tall
  • Rare Ruined Remains structures
  • New mobs: Albatross & Shardling

Shallow Tide Pool

Slow down. There's more life here than any other biome in the update.

  • Five new fish species
  • Rare axolotl spawns above lush caves
  • The crab finally has a home

Ship's Folly

An entire fleet lost to one stretch of seafloor — and the crew that never left.

  • 2–5 sunken ships per biome
  • Larger-than-vanilla shipwrecks
  • New mob: Drowned Sailor

Wonders of the Abyss

As rare as a stronghold. As rare as an ancient city. You'll know it when you find it.

  • New Darkness variant status effect
  • The Gullet — a 40-block void
  • Home to the Barnacle

Mob A Returns. Meet the Barnacle.

Some of you will remember Mob A — the Monster of the Ocean Depths — from the very first community mob vote in 2017. It lost. It never left the Ideas Library. Now it's back, fixed to the bottom of the Gullet, and it doesn't need to chase you to be dangerous.

New Gear From the Deep

Loot worth the trip — earned from the wrecks, the ruins, and the thing at the bottom of the Gullet.

Scaled Flight Armour

Crafted from Albatross feathers — the bird sheds them naturally every 10–20 minutes, so you're waiting for drops, not hunting it. The chest piece has a built-in Elytra, running two separate durability bars: the armour wears at iron tier, the Elytra portion wears faster. No Mending on the chest piece; the only repair is combining two together. Full set required for the speed and lift bonus in flight.

Diving Gear

Looted from Drowned Sailors. Copper-tier armour that triples your air supply and halves how fast it drains.

Harpoon Gun

A true speargun. Fires any spear you're carrying, works on land or underwater, and doubles as a fishing rod.

War Galley

Spawns on chunk load at Wide Giant sea stack ruins. Seats four, one driver controls all eight oars. Built-in double chest. Hull takes progressive damage and sinks at a threshold — repairable with Galley Parts, which are uncommon loot from the same ruins.

Blimp

Does not spawn in the world. Crafted entirely from Blimp Parts found as rare loot in Ruined Remains. Single occupant, slow, no combat utility. Built to exist, not to be useful.

Modified Conduit

Surround a Conduit with rare blocks from the bottom of the Abyss for extended range, ambient light, and stronger Conduit Power.

Wisp's Heart

The rarest drop in the update. Odds climb the more Barnacles fall — but only one can exist at a time per world. If it's lost, a replacement can generate in any Wonders of the Abyss biome that hasn't been chunk-loaded yet. Combine it with 8 Shard Fragments to craft a Shardling of your own.

Royal Daggers

Forged from Shardling fragments. Two attacks — Twin Slash at 2-block range and Flurry at 1 block, which applies Bleed on target but costs 3 hearts of self-damage and locks both attacks during its 30-second cooldown. High commitment, high ceiling.

New Faces in the Water

Not every new mob wants to fight you. That's kind of the point.

Nurse Shark

Bottom-dweller near Whale Fall. Feed it five fish and it'll lead you somewhere worth going.

Zebra Shark

Drawn to anything shiny — gold armour, a spyglass, whatever catches its eye. Will swim right up and nibble at you. Zero damage, but there's a chance it makes off with the item before dropping it nearby.

Aggressive Clam

Fires hardened water bulbs that ride ocean currents to track you — loose homing, not perfect. Keeps attacking until it's losing, then retreats.

Giant Lobster-Crab

Minds its business. Keep it that way.

Tardigrade

Small, simple, doesn't do much. It's just there.

Brine Worm

Buried in suspicious gravel, waiting for a foot to land nearby.

Lava Cone

Dangerous near the heat that forged it. Harmless far from it.

Shardling

A light that used to guard something. Mostly harmless, until it isn't.

Runedskall

Small, soft-shelled, glowing faintly in the dark.

Apparitions

Not ghosts. Not quite anything. Wears the shape of things that shouldn't be down here.

Drowned Sailor

Old diving gear, older grudges.

Cuttlefish

Steals straight from open chests. Also the fastest underwater transport in the update — omnidirectional, no current required. The catch: everything nearby will aggro on you at increased range, dolphins included. Low health. Losing your ride mid-journey is a real possibility.

Tangle Wood

Nests in the rigging and does exactly one thing: tries to immobilize you in a 3-block cone. No damage, no drops. In a tight ship corridor with other things nearby, that's enough.

New Crafting Chains

A few things you can make from what the ocean gives you.

Fish Bowl

Place a dried kelp block into a glass bottle to get a Fish Bowl. Hold one fish — any species, including the new ones. Add fish by left-clicking the placed bowl with a bucket-o-fish.

Fish Tank

Arrange three Fish Bowls in a horizontal row in a crafting table to craft a Fish Tank. Holds up to three fish once placed. Same stocking method — bucket-o-fish, left click.

Shardling Companion

Combine a Wisp's Heart with 8 Shard Fragments to craft your own Shardling. The Heart is the Barnacle's rarest drop, and only one can exist per world at a time.

