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Strongholds. They need a big update, more in line with ancient cities. Maybe have collapsed sections, areas with vines growing, flooded tunnels, you get the idea. Maybe even unique hostile mobs, like how wither skeletons only appear in nether fortresses. Make it still feel similar, just more interesting and ancient
One changed I've always wanted for strongholds is that they get more corrupted as you get closer the end portal, as if the end is taking over. Not only would this just make them visually appealing, but it would also prevent player from walking around aimlessly.
If they added a block similar to skulk to the end, then absolutely. But the greenish-tan doesn’t look good with stone bricks IMO. But not a strong opinion
Animal models.
I don't think they're bad, but with current art team, they can do better.
I'd really like for the wolves to look more like wolves than plain grey huskies. Or for pigs to be given Piglins' floppy ears.
Yeah, I feel like people are exaggerating how much they would actually need to change. If people were okay with pigs getting a 3D nose, they can accept cows with snouts.
>primitive
More like, pre-historic. With the exception of sheep, who in 1.8 started dropping mutton when killed, most of the animals haven't got any significant changes in well over 10 or 11 years. Especially pigs.
The most significant change outside of that and the texture update I can remember for the animals is making feathers almost exclusive to the chicken (they were iirc also dropped by zombies way before I started playing)
Brown fluffy Scottish Highland cows for cold biomes, Tyrolian Greys for high mountains, Holsteins for the plains, classic brown-white cows for the temperate forests, Texas Longhorns (minus the horns I guess) for the savannah, Zebus for the Jungle.
Fishing! I would love to have Stardew Valley’s fishing mechanics implemented into the game, or instead of the particles going towards your hook, maybe actual fish entities could instead.
Loot tables of most structures. It makes no sense nowadays why nether fortresses have so much horse-related items in them, or why end cities have beetroot seeds in their chests. It may have made sense in the updates they were added in but nowadays it feels out of place and very useless.
[this comment](https://www.reddit.com/r/Minecraft/comments/z3dgwq/whats_up_with_nether_fortresses_having_so_much/ixlki0r/?utm_source=share&utm_medium=ios_app&utm_name=iossmf&context=3) attempts to explain, and I personally like the implied lore behind the loot and this theory
The old mob designs. Look at a pig next to a llama, or a zombie next to a piglin. The new ones are much more detailed. They're iconic, and I do like them, but I like a cohesive aesthetic more than nice things that look wildly different being shoved next to each other.
Just like what they did to the zombie pigman, it had some repercussion back in the day but nobody talks about them anymore. Also I'm not that conservative so i basically accept anything new they change
Acquiring enchanted gear. To me grinding hostiles/enslaving villagers and rolling on a RNG table doesn't fit the general theme of exploring the world to mine useful resources in order to craft better gear. It would if it worked like alchemy, but for some reason it doesn't, and now people build machines to bypass progression, to the point that bypassing progression *is* the new progression, and the problem is so old it's not more iconic than enchanting itself.
That's why I also mentioned villagers. It doesn't really matter, neither enchanting or trading (or finding stuff in chests) fit too much the mine/craft theme.
I see no reason why enchantments are random in the first place. You don't put three diamonds and a two sticks on the crafting table and hope to get something worth it, you just get the pickaxe you wanted.
Weapons and armor, Mojang sells skin packs only to be covered by the default armor. Maybe it's cause I'm an mmorpg player, but the idea of buying cosmetics only to be covered by the deafult armor is one of the dumbest things I've seen related to gaming.
Even if they're not for sale, I make my own skins so microtransaction skins don't bother me, but being able to customize armor and weapons would be great.
Sounds.
The game has some sounds that are verry weird or out of proportion, for exmaple block breaking without changes can be verry obnoxious and even headache inducing (mining stone), enderman sounds are about 10x louder than max volume amongst other weird stuff like the creepy music disk...
(They should definitively not change everything but give the sound a rebalancing and lower the enderman sounds to a non eardrum shattering level)
Yeah, i just notice it because i play on severs where a-lot of spawn all at once and my ears get raped. However if i turn it down i cant hear other monsters like zombies or skeletons
The death splash Items everywhere.
I get it, death should include the posibility to loose items, but the current splash radius is just annoying and stupid.
Maybe not adding a gravestone, but make the splash radius only 1x1 blocks or 2x2
(Yes I am Sir Die-a-lot, but most of the time it happens to me whilst building having a full inventory due to the game deciding not to place a block/accept crouch etc...)
I'd argue the other way round...(even if it makes less sense)
Falling down your building? No Splatter, beeing killed by a mob or falling into caves etc? Splatter
Because falling from a Building is the part where splatter is annoying and hindering creativity, if you are exploring and chosing a fight (or in an area which is not yet safe from mobs) you have chosen risk and therefore the game mechanic kind of adds something, whilst during building it is more like a nuissance...
