There are a surprising amount of items in Minecraft that lack a crafting recipe with which to obtain despite there being plenty of resources existing within the game that could be used as materials for said items. The only explanation that seems to be given as to why they aren't craftable is "to make them harder to obtain", which I think is a cop-out, especially for things that shouldn't be hard to obtain (such as saddles). So here are some recipe ideas I came up with for crafting said uncraftable items, which can be seen in the included attachment. If anyone has ideas how these recipes can be improved, I welcome feedback. Just be respectful with it.
I guess these are all fine, excluding the Elytra which I think could be more common but I don't necessarily want it craftable. Out of all the items besides the Elytra, I think they are easy enough to get or not really worth getting in the first place, so making them craftable isn't a big deal to me.
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I still think they should be craftable on the grounds that the game is called MineCRAFT. Also, with elytras being that much more complicated to maintain since the game introduced phantoms and a membrane that they drop, I feel it's only fair that they be easier to obtain in order to balance out the more difficult maintenance, at least make them obtainable outside of the End dimension.
Shortly: No. But I think of alternatives for most. Longly:
1. All horse gear is too cheap. It's meant to be bought or looted. Maybe we should have a specialist villager smith dealing with this on the other hand.
2. Trident is diamond tier, it's by far too cheap. It should be either bought for tons of emeralds, or pried out of cold, dead hands of killed Drowned.
3. Chainmail is sightly too cheap, here is my alternate proposal: https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/3024168-copper-and-making-iron-rarer?page=2 and repeated https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/3029119-balancing-armour
4. Elytra at the moment is meant to be extremely hard to get. I'd approve the recipe if it included shulker shell and two netherite ingots, as well as 6 membranes... then it would be remotely expensive enough.
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Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I disagree with any form of making chainmail, and here's why:
If you really want chain mail get a good looting sword, the chance of getting a drop of a mob might be harder but with the way you can also dis-enchant stuff these days, you can basically fo that and fix it yourself (Whether it's enchanted or not, or nearly broke) with the easy available iron ingots. (I assume that is still a thing and you can still fix them with iron ingots in an anvil?) Besides, just chains isn't enough, at least chains & iron ingots if it were to be a thing.
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I disagree with any form of making chainmail, and here's why:
If you really want chain mail get a good looting sword, the chance of getting a drop of a mob might be harder but with the way you can also dis-enchant stuff these days, you can basically fo that and fix it yourself (Whether it's enchanted or not, or nearly broke) with the easy available iron ingots. (I assume that is still a thing and you can still fix them with iron ingots in an anvil?) Besides, just chains isn't enough, at least chains & iron ingots if it were to be a thing.
Currently, probably the easiest source is supplying a village with prodigious quantities of something easy to farm for emeralds and buying chainmail back from armour-smith, rather than relying on random drops.
I don't see a reason why it shouldn't be craftable. Except sheer overlapping with iron armour.
And being looted or bought doesn't really help, because for similiar amount of effort you can get iron plate armour, which is better.
I'd rather to force use of anvil and lava to craft plate metal armour, especially diamonds - you gotta solder these gems together somehow.
If chainmail will be relegated to lower tier with less resource needs, the chainmail would take place as easy-access early-game armour, before you roll in with anvil and plate armour.
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Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I still think they should be craftable on the grounds that the game is called MineCRAFT. Also, with elytras being that much more complicated to maintain since the game introduced phantoms and a membrane that they drop, I feel it's only fair that they be easier to obtain in order to balance out the more difficult maintenance, at least make them obtainable outside of the End dimension.
Who doesn't use Mending? You do know that you can only repair an item up to 6 times in the anvil, right, and even less if you've enchanted it as each working reduces the number of available repairs by one (worst-case the item can become too expensive while you are still enchanting it). With Mending not only do you only need XP, no items or resources, to maintain an item it can last forever. I can't even imagine trying to play with items that had to be replaced after a while and consider Mending to be absolutely vital for game progression (I even made a mod that completely reverted the changes to anvils in 1.8, prior to which you could rename an item to keep the cost from increasing with Mending not added until 1.9, even though I've never actually played on it, or any newer version, because I thought the change was that bad).
