recursal/Fanatic-Fandom huggingface dataset:
Conquest

Qunquest mode can be selected on the world creation menu, along with survival, hardcore and creative.

Conquest is the same as survival, with two main changes:

* Beds do not change your spawn point.
* When you die, you're likely to respawn thousands of blocks away from the world spawn, in a completely different place.

These mechanics change the way progression works. It'll probably be unwise to try and relocate your old base, unless it's it's in your immediate sight. It's better to start fresh the first couple of times you die, building new bases in your immediate surroundings. By building these bases around the world, you increase your chances of surviving the next time, possibly even leaving resources for future runs.

In short, rather than the game starting out easy and getting harder as you drain resources, it starts off punishing and gets easier as you make your own infrastructures.
Shattered Sky

This dimension will have a purple sky. I don't know how you get to it (yet). It consists of floating stone crescents, with the occasional grass and Dark Oak tree on top. Sometimes, the crescents will form something that looks like a giant ribcage or fossil. Those are the giant islands, where Shattered Mansions can spawn. There is a lot going on with them, so I need to make a separate post about them. The summary: A mansion that is only for the VERY well prepared. All the normal illager spawns are replaced by Phantoms. Also, super duper good loot. Remember, there will be another post about this soon. Finally, for now, when you sleep in a bed during the night (yes there will be night there) instead of exploding like the Nether/End, you sleep there and set your spawnpoint. However, there is a big twist; when you die there and respawn, you can respawn anywhere in a 10 block radius, regardless whether there is a block there or not. This will result in a lot of deaths if you don't build yourself a platform.
Canyon Beetle

THE CANYON BEETLE

Can be summoned by using a Lure(crafted with Rotten Flesh,Bones,Spider Eyes,Slimeballs,Enderpearls,Leather and Porkchops) in any ofthe Mesa variations.

The beast itself looks like a crossbreed of a bombardier beetle,a scorpion and a t-rex:it has a croc-like mouth,abeit rotated sideways(opens horizntally instead of vertically),two pincer-like shields and a huge belly,with a hole to shoot out of.

It can bite,causing high damage.

It can shield itself with its,well, shields.

It can spray a jet of yellow and green flame particles from its butt,that will do medium damage and cause the Corrosion effect.

It can jump and smash into the ground,causing knockback.

It can throw up an egg-like thing,that will burst on impact,spawning 3-5 little Beetles(little for him),that look like it,but without pincers and butt-cannon.

The little Beetles can bite for low damage,but they're a big annoyance during the fight.

Like with the Shulker,you can stand and walk on the beast's back.

Its only weakpoint shows up for 10-15 seconds after it uses it spray attack.The weakpoint is a big,red eye looking thing on its neck,that you'll have to reach by literally jumping on the boss's back mid-fight.After those 10-15 seconds, the boss will jump,throwing off all players currently climbing it.

It has the most HP of any Boss:around 500 HP.

When killed,it drops large amounts of XP,Beetle Shells and lots of Acidic Juice.

Acidic juice is used to make potions of Corrosion.

Beetle Shell is a nice decoration block that is also explosion-proof.

The Corrosion effect lowers its targets defense,by:

-1=Taking a heavy toll on armour durabiliy.

-2=Making every hit the target receives critical.
Changes to Bow Mechanics

Bows are pretty overpowered. They can be crafted in the early game, deal more damage than any sword and have the longest range of any weapon. They need a nerf, but simply reducing their damage output would be a cheap and boring way to go about it. So how about we add some variables to bows, like what happened to melee weapons in 1.9?

For starters, an arrow's damage would no longer be set in stone when shot. Instead, damage would depend on the arrow's velocity when hitting the target, dealing 0 damage at no speed, 10 at the initial speed of an arrow from a fully charged bow, and increasing continously after that. The Power enchantment would multiply the damage that the arrow does at any given speed.

Arrows would now have the risk of over-penetration. When an arrow hits a mob, it would have a chance (5% times the total damage, taking armor and such into consideration, meaning 50% at 10 damage) to over-penetrate, meaning it would pass through the mob with its speed halved and the mob only taking half damage. The chance may cap off somewhere below 100%, like for example 70% or even just 50%.

Of course, over-penetration may not be a problem in some situations, like when you have multiple foes right in front of each other. Which is why you'll also have this factor to think about: accuracy. While you pull back the bow, a smaller crosshair appears in addition to the normal one. This mini-crosshair moves seemingly randomly in round motions in an area around the main crosshair, like a fly moving around a lightbulb. Over 5 seconds, the area the mini-crosshair moves around in shrinks. When you look or accelerate in a direction, the mini-crosshair is briefly pushed in the opposite direction. When you fire, the arrow veers off according to the mini-crosshair's position in relation to the main crosshair. Ideally, you want to fire completely straight by having the mini-crosshair perfectly allign with the main crosshair.

I think this will help make the bow less OP without simply lowering stats.
Warhammer

The Warhammer is a weapon found as boss loot in the Catacombs.

