Minecraft Suggestions

0 readers
1 users here now

The official unofficial magazine for discussing Minecraft ideas! Counterpart of /r/minecraftsuggestions on Reddit. ### Important Links _**Expanded Rules**_ _**Frequently Posted Suggestions (FPS)**_ _**MCS Discord Server**_ ### Rules 1 | Be nice and constructive. 2 | Speak English. 3 | Only post ideas for Minecraft. 4 | Be original and consult the FPS list. 5 | Don't include multiple independent ideas in one post. 6 | Be concise but specific. 7 | Don't suggest planned or existing features (including parity). 8 | Don't suggest scrapped or unused features without significant reworks. 9 | Don't suggest jokes, easter eggs, or overly unrealistic ideas.

founded 2 years ago
1
 
 

"inhibit natural creativity" is an outright lie

My creativity is infinite by not having a way to sit down and by not having vertical slabs. There's no way in the game to do these things no matter how creative you are. A trap door is (usually) not a substitute for a vertical slab and and there's literally no way to simulate sitting down. That's Microsoft saying they don't want to, it's nothing to do with us. And that's just the top two things on their rejected page.

#mcsuggestions

2
 
 

urlChiseled bookshelves were one of the best decor realted blocks added to the game in recent years with the ability to finally have fully customisable bookshelves.

Though as good as this feature was, mojang missed a big opportunity to just add an all purpose shelf block where you can put inside anything, not just books and revolutionising the way builders make interior decors. (And because tuff golem lost the mob vote, this is the next best thing to a item display)

here's some mock up textures for how it might look like:

https://www.reddit.com/media?url=https%3A%2F%2Fpreview.redd.it%2Fvnh7cp9epi8c1.png%3Fwidth%3D3200%26format%3Dpng%26auto%3Dwebp%26s%3Da5c7aeb45c3d94a74138b20fcfc8d4184ceafb58

Some of the stuff in the image are as follows:

1st row: Books(Vanilla), Glass bottles, Water bottles, Honey bottles, Potions & Dragon's Breath

2nd Row: Candles, Lanterns, Paper & Maps, Armour Trims & Music discs

3rd Row: All the ingots, Redstone & glowstone dusts & Gunpowder & sugar

4th Row: Produce(Apples , Carrots and Potato), Baked items(Bread and Cookies), Sweets (Pumpkin pies and Cakes) , All the gemstones, Mob drops (Spider eyes, Blaze rods, Slime and magma cream, Ghast tears) & Mob heads.

If you have some further suggestions to make or would like make some adjustments about it, feel free to comment below.

3
 
 

Glass made of snow and glass to make a semi transparent block. This glass exists in the real world and would be a nice aesthetic to add in minecraft.

4
 
 

As it is it is very rare to find fossils and to have them be more easy to find skeletons should have a higher spawn rate in chunks with a fossil in them.

5
 
 

Curse of fragility

The tool has a random chance to break based on its durability.

Let's say durability is constrained in range 0 <= D <= 1. The basic linear chance would then be (1-D). Then a growth function could be added on top (e.g. chance f D = f(1-D), chance (**2) would be (1-D)^2), so that the chance is configured for developers/item specifically.

Leveled curse of vanishing

(lower effects add to the higher ones)

  1. The current curse of vanishing: player dies - item disappears.
  2. If an item is dropped in general, it disappears. // note: it can still be placed inside of item frames, etc.
  3. a) If an item is armor and is taken off, it disappears.
    b) If an item is placed inside of a storage unit, and then the storage unit is closed, it disappears. (it disappears from item frames immediately)
  4. If an item's slot is changed after it was transferred to the player, it disappears.
  5. It disappears [e.g if you enchant in the nchanting table, there's no output and the input is gone]

Curse of illusion

The item in an inventory shows as being swapped with a random slot, picking the wrong slot will take the actual item in there and shuffle the item with a curse with another slot.

Curse of shapeshifting

The item mimics another item, by its texture and description. It acts, however, like it normally is.

Curse of insignificance

The objects containing the item behave like the item does not exist: The item shows up invisible, only becomes visible when you pick it up (LMB), when you place it it is only visible until hover is lost (allows you to read the item description). When a visible item is placed on that slot, the invisible item is destroyed and never seen again. When thrown out, only the item shadow is shown.

