I think that this dimension should be a mixture of steampunk and modern things. Just think about it: a floating network of cities that are all powered by steam, but they use gas powered cars and the like. It just seemed like a cool idea to me.
[p]Hhmm, I didn't know about the angry nimbus and forgot about crying ghasts. I'll just ask Badprenup for permission to use his idea. If he refuses or doesn't respond, we can modify the cloud monster so it's less close to his suggestion.[/p]
[p]Yes good ideas. If the ice troll is repetitive, how about the glaze. It might be a little repetitive (but then again, magma cubes are slimes with fire res), but it's basically the blaze for the frost dimension. It will freeze players instead of setting them on fire.[/p]
[p]If we had to have glazes, maybe they only happen if a blaze travels to the frist? Not sure how one would, but that's the only way I see it happening without it feeling like we're cheating by copying blazes. Magma cubes is a good point, but personally I'd have much rather Mojang created something original than copy slimes. Don't do something bad just because someone else has already done it, you wouldn't jump off a bridge with your friend would you?
Maybe we could take the general idea of a glaze, but instead make it a robot in the steampunk towers. Perhaps instead of freezing it "shocks" the player (same thing)[/p]
[p]I think that this dimension should be a mixture of steampunk and modern things. Just think about it: a floating network of cities that are all powered by steam, but they use gas powered cars and the like. It just seemed like a cool idea to me.[/p]
[p]That would be cool, but we've already settled on a theme for the dimension, that being a frost world with steampunk dungeons and hints of prehistoric/runic. If we kept suggesting new theme ideas we wouldn't get anywhere. Still the steampunk dungeons will be sort of like a city, so you can always suggest things for there. I don't know about modern gas powered cars, but maybe some sort of horseless carriage machine could be one of the rewards at the dungeons.[/p]
[p]EDIT: Ok what's with "left" and [p] randomly replacing paragraphs? Has this happened to anyone else?[/p]
Time for another mob for the Frist dimension! What exactly is a frore, you ask? Well, it's a big frosty tyrant that will add challenge to your journeys in the new dimension.
The frore is 3.5 blocks tall, making it more than just a chicken with teeth. It is based on the Yutyrannus, but is slightly altered. (For example, it has two tails.) Sure, it has feathers, but that makes it no less dangerous. In fact, its feather coating looks so similar to snow you may not be able to tell it's there from a distance.
As mentioned above, frores can see the player up to 30 blocks away. Whenever a frore sees a player, it will begin to charge at them, sporadically moving left and right to try to avoid being hit by projectiles. Once the frore is within 6 blocks of the player, it will turn and shake, just like dogs do after being in water. This will fling snow onto the player, which covers their screen similar to how pumpkins do. It is possible for the player to dodge the snow, but it is very difficult. Note that the snow can be deflected by shields.
After the frore does this, it will begin to bite the player 2 times per second as long as it is within attack range of the player. Its biting attack does 6 damage on easy, 9 damage on normal, and 12 damage on hard difficulty.
Though frores are almost always found by themselves, they rarely spawn in pairs. If this is the case, they will randomly enter love mode, and breed if both of them are in love mode at the same time. Baby frores resemble adult ones, but are smaller and have a slightly enlarged head. Baby frores do 1/6th the amount of damage as adult frores, and are unable to shake off snow onto opponents.
Frores eat almost any creature that they can find. Because they are large and unable to see them, frores do not attack Wintry/Gelids. On the other hand, baby frores do. Baby frores, being naive and unwise, will almost always get scared off by the ice spear from the Wintry/Gelids.
You will sometimes see frores gathering snow on their backs by crouching on the ground and moving around. They will often do this after a successful attack; it "refuels" their snow-shaking ability.
When a frore is walking around normally, its too tails are pretty close together. However, when it runs, its tails spread out so that it can stay balanced.
Frore Feathers
You might be wondering what makes frores able to fling snow off their backs so effectively. It is actually not their backs doing the work, but rather their feathers. The stems of the feathers are very elastic, making the feathers like little slingshots.
Frores drop these feathers, which can be used to make a special shield, called a veer shield (meaning "deflecting shield"). This is similar to a normal shield, but is smaller and has a special ability. They are crafted like this (recipe could change):
Arrows, shulker bullets, and almost every other projectile has an 50% change of sticking to the veer shield. Holding right-click when using a veer shield will not only block, but also charge it up. When right-click is released, the projectiles stuck to the shield will be flung in the direction the player is facing. A maximum of 4 projectiles (no matter the type) can be stuck to a veer shield at once, though enchantments or upgrades might be able to increase this maximum.
