• Breaking News

    Minecraft If charged creepers have a potion effect applied to them, their aura should be the same colour as the potion particles

    Minecraft If charged creepers have a potion effect applied to them, their aura should be the same colour as the potion particles


    If charged creepers have a potion effect applied to them, their aura should be the same colour as the potion particles

    Posted: 28 Jul 2019 12:00 PM PDT

    The ability to free your pets in hardcore mode after you die

    Posted: 28 Jul 2019 01:44 AM PDT

    When you die and go into spectator mode you could chose to free your pets and horses by clicking on them instead of feeling bad that they'll be all alone at home they'll go outside and open the door them self and be free again

    submitted by /u/LinkTheFoxy
    [link] [comments]

    Add a silverfish variant called woodlice

    Posted: 28 Jul 2019 06:53 AM PDT

    Unlike silverfish, these guys are neutral, and will hide in trees and other wood varieties after day 10. This prevents early game annoyance. Unlike silverfish, the wood that woodlice hide in will not disappear when they come out of it. Woodlice have a lower chance of spawning in wood if a player is using an axe, and using an axe with bane of arthropods will completely prevent them from spawning. When killed, they would drop a small amount of experience and either sticks (0-3) or a sapling. I think this would give forests a bit more life and would be a much better silverfish variant than the endermite.

    submitted by /u/Dicemuan
    [link] [comments]

    Add different clouds to the sky

    Posted: 27 Jul 2019 11:58 PM PDT

    Currently, we only have one cloud in Minecraft, maybe stratus. What about having different clouds at different heights like:

    Cirrus - Much higher than 256 blocks, whiter than most clouds, no weather effect. May occasionally be seen in dry biomes.

    Cumulus - Big cloud, and is around 180 blocks in starting height. Does not emit lightning, and may rain down onto the land below.

    Cumulonimbus Incus - A huge cloud, which starts at 128 blocks and ends at 256 blocks. It is white at the top, but black at the bottom, and is big enough to cover several biomes. It has lightning, and lasts the same as a regular Minecraft storm does now.

    Pyrocumulus - Emitted by big fires, this kind of cloud may produce rain that may extinguish the fire below it. Pyrocumulus is reddish-gray and starts from 80 blocks upwards. If the fire has been going on long enough, and depending on biome, pyrocumulus may become a Cumulonimbus Incus, in which it may spark new fires. However to make pyrocumulus, you need quite a lot of fire, as one campfire is not going to do it.

    If a cloud passes into a Dry biome, like a Desert, it dries out and fades away. In fact, Dry biomes should make the clouds fade away when the player walks into the biome, meaning rain can never happen there. (Lightning is a different matter, and can still happen without a storm, this is called dry lightning, and already happens on Bedrock Edition, which could be ported to Java Edition). Bigger clouds will take longer to fade.

    The Jungle is the wettest biome of all, cause of the humidity. It is so humid, that it can rain inside the jungle without any clouds whatsoever.

    Add your other cloud ideas down in the comments if you like.

    With this, all forms of precipitation will have to be reworked to fall in the radius of a cloud. This however, would look more realistic, and rain irl gets distributed unevenly across Earth, look at the Sahara and Mawsynram, they are two very polar opposites in rainfall and biome.

    submitted by /u/SnowBallEarth43
    [link] [comments]

    Pigmen huts under the sea of lava in the Nether.

    Posted: 27 Jul 2019 09:57 PM PDT

    Currently the pigmen are intelligent creatures who are able to wield swords as a weapon, and act as passive mobs- but they just stand around if you don't attack them, and their drops aren't worth much anyway (unless you build some complex gold farm). The lava seas of the Nether are also barren, and may as well just be flat spots to avoid or else you'll die and lose all your items.