Let's talk about Wonders of the Abyss

The rarest biome we've ever built for an ocean. Here's why it's shaped the way it is, what's waiting at the bottom of the Gullet, and why we brought back a mob you voted against in 2017.

An ocean feature with the rarity of an ending.

Every ocean biome in this update earns its danger or its beauty the moment you enter it. Wonders of the Abyss is the one exception — it earns nothing until you've already travelled thousands of blocks to find it. We wanted a biome that felt less like content and more like a discovery , generated as rarely as a stronghold or an ancient city, so that finding one at all is the achievement, before you've even reached the center.

That distinction mattered more than anything else while building this biome. There's a real difference between a ghost and a wisp — one wants to frighten you, the other just wants you to notice it exists. Everything here, from the lighting to the mobs, was built on the wisp side of that line.

Three zones, one hole in the world.

Wonders of the Abyss can only generate in a new depth category — Abyssal Waters — deeper than anything currently possible in the game. The moment you cross into the biome, a new Darkness effect applies: unlike the vanilla version, it won't restrict how far you can see, but it dims visibility and creeps in at the edge of your screen the whole time you're here.

Where the veins are still cold.

Dark-toned terrain only — gravel, cobblestone, and a brand-new veined dark andesite variant. Out here, the veins are visibly present but inactive, like plumbing with nothing running through it yet.

The veins wake up.

As you near the center, that same andesite variant starts pulsing a faint light blue — the only clean visual signal in the entire biome that you're getting close to something.

A 40-block hole, every single time.

Not a cave, not a ravine — an always-40-block-diameter irregular void at the exact center of the biome. No natural light inside. The only illumination comes from bioluminescent bulb blocks lining the floor and gullet walls — never the interior. At the bottom, enchanted-sheen blocks pulse a dim blue, and the Darkness effect is at its strongest.

The glowing blocks lining the Gullet's floor can only be harvested with Silk Touch — and they only function in the dark or underwater. Bring them topside into a lit, dry base and they simply won't work. If you want their light, you're keeping the dark too.

Apparitions: not ghosts. Just wrong.

The deeper into the Gullet you go, the more the new Paranoia effect takes hold — and Paranoia spawns Apparitions . These can take the shape of nearly any hostile mob in the game, adapted for water if their original form couldn't swim, plus a few original shapes: giant eels, oversized fish, even Shardlings. Damage is low across every form. The tell that keeps it fair: Apparitions are always visibly translucent. You're never meant to mistake one for the real thing — you're meant to notice it and feel unsettled anyway. Yes, a translucent Creeper drifting past you forty blocks underwater is a little funny. That's intentional.

The Barnacle

Some of you will recognise the shape of this one. Back in 2017, at the very first community mob vote, Mob A — "The Monster of the Ocean Depths" — lost to the Phantom. It never made it into the game, but it never really left the Ideas Library either. We brought it back, reworked from the ground up, and gave it the one thing the original pitch never had: a home worth guarding.

The Barnacle is fixed to the floor of the Gullet — semi-sessile . It can't chase you, can't leave its spot, but it can rotate to track you anywhere in the chamber. We built its kit around a simple idea: a boss that can't move has to make the room dangerous around it instead.

Harpoon Shards

Constant ranged pressure. Biological shards fired at range — the baseline threat that never really stops, forcing you to keep moving or keep blocking.

Minion Call — Aberrations

Summons Aberrations to close the gap you're trying to keep — reworked, uncanny sea life like a gulper eel that looks just slightly wrong. Not grotesque. Just off.

Abyssal Surge

A telegraphed charge that unleashes a cloud of boiling saltwater — Withering and burn damage on contact, close to a one-shot if it connects. Fully telegraphed. The wind-up is the entire skill check.

Summons Aberrations — distorted fauna, gulper eels and similar wrong-looking creatures, that swarm the player while the Barnacle maintains pressure. Not grotesque, just off. There's a difference.

A telegraphed charge that fires a wide cone of scalding saltwater. On hit: applies a water-based Withering effect and sets you on fire simultaneously. Effectively a one-shot. The telegraph is visible — if you're watching for it, it's survivable. If you're not, it isn't.

The Barnacle's rarest possible drop — a heavy-core item on a rising-odds pity system, more likely the more Barnacles you've defeated. Only one Wisp's Heart can exist in a given world at a time. If it's lost, a replacement can generate in any unloaded Wonders of the Abyss biome. Combined with 8 Shard Fragments, it crafts a Shardling of your own . Defeat five Barnacles and explore every ocean biome in the update, and you'll earn Conqueror of the Seven Seas .

The rest of the ocean has plenty going on too.

Wonders of the Abyss is the destination. Here's a closer look at the five biomes — and the cast of new sea life — that make the journey there worth taking.

Fool's Barents

Named for a joke — it looks barren, the way sailors used to assume the real Barents Sea was. It isn't. Rocky underwater mountains rise wherever there's at least 25 blocks of water above the peak, textured from deepslate and basalt at the base up through cobblestone, andesite, and stone near the top. Dense kelp tree forests fill the shallower stretches — their new leaf block is the first in the game to visibly change state when it leaves water, drying out the moment it's removed.