Curse of binding variations

a) when an item is placed into any slot, it cannot be removed or moved anywhere else (unless the parent is destroyed obviously)
b) when a slot containing the said item is focused on a hotbar, it cannot be unfocused and the item cannot be moved [optional: except to offhand]

Unknown curse

Basically one of the curses but with the name hidden.

6
 
 

Like the magmapod, the scuttle is a mob I came up with when I was playing around with Mojang's mob vote art style. Here's a short description.


The scuttle is a small, skeletal, surprisingly adorable serpent that can be found in the deepslate layer. When you find bones sticking out of the ground, don't be fooled; they're actually the tails of scuttles burrowing for coal! When they emerge, some coal will also surface, allowing you to replenish your torch supply below Y=0. When a scuttle dies, it drops its tail, which can be made into fast-traveling bone arrows or placed to decorate your haunted graveyard.

A scene with scuttles drawn in the mob vote art style

7
 
 

Introduction

It's common opinion that bundles could use some improvement. While they're definitely great to have, obtaining them is tedious and using them cumbersome. Lots of suggestions have been made to improve the bundle: an inventory you can directly interact with, the ability to craft bundles with leather, etc. However, I think I have something new to bring to the table that would also help make bundles more usable.

How It Works

By default, bundles are tied. Tied bundles act like they currently do, but they'll always have a full bundle sprite. Nothing spectacular here.

By double-clicking a bundle, you can untie it. Any item that the player picks up can go into an untied bundle IF that same item is already in the bundle. If you put a dandelion and a diamond in an untied bundle, all dandelions and diamonds the player picks up will go into that bundle. Untied bundles have an open bundle sprite. Double-click the bundle again to tie it.

To indicate this behavior to the player, bundles could have a tooltip like "Double-click to (un)tie".

How It's Useful

Untied bundles can be immensely useful while mining, especially pre-endgame. Materials you get in low amounts (e.g., raw gold, diamonds, granite, flint) can be put into an untied bundle or two. Then any time you pick up those items, they'll be redirected to a bundle. This makes underground inventory management way easier. If you mine with bundles, you no longer have to continuously put stuff into bundles; simply insert one of each item you want in bundles and go about your mining trip.

They're also helpful during nighttime expeditions. Any somewhat common but potentially useful drops (e.g., string, gunpowder, bones) can be put into untied bundles. Then all of those basic mob drops can be automatically allocated to bundles!

8
 
 

When a player performs a quest for a Villager, the player's reputation with that Villager improves, allowing the player to spend fewer emeralds when buying from the Villager.

This would be done through the existing gossip system. The discount would decrease over time, and other villagers who have gossiped with the villager for whom the player did the quest give the player a (lesser) discount, which also fades over time.

To enter a villager's quest GUI instead of his trade GUI, hold sneak and right click him.

To accept any of the offered quests, select one or more checkboxes and click the "accept quests" button.

Each quest will be something very very simple like Mine 2 Deepslate, or Place 3 Dirt, or Kill 4 Zombies, etc.

When the player accepts the quests, the villager looks at the player's statistics and memorized how many times the player has previously done each task.

When the player later enters either the trading or quest GUIs, that villager takes another look at the player's statistics to see which quests, if any, the player has completed.

Extra rewards for success are experience points for the villager and the player.

To make quests riskier, the player must give the villager a deposit of one level of xp, which is payed back on quest success.

Each Villager generates a new random quest each time he renews his trades.

Quests older than a Minecraft week expire.

If a player has accepted a quest from a villager and it expires without the player completing it, the player loses a small amount of reputation with that villager... half as much as he'd have gained for succeeding.

Each world or village has a quest table. Each entry in the table is something like (mine cobblestone, repeat 3, reward 5). When a quest is completed, the reward decreases by 5% and the repetition increases by 1. When a quest expires, the reward increases by one and the repetition decreases by 5%.

9
 
 

There are plenty of ideas that Mojang has said that they don't plan to add, such as the ones on this official Previously Considered Suggestions List. Even so, are there any such ideas (or ideas generally viewed as "modded" by the community) that you think would fit in vanilla and should be added regardless?

I'd personally love to see more furniture blocks like tables & seats and disagree with the idea that they "limit creativity". Wooden tables, for example, could just have a scaffolding-like model that would fit right in with the game's aesthetic (here's an example I made), and they'd open up so many options for building. Alongside providing a simple option for tables, you could use them as stools, parts of pillars, or legs of other furniture. You could even use the top texture to decorate your floor.