## Behaviour

It has extremely slow cool down, but when it is charged up, it can be rightclicked to smash against the ground and do damage (4 and a half hearts normally, 5 and a half with the new enchanted that would be added [Smash], and 6 and a half hearts with the second level of that enchantment), to mobs in a 4-5 block radius around the player. When left clicked, it centers its attack on a mob and does 15 damage normally, and 17 on a critical.
Lightning Box

This box would store energy from lightning and turn into a redstone signal. You can right click bottles to it to get experience bottles or to power furnaces. You can also use it to give weapons a new enchant, Static which has different effects on both weapons and armor.

Armor would make it act like Thorns but would deal half the damage it receives.

Weapons would deal half their current damage (including crits) after every strike. Its like a after damage.

It would also give your weapons and armors a static look to them.
Sky Dimension

The Sky Dimension is a dimension that can be accessed by flying above y = 1000. A new "build box" is constituted where the "dimension" would reside. Because there's no loading of separate dimensions, their mobs can come to the Overworld until a special "shield" is activated.

## Mobs

The current mobs spawn in the Sky Dimension:

* Windbourne
End Slime

Unless otherwise said, they act like normal slimes. They jump further/higher than slimes, and fall/jump/move/get knocked back at two thirds the speed of slimes. They also get knocked back further then slimes do. Them attacking you results in a 50% chance of slownessI or II and different damage depending on the size. They can get larger than slimes and are more varied in size. Larger ones don't jump as far/high, but have a higher health and chance for causing slowness. Hitting one (if it's big enough) will result in a slime two sizes lower jumping out of it, one three sizes lower will occasionally jump out of it regardless of whether you hit it.

Occasionally, (if it's fifth size or higher) when it jumps, it will leave a fully grown endslime plant behind it, endslime plants will occasionally spawn a size two endslime. Size one endslimes don't do damage, but still have a thirty percent chance of slowing you.

They come in seven sizes, they drop slimeballs, endslime seeds and Some drop that would make farming them worthwhile (endslime plants don't drop anything when they're broken, but the slimes they spawn do). If you have any suggestions for useful drops, new mechanics, or a better name for the mobs/plants, please comment and share your ideas.
Fake

This Fake is a mob that mimics the forms of other mobs or players. It will start spawning very rarely after the Ender Dragon has been killed.

## Moves

Basic Attack (4 Damage, Knockback II)

Confusion (inflicts player with Blindness and Nausea)

Transform (turns into random non-boss mob so it can fight)

Mob Ability (uses the ability of the mob it transformed into: bat to fly away, witch to heal with potions, blaze to shoot fire and ext.)

## Drops

The Fake always drops 1 Obsidian and 5 XP , which is not affected by Looting.

## Commands

The Fake has its own model you can summon in with commands by summon it with the tag: {NoAI:1} It looks like a black, small Slime with white eyes.

You can summon it in as other models with the command: {MobType:{id:{minecraft:*insert name*}}}
Player Detection

It seems to me that that the 1.9 combat revision was balanced with PvP in mind rather than PvE, giving players disadvantages that it didn't give hostile mobs. So I figured that Mojang should make it possible to sneak up on enemy mobs like you can players by making their ways of detecting players more realistic.

Basically, hostile mobs (and maybe passive mobs, but in a simplified way) would detect players using three senses: sight, sound and smell.

Sight: Mobs would see not in a sphere around them, but in a cone in front of them, usually blocked by opaque blocks. The range and peripheral vision (cone width) depends on the mob. Range also decreases when trying to detect players in lower light levels (this effect is lower in the Nether and End due to low light levels looking brighter) or invisible players. The Wither has 360 degree vision due to its three heads, and spiders have the second best peripheral vision due to their many eyes.

Players with the Glowing effect are treated as fully visible and can be seen through opaque blocks. Certain mobs may also be able to always see players through opaque blocks (like spiders), or to see in the dark. In the future, there may be mobs with no vision who instead rely on the other two senses.

Sound: When certain sounds are made, such as footsteps, attack sounds and explosions, a "sound radius" (depending on the sound's loudness) is briefly emitted by the source. If a mob's "hearing radius" (again depending on the mob) collides with the sound radius, the mob will turn its head towards the source. If the source is a player, the mob will detect that player.

Sneaking reduces the volume of sounds caused by your feet. An enchantment called Silence will be available for weapons and boots, and makes sounds made by the item more quiet, reducing the chance to be detected through sound. Likewise, the new Curse of Noise makes the item louder.

Smell: This is a sense not that many mobs have, but zombies, animals and human mobs (villagers, witches and illagers) definitely have it. Basically, it's just a spherical detection range, but it activates at random intervals, indicated by the mob looking upwards. The range, once again, depends on the mob in question, with humans having one of the lowest ones and wolves having one of the highest. Mobs can also only smell in the same medium that they breathe, meaning land mobs cannot smell in water (unless they have Water Breathing) and sea mobs cannot smell in air.

Mobs can smell you from farther away while you have the Stench effect, which is caused by a potion of stench (brewed from rotten flesh) or by being on fire. The opposite effect is Cleanness, which can be gotten by a potion of cleansing (a corrupted potion of stench) or by submerging yourself in water outside of an ocean or swampland.

Other: Mobs also detect you if you directly touch or attack them.
Gang Master

The Gang Master is a Illager. He carries a Sword, and he always walks with an Evoker. He can spawn Vindicators, and where ever he goes, they will follow him.

Appearance: The Gang Master is a Illager in black robes with golden details. His arms are normal like the player's, and he holds a sword.