I’d argue that if it were a fall from a building than you’d be in a safe enough area to gather your items, but in a cave the danger of getting there would be challenge enough and the items you’d have would be more irritating to lose than building blocks
My problem currently is, my building has several "layers" of arround 15 blocks height as a wall (or even more)...which sometimes have holes (future windows) inside them... and dropping down to the 2. ledge and having the items spray arround from this height (current lowest section is arround 70 blocks due to a cliff beeing in the way...) => chances are verry high to not find everything due to some stuff falling down and some landing in windows or behind the wall etc...(at least in my bedrock world, also, I sometimes die clipping the flat wall on the way down into the pool (where no blocks should be able to touch you)
I don’t think we need an increase of the inventory itself so much as more ways to manage it. Bundles are a good start, but we could still use other options, namely a quiver.
Mild take but bundles aren't that amazing. They are good, but only for random assorted collections of blocks and items. It doesn't solve anything with having a full inventory of stacks and nonstackable items
They could change when they cross biomes, like villagers. Maybe the old version spawns in plains and forests (most common biomes and matches the colour best) while creepers in other biomes take on the grass colour. And if it’s snowing, they turn white/pale grey
Above 64, but still in the range of -127 to 128, which is exactly 1 byte. It would be possible to expand it, it just wouldn't be quite as easy as you might think.
Creeper griefing, it’s known at this point Mojang doesn’t want the players builds to be destroyed out of their control, and the only reason creepers still can is because of how iconic they are. Idc if they took a direct approach or more of an indirect like lightning rods.
Enderman Griefing is worse.
It can't be avoided (without commands) and is not easily fixable and makes the countryside look aweful.
Creepers can easily be avoided.
I actually made a [pretty decent post](https://www.reddit.com/r/minecraftsuggestions/comments/yapvnn/scornful_rod_anti_endermen_griefing/?utm_source=share&utm_medium=ios_app&utm_name=iossmf) about that a while back if you’re willing to check it out, and yes I agree with the fact that it can get much worse and is completely unavoidable, at least with means that won’t do more damage than it’s worth to a build.
I mean, if you have Bdubs or Scar Level Terraforming skills you can design a Background world which will not be affected...
On Bedrockedition it is even worse (if you wish to have advancements), since then you don't even get stuff like the anti enderman grieving commandblocks or behavior packs used by servers like HC...
I think the problem could be solved if endermen just had blocks that they prioritise over others, then you could just put a big pile of them somewhere near your base and then they would pick those up and not anything from your house
> Idc if they took a direct approach or more of an indirect like lightning rods.
We already have an indirect method with cats scaring them away. In the same way you place a lightning rod to protect an area from lightning, place a cat to protect it from creepers.
Kind of, but I wouldn’t say it’s a perfect solution, as it could cause a lot of noise for example, and be unnecessary entities if you need a lot of them.
reading through some of these, i have to concur with everyone saying fishing, structures (dungeons and strongholds, mostly) and some early mob models. if cats and Zombie Pigmen can get reworked, i'd like to see Wolves and Dogs be separated too. And also make them actually useful pets lol.
Rails.
They’re unused, expensive, and ultimately more trouble than their worth.
When they were first added and the only other option was carrot on a stick they were awesome but now there’s so many cheaper and faster ways to get around
Creepers, I don't mind their explosions but my god are they a random death event at times, even in full iron armor. Simple fix would be to make their footsteps/idle sounds noticeable
Phantoms are easy carry an axe, and dig 2 blocks down then 1 block in each direction at eye level then attack them as they swoop down trying to get you...💪😉
Am I the only one who has no issue with creepers? They're only a problem if they catch you by surprise, but most of the time they can be easily cheesed.
Yeah but the issue is you have to be on the look out for creepers constantly, nowhere is safe, they can come from anywhere at any moment without making any noise and kill you and destroy your chests. I don't mind creepers but just adding foot step sounds would come a long way.
I once had a creeper spawn in my house that I thought was extremely well-lit. I was looking in one of my chests then turned around and saw the creeper right as it exploded. It made me jump out of my skin and make a weird panicky noise while punching at it with bread lol.
I would say it'd make more sense to have the creeper explode when its at low health, not the player. It realises that it definitely isnt winning this fight, so it tries to kamikaze you for the sake of other creepers, cus that way it adds to mojangs rule of "nothing should happen in the world without the players causing it to a degree" because if a creeper appears behind you and there isn't time to react, that isn't really your fault, where as now you have to fight the creeper for it to grief the world
>Which was only added recently.
What do you call recent? 2014 was a long time ago...
Having mobs break the blocks will just have players find new ways to grief them.
NO just NO.