10
 
 

This idea is to add to the game as many varieties of honey as there are flowers.

When a bee pollinates a flower, then returns to it's nest or hive, then leaves, it stores in it's home honey of the same variety as the flower it visited.

If all 5 units of honey in a nest came from the same flower type, then using a bottle on the nest or hive will not producing generic honey, it produces flower specific honey, such as dandelion honey or poppy honey or pitcher plant honey, etc.

Each bottle of floral honey has the same color as the dye which would be produced by crafting the flower.

A single floral honey bottles can be crafted into a dye, with the bottle left in the crafting grid as a side product.

Floral honey is a food, and when drunk, it doesn't just provide hunger and saturation, but also acts as a cure for whichever magic effect is produced by the suspicious stew crafted from the flower.

That is, drinking Allium Honey cures Fire Resistance, drinking Azure Bluette Honey cures Blindness, drinking Dandelion Honey cures Saturation, drinking Tulip Honey cures Weakness, etc.

A bottle of floral honey can be brewed with gunpowder or dragons breath to make a splash or lingering cure for the same magic effect which drinking the floral honey would cure.

For fighting the Wither boss, a Splash Bottle of Wither Rose Honey is better than a Bucket of Milk, since it will only cure the Wither effect and works almost instantly.

Four floral honey bottles of the same variety as each other can be crafted into blocks of floral honey, with the empty bottles left in the crafting grid as side products.

Just as slime blocks and generic honey blocks do not stick to one another when moved by pistons and sticky pistons no two varieties of floral honey stick to each other when moved, nor do they stick to slime blocks or generic honey blocks.

Torchflower honey blocks and Pitcher Plant honey blocks have an additional special property when moved by pistons or sticky pistons: When any block is dragged along by them, that other block's pending scheduled updates are canceled at the old location it was dragged from, and rescheduled at the new location.

This would allow Torchflower honey and Pitcher Plant honey to be used to move redstone wire, redstone torches, repeaters, comparators, buttons, etc, without the redstone components malfunctioning.

Dandelion Honeycomb, Tulip Honeycomb, etc, would be obtainable by using shears on a beehive or bee nest with 5 units of pollen from matching flower types.

Floral Honeycombs are craftable into floral honeycomb blocks, beehives, already dyed candles, and various waxed copper blocks. They can also be smelted into the same type of dye that their respective flower can be crafted into.

Generic honey and generic honeycombs are still in the game, they are created if bees store pollen from two or more varieties of flowers.

11
 
 

This suggestion is to add 16 new blocks which are opaque to the light engine but rendered transparently.

There would be two crafting recipes for each Tinted Stained Glass:

One Dye plus eight Tinted Glass produces eight Tinted Stained Glass.

One Stained Glass plus four Amethyst Shards produces one Tinted Stained Glass.

12
 
 

Potion of sleepiness can be brewed by adding chorus plant onto a slow falling potion.

Effects

Potion of sleepiness lasts longer than potion of feather falling. When the player falls, at the stage when fall damage is calculated if the fall is lethal, the player gets teleported back to where the fall was initiated (the block where he was standing before or the closest to it if it was broken) and any movement controls get discarded (if the player holds w key while they fall when they get teleported they need to release & press the key again to move in said direction)

Optional

To balance gameplay a bit, the rule that the potion can only be activated on the days when phantoms can spawn can be added. But I think it would be a bit much.

13
 
 

In the vicinity of a Chorus Plant, Endermen feel sufficiently at-home and relaxed that they don't feel the need to pick up or put down blocks.

14
 
 

Using the new archeology Brush on a Filled End Portal Frame block turns it into an Empty End Portal Frame, and causes an Eye of Ender to Pop off.

This allows players in peaceful mode to collect enough eyes of ender to open an End Portal simply by looting ten or so Strongholds.

To allow peaceful players to find those Strongholds without using Eyes of Ender and without cheats, a few more things need to be added to the game:

A Stronghold Explorer's Map would be sold by Master Cartographers, in exchange for emeralds and an End Exit Compass.

The new End Exit Compass is crafted from a compass and four purpur blocks. Besides being a trade item, it will, in the End Dimension, point to the Exit Portal.

To make the End Exit Compass craftable before visiting the end, both nether fortress loot chests and stronghold loot chests have a chance of having popped chorus fruit.

15
 
 

Please use this thread for meta discussion about /m/mcsuggestions. If you have any questions, ask them here!

