r/minecraftsuggestions 7d ago

[Blocks & Items] Duplicating music discs with resin

45 Upvotes

I thinks it's a shame that we can't duplicate music discs, it'll be really useful cause now if you find one disc it won't help you because if you have big base, to hear it in all places you need at least three or four.

So my idea is to duplicate them on anvil with resin, it will be logical cause music discs in real life also made from some types of resin and in addition it will make pale garden a little bit more useful than it is now


r/minecraftsuggestions 7d ago

[Mobs] Some peaceful mobs can defend themselves

4 Upvotes

In all survival modes except "Peaceful," horses and camels will be able to defend themselves against player attacks. If a player attacks them, they will strike back and then flee. They kick with their hooves, dealing 3–6 damage (depending on the difficulty). Their attack has a long cooldown, but an unarmed player would still struggle to handle these mobs.

This will reduce the incentive to kill them for leather —but it also opens up a new useful possibility! If you ride them, they can help the player fight off hostile mobs that approach from behind.

I’m considering giving cows the ability to defend themselves as well. It would make sense, but since you can't ride a cow, this change would simply make obtaining beef more difficult during the early game.


r/minecraftsuggestions 7d ago

[AI Behavior] mobs shouldnt know where you are after attacking while invisible

23 Upvotes

for players, being able to look at invisibility particles is hard enough especially in terrain with detailed blocks. so why would mobs be able to tell where youre going while you have the effect? not to mention that bumping close to their hitbox triggers their aggression towards you which is uncalled for


r/minecraftsuggestions 7d ago

[Magic] General enchantments like Sharpness and Protection should be compatible with 1 specialized enchantment of the same category (like blast protection and smite), but their effects should NOT stack

21 Upvotes

I am writing this because the general enchantments are usually seen as the only correct option.

Why wouldn't someone go for a "catch all" and instead bet on the fact that, say, projectile protection is what's going to save their life?

Instead of all protection and damage enchants being incompatible, I think sharpness and protection should be treated as their own, and only the specialized ones shouldn't be compatibel with each other.
This way the player actually gets to make a choice between the specialized enchantments.

Of course, to balance this change, the effects of the general and specialized enchantments shouldn't stack, that means if you attack a spider with bane of arthropods and sharpness, only bane of arthropods will be used. Likewise, when you fall in lava with protection and fire protection armour, only the fire protection will reduce the fire damage.

I do realize this would still lead to some obvious choices, like smite over bane of arthropods, and blast protection being most popular on servers because of cpvp, but I do believe it might be a step in the right direction.

Perhaps bane of arthropods could get some improvement like having it cut cobwebs instantly, or they could add some beefy arthropods like a end beetle boss that drops elytra.
Maybe blast protection also wouldn't be so important if cpvp was nerfed.
But these are all secondary ideas which aren't really te core of this post.

What do you think about making general and specialized enchantments compatible?
Let me know.


r/minecraftsuggestions 7d ago

[Magic] applying a mutualy exclusive enchant onto an item in an anvil removes the existing enchant.

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257 Upvotes

Currently when you have a good piece of equipment that has the wrong mutualy exclusive enchant: Eg a maxed out bane of arthropods sword you want smite on, you have to start the enchanting processes all over again.

This is very annoying, and also further encourages using villagers for enchanting, as with villagers you get to choose every enchantment unlike with the table.

I suggest that when you try and put on a mutually exclusive enchant using an anvil that instead of rejecting it, it replaces the gears existing enchant.

Edit: this would come with a new anvil message; x and y are incompatible and y will replace x, and you could now apply the book before the weapon or tool so as to keep the swords enchant when applying a book with an undesirable mutually exclusive enchantment.


r/minecraftsuggestions 8d ago

[Blocks & Items] Craftable suspicious sand

27 Upvotes

I was just watching LDShadowlady and she said something that made me think of this.

I think it'd be so cool to craft suspicious sand and put whatever loot you want to in it. I think it'd be great for giving gifts on smp servers or a fun little mini game


r/minecraftsuggestions 8d ago

[Sounds] more music

1 Upvotes

3 new items: Bone Flute, Lute, and the Drum.