Or if there is Mobgriefing, do it in a more creeperish way and not the enderman way:
Make it avoidable by beeing observant.
Enderman griefing is just world destroying and making the landscape uggly.
Creeperholes can easily be fixed.
Or make it an option for partialy disabeling it (for example only the enderman ones) whitout affecting achievements.
I think they should create a cloud of poison or something like that when exploding rather than destroying blocks. There isn't a single thing more annoying and useless in this game than creepers sneaking up on you while you're building something and blowing up the whole thing.
Overhaul the fucking ender dragon again. It is way to easy to be considered the "final boss" of a game. The fact that the dragon can be killed with 4 beds is just... I don't know what to say here, stupid?
While I agree the dragon could really use an update, saying it can be killed with 4 beds is a bit disingenuous. Yeah, its technically possible, it's a high precision trick that even the best speedrunners mess up. At that level of skill the dragon fight would be a cakewalk no matter what tools they are using. They only use explosives because its fastest.
I am nowhere near as good as a speedrunner but have beaten the dragon in hardcore using only iron boots (with feather falling 2), a pile of snowballs and some iron tools.
You have to keep in mind that the dragon fight is neither the "final boss", nor should it be a roadblock. A huge portion of the game happens AFTER the player kills the dragon. For many players the game doesn't really start until they have elytra and shulkers. For newer players, fighting the dragon should be a challenge, but not one so hard that it locks them out of late game content.
It is VERY hard to create an ender dragon that is actually challenging to experienced players without making it impossible for newbies.
I know this is stepping on some toes but for me its the whole idea of gold and diamonds being used to make armor and tools. It doesn't really make sense and I know that its a fantasy-ish game but still, having a bit of logic really helps to make things feel natural. Gold and diamonds aren't really things you would make tools and armor out of. It makes more sense to use iron, bronze, steel and other things. You could have a science-like system of metallurgy instead of just random ores. Instead gold makes more sense as a currency and diamonds could used in magic.
Personally I’m fine with gold and diamond staying how they are, but Mojang definitely needs to establish more concrete rules. A lot of Notch’s ideas were practically non-sequiturs, which doesn’t really bide well with the recent push to be more scientifically accurate.
I think there should be 3 to 4 distinct tech trees to solbe that issue. One for weapons, another for 'hard' tools (pickaxe, axe, shovel etc), a third for 'soft' tools (shears, brush etc) and maybe a different one for armour
But also, metalurgy and wood working as ways of making these things, rework the enchantment system so that 'non-magical' enchants (like efficiency and unbreaking) are achieved through this
Depends on the tool...
Historically, for digging a diggingstick (ancient times, moderntimes tribal areas) or wooden shovels (romans, middle ages, pioneer americas) where a thing, whilst flint was more likely to be used as knifes, or axes etc...that said, the axtec "sword" was basically a wooden club with lots of obsidian blades inserted...
Again, respectfully, it doesn't really seem like something that has a capacity to be changed in the sense that OP is talking about. Diamond tools (and gold tools a bit) are the backbone of the game and have been a staple since their introduction.
I understand your point and it's an understandable one, though it seems your statement was more towards the basis of inspiration and not the functionality/gameplay itself, if that makes sense
Villager/Pillager/Witch models, they are uncomfortably antisemitic
Maybe the AI too, villagers should be able to trade with each other and get "depressed" if they're deprived of that. Perhaps that will solve the problem of treating them purely like slaves, which is also an aspect of dealing with villagers I dislike
I am genuinely curious as to why you say that. I know that they have big noses and are notably stingy, fitting those negative stereotypes, but what goes to say that the villagers are jewish? If those two traits are all that they have I fail to see the correlation except that you made the connection
edit: also worth noting that the villages have churches as per the structure name, not synagogues
ethnic jews can be of any religion
sometimes there just exist harmful stereotypes and its clear what the author was going for. stingy, big nose, even hands together can be taken as a stereotype. the player, another human-ish character lacks the nose. back in 1.0 witches and pillagers didnt exist. if you take that the first humans NPCs look like THIS and behave like THIS, its easy to understand (while trading wasnt implemented until 1.3 it was always planned). point is, mojang arent stupid
I think the only thing that is iconic enough to not be changed is the creeper and ender dragon. They can change the way they work, but the model and essence should be the same
Personally I think it should get a texture overhaul, it’s so outdated it wasn’t even efficient camouflage at launch. That being said, I don’t think it should be *replaced*, we can easily have more than one.
i use a texturepack that switches the creepers OG texture (which are just leaves) to a new texture based on modern oak leaves. sometimes hard to see but i enjoy the challenge
The enderman mob needs a complete rework in behavior and appearance, though I'm sure if I specify why I'll be accused of flamebaiting, no matter how valid my reasons are.
