1.20: Suggested & Requested Update

1.20, or the Suggested & Requested Update, is an update released on June 9, 2024. It brings with it the addition of many long-wanted features. It’s the largest update in Minecraft’s history.
== Blocks ==
* Give any existing common building block in the game (e.g. terracotta, concrete, netherrack, snow, dirt, etc.) a slab/stair/brick/cracked brick/pillar/polished/etc. variant
* Chests/bookshelves/etc. for all wood types (partially implemented with signs, buttons, and pressure plates)
* Furnaces/Stonecutters etc. for all stone types (partially implemented with blackstone buttons/pressure plates/etc.)
* Any stone/cobblestone based items work like the full block does (e.g.: stone stairs/etc. become cobblestone stairs/etc. when mined, cobblestone stairs/etc. become stone stairs/etc. when smelted, stone stairs/etc. stay as stone stairs/etc. when silk touch is used, etc.)
* Add NBT data to certain blocks (only block entitiescan store NBT information)
* Add any gold or copper version of existing iron blocks (e.g.: hoppers, chains, bars, doors etc.)
* Fake Netherite blocks/any other expensive block (a survival friendly way to use the Netherite/etc. block texture without the high cost)
* Craftable/mine-able End portal blocks
* Make blackstone renewable in a similar fashion to cobblestone or basalt (i.e. blackstone generator)
* Add any missing soul fire variants (e.g.: soul fire jack o' lanterns)
* Lava-logged/glass-filled/filler blocks
* Storage block for charcoal
* Glass doors/trapdoors
* Rope/rope blocks/rope ladders (partially implemented via weeping vines/twisted vines
* Rotten flesh blocks
* Ash blocks (most commonly suggested for the Nether)
* Crystal blocks (partially implemented as amethyst crystals)
* Bamboo planks/blocks
* Mud blocks/bricks/etc.
* Darkstone/any block/item/etc. that cancels out light/produces negative light/etc.
* Lava sponges
* Warped wart and crimson wart, used to craft warped Nether bricks and crimson Nether bricks, respectively, as well as any other common, generic, or obvious uses for them (e.g. a use in potions that acts different from Netherwart, fortresses made of the brick blocks, etc.)
* Magnet/magnet blocks that attract/repel certain items/entities
* Oil (generates underground, highly flammable, makes good fuel, can be sold to villagers etc.)
== Building Improvements and Decoration ==
Limitations often encourage builders to come up with creative solutions, such as chairs made from stairs or slabs.
* Fake/empty bookshelves
* Sideways banners/flags
* Horizontal glass panes/fences/walls/etc.
* Leads can be placed sideways on fences to make "rope fences"
* Custom paintings/drawing paintings
* More banner patterns
* Carpet or snow layers placed over stairs/slabs/walls/etc. changes to fit them exactly
* Carpets can be stacked up when placed similar to snow layers, either with mixed colors or only the same color
* Adjustable light blocks and/or invisible light source blocks (partially implemented in Bedrock Edition as light blocks obtained using /give)
* Book/enchanted book storage in bookshelves
* Colored/stained lanterns/redstone lamps/torches etc. (partially implemented with Soul Torches and Soul Fire Lamps, being blue)
* Colored campfire flames/smoke
* Connected textures for certain blocks when placed next to one another (e.g.: glass, slime blocks, honey blocks, etc.)
* Soundproof blocks/certain blocks have varying effects on sound (from blocking it completely to dampening it)
* Ability to rotate blocks in some way (e.g.: a block rotator, a wrench item, etc.)
== Player Vanity ==
* Tabards/surcoats/wearable banners
* Ability to equip any item/block in the helmet slot
* Climbing/falling/diving/flying animations
* Adding banner patterns to the elytra/beds/armor/etc.
* Ability to dye elytra any color, similar to leather armor
* Any current/future armor can be dyed just like leather armor
* Purely aesthetic/decorative tools/weapons/armor/etc.