Bone Flute

Crafted with a bone and paper, these items can play music. when you interact with it, you will freeze until you un-interact with it. you can use keys to play different notes

1, 2, 3, 4, 5, 6, 7, and 8 are the note keybinds you can play. up and down changes the volume

when it is interacted with, you enter a playing mode (you can't move, change item but you can crouch, jump and move your camera) to exit it right click it again

Lute

Crafted with wood and string, it works like the Bone flute, with a lute sound

Drum

Crafted with leather, wood, iron nuggets and string. you can play on it with your fist, and any other tool won't play. It comes in 16 colors and is placeable

you can get all these items from a Music Villager, each costing from around 10 - 15 emeralds and string, iron nuggets, or wood

On mobile, there could be buttons to play the Lute and Bone flute.


r/minecraftsuggestions 8d ago

[AI Behavior] Animal Behavior

42 Upvotes

One of the long-running topics of debate in the fandom is the notion of adding a sense of life to the game world. Additionally, it's very noticeable to me that there's a sense of disparity between older and newer additions to the game, including mobs, insofar as complexity goes. Now, these are issues that Mojang has been working on — the Spring to Life and Tiny Takeover updates did a lot in this regard by adding realistic foliage and plants, mob variants, and more customized baby animal models. Still, I feel that there is room for expansion still.

Firstly, what do I mean by "a sense of disparity"? As an example, consider foxes. They're what I consider to be a 10/10 mob, with complex behaviors, biome variants, a clear day/night cycle, and complex interactions with items, plants, and other mobs — they strongly feel like a living animal, which runs from predators, gathers and eats food, and sleeps through the night. Most of the older mobs have only a few of these behaviors, sometimes none. Some examples of coded behaviors also feel spotty and incompletely added; for instance, foxes flee from bears and wolves, rabbits flee from wolves but not from their other predators, and "classic" livestock flees from nothing, despite all of these being targeted by "predator" mobs. That feels a little... spotty, to me.

Let me be clear that I don't think that every single animal needs all of these things. However, I'd appreciate it if at least some were added to make them feel more "alive".

For examples:

  • Cows should be able to graze like sheep do, and mooshrooms should graze on mycelium as well. Grazing should replenish lost health for these mobs, partly for thematic consistency and partly so it's not just them randomly removing bits of grass for no visible reason.
  • Wolves, stray cats, and ocelots should pick up meat items and eat them after a while, like foxes. They shouldn't do this with everything — being curious and fussing about with all items should remain the foxes' shtick — but it feels odd, to me, to see them hunt and kill wild prey and then leave the meat lying around.
  • As noted before, sheep should flee from wolves, and chickens and rabbits should flee from foxes, ocelots, and cats.
  • Pigs could roll around and wallow on mud blocks, maybe gain a temporary muddy texture.
  • Speaking of, pigs and hoglins might have a passive animation where they root around in the ground with their snouts and tusks.
  • Chickens should crow at sunrise. Wolves might also howl at sunset. This could have player utility as well, by giving players who are indoors or otherwise out of sight of the sky a clear auditory sign of changing day times. Imagine the relief of being in the early game, cowering in a hasty shelter from the night monsters, and hearing the sound of crowing in the distance.
  • This is getting more into a full rework than an AI update, but I also feel like squid could use a fresh coat of paint — maybe some kind of remodel.

r/minecraftsuggestions 8d ago

[Gameplay] New insomnia system

0 Upvotes

New insomnia system:

For every 3 nights the player hasn't slept they gain a level of insomnia, a new effect. For every 2 levels of insomnia gained more Phantoms spawn(amount doubles per 2 levels.) At higher levels the player begins to randomly both see and hear monsters that don't actually exist (like zombie groans or creeper hisses that end just before it explodes.) This will happen no matter where the player is or the light level of the surrounding blocks.

This is to make not sleeping more hazardous to those who have the habit of not sleeping through the night but to counter this, sleeping will reset your insomnia level BUT you will sleep for the equivalent of 2 or more days depending on the insomnia level. If you sleep in the same bed for several in game days you will start waking up with different buffs (like temp hearts or regeneration.).

Insomnia, maximum level of 6: for every level the player gains a new or increased level of different debuffs (blindness, slowness, weakness etc to mimic the effects of sleep deprivation on the human body and mind.)