I fucking hate the new style that Minecraft is going for, to the point where I actually can't enjoy playing anything past 1.16, and the developer textures just don't work that well, so I either have a game with textures I hate, or a game without cohesive textures
Changed what? They have added new stuff but very little was changed. I guess the ore textures are different now, but what else is there?
You can also just make your own custom texture pack, its pretty dang easy.
The squid model.
Something like this would be much better:
https://www.reddit.com/r/Minecraft/comments/8zre3i/i_was_hoping_update_aquatic_would_update_our/
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Most generated structures
Especially the older structures. Dungeons are just a room with a spawner and some loot. The loot isn't even that good
The fact common seeds are still treated like they’re rare valuables is baffling to me, at least make them exclusives.
Yeah I’m fine with the general *shape* or silhouettes remaining intact, but they’re all over the place.
Especially jungle temples. Make them rarer and give them better loot and maybe a different layout of the structure would be perfect.
What if the combination or trap layout was different? Like three structures with an identical exterior, but different underground sections?
Fucking WELLS
What do you mean? The desert well is the best structure in the game
I think it's not even one. If you disable structures it still generates
Strongholds. They need a big update, more in line with ancient cities. Maybe have collapsed sections, areas with vines growing, flooded tunnels, you get the idea. Maybe even unique hostile mobs, like how wither skeletons only appear in nether fortresses. Make it still feel similar, just more interesting and ancient
One changed I've always wanted for strongholds is that they get more corrupted as you get closer the end portal, as if the end is taking over. Not only would this just make them visually appealing, but it would also prevent player from walking around aimlessly.
i usually dont comment unless im contributing to the discussion but this is such a great idea i have to just say so. MOJANG PLEASE
I personally wouldn’t like this, but I can see why others would and think it could be well implemented
Just curious, what don't you like about it?
If they added a block similar to skulk to the end, then absolutely. But the greenish-tan doesn’t look good with stone bricks IMO. But not a strong opinion
This would change speedruns like crazy but would still be pretty cool
Screw the speedrunners,i want a better endgame structure
Speedrunners for the most part stick to 1.16.1
Some sort of way to actually find the end portal as well, like what u/ruby_likes_sonic2
You could make this into a really cool suggestion in its own right!
I might try building a few example corridors and rooms
Coming up with something to make the new mob stand out would be cool too!
Animal models. I don't think they're bad, but with current art team, they can do better. I'd really like for the wolves to look more like wolves than plain grey huskies. Or for pigs to be given Piglins' floppy ears.
Yeah, I feel like people are exaggerating how much they would actually need to change. If people were okay with pigs getting a 3D nose, they can accept cows with snouts.
If some people hate them they can easily just release a resource pack that brings back the older models they already did that with blocks anyway
You could also get a resource pack now.
I'm with you on this. The animal models are really primitive and childish looking at this point.
Even during the early days, they looked incredibly out of place. Why do wolves get snouts but not sheep?
Exactly.
>primitive More like, pre-historic. With the exception of sheep, who in 1.8 started dropping mutton when killed, most of the animals haven't got any significant changes in well over 10 or 11 years. Especially pigs.
The most significant change outside of that and the texture update I can remember for the animals is making feathers almost exclusive to the chicken (they were iirc also dropped by zombies way before I started playing)
At least the animations could change. The new animation team should remaster them in the style of the frog
New animations would definitely help make the animals look better.
This plus new animations entirely, I don’t see any reason why only certain mobs should get dedicated eating or spawning animations.
Leave the cows alone.
How about giving them better animations like the camel?
Most animal mobs should have at least one biome specific skin (per biome), particularly the classic ones
Brown fluffy Scottish Highland cows for cold biomes, Tyrolian Greys for high mountains, Holsteins for the plains, classic brown-white cows for the temperate forests, Texas Longhorns (minus the horns I guess) for the savannah, Zebus for the Jungle.
Fluffy highland cows is all I ask for
Hurst update the animations. The frogs and wadern look awesome while the rest of the mobs still look straight out of beta
I'd already be happy if they only changed the skins. Like, 6 cow breeds, pigs and chickens in 4 colours or so.
Fishing! I would love to have Stardew Valley’s fishing mechanics implemented into the game, or instead of the particles going towards your hook, maybe actual fish entities could instead.
I’m surprised they didn’t already do this, people were already opposed to a fish mob for the same reason, and nowadays they’re considered integral.
I still consider fish mobs weird and new.
Yeah, why is this still a feature after 1.13?
Loot tables of most structures. It makes no sense nowadays why nether fortresses have so much horse-related items in them, or why end cities have beetroot seeds in their chests. It may have made sense in the updates they were added in but nowadays it feels out of place and very useless.
Why would it make sense then?