16
 
 

Stone type blocks in minecraft have always had a upper hand when it came to block varienty compared to wooden ones; they can come in the form of polished, bricks, pillars, cracked and more recently tiles.

Although wood has gotten new blocks like stripped logs and hanging signs but it isn't nealy enough varienty compared to stone related blocks plus you can't use hanging sings all of the time. But what if there were more options to build using wood ?

Introducing the Carpented block, the wooden equivalted to stone tiles:

https://preview.redd.it/v5ob59uzsxeb1.png?width=448&format=png&auto=webp&s=d21aeb37a9fa21e884246b6188aaf76e2a76a644
[Textures by Me]

Here's how they'll look in the game:
https://preview.redd.it/unlv2rddtxeb1.png?width=1920&format=png&auto=webp&s=6341af4d45d99947aafa27c5205f4e56849b9b47
[Part of a whole wood expansion mod I've been working on]

Crafting recipe: Crafting::

"Wooden planks || Sticks"

" Sticks || Wooden planks"

In a 4x4 pattern

17
 
 

Now, yes, bamboo already kind of has leaves, but not full blocks of leaves, which is what this post is about.

If you search "bamboo forest" online, you'll see that, unlike in Minecraft, most of the sky is covered by leaves. What I propose is adding a new biome, "old growth bamboo jungle", that has leaves at the top of the bamboo.

Old Growth Bamboo Jungle

This is a variant of the regular bamboo jungle where the bamboo also has leaves. It's about as common as a regular bamboo jungle, or maybe slightly less. Not much else to say really. Have some pictures to see why this looks awesome.

Old growth bamboo jungle.

Old growth bamboo jungle seen from above.

Looking up in an old growth bamboo jungle.

One leafy bamboo alone.

Leaf Mechanics

The leaves would treat bamboo like other leaves treat logs. And the leaves have a blockstate that renders a piece of bamboo inside the leaf block. This is because I couldn't find a way for the leaves to sit properly on the bamboo without having the bamboo need to go straight through the leaves and leave an ugly air gap.

Zoomed-in look

Breaking this "bamboo leaves with stem", does not give that block, it gives the leaf (if you were using the right tool) and a piece of bamboo. You can create this block by placing a bamboo leaf and trying to place a bamboo on it, or the inverse, placing a bamboo and then a leaf block on it. The bamboo inside the leaves acts like a normal bamboo, capable of growing and such.

To get these leaves renewably, breaking a bamboo with small leaves (the ones that already exist) drops 0-2 "bamboo leaf" (an item). Crafting 4 of these yields one "bamboo leaves" (the block).

Giant Bamboo Jungle

This biome touches more on the fantasy side of Minecraft. It's a forest of massive bamboo shoots a little taller than jungle trees. The stems are made of a new block, bamboo that is a full block wide with a hollow inside. There are some leaves at the top and maybe some small sprouts along the rest of the stem too. You can also find regular bamboo in small clusters as well as pandas.

Very ugly, shoddy mockup, but I hope you get the general idea.

I'm aware that this biome is pretty barebones, but honestly I'm blanking on ideas for it. If you have any I'd love to hear them.

Another post about giant bamboo forests, that served as inspiration for this one

18
 
 

Many people complain that enchanting is too random, and there should be a way to select enchantments, so that is what the scroll would be for. You'd find the scroll in general loot chests anywhere and would be sold by expert clerics for 3 emeralds.

Scrolls could be enchanted with items, each item corresponding to one enchantment, and up to four enchantments at once. Scrolls would be enchanted on scroll tables, where, along the scrolls, you'd need a water bottle, an xp bottle, obsidian, and a diamond, which would be necessary for every enchantment (that is, if you had 4 items on a scroll, you'd need 4 of each).

Enchantments on the scroll would also be additive, for example, if you put three iron swords in a scroll table, you'd get at least Sharpness III (that is, you still can get IV and V). Noted that you can't pass the survival limit, for example, putting four gold blocks on an enchantment table will still only get you Fortune III.

Scrolls could then be placed in a new slot on the enchantment table, where they would filter the selected enchantments for the tool or armor piece that they are enchanting.

