recursal/Fanatic-Fandom huggingface dataset:
Village Tiers

Villages now have different tiers depending on how big and fortified the village is. The higher the Tier, the better trades you can get from the inhabitants.

## Tier 1

Same as current village except:

* Guard Villages spawn, with leather tunics and wooden swords.

## Tier 2

Same as Tier 1 village except:

* Graveyards generate.
* Wooden poles generate, which act as territorial landmarks.
* Guards now have leather leggings also.

## Tier 3

Same as Tier 2 village except:

* Miner Villagers spawn.
* Farms have protection.
* Stone Brick Walls generate instead of Wooden poles.

## Tier 4

Same as Tier 3 village except:

* Buildings employ basic redstone in their construction.
* Building materials are improved
* Mines are larger.
* Noble Villagers now spawn.
* Guards now have chain boots and stone swords also.

## Tier 5

Same as Tier 4 village except:

* Buildings employ complex redstone in their construction, including piston doors.
* Noble Villagers spawn with 1 - 3 Tier 2 guards.
* Lumberjack Villagers spawn.
* Builder Villagers spawn.
* Lord Villagers spawn, who plan the town.
* A Town Hall generates in place of the centre well.

* Archers are placed at the top of walls to protect against mobs.
* Walls are higher and thicker.

## Tier 6

Same as Tier 5 village except:

* Villagers slowly expand the village. New houses start at Tier 2 and work their way up.
* Mines are larger and have drills.
* Dungeons are added.
* Guards spawn with Iron Chestplates also.

## Tier 7 (Kingdom)

Same as Tier 6 village except:

* Castles generate.
* Bigger mines, farms, redstone and fortification.
* Guards spawn with Iron Leggings also.
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.
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.
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
Woodworks

Woodworks is a small Abnormals mod first released on September 6th 2022. It is described as "adding the Sawmill - a block like the stonecutter, but for wood variants. Also introduces variations of Bookshelves, Ladders, Beehives, and Chests, as well as introduces Boards and Leaf Piles! Unlike most of our mods, this mod is fully configurable, meaning all features within this mod can be disabled and enabled in the configuration file!"

## References

1. ↑ Woodworks, Team Abnormals: https://wiki.teamabnormals.com/Woodworks-0c650ba37d4d48a8a5e87e00d2b30778
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.
Buffalo

Spawning:

Buffaloes will spawn in groups of 3-4 in savannah biomes with 10 hearts (20 HP) of health. 1-2 of the buffaloes could also be babies.

Looks:

Buffaloes will always have a dark grey color. They will be slightly larger than cows and have two small horns on their heads.

Behaviour:

Buffaloes, when unprovoked, will behave just like cows; they will move around slowly and aimlessly and occasionally nibble at the ground. However, when provoked, they will charge at the attacker at a speed of 7 m/s (5.612 m/s is the player's sprinting speed) and deal 3 hearts (6 HP) of damage.

Drops:

Buffaloes will drop 2-3 beef, 2-3 leather and 3-5 XP when killed.

Edit: You can milk 'em.
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.
Lantern

A Lantern is a carryable light source.

## Obtaining

Lanterns can be found as loot in Pigman villages or Mega Trees.

## Usage

To light or extinguish a lantern, right click it. While lit, it gives off a light level of 14, allowing for accumulative 5 minutes of light, after which it must be crafted with Lantern Oil to refill it.
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.
Blocky

These are tiny creatures that like to disguise as Blocks. Template:Entity

## Behaviour

These creatures walk like rabbits, and attack like Spiders. When disguised as a block they'll look exactly like the block, and they behave just like silverfish block eggs. There are 4 variants in total.

### Variants

 File:Grass Blocky.png
 File:Sand Blocky.png
 File:Cactus Blocky.png
 File:Stone Brick Blocky.png
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.
Scorch

The Scorch is an improved variant of the Blaze with better attacks and abilities, that rarely spawn above lava in the Nether.Template:Entity

## Appearance

The Scorch looks like a huge Blaze with crumbling limbs. It has a darker complexity, almost like obsidian and lava, and has a dispenser-like hole for its mouth. It makes a windy noise in conjunction to a loud noise of lava and small explosions on the Scorch's surface.