    I propose generating semi-rare pigmen huts under the Nether seas of lava. These huts may be small structures made of nether brick in which pigmen sometimes gather by swimming down into the lava, made in the shape of a dome or square and empty of lava from within. These huts may have a chimney also made of nether brick, reaching just above the lava to indicate to players that there's something of interest in that location. Following the progression of potion crafting becoming a focus after reaching the nether, the player will have to use fire resistance potions in order to swim down into the hut.

    These huts will be the home of the pigmen, with an anvil to allude to their method of crafting swords, or a painting to make it seem more homely (but no bed, because obviously the undead don't sleep). The hut will also have a chest containing an item of special value found only in these structures (similar to how the heart of the sea can only be found in buried treasure), likely to be of great value to potion brewing or possibly enchanting, as well as other treasures commonly found in chests. The item in question is another suggestion entirely.

    The main idea behind this suggestion is to add more significance to zombie pigmen, bring attention to Nether lava seas instead of them essentially being a huge barren area of death, and add to the Nether as a whole as a result. Reference images for the structure are found here: https://imgur.com/a/a3rmxJy

    submitted by /u/datprofit
    [link] [comments]

    Nether Cave Sounds and a new mob

    Posted: 28 Jul 2019 02:30 PM PDT

    Nether Cave Sounds: I think the cave sounds in the overworld are pretty creepy and add suspense and fear to mining. However, it is very strange to me that we can hear Blazes and Blaze cave sounds without Blazes existing in the overworld. This is why I think that either the Blaze related cave sounds should cause a Blaze to spawn within 30 blocks of the player, or be removed from the overworld and added to the Nether where it would make more sense.

    That being said, the Nether dimension could use some cave sounds, since it's pretty much one huge cave. These should be considerably spookier than the overworld cave sounds, with things such as Ghast wails and Wither Skeletons being taken into account.

    The New Mob - The Corrupted: This mob is special. Why? Because it does not spawn naturally. Much like a Horse Trap, a special event causes it to spawn. However this time it isn't a lightning strike, it's a cave sound.

    When near soul sand, the player has a very small chance of hearing a cave sound that sounds like the wither skeleton's dying sound, but distorted. When this sound is heard, a Corrupted will spawn within 30 blocks of the player, on top of a soul sand block.

    The Corrupted is a mob with a Zombie-like appearance. It has the skin texture of a zombie, however it's skin is black. It's only wearing pants that resemble jeans but are very ripped and torn. Much like the Zombie Pigman, it is missing parts of its skin that reveal a skeletal structure, which resembles that of a Wither Skeleton's. This mob is 3 blocks tall, and is as fast as a Wither Skeleton. It also wields a Golden Axe.

    The Corrupted has 40 hearts of health, and serves as a mini-boss of sorts. It has three main attacks:

    • Melee: Hits the player, inflicting Wither II for 3 seconds. Deals 4 hearts of damage to an unarmored player.

    • Ranged: The mob will make a sound resembling the Wither Boss launching a skull, and will launch a fireball that sets anything on fire with contact. The fireball itself deals 1 heart of damage, ignoring armor.

    • Ranged: The mob will make a sound resembling the Ghast, and it will launch a fireball that explodes in contact. The fireball is the same one that the ghast launches, however it has enough explosive force to destroy cobblestone.

    Upon death, the Corrupted will always drop 1 block of Soul Sand, and a Wither Rose.

    It has a small chance of dropping some bones, and some rotten flesh.

    The purpose of this mob is to be a hint on how to summon the Wither Boss. It also serves as a way to get a wither rose without having to summon a Wither Boss. Due to its rarity and spawning conditions, I do not think this mob would be able to be farmed, and it isn't meant to be farmable.

    submitted by /u/Frozecoke
    [link] [comments]

    Rubble Blocks.

    Posted: 28 Jul 2019 10:54 AM PDT

    Rubble would be a new block that meshes the gravel and cobblestone textures. It would have a few of the large rocks from a cobble block mixed with the dust-look of gravel. Rubble would be crafted with two gravel and two cobble, to get four.