[Placeholder for veer shield texture]
Though powerful, veer shields would have a few weaknesses. For example, due to their smaller size, they would (ironically) be unable to block the snow attack from frores. The veer shields would also be heavier than normal shields, making it take a little longer to enter "blocking mode."
Please let me know what you think of this suggestion, and how I can improve it!
Feedback is much appreciated!
If anyone was wondering, I used Blockbench for the model of the mob and Piskel for the texture of the frore feather.
I really like the Frore idea, and I love the Veer Shield, although I think you should be able to block the snow effect with the shield, or at least halve the effect, it doesn't really make too much sense for you to not be able to.
Another thing, I think the names of the Frist dimensions and the Frore should be changed. Frist doesn't really sound like a dimension name to me, but Frore does, even without adding "dimension" onto the end of it. Frist however does sound sort of bouncy, with could work with a speedy raptor-like creature.
I really like the Frore idea, and I love the Veer Shield, although I think you should be able to block the snow effect with the shield, or at least halve the effect, it doesn't really make too much sense for you to not be able to.
Do you mean normal shield or veer shield? I think being able to block the snow with the veer shield is a pretty good idea, but I don't know about the normal shield.
Another thing, I think the names of the Frist dimensions and the Frore should be changed. Frist doesn't really sound like a dimension name to me, but Frore does, even without adding "dimension" onto the end of it. Frist however does sound sort of bouncy, with could work with a speedy raptor-like creature.
I see where you're coming from with "Frore" sounding like a dimension name, but I don't think "Frist" sounds much like a creature. The only way I can see "Frist" being the name of a creature is if that creature was essentially a snow blaze, but we probably aren't going to do that because it's pretty cliche.
I can put "Frore" as a potential option for the dimension name poll that will eventually come (we haven't really decided on frist, its just the only one that's come up and stuck).
Anyway, I like the Frore a lot! My one concern is it seems a bit OP, if a player has normal difficulty they first have snow messing with their screen plus mob attacking them twice a second, each for 9 HP. That's really fast for a stronger mob, frores would have an unarmed player dead within 1.5 seconds! I think the frore should attack for only 4.5 HP, or only hit once a second. Also regular shields should be able to block snow (with the frore randomly flinging snow on players who dodged it previously in the fight). I'm assuming frores are a rarer mob based off their strength.
The Veer Shield provides a strong reason for going to the frost dimension in the first place. It'd also be interesting to see in PVP situations. However I think 80% from the get go is a tad OP, maybe 60% for starters with enchantments increasing it? And why do frores drop chicken feathers along with frore feathers? Snow makes more sense imo.
These are all just minor critiscims though. All in all the frore is a great threat to the frost dimension. I got Badprenup's permission to use the cloud monster for our thread, so that plus the three finalized mobs and the ice troll gives us 5 mobs. That's the amount of mobs that inhabit the Nether. Personally I find the Nether to be a bit lacking, so I think we should add a bit more here. The way the world generation is set up (giant 64 block tall glaciers), there's lots of space for caverns and ores. And if we wanted to still use the steampunk subtheme, there could also be dungeons filled with all sorts of crazy robots. If I remember correctly at one point we discussed a runic subtheme- could a will of the wisps type mob work to that effect?
I can put "Frore" as a potential option for the dimension name poll that will eventually come (we haven't really decided on frist, its just the only one that's come up and stuck).
Anyway, I like the Frore a lot! My one concern is it seems a bit OP, if a player has normal difficulty they first have snow messing with their screen plus mob attacking them twice a second, each for 9 HP. That's really fast for a stronger mob, frores would have an unarmed player dead within 1.5 seconds! I think the frore should attack for only 4.5 HP, or only hit once a second. I guess it could be nerfed to once per second, or maybe even once per 1.5 seconds. Also regular shields should be able to block snow (with the frore randomly flinging snow on players who dodged it previously in the fight). I was thinking the snow effect would only last a few seconds, so I'm not sure this is necessary. Then again, the shields are pretty big, so maybe it would make sense. I guess this wouldn't undermine the frore's power too much if it did its attacks sporadically. I'm assuming frores are a rarer mob based off their strength.