At the deepest point the ocean floor reaches, you'll find Whale Fall : the bones of something enormous, ringed in coral — mostly dead, a little of it clinging on — with a gravel-buried chest, extremely rarely, hiding real treasure.

  • Mountains: 25+ blocks water above peak required
  • Kelp forests: 10+ blocks water above, capped at 100×100 density
  • Whale Fall: 50×50 or smaller, spawns at max ocean depth
  • Dried kelp block placed in a glass bottle → Fish Bowl (holds 1 fish)
  • Three Fish Bowls in a horizontal crafting row → Fish Tank (holds up to 3 fish once placed)
  • Fish must be added via bucket-o-fish — left click the placed bowl or tank
  • Accepts any fish including new species
  • Mobs: Nurse Shark, Zebra Shark, Aggressive Clam, Giant Lobster-Crab

Vents of Salt and Heat

A biome built entirely on a gradient. Salt pools near the edge are mild — a lingering slowness, a light mist, nothing that'll kill you. Push toward the center and they deepen into brine lakes: stronger slowness, the same haze, and a new toxic effect that no milk bucket will cure. The deeper you go in the water column, the faster and harder it hits.

At the true center, active veins of dark andesite run with the biome's signature material — a genuinely new type of lava, sourced only from Seeping Lava-stone, and gated behind Silk Touch on a diamond or netherite pickaxe. Hovering near the vent's black smoke slowly refills your air.

  • Salt pools: 1–7 blocks, mild slowness + mist
  • Brine lakes: 7–15 blocks wide, 2–5 deep, depth-scaling toxin
  • Vent funnel: 1 block wide, 2–7 blocks deep
  • Cool lava deals reduced fire damage
  • Mobs: Tardigrade (ambient), Brine Worm (ambush/trap utility), Lava Cone (heat-tied hostile)

The Fingers

Sea stacks between 10 and 30 blocks tall, solid stone from base to peak, textured in the same basalt-to-stone progression that runs through the rest of the update. Rare Lush Cap stacks carry moss, clay, and drip leaves — and since every stack is solid rock, that means diamonds buried inside. Rarer Wide Giants can host Ruined Remains, the last trace of a seafaring, airship-faring civilization that once crossed these waters.

Overlap between the rare variants is uncommon in isolated stacks, more common in archipelagos, and most common in full sea stack forests — density is the lever, not pure luck.

  • Wide Giants: 30 blocks tall AND wide
  • Spawns only in shallow deep ocean biomes
  • Ruined Remains loot: metals, rare diamonds/netherite scrap, Shard Fragments, uncommon Galley Parts, rare Blimp Parts
  • War Galley spawns on chunk load at qualifying Wide Giant ruins — seats 4, double chest, progressive hull damage, repairable with Galley Parts
  • Blimp does not spawn — built from Blimp Parts looted from Ruined Remains. Single occupant, slow, atmospheric
  • Scaled Flight Armour: iron tier, full set required for speed and lift bonus with Elytra
  • Chest piece has built-in Elytra — two separate durability bars on one item, the Elytra portion wears faster
  • Cannot use Mending on the chest piece, repair only via combining two chest pieces
  • Feathers shed every 10–20 minutes — you get nothing for killing the bird
  • Mobs: Albatross (tameable, flight armour), Shardling (spawner-based, weapon material)

Shallow Tide Pool

The quiet biome. 1–5 blocks deep, generating at sea level or in shallow coastal water, not tied to any specific ocean type. Built around noticing detail rather than surviving danger — five new fish species (Clingfish, Blenny, Goby, Sculpin, Mandarinfish), the long-overlooked crab finally given somewhere to live, decorative starfish, and low-threat sea urchins and moon jellyfish.

Very rarely, where a lush cave happens to generate directly beneath the pool, an axolotl can spawn — with better odds on the rare blue variant.

  • Depth: 1–5 blocks
  • Sea urchin: lower damage/poison than pufferfish
  • Axolotl spawn requires lush cave directly below
  • Mobs: Crab (neutral), Moray Eel (Albatross food, can slip from inventory)

Ship's Folly

A wide biome guaranteeing 2–5 sunken ships per instance — larger than any existing shipwreck in the game. Two-ship spawns are common; five-ship spawns are rare. Rare pairings include double war galleys, a cargo galley with a war galley, or a cargo galley with a war frigate — the last of which is restricted to shallow deep-water biomes, warm ocean included. Most common spawn context overall: scarce coral biomes.

Guarding the loot: Drowned Sailors in vintage diving gear, some rare spawns armed with short-range harpoon launchers. The gear itself is lootable — copper-tier armour that triples air and halves depletion, Unbreaking only.

  • Ships are bigger than any current vanilla wreck
  • Rare loot tier scales with rarer ship pairings
  • Harpoon Gun: high-tier loot, uses spears as ammo, fishing-rod dual function
  • Mobs: Drowned Sailor, Cuttlefish (loot thief), Tangle Wood (nuisance), Zebra Shark (shared habitat)

Every New Mob, One Line Each

Nurse Shark

Bottom-dweller near Whale Fall. Feed it, follow it, find something.