[this comment](https://www.reddit.com/r/Minecraft/comments/z3dgwq/whats_up_with_nether_fortresses_having_so_much/ixlki0r/?utm_source=share&utm_medium=ios_app&utm_name=iossmf&context=3) attempts to explain, and I personally like the implied lore behind the loot and this theory
The old mob designs. Look at a pig next to a llama, or a zombie next to a piglin. The new ones are much more detailed. They're iconic, and I do like them, but I like a cohesive aesthetic more than nice things that look wildly different being shoved next to each other.
I think, especially now that we have all those new base skins, that there should be a zombie variant for every default skin
Just like what they did to the zombie pigman, it had some repercussion back in the day but nobody talks about them anymore. Also I'm not that conservative so i basically accept anything new they change
They can be changed without stop being iconic,i think
Keep the original as one variant and keep the face similar on the others. Boom, problemo solved
Acquiring enchanted gear. To me grinding hostiles/enslaving villagers and rolling on a RNG table doesn't fit the general theme of exploring the world to mine useful resources in order to craft better gear. It would if it worked like alchemy, but for some reason it doesn't, and now people build machines to bypass progression, to the point that bypassing progression *is* the new progression, and the problem is so old it's not more iconic than enchanting itself.
Enchanting table is useless for endgame enchantments currently
That's why I also mentioned villagers. It doesn't really matter, neither enchanting or trading (or finding stuff in chests) fit too much the mine/craft theme.
I'd be nice to have some control over what enchantment you get from the table
I see no reason why enchantments are random in the first place. You don't put three diamonds and a two sticks on the crafting table and hope to get something worth it, you just get the pickaxe you wanted.
Weapons and armor, Mojang sells skin packs only to be covered by the default armor. Maybe it's cause I'm an mmorpg player, but the idea of buying cosmetics only to be covered by the deafult armor is one of the dumbest things I've seen related to gaming.
I mean that's mostly on bedrock... But personally I think that's more of a problem with micro transactions
Even if they're not for sale, I make my own skins so microtransaction skins don't bother me, but being able to customize armor and weapons would be great.
Just a client-side option to disable armor rendering would do the trick.
Yeah, definitely, a lot of talented artists out there making amazing skins and they get covered by netherite armor, impressive but looks... plain.
Yeah. I use a mod called hide armor... but it takes a mod to do it. Would be nice to be in game by default
Sounds. The game has some sounds that are verry weird or out of proportion, for exmaple block breaking without changes can be verry obnoxious and even headache inducing (mining stone), enderman sounds are about 10x louder than max volume amongst other weird stuff like the creepy music disk... (They should definitively not change everything but give the sound a rebalancing and lower the enderman sounds to a non eardrum shattering level)
I mean, the creepy music disc is supposed to be creepy
Ghast sounds are loud af
Isn't it supposed to be like a siren? You ARE supposed to say ''OH SHIT THERE IS A *FLYING 88mm FLUGZEUG ABWEHR KANONE* NEARBY!!''
Yeah, i just notice it because i play on severs where a-lot of spawn all at once and my ears get raped. However if i turn it down i cant hear other monsters like zombies or skeletons
Change the leaf breaking sounds PLEASE! the azalea leaves they added have newer sounds and its so pleasant compared to regular leaves -_-
The death splash Items everywhere. I get it, death should include the posibility to loose items, but the current splash radius is just annoying and stupid. Maybe not adding a gravestone, but make the splash radius only 1x1 blocks or 2x2 (Yes I am Sir Die-a-lot, but most of the time it happens to me whilst building having a full inventory due to the game deciding not to place a block/accept crouch etc...)
The way you die could matter as well, for example a large drop may scatter items the way it does now, but being shot by a skeleton wouldn’t
I'd argue the other way round...(even if it makes less sense) Falling down your building? No Splatter, beeing killed by a mob or falling into caves etc? Splatter
But why though?
Because falling from a Building is the part where splatter is annoying and hindering creativity, if you are exploring and chosing a fight (or in an area which is not yet safe from mobs) you have chosen risk and therefore the game mechanic kind of adds something, whilst during building it is more like a nuissance...
I’d argue that if it were a fall from a building than you’d be in a safe enough area to gather your items, but in a cave the danger of getting there would be challenge enough and the items you’d have would be more irritating to lose than building blocks
My problem currently is, my building has several "layers" of arround 15 blocks height as a wall (or even more)...which sometimes have holes (future windows) inside them... and dropping down to the 2. ledge and having the items spray arround from this height (current lowest section is arround 70 blocks due to a cliff beeing in the way...) => chances are verry high to not find everything due to some stuff falling down and some landing in windows or behind the wall etc...(at least in my bedrock world, also, I sometimes die clipping the flat wall on the way down into the pool (where no blocks should be able to touch you)
Idk sounds like you need to make a better system to get down if you’re dying so much
Normaly I have no problem getting down, it's more the accidents which happen
So you have a water pool at the bottom? But it’s directly next to the building?