## Attacks

The Scorch has two attacks, and a random "accidental" attack:

* First of all, it will dive into the ground, creating a huge explosion. This also sends a shockwave of energy that withers the player on impact.
* Secondly, it can shoot huge streams of fire via the hole in its face. These streams convert Netherrack into Burning Netherrack, Magma into Lava, and also destroys blocks. Burning Netherrack eventually explodes with the power of random ticks, causing Withering Energy and converting low amounts of Netherrack into Burning Netherrack. This causes a huge chain reaction, but eventually phases out.
* You know how I mentioned the Scorch crumbling? Well, one of those pieces would eventually fall from it and cause a huge explosion that displaces materials. It releases a wave of energy that, instead of withering the player, temporarily reverses their controls and randomly switches around the items in their inventory every few seconds. This effect is called Dark Manipulation. The explosion and the energy wave also damages you.

## Abilities

* The Scorch can dive into lava, giving in Regeneration as well as sending out a plume of fire that alights anything it touches. This plume travels about 40 blocks before disappearing.
* The Scorch will release a wail when killed that instantly makes any neutral mobs hostile to you.
* Any blazes will try to defend the Scorch, and their attacks become more powerful and they have regen when in a certain radius of one.
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).
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.
Clover

The Clover is an item that has a chance to be dropped from grass.

## Variants

The Three-Leaf Clover has a 5% chance to be dropped from Tall Grass

The Four-Leaf Clover has a 1% chance to be dropped from Double Tall Grass.

## Usage

Three-Leaf Clovers can be crafted into Green Dye (no longer called Cactus Green)

Four-Leaf Clovers can be brewed with an Awkward Potion to produce a Lucky Potion.
Strawberries

Strawberries are added by Neopolitan. They come in two variants, red or white.

Obtaining

Strawberries are grown from strawberry pips, which are crafted from strawberries or obtaining by breaking a strawberry plant. They can be found growing wild in the world. Strawberry patches can be found in plain biomes.

White strawberries fill more hunger, but can only be grown above Y 300. They cannot be crafted with.
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.
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.
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.
Brisk

The Brisk is the second variant of the Creeper. Like the Zombie(Husk), Skeleton(Stray) and Spider(Cave Spider), the Creeper is a mob that represents a stereotypical minecraft night, and deserves a second form.

Appearance: The Brisk is a slimmer and slightly talled creeper. It's main difference from the creeper is that it's pigment is very light gray with some shades of white.

Spawning: The Brisk spawns in any biomes with snow, so it camouflages with the snow. It is very rare for you to see more than 3 at once.

Attacking: As you can guess by it's name, The Brisk is a very agile mob. It sprints torwards the player and explodes in a little less time than the Creeper. It's explosion leaves behind a cloud of Lingering Slowness, ironically.

Stats: These remain like they are for his cousin, the Creeper.
Ancient Skeleton

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

## 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.
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.
Puzzle Book

The Puzzle Book is a special type of book that contains puzzles and images. The puzzles are not in any specific language, so anyone can understand them. The Books contain 2 - 4 pages with one puzzle per page. The puzzles

## Obtaining

Puzzle Books can be traded for with Librarian Villagers.

### Crafting

An empty Puzzle Book can be crafted from a book and an empty map.

 File:Recipe - Puzzle Book.png
This is so that someone of any language can understand how the puzzles work(think Machinarium, if you've played that.) It would use a picture instead of text, and the book might contain 2-4 pages, one puzzle per page. The pictures would be slightly sloppy drawings of pictographic riddles, drawings of mobs and biomes, and maybe even some sort of Sudoku.
Village Clans

Certain Villages of similar tiers or formed by colonisation can also be in a clan, signified by a random banner.

## Raids

2-3 clans send out guard villagers to fight. Sometimes, a clan can raid another clan at night, unless there are too many zombies.

Some guards bring in spoils of war (jewels, banners, enchantments, custom treasure, etc).