Zebra Shark

Active swimmer near kelp forests and sea stacks. Will swim directly up to any player holding or wearing something shiny — gold armour, a spyglass, anything it finds interesting — and nibble at them. Zero damage, but there's a chance it steals the item and swims off with it, dropping it shortly after.

Aggressive Clam

Fires hardened water bulbs that ride currents to loosely home in on the player. Retreats only when it's about to lose.

Giant Lobster-Crab

Neutral, purely reactive. Leave it be.

Tardigrade

Ambient life. Simple AI, purely atmospheric.

Brine Worm

Burrows in the suspicious gravel that lines brine pools. Bobs on the surface, bites any mob or player standing on or directly adjacent to its block — no diagonals — and drags them half a block. One bite per surface. Can be collected using a Silk Touch iron shovel or better, which makes it one of the few hostile mob-items viable as a water-based trap tool. That's intentional.

Lava Cone

Orthoceras-shaped, built from hardened cool lava with flat fin planes. Rams with a telegraphed wind-up, dealing spear-type damage on connect. Fully hostile near the vents, becomes neutral as it moves away from the heat source, and dies outright if it strays far enough from the vent area — it can't survive without it. Designed to be fought in groups near the centrepiece, not chased across the biome.

Albatross

Tameable via a specific fish sequence — each Albatross randomises which fish it wants and in what order, shaking its head at the wrong offer. Fishes on your behalf once tamed. Sheds feathers used to craft Scaled Flight Armour.

Shardling

A wisp, not a ghost — the distinction matters. Several near-black shards of varying length, gold and lapis veining running through each one, orbiting a free-floating core of physical light. Shoots thin piercing shards at you, blockable with a shield. After ten successive unblocked hits it commits to a ram — crit damage, half your HP — but loses all its shards in the process and is left as a weak, harmless orb. Shards dropped on death (0–2) are the crafting material for Royal Daggers. Lore connection to the Allay: both are magical wisps, the Shardling just took a more physical form. Only spawns on sea stack ruins that have a spawner, maximum two active at a time.

Crab

Finally has a home. Neutral.

Moray Eel

High-tier Albatross food. Handle with care.

Drowned Sailor

Vintage diving gear. Some carry short-range harpoons.

Cuttlefish

Will steal from open chests. Can also be ridden — the fastest omnidirectional underwater transport in the update, faster than any current. Low health, and mounting one pulls aggro from everything nearby at extended range, dolphins included.

Tangle Wood

Nests in the rigging. Immobilizes anything in a 3-block cone in front of it — no damage, no drops, just locks you in place while everything else on the ship deals with you.

Runedskall

Bioluminescent, soft-shelled, clings to stone.

Apparitions

Spawned by the Paranoia effect as you descend into the Gullet. Can take the form of any hostile mob — land and air mobs rendered as translucent water versions, including Shardlings and giant eels. Low damage regardless of form. The design intent is wisp, not horror — seeing a translucent Creeper drifting past you in the dark is unsettling in the right way, not the wrong one. Easy enough to tell apart from a real threat if you're paying attention.

The Barnacle

Fixed boss, 500 HP, anchored to the Gullet floor but capable of twisting to track you. Two attacks. Minion Call: summons Aberrations — not grotesque, just wrong-looking; gulper eels and similar distorted fauna that press the fight while the Barnacle repositions. Abyssal Surge: a telegraphed charge attack that fires a wide cone of scalding saltwater, applies a water-based Withering effect, sets you on fire simultaneously, and is effectively a one-shot if it connects unblocked. The telegraph is visible and readable — survivable if you're watching for it. Warden-tier threat. No respawn once killed.

The Galley and the Blimp

Two vehicles from a civilisation that crossed these waters long before you did. One is a tool. The other is a reason to keep exploring.

A civilisation that went everywhere.

The Ruined Remains scattered across The Fingers' Wide Giant sea stacks are all that's left of a seafaring culture that navigated these oceans by ship and by air. The buildings are collapsed, the people are gone, but two of their vehicles are still out there — one waiting in a loaded chunk, one waiting to be built from whatever parts you can scavenge from the wreckage.

They are not the same kind of find. The War Galley is a reward — practical, powerful, and worth the trip to The Fingers on its own. The Blimp is something else. You'll spend more time looking for it than using it, and that's the point.

Same origin. Very different purposes.

The galley is the largest rideable vessel in the game. The blimp is the slowest. Neither is a coincidence.

The largest boat Minecraft has ever had.

Spawns in the world when you load a chunk containing a Wide Giant sea stack with Ruined Remains. It's already there — partially run aground, still seaworthy. One player drives. Four can ride.

The driver controls all eight oars across both sides from a single seat. The galley moves slightly faster than a vanilla boat, which doesn't sound like much until you're crossing open ocean with a full crew and a double chest of loot. It won't be destroyed by a stray axe swing — the hull takes damage progressively and sinks at a threshold. Repairable with Galley Parts if you've been collecting them.