    Rubble would be affected by gravity, like gravel, but would require a pickaxe to break effectively rather than a shovel. Rubble would spawn naturally underground, similar to gravel or the various -ite stones. Rubble would most commonly spawn near abandoned mineshafts, already resting as if there was a cave in.

    As a unique feature, perhaps rubble's gravity would work a bit differently, possibly triggered by breaking a block within a certain distance. This as a whole could make caves a bit more dangerous as well as provide a cool block to prank your friends with.

    submitted by /u/PJDemigod85
    [link] [comments]

    Banner ideas

    Posted: 28 Jul 2019 05:20 AM PDT

    Maybe we could wear banners on our backs like pillager captains or like capes, the data is there for banners on a mob so it might be somewhat easy to do, maybe the banner takes up the armor spot or chestplates can have the banners crafted in to them as either a cape or how the pillager captains are, maybe you craft a banner with a chestplate for it on your back, and for a cape you can make a blank cape then put the banner on it then finaly on the chestplate as a banner,

    submitted by /u/edgy-potato-salad
    [link] [comments]

    dyeable campfire with differently colored smoke

    Posted: 28 Jul 2019 01:20 PM PDT

    As the title sais. Possible applications would be:

    • aesthetics / additional design choices: For example purple smoke coming from a witch hut
    • markers: For example: marking different sites with different colours or marking the base of different players with different colours for PvP purposes
    • PvP-games: For example catch the flag like games with different colored smoke showing that a flag was taken by one or the other team
    submitted by /u/Dead_Phoenix77
    [link] [comments]

    Dark Dust

    Posted: 28 Jul 2019 08:50 AM PDT

    When you teleport with an enderpearl, there's a small chance of endermites spawning in. Now while this works for Endermen, its quite boring and makes them feel ununique in my opinion. That's where dark dust comes in


    When an enderman teleports, there is a 10% chance of something spawning in called Dark Dust.

    Dark dust:

    • can be 5x5, 10x10, 15x15, or 20x20

    • Will fade away after 5-10 minutes

    • The presence of nearby water will half the time it takes to fade

    • If it is above ground, it will fade within 10-15 seconds

    • All light sources around dark dust will be extinguished until it fades away, in which they will relight(similar to how a campfire can be extinguished)

    • Right clicking on dark dust with an empty bottle will give you a Bottle Of Darkness

    • You can tell dark dust exists in an area if small black particles are floating through the air


    Bottle Of Darkness:

    • When brewed with a spider eye, it will create a blindness potion

    • When drank, you will become blind for 2 seconds

    When a creature becomes blind, they can no longer track players further than 3 blocks away until the blindness wears off.

    submitted by /u/Trey_Does_YouTube
    [link] [comments]

    villager strongholds under some villages

    Posted: 28 Jul 2019 05:59 AM PDT

    there will be a small chance a villager stronghold would spawn underneath a village it was have chests full of emeralds but once you trespass into it iron golems will be aggressive and villagers will run and tell iron golems your their to protect their emeralds but if you have hero of the village the iron golems won't be aggressive and villagers won't do anything when they see you there will also be a villager chapple in the middle where the villagers will worship a giant emerald that will make villagers angry no matter if you have hero of the village or not if you mine away the emerald blocks.

    submitted by /u/LinkTheFoxy
    [link] [comments]

    Lave tubes/tunnels

    Posted: 28 Jul 2019 12:05 PM PDT

    This would be a new type of cave with a smooth tube shape, same ores and stuff, feel free to add on to it.

    submitted by /u/SuperBane321
    [link] [comments]

    minecraft event thingy - Red Moon

    Posted: 28 Jul 2019 01:09 PM PDT

    35% of the time after 10 minecraft days, The Red Moon will happen where all mobs come in packs of 11 and do 3% more damage, but drop 6% more items when killed, after killing a pack of one of the mobs, A lightning bolt will hit the ground and "Red Moon Piece" will drop and after having 9 red moon pieces you can craft a Red Moon Sword, and 9% of the time after killing a pack of creepers The Red Moon Piece will also have a Enchanted Book with it called "Moon Flare" which can only be Combined/Put on a Red Moon Sword which will give +3 damage.