## Clan Popularity

When you gain 3 popularity point with a village, you gain one "clan popularity point." The more of these popularity points you have, the more villagers will give you better trades in that clan, allow you access to spoils of war, and the more enemy clans' villages will auto-agro towards you.

If you kill a Noble or Guard in another clan, you gain 1-2 more clan popularity point with other clans, and you lose 3-4 clan popularity point with the clan the important villager/guard was in.
Directional Combat

## Special effects of weapons and tools

* Axes — Pretty much the same, but exceedingly hard to block, even at full force (more on that later).
* Swords — The same, just complies with the new system.
* Hoes — If you time your hits and aim correctly, you can disable your opponent's weaponry for large amounts of time.
* Pickaxes — Exceedingly hard to block due to their shape, easy-ish to block with.
* Shovels — Area of effect attacks, slowness and occasionally blindness inducing, overall okayness.

The hitboxes aren't always rectangular. It can have separate offshoots to conform more with the shape.

## The New Attack System

Basically, you hold left mouse, drag in a direction, release, and the sword either travels that direction or opposite that direction (I haven't decided yet, as both seem reasonable). It's literally that simple. With a few rules dependent on the angle and point of impact of attacks, the game could even determine what type of attack they are and remove health and cooldown accordingly. As such, types of attacks make it easier or harder to deal damage and cool down. There are also a variety of "combo" or "special" attacks. One such of these is, if you drag the mouse around in a circular motion and pull back, then release, it swings around in a circular pattern, allowing for *multiple impacts from the same attack.* Shields also require aiming and direction for their hitbox to comply with the offender's, and therefore defend. If you hit two items against each other at the right time, they deflect one another and cause cooldown to the two opponents.

## Effects associated with combat

Valour

Sickly
Karsonian

Karsonian is a contestant on Leah's Big Brother Season 1 and Season 2.

Karsonian originally quit the game during week 2, however, due to there being certain troubles with the number of remaining Houseguests, he was let back into the game. He played an under-the-radar game for the most part, however, during week 7, he was nominated alongside Llama and Sparky, after the votes between Sparky and Legend were tied, a re-vote was held, and Legend was evicted once again. He would've returned to the house a second time, however this was prevented due to it being called unfair.

## Trivia

Legend was the only person evicted via a revote during season 1.

Legend was the only person that would've returned to the house twice.
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.

## Gallery

 File:2017-02-03 20.29.26.png
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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.

 File:Recipe - Pitchfork.png
Ancient Golem

The Ancient Golem is a boss mob that spawns in the boss room of the Catacombs. Template:Entity

## Attacks

They have three main attacks, the first being to throw you like normal Iron Golems throw Zombies.

The second is to pick you up, shake you, and throw you more horizontally towards the wall.

The final attack is to smash the ground, doing damage to anything within a 16 block radius.

## Drops

Upon death, a chest with the dungeon loot is spawned at the center of the room.
Floating Ember

The Floating Ember is a Nether Mob that spawns in the Lava Pits. Template:Entity

## Behaviour

They remain inactive and immobile until it is either damaged by the player via Arrows or if the Player comes close. Once it gives you its attentions, it attacks by spewing a plume of fire, consisting of 6 fireballs that deal 1 - 3 half hearts each, in a shotgun like manner. As it prepares its attack it expands in size, once it's ready it'll fire, and return to normal size.
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?
Minecraft Abnormals Wiki

Welcome to the Abnormals Mods Wiki, a publicly accessible and editable wiki for information on the vanilla enhancing mods by the Minecraft Abnormals Team. This wiki will have many articles and content for all the Abnormals-related elements, managed and maintained by the Abnormals community.

## Mod List:

### Major

Atmospheric

Autumnity

Buzzier Bees

Endergetic Expansion

Environmental

Neapolitan

Savage and Ravage

Upgrade Aquatic

### Minor

Abnormals Delight

Allurement

Berry Good

Blueprint

Boatload

Clayworks

Incubation

Personality

Pet Cemetery

Woodworks

### Upcoming

Caverns and Chasms

Nether Extension

### Deprecated

Bamboo Blocks

Bloomful

Swamp Expansion

## Useful Links:

Team Abnormals Official Website

Alternative Team Abnormals Wiki

Past editors: *World The Abominal, Zic, No One*
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.
Mob Intelligence

All humanoid mobs are able to use tools properly, such as digging using pickaxes, or blocking with shields like a player would. In addition, the sword sweep attack and cooldown apply to these humanoid mobs - essentially, anything that a player could do with a tool, a mob could too.