Abilities: The Gang Master has 3 attacks. The first one is a simple swipe with the sword, which does a little bit less damage than the Vindicator's axe, but it's a little bit faster. His second attack is summoning a bolt of lightning. He does this in four occasions. If he's low on health, he'll resort to summoning lightning to attack the player, but not very often. If he's near pigs, he'll summon lightning on them, to make them Zombie Pigmen. If he's in a village, he will summon lightning on villagers, turning them into Witches. And lastly, if he sees a creeper, he summons lightning to charge it. His last attack is summoning. Once he spawns in naturally, he automatically spawns an Evoker. But when he's fighting, he'll summon a group of 3 to 5 Vindicators to help.

Stats: Stat-wise, he's basically a vindicator.

Details: His lightning doesn't aggro any mobs. He spawns in Woodland Mansions, Roofed Forests, and very rarely in a Zombie Village.
Tool and Shield Weapon Behaviour

Other tools now have different effects when used as weapons.

* Shields - now work much like swords, where you turn to specify where they go. Otherwise, they're the same, except that they block all damage on their hitbox and also slowly use stamina while being held.

* Hoes - if you hold left click with a hoe and release and the right time, the hoe hitbox will catch the offending weapon. Then, you spam left click, and whoever can spam it more, has the higher tier tool, the best timing, and most durability on the tool "wins." If you're the hoe, the weapon is pulled away and the attacking mob or player can't attack for a bit longer. If you're these sword, your attack is replaced with a stab, and the opponent's shield and tool falls away for a fraction of a second, so you can hit them.
* Shovel - upon hit, the opponent has a chance to stop and become unbalanced, as if dizzy. This chance continues for a few seconds. The opponent also takes more and more damage, as if the shock from being hit with blunt trauma were getting to them. This takes high amounts of stamina.
* Pickaxes - as posted frequently, picks would have a chance to go through armor.

## Weapons Getting Stuck in Shields

Every hit you land on a shield in quick succession, the more likely you'll get your weapon stuck. The first hit there may be no chance, then a 1% chance. Then 2%, 4%, 8%, etc. When your weapon is stuck, you need to get it out before the shield wielder pushes you back.

Shield users can push with the shield using shift+right click. This knocks back any players and deals one damage, typically. However, when something is stuck to the shield, there's a chance they'll be knocked back and lose all of their stamina, have it regenerate slowly, and not be able to attack for a bit. This is a punishment for trying to break through shields.
Penguin

Penguins are bird mobs that are found in tundra biomes and deep oceans near said biomes. They are usually found in water in packs of 2-3, or on land in larger communities of 5-6. Some even sit on eggs as well that hatch in about a day.

Penguins are immune to slowness and snowballs, and boast 7 hearts of health. Because they are flightless, they indeed take fall damage, but never drown due to their swimming capabilities. They appear to be very fast in water, and even hunt fish to drop on land to eat. They even kill squid, so be careful when farming.

Penguins aren't hostile to players, but some birds tend to fight other penguin with eggs under them, dealing 2 hearts of damage a bite. Penguins run away if you hit them, however. Killing them results in 1-3 exp, and the following items:

(RARE) 0-1 Beak; This item allows the player to combine it with a helmet to get a beaked helm, which allows the player to fly (elytra) into enemies to deal 1-2 hearts of damage.

0-2 Raw Penguin: Can be cooked to get Cooked Penguin, which gives 2.5 shanks of hunger.
Charger

The Charger is a neutral mob based off the Minotaur.

## Spawning and Appearance

It is summoned when lightning hits a cow. They also spawn in Labyrinths.

The Charger is 2.5 blocks tall, looks like a humanoid cow but scarier. It wields an Iron Axe.

## Behaviour

If struck by lightning, they gain Strength and Resistance.

It will attack any mob/player attacking a cow within a 20 block radius.

## Drops

*Common Drops*

* Beef or Cooked Beef when on fire
* Leather
* Iron Nuggets

*Rare Drops*

* Iron Ingot
* Iron Axe
Jellyfish

The Jellyfish is a mob that spawns in the Ocean.

## Spawning, Behaviour, Appearance

Jellyfishes sting on contact but do not actively persue the player. If you are to punch a Jellyfish barehanded, you will get contact damage, and the jellyfish will respond by swimming in the opposite direction. Perhaps getting killed by one will yield the message "[Player] was Paralyzed for life"

Jellyfish won't spawn unless you are in a Beach/Shore Biome of all variants or the Ocean, but they don't have much of a spawn radius, to prevent unecessary lag. They are about half the size of Squid.

Jellyfish can harm each other (Only different variants), they can harm any mob that touches them, excluding Guardians which consider them as no threat, due to their rock-like bodies. Jellyfish will never be found in a river unless they purposely swam there. Squid will attack Jellyfish as they can eat them.
Chhi-Lin

Chhi-Lin is a divine creature from the True Gaia Realm who appears in the world only when and where virtue has consecrated an area, usually through the wise rule of a king or guardianship of a caern. Chhi-Lin’s very presence purifies the region in which he appears, although he cannot appear near Wyrm toxins. Usually, Chhi-Lin must be sought out in dreams.

## Individual Traits

Each pack member gains Charisma and additional Honour.