As for the other items, I've never bothered collecting more than a few saddles or horse armor other than diamond since I'd simply have too many unless they could stack - as it is, I have multiple double chests filled with diamond horse armor looted from dungeons in my first world (dungeons are much more common than you may think, they are just hidden underground. Even as mineshafts have become less common overall since 1.6.4 they are more common near the origin (before 1.13 they become less common as you got within 1280 blocks of 0,0, with 1.6.4 having less than 1.13 within 512 blocks even as it has 2.5 times as many overall) so you don't need to search as much unless you're already far out), and they can be found in more structures in newer versions. Chain armor can easily be obtained from trading or mob drops and isn't very valuable - I consider leather/gold/chain to just be mob armor as mobs dropping them doesn't impact game balance much as they aren't very good.
I even consider blocks like mossy cobblestone and chiseled stone bricks to be valuable and collect them since they can't be crafted (in 1.6.4, nor have I added crafting recipes in my own mods, though chiseled stone bricks were ridiculously rare in vanilla as you can only find 3 per jungle temple so I added them to dungeons).
Horse armor and saddles sure, but I'm not sold on the others.
Chainmail's more of a novelty to me anyway, seeing as it's worse than iron so I think it works better as a fun thing to collect despite it being kinda useless. The trident could work, but I think it should probably include at least one diamond considering the damage it does. And as for the elytra, I'm okay with it being uncraftable because it comes from the end and was possibly crafted by a long dead previous civilization, why should Steve have any idea how to craft an identical object? Maybe a slightly nerfed version of the elytra could be craftable.
Horse armor and saddles sure, but I'm not sold on the others.
Chainmail's more of a novelty to me anyway, seeing as it's worse than iron so I think it works better as a fun thing to collect despite it being kinda useless. The trident could work, but I think it should probably include at least one diamond considering the damage it does. And as for the elytra, I'm okay with it being uncraftable because it comes from the end and was possibly crafted by a long dead previous civilization, why should Steve have any idea how to craft an identical object? Maybe a slightly nerfed version of the elytra could be craftable.
I'd say similiar thing on tridents as you do on Elytra.
Saddles should be fairly expensive IMO, they can be looted, pried off dead Ravagers or traded for, yet they seem to be made from some simple materials... they, like Elytra or Tridents, probably need skilled craftsmen to create them. Same for non-leather horse armour.
Hm.
I know! I think we should have archeologist villager profession! They would require an enchanting table. If given a sample (or several, or a bunch phantom membranes extra in case of Elytra), they would be able to give player a blueprint to craft it. The blueprint would act like patterns for looms - would not be used up, but be necessary in crafting. Their trades would differ from other villagers - rather than in levels, they would have various independent branches of research.
They might, however, allow construction of only imperfect copies with lowered durability and enchantability, akin to what you proposed. Wait, I have alternative idea - each master-level villagers might be given option to advance further, for example, leatherworker with enough time and tons of resources will be able to create blueprints for imperfect elytra, master weaponsmith to reverse-engineer trident and give you blueprints for it after being given about 10 looted ones, each on different day because of trade limitations.
It should be noted, though, that blueprint is only blueprint, one would still have to use proper materials, like 4 diamonds and 1 prismarine shard, to create a trident copy, or multiple phantom membranes as well as popped chorus fruit, and perhaps a single netherite ingot to create makeshift elytra.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
We already have too many items that are obtainable through trades. Adding more would make it even worse. I know this is off topic but I believe that half of the villager trades shouldn't exist.
You might be right, I just like villages a lot and settle there by default in survival...
Well, we could use some tool-block instead that allows to create blueprints to create certain objects, or at least their imperfect versions, needing sample or several of original or some repair materials (as with elytra, that cannot be obtained in numbers), as well as lots of experience (like in enchanting). And paper, of course.
That way we could have these items crafted, but with previous contact with looted models being necessary.
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Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
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I can see the point of saddles, specially as they're renewable through fishing anyways.
