I added the BEST Features from Minecraft Spin-Offs

Minecraft has countless spin offs out there, and one of those spin offs, perhaps the most popualr one is Minecraft Dungeons. Minecraft Dungeons has countless features that seem interesting and if tweaked a little could fit right into the game. So in this video I take the best features from the Dungeons game and reinterpret them into Minecarft with brand new uses and features.

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Background Music: (in chronological order)
Cyberpunk Synthwave – The Sprawl
Retro Synthwave – White Lotus
Retrowave Synthwave – Centurion
Cyberpunk Synthwave – Body Double
Epic Groovy Synthwave – The Drop
Cyberpunk Industrial Synthwave – 50 Million Year Trip

Music by Karl Casey @WhiteBatAudio

Intro 0:00 – 1:00
Leeching Enchant 1:01 – 1:42
Sickles 1:43 – 2:46
Target Dummy 2:47 – 4:07
Raven 4:08 – 6:56
Tropical Slime 6:57 – 9:51
Drenched 9:52 – 10:19
Anchor 10:20 – 11:20
Zombie Variants 11:21 – 12:08
Illager Chef 12:09 – 14:59
Endersent 15:00 – 16:45
Corrupted Beacon 16:46 – 17:47
Outro 17:48 – 18:26

Special Thanks for Amaro_Lunático for helping me with some of the Ideas!
Check out Amaro’s Modrinth page https://modrinth.com/user/Amaro_Lunatico
Mod used BBS by https://www.youtube.com/@McHorsesCreations
Most Models were taken from https://www.youtube.com/@MDEStudios Dungeons Content Mod
Dungeons Gameplay footage by https://www.youtube.com/@EmptyCoso & https://www.youtube.com/@AmbrosiaGaming
Soup Texture taken from the Farmer’s Delight mod
Village Map by https://www.youtube.com/@MrMirror
Zombie Polar Bear Idea by u/Negative_Sky_3449 on Reddit
Nether Fortress Map by https://www.youtube.com/@YUNGNICKYOUNG
Redstone Funnel Door design by https://www.youtube.com/@ashevoy
Shaders: Complementary Reimagined + Euphoria Patches

Contact Me:
E-Mail: NekomaYT@gmail.com
Twitter: @Nekomamamia7
MC Username: Nekoma7

These ideas were Illustrated for the purpose of this video using models, textures, and the BBS mod by @McHorsesCreations therefore, there sadly doesn’t exist a Mod.

#minecraft #update #fixed #upgrade

23 Comments

  1. Which Feature is your Favorite? Lemme know I'm curious
    Unfortunately non of these are mods, this is simply a showcase made through models, textures, animations (machinimas) and some editing magic.

  2. Leeching should go off of current opponent hp and not total for more balancing, a it should also be a treasure enchant like mending, and then make it only work on non humanoid mobs or limit the enchants that can go with it so it isn’t op in PvP.

  3. i really love a lot of your Minecraft ideas and i enjoy your videos, so this is meant purely as constructive criticism, but the one thing i keep having a problem with is how OP some of these things (mainly enemies) would be in Hardcore mode. we know from the leaked design guide that everything new added to the game is designed with Hardcore in mind, so if you wanna be true to how Mojang might actually implement these things your ideas would benefit from thinking about that too.
    like the Endersent: i don't think it should spawn as regularly as normal Endermen and i don't think it should knock off half player health like you show in the video. another commenter named @Notheew suggested it shouldn't have other mobs spawn when its around because of its movement-detection mechanic and i agree. here is how i would suggest balancing it:
    -lower spawn rate
    -when it spawns, all other mobs in a large radius (maybe even a whole chunk) of it despawn or flee
    -its attacks deal 2-3 and a half hearts of damage
    -the mob now spawns with a ring of glowing ender particles that dictate its sight range so that a player can easily see when they've been spotted and exactly how far away they have to get from it