## Pack Traits

Packs chosen by Chhi-Lin can call upon additional Willpower every once in a while.

## Ban

Children of Chhi-Lin must purify and cleanse themselves daily, performing a Rite of Cleansing no less than once per week.
Damage/Item interactions

This is a proposed new system for how your environment could affect the items in your inventory.

### Fire/lava

* Any somewhat flammable item (such as paper, books, flammable blocks, etc.) in your inventory will have a chance burn with a smoke particle effect and a fire overlay on that inventory slot for as long as you're burning or in lava. Books get a "singed" version of themselves with three levels, which decide its appearance and how much of the page is still intact/how burnt the page appears.
* Potions and water bottles will "boil," lighting players on fire if they drink it while still giving the effects. This does not affect Fire Resistance.
* All of these effects are negated by Fire Resistance.

### Arrow

* If it hits the uppermost body, your helmet will be taken off and attached to the arrow. This takes a considerable amount of time to un-stick from the arrow, so beware!
* If the arrow hits you from a reasonable distance and you are using an item, that item is "deflected" and you have a cooldown for when you can use it again. This includes attacking with things. This does not work with shields.

### Fall Damage

* Any item in your inventory can fly out—it's rather rare, though, more common in your hotbar, and does not affect armor or Curse of Binding tools. As they just fly above you, you may have to do some inventory reorganizing, but it shouldn't be fatal. This means that jumping into water in a harrowing moment requires some thought—do you *really* want to mess up your inventory positioning while all those skeletons are on the cliffs above the water?
* Falling on the very edge of a block may cause your boots to fall off and land on that block, which also takes time to remove, like helmets and arrows.

### Water

* Non-waterproof things (like paper) will get destroyed.
* Potions not stored well (not sure what constitutes good storage yet, though) can "dilute," lengthening the potion, but lowering its intensity. Water Breathing and other "water potions" are not affected.

### Spiders

* Any tools, weapons, usable items, etc. have a chance to be "webbed." This means they have a slower use time and longer cooldown. There are four levels of webbing—the first three slow it immensely, whereas the fourth utterly disables it for a period. There be spiders afoot.

### Explosions

* Stone becomes cobblestone, stonebrick gets cracked, etc.
* Items in the inventory (except for things like armor and CoB things) have a chance to fly back from the source of the explosion. This is more of an issue in the hotbar.
Goat

The goat is a neutral animal that spawns in mountains, giving the player a reason to explore them, other than achievements/coal gathering. Adding this mob contributed to the biome-diversity in Minecraft that we see today, along with the husk, stray and rabbit variants.

## Spawning and Drops

They spawn in 3 colors: Black(10% chance), Grey(10% chance) & White(80% chance). Goats have 8 hearts of health. When killed they drop 0-3 mutton, and when you use a bucket on them, you get a bucket of milk.

## Attacks

The goat is a neutral mob, meaning it does not attack unless provoked. When it attacks, it lowers its head, faces the player, moves a couple blocks back, and tackles the player with it's horns. This deals 3 hearts of damage and a lot of knockback. Goats can also headbutt if they can't back up, or if you approach as they back up. Headbutts deal 1 heart of damage, and small knockback. Both can be blocked by shields, but you will still receive knockback.
Combat change

Currently, swords are superior to axes in combat in every way other than damage. This makes axes almost useless in combat. Yes, they can disable shields and do better against creepers, but that is not everything. A player would still probably not bother to switch to their axe while fighting a creeper, and there are not enemies with shields in singleplayer.

Now people choose their weapons based on which they think is superior or just their different play styles. But ultimately, if given kill aura, swords end up doing better than axes. I want that to change.

This may be a hard pill for the community to swallow but... Swords should be for less skilled players, while axes should be for the veterans.

BUT HEY MAN I LOVE SWORDS, THEY ARE AMAZING, ARE YOU CALLING ME A NOOB?!?!

No. The thing is, you should need to choose a weapon based on your skill level. That is what my suggestion should bring into the game.

This is the change I want to bring:

Axes will have a superior DPS compared to swords, but there is a catch. Axes will be slower... aaaaaand, they will slightly reduce the hitbox of your target for you. For the better DPS, the axe either needs to have a shorter cooldown or higher damage. So only if you think you are skilled enough to land a decent amount of hits, you should choose the axe. For the ones with skill - Axe.

Now swords will have a slightly inferior DPS compared to axes, but they will make the hitbox of your target slightly larger for you. So if you are not that skilled, you should definitely go for the sword, since there is a smaller chance to miss a shot, and even if you do, you can quickly land another one. For the ones who are slightly less skilled - Sword.

At the end of the day, a new player would discover how well swords work out for them compared to axes. Yet as they continue their journey, they will slowly grow more towards the axe, which they will once prefer to the sword, since they will be skilled enough.
Ender Wraith

This mob would be a new resident to the end. It's favorite food, Endermites. If you get close to one it would inflict you with blindness so that it can attack you with a laser beam, sort of like a Guardian, and did I also mention they have one eye :)

When killed it would drop a eye of ender, which is mostly useless at this stage in the game since you already killed the Ender Dragon and got to the end islands, but I guess you can make End Crystals to summon back another Ender Dragon.
Podcrab

These plants would appear in the End, fully grown plants will grow "runners" like real-life strawberries. On each runner, more plants would grow, if there are more than 30 plants connected by runners, they stop growing new ones. If a runner is not attached to a plant, it turns into an immature one.