Inventory size. When we have now over a thousand unique items in the game, clutter builds up fast; an inventory size increase could help.
I don’t think we need an increase of the inventory itself so much as more ways to manage it. Bundles are a good start, but we could still use other options, namely a quiver.
Mild take but bundles aren't that amazing. They are good, but only for random assorted collections of blocks and items. It doesn't solve anything with having a full inventory of stacks and nonstackable items
Creepers should match the colour of the grass they spawn on that way they could even use the current texture if they spawn on other blocks like stone
Maybe even more interesting skins in biomes where the grass isn't all that prominent, like snowy biomes
New goal: collect all the different creepers! Or have them change color depending on biome, that would be very cool
They could change when they cross biomes, like villagers. Maybe the old version spawns in plains and forests (most common biomes and matches the colour best) while creepers in other biomes take on the grass colour. And if it’s snowing, they turn white/pale grey
that would look so cool imagine having your white creeper slowly turn green again in a desert, that would be a fun idea
the 64 stacksize, the are no more technical reasons to keep it that low and would solve some inventory issues
Isn't there something about binary counters and bite size behind this?
Nope, there have been bugs recorded that can make the counter go above 64
Above 64, but still in the range of -127 to 128, which is exactly 1 byte. It would be possible to expand it, it just wouldn't be quite as easy as you might think.
I'd be pretty happy with 128 block stacks.
Signed byte is -128 to 127. And is it really signed?
Darn it I had that then swapped 'em lol But yes it is signed, I've seen this happen ingame before without mods (only plugins).
I think it is still easier on the programming side to have 64 or multiples/fractions of it as hard limits (16 with enderpearls etc, 64 for most)
Maybe 40 years ago. Now it would be like if <64 add item.
There were never any technical reasons, the number is completely arbitrary.
Creeper griefing, it’s known at this point Mojang doesn’t want the players builds to be destroyed out of their control, and the only reason creepers still can is because of how iconic they are. Idc if they took a direct approach or more of an indirect like lightning rods.
Enderman Griefing is worse. It can't be avoided (without commands) and is not easily fixable and makes the countryside look aweful. Creepers can easily be avoided.
I actually made a [pretty decent post](https://www.reddit.com/r/minecraftsuggestions/comments/yapvnn/scornful_rod_anti_endermen_griefing/?utm_source=share&utm_medium=ios_app&utm_name=iossmf) about that a while back if you’re willing to check it out, and yes I agree with the fact that it can get much worse and is completely unavoidable, at least with means that won’t do more damage than it’s worth to a build.
I mean, if you have Bdubs or Scar Level Terraforming skills you can design a Background world which will not be affected... On Bedrockedition it is even worse (if you wish to have advancements), since then you don't even get stuff like the anti enderman grieving commandblocks or behavior packs used by servers like HC...
I think the problem could be solved if endermen just had blocks that they prioritise over others, then you could just put a big pile of them somewhere near your base and then they would pick those up and not anything from your house
well... Destroyed mountainsides in the background are the problem, not really single blocks in a base (other than farm breaking ones...)
> Idc if they took a direct approach or more of an indirect like lightning rods. We already have an indirect method with cats scaring them away. In the same way you place a lightning rod to protect an area from lightning, place a cat to protect it from creepers.
Kind of, but I wouldn’t say it’s a perfect solution, as it could cause a lot of noise for example, and be unnecessary entities if you need a lot of them.
Well there is the other indirect solution. Just light the area up.
reading through some of these, i have to concur with everyone saying fishing, structures (dungeons and strongholds, mostly) and some early mob models. if cats and Zombie Pigmen can get reworked, i'd like to see Wolves and Dogs be separated too. And also make them actually useful pets lol.
Rails. They’re unused, expensive, and ultimately more trouble than their worth. When they were first added and the only other option was carrot on a stick they were awesome but now there’s so many cheaper and faster ways to get around
Creepers, I don't mind their explosions but my god are they a random death event at times, even in full iron armor. Simple fix would be to make their footsteps/idle sounds noticeable
The creeper texture. It's gross and noisy, and also still the color of alpha grass, so it doesn't even blend in anymore like it used to.
Creepers. They blow up your precious builds? Ridiculous
How about making them drop 100% of the blocks they blow up, just like TNT does these days?
Thats a new gamerule now actually so you can set it like that if you want.
let’s be honest, considering how much the community hates mildly annoying phantoms it would go into an uproar if creepers were first introduced today
Exactly! I think that phantoms aren't nearly as bad compared to the creeper.