    this accomplishes a few things:
    -removes unnecessary difficulty spikes when other mobs are present
    -adds atmosphere by leaving you alone in a dark open space with a giant thing that watches you eerily
    -is not as much of an insta-kill death for players encountering it and its mechanic for the first time
    -the danger zone is clearly communicated to the player

    i also have some suggestions for ways to expand on/improve on some of new concepts you've come up with here. it is long though lol.
    Sickles
    Sickles are a great new weapon to add, but i think that, just like the Axe, it should have a dual purpose.
    since real life Sickles are used for harvesting crops, a neat addition to the Sickle's functionality would to give it similar properties to the Hoe, where right-clicking on a crop while holding it harvests the block. but instead of destroying the whole block, it automatically replants whatever crop it harvested at the first growth stage. this way when you harvest a field with the Sickle, you don't have to spend as much time replanting all of your crops. this feature would be especially useful for players who like to keep their fields organized and would eliminate the need for special signs designating where specific crops are.
    a drawback to this that would keep the Hoe as a viable option would be that the Sickle doesn't harvest as much as the Hoe does. this way players can choose between maximizing the amount of crops harvested or the amount of crops planted. as a player who spends a lot of their game farming, i would love to see a new piece of kit like this added to the farming setup!

    Ravens and the Perch Glove
    i love everything about the Raven!! the taming mechanic is cute and interesting and i like the attention to detail with translating how real Ravens behave to Minecraft.
    however, i do agree with @ColemanSchmidt who said that it would make the Allay more useless than it already is. to balance it out, i think the Allay should get some expansions and limitations to make it so the two are on more equal footing.
    i think the first step in balancing the two would be to make it so that Perch Gloves also works on Allays. instead of standing on the Perch Glove, the Allay would sit on your arm like a little bench with its tiny legs dangling over the side! how cute would that be?
    like the Raven, the Allay can be directed to collect items the player points at with the Perch Glove, but instead of only retrieving one item at a time, (as shown in the video), it can collect up to three kinds of items. when holding an item, its movement speed is increased. the more its holding, the faster it gets.
    now why would this be needed? simple, so that Allays could help players retrieve their stuff if they died somewhere perilous. just think about how much safer going back to get your things would be if you didn't have to bridge across perilous gaps or fend off hordes of mobs surrounding your loot! a new safe, speedy way to get back lost things without risking your life would be a great quality-of-life improvement for players everywhere. maybe items even despawn at a slower rate when the Allay is nearby, so you have even better chances of getting your things back.
    another interesting idea for the Allay and the Perch Glove would be the ability to send the Allay to take an item away from a mob and give it to you. so if you see a Drowned with a Trident or a Skeleton with an Enchanted Bow, you have a better chance of getting that item without having to kill the mob first. this would de-power the mob and get you their loot, win-win! this mechanic would also be useful for those times when you die and go back to find a mob wearing your armor or wielding your weapons.
    to keep things fair, the Allay would not be able to take items or armor off of other Players because of its kind nature. the Allay would only take dangerous items from _hostile mobs_, so players using Allays to steal things from each other wouldn't be a problem. however, this limitation also means the Allay would not steal things like Nautilus Shells or Iron Ingots from mobs, which would still leave a certain amount of item drops up to chance.
    unlike Ravens, Allays cannot be tamed. all that's needed to interact with one is a Perch Glove, so players could theoretically lend their Allays to their friends if they need them. this would make them sort of like Iron Golems, helping anyone who needs them.

    Tropical Slime
    this mob is already super great and well-thought out! i really like the size scaling for its defenses and the different abilities it can have. the one change i have to suggest is that the Tropical Slimes fleeing from a fight once they run out of fish ammo, restocking and then coming back may create a combat loop. if a Tropical Slime is able to reload on fish every time it runs out, the player would be stuck fighting it underwater for a long time and risk drowning, and since the fish is a ranged weapon, fleeing the fight wouldn't do much good.
    so i think the Tropical Slimes should still use their fish ammo, but once they run out they have to attack the player normally, maybe doing half the damage they'd do with the fish attack. if the player gives up and leaves the fight, then the Tropical Slime can go and restock on fish.