If an adult plant it approached by a player it "pops" releasing a podcrab. Podcrabs act similar to silverfish, but have more health and are bigger, faster, Immune to potions and won't retreat into blocks. If a podcrab plant pops, it will also cause adult plants connected by runners to pop too.

If a podcrab is affected by a potion effect, it will act the same, but its bite will cause the effect of that potion, if it's a positive effect, the effect caused by the bite is its corrupted version (strength and other positive potions that can't be brewed with a fermented spider eye are changed to weakness, and night vision/invisibility will cause it to give you a blindness effect). They have a 20% chance of spawning with a permanent potion effect, this will not affect them, only whoever they bite.

Podcrabs drop podcrab seeds (that can be planted. 30%chance) their legs (which can be brewed to make a potion of immunity that will stop negative status effects or levitation from affecting you for forty seconds. 7% chance.) and their shell, (which can be worn as a helmet about as effective as iron that lasts longer and also keeps endermen from getting angry when you look at them, but like pumpkins, (but not as much) they block your field of vision. 3%chance).
Heads

This update would add a head for almost every mob, most with their own unique abilities. This is a WIP due to how many mobs there are, so yeah. Idk how you should obtain them all (yet). Also, you guys can suggest ideas for heads!

Special Heads

Guardian Head - When you mine it, it does damage to you.

Elder Guardian Head - Does damage, and when you put it on top of a activated beacon, it "corrupts" the effects (haste to mining fatigue, speed to slowness, regeneration to poison, ect.)

Shulker Head - Right clicking on a Shulker Box with this "opens up" the box (not the inventory of it, just makes it spin up) and puts the head in the middle, simulating a Shulker with an open shell.

Llama Head - When given a redstone signal, it spits. yeah.

Vex Head - if you drop it, the item entity can phase through blocks. Does not apply to bedrock/obsidian.

Ghast head - Takes up a 2 x 2 x 2 space.

Blaze head - Sets everything in a 2 block radius around it on fire slowly.

Iron Golem Head - has gravity, does as much damage as an anvil

Evoker head - When powered, it does the fang attack in the direction the head is facing. If you right click it, it starts to give off particles. When you power it while it is giving off particles, it will do the other fang attack (the one that puts fangs in a circle around the Evoker). Right click it again to reset the mode.

Spider head - If you put the item form of it in cobwebs, it goes up them. When you are wearing it, cobwebs don't effect you.

Zombie Pigman Head - When you mine it, all zombie pigmen in a 10 block radius will become angry at you.

Ocelot head - When you wear it, fall damage is decreased.

Vindicator head - When you wear it, iron axe damage is multiplied by x1.5.
Nether Slingshot

/u/objectiveinsight[+23] 's idea of the Ghast tentacle item comes into play here.

The slingshot would be crafted like a sideways bow, but instead of sticks and strings, the ingredients are blaze rods and Ghast tentacles. Actually, it should probably be a treasure item due to its power and accuracy.

The slingshot would be used to accurately shoot fire charges by hand. The fire charge has a 20% chance of exploding when it lands. Sounds like a great weapon, right?

There's a catch: if you hold the slingshot drawn back for too long, the fire charge explodes in your hand, dealing great damage to you.

Textures will be added later.
Grim Reaper

The Grim Reaper is a boss that can be fought in the overworld only. It is summoned by using a Totem of Undying. Where you were supposed to die, black particles spawn on the floor, looking like a hole, and the reaper ascends from that hole, emitting fire particles. This happens 10% of the time you use a Totem of Undying.

Description/Appearance: The Grim Reaper is a boss mob that only spawns(10% chance) when you use a Totem of Undying. Once spawned, the place where you "died" will have black smoke particles on the floor, and the Grim Reaper will emerge from that, emitting fire particles around it. The Grim Reaper will look like this. It will hold a Scythe, which is it's signature weapon. The Scythe is not the same thing as the Hoe. It will be explained in detail later in this post.

Gameplay: The Grim Reaper has 300 health(150 hearts), and he will regenerate half a heart every time it kills a mob/player. It will attack all passive mobs, but to compensate for the healing, it has no natural regeneration. It cannot fly, but instead, levitates 1-2 blocks off the ground once at less than half it's health. It will have four attacks, and a signature move.

Attacks:

* Deadly Slash - *close*: The Reaper will make a swinging motion(similar to that of a person about to hit a homerun with a baseball bat), and it will swing the Scythe, dealing 3 hearts of damage, ignoring armor. This attack is rarely used, like the wither's blue skull, making up for the high damage.
* Summon - *any distance*: The Reaper summons 3-5 random undead mobs, including biome exclusives and nether exclusives.
* Rotten Smell - *medium and far*: The Reaper emits green particles which smell like a rotting body. Causes Nausea.
* Swing - *close*: The Reaper quickly swings his scythe, dealing 3.5 hearts of damage(as much as a diamond sword). Does not ignore armor. Used regularly, since it's so weak(by the time you get a totem of undying, it is assumed you have at least diamond armor.)
* Your Soul is Mine! *any distance, signature move*: As a desperate attempt to save himself, the Reaper will attack you with his scythe, dealing 4 hearts of damage, regardless of armor. This attack is only used once, and when the reaper has 1/4th of his health.