I'd be more in favor of craftable horse armor if it could break and be enchanted.
Chainmail IMO already struggles to find a real point in existing. I don't see the point of crafting it when trade is already it's main source and could be balanced around that.
Trident feels too cheap, althrough I think it's fine material-wise because you don't have to conquer a monument to obtain it unlike most other suggestions (Which voids the point of the Trident).
Elytra shouldn't be craftable, specially with such a cheap recipe.
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Maybe there could also be different blocks which are better at crafting different items. The Crafting Table could be exceptionally good when it comes to making wood related things, as we can even see the tools on the side of it which look like they could be good for that. Maybe there could also be some recipes requiring you to stack items. Because the Saddle has the metal thingy on each side, it could require 2 string stacked and 2 iron stacked.
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Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
I would like to see things craftable too but there is a point here in saying that combat and exploration are also important to the game. Chainmail is the main one I care about as I would use it the most if it was cheaper than iron. 24 iron ingots would be better saved up for iron tools and chain armour than iron armour based off my playstyle.
Personally, ignoring uncraftable items which feel annoying and unnatural to a "crafting" game, but also necessary to add "value and mystery" to the items, I think Minecraft does fairly well at crafting especially since 1.12 onwards. 1.16 even gave us a search feature which is incredibly useful for me. I love the new crafting system. The only thing I dislike is needing grindstones to fix tools, not because carrying it around is hard, but because I have no use for stone slabs whatsoever most of the time and also the recipe is not in the book until you make stone slab - but I don't need stone in general (except to stealth raid people's mines in servers ) so I never get to it - and thus I always forget how to make it.
The only thing I dislike is needing grindstones to fix tools, not because carrying it around is hard, but because I have no use for stone slabs whatsoever most of the time and also the recipe is not in the book until you make stone slab - but I don't need stone in general (except to stealth raid people's mines in servers ) so I never get to it - and thus I always forget how to make it.
If the Wiki is correct you can still repair items by combining them in the crafting grid, which works exactly the same as a grindstone except you don't get any XP from any enchantments they may have (and if you are using enchanted items you want to at least use an anvil so you can preserve them, otherwise Mending negates any need for anything to repair items other than XP, or have to make new ones once they become too expensive).
If the Wiki is correct you can still repair items by combining them in the crafting grid, which works exactly the same as a grindstone except you don't get any XP from any enchantments they may have (and if you are using enchanted items you want to at least use an anvil so you can preserve them, otherwise Mending negates any need for anything to repair items other than XP, or have to make new ones once they become too expensive).
Ah the crafting table works, okay. I believe a server I am on has a mod to bring back 2x2 crafting. Carrying the extra item around is annoying but a grindstone is less useful to me than a crafting table in general except in the Nether.
Ah the crafting table works, okay. I believe a server I am on has a mod to bring back 2x2 crafting. Carrying the extra item around is annoying but a grindstone is less useful to me than a crafting table in general except in the Nether.
It should work in either the inventory or crafting table as the only thing that should matter is whether the recipe can fit within the space provided (any 2x2 or smaller or shapeless recipe with less than 5 items should work in the inventory), and the Wiki only mentions that it needs a "crafting grid" (the image provided shows the crafting table but either should work. An archived page from 2013 (1.6) is nearly the same and it definitely works in the inventory in that version).
If the Wiki is correct you can still repair items by combining them in the crafting grid, which works exactly the same as a grindstone except you don't get any XP from any enchantments they may have (and if you are using enchanted items you want to at least use an anvil so you can preserve them, otherwise Mending negates any need for anything to repair items other than XP, or have to make new ones once they become too expensive).
Oh, I thought it was passed entirely to grindstone.
Thanks for information!
Maybe there could also be different blocks which are better at crafting different items. The Crafting Table could be exceptionally good when it comes to making wood related things, as we can even see the tools on the side of it which look like they could be good for that. Maybe there could also be some recipes requiring you to stack items. Because the Saddle has the metal thingy on each side, it could require 2 string stacked and 2 iron stacked.