    Red Moon Sword: stats

    +9 attack damage

    with Sharpness V (+15 attack damage)

    with Moon Flare (+18 attack damage)

    Reason: I posted this idea because I feel like there could be a in game event other than A boss you spawn and find and have to defeat, Its a event which you will be forced to face if it comes, which will give more nostalgia to minecraft.

    submitted by /u/duck_swag_boss
    [link] [comments]

    Visual display of a spider's daytime neutrality

    Posted: 27 Jul 2019 04:09 PM PDT

    As we all know spiders become "neutral" mobs during the Minecraft day. So to show that spider is now neutral the spider's eyes could change from red to green, or some other visual change to show that the spider is neutral.

    submitted by /u/MercuryMenace43
    [link] [comments]

    A new phenomenon - the full Moon

    Posted: 28 Jul 2019 10:00 AM PDT

    Full moon will occur (to emerge) as and in real life. But, the full moon will give certain other phenomena, sounds, effects, etc. Now all will talk!

    - Wolves will howl in the full moon.

    Wolves will howl in the full moon, so communicating with each other. There will be different sounds of them howling.

    - Villagers in any case do not go out.

    Here everything is clear. The villagers will not sleep and will not in any case go out.

    - In the full moon will be increased spawn of the undead.

    Increased spawn zombies, skeletons, phantoms, drowned. But, the spawn of creepers and endermens is reduced. With spiders not clear!

    - Untamed wolves and zombies will be much more aggressive than usual.

    - New achievement.

    The achievement is called "Survivor under the moon". The goal is to survive the full moon.

    If you have questions, feel free to ask. This whole idea will be further developed. There may be mistakes, as English is not my native language.

    submitted by /u/ValkovY
    [link] [comments]

    Gold and Weight.

    Posted: 28 Jul 2019 02:57 PM PDT

    It has come to my attention that their is little reason ever craft golden gear. While you might be able to obtain it via mob farms, we hardly have any reason to make it.

    What if for every piece of golden armor equipped, you fell a little faster? It could increase your dive speed when wearing elytra, decrease the amount of air wasted to hit the bottom of the ocean, and even improve efficiency of two-block ladder chutes with water at the bottom.

    Obviously, the downside is that the armor is buttery soft and not very protective, but ti would add a cool utility to it like leather being good for cosmetics.

    submitted by /u/PJDemigod85
    [link] [comments]

    Drowned Horses , Rotten Saddles , and Soggy Apples

    Posted: 28 Jul 2019 06:15 AM PDT

    I know there are already a few horse variants , however this one is pretty unique. First lets start with the mob. Drowned horses could be found near underwater ruins , although they should be at least moderately rare. They can breathe underwater. To tame them , you need an items called Soggy Apples. Name isn't final btw. You find these in Chests in underwater ruins and in sunken ships. When eaten , however , it gives the player 30 seconds of water breathing. Also , if you put a piece of blue ice in the crafting table next to a Soggy Apple , it crafts an item called a Frozen Apple. When eaten , it give the player Frost walker for 6 minutes. Additionally , if you decide to kill the Drowned horse , it's possible drops include:

    Rotten Saddle (0-1)

    Leather (0-3)

    Kelp (1-6)

    And Finally, Rotten Saddles. These are a downgrade from normal saddles. They have a low durability and will break after a short period. However , putting a rotten saddle in the crafting table with 2 iron ingots and 5 pieces of leather , it will make a regular Saddle. I know its a lot for one post , but additionally , Drowneds should try to steal your horse. Sure it can be simply avoided , but it ads another level of riskyness to owning one of these. Also , here are the speed and health stats for the Drowned Horse:

