r/minecraftsuggestions • • 23h ago

[Gameplay] I refuse to build auto farms or grinders when I play Minecraft. I think the XP system as well as enchanting system needs an overhaul.

68 Upvotes

I posted something incredibly similar on r/Minecraft earlier today. After reviewing that post and it's comments, I've edited this one heavily for my tone and overall experiences, to hopefully get around people asking me the same questions as last time, and to better explain my stance, so if you're seeing me twice, my last post went received minimal fanfare other than like 2 dudes who knew exactly what I was getting at, but this one's a much better post I swear.

I also cannot load the how to suggest guide. So I've gotta go off my best instincts, which is to go in depth on identifying my perceived problem, and how I'd fix it with something more than just "rework XP".

I build your standard agricultural farms and so on, at most maybe an automatic sugar cane farm, because they're easy to make. Other than that I don't enjoy the notion that farms and mob grinders being a key aspect of how you progress in the game now.

I don't hate the existence of them as a concept. Nor do I have anything against the people who make and use them(I'm an adult, that would be really really weird), but the fact that normal progression now includes mob grinders that are always more effective than just going mining, fighting mobs as they come to you in the game and so on.

Having a game as great as Minecraft and having grinding largely reliant on farming saddens me a bit. If you want more levels/want more gunpowder(ESPECIALLY before you get looting), the most effective way you can do it is building farms for it. I don't want to play a game where it's more effective to build a farm to reduce XP grinding, or hunting creepers to standing idly by whilst they show up in front of you and then pressing left click once.

So I just don't. For some reason playing the game as intended and trying to go mining or fighting mobs until you have enough XP for max level enchantments feels so punishing. I had a few people on r/minecraft ask me about my average progression, so I'll list it here so you can see what I'm getting at.

Start a new world, sometimes hardcore, not always though. First day is very classic, wood stone, coal and maybe iron if it's immediately available to me. set up a very barebones base, like a couple chests, a bed and a crafting table/furnace in the area where I want the real thing to go. I then go hunting for a full set of Iron, whilst going for more coal as well. At this point I usually deliberately avoid going for diamonds because I know I need to set up other things before they'll be useful to me. I set up your basic crops, wheat is almost always first, then if I can get my hands on carrots and potatoes they follow along. I start angling myself towards actually building something cool for a base. So I'm gathering resources and setting up a cow pen for later enchanting. Usually after this I go out for diamonds. Problem is that by this time(assuming I haven't gotten murdered yet) I probably have like 20 levels max. I don't avoid fighting mobs either. I just find I never get any XP from them. So I end up plateaued for like 6-10 days in Minecraft running around trying to find ways to get levels that doesn't feel obnoxious and tedious.

The problem I find with this is that I don't find mob grinders fun. They run kind in counterpoint to my view of the game personally. I think the game is about exploring and surviving whilst building something cool to look back on whenever you fancy it. I don't really find mob grinders and farms a cool thing to build , personally. With the current state of XP and enchanting, it feels like I get punished for that.

So, I think there are two things that could be done here. 1. Give more XP for mining Ores, it could scale from Coal/copper giving you a very modest amount, to Diamonds and ancient debris giving you a pretty decent amount(not crazy, but like say copper and coal give you 2-3XP per ore, and then Iron gives you 5-6, gold 9-10, diamonds 12-14 and ancient debris like 15-17). Then I think they could add a new way too. Maybe getting XP for achievements would be cool? Or even maybe add a modest amount of XP that scales for every micro achievement you get. Every new biome or animal tamed and so on. I think there should just be more things you can do for XP, whether that's a bunch of smaller ways that can add up through early progression, or 1 or two much more established ways that act as something you can actively go out and do, that aren't as easily farmable, that allows you to play the game without having to rely on trading and farming to get all your XP. For enchanting, I saw someone with a cool one saying you should have to collect all the enchantments in the wild somehow(trading, looting, maybe even crafting them) and then manually add them to empty book cases, that would be cool.