We got something like that with multiple smelter types and with stonecutters allowing to produce stairs 50% more efficiently.
I think that anvil being necessary for plate armour production would also be that, but in different form - rather than bigger quantity, it would allow you to build high-quality armour, opposed to inexpensive chainmail from the crafting table.
But, of course, anvil needs a lot of iron to be built and slowly gets used up.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
It should work in either the inventory or crafting table as the only thing that should matter is whether the recipe can fit within the space provided (any 2x2 or smaller or shapeless recipe with less than 5 items should work in the inventory), and the Wiki only mentions that it needs a "crafting grid" (the image provided shows the crafting table but either should work. An archived page from 2013 (1.6) is nearly the same and it definitely works in the inventory in that version).
On 1.14 snapshots I couldn't do it in the 2x2 hand table, so I got used to grindstones. Maybe they reverted the change, but that makes the grindstone nearly useless. It's forced difficulty anyway but meh small potatoes.
Oh, I thought it was passed entirely to grindstone.
Thanks for information!
We got something like that with multiple smelter types and with stonecutters allowing to produce stairs 50% more efficiently.
I think that anvil being necessary for plate armour production would also be that, but in different form - rather than bigger quantity, it would allow you to build high-quality armour, opposed to inexpensive chainmail from the crafting table.
But, of course, anvil needs a lot of iron to be built and slowly gets used up.
I'm not just talking about certain crafting stations being more efficient at certain recipes, I'm talking about recipes specific to certain crafting stations.
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Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
I'm not just talking about certain crafting stations being more efficient at certain recipes, I'm talking about recipes specific to certain crafting stations.
You used trem "better", which implies that some stations should be simply more efficient rather than able to exclusively craft certain objects.
I think that we should have both kinds - efficiency improvers (not too much though) and station exclusive recipes (can be many kinds TBH, like in plate armour that chainmail can never match in trems of sheer protection)
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Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
There are a surprising amount of items in Minecraft that lack a crafting recipe with which to obtain despite there being plenty of resources existing within the game that could be used as materials for said items. The only explanation that seems to be given as to why they aren't craftable is "to make them harder to obtain", which I think is a cop-out, especially for things that shouldn't be hard to obtain (such as saddles). So here are some recipe ideas I came up with for crafting said uncraftable items, which can be seen in the included attachment. If anyone has ideas how these recipes can be improved, I welcome feedback. Just be respectful with it.
I guess these are all fine, excluding the Elytra which I think could be more common but I don't necessarily want it craftable. Out of all the items besides the Elytra, I think they are easy enough to get or not really worth getting in the first place, so making them craftable isn't a big deal to me.
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I still think they should be craftable on the grounds that the game is called MineCRAFT. Also, with elytras being that much more complicated to maintain since the game introduced phantoms and a membrane that they drop, I feel it's only fair that they be easier to obtain in order to balance out the more difficult maintenance, at least make them obtainable outside of the End dimension.
Shortly: No. But I think of alternatives for most.
Longly:
1. All horse gear is too cheap. It's meant to be bought or looted. Maybe we should have a specialist villager smith dealing with this on the other hand.
2. Trident is diamond tier, it's by far too cheap. It should be either bought for tons of emeralds, or pried out of cold, dead hands of killed Drowned.
3. Chainmail is sightly too cheap, here is my alternate proposal: https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/3024168-copper-and-making-iron-rarer?page=2 and repeated https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/3029119-balancing-armour
4. Elytra at the moment is meant to be extremely hard to get. I'd approve the recipe if it included shulker shell and two netherite ingots, as well as 6 membranes... then it would be remotely expensive enough.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I disagree with any form of making chainmail, and here's why:
If you really want chain mail get a good looting sword, the chance of getting a drop of a mob might be harder but with the way you can also dis-enchant stuff these days, you can basically fo that and fix it yourself (Whether it's enchanted or not, or nearly broke) with the easy available iron ingots. (I assume that is still a thing and you can still fix them with iron ingots in an anvil?) Besides, just chains isn't enough, at least chains & iron ingots if it were to be a thing.