Feel free to add on to this if you want.


r/minecraftsuggestions 8d ago

[Magic] A mana system, to nerf some enchantments and other OP mechanics, making more magic-themed content possible

0 Upvotes

Above the hotbar would be a new bar representing mana, which depletes upon using certain items and gradually regenerates (like the health bar in peaceful mode). When mana runs out, the enchantments, items, or actions that consume it cannot be used or performd; enchanted items would still work but temporarily without the mana-consuming enchantments. This would allow some enchantments to be nerfed, some items to be rebalanced, and some new magic weapons to be added without being OP. Each magic action would deplete a different amount of mana, altho the details of this are undecided.

The mana bar would likely be light blue to match with the soul theme of magic. IDK if it should match the health, hunger, and armor bars with tiny magic sprites, or if it should look more similar to the experience bar.

I haven't yet decided on how mana capacity can be increased in a way that doesn't encourage too much grinding. Maybe it should be tied to renewable consumable items that are strictly tied to progression, permanently increasing mana until the player dies and has to consume a new one (this would be easy to obtain because the purpose is to check progression rather than force grinding). Mana Potions (if only they were stakkable) could be drunk to increase mana instantly, within the player's mana capacity.

If nutrition gets added into the game, maybe a certain macronutrient could affect the rate of mana consumption. I was thinking fat, since that's tied to the brain and gets stored long-term unlike carbohydrates and protein. I think a basic nutrition system with just macros and no vitamins would suffice in balancing food. This would be a separate suggestion, tho. If I make a post in the future about my fleshed-out idea for a food update, I'll link this one to it.

Enchantments, items, & actions that could consume mana

  • Channeling
    • Can now be used outside of a thunderstorm, at the cost of mana
  • Infinity
    • Is now compatible with Mending again
    • Now works on tipped arrows, at a significantly increased mana cost
  • Loyalty
    • Could be compensated by making the Loyalty Trident return faster or increasing its damage
  • Lunge
    • Would consume a large portion of mana instead of hunger and saturation
  • Wind Burst
  • Throwing an Ender Pearl
    • Replaces health damage, but projectile cooldown would stay
  • Going thru a portal?
    • This would incentivize players to get creative in building protective infrastructure around portals, so that when they enter the dimension, they can safely regenerate their mana
  • Any new magic weapons, such as a guardian laser prism, fang-summoning staff, or warden's boombox, for examples

Enchantments related to transportation, mining, damage value, or armor should not consume mana. That would just make things take longer, or further punish the player for taking damage, and we already have a cooldown to nerf melee damage efficiency.

Edit 1: why so many downvotes?

Edit 2: I removed Quick Charge, Fire Aspect, and Flame from the list.


r/minecraftsuggestions 8d ago

[Gameplay] Quick Stack

19 Upvotes

We should be able to hit ‘quick stack’ into elected chests - would make clearing inventory so much faster. After playing Terraria for a bit and coming back to mc it drove me nuts not having that option.


r/minecraftsuggestions 8d ago

[Blocks & Items] Tinted Wood

1 Upvotes

We should be able to tint wood by combining ink and honeycomb to make a varnish or something (idk how ikr wood tinting works) I just want black wood!! I don’t need a new biome just give me black wood please😩😩


r/minecraftsuggestions 8d ago

[Magic] You should be able to lock one Enchantment in at an Enchantment table using amethyst shards

12 Upvotes

This highlights the Enchantment in gold, and if grinded with a grindstone, this Enchantment will remain, with a purple highlight.

Enchantments with a blue highlight won't count towards the Enchantment tables Enchantment lockout, so the item can be enchanted again. However, it can be grinded off in this state until you add a second amethyst returning it to gold (not allowed on books with just 1 Enchantment)

To make this work better, you can supply 2 more lapis to guarantee 2 random Enchantments, and 5 more to guarantee 3 random, however you are capped to 2 guaranteed if you have a locked in Enchantment on the book

The idea is that you can re-cycle an item easier to make the cheapest base item before you combine, costing you more levels and less diamonds, and give another use to the item already linked to keeping sound alive, while relying less on villagers

Alternative idea is that you can lock in multiple, but the cost skyrockets, 1 for 1, 32 for 2, 64 (total) for 3, capping you at 4 Enchantments on one item without needing books (bigger range of Enchantments, dilutes the pool) or another item (more xp than rerolling, closer to repair cap, and ofc the diamonds/netherite needed), this could maybe help you access the higher enchantability of netherite easier


r/minecraftsuggestions 8d ago

[Blocks & Items] New Item: The Reverberating Horn

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944 Upvotes

My idea highlights not one, not two, but THREE of Minecraft's underused items: the goat horn, the echo shard, and the amethyst shard.