## Cleverness of Mobs

However, how well mobs utilize tools depends on how clever they are. Intelligence is a hidden meter in Minecraft like saturation.

 Skeleton
 Witch
 Illagers

## Examples

Zombies are rather clumsy, for example blocking at the wrong times. Skeletons use their tools more wisely, such as strafing. Witches can throw potions rather accurately, and if given other weapons they will use some basic tactics. Illagers use more advanced fighting techniques.
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.
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
Llama Llama Trick or Treat

**Llama Llama Trick or Treat** is the first segment of the eleventh episode in season 1 of Llama Llama.

## Synopsis

Llama and his friends have so much to do on Halloween, it's scary!

## Characters

* Llama Llama
* Euclid
* Gilroy Goat
* Luna Giraffe
* Nelly Gnu
* Grandma Llama
* Mama Llama
* Eleanor Elephant
* Mama Gnu
* Officer Flamingo
* Lenora Leopard
* Ramona Rhino
* Roland Rhino
* Daddy Gnu
* Grandpa Llama
Wanderer

The Wanderer is a ghostlike mob that spawns in the Nether.Template:Entity

## Spawning

In the Nether, Wanderers spawn near Soul Sand, in groups of 2 - 5.

However, they also have a chance to spawn in the Overworld. The more entities you kill in a dimension, the higher likely hood a Wanderer would spawn.

When a Wanderer is nearby, animals would become scared and run around and dogs would whine a lot.

## Appearance

The Wanderer is transparent white with big black eyes, and as about as tall as a player. It makes a ghostly crying noise.

## Abilities

The Wanderer can completely disappear when attacked. It can also float around. Wanderers wield enchanted iron weapons. Wanderers can only be harmed with gold weapons and tools.

## Drops

Wanderers also drop souls, which is unaffected by Looting.
Tumbleweed

A tumbleweed is an aesthetic mob. Template:Entity

## Spawning

Tumbleweeds occasionally spawn in hot temperate biomes, such as deserts, mesas and savannahs. They can also be spawned in using a Tumbleweed Item.

## Behaviour

Tumbleweeds come in 2 sizes, 1 x 1 x 1 block, and 2 x 2 x 2 blocks. They travel roughly at the same speed as clouds, but can move in any direction. Mobs that can fit inside them can hide in the tumbleweed, which grants them immunity to sunlight and the ability to control the direction of the tumbleweed. When a tumbleweed has a mob inside it, it can deal collision damage to other mobs.
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.)
Lightning Rod

Whenever lighting strikes a block, it will leave 3-4 lighting dust there. Putting lighting dust in each corner of a crafting table with a blaze rod in the middle creates a lightning rod.

Whenever you tap on a block with a lighting rod, it will summon lightning there. Amazing for charged creeper farms or maybe even PvP.
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.
Flintlock Pistol

Flintlock Pistols are primitive guns that have advantages and disadvantages over ordinary bows.

## Differences from the Bow

### Advantages

* They take a shorter time to shoot
* They can be shot a few times after one reload
* They have more durability
* They deal higher damage - 1.5 times the damage of a bow.

### Disadvantages

* It takes longer to reload
* Cannot be enchanted in a table
* Enchanting with books and anvils cost double the XP
* They have a chance to misfire
* The bullets are more expensive
* It must be held in the off-hand

## How to use the Pistol

Their ammunition is Iron Nuggets, but they also require a Bag of Gunpowder. This is put into the gun via crafting, and can last for three reloads. It must also be crafted with a flint in order to shoot.

The gun has two durability bars. One shows how long until the gun breaks, and the other how long until the flint breaks. Once it breaks, it must be crafted with another flint.