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.

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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.

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Copper fans are made from 3 copper blades and the drop from the breeze. Copper blades are made from five copper nuggets in a P shape. The copper fans powered by redstone levels would determine the strength and distance it would push the mob or player. A power level of one would push baby mobs and players the level of jump boost. Level five would be able to push small animals and give the player up to a few more blocks. Level 10 would be able to push more bigger mobs like zombies and creepers and push up to around ten blocks. Level 15 can push things up to wardens ravengers and iron golems and can push up to around 20 blocks for light mobs and 10 for heavier mobs. This feature would be most helpful for bigger spawn platforms for mob farms, parcore for bigger jumps, for elyras to gain distance without using fireworks and also offer a speed boost for elytras. They can be placed in any direction a piston can be in. The more oxidised it is the more it slows down the blades which means it needs to be cleaned like real fans.

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Ancient update idea, the caveman
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearCH
    charliepnda
    1y ago 100%

    The reason I didn't want to make them a different creature is because these are the ancestors to villagers, they look similar because of this. They give you copper tools and other uncraftable items is because you won't know the recipes they are lost to time. They give you this as a lore stand point. Because real ancient humanoids had copper tools, and copper tools is a frequently posted suggestion and I'm offering it to them. The reason why they don't accept emeralds is because if you time traveled to 1980 you couldn't take a 2000s currency because they'll think its fake. The player would want to thaw them out to get these uncraftables or new enchants because you can't get these conventionally in the modern times the game is set in. People also want renewable pottery shards, if you give them the shard they will replicate then them. It also is lore to the previous people who might know or were the ones who made these ancient structures. If you don't want to interact with them like the sniffers you can avoid them entirely. But since the battle hammer is like the trident someone will want it, these things will be more powerful as a reason to go out and thaw them.

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  • The idea is a new mob similar to villagers, the caveman. They will have a smaller forehead, smaller nose and wear a tattered cloth coat reaching to their knees. They can be found in ice spikes and you have to thaw them out. You can find 5 "biome" types, cold ocean, warm ocean, below sea level, below hight level 0, and one that is its natural varrient similar to how plains villagers are. This is because of the water ruins, trail ruins, and ancient cities. They will be scared of fire similar to how piglins are scared of soul fire and creepers. They can sell you long forgotten things but with a different currency than emeralds. They will sell you items like copper tools, this will be the only way to get them. They will make pottery shards if you give them clay. They will give forgotten enchants known to modern enchantment tables, a battle hammer that can't be crafted. And more things forgotten to time.

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    Biome specific dungeons for every biome to make core mechanics less esoteric for new players. Before you go on and say "these will litter the world." Each one will spawn in 10,000 blocks away from each other and make sure its not the same dungeon until over 60,000 blocks in all directions. These dungeons will all be roughly the size of woodland mansion and ocean monument. The player will need to buy maps from the cartographer. I'm not going to have ideas for each biome but I will give some solutions for some biomes. The plains temple will go over all about farming, breeding and maybe taming puzzles, and have the aesthetic of an abandoned american barn. You can learn how far one water source block can reach farm land and get a key. In the next rooms you will find randomly generated puzzles. One can be a sheered sheep in a room with a fully dirt floor with no grass, and it asks you to bring a grass block to regrow its wool. Another room can have one animal and a lead or leading food to teach the player to take it to another room to breed the animal. Another biome dungeon can have a main room where it tries to teach the player how more bookshelves will power an enchantment table. Of course the player has to bring the enchantment table. There the puzzles will center around certain enchants with veins of lapis in the walls. Another dungeon will be all about potions that center using potions. Another can teach about beacon effects. One can teach fireworks boost the elytra with rings to go into. One can teach about parkcore. You will need to bring external things to help you but in each dungeon you will receive the puzzles required solutions, the dungeon will make it very clear what the main puzzle componet will be for new players some how, how im not sure. You will also be able to get keys for locked doors. At the end of the dungeon theyre will be a mini boss that tests the knowlege of the temple and when defeated will give you a loot bag of dungeon loot. You can also respawn these mini bosses with a craftable similar to the end crystal. I feel the woodland mansion is a good enough dungeon for combat learning. And the ancient city is good at teaching redstone. The stronghold will have combinations of dungeon room puzzles to make sure they have a good enough knowlege to fight the ender dragon. [\#mcsuggestions](https://kbin.social/tag/mcsuggestions)

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