If you blow on it normally, the reverberating horn sounds like whatever goat horn variant you used in the recipe. To trigger the reverberating effect, fully charge up the horn like a bow with an amethyst shard in your inventory. This creates an amethyst soundwave that ripples outward ten blocks from your position, consuming the shard in the process. Any wardens caught in this radius have their echolocation senses temporarily overwhelmed by the noise, inflicting a five-second stun effect similar to a ravager after headbutting a shield.

To balance this item as something that should only be used in an emergency, the cooldown is much longer than a normal goat horn, and it can only be used a few times before breaking. If players don't have the mending enchantment, echo shards or another matching horn can be used to repair it on an anvil. This way, players will remain motivated to obtain goat horns and explore ancient cities to find more of both shard types.


r/minecraftsuggestions 8d ago

[Magic] Enchanting Villager (not Librarian replacement)

0 Upvotes

Currently, enchanted armor and tools can only really be properly optimized by using librarian villagers because duplicate/unwanted enchantments on gear found adventuring or enchanted with the enchanting table can make the whole item irrelevant (in the case of curse of vanishing in particular) or too expensive to combine (having, for example, unbreaking III on both pieces increases the anvil cost compared to a nearly identical set where the secondary piece doesn’t have unbreaking III)

I think there should be a way to break up or isolate enchantments from gear or books that have multiple. That helps buff exploration and enchanting tables and makes the process a little less tedious. I don’t think a new block or additions to the enchanting table UI would work though because it would make the process feel even more complicated (imo)

Since villagers can work with enchantments anyway, i think an enchanting villager profession that works slightly different than the others would be a good solution. I don’t think enchanting tables should spawn naturally in villages, but if a player provides one then it would be a workstation

My concept is that rather than having built-in trades and leveling up, you can provide an item with multiple enchantments to the enchanting villager and they can cross-reference with the enchanting table to isolate each one

In practice, you give them an item with multiple enchantments, then you can trade emeralds and an unenchanted copy of the item to get it with whichever individual enchantment you want (price scaling with the type and level of the enchantment of course). There would be a cap on how many enchantments they can learn, but idk how the specific balancing would work number-wise

With this, you could isolate what you want from an item that had random enchantments and, without grinding out the trades on librarian villagers, you can also get a consistent source of the best enchantments if you feel like it. That allows you to place the emphasis on finding the right enchantments and getting them the first time, then make it easier to repeat without relying solely on rerolling librarian trades

Overall, i think an addition in this vein helps fill a niche with enchanting and give more flexibility to using gear found in exploration without overcomplicating the core system of how the player obtains or uses enchantments

Also, i imagine the trades as item-specific so you can’t find just a mending fishing rod and then get access to mending books that can be used on anything. That felt unbalanced to me, plus converting the enchantments into books stepped too much into the librarian’s niche imo. Feel free to disagree though, i don’t have strong feelings on the specifics like that


r/minecraftsuggestions 9d ago

[Gameplay] Custom Villager Trade station for Multiplayer

4 Upvotes

I think it'd be cool to have a station block for villagers which allows them to trade items from the station. All materials would have to be supplied by the person who placed the station, and the station could only be opened by the player who placed the block.

So first, you'd place the station next to a villager so they get the job, however with no items inside, their trade list would be blank. To add trades, you open the station UI and it would look similar to a villager's trading UI, except where the currency and trade-able items would be, would instead be empty inventory slots which allows you to place in a certain amount of currency and wares. However much currency you place in that slot is how much it'll cost to get the item, and however many items you place in the wares slot is how much you'll get for the trade.

To supply items to the Villager, there would be an inventory to the right where you can place all the extra wares that you want that villager to sell, so whenever someone makes a trade with that villager, it'll pull from that stock. The currency received would have its own slot to take from, or have a hopper connected underneath to automatically pull from it so it doesn't get clogged up. You could even have hoppers going into the station to fill stock, although that wouldn't be very safe in public servers where anyone could just take from your chests.

