15 Minecraft Days, doesn't snow whatsoever in Deserts or Mesa's, only Ice Spikes and snow on mountains stays during the summer, during the fall leaf blocks chance color and decay (only natural ones, not placed ones), during the spring Rain is more common.
I think it would make the game harder en funner to play, but what would happen in ice spiked biome's in the summer? Do the spikes grow back, do they get smaller when the summer arrives? If this game will keep evolving like its doing right now, mods will be the future, there are almost mods everything you can imagin, horses where introduced much faster in a mod than in vanilla minecraft. If minecraft keeps updating and updating, i'm shore this will happen sometime if the future, when? Thats still a mystery...
Thanks for reading my message
-EekieHD
Great idea, so so far we have:
Mating season for animals. Each breedable animal will have a season in which individuals of that species standing on a block with a sky light value of 15 have a small random chance of going into love/mating mode, and if two of them spot each other, successfully breeding. This could even replace random spawning for neutral mobs: kill all the mobs in an area, and they won't replenish by the usual spawning-on-lit-grass system, but bring in animals from elsewhere to reintroduce the species to the area, and they will slowly replenish themselves. Perhaps a mechanic to prevent breeding if there are already more than X individuals of that species within a 32 block radius or something, or whatever neutral mob cap already caps livestock spawns. Sheep and bunnies in spring, cows and pigs in summer, ocelots and mooshrooms in autumn, wolves in winter, perhaps.
Seasonal shifts in hostile mob spawns. A bigger proportion of hostile mob spawning attempts per tick will be a certain mob type each season. Creepers in fall (for they are crunchy like dried leaves), skeletons in winter (when their white color is best camouflage against the snow), zombies in the spring, spiders in summer. Endermen and witches could have a monthly rather than seasonal cycle, perhaps, like slimes and their weekly lunar cycle. All mobs can still spawn at any time in the year, but the proportion should shift a bit over time. The thirst mechanic could use a little work. Buckets of water should be drinkable (when used while not pointing at a block in range, like into the air or something) and do 3 times the thirst quenching of a bottle of water. Any non-harmful potion (fire resistance, speed, mundane/awkward potions etc) should do half as much thirst quenching as a bottle of water, with perhaps a couple other additions. Brew a plain melon slice into a water bottle for a potion of melonade, which would do twice as much thirst quenching as a bottle of water alone. Same for brewing in a plain apple for apple juice. Sprinting should deplete thirst the same way it depletes hunger. And for people still running around on their first day, some mods that add a thirst mechanic let you splash your hand into a water source block or waterfall to slowly replenish the thirst meter, or submerge your head under water. Perhaps that last shouldn't work in ocean and deep ocean biomes (too salty). Blocks should have alternate designs for certain seasons. Grass can get greener as spring fades into summer, then fade to brown as autumn fades to winter, still with slightly different variant shades of green and brown per biome type. Leaves of the various trees should turn color in fall, except spruce of course. Perhaps in winter change block model completely to a "bare twigs" model of some sort. In addition to your seasonal flower and tall grass spreading ideas (and all flowers under sky light levels of 15 should spread like mushrooms in spring and summer), perhaps have ripe crops that are under sky light level of 15 have a chance of going through an extra "growth" stage where they turn into a block of tall grass atop a grass block instead of tilled soil, but only in winter. Would have to have some mechanic to prevent it from happening to crops underneath glass blocks or something, inside greenhouses. Or maybe just make crops mature faster in summer and slower in winter. Also the ice spikes grow/shrink in the Sunnmer
Wow so much has changed since the beginning of this thread I have lost interest in it though so I would like to give permissions to someone else who cn manage this thread better than me
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My personal opinion on seasons is that it would make Minecraft more realistic! If you have ever heard of Terrafirmacraft, you would know what seasons are, and how annoying they may be. I'm even on this, both yes and no.
Okay Guys, Rumors have been going around about Seasons in 1.9 and 2.0. Mojang and Microsoft have not released any OFFICIAL information about any of these being true. However 1.8.2 and 1.8.3 will fix some bugs on hopper minecarts. Also we're threatened by the hackers in North Korea because they hacked the XBOX one and Minecraft is on XBOX. We're hoping for nothing to change in the PC version of Minecraft but it might effect any new versions of Minecraft being released. SONY says they're handling it. I hope so!
Having hot weather melt ice and snow would ruin Ice Spikes biomes and others where the main feature is the snow.
Well, they're probably going to prevent it from water getting into ice spike biomes and others where the main feature is snow. I believe there have been other things posted about this.
If anything, seasons should just change day - night rates, weather frequency and maybe crop growth rates.
Spring Equinox: 50/50 Day - Night; Rain becomes more common; All worlds start on this day
Spring: Day time start becoming longer; Rain is more common during this season but thunderstorms are rare
Summer Solstice: 75/25 Day - Night; Thunderstorms become more common
Summer: Day time starts becoming shorter; Rain rates are normal again but most rain will be thunderstorms
Autumn Equinox: 50/50 Day - Night; Rain becomes is less common and thunderstorms are rare
Autumn: Day time is getting even shorter; Rain occurs at normal rates
Winter Solstice: 25/75 Day - Night; Rain is now very rare and no thunderstorms can happen
Winter: Day time starts to become longer; rain is still rare
Although day light hours change bed time hours remain the same. This means that the player will miss some much of the daylight that occurs in the summer if they use a bed. This also means that during the winter, even though it is dark out, the player still won't be able to use a bed until bedtime hours come. The player will also awake to the dark winter mornings.