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Currently, probably the easiest source is supplying a village with prodigious quantities of something easy to farm for emeralds and buying chainmail back from armour-smith, rather than relying on random drops.
I don't see a reason why it shouldn't be craftable. Except sheer overlapping with iron armour.
And being looted or bought doesn't really help, because for similiar amount of effort you can get iron plate armour, which is better.
I'd rather to force use of anvil and lava to craft plate metal armour, especially diamonds - you gotta solder these gems together somehow.
If chainmail will be relegated to lower tier with less resource needs, the chainmail would take place as easy-access early-game armour, before you roll in with anvil and plate armour.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Who doesn't use Mending? You do know that you can only repair an item up to 6 times in the anvil, right, and even less if you've enchanted it as each working reduces the number of available repairs by one (worst-case the item can become too expensive while you are still enchanting it). With Mending not only do you only need XP, no items or resources, to maintain an item it can last forever. I can't even imagine trying to play with items that had to be replaced after a while and consider Mending to be absolutely vital for game progression (I even made a mod that completely reverted the changes to anvils in 1.8, prior to which you could rename an item to keep the cost from increasing with Mending not added until 1.9, even though I've never actually played on it, or any newer version, because I thought the change was that bad).
As for the other items, I've never bothered collecting more than a few saddles or horse armor other than diamond since I'd simply have too many unless they could stack - as it is, I have multiple double chests filled with diamond horse armor looted from dungeons in my first world (dungeons are much more common than you may think, they are just hidden underground. Even as mineshafts have become less common overall since 1.6.4 they are more common near the origin (before 1.13 they become less common as you got within 1280 blocks of 0,0, with 1.6.4 having less than 1.13 within 512 blocks even as it has 2.5 times as many overall) so you don't need to search as much unless you're already far out), and they can be found in more structures in newer versions. Chain armor can easily be obtained from trading or mob drops and isn't very valuable - I consider leather/gold/chain to just be mob armor as mobs dropping them doesn't impact game balance much as they aren't very good.
I even consider blocks like mossy cobblestone and chiseled stone bricks to be valuable and collect them since they can't be crafted (in 1.6.4, nor have I added crafting recipes in my own mods, though chiseled stone bricks were ridiculously rare in vanilla as you can only find 3 per jungle temple so I added them to dungeons).
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TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Horse armor and saddles sure, but I'm not sold on the others.
Chainmail's more of a novelty to me anyway, seeing as it's worse than iron so I think it works better as a fun thing to collect despite it being kinda useless. The trident could work, but I think it should probably include at least one diamond considering the damage it does. And as for the elytra, I'm okay with it being uncraftable because it comes from the end and was possibly crafted by a long dead previous civilization, why should Steve have any idea how to craft an identical object? Maybe a slightly nerfed version of the elytra could be craftable.
I'd say similiar thing on tridents as you do on Elytra.
Saddles should be fairly expensive IMO, they can be looted, pried off dead Ravagers or traded for, yet they seem to be made from some simple materials... they, like Elytra or Tridents, probably need skilled craftsmen to create them. Same for non-leather horse armour.
Hm.
I know!
I think we should have archeologist villager profession! They would require an enchanting table. If given a sample (or several, or a bunch phantom membranes extra in case of Elytra), they would be able to give player a blueprint to craft it. The blueprint would act like patterns for looms - would not be used up, but be necessary in crafting. Their trades would differ from other villagers - rather than in levels, they would have various independent branches of research.
They might, however, allow construction of only imperfect copies with lowered durability and enchantability, akin to what you proposed.
Wait, I have alternative idea - each master-level villagers might be given option to advance further, for example, leatherworker with enough time and tons of resources will be able to create blueprints for imperfect elytra, master weaponsmith to reverse-engineer trident and give you blueprints for it after being given about 10 looted ones, each on different day because of trade limitations.
It should be noted, though, that blueprint is only blueprint, one would still have to use proper materials, like 4 diamonds and 1 prismarine shard, to create a trident copy, or multiple phantom membranes as well as popped chorus fruit, and perhaps a single netherite ingot to create makeshift elytra.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
You might be right, I just like villages a lot and settle there by default in survival...