    Hearts - 20

    Speed in water - 25 Blocks per second

    Speed on Land - 8 Blocks per second

    As you can tell by the stats , they are slighty faster in water than most horses , but ever so slightly slower than most horses on land.

    submitted by /u/ShoddyVariety
    [link] [comments]

    Parrot being able to aid in mining efforts

    Posted: 28 Jul 2019 10:35 AM PDT

    A cool feature to make parrots more useful would be to make it so then, when in a certain proximity to specific ores, the bird will make a specific noise. This would be balanced due to the rarity of jungles along with the fact that the radius in which the ores have to be could be small, but also just large enough to make it useful to bring your parrot with you while mining. This idea is also not too outlandish because, iirc, a specific kind of bird was used to sniff out gas leaks while people were mining back in the day.

    submitted by /u/DarkLord868
    [link] [comments]

    dead essence potion, a way to give targets to golems.

    Posted: 28 Jul 2019 11:49 AM PDT

    My idea is that with rotten flesh and another ingredient (as rotten flesh is very common) you could make a dead essence potion, wich when drank or hit by, would give you the effect of the same name wich would make nearby golems attack whatever thing has the effect. This would be very useful for animal farms and especially in multiplayer, you could make fake entrances or make a door with a mekanism that unless deactivated correctly, would throw one of these potions a release golem to attack you. Fun to use on your friends or people trying to grier your base. Also it would finally make rotten flesh useful.

    submitted by /u/Azoth_Magnum
    [link] [comments]

    New enchantments (and curses) for sheilds

    Posted: 27 Jul 2019 11:49 PM PDT

    Rebound:

    lev1: Arrows and tridents bounce back at 20% velocity. Potions, fireballs and other projectiles would be bounced back at 15% velocity

    lev2: Arrows and tridents bounce back at 30% velocity. Potions, fireballs and other projectiles would be bounced back at 25% velocity

    lev3: Arrows and tridents bounce back at 45% velocity. Potions, fireballs and other projectiles would be bounced back at 45% velocity

    Flame Burst:

    lev 1: When you successfully block an attack, there will be a 5% chance of lighting the opponent on fire for 8 sec

    lev 2: lev 1: When you successfully block an attack, there will be a 10% chance of lighting the opponent on fire for 12 sec

    lev 3: When you successfully block an attack, there will be a 15% chance of lighting the opponent on fire for 15 sec

    Widespread (treasure):

    lev1: while raising a shield, non-covered areas of your character would receive 30% less damage (covered parts stay the same)

    vengeance (treasure):

    when an attack is blocked, there will be a 25% chance of the opponent of receiving a random effect from below:

    1. poison 5 sec
    2. nausea 3 sec
    3. weakness 10 sec
    4. wither 3 sec
    5. blindness 4 sec

    Curse of Brittleness (name pending):

    shields have a 30% of failing to block an attack

    submitted by /u/lolbit_511
    [link] [comments]

    Map purchases

    Posted: 28 Jul 2019 09:49 AM PDT

    You should be able to see maps in a form of spectator mode before you buy them so you know what you are getting before you pay for because screenshots don't show enough

    https://imgur.com/a/jDD3gad

    submitted by /u/Anonymous_Hooman
    [link] [comments]

    Combat upgrades are great, but we still need things to fight; escalating threat levels as the player descends further into the world.

    Posted: 27 Jul 2019 06:29 PM PDT

    TL;DR: Increase the height of underground generation and implement progressively creepier and more threatening mobs as you get closer to bedrock.

    Minecraft's survival progression is a bit skewed at the moment. Once you've gathered stone tools, there's nothing really stopping you from digging a staircase to the bottom of the world and strip mining some of the best ores in the game on the first or second night. This problem mostly stems from the fact that these aforementioned ores spawn far too close to the surface, as well as the fact that there are few things to pose a threat the player as they descend further towards endgame. Of course, recent updates have added harder enemies (e.g. woodland mansions, ocean monuments, pillager outposts), but these are designed to provide challenges for players that intentionally seek them out, as opposed to integral parts of the game's progression.