But yea, in summation, the game's reliance on farming and largely boring methods of gaining XP bores me, and I hope that they add something to change it, because it's the only complaint I have about a game that I think otherwise is fantastic. It can suck the fun out of some of my play throughs though.


r/minecraftsuggestions • • 12h ago

[Blocks & Items] When adding weapon trims have cosmetic changes to the shape of weapon

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67 Upvotes

instead of just giving stripes or patterns to weapons instead we could have trims that change the shape of the sword imagine a khopssh trim in desert temple for swords or a pike trim for spears in woodland mansion or even a curved sword trim in jungle temples


r/minecraftsuggestions • • 16h ago

[Transportation] Booster (Copper) Rails

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55 Upvotes

So, I have this in Minecraft Feedback, but it doesn't seem to get much eyes on it, maybe since it isn't used for anything else other than suggestions. So, here's my idea, copy-pasted and fixed typos.

I have thought a way that powered rails could have a consistent speed for those who use it for redstone, but also a way to have minecart travel faster.

I present, the booster rails, made of copper. Something which needs to be powered with the original powered rails and it can link to maybe a few booster rails too before needing another powered rail. I'm thinking that each booster rail could speed up the minecart when it is lit, but slows down the minecart when it is unlit.


r/minecraftsuggestions • • 14h ago

[Blocks & Items] Bamboo Platforms: giving Happy Ghasts more utility

8 Upvotes

Bamboo Platforms are crafted with 6 Bamboos and can be attached to a Happy Ghast using a Lead.

Their main use is to carry a tile entity (by combining them together on the Crafting grid), such as a Furnace, Crafting Table, Chest etc. when flying with a Happy Ghast; all players aboard would be able to access the UI of the block when opening their inventory while riding the Ghast.

This could be useful in some scenarios when the player wants to build but can't place them down (or doesn't want to), or just for convenience.

When detached, the Platform would drop the block it was carrying (like old Chest/Furnace/Hopper Minecarts)


r/minecraftsuggestions • • 11h ago

[Mobs] Falcon Pets

6 Upvotes

I'd like to see Falcons being added to Minecraft as tamable mob which would be a neutral mob if not tamed meaning that they attack you if you harm hurt them or destroy their eggs if not tamed.

But if you do tame them with maybe chicken or fish, they would help you hunt like wolves and fight off mobs and they would fly and swoop at their targets similar to phantoms while following above you and along with you/ teleporting with you when you're using the Elytra.

You could also choose to have them land on your shoulder like parrots or maybe arm (maybe even have a leather brace in the offhand for different peaceful/ attack and follow modes or use one of those little masks where you could also dye it) when on land where you directly interact with them and heal them with fish, chicken and raw rabbit.

They could also naturally spawn and be found flying around their nests in the various mountainous peak biomes.

They could be bred with rabbit's foot which they would then lay eggs using a similar system to turtles but use nests instead.

It would also be cool if they could randomly drop rabbit hides and have a rare chance of dropping iron or gold nuggets like how cats bring rabbit's foot like as if the falcon found and brought you little shiny gifts from somewhere


r/minecraftsuggestions • • 22h ago

[Blocks & Items] Crafting Bundle for Unstackable Items

6 Upvotes

Recipes with unstackable items are agonizing to craft in bulk. My suggestion is an item that can stack these items for crafting purposes, but not for any other purpose. This means that putting an item in it would be either irreversible or costly to reverse.

I think a workstation for this item would work well with its mechanics. It would allow redstone compatibility and increase the friction of de-stacking them, however that's implemented.

I think 64 is a reasonable amount for it to hold, but I'm open to suggestions.

Interface:

The item would be bundle-like. putting an item in it would be just like a bundle. When holding it in the inventory, you would normally be unable to empty it with usual bundle rules.

Placing it in the crafting grid would allow it to be treated exactly as if it was the item it contains. Crafting would remove one item from it and keep it in the grid.