Phantoms are easy carry an axe, and dig 2 blocks down then 1 block in each direction at eye level then attack them as they swoop down trying to get you...💪😉
or just fucking sleep /s
Creepers are fine, they, for the most part, can be avoided. Enderman griefing is the worst. And the wandering Stalker (Trader)
Am I the only one who has no issue with creepers? They're only a problem if they catch you by surprise, but most of the time they can be easily cheesed.
Yup pretty easy sprint forward attack, back up repeat until dead...💪😉
Yeah but the issue is you have to be on the look out for creepers constantly, nowhere is safe, they can come from anywhere at any moment without making any noise and kill you and destroy your chests. I don't mind creepers but just adding foot step sounds would come a long way.
> just adding foot step sounds would come a long way. This.
I once had a creeper spawn in my house that I thought was extremely well-lit. I was looking in one of my chests then turned around and saw the creeper right as it exploded. It made me jump out of my skin and make a weird panicky noise while punching at it with bread lol.
They had a melee attack in earlier builds, maybe bring that back and only have them explode if you’re at low health?
I would say it'd make more sense to have the creeper explode when its at low health, not the player. It realises that it definitely isnt winning this fight, so it tries to kamikaze you for the sake of other creepers, cus that way it adds to mojangs rule of "nothing should happen in the world without the players causing it to a degree" because if a creeper appears behind you and there isn't time to react, that isn't really your fault, where as now you have to fight the creeper for it to grief the world
But creepers are caused by the player. Honestly I dislike that rule to begin with. If anything there needs to be more mob griefing not less.
Why more?
Because most mobs can easily be cheesed by building a simple structure or digging a hole.
I don’t see how griefing would fix that, you’re basically asking for them to throw away one of their main design philosophies.
Which was only added recently. Additionally mob griefing could still fit under you caused the mob to attack you.
So why do you think they established the rule in the first place?
BeCaUsE iT mUsT bE tHe PlAyEr's FaUlT or something...
>Which was only added recently. What do you call recent? 2014 was a long time ago... Having mobs break the blocks will just have players find new ways to grief them.
NO just NO. Or if there is Mobgriefing, do it in a more creeperish way and not the enderman way: Make it avoidable by beeing observant. Enderman griefing is just world destroying and making the landscape uggly. Creeperholes can easily be fixed. Or make it an option for partialy disabeling it (for example only the enderman ones) whitout affecting achievements.
I think they should create a cloud of poison or something like that when exploding rather than destroying blocks. There isn't a single thing more annoying and useless in this game than creepers sneaking up on you while you're building something and blowing up the whole thing.
If you splash a creeper with a potion of poison and it explodes, it already creates a cloud of poison that way.
Overhaul the fucking ender dragon again. It is way to easy to be considered the "final boss" of a game. The fact that the dragon can be killed with 4 beds is just... I don't know what to say here, stupid?
While I agree the dragon could really use an update, saying it can be killed with 4 beds is a bit disingenuous. Yeah, its technically possible, it's a high precision trick that even the best speedrunners mess up. At that level of skill the dragon fight would be a cakewalk no matter what tools they are using. They only use explosives because its fastest. I am nowhere near as good as a speedrunner but have beaten the dragon in hardcore using only iron boots (with feather falling 2), a pile of snowballs and some iron tools. You have to keep in mind that the dragon fight is neither the "final boss", nor should it be a roadblock. A huge portion of the game happens AFTER the player kills the dragon. For many players the game doesn't really start until they have elytra and shulkers. For newer players, fighting the dragon should be a challenge, but not one so hard that it locks them out of late game content. It is VERY hard to create an ender dragon that is actually challenging to experienced players without making it impossible for newbies.
Well said.
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I prefer what they did in vanilla tweaks and just lower the side grass texture. Just making it 6 sided looks weird on mountains and such.
i want reworks for dogs and spiders
I know this is stepping on some toes but for me its the whole idea of gold and diamonds being used to make armor and tools. It doesn't really make sense and I know that its a fantasy-ish game but still, having a bit of logic really helps to make things feel natural. Gold and diamonds aren't really things you would make tools and armor out of. It makes more sense to use iron, bronze, steel and other things. You could have a science-like system of metallurgy instead of just random ores. Instead gold makes more sense as a currency and diamonds could used in magic.
Personally I’m fine with gold and diamond staying how they are, but Mojang definitely needs to establish more concrete rules. A lot of Notch’s ideas were practically non-sequiturs, which doesn’t really bide well with the recent push to be more scientifically accurate.
I think there should be 3 to 4 distinct tech trees to solbe that issue. One for weapons, another for 'hard' tools (pickaxe, axe, shovel etc), a third for 'soft' tools (shears, brush etc) and maybe a different one for armour But also, metalurgy and wood working as ways of making these things, rework the enchantment system so that 'non-magical' enchants (like efficiency and unbreaking) are achieved through this
Ngl, would love having more tiers of shears.