     

    The first threat the player is likely to face at the start of the game is one of the four primary surface mobs. And for the most part, these mobs are pretty well balanced towards that area of the world — the surface. The issue is that they continue to spawn in mid and late game areas, where players have the equipment to demolish them with ease. The solution isn't to make them spawn with statistical buffs at lower levels. While it does technically fix the problem, the answer to this will always start and stop at "wear better armor, craft better weapons." Minecraft is a game about creativity, so these new mobs should require more creative tactics than charging at them with a sword.

     

    Just to be clear, this isn't a "make the game harder" suggestion ok, maybe a little so much as a "make parts of the game that are supposed to be hard actually hard" suggestion.

    Some Preliminary Tweaks

    Ok, I lied. Before we get to the new enemies, let's tweak the surface mobs a little bit, to reinforce the niches they originally fell into and give the new mobs a better baseline to grow from.

     

    Zombies

    A slow, but strong monster whose danger comes from numbers.

    • In addition to attracting nearby zombies when damaged, Zombies on Normal and Hard mode are additionally capable of uncommonly spawning new Zombies nearby. These newly spawned Zombies won't just pop into existence; instead, they'll have a nifty spawn animation where they dramatically rise up from the ground in a shower of particles.

    • More of a personal grievance, but in the event that a Zombie is unable to pathfind to the player because of a barrier (e.g a 2 block high tower), Zombies will stand at the edge and attempt to hop around to hit the player. Currently they just kinda stand there looking dejected, so even if they're out of attacking range this could help them look a bit more lively.

     

    Skeletons

    Skeletons are actually pretty good at fitting their role right now. Moving on.

     

    Spiders

    A nimble enemy capable of outspeeding the player and overcoming most vertical barriers.

    • Reduce their health by 2. Now they have 14 health.

    • As recompense, Spiders will become a lot more slippery and hard to hit. They won't run at you in a straight line; they'll zig-zag. Within close range, they're constantly strafing around the player, trying to get behind their back and hitting them all along the way. Every once in a while they'll jump backwards out of melee range and do a pounce attack.

    • Spiders are now capable of a telegraphed pounce attack, where they briefly sink their bodies low to the ground before launching themselves up to five blocks forward in a parabolic curve. Spiders can slightly alter the initial trajectory of their jump attack to leap over obstacles.

    • To prevent them from quickly killing themselves with their special attack, they start taking fall damage at 6 blocks high instead of 4.

     

    Creepers

    Sneaky glass cannons that destroy structures and scare the shit out of players.

    • Now have a view radius of 20 blocks.

    • When aggroed, Creepers will only pursue players when outside of the player's line of sight, feigning passiveness when the player looks at them. They drop the facade when attacked or within 12 blocks of the player.

    • If they manage to reach the player without being attacked, they'll get in reeeeaaaal close before they explode. Currently they have a habit of detonating far enough away that the player only receives damage from the edge of the explosion. Shields should also only reduce damage, not entirely negate it.

    • Also, they should be able to move while hissing in Hard mode.

     

    Endermen

    Rare, powerful enemies capable of using their teleportation abilities to terrifying effect.

    • Endermen should use their teleportation more offensively, constantly whacking the player from behind and teleporting to areas they can't pathfind to. They used to do this in earlier versions, but AI seems to be a bit broken at the moment, likely due to their speed buff.

    • As a deterrent against cheesing, if a player is in an area the Enderman can't pathfind to (i.e. a two block high hole in the wall), the Enderman will chill out at a nearby spot until the player emerges from their hideout, at which point they'll teleport in and ambush them.

    The Underground

    First off, increase the sea level to "y=104", giving the underground 40 extra blocks of space. Ores will be redistributed accordingly.