* Obtaining capes in any way that isn't already supported
* Witch hats/Villager hats can be obtained and worn
== Combat, Armor, Weapons, and Tools ==
* Daggers or knives (throwable or melee)
* Spears or javelins
* Boomerang (damages mobs/picks up items/flicks levers, etc.)
* Grappling hook (pulls enemies closer, pulls you towards blocks, etc.)
* Explosive arrows
* Slingshots
* Scythes, either as a weapon or a farming implement
* Lances for horseback combat
* Battleaxes, maces, halberds, or warhammers
* Blowguns/darts (just the weapon itself, or they can inflict potion effects like poison and slowness)
* Dynamite/throwable TNT or fire charges/grenades
* Tiered arrows (e.g.: iron/gold/diamond/Netherite/etc. tipped arrows), made through crafting or added as a function for fletching tables
* Tipping arrows with potion effects as a function of the fletching table
* Poison/potion tipped sword
* Different types of swords (long swords, rapiers, broadswords, etc.)
* Different types of bows/crossbows (longbows, compact bows, bows with different materials, etc.)
* Different types of shields/different materials used to craft shields (tower shields, kite shields, Netherite shields, diamond shields, etc.)
* Craft/repair tridents with prismarine related items, etc.
* Craftable chainmail armor (using iron nuggets or otherwise)
* Craftable horse armor or saddles (partially implemented with leather horse armor)
* Dual wielding swords/tools for extra damage/attacks/utility
* Netherite armor causes Piglins to like you (gold armor already does this)
* Any weapon/tool/armor type can be upgraded to the next tier in the smithing table, just like with diamond gear to Netherite gear
* Making armor/weapons/tools out of materials that are out of place or unfit for such things (e.g.: lapis/redstone/emerald/etc. armor/weapons/tools)
* Ability to use various materials in place of sticks for tool handles, either for aesthetics or to provide different stats/abilities (e.g.: bones, blaze rods, etc.)
* Different textures/stats/abilities/etc. for wooden/stone tools based on the wood/stone type used (e.g.: dark oak wooden tools, blackstone tools, etc.)
* "Headshot" --- hitting a player/mob head causes more damage (or generally location specific damage)
* Different tools do more damage to certain mobs than swords do (e.g.: pickaxe does more damage to iron golems/shulkers, shovels do more damage to snow golems, etc.)
* Shield bashing, either as an ability or an enchantment (left click with a shield knocks enemies back, damages them, stuns them, etc.)
* Fishing rods (regular, enchanted, or a new variety) can be used in lava/the Nether
* Scoped bows/crossbows
* Torch arrows, or making spectral arrows emit light
== Utility ==
* Better stair math (output being 6/8, or recipe being 3 blocks instead of 6) (partially implemented with the stonecutter for stone materials)
* Stonecutters cut wood blocks as well as stone, or a separate wood cutter/sawmill/carpentry table for cutting wood
* Kilns for smelting clay/terracotta/etc. faster
* "Better furnaces" that smelt everything faster (regular furnaces are not going to be replaced, blast furnaces and smokers are for specific items only so that the furnace remains useful)
* Breaking down crafted items for resources - uncrafting/salvaging table
* Campfires/beacons prevent mob spawning in a large radius
* Campfires scare/ward off hostile mobs
* Smelting rotten flesh gives leather
* Rotten flesh can be used in composters
* Using coal/charcoal to make black/grey dye
* Placing milk/honey/any future liquid in cauldrons 
* Text on signs will remain if the sign is silk touched/some way of keeping the text on a sign
* Withered/charred/black bones dropped by Wither Skeletons, craftable into withered bone meal (used to decay/kill/stop the growth of/etc. plants, or make Netherwart grow faster)
* Reducing/removing the penalty of dying (e.g.: storing gained xp, new totem that stores items/xp upon death, death coordinates show up on the respawn screen, gravestones with a chest of the lost items, death location shows up on maps, etc.)
* A way to disable a work station/prevent a Villager from using a work station block
* Some way to heal snow golems (e.g.: snowballs, blue ice, snowy weather, etc.)