    Zombie Variants
    i really like the ideas you came up with for new Zombie variants! the Snow Zombies compliment the Stray very well and i like the idea of lone Jungle Zombies tricking players into thinking they're less of a threat than they actually are. i only have a few suggestions for each.
    to make the Jungle Zombies more unique, i think they should be neutral entities. they live in the secluded Jungle Biome where there aren't a lot of threats, so they should be approachable and non-hostile unless provoked; maybe they even have leaves growing out of them that shade them from the sun so they don't burn in the day.
    but because a player's first instinct when seeing a Zombie is to kill it, this makes the Jungle Zombie's poison ability even more of a unique and surprising encounter.
    Snow Zombies are already _perfect_, but i think it would be cool to utilize their Slowball attack as a drop, like how the Stray sometimes drops Slowness arrows. if you kill a Snow Zombie, it has a chance of dropping one of its Slowness Snowballs. to tie into the new Soup & Potions mechanic you made, you can place these Snowballs into a heated cauldron of water, and then right-click it with a bottle to instantly get a potion of Slowness. the more Snowballs you put in the cauldron, the greater the potion effect (4 Snowballs = Slowness I, 8 Snowballs=Slowness II, etc)
    i'm also a little worried about how OP a Snow Zombie/Stray/ Zombie Polar Bear combo would be in Hardcore. for the sake of player sanity, i think it should only be one of the two that can spawn on a Zombie Polar Bear's back, and if a Snow Zombie is riding a Zombie Polar Bear, the Polar Bear should be the one damaging the player. to contrast the quick-moving, hard-hitting Polar Bear, Zombie Polar Bears move slower and do less damage when by themselves, but when being ridden by a Stray or Snow Zombie, they gain the normal Polar Bear's attack stats.

    those are all of my thoughts and ideas. i hope it didn't come off too harsh > – <''' i really do love your videos! its nice that you're so open to hearing other people's thoughts on your stuff because it really brings the community together in a fun way 😀 seriously, i wouldn't have thought up ANY of the stuff i wrote about here if your video and folks in the comments didn't inspire me 🙂 thanks for reading, hope you have a nice day!!

  4. This was really good! Someone suggested that the endersent should prevent other mobs from spawning for balance reasons, and I agree. I think this lineup was fantastic otherwise

  5. ok here are my opinions of these ideas:
    leeching: good enchantment idea.
    Target dummy/scarecrow: 10/10 idea my only problem with it is that it should be called the thatch golem.
    crows: i like them they sound neat, just make sure they can't steal from chests
    tropical slime: i like the idea but i think there should be another thing for them to do, allow us to lock up a tropical slime so that captured fish to breed inside it, giving us living fish farms.
    drenched: nice idea but i don't really like the anchor, maybe change it that they are also a way to get trident instead they are rare enough that we could use a 2nd method.
    sicles: dual wielding is a good idea, i also wanted to have a knife weapon for a long time giving us a high attack speed weapon to play with and this is a good way to do it.
    zombie varient: good concept but not a fan of the execution, to be fair though i have no idea what i want with this.
    Illiger chef: a funny mob behind an underwhelming mechanic, making soup will always be less useful then carrying a stack of stakes and some potions because the stack is better then a single soup and no potion mixing just seals the deal with that because it would have been a cool idea to have.
    endersent: i like the mob but the drop is very underwhelming and the difficulty of it looks more like a mini-boss enemy.
    one thing i really want in normal minecraft from dungeons: give us the wildfire a blaze miniboss with shields for rods, if we kill it we can get a shield upgrade.
    corrupted beacons: honestly seems like something we should be able to get and benifit from, imagine if you can tame one of these beacons and mobs get a boon and a bane from these these beacons (for example a boon to drop more drops but a bane of making all mobs have resistance while in range)