Well, we could use some tool-block instead that allows to create blueprints to create certain objects, or at least their imperfect versions, needing sample or several of original or some repair materials (as with elytra, that cannot be obtained in numbers), as well as lots of experience (like in enchanting). And paper, of course.
That way we could have these items crafted, but with previous contact with looted models being necessary.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I can see the point of saddles, specially as they're renewable through fishing anyways.
I'd be more in favor of craftable horse armor if it could break and be enchanted.
Chainmail IMO already struggles to find a real point in existing. I don't see the point of crafting it when trade is already it's main source and could be balanced around that.
Trident feels too cheap, althrough I think it's fine material-wise because you don't have to conquer a monument to obtain it unlike most other suggestions (Which voids the point of the Trident).
Elytra shouldn't be craftable, specially with such a cheap recipe.
Suggestions:
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Lead Ore
Wind revamp and hot air balloons.
Maybe there could also be different blocks which are better at crafting different items. The Crafting Table could be exceptionally good when it comes to making wood related things, as we can even see the tools on the side of it which look like they could be good for that. Maybe there could also be some recipes requiring you to stack items. Because the Saddle has the metal thingy on each side, it could require 2 string stacked and 2 iron stacked.
Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
I would like to see things craftable too but there is a point here in saying that combat and exploration are also important to the game. Chainmail is the main one I care about as I would use it the most if it was cheaper than iron. 24 iron ingots would be better saved up for iron tools and chain armour than iron armour based off my playstyle.
Personally, ignoring uncraftable items which feel annoying and unnatural to a "crafting" game, but also necessary to add "value and mystery" to the items, I think Minecraft does fairly well at crafting especially since 1.12 onwards. 1.16 even gave us a search feature which is incredibly useful for me. I love the new crafting system. The only thing I dislike is needing grindstones to fix tools, not because carrying it around is hard, but because I have no use for stone slabs whatsoever most of the time and also the recipe is not in the book until you make stone slab - but I don't need stone in general (except to stealth raid people's mines in servers ) so I never get to it - and thus I always forget how to make it.
If the Wiki is correct you can still repair items by combining them in the crafting grid, which works exactly the same as a grindstone except you don't get any XP from any enchantments they may have (and if you are using enchanted items you want to at least use an anvil so you can preserve them, otherwise Mending negates any need for anything to repair items other than XP, or have to make new ones once they become too expensive).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Ah the crafting table works, okay. I believe a server I am on has a mod to bring back 2x2 crafting. Carrying the extra item around is annoying but a grindstone is less useful to me than a crafting table in general except in the Nether.
It should work in either the inventory or crafting table as the only thing that should matter is whether the recipe can fit within the space provided (any 2x2 or smaller or shapeless recipe with less than 5 items should work in the inventory), and the Wiki only mentions that it needs a "crafting grid" (the image provided shows the crafting table but either should work. An archived page from 2013 (1.6) is nearly the same and it definitely works in the inventory in that version).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Oh, I thought it was passed entirely to grindstone.
Thanks for information!
We got something like that with multiple smelter types and with stonecutters allowing to produce stairs 50% more efficiently.
I think that anvil being necessary for plate armour production would also be that, but in different form - rather than bigger quantity, it would allow you to build high-quality armour, opposed to inexpensive chainmail from the crafting table.
But, of course, anvil needs a lot of iron to be built and slowly gets used up.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
On 1.14 snapshots I couldn't do it in the 2x2 hand table, so I got used to grindstones. Maybe they reverted the change, but that makes the grindstone nearly useless. It's forced difficulty anyway but meh small potatoes.
I'm not just talking about certain crafting stations being more efficient at certain recipes, I'm talking about recipes specific to certain crafting stations.
Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
You used trem "better", which implies that some stations should be simply more efficient rather than able to exclusively craft certain objects.
I think that we should have both kinds - efficiency improvers (not too much though) and station exclusive recipes (can be many kinds TBH, like in plate armour that chainmail can never match in trems of sheer protection)
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out