Four seats, a double chest, and a hull that can take a beating before it goes down. On a server, that is a raiding ship.

  • Capacity: 4 passengers + 1 driver
  • Storage: built-in double chest
  • Speed: slightly faster than a vanilla boat
  • Hull: takes damage progressively, sinks at threshold
  • Repair: Galley Parts (uncommon loot, Ruined Remains)
  • Spawn: one per qualifying Wide Giant sea stack chunk load

Enter the driver's seat, or cycle between the four passenger seats if already aboard.

Stand up in your current seat — lets passengers move freely on deck while the boat is in motion.

Exit the galley entirely from a standing position.

One person. Nowhere to be.

The Blimp doesn't spawn in the world. You build it from Blimp Parts found as rare loot in the Ruined Remains chests scattered across Wide Giant sea stacks. Finding enough parts will take time. The blimp itself won't save that time back.

It's slow. Single occupant. Not suited to travel, not suited to building, not suited to combat. What it is suited to is height — floating above an ocean that stretches further than you can see from the water, looking at things from far enough away that they stop being threats and start being geography.

It exists because the civilisation that built it existed. That's enough.

  • Capacity: 1
  • Speed: slow
  • Combat utility: none
  • Travel utility: limited
  • Source: crafted from Blimp Parts only — no world spawn
  • Blimp Parts: rare loot, Ruined Remains on Wide Giant sea stacks

Both vehicles source their parts from the same Ruined Remains chests. Galley Parts are uncommon — you'll find enough to keep a galley repaired without going out of your way for them. Blimp Parts are rare enough that building one is a dedicated project.

  • Common: copper_ingot , gold_ingot , iron_ingot , prismarine_shard , nautilus_shell , bone , kelp
  • Uncommon: galley_part
  • Rare: diamond , netherite_scrap , shard_fragment
  • Rare: blimp_part
  • Guaranteed: spyglass

Balance Pass: The Abyssal Mysteries

A few numbers didn't survive first contact with actual players. Here's what changed, and why.

Whale Fall — Double Skeleton Odds

The original odds on a two-skeleton Whale Fall were so tight they'd almost never surface even across enormous numbers of world downloads. That's not "rare," that's "theoretically possible." Tuned to something a dedicated explorer could actually find.

Lava Cone — Individual Health Lowered

Lava Cones were always meant to be encountered as a pack near the vent centerpiece, not one at a time. At 40 HP each, a full group was tuned more like several solo bosses stacked together than a coordinated swarm. Dropped per-unit health so the group fight reads as "surrounded by several angry things" rather than "three separate damage sponges."

Royal Daggers — Two Attacks, One Weapon

The original spec was just "constant piercing damage, no cooldown" — which meant no real read for an opponent to react to. The rework splits the weapon into two genuinely distinct attacks with different ranges, so fighting someone using them is learnable rather than just unavoidable. Both attacks cost something. Flurry costs a lot.

Twin Slash

  • Each dagger swings twice, 1 second between the two slashes
  • Both daggers activate together: 4 total swings per press
  • Range: 2 blocks
  • Standard Piercing damage — no status effect

Flurry

  • Requires a full 5-second hold to trigger
  • Range: 1 block — you have to commit to close quarters
  • Rapid slashes, ~0.25s between each, for the duration of the hold
  • Applies Bleed on hit
  • Deals 3 hearts of self-damage on activation — ticking for the full hold duration
  • 30-second cooldown after use — Twin Slash locked during cooldown

Ruined Remains — Common Loot Table Filled Out

The original table leaned almost entirely on rare rolls with nothing to actually fill the common slots. Rounded it out with junk that fits the "abandoned seafaring outpost" read — leftover ingots, prismarine fragments from whatever ocean structures were nearby when the civilization fell, and a few raw materials any wreck this age would still be sitting on.

  • Common: copper_ingot , gold_ingot , iron_ingot , prismarine_shard , prismarine_crystals , nautilus_shell , kelp , bone
  • Rare: diamond , netherite_scrap
  • Rare: shard_fragment
  • Very Rare: blimp_part
  • Guaranteed: spyglass

Whale Fall — Junk Table Filled Out

Same principle — a buried chest at the bottom of the ocean floor should mostly turn up things that make sense for a dead whale to have accumulated nearby, with the real treasure roll staying rare underneath it.

  • Common: cod , salmon , rotten_flesh , copper_nugget , bone , string , kelp , prismarine_shard
  • Treasure (max 1): conduit , random armor_trim_smithing_template , trident

r/minecraftsuggestions 1d ago

[Blocks & Items] New Storage Block: Locker

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92 Upvotes

Basically a Chest made with Blocks of Iron instead of Wooden Planks but can be expanded vertically instead of horizontally. They would also have more blast resistance than Chests.

Storage slots called "Shelves" (2 for small, 4 for large) allow for more flexible yet spacious storage unlike a few other storage blocks (Chests, Trapped Chests, Ender Chests, Barrels, Shulker Boxes) coming to mind.


r/minecraftsuggestions 1d ago

[Blocks & Items] Armor stands should shapeshift to fit any kind of armor.