* Combine any existing item with a Netherite ingot in a smithing table to get a Netherite version of the given item, or add various Netherite based items in general (e.g.: Netherite bows, Netherite crossbows, Netherite tridents, Netherite horse armor, Netherite shulker boxes, etc.)
* Additional effects based on the material used in a beacon pyramid/as "fuel" in the beacon (e.g.: Netherite blocks in the pyramid grant fire resistance, increase the range of effect, prevent mob spawns, etc.)
* Craft any stone/cobblestone related items using basalt/andesite/granite/diorite/etc. (e.g.: furnaces, tools, etc.), or use any variant of a given block interchangeably for crafting/etc. (e.g.: soul sand can be smelted into glass, crafted into TNT, etc.) (partially implemented with blackstone blocks)
* Change Wandering Trader trades/make them better in some way (especially if it's overly vague)
* Add some method to prevent Piglins/Hoglins/etc. from zombifying in the Overworld, or add some method to cure zombified Piglins/Zoglins/etc.
* Some way to fool Piglins (e.g.: add a new pyrite/fool's gold/etc. ore that is very similar to gold. Armor made from it can fool Piglins when worn near them, ingots of it can fool Piglins when bartering, etc.)
* Glowing ink/dye, used to craft glow stick/coloured lamps etc.
== Redstone ==
* Pipes/tubes/etc. for transferring items, connecting functional block inventories/GUI's, etc.
* Vertical/ceiling-sticking/wireless/insulated (e.g.: cables, etc.)/underwater redstone
* Hoppers/droppers/dispensers/etc. working with Jukeboxes
* One block solutions to existing redstone components/contraptions/circuits (e.g.: logic gate blocks)
* A way to prevent redstone lines from connecting to one another/parallel redstone lines without repeaters
* "Honey pistons" (e.g.: pistons that stick to honey blocks but not to slime blocks, as well as multiple other variations on the concept)
* Give any item/block/etc. special functionality in a dispenser
* Redstone lamps light level based on the signal strength provided, or any redstone device being more/less effective based on the signal strength
* Fuses (place gunpowder, light it, slowly burns, one-time redstone use)
== Transportation ==
* Boats with Banners (as sails or otherwise)
* Larger craftable boats/modular boats/ships
* Furnace carts unaffected by turns or elevation
* A way to link minecarts together (e.g.: with chains, leads, etc.)
* Trains of any kind (from linked minecarts to actual trains/train cars/engines)
* Horse-drawn buggy/wagon for transportation or extra storage
* Crimson/Warped boats
== User Interface/GUIs ==
* Various mechanics when in any GUI (e.g.: ability to see/interact with equipped armor, ability to see and interact with the offhand slot, etc.)
* Add a furnace, crafting table, anvil, etc. GUI to the creative mode inventory
* Some form of a pick-tool key/action, which puts the appropriate tool in the main hand when clicking a block
* Backpacks/satchels/enchantments/etc. for use in expanding the inventory, or directly expand the base inventory itself (shulker boxes and bundles already fulfill this mechanic to an extent)
* Larger crafting table grid
* Better Book and Quill item (easier formatting/typo fixing/color codes/maps or pictures in books/text selection)
* Edit signs after placing
* Colorblind support
== Enchantments and Magic ==
* Magic for players (spells/staffs/wands/runes/etc.)
* "Quickdraw" enchantment for bows
* "Auto-smelt" enchantment (mining ores gets ingots, clay gets bricks)
* "Timber"/"tree-feller"/"vein-miner" enchantment (break a single log/ore, others of the same type around it get auto-mined)
* "Speed"/"swiftness"/"traveler" enchantment on boots/leggings (partially implemented with the Soul Speed enchantment for boots, at least on soul sand and soul soil)
* "Scythe"/"Fertilization"/"Mass Tilling"/"Auto-Plant" enchantment for hoes
* "Ore Vision" / X-ray vision potion/enchantment for tools
* "Reflection/Deflection" enchantment for shields that knocks arrows/fireworks/fireballs back towards attacker
* "True Unbreaking"/"Unbreakable" enchantment for armor/weapons/tools that leaves them in a broken state at 0 durability, like with elytra
* "Decapitator"/"Head Hunter" enchantment (killing mobs gets mob heads/a chance for mobs to drop their head)
* "Lava vision" enchantment/potion, or add a lava vision effect to the fire protection enchantments/etc. (allows the player to see under lava/see better under lava. Partially implemented through the fire resistance effect)
* "Soul Fire Aspect" enchantment (e.g.: Fire Aspect III, Fire Aspect creates blue flames under certain conditions, etc.)