The Veer Shield provides a strong reason for going to the frost dimension in the first place. It'd also be interesting to see in PVP situations. However I think 80% from the get go is a tad OP, maybe 60% for starters with enchantments increasing it? You make a good point. I'll make it a 50% chance. And why do frores drop chicken feathers along with frore feathers? Because frores have normal feathers, too, not just the special frore feathers. I guess I could make it to only frore feathers, though. Snow makes more sense imo. It wouldn't have snow on its back after it flung snow on you (its first attack), so this wouldn't make too much sense.
These are all just minor critiscims though. All in all the frore is a great threat to the frost dimension. I got Badprenup's permission to use the cloud monster for our thread, so that plus the three finalized mobs and the ice troll gives us 5 mobs. Awesome! That's the amount of mobs that inhabit the Nether. Personally I find the Nether to be a bit lacking, so I think we should add a bit more here. The way the world generation is set up (giant 64 block tall glaciers), there's lots of space for caverns and ores. And if we wanted to still use the steampunk subtheme, there could also be dungeons filled with all sorts of crazy robots. If I remember correctly at one point we discussed a runic subtheme- could a will of the wisps type mob work to that effect? Maybe, but we shouldn't get too crazy with the features, as making the dimension too saturated might turn people (including Mojang) away. Mojang (or a mod maker) wouldn't want to add parts of the dimension; they'd want to add the entire thing, because otherwise people would complain. This is why we shouldn't go overboard in the quantity of features.
Responses in bold. You make some good points. Some things I'd like to add is that the veer shield would have a few weaknesses; for example, it'd be a little heavier than the normal shield, meaning it would take slightly longer to go into "blocking mode." In addition to this, it would be unable to block the frore's attack due to it being smaller than the regular shield.
Should I re-post the frore suggestion, or just update it?
I think the dimension should have some sort of dungeon or boss structure. Mammoths would help you get to it, frores would add danger on the way, gelids/wintry and certain plants would help you in dungeon/frore fights, and the cold mob would act as a danger to the collection of said plants (and the killing of gelids/wintry). If we want to have a combat-based dimension, we should have a driving force to guide the player through a journey.
Responses in bold. You make some good points. Some things I'd like to add is that the veer shield would have a few weaknesses; for example, it'd be a little heavier than the normal shield, meaning it would take slightly longer to go into "blocking mode." In addition to this, it would be unable to block the frore's attack due to it being smaller than the regular shield.
Should I re-post the frore suggestion, or just update it?
I think the dimension should have some sort of dungeon or boss structure. Mammoths would help you get to it, frores would add danger on the way, gelids/wintry and certain plants would help you in dungeon/frore fights, and the cold mob would act as a danger to the collection of said plants (and the killing of gelids/wintry). If we want to have a combat-based dimension, we should have a driving force to guide the player through a journey.
Just update the frore suggestion, having two variants could get confusing. I think a large dungeon with a boss would be great, it gives the dimension somewhat of a focus. The advancement page for the frost dimension could be focused on slowly working your way towards that dungeon. It could be where we put the steampunk mobs, if we were still interested in that. An icey castle could be an alternative.
Though the biggest question is what would this boss drop? Because the whole dimension is technically optional, I think it could be a very powerful item that helps you. The reward for killing the boss would be the main point of going here in the first place. Perhaps we should work this out after coming up with the boss so that it fits the theme, but still something to keep in the back of our minds.
Wintry is currently leading in the poll by two votes. I'll give the poll a day or two more, so anyone who hasn't put in their vote enter now.
I know! Some sort of mob that has wings that are elytra! This dimension should be like POST POST POST POST POST POST POST POST POSTAH Enderdragon and these mobs could drop elytra for the powerful explorer
Rollback Post to RevisionRollBack
Don't pretend to be someone you aren't. Be yourself. Even if you try to be someone else ill knows its you. Your a terrible actor.
Though the biggest question is what would this boss drop? Because the whole dimension is technically optional, I think it could be a very powerful item that helps you. The reward for killing the boss would be the main point of going here in the first place. Perhaps we should work this out after coming up with the boss so that it fits the theme, but still something to keep in the back of our minds.
I think the boss drop should definitely be better than the Nether Star, because the Nether Star is only really used to make beacons, which are (in my opinion) of a disappointing amount of use. For me it's more about getting the beacon than what it actually does, like the Dragon Egg.
We have to keep in mind, though, that while the item should be powerful, it shouldn't be of too much direct power. If that were the case, the dimension would sort of blend in with the game progression, which might get kind of weird. So far, the weapons we have discussed have not been of great magnitude due to their extreme amount of damage or reduction of