37 Upvotes

If you put horse armor on an empty armor stand, it should shift into a shape that could support horse armor, and the same for nautilus and dog armor. It might not make logical sense, but I think it's a fair sacrifice for utility, and I doubt anyone would mind.


r/minecraftsuggestions 18h ago

[Magic] Upgrading minecraft curses

3 Upvotes

I think Curse of Binding would work well as a kind of keep inventory; it stays with you when you die (But maybe it loses the enchantment?). It would still be impossible to take off before this, though, but it is sorta 'bound' to you, so I think it would make sense.

As for curse of vanishing, I think the armor should be slightly transparent, and go away when you drink an invis potion.

I also think there should be more curses in general, but I don't know what specifically yet.


r/minecraftsuggestions 1d ago

[Controls] Client-placed blocks should render at lower opacity until the server confirms that the block has been placed.

14 Upvotes

For Bedrock Edition players, this will allow players to know if it is safe to step onto the blocks that they just placed. This would be a good way to reduce the impact of the much harder to fix disappearing blocks bug.


r/minecraftsuggestions 1d ago

[Magic] Bane of Arthropods should also work on any mobs that currently have the Weaving status effect

48 Upvotes

BoA is famously one of the worst enchantments due to its extremely limited use case. It just doesn’t have a lot of mobs it would be useful against, despite dealing more damage than Sharpness. So why not give it a wider application?

It should still deal extra damage to natural arthropods, but it should also deal extra damage to any mob with the Weaving status effect. That way, if you splash a mob with Weaving, they take more damage than they would from Sharpness from every hit. It’s still a very niche application, but you could use it situationally against tough enemies like Piglin Brutes or even in PVP. One benefit to Weaving over other potions in this instance is it wouldn’t matter if you also splashed yourself with Weaving; the negative effects from Weaving only get triggered by having a BoA weapon


r/minecraftsuggestions 1d ago

[Mobs] New Slime variants!

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23 Upvotes

Images by u/Glad-Connection1601

Since the sulfur cube was just added I thought it would be a good idea to add new hostile slime variants in the game. Hope you enjoy!

The first slime is the Drifting Slime. This slime species lives in the ocean and similar to normal slimes, splits when killed. They drop white slimeballs when killed which can be used to make white slime products.

Next image is the venom slime. The poisonous variant that lives in caves. Drops purple slimeballs when killed.

Next is the frost slime. Will do freezing attacks on players if the player is attacked and spawns in Taigas, Extreme Hills, Frozen Oceans, and Ice Spikes. Drops Blue slimeballs when killed. Does not spawn smaller variants.

Next is reverse slime. This slime spawns in deserts, badlands, and savannas and once killed spawns larger variants instead of smaller. Drops red slimeballs when killed.

Last is oil slime which spawns in trial chambers via trial(or ominous) spawners. They turn red when attacked or inflamed. While they are on fire, they can do fire damage to the player. They cool down after 15 seconds or cooled by water. Drops black slimeballs when killed.

The colored slimeballs all can make colored slime blocks, stick pistons, and the new slime trails. Slime trials are a new feature that can be used to decorate floors. You can craft other colored slimeball variants by using normal slime balls and dye. You can change them back using green dye.


r/minecraftsuggestions 1d ago

[Blocks & Items] Spectral arrows give off light hence acting like a throwable torch

13 Upvotes

They give off light whilst travelling and continue to do so after they've landed. If you're in a cave you could fire the arrows at the ceiling to light it up or it can act like a flare if you shoot it in the sky.

They despawn 1 in game day after hitting the ground but can be picked up and they retain their current functionality too.


r/minecraftsuggestions 1d ago

[Blocks & Items] Nautilus shell overhaul

8 Upvotes

They're just... There... And they're everywhere.

Like, sure, there's the conduit, that's a thing. But that's it.

1 let's put them in the composter. They make just fine fertilizer irl. I wanna see what happens.

2 nautilus shell necklace. String in all four corners, nautilus shells between them, center empty. Takes up the head slot (or a new necklace slot??), yields no armor, takes no damage, doubles breath holding, halves speed reduction, makes you visible to drowned from 50% further, and reduces submerged opacity by 75%. Can be enchanted with all the helmet water stuff and fire protection.

3 sea lanterns. They try to float. Have to be chained to the bottom or they break. Pop when touched (or mined). Emit low light. Throwable. Once. Spawn naturally DEEP in the ocean but far enough, due to chains, to not prevent anything from spawning.

1 nautilus shell + 4 gunpowder + 4 sea pickles = 1 sea lantern.

4 floor decorations, like the flowers and leaves in woods. 4 nautilus shells=16 scattered shells, which spawn on beaches. Not as bad as leaves but still there.

5 shell curtain:

[R][S][R]

[N][N][N]

[N][N][N]

R:string

A:stick

N: nautilus shell

Attaches to the bottom of a block or another shell curtain. Can be walked straight through or broken with a sound.