As said, each item corresponds to an enchantment, examples are:

  • Enchantment - Item
  • Unbreaking - Obsidian
  • Sharpness - Iron sword
  • Efficiency - Diamond Pickaxe
  • Fortune - Gold Block
  • Silk Touch - Wool
  • Aqua Affinity - Prismarine (block)
  • Protection - Diamond
  • Blast Protection - Tnt Minecart
  • Fire Protection - Lava Bucket
  • Projectile Protection - Spectral Arrow in Java/Tipped Arrow in Java or Bedrock
  • Feather Falling - Feather

Scroll
Scroll Table UI with some items placed - Scroll sits in the middle
New Enchanting Table

19
 
 

Introduction

Throughout the years, I've seen many posts suggesting that "dispensers should use X item on Y mob/block" and some functionality has been added already, like using shears on sheep.

However, what dispensers can and can't use is somewhat arbitrary: dispensers can shear sheep yet can't take water from a cauldron.

To a new player, there's no way to know which items can be used by a dispenser except by trial and error.

New Player: "Oh, dispensers can wax copper blocks? Surely they can also unwax/deoxidise them if I put an axe in them, right?"

Narrator: "They can't."

In my opinion, dispensers should be able to use any item with a right-click use.

The Suggestion

In order to make dispensers more intuitive and turn them into a general "item user" (as opposed to just a slightly more expensive dropper except in some cases), I came up with a simple algorithm for determining what a dispenser should do with an item.

While some initial bugs are to be expected, this is more maintainable than the current code, which has the current uses hardcoded and must be expanded each time a new use is added, i.e. something that should be avoided when possible.

Below is the pseudocode for an hypothetical function that gets called when a dispenser is activated and should use/dispense an item:

if item has use: # can be right-clicked
    if item is projectile: # more accurately, summons a projectile entity
        shoot projectile entity
        return
    if item targets user: # when the item is used on the player who uses it, like armour
        if has valid target:
            try using as entity # behaves like the entity used the item
            return
    if item targets an entity: # when an item is used by right-clicking an entity, like shears on sheep
        if has valid target:
            try using item on target
            return
    if item targets block: # when an item is used on a block, like a shovel on dirt
        try using on block in front
        return
    if item is placeable: # places a block or entity
        try placing in front
else:
    drop item

If you don't understand what anything of this means, I'm happy to clarify, just leave a comment.

The way this works is: pick an item, follow the structure of the code and stop when you reach a return or the end.

For example, a pumpkin would be equipped on a mob (like a zombie) if one is on front, otherwise places the pumpkin.

Some things to note

  • One of Mojang's concerns with this is straying from their design principle about not automating everything. However, we already have quite a bit of automation and some new uses for dispensers are already automatable via other means (like villagers). I believe this still adheres to that principle while allowing a reasonable level of automation.

  • I included placing blocks, since I don't think that would be a problem. Dispensers can already place water and lava, which can flow and create many blocks. This is especially true in Java Edition, where dispensers aren't movable by pistons.

  • There are many items with many different functions, so there may be some type of item I forgot to account for or something where the resulting behaviour may be undesired. As such, I'd like you to choose an item and follow the pseudocode and tell me if you find any situation that would be undesirable.


Tell me what cool things could be done if this was implemented.

20
 
 

The potion of rebounding is a new portion that requires an echo shard to brew; this is unique from the other potion types as to observe it's effects you'll have to wait for the effect duration to end.

Basically drinking this potion at a particular point turns that spot into a 'save point' and after the potion effect runs out you get teleported back to the save point location.

Drinking milk with this potion effect on you teleports you back to the save point location whenever you desire making it very useful for quick escapes, mimigame shenanigans and would be a great tool while exploring large structures like the woodland mansions, ancient cities, ocean monuments and strongholds to stop you from getting lost in these structures.

This can also be found as an uncommon loot type in the ancient cities chest as well.

Link to the feedback site (currently pending approval), go vote there: https://feedback.minecraft.net/hc/en-us/community/posts/17399745081357-Potion-of-rebounding-a-new-use-for-echo-shards-

21
 
 

A while back, I made a few mobs and then drew them in the mob vote style. Here's one of them!


The magmapod is a hostile, magma-bodied mollusc found in the Nether wastes. It may be rather slow, but what it lacks in mobility it makes up for with range, attacking by shooting blobs of magma from the mortar-like protrusion on its shell. Not only is it another source of magma cream; it can also occasionally drop its shell, which can be brewed into a potion of resistance or used to hold 4 buckets of fluid at once!