Drops:

* Scythe - Always - Uncraftable
* Soulsand - 4-10
* Rotten Flesh - 3-24 - Always
* Bone - 3-24 - Always

Scythe: This item is always dropped by the Grim Reaper. It is a weapon that cannot be crafted. The Scythe deals 7 attack damage, can be enchanted with the same enchantments as a Diamond Sword, and it has the same attack cooldown. It looks like a bigger, pointier Hoe. The Scythe will fully heal you every time you kill an agressive mob or another player.

Extra Details: The Grim Reaper is a hostile mob, and it's considered an undead mob, meaning Smite V on a diamond axe with a critical hit and Strength II will deal 35 damage on it. It is unaffected by fall damage, harming potions, regen potions, poison potions, and any negative potions. It does not drown.
Ancient Skeleton

The Ancient Skeleton is a mob that spawns in the Catacombs.

## Spawning and Behaviour

The Ancient Skeleton is spawned via Temporary Spawners (Bone Blocks). They spawn with a sword that can either be wood, stone or iron. When killed, they crumble into a pile of bones and a skull-then respawn after a few seconds. When killed the second time, they do the same thing. After the third time, they finally die for good and drop their items, 1-3 Crackling Bones and rarely a Crackling Skull.
Imp

A one-block high mob with an extremely large range of detection that floats near you and calls hostile mobs from a far way away. It also shoots projectiles that don't do damage, but will randomly give one of possible status effects (blindness, nausea, weakness, slowness, hunger, or a new status effect called fragility that will temporarily double any damage you receive) or teleport you up to six blocks away (more often than not, it will bring you closer to the nearest hostile mob/hazard (such as fire/lava/cacti). It will also flip switches/press buttons/open doors and break nearby monster eggs. It is attracted to blocks it can affect. Any suggestions?
Bug Wings

Bug Wings is an item used to fly.

## Obtaining

Bug Wings can be crafted from 4 Beetle Wings and one Leather.

## Usage

When equipped in the player's chest slot, it will give you an upwards boost if you jump in mid air. It will also allow you to glide around. This has a set number of uses, however, and can be replenished by landing on ground.

### Enchantments

Symbiosis is an Enchantment exclusive to the Bug Wings.
Sky Shrine

**Sky shrines** are structures used to enter the Above.

## Generation

Sky shrines generate in the air above cloud level. The shrine itself consists of Cloudstone. It is located on a small floating island made of Sky Dirt and coverered in vegetation.

In the middle of the sky shrine, the Above portal can be found. The blocks consisting the portal are indestructible. As you stand on the portal while looking upwards and no blocks above it, the screen will fade to white. When the screen becomes completely white, you are transported to the Above.
Rope

Rope is an idea old as time itself on Minecraft Suggestions back when (about an hour ago) I was there. However, all it presented was a "ladder that hung in midair." Well, in my post, Rope does that... and more.

Crafting

Rope is crafted with three string, a slimeball, and tall grass (unless you can get it with shears, you're either gonna need to somehow find tall grass, pick it up with Silk Touch, or find Rope in generated chests). The string is for the "ropiness," the slimeball is to hold it together, and the grass is to give it consistency and strength. This gives you 1 Rope, but don't worry, as it's more than you may think.

Use

With this suggestion, you can right click a block with an Iron Nugget to place the nugget in the block, like a nail. Rope can be tied to this and other rope. It, when placed, can extend to about 5 or 10 (dunno, haven't decided yet) blocks. If you are in midair, you can swing, jump from it, etcetera, or cautiously lower yourself down, place another rope on your current rope, lower again...

You sneak and jump to add and remove rope from the one you're currently using.

Multiple rope can be attached to a nugget.

Additionally, you can attach an Iron Nugget to the base of a Rope, where more rope can now be attached and attached to another Iron Nugget or Rope. This means you can encase a small box about the size of an elevator in rope. I wonder for what reason...

Elevators and Rope Wheels

Why, of course, it's for an elevator! If an area is sufficiently covered, and is small enough, it can be lifted via a Rope Wheel, crafted with three Rope down the middle and six Iron down the sides. It can be used with redstone or manually to raise and lower the area, allowing for, you guessed it, elevators. After it's raised to the desired location, it's converted back to blocks. Yay!

Rope wheels don't actually store rope for automatic usage (although it can store a chestworth of Rope up to 128 per stack), but instead Rope can be attached to them, and shortened/increased via the redstone input, while still retaining how much rope is in the line.

Tying Rope To Yourself

Just a random little detail you can do to simulate being Spider-Man or having very limited earlyish game flying capabilities. While still retaining gravity.

Another such detail is that rope can be grabbed by right-clicking. Additionally, horizontal rope can be slowly walked across.

Finally, rope in front of a door with prevent it being opened in that direction. Barricades, anyone?
Warp Potion

Potion of Insanity

This potion is brewed with a special item called Remnants which is crafted with a item that is dropped from 9 different mobs. This when brewed with an awkward potion would give you a Warp Potion. It makes mobs go crazy and spin around in circles, but don't drink it yourself cause you won't know what would happen to you. Here's a few examples:

* You turn into a pig
* Your vision becomes upside down
* You shrink to 1 block high
* You start creating tons of bunnies?
* Or the Ender Dragon falls in love with you...