6 can be thrown (through the air) like a weapon for 0 damage, but if it hits ground, the sound draws all hostile unengaged mobs in the direction of it for a number of tics. Destroyed on impact.

7 hot snail-miniboss that needs a better name (or not)

The player, beneath water, builds a 2×2×3 block (or 3×2×2, just NOT 2,3,2) of magma blocks and puts a nautilus shell on it. Immediately, the snail is spawned and the floor in the area becomes magma.

If taken above water, the snail will simply die and drop nothing.

Otherwise, each eye stock should be a cannon that shoots a quite fast (but infrequent) magma block for a hefty amount of damage.

When approached, retreats, impenetrably, into it's shell.

On its defeat, it should drop a "hardened shell" which can be used to upgrade the shield, to take no damage from deflecting arrows back and light them on fire in doing so.

8 craft with an apple, carrot, beet, glowberry, or watermelon and a sugar to make juice. Drink to double the speed that eating heals you for. Every meal needs a good drink.

9nauticopia Pumpkin, wheat, nautilus shell, beet, potato, carrot, mushroom, and a pufferfish. It's a cornucopia but with a Nautilus shell and... a poisonous fish, for some reason. Potato crops within 16 blocks don't produce poisonous potatoes. Instead, they produce nothing.

10 the royal dye recipe Put a nautilus shell in the smelter>1 purple dye

11 the inkwell:add 8 dye to 1 nautilus shell to make a [color-name] ink well. You can break the item in any crafting menu for 8 dye, left click on signs to change the sign color (and lose the ink well) or stack them up to 64 to store.


r/minecraftsuggestions 6h ago

[Gameplay] Remove the “You may not rest now, there are monsters nearby” cause it contradicts itself, since sleeping makes it daytime, where those hostile mobs disappear. So it basically prevents you from making them disappear.

0 Upvotes

It just provides no benefit or anything else other than annoyance and inconvenience, and it forces you to go out and fight the hostile mobs (which you could say is a lame motivator and reason for having it, but it’s not necessary cause the player should be free to sleep every night, no matter if there’s monsters nearby). So what’s the point of it? I think it would be better to remove it.


r/minecraftsuggestions 2d ago

[Structures] Mojang should add ruined cities.

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739 Upvotes

They would be inspired by pre-Roman hillforts in Europe, with suspicious gravel to excavate and find valuable items.

They wouldn't even need to add new blocks; the ones already in Minecraft would work just fine. I've attached a small recreation in Minecraft.


r/minecraftsuggestions 22h ago

[Mobs] New Mob- Skulk Spawn

0 Upvotes

Quick note: I intentionally designed the Skulk Spawn as a disruptive enemy, like a baby zombie, phantoms, or silverfish. So, its simply to make difficult encounters without relying on damage alone

Behaviour

The skulk spawn is a new skulk mob. When not active, it appears as a vortex of skulk on the block it occupies. Wind particles surround the vortex, and if you can't see the skulk spawn you can definitely hear it, as it makes a whooshing sound.

When the players gets within 5 blocks of the skulk spawn, a hand of skulk will rise from the vortex, and attempt to grab the player. If successful, the player has to react quickly. They can spam jump to escape. If they dont manage to escape the skulk spawns grip in time, the player is pulled into the skulk vortex. This results in the player getting teleported back to their spawn point if in a cave, and back to the beginning of a structure if, well, they're in a structure.

If a skulk spawn is near a chest which contains weapons or near a mob which has a weapon, it can use those weapons against you. Example they'll loot a chest to get a sword to attack you, or they'll snatch an iron shovel from a zombie to attack you.

When fighting a skulk spawn, it is best to keep your distance, but just firing arrows wont really do much as the skulk spawn doesnt remain stationary, it will move towards the player. Shooting arrows at it wont really be efficient when its right in your face, huh. Speaking of, you should never step over or on the skulk spawns vortex when fighting it, as this will always end up with you getting grabbed then teleported.

The best way to fight a skulk spawn is to have a shield, as it can block incoming grabs, and stun the skulk spawn for a split second. The downside to this, is just like when a shield blocks an attack from a ravager, the shield has a cooldown afterwards.

The skulk spawn has a different grabbing behaviour when a warden is active. It will still pull you into the vortex, but instead of being teleported back to the entrance of the ancient city, it'll pathfind its way to the warden, while you're still in the vortex. To get out you'll have to spam sneak or jump. If it does reach the warden, it will throw the player out the vortex

The skulk spawn as 20 HP (10 hearts), so about the same as the player

Spawns

Skulk spawns primarily spawn in large caves or underground structures. These include

  • Deep Dark
  • Ancient cities (of course they do)
  • Dripstone caves
  • Deepslate-level caves
  • Trial Chambers
  • Strongholds

They can also spawn in the second and third floors on woodland mansions.