22
 
 

Sky Islands

Crappy Rendition of Sky Islands

In 1.18, Minecraft's world grew to a staggering height of 320 (384 if you consider top to bottom. Sea level is at Y: 63. That leaves 257 blocks of unused area above oceans. Even above most mountains there is a TON of space that goes unused.

This is why I propose Sky Islands. beyond just looking cool and being fun to explore, they could expand Minecraft's overworld even further and give players a new type of terrain to explore.

Archipelagos

Sky Islands would generate in large clusters known as Archipelagos at varying heights and shapes. If the islands were everywhere, they'd crowd out the sky and make for some ugly scenery, so in terms of rarity, consider them uncommon.

Cloud Blocks will generate in clusters around Archipelagos as well. These blocks can be phased through, and also slow down entities like Cobwebs. They also negate fall damage. using Leather Armor, you can walk on top of Cloud Blocks.

Islands

Your typical sky island will be comprised of Skyslate, Dirt, and Grass. Skyslate is a new stone type that is a chalkier color than Stone and has the same time to mine and blast resistance.

Sky Islands have a unique ore distribution that is independent of other areas of the overworld. In general, the higher up, better ores will generate.

Biomes

Serene Isles
The serene isles are a very basic archipelago type. They host a variety of "basic" mobs like Chickens and Sheep, and have a mix of Oak and Birch Trees. Pegasi, winged horses, can also spawn here.

Golden Isles
The Golden Isles are also pretty basic, instead of normal grass, they have Golden Grass. There is also a new tree type, Golden Trees (very creative, I know). There are a few exclusive flowers here as well, such as the Marigold and Violet. Gold Ore generates in higher concentrations here as well.

Wellspring Isles
The Wellspring Isles are a collection of numerous floating "basins" that let water flow into other basins via waterfalls. At the very highest point is a very large basin. Here, you can find a unique fish, Rainbow Fish.

Mobs

Pegasus
Pegasi are flying horses. That's kind of it. Instead of a jump, they have numerous "dashes" that can be angled in any direction. Coupled with their built-in slow falling, you can easily reach great heights. In exchange for the power of flight, Pegasi are frailer and slower than their terrestrial counterparts.

Rainbow Fish
Rainbow Fish spawn in water in the Wellspring Isles. Killing them drops Raw Rainbow fish, which can be cooked and eaten for a short Swimming Speed Boost effect.

Loftshark
This is where it gets a bit far out. Loftsharks are clockwork sharks that prowl around the outskirts of Archipelagos. They have completely free flight, but aren't exactly the fastest. To balance this out, whenever Loftsharks are in a Cloud Block (which they are not hindered by), they can perform a large dash, covering lots of ground (or air) quickly.

When killed Loftsharks will drop a Clockwork Gear, which can be used in some crafting recipes like the Clockwork Platform. Take three of any wood, two Clockwork Gears, and a Redstone Dust, and you made a platform. This platform can be deployed like a boat, and when hit, it will switch between moving up, down, or staying still.

Clockwork Golem
Clockwork Golems are a jack-of-all trades mob that can have numerous dipositions depending on the circumstances of their creation. Clockwork Golems in Sky Ruins are hostile, while Clockwork Golems in villages are neutral. I do want there to be a way to create Clockwork Golems which would be passive, but I don't have any ideas. Clockwork Golems drop a Clockwork Gear upon death.

Clockwork Golems can equip and use any weapon or tool. Swords, Axes, Bows, Crossbows, Tridents, Shields, etc. They will also change and adapt their behavior to use the weapon. Finally, Clockwork Golems can levitate, letting them move a certain distance from the block they started levitating from.

Structures

Sky Ruins
Sky Ruins are about as common as Archipelagos. They are floating, fragmented ruins constructed of Skyslate with a few Loot Chests, Suspicious Gravel deposits, and hostile Clockwork Golems.

The loot includes stuff like:

  • Clockwork Gear
  • Cloud in a Bottle
  • Enchanted Books
  • New Music Disc
  • New Armor Trim
  • Other stuff

Clouds in a Bottle are a single-use, powerful double jump. Use them wisely to navigate the Sky. Archaeology in this structure will also yield two new Pottery Sherds, Cloud and Gear.

Sky Villages
Sky Villages are villages in the sky. The villagers have a unique skin, and will spawn friendly Clockwork Golems instead of Iron Golems. These Clockwork Golems will be slower to farm, since Villagers can only spawn one a day.