Spring is the starting season, it rains more often but thunderstorms are uncommon.
Summer can be considered the most friendly due to it's long daylight hours, but it has frequent thunderstorms which spawn mobs.
Autumn makes rain more rare and the days start going back to normal.
Winter is the harshest season and is what new players must prepare for. Darkness takes up most of the time causing more monsters to spawn.
also if seasons get added to minecraft you should be able to slow the rate at witch seasons go by so that summer could be say 20 minutes and fall 100 minutes and it would also be cool if they added dates to minercraft
this update will be awesome!!! i always wanted to have temperatures and seasons to be added to VANILLA minecraft because i coudnt be bothered to get a mod! yes i sound very lazy right now but i really am excited!
Ok, well first of all, Dinnerbone said that he was "Thinking" about adding seasons, but that was not for 1.9. That was way back in 2013 he said that, which would of been around the 1.5/1.6 update
Biomes that already have snow will get it more frequently in the winter. In the summer they won't get any, and maybe some of it could melt?
Biomes that don't have snow, if they are cold or temperate biomes, they might get it during the winter, but it will melt in the spring.
Timeless Modding is kinda dead but idk what to put here now
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some countries only have 2 seasons tsunami season and seaso doubt they implement this
Great idea, so so far we have:
Mating season for animals. Each breedable animal will have a season in which individuals of that species standing on a block with a sky light value of 15 have a small random chance of going into love/mating mode, and if two of them spot each other, successfully breeding. This could even replace random spawning for neutral mobs: kill all the mobs in an area, and they won't replenish by the usual spawning-on-lit-grass system, but bring in animals from elsewhere to reintroduce the species to the area, and they will slowly replenish themselves. Perhaps a mechanic to prevent breeding if there are already more than X individuals of that species within a 32 block radius or something, or whatever neutral mob cap already caps livestock spawns. Sheep and bunnies in spring, cows and pigs in summer, ocelots and mooshrooms in autumn, wolves in winter, perhaps.
Seasonal shifts in hostile mob spawns. A bigger proportion of hostile mob spawning attempts per tick will be a certain mob type each season. Creepers in fall (for they are crunchy like dried leaves), skeletons in winter (when their white color is best camouflage against the snow), zombies in the spring, spiders in summer. Endermen and witches could have a monthly rather than seasonal cycle, perhaps, like slimes and their weekly lunar cycle. All mobs can still spawn at any time in the year, but the proportion should shift a bit over time. The thirst mechanic could use a little work. Buckets of water should be drinkable (when used while not pointing at a block in range, like into the air or something) and do 3 times the thirst quenching of a bottle of water. Any non-harmful potion (fire resistance, speed, mundane/awkward potions etc) should do half as much thirst quenching as a bottle of water, with perhaps a couple other additions. Brew a plain melon slice into a water bottle for a potion of melonade, which would do twice as much thirst quenching as a bottle of water alone. Same for brewing in a plain apple for apple juice. Sprinting should deplete thirst the same way it depletes hunger. And for people still running around on their first day, some mods that add a thirst mechanic let you splash your hand into a water source block or waterfall to slowly replenish the thirst meter, or submerge your head under water. Perhaps that last shouldn't work in ocean and deep ocean biomes (too salty). Blocks should have alternate designs for certain seasons. Grass can get greener as spring fades into summer, then fade to brown as autumn fades to winter, still with slightly different variant shades of green and brown per biome type. Leaves of the various trees should turn color in fall, except spruce of course. Perhaps in winter change block model completely to a "bare twigs" model of some sort. In addition to your seasonal flower and tall grass spreading ideas (and all flowers under sky light levels of 15 should spread like mushrooms in spring and summer), perhaps have ripe crops that are under sky light level of 15 have a chance of going through an extra "growth" stage where they turn into a block of tall grass atop a grass block instead of tilled soil, but only in winter. Would have to have some mechanic to prevent it from happening to crops underneath glass blocks or something, inside greenhouses. Or maybe just make crops mature faster in summer and slower in winter. Also the ice spikes grow/shrink in the Sunnmer
Praise be to Spode.
In the very beginning i asked for this to be moved but it never was
Well, they're probably going to prevent it from water getting into ice spike biomes and others where the main feature is snow. I believe there have been other things posted about this.
Spring Equinox: 50/50 Day - Night; Rain becomes more common; All worlds start on this day
Spring: Day time start becoming longer; Rain is more common during this season but thunderstorms are rare
Summer Solstice: 75/25 Day - Night; Thunderstorms become more common
Summer: Day time starts becoming shorter; Rain rates are normal again but most rain will be thunderstorms
Autumn Equinox: 50/50 Day - Night; Rain becomes is less common and thunderstorms are rare
Autumn: Day time is getting even shorter; Rain occurs at normal rates
Winter Solstice: 25/75 Day - Night; Rain is now very rare and no thunderstorms can happen
Winter: Day time starts to become longer; rain is still rare
Although day light hours change bed time hours remain the same. This means that the player will miss some much of the daylight that occurs in the summer if they use a bed. This also means that during the winter, even though it is dark out, the player still won't be able to use a bed until bedtime hours come. The player will also awake to the dark winter mornings.
Spring is the starting season, it rains more often but thunderstorms are uncommon.
Summer can be considered the most friendly due to it's long daylight hours, but it has frequent thunderstorms which spawn mobs.
Autumn makes rain more rare and the days start going back to normal.
Winter is the harshest season and is what new players must prepare for. Darkness takes up most of the time causing more monsters to spawn.
Praise be to Spode.
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