* "Magnetism" enchantment that draws in dropped items/immediately collects items upon mining blocks
* "Lava-Walker" enchantment that turns lava into obsidian or magma when walking on it
* "Anti-Illager" enchantment that does more damage to Illagers/raid mobs (Vindicator, Evoker, Pillager, witch, ravager, vex)
* Invisibility 2 effect/invisibility enchantment (hides armor/weapons/particles/etc.)
* Feather falling enchantment/a new enchantment /etc. prevents crops from being trampled
* Add Curses that are just the opposite of existing enchantments
* Some way to transfer enchantments (e.g.: a grindstone or new block that takes enchantments from armor/weapons/tools and puts them onto books).
* Enchantments have environmental effects on items (e.g.: Fire protection prevents an item from burning in lava or makes it drain durability instead, etc.)
* Enchantments have unique designs/textures for each book/tool/armor piece (thorns is spiky, frost-walker has ice crystals, etc.)
* “Stealth” enchantment/potion or feather falling/slow falling reduces/cancels player noise, making it harder to be noticed by the Warden
* * Magic protection enchantment (protects players from potions, other enchantments, guardian beams, evocation fangs, etc.)
== Potions and Brewing ==
* Enchant empty/water bottle to get bottle o' enchanting/collecting XP with bottles gives you bottles o’ enchanting/some way to store XP
* Use the cauldron to brew potions
* Splash bonemeal/plant growth potion, AoE bonemeal
* Splash potions of milk (clear potion effects)
* Adding frog legs for brewing potions of leaping, and make rabbit's foot brew potions of luck
* Make any existing effect that is not already a potion into a brewable potion (wither, luck, haste, glowing, resistance, etc.)
* Using thick or mundane potions as a base (these are specifically designed not to have any use at this stage in the development of the game)
== Food and Edibles ==
* Chocolate milk/cake (cocoa beans + milk/cake)
* Cook eggs to get scrambled eggs/boiled egg/fried egg/omelette
* Cake slices/cake movable after placing
* Apple/berry pie
* Oranges and apple/orange juice
* Bananas generate in jungles
* Sandwiches
* Cheese
* Nether Stew, a soup using Nether fungi
* Corn crops for villages/farms
* Bake bread with a furnace for baked bread/toast, or bread requires a furnace to make
* Different food takes different times to consume (partially implemented with dried kelp) (potentially upcoming via liquid foods being faster to consume than solid food, as of Combat Test 8c)
* Placeable milk/honey/any future liquid (like water or lava)
* Eating porkchops or rotten flesh in front of Piglins angers them
== World Generation ==
* Cherry or Redwood Trees
* Oasis biome in deserts (palm trees, water pool, vegetation, greener grass, etc.)
* Villages for more biomes (e.g.: swamps, jungles, mountains, underground, Nether, End, etc.)
* Colored lava
* Cold biomes in the Nether, or any other type of climate/biome/etc. that is entirely unfit for the Nether's environment
* Campsite structures (for Villagers, Wandering Traders, Pillagers, Piglins, or undead mobs)
* Sponges generate in coral reefs
* Ruby, sapphire, tin, titanium, etc. ore: Ores that do not impact gameplay in a meaningful way are not worth adding. (Somewhat "implemented" with copper)
* Enderite/Endite ore for the End (resistant to the Void in some way, is stronger than diamond/netherite, etc.)