Conclusion

I wanted to help test out kbin, so I made this :p. Send in your ideas and feedback! I'm still actively improving this concept. Also come to my forum in the discord for more active discussion :pppp

BigMastah OUT!!!!

23
 
 

Introduction

The most recent Minecraft snapshot has added armor trims, decorations to your armor applied via trim templates that you find in structures. I love trims and the concept behind them. Amazing armor personalization, more incentive to explore, and an actual reason for the smithing table to be a unique workstation!

The steel trim. The template is crafted with amethyst, deepslate, and iron.

However, trim templates can be really hard to find. To get one, you need to go to its specified structure. But the structures that have templates are often hard to find, and the chances of actually getting one are way too small.

For example, let's say you want the dune trim, which is found in desert pyramids. The nearest desert can easily be several thousand blocks away, so that's already trekking thousands of blocks and hoping you go in the direction of a desert. And if you find a pyramid, there's about a 50% chance you get no templates. So you might have to search through a couple of pyramids to get just any trims. If you want enough templates to trim a full armor set, that's even more searching for deserts and pyramids.

This problem of accessibility applies to about every structure that has trim templates. Strongholds, ancient cities, bastions, etc. are all hard to find and/or very lacking in template rates.

New Trims: Steel & Shard

The shard trim. The template is crafted with amethyst, obsidian, and Nether quartz.

There are a bunch of ways you can tackle the issues mentioned above—tweaking loot rates, making templates infinitely usable, etc.—but I want to propose something else: adding a few craftable trims.

The idea is based on banner patterns. You have the ones that are harder to get—snout, globe, and creeper charge—but you also have much more common ones like the flower charge and all of the default banner patterns you can access with just dye. Obviously, trims are meant to be a bit rarer and more trophy-like; but just like banner patterns, some should be more easily attainable.

I'd accomplish this with a few trims that you can craft with materials that aren't too hard to get your hands on. These craftable templates are made with 7 amethyst shards, the template material, and some other item.

I've made some concepts for the idea: steel and shard. The former can be crafted really easily, just needing amethyst, deepslate, and iron. Shard is slightly more mid-game, requiring obsidian and some Nether quartz.

The recipes for the steel trim template and shard trim template.

I'd have more than these two, but they should illustrate the point: a few armor decoration options that don't require searching for jungle temples and spending tons of diamonds to use.

Conclusion

<insert some neat or clever conclusion here telling people to comment what they liked and disliked about the idea>

Hope you found this idea interesting!

24
 
 

Welcome to kbin.social!

Hello, fellow Kbinauts! It's your least favorite moderator, @ThatOneKirbyMain2568, at your service.

We imagine that many of you have come over here from Reddit in hopes of an alternative. If you're one of these former Redditors (Fledditors?), this guide is for you! If there are any further questions you have or things I should add to this guide, feel free to leave a comment.

Do note that /kbin is actively in development. Many features are in the works and will be added in the near future. You can follow what's going on over at /m/kbinMeta.

There’s a difference between kbin.social and /kbin, but that’s explained in the fediverse section. Until then, you can treat them as somewhat interchangeable.

Table of Contents

  • What is kbin.social?

    • Threads
    • How do I add in-line images to text threads?
    • Microblogs
    • Threads
  • Searching on kbin.social?

    • How do I search for magazines?
    • How do I find my subscriptions?
    • How do I search only for stuff within a magazine?
  • Visuals & styling

    • Sidebar settings
    • Userstyles and userscripts
  • What is the fediverse?

    • What’s the difference between kbin.social and /kbin?
    • What’s the threadiverse?
    • Boosts (but actually explained this time)
    • Threads

What is kbin.social?

Kbin.social is a platform modeled after Reddit. Just like Reddit, it consists of different communities where you can post, vote on, and comment on threads about a topic.

Magazines are the equivalent of subreddits. Right now, you’re on /m/mcsuggestions, the kbin.social version of r/minecraftsuggestions.

Threads

Threads are like Reddit posts. To create one, click the + sign at the top of the page. From there, you have three options:

  • “Add new thread” just makes a normal thread.
  • “Add new link” makes a thread that goes to some link when you click the title. This can be used for, say, making a thread about a news article.
  • “Add new photo” makes a thread with an image.

How do I add in-line images to text threads?

This can be done using markdown:

![text](image url)

This requires that you have a link to the image. To quickly generate an image link, upload the image to Postimages. Then, copy the “Direct Link”.