    Next, divide the underground into three layers of increasingly difficult enemies. Starting at the top of Layer 2 and below, a harder stone variant will gradually replace regular stone (hereby referred to as deep stone for simplicity), requiring a pickaxe tier of iron or higher to mine effectively. Deep stone possesses the same blast resistance as regular stone and drops cobblestone like normal.

    Layer Y-Level Stone Variant Ores
    Layer 1 104 - 84 Stone Coal, Iron (rare)
    Layer 2 84 - 24 Stone + Deep Stone Coal, Iron, Lapis Lazulli, Gold (rare)
    Layer 3 24 - 0 Deep Stone Coal, Iron, Lapis Lazulli, Gold, Redstone, Emerald, Diamond

    How are you supposed to obtain ores if you can't mine into the layer to get them? Easy, you explore caves. Or use explosives. Each layer will spawn their own monsters in addition to surface mobs.

     

    Another disclaimer: I'm not suggesting that Mojang add eight new mobs to the game (though, that would be pretty sweet). Instead, treat these mobs as examples of the unique sorts of challenges the player should face underground.

    Layer 1

    Ghoul

    A ragged undead with hollow eye sockets and a mouth contorted into an eternal snarl.

    • Has AI similar to a Zombie, albeit with 50% knockback resistance.

    • Capable of a short-ranged lunge attack, raising their arms before rushing forward two blocks. Has a cooldown of two seconds.

    • Cannot change direction while lunging.

     

    Tunnel Mite

    A burrowing variant of Silverfish resembling an antlion larva.

    • Tunnel Mites have the ability to sink into the ground, raising up an obvious trail of particles as they burrow in the player's direction. They'll attempt to rise beneath the player and snap their jaws in a manner similar to an Evoker Maw, becoming temporarily vulnerable when they do so.

    • Burrowing Tunnel Mites automatically "step" up one block barriers, and can dig "beneath" higher obstacles. This is emulated with a "delayed teleport" where the Mite will disappear for a few seconds in a shower of particles before appearing elsewhere.

    • Breaking the block the Tunnel Mite is currently occupying will expose it entirely, preventing them from burrowing for a few seconds.

    Layer 2

    Apparition

    The wandering souls of lost miners, now destined to patrol the endless caverns of the Overworld until the end of time. Look like translucent, hooded figures with tattered cloaks.

    • Has an AI similar to a Vex, though they can't travel through walls.

    • Apparitions are typically invisible, growing increasingly visible as they approach the player. That being said, they can be seen from farther away if you look at them with your "peripheral vision" at the edges of your screen. They make deep rasping sounds when nearby.

    • Attacks by splitting into up to four identical copies of themselves, the clones dealing half damage. Hitting a clone will cause it to disappear in a cloud of smoke, leaving behind a projectile that will promptly be fired at the player. Hitting the original will cause the clones to disappear, preventing the Apparition from spawning them for a few seconds.

    • They turn invisible regardless of distance in sufficiently dark areas. Light your caves, people.

     

    Skulk

    A horned beetle-like creature with a penchant for ramming into players.

    • Boasts an incredibly high defense, the equivalent of a full suit of diamond armor.

    • When attacking, the Skulk will use its horns to essentially scoop the player into the air like an Iron Golem. Not enough to deal fall damage, but enough to disorient the player or toss them into perilous areas. This has a cooldown of two seconds.

    • Will occasionally roll into a ball like an armadillo and charge at the player. This is fast enough on flat ground, though they can quickly build up a terrifying speed when rolling down slopes. In this mode, it's recommended that you stop attacking and dodge it instead.

    • If the player manages to trick them into rolling into a wall at a sufficient speed, the Shulk will flip itself upside down, exposing its vulnerable underbelly.

     

    Basilisk

    A mythical creature with a petrifying gaze. Looks like a squat lizard creature with axolotl frills and a wide mouth full of needle-sharp fish-like teeth.

    • Looking at a Basilisk for more than three seconds will cause it to screech and fan out its frills, inflicting the player with Slowness IV for five seconds. Probably shouldn't do that.