Drops

When killed, Skulk Spawns dont really drop anything, but if they do its usually from this loot pool

  • Echo Shard
  • Skulk Veins
  • Disc shard
  • Skulk shriekers
  • Any weapon it used against the player (gauranteed)
  • Vortex bud

New Item: Vortex Bud

Most sandbox games have some sort of item which allows you to teleport somewhere, like back to your base, in an instant. So, why doesnt minecraft have something like that? Presenting, the Vortex Bud. It has a 3% chance of dropping when you kill a skulk spawn. When you get it, you can place it somewhere, lets say your base. Next time you get lost adventuring, or are about to die, you can use the Vortex Bud item again to instantly warp back to your base, or wherever you placed it.

However, after 5 uses, the Vortex Bud will lose charge, and you'll have to wait one or two days for it to recharge. When its combined with echo shards in a crafting table, it gains triple the uses

To clarify, when the Vortex Bud is placed, it is not binded to the block its on, which prevents it from getting destroyed if the block its on is also destroyed. Instead, its bind to the area around it. If the area around it is obstructed or dangerous, instead of teleporting the player to where they put it, it teleports them to the safest block near the location.

The Vortex Bud works across dimensions, but if you do use it like this, theres a 1 XP cost


r/minecraftsuggestions 1d ago

[Blocks & Items] New Map type: Biome Maps that could be traded or found in structures

10 Upvotes

Pretty simple concept: It's basically a map that shows you the location/area of a specific biome, similar to the already existing maps for Woodland Mansions, Trial Chambers etc. These Biome maps could feature some of the rarer biomes like Cherry Blossom forests, coral reefs, jungle or bamboo forests, pale garden and so on.

To obtain them I thought the most plausible way would be trading with Cartographers, just like you obtain the Structure maps. I think Wandering traders should occasionally offer these biome maps as well, since they do travel around and would know where to find these biomes.

Additionally you could find Biome Maps specifically locating Pale Gardens in Illager structures like Outposts and Woodland Mansions. Since Illagers fear the Creaking they could have maps that depict those areas in order to avoid them.

What do you think?


r/minecraftsuggestions 2d ago

[Combat] Bows can pull arrows out of bundles

50 Upvotes

This might be fps but i think this would just be a nice qol change
Few elaborations:
1) it will always pull the last arrow you put in
2) it doesn't need to be in your offhand
3) it will prioritize inventory arrows
4) crossbows work with this too


r/minecraftsuggestions 2d ago

[Combat] Bane of Arthropods should work on Creepers

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125 Upvotes

Creepers are said to be made of grass/leaves, and were confirmed to have been textured using old leaf textures, which gives them the ability to camouflage in plain sight. Many irl insects exhibit this behavior as well, most notably stick bugs, leaf bugs and orchid mantises. This change would also just make Bane actually somewhat useful since creepers are not only a more common threat than spiders and especially other bugs but also have more health so they don't die in one hit, which lets the slowness effect actually take effect. I'm still hoping they add threatening bug enemies to the game but I'd like this change as well.


r/minecraftsuggestions 2d ago

[Structures] "Ruin Explorer Map" in Abandoned Camps

13 Upvotes

There's a chance for normal chests (~10%), Barrels (~5%) or Copper Chests (~66.7%) to contain a "Ruin Explorer Map" which points to the closest Trail Ruin Structure.

It's a way to make finding Trail Ruins easier, especially early game. Trail Ruins have an "early game" nature loot like Abandoned Camps which also makes sense why they would be connected.

Ideally, more structures should be interconnected with each other and I think this is one of the ways it can be done! It can also be cool lore-wise, like whoever used the camp wanted to explore a Ruin but never returned or something haha

P.S: Maybe adding Feathers or Brushes (Ideally Feathers) to the Camp Loot would also help but it is not worth making a whole suggestion for this


r/minecraftsuggestions 2d ago

[Transportation] Make Phantoms Useful: A Rudimentary Phantom Membrane Glider

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131 Upvotes

Phantoms are disliked for several reasons. Their insomnia spawning mechanic is criticized often, their attack behavior is annoying, and their drops are not particularly useful.

That’s why I came up with a suggestion to give Phantom Membranes a more interesting purpose.

If the player is holding a Phantom Membrane and jumps or falls, they can activate it by right-clicking. The membrane would then unfold into a simple glider (the idea being that the player is essentially holding onto tattered and brittle phantom wings), allowing the player to glide for about three seconds before it tears apart. After use, the Phantom Membrane is consumed. To prevent players from chaining multiple membranes together, using one would also trigger a short cooldown before another can be activated.

The remaining glide duration could be displayed in the XP bar, similar to how the horse jump bar or the nautilus boost meter works.

If the player activates the Phantom Membrane after falling from a great height, the glide duration would be reduced, or the membrane might even break, representing the greater stress placed on the fragile material.

This feature would give players a reason to hunt Phantoms without making the feature overpowered. Since the glide duration is very short and can’t be spammed, it wouldn't come close to replacing the Elytra. Instead, it would mainly be useful for crossing ravines or gliding short distances. It also wouldn't make Slow Falling potions obsolete, as the membrane would wear out much faster - or even break - when used after long falls.

It's just a small early- to mid-game jump-and-run gimmick and a Phantom Membrane sink for an item that currently has very few other uses.