* You start bunny hopping and looking in random directions.
* You instantly die.
* You throw away any item that is in your inventory.
* You start spam clicking.
Boobook the Owl

Boobook is a versatile bird, small and dark, with golden eyes. Unlike other owls, she is active in the daytime as well as at night. Boobook is difficult to see, for her plumage allows her to blend into the foliage of the trees in which she roosts. Her flight is swift and silent.

## Pack Traits

Boobook teaches her children adaptability; they may gain temporary aptitude with any Ability once every so often. She also teaches her children Stealth.

## Ban

Boobook’s children must be adaptable and versatile, never becoming set in their ways.

## Owl in Australia

Boobook is the only Owl totem in Australia; a pack that follows Owl will gain alliance with Boobook instead until such time as the pack leaves Australia. Once the children of Owl leave Australia, Owl happily returns his blessings to them.
United States Government (Earth 1)

## Important Members

* Lex Luthor - President
* Lana Luthor - First Lady
* General Talbot - Secretary of Homeland Security

## Former Members

* Arnim Zola - Field Scientist
* Bruce Wayne - Soldier
* Johann Schmidt - Soldier
* Maria Hill - Soldier, Second-in-Command of Taskforce W
* Nick Fury - Soldier, Leader of Taskforce W

## Least Important Former Members

* Diane Jarvis - Soldier
* Leslie Bolton - Soldier
* Matthew Lindon - Soldier
* Percy Norris - Soldier
* Peter Elvis - Soldier
Bleed

Bleed is a status effect that is applied by the Executioner during its swipe attack. It causes damage received under the effect to accumulate and be dealt every second, up to a maximum of x damage. It also allows attacks to penetrate armour to a higher degree.

Bleed cannot be removed by drinking Milk.
Milk (liquid)

Milk is a fluid.

## Obtaining

Milk does not exist as an item, but can be collected using a bucket on a Cauldron full of milk or milk source block.

### Generation

Milk naturally generates in Lactea, to form oceans, lakes, rivers and springs.

## Behaviour

Milk behaves exactly like water, except its behaviour with mixing with other liquids. See Liquid Mixing for other information.

Milk is a fairly harmless liquid compared to the others in the Affinity modpack. All affinites except for Milk and Air will drown in it.

## Milk Bucket

### Stackable

No

A **milk bucket** is bucket that is filled with milk.

To fill an empty bucket with milk, use it on a milk source block. The block is consumed in the process.

Using a full milk bucket on a solid block will place a milk source block against that block, emptying the bucket. In the Nether, however, the milk will evaporate.

A milk bucket will turn into an empty bucket when the player uses it or when a dispenser is activated, letting the milk flow out of the bucket.

Milk buckets can be used to fill cauldrons.
Withered Zombie

A Withered Zombie is a hostile mob that is a fusion between a skeleton and zombie. It looks like a zombie

## Withered Zombie

### Drops

See Drops

with bits of its flesh missing, so parts of bone are exposed.

## Attacks

It can wield both bows and swords, and will switch between them depending on the situation.

## Drops

Withered Zombies drop Rotten Flesh, Arrows and Bones.
Pitchfork

Pitchforks are weapons that can pick up blocks of hay and other plant-based blocks and throw them at half the range of snowballs. The thrown blocks deal 6 damage to any mobs they hit, while attacking with the Pitchfork itself delas 5 damage. If the thrown blocks are on fire, they also deal Area of Effect damage of 3.

## Obtaining

### Crafting

A Pitchfork can be crafted from 1 Stick and 5 Iron Ingots.
Tool quality levels

I feel like progression in Minecraft is way too fast, which is understandable because it is a sandbox and does not need to be complicated. But what bothers me is that when a player gets all the best enchantments on their diamond equipment, that's it. They're already powerful enough. I think that levels of crafting quality can add a nice spin on the forging of tools and weapons.

My idea is that there should be three levels of quality when it comes to crafting tools and armor: poor, mediocre, and high. The different tiers of quality affect the durability, mining speed/attack speed, and attack damage.

When you craft a tool for the first time, it is poor quality. The second time you craft a tool, it is mediocre quality. The following times you craft a tool, it is high quality.

Further levels of quality can also be attained when the item is repaired, either by crafting, or the use of an anvil. This means the player does not need to craft their diamond equipment again just to reach the next level of quality.

http://imgur.com/a/WMB7Q
Dinosaur Dimension

This would be a very rare biome that would naturally spawn. To find it, you would have to get a map of it from the cartographer. The map will show a random part of that biome. You would have to travel at least 1000 blocks from spawn before you can get there.

Appearance and terrain:

The grass on this biome would be darker than usual. But there will also be small patches of cobblestone and stone that would frequently spawn on the ground, replacing the grass. For the leveling, the terrain would be very flat.

There would be a few forests here and there, but they would not be too big. In the plain lands of this biome, there would occasionally be large oak and acacia trees.

There would also be large lava lakes that would frequently spawn on the ground, especially in forests.