    • Capable of breathing a lingering cloud of poisonous gas.

    • Otherwise quite slow and tanky.

    Layer 3

    Broodmother

    A bulbous spider variant that feeds on lost miners and the nightmares of children.

    • Unlike every other mob in the game, a Broodmother doesn't spawn on floors. It spawns on ceilings, dropping down on players who walk beneath them. They attack using the aforementioned altered Spider AI.

    • Capable firing a projectile that places a temporary cobweb to ensnare the player.

    • Upon death, Broodmothers will flip upside-down and spawn 3-5 spider hatchlings to attack the player.

     

    Shambler

    A desiccated, hunched-over figure with an enormous, toothy mouth for a face.

    • Attacks by opening its mouth wide and chomping down, dealing heavy damage to nearby players and shields. These attacks have a chance of inflicting Cursed, a debuff that turns the health bar purple and prevents the player from restoring any health whatsoever.

    • Will occasionally release a bloodcurdling scream. Players caught within range will be afflicted with a variety of effects, such as Slowness, Weakness, and Nausea.

    • Gets faster as its health decreases.

     

    Troll

    Basically a Tank from L4D. Looks like a beefy, green-skinned behemoth with glowing red eyes.

    • Once one spots the player, they'll roar and start charging at them on like a gorilla, slow at first but quickly growing to a speed that outpaces them. Their turn radius will increase as they gain speed, however, allowing them to be sidestepped.

    • Attacks by pounding the ground, dealing AoE damage. This has a small cooldown.

    • Fighting a Troll will be a running battle, as you traverse the length of a cave system chipping down at its health.

    • Can be slowed down by light exposure, though this increases their defense.

    Modifiers

    In a hypothetical future where more expansive underground structures were added, it would be cool if some of these underground enemies had modifiers applied to them (a la armor and weapons for surface mobs) when they spawn in them to turn them into what are essentially minibosses on Normal and Hard.

     

    Burning

    The mob is surrounded by fire particles. When taking damage, the mob will spit out lava ember particles in random directions that set blocks they land on on fire. As a consequence, the mob is also immune to fire.

    Vengeful

    The mob is surrounded by critical hit particles. They now deal higher damage as their health decreases.

    Colony

    The mob produces block-breaking particles. When damaged, they have a chance of spawning a silverfish.

    Eldritch

    The mob is surrounded by void particles. They are healed by proximity to dark areas, and can plague nearby players with debilitating debuffs. Produce creepy ambient sounds when nearby.

    Vampiric

    The mob is surrounded by red enchantment particles. They now steal a portion of the player's health when damaged.

    Unholy Vitality (Hard exclusive)

    The mob is surrounded by golden enchantment particles. The mob must be killed three times to truly die, playing a reverse death animation upon revival. Creepers can explode three times, and Broodmothers will produce three waves of hatchlings. Can be prevented from reviving if killed with a golden weapon.

    submitted by /u/Sail_Hydra
    [link] [comments]

    Introducing the night walker

    Posted: 28 Jul 2019 03:13 AM PDT

    Imagine a mob that cannot move during daytime, at night it would follow you around and try to kill you, they would be a super rare spawn, most likely you will be exploring and you find one, but they would be hard to kill. They deal 5 hearts melee damage, and have 50 hearts hp. I don't know what it would drop, and the name "night walker" is not final

    submitted by /u/inferno_josh
    [link] [comments]

    Add Basalt near Lava and make obsidian a little more rare

    Posted: 28 Jul 2019 02:53 AM PDT

    Add basalt near lava. It can be a recolor of cobblestone. (Black and Dark Grey) Basalt can only be mined with a diamond pick , but they are mined slighty quicker than obsidian. Obsidian can be crafted from putting 4 pieces of basalt in a crafting table in a cube shape. Similiar tobhow you craft bricks from clay.

    submitted by /u/ShoddyVariety
    [link] [comments]

    Fashion

    Beauty

    Travel