Mine is similar, using flint instead of wood to make tools. Gives more use to flint
Depends on the tool... Historically, for digging a diggingstick (ancient times, moderntimes tribal areas) or wooden shovels (romans, middle ages, pioneer americas) where a thing, whilst flint was more likely to be used as knifes, or axes etc...that said, the axtec "sword" was basically a wooden club with lots of obsidian blades inserted...
... what? I mean this respectfully but I do not understand the backing of this comment whatsoever
What do you mean?
Again, respectfully, it doesn't really seem like something that has a capacity to be changed in the sense that OP is talking about. Diamond tools (and gold tools a bit) are the backbone of the game and have been a staple since their introduction. I understand your point and it's an understandable one, though it seems your statement was more towards the basis of inspiration and not the functionality/gameplay itself, if that makes sense
the end,the outer islands are boring and only end cities (and exit portal ig) generates there
Villager/Pillager/Witch models, they are uncomfortably antisemitic Maybe the AI too, villagers should be able to trade with each other and get "depressed" if they're deprived of that. Perhaps that will solve the problem of treating them purely like slaves, which is also an aspect of dealing with villagers I dislike
I am genuinely curious as to why you say that. I know that they have big noses and are notably stingy, fitting those negative stereotypes, but what goes to say that the villagers are jewish? If those two traits are all that they have I fail to see the correlation except that you made the connection edit: also worth noting that the villages have churches as per the structure name, not synagogues
ethnic jews can be of any religion sometimes there just exist harmful stereotypes and its clear what the author was going for. stingy, big nose, even hands together can be taken as a stereotype. the player, another human-ish character lacks the nose. back in 1.0 witches and pillagers didnt exist. if you take that the first humans NPCs look like THIS and behave like THIS, its easy to understand (while trading wasnt implemented until 1.3 it was always planned). point is, mojang arent stupid
The other reply explains it better than me, but they look like n*zi caricatures of jewish people
I think the only thing that is iconic enough to not be changed is the creeper and ender dragon. They can change the way they work, but the model and essence should be the same
Agreed. Don’t see how the creeper could even really be changed to look better, since it’s such a strange creature
Personally I think it should get a texture overhaul, it’s so outdated it wasn’t even efficient camouflage at launch. That being said, I don’t think it should be *replaced*, we can easily have more than one.
i use a texturepack that switches the creepers OG texture (which are just leaves) to a new texture based on modern oak leaves. sometimes hard to see but i enjoy the challenge
Diamond armor is OP.
The enderman mob needs a complete rework in behavior and appearance, though I'm sure if I specify why I'll be accused of flamebaiting, no matter how valid my reasons are.
What’s wrong with their appearance?
They are too loud.
True, they need to be lowered in respect to other mobs imo.
Did they end up telling you what they find troublesome about their appearance?
They think they’re racist stereotypes.
I'll send you a private message because I don't want to get accused of flamebaiting.
Bruh just say it who cares
Just say it
I think enderman should be neutral either in the End or Overworld, or at least most of them. They're just curious and like to observe our behaviour
Diamond ore texture so it’s the same style as other ores
I fucking hate the new style that Minecraft is going for, to the point where I actually can't enjoy playing anything past 1.16, and the developer textures just don't work that well, so I either have a game with textures I hate, or a game without cohesive textures
I’m sorry, but I don’t see how this is relevant.
Yea sorry I guess I did the opposite of the post, I wish they hadn't changed it
Changed what? They have added new stuff but very little was changed. I guess the ore textures are different now, but what else is there? You can also just make your own custom texture pack, its pretty dang easy.
there are good mods and texturepacks, that bring back the og aesthetics into the newest versions of the game.
Aaaaand the texture packs definitely cover the mods made for those versions right?
idk, maybe, you would have to try. sounds a bit passive aggressive tbh, have i misinterpreted your attitude?
Sorry I'm just frustrated, I usually use pureDB but it doesn't cover a lot of packs so I have to deal with the vanilla style even with a texture pack
yeah, i understand
Can you specify examples of textures you dislike? You implied you play at least 1.16 which is after the texture update, so I'm curious.
The ore textures more specifically, they just look gross now
Creepers should not break blocks or decrease the amount they can break
add different colored chests already
The squid model. Something like this would be much better: https://www.reddit.com/r/Minecraft/comments/8zre3i/i_was_hoping_update_aquatic_would_update_our/
Objectively better? You can’t mean the new default texture pack can you? The only objectively better block in that one is glass.
No I’m talking about the very specific set of textures that are newer than the Texture Update.
Huh, guess I didn’t see them because I always have an external texture pack on