* Various different metal alloys, steel, pig iron, etc.
* Alpha/Beta/any past version world generation
* Increase world height/depth limit, or add cubic chunks
* Dream/imaginary dimension, accessible through sleeping, potions or portals
* Suggesting to take features from one dimension and adding it to any of the others (e.g.: adding coal/iron/diamond ores to the Nether/End, adding Overworld mobs to those dimensions, adding water to the Nether, etc.)
* Overworld/Nether/End reset options
* Add an option or gamerule to start a world in the Nether
* One dimension can spread/leak/etc. into another dimension (partially implemented via ruined Nether portals)
* Superflat worlds also generate superflat Nethers/ends, or separate options for a superflat Nether/End
* End islands generate at different heights
== Environment and Weather ==
* Seasons
* Auroras/Northern Lights in Cold Biomes
* Lava rain/lava floods in the Nether
* Adding Overworld weather (lightning storms, rain, etc.) to the Nether
* Lightning strikes cause sand/red sand/soul sand to turn into glass
* More weather conditions (e.g.: blizzards, sandstorms, hail, fog, etc.)
* Make weather regional rather than global/add a command/option to change it
== Mobs and Mob Behaviors ==
* Monkeys, apes, gorillas, etc.
* Black bears, grizzly bears, etc.
* Snakes/sea serpents
* Jellyfish or nautiluses
* Rats or mice
* Penguins in ice/snow biomes
* Elephants in savannas/jungles
* Pirate mobs, whether they be undead or Illagers
* Elves/dwarves/orcs/goblins/ogres
* More golems (gold, ice, stone, End, Netherite, etc.)
* Owls or songbirds
* Crocodiles or alligators
* Butterflies or fireflies
* Salamanders/fire lizards spawn in the Nether
* Ghast nests/baby ghasts
* Make zombies randomly have an Alex-based skin
* Creepers blend into biome/surroundings, chameleon creepers
* Spiders flip their bodies vertically to climb walls
* Mobs transform into other mobs when struck by lightning, change behavior, or change existing transformations (e.g.: pigs turn into something other than zombified Piglins when struck by lightning)
* Phantoms spawn in The End
* Zombies attack Illagers/Illager zombies
* Cave spiders spawning outside of mineshafts
* Common/overdone Villager profession ideas (e.g.: Miner, lumberjack, builder, bee keeper, musician, artist, firework sellers, etc.)
* More animal skins/breeds/variants (different dog breeds are among the most common in this category)
* Biome/dimension-dependent mob skins (similar to Villagers)
* Biome/dimension-dependent mob variations (similar to Husks, Strays, and Drowned)
* Player zombies (player dies, zombie spawns in their place with all their gear and items)
* Tamable/Ride-able Ravagers or Hoglins
* Armor for pets/animals (dogs/cats/parrots/etc.)
* "Wandering mode" for pets
* The ability to pet or play fetch with dogs/cats/animals/etc.
* Endermen's eyes turn green after defeating the ender dragon, and/or they become passive somehow
* Add more mob heads/any new mob heads
* Slimes can reform/combine/merge back into larger slimes
* Miner zombies/zombies with pickaxes
* Common/unoriginal boss ideas (queen bee/spider, Illager boss, Nether fortress boss, etc.)
* Clerics using healing potions to heal other Villagers, and blacksmiths using iron ingots to heal iron golems
* Cartographers/Wandering Traders/etc. sell maps to mushroom island biomes/other rare biomes/structures
* Infiltrator/spy/disguised Illager (an Illager disguised as a Villager, disrupts a village and/or attacks when revealed/attempting to trade)
* Take features from mob X and give them to mob Y (e.g.: fox behaviors being given to dogs/cats/etc., panda genetics being applied to other mobs, etc.)
* Bring back the old Zombie Pigman model in some way (e.g.: as a separate mob, through resource packs, naming them with nametags, etc.)