Mobs:

Obviously, this biome would have dinosaurs. All the normal animals would not spawn here. Chickens, cows, sheep, pigs and horses would not spawn. As for the dinosaurs, I can't go into much detail as that would make this post too big, but here are the basic ideas of them:

* Red Raptor: Hostile, low health, medium attacks and medium speed. Spawns frequently and attacks in groups.
* Blue Raptor: Hostile, medium health, powerful attacks, and the same speed. This is not your average raptor. This one is about 50% larger and much stronger, but spawns more rarely.
* Pterodactyl: Hostile, flying mobs with medium health, medium attack and high speed. They spawn rarely, high in the sky, but don't attack on normal occasions. They never leave the sky, and you have to get within 16 blocks of them to aggravate them. Basically, you have to shoot them down from the air or have an air battle with them using an Elytra.
* T Rex: Hostile, high health, high damage and medium-high speed. These beasts are very large and powerful, but spawn rarely.
Stick

I posted this a while ago on Minecraft Suggestions. I got no points or comments—I didn't entirely complete how they would be obtained, but here.

Note:This operates on the basis that you should be able to get sticks from leaves, which should be implemented by itself. So, for the time being, pretend you're getting these sticks from chests or from dead bushes.

Basically, this idea makes it so that sticks that are not crafted by the player in a crafting grid have certain buffs and debuffs. For instance, there would be three tiers of these attributes: Good (only good attributes), Moderate (good attributes with downsides), and Bad (only bad attributes). I'm not certain of how many attributes a single stick should be able to have. Note that these attributes are for bows, and that the bow made from these sticks should either choose a random number of the attributes to have, or contain all of the attributes all of the sticks had.

Good Attributes

Springy: Allows bows to be pulled back slightly faster and for arrows to fly slightly further.

Light: Allows bow to be pulled back more quickly. In conjunction with Springy, the bow can be pulled back a bit faster than normal with only one of these attributes.

Hardy: Has a chance (25-50%) not to take durability loss when firing arrows.

Moderate Attributes

Strong:Has more durability, but takes longer to pull back and fires with a larger downward arc, as if the bow can't quite fire well.

Splintered:Makes bow shots sometimes do more damage (as if splinters were flying off with the arrow), but has less durability.

Broken:Pulls back quite quickly (as if a broken part of the wood were bending without much resistance), but takes much more durability loss.

Bad Attributes

Unbending:Takes a long time to pull back, and fires at very close range.

Dry:Has less durability and has a chance to lose more durability when firing arrows

Weak:Arrows fly more slowly and fire at closer range.

Although I'm not sure how many attributes one stick should be able to have, a stick should have at least one Bad attribute and one Good one. I hope you like this idea, as it allows for more powerful bows with downsides. (Note: First off, contradictory attributes like Springy and Dry would not work together. Secondly, if this is added, it doesn't have to have only these attributes.)
Beacon

New effects:

* Night Vision
* Health Boost
* Water Breathing
* Fire Resistance
* Invisibility

A slot for placing stained glass, which changes the beacon's color without putting glass infront of it.

More range for every base level.

* 24
* 36
* 48
* 60

A range selector, to select lower ranges while having bigger base levels.
Shattered Mansion

The Shattered Mansion is a structure that generates in the Shattered Sky.

## Hazards

The Shattered Mansion spawns with it 30 Phantoms, about the same amount as Vindicators and Evokers in a normal Woodland Mansion.

## Loot

Totems of Undying are fairly common in the chests.

First off, a starting thought. Good luck doing a successful raid of these things. Especially on the first try. Even though the loot is godly (totems are fairly common in the chests), it is HARD. remember how many evokers and vinidcators there were in that mansion? Well, every single illager in these is replaced by a Phantom. Yep, the horrid monsters that can mine through walls. At least you'll be able to get tons of those rare items that i haven't come up with yet, right? Well, that is, for the ones that spawn with the mansion. I'll get onto that in a second.

### Watchtowers

Watchtowers are a special structure with Hyper Spawners on the sides.
Mini Dimension

A mini dimension is a new dimension that can be accessed through End Gateways.

## Gateway

Every new gateway that is generated upon killing the Ender Dragon has a chance of being a gateway to another dimension and not just to another location in the outer end. Since the seed predetermines which gateways open which mini-dimensions, the first gateway always leads to the Outer End Islands. There is also a 100% chance of all mini-dimensions being accessible when all 20 gateways have been generated. Also, the very last gateway to open after killing the dragon would always lead back to 0,0 in the Overworld. Going through this portal will give you the achievement "Beyond"

## Dimensions

All dimensions have day/night cycles so beds can be used in them.

Most dimensions are based on the Overworld but just have different environments we can't normally find there to begin with. They would still have some of their own content though, like new blocks and mobs. Some dimensions are easy to live in while others are pure evil. Here are some examples.

* Autumn world that consists of various forests and plains in various reds and oranges.
* Winter worlds where things are frozen and everything is just a big glacier. Igloo villages, whales, and seals.
* Super desert worlds that are, of course just complete deserts with oasis (plural) here and there. It would really look like the episode of Minecraft Story Mode where they're fighting P.A.M.A.
* Extreme roofed forests with giant branching trees and an actual monster threat-- and not the weenie easy ones we have in the overworld. They are home of the Illager King.
* A dark swampy world with tall willow trees. The world is dark at night and very dim at day. Hostiles don't spawn there but it is always raining. "Intro" by C418 plays here.