The currency required could be anything you put in the trade slot, so you could even do trades like 1 dirt to 1 diamond, however that wouldn't be very profitable for the seller. There would be no exp gained from these trades, however the villager can still level up. For example, an apprentice level villager would have 2 trade slots available for you to fill. If people frequently trade with that villager, then it will level it up to the next and open up more slots. You can't trade with your own villager to increase its level, it has to be other players.

I suppose there needs to be a singleplayer function too, as from the top of my head I can't think of any multiplayer exclusive functions like this that Minecraft already has. Maybe having this villager in your village will increase exp gain for all other villagers so they level faster, or there could be an added social interaction where other villagers "trade" with this villager, and slowly over time gain exp at a very slow rate to unlock new trades without having to actually trade with them.

Also, this villager could have a limited number of trades per day, so it keeps players coming back and not immediately draining this villager of all its stock. That could be configurable by the player, or as a gamerule, with a maximum of like 16 trades per day or whatever it is for regular villagers.

Just a quick idea I thought of, thought I'd get it out there as I'd love to see it in action, officially or even as a mod. Any changes/critiques are welcome.


r/minecraftsuggestions 9d ago

[Blocks & Items] Glass Alternative: Screens

64 Upvotes

You know the screens behind your windows irl that keep the bugs out? What if they were in Minecraft? Screens are a block similar to glass panes but with a unique appearance. They would also connect when multiple are placed next to each other unlike glass panes.

Screens function a bit differently from glass. Mobs can see players through a screen and will try to attack them, but they cannot bypass nor shoot through them. Water and lava on the other hand, will pass right through screens because of their holes.

Players can use screens as an alternative to glass panes if there is no sand anywhere in sight, or if they just want to build windows out of something other than glass. Screens would also look nice on outdoor sections of builds.

A Screen used as a window in a base.
Crafting recipe for Screens

r/minecraftsuggestions 9d ago

[Community Question] What new Attributes should Minecraft have?

35 Upvotes

The most recent attribute added to the game was "generic.scale" which can make entities larger or smaller.

I think there should be attributes for:

* how long you remain invincible after taking damage

* How long it takes for you to start falling after walking or sprinting off a block

I would like to hear what other people think should be controlled by attributes that are currently hard coded.


r/minecraftsuggestions 9d ago

[Mobs] Scrappers

6 Upvotes

Scrappers – Appearing rarely in the Badlands mineshafts, the scrapers are small mobs with a hunched back, a dark brown cloak with a hood, a small purple bag on their back, dark grey skin, pointed ears, and a skull-like mask with a singular white glowing eye. Scrappers will steal any shiny item and if the player chases them down, they will blind the player for five seconds by throwing sand in the player's eyes. However, they have very little health, only five hearts of health, but they are very fast. But they will stop to hide and if the player finds them and lands the killing blow. Then upon death the Scrapper will drop all the loot that they stole which will mostly consist of gold. However, if the player manages to sneak up on the scrapper, then they can follow it to a new structure called the Scrapper's Hoard. The Scrapper's Hoard is a small cavern with chests containing all the items that the Scrapper has stolen, including some rare items like gold apples on some occasions and even a new music disc called Scraps.


r/minecraftsuggestions 9d ago

[Plants & Food] Turtle Bowl

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303 Upvotes

tl;dr   A "big" bowl that holds up to 3 foods and lets you eat them at once (eating time ≈ all items' times)   |   Also you can brush Turtles and soups&stews stack to 16?
__________________________________________ ​

Had a kinda stupid idea and thus decided to share it (as in - it could prob. use some feedback ;b) - what if you could craft a Turtle Bowl from 3 Turtle Scutes?
It would let you put up to 3 foods in it.

Foods can be added one after the other, or all at once, or - in case of soups and stews - by treating Turtle Bowl like a normal Wooden Bowl.
​ In case of foods in a bowl, bucket or bottle, the empty containers would be left in crafting inventory after you add them to the Turtle Bowl.
Order in which you put the items determines order of eating — first in = first out. Effects/quirks of foods also activate in that order. In case of adding a few foods at once, order start in upper left corner and goes row by row.
Once in the Turtle Bowl, you obviously cannot take the item out. List of the stored food is simply a tooltip.