For the image to automatically display in the thread, click the gear icon to the right of the page and enable Auto Media Preview for threads.

Microblogs

While I say /kbin is modeled after Reddit, it has some elements of Twitter mixed in. Microblogs are more like Twitter posts.

They can be used for small side discussions. To make one, either:

  • click the microblogs button at the top of the page
  • click the + button and then ”Add new post”

Upvotes, downvotes, & boosts

Like Reddit, /kbin has upvotes and downvotes. In the UI, upvotes and downvotes are called favorites and reduces. But realistically, you’ll see many people (myself included) referring to them as upvotes and downvotes.

Boosts can be a bit confusing and so will be explained later. For this magazine at least, you probably don’t need to care about boosts.

Right now, reputation = boosts - downvotes. This is a bug, and it should be fixed in the near future.

Searching on kbin.social

The search button can be found at the top right of the page. There, you can search for posts all over the fediverse. However, this has some limitations.

How do I search for magazines?

The search button isn’t great for finding magazines. Instead, click the Magazines button at the top of the page. On mobile, this can be found by clicking the menu icon at the top left. Once you’re at the Magazines page, there’s a search bar you can use to find magazines.

How do I find my subscribed magazines?

This is not a vanilla feature yet, but you can download this userscript to get a floating subscriptions panel. All it requires is the Tampermonkey browser extension.

How do I search only for stuff within a magazine?

This is not a feature yet.

Visuals & styling

If you don’t like the default look of /kbin, there are plenty of built-in options and user-made enhancements to improve the experience.

Sidebar settings

Clicking the gear icon on the right sidebar opens a bunch of visual options. Here, you can choose a dark theme, toggle compact mode, toggle infinite scroll, etc.

We recommend enabling Auto Media Preview, since it allows images to appear in this magazine’s threads.

Userstyles and userscripts

Many users have written userstyles and userscripts to customize the look of the site and even add new functionality. These can be found at /m/kbinStyles.

You’ll want to download the Stylus and Tampermonkey browser extensions—or similar software—to use these.

Here are a few that I recommend:

Userscripts

Userstyles

What is the fediverse?

Let’s return to the Reddit analogy.

Reddit is a platform. This platform is run by server admins. People can make individual communities (subreddits) on this platform, and those communities are run by individual moderators.

The fediverse is a collection of different platforms. Like Reddit, these platforms each have their own admins that run them. Kbin.social is one such platform.

The key thing, however, is that people on one platform of the fediverse can see content from others.

For example, you’re here on kbin.social. However, you’re able to see, upvote, and reply to content from lemmy.ml—a completely different platform—because it’s part of the fediverse. You’re even able to subscribe to lemmy.ml communities and make posts on them, and people from other platforms of the fediverse will be able to see it.

To put this in fancy technicalese, kbin.social and lemmy.ml are both instances (platforms) of the fediverse. They are federated, meaning that you can be on one and interact with the other.

What’s the difference between kbin.social and /kbin?

Go to fedia.io, kbin.cafe, and karab.in. You’ll notice that, despite being different sites, they look identical to kbin.social. So what’s the difference?

The difference is that these sites are run on different servers by different admins. While these all use the same codebase—/kbin—and thus look the same, they’re all different platforms on the fediverse. Kbin.social, for example, is run by the maintainer of the /kbin codebase. Kbin.cafe, however, is run by someone else entirely.

You also see this with other codebases. Lemmy, for example, has a ton of different platforms, such as lemmy.ml and lemmy.world.

What’s the threadiverse?

The “threadiverse” is a term for Reddit-like fediverse platforms. Lemmy and /kbin platforms, for example, are part of the threadiverse because they’re organized like Reddit.

Not every platform on the fediverse is part of the threadiverse. For example, Mastodon platforms are part of the fediverse but modeled after Twitter.

Boosts (but actually explained this time)

Since Twitter-like sites such as mastodon.social are part of the fediverse, some of their features need to be accommodated. One such feature is boosting, Mastodon’s version of retweeting.

To deal with this, kbin.social also supports boosting. When you boost a post, it’s like a retweet. You can go to somebody’s profile to view the posts that they’ve boosted, so a boost essentially has the function of sharing the post to followers (like a retweet). Additionally, if somebody on, say, mastodon.social boosts your post, the boost counter on your post will go up accordingly.