Right-clicking while holding it with the cursor would fail for normal inventory slots, but succeed in the crafting grid. This would deposit one item where you right clicked, like the bundle.

Deposited items would be special (maybe even with a visual cue), and it would be impossible to place them back into the inventory. They would return to the bundle if unused.

The bench:

The bench would have a crafting interface, but only craft unstackable items. You would be able to place a crafting bundle into its interface and craft items directly into it.

The bench would also be the way to get items back out.

A hopper depositing items into the bench would put them into the bundle inside.

Limitations:

This item is not for regular bulk storage. There should be limits placed on how items can be retrieved. No matter what, the workbench would always be required if items can come back out. Here are some possible implementations:

- No retrieval. Once an item is inside, it's committed. This would be harsh but balanced.

- Destructive retrieval. Each item you retrieve destroys one of them. You can only get half back.

- Bench with wait time. The bench can only slowly get items back, like smelting in a furnace. Building on the furnace, it could require fuel.

I like slow, perhaps fuel-costly retrieval.

This suggestion might be overkill as a feature to pretty much just make dispensers, cakes, and tipped arrows less agonizing to craft, but I think that's practically a good enough reason by itself. It would also let unstackable items enter more recipes, which I think has been a design concern keeping them out for the most part.


r/minecraftsuggestions • • 4h ago

[Magic] Lava Bounce

3 Upvotes

The idea is mainly an enchantment, but I could see it working (albeit less well) as a potion effect.

Lava Bounce (level 1-3 boots enchantment) would have you bounce up a certain amount of blocks depending on the enchantment level whenever you fall, jump or walk onto lava source blocks, similar to Frost Walker with slight differences. You would continue bouncing until you took off the boots or land on something that's not lava.


r/minecraftsuggestions • • 1h ago

[Dimensions] What phantoms could've been.

• Upvotes

Low quality post but just had to write my ideas down somewhere. (The UPDATE part of the post is potential ideas I had after the original one. So haven't thought of it much.)

Phantom:

Appearance:

Looks more like original design (bulkier) but with rainbow (enchant glint) jelly wings and tail added on top of base.

Behavior:

They swirl around the player low to the ground (Change in AI) attacking one after the other.

Drop:

Phantom membrane & dream dust

Mechanic:

After going to sleep as soon as the night sets 3 times in a row, you get the message (like "you can't sleep now there are monsters nearby") that says "You feel like going to sleep early will result in a weird dream"

If you ignore the warning and try to sleep again you get TP to the Dreamrealm.

Dreamrealm:

Ash flatland with broken small houses, rotten trees and weird glowing crystals. Phantoms periodically spawn.

Nothing is constant, turn around and the world will have changed.

You do not have any items.

You retain the phantom membranes and dream dust you gathered.

Crafting:

Phantom membrane helmet on top of dream dust helmet = Veiled Wings (Speed limited elytras no fireworks)

Phantom membrane armor = Nightveil set (leather level armor that doesn't appear on player model. Also has more abilities based on the amount of pieces in the set.)

1: Nothing

2: Invis during night

3: the 4th piece or the set is also invis

4: during night, no noise or particules or held item visible

Phantom membrane chest = Air bladder (inverse gravity block but slower, can be tied with a lead. Can be colored. Can add lantern to recipe to make it emit light)

Air bladders beneath boat = Galleon (huge dynamic ship, the more people row, the faster it is. Has storage.)

Dream dust blocks around TNT = Norepinephrine (Right click to reset the area to base worldgen.)

Dream dust and Wool armor = Sleepwear (Copper equivalent. Makes you go to the Dreamrealm every night instead of normal conditions. You get to keep the armor in the Dreamrealm)

UPDATE:

Nightmare totem found rarely in ruins in the dreamrealm. Makes phantoms spawn every night in the real world. These variants would only drop Phantom membranes.

Sleepwear set breaks nether portal.

Nightveil on armor stand makes it invisible.

Phantom membrane makes invisible item frame, sign, base banner color and transparent armor trim.