* Rename Zombified Piglins to Zombie Piglins or Ziglins
* Pigs/Piglins/any pig related mob dances to the pigstep music disc
* Piglins offer/barter/drop maps to Nether structures (Bastions, fortresses, etc.)
* Elder guardians/any other mini boss should have their own boss bars/health bars
* Wardens get stunned by any source of sound, such as jukeboxes, TNT, fireworks, bats, etc.
== Gameplay Mechanics ==
* Fall damage based on block you land on (partially implemented with hay bales, honey blocks and beds)
* Arrows/Tridents/falling anvils/gliding with an elytra/etc. will shatter glass
* Players can drop their head on certain death conditions
* Items dropped (in water/on land) can be retrieved with a fishing rod/Loyalty trident/etc.
* A method to revive pets (e.g.: totem of undying, pet collar, pet bed, etc.)
* Dragon Egg can be hatched (baby ride-able dragon)
* Dragon Egg for every dragon killed, rather than just the first
* Negative beacon effects (weakness, jump height reduction, slower regeneration, etc.)
* More music discs/custom music discs/recorder block to record sounds/music
* Stonecutters deal damage when stepped on
* Flying over a campfire with an elytra causes lift/pushes the player up into the air
* Swimming in lava using Netherite armor or fire resistance potions
* Give rarer items (such as Netherite, the Dragon Egg, the Heart of the Sea, etc.) more unique properties than they already have (such as an increased despawn time limit, immunity to cacti, etc.)
* Chains can be used to hold up gravity affected blocks/keep them from falling
* Climbable chains, similar to ladders, scaffolding, etc.
* Chains stick together, and pulling one pulls any connected chains as well
* Furnaces give more than one item of output per input item (e.g.: the amount of iron/gold nuggets from smelting armor is based on the durability of the armor)
* Furnaces smelt items faster in the Nether, or faster based on the fuel used, or items can be smelted/cooked just from being in the Nether
* Placing gunpowder or TNT in furnaces cause them to explode
* Sleeping causes all crops/furnaces/potions/etc. to finish/speed up growing/cooking/brewing/etc.
* Wearing a zombie head causes Villagers to flee/panic, causes iron golems to attack the player, etc.
* End Anchor/Respawn Anchor working in the End, or some other way of respawning in the End
* Various mob interactions with music discs 11 and 13 (e.g.: passive or other mobs run away from the music, Illagers dance to them, etc.) (partially rejected for parrots, as they are designed to dance to all music discs)
* Special nametags/potions can silence/quiet down mobs (or some other form of "silence"/sound reduction mechanic that silences/reduces the sound of blocks and mobs)
* Two players can ride on horses/multiplayer horse riding
* Shearing chickens/parrots gives feathers
== Map-Making and Commands ==
* Chat detection with commands 
* Key press detection, or binding command to key
* Click statistics/detection for commands
* Variables in commands, or ability to put selectors/objectives in NBT data (partially implemented with execute store)
* A specific block/item for map makers to re-model/re-texture
* A mob that displays as a player, with tag to choose skin. (e.g.: summon fake_player ~ ~ ~ {Skin:"Notch"})
* Allow custom models/textures based on new/existing NBT data (e.g.: a Model tag) or unused damage values (Partially implemented via CustomModelData])
* Command to change/test biomes (possible through advancements/predicates for testing biomes)
* Ability to set mobGriefing/mobSpawning/etc. for each mob/etc., either as separate gamerules for each one, or through additional parameters to the existing gamerules
* Selector (argument) for hostile, neutral, passive, tameable, etc. mobs (e.g.: @h, @e[kind=hostile])(Partially implemented via the entity_types tag within datapacks)
* Command to load structures directly (/structure. Implemented in the form of structure blocks)
* Having a gamerule for something very minor/any small inconvenience/something that can already be easily and reasonably prevented
* Add support for any missing structure to the /locate command (e.g.: dungeons, etc.)
== Account ==
* Usernames become available if owner inactive
* Bedrock worlds sync across accounts/platforms, or some way to transfer Bedrock worlds between accounts/platforms
Category:Fan Made Updates