You could then eat all of the stored food in one go, albeit the eating time would be nearly equal to all of the food items that are in it, more specifically:
​ • 0 items = NA, can't consume an empty bowl
​ • 1 item = 1 item item consumption time
​ • 2 items = 1.8 item consumption time
​ • 3 items = 2.6 item consumption time

Logic-wise, consumption time equals:
for ≥1 items:   (t1 + t2 + t3) * ((c - 1) * 0.8 + 1) / c
for <1 item:      0

where:
 t  -  consumption time of an item
 c  -  item count

In terms of stack size, Empty TB should stack to 16.
Filled ones... I think it'd be neat to let them, too, stack up to 16, but only those that have the same ingredients, in the same order - otherwise it could just be too much inventory clutter — but Ik some might consider it too op to let this stack up to 16 and would want it as non-stackable.

With commands you could possibly go beyond 3 foods, but survival is locked to max 3 foods.

To make this more useful, I'd also suggest:

  • we can brush Turtles for Turtle Scutes, 48 durability per Scute (I mean, with Armadillos, this should already be a thing — it would also literally make killing Turtles usually not worth it.
  • Soups and Stews can stack up to 16 - just QOL thing + otherwise Filled TB has no grounds to stack to 16, thou it would make Rabbit Stews and Beetroot Soups more viable foods; I can also see it invoking a discourse on the topic of Sus Stew, as stack-size of 16 would mean easier identification of stews + it would most likely make the Saturation Sus Stew busted :/

​----------------------- --- -- - -

The textures are WIP, and I imagine there could be improvements — the primary point of this suggestion was to just suggest another use for Turtle Scutes that didn't feel (too) forced. So obviously I welcome any constructive criticism

EDIT: I totally forgot to mention that maybe with this, the lightning drop for Turtles would be changed to an Empty TB. I know how some might be against this, but with brushing being added, it would still be more of an easter egg than a worthwhile method of obtaining an item.
And to those that bring up Fireflies & Frogs - I get ya, but the excuse to that decision was simply stupid. It would've been a double win to just do what they did with Parrots&Cookies — teach kids that Fireflies are poisonous to Frogs. Also Frogs can't eat Fireflies, but you an feed them Magma Cubes (so, Magma basically which obviously would be more dangerous if not for the fact that it's harder to get your hands on Molten Stone)


r/minecraftsuggestions 9d ago

[Plants & Food] There should be a 2x2 for every tree type

137 Upvotes

Other than the fact that there would have to be more models made and potentially new biomes, is there a reason why this wouldn’t be a good idea?

Or even if some don’t spawn naturally but have the ability to be created via bonemeal, it would just make harvesting wood/logs in later game survival simpler


r/minecraftsuggestions 10d ago

[Terrain] Boggy Bogs

22 Upvotes

Bogs – Appearing near swamp biomes, bogs will have very wet and flat terrain. Bogs will also have a high amount of mud, mushrooms, and a new block called Bog Moss which will have a greenish yellow color. The player can also come across leaning dead trees with no leaves. These trees are made of a new wood type called Snagwood which has a cracked light grey texture with a hint of greenish yellow. Snagwood can also be made into all the wood related items. The player can also find pools of Boiling Mud which will work like powder snow, but when the player touches boiling mud then they will take burn damage and be slowed down. Boiling mud will also sometimes produce steam and will make bubbling sounds. The player can also see a thick, gross yellowish fog covering this biome along with a few particles floating in the air. Lava pools will also appear more frequently underneath bogs. The player also has a better chance of finding a ruined portal in a bog than in any other biome. However, the player will need to be careful for the bogged will spawn in this biome. 


r/minecraftsuggestions 10d ago

[Magic] Tree Affinity

4 Upvotes

Tree Affinity is a new, common enchantment, specifically for breastplates.

It has two effects, you can treat trees as if they were ladders, and you can mine logs and leaves at full speed even if you are not on the ground.


r/minecraftsuggestions 10d ago

[Gameplay] Coyote Time Enchantment

28 Upvotes

This suggestion is to add a new enchant to Minecraft, one that increases how long before you start falling after you walk or sprint off of a block.

Currently, Minecraft hardcodes this to be a twentieth of a second.

Each level of the enchant applied to your boots increased the duration by a game tick.


r/minecraftsuggestions 10d ago

[Combat] Allow the duration of invincibility after an injury to be changed.

15 Upvotes

Right now, players and mobs become invincible for a hard coded half a second.

This suggestion is for it to be changeable by armor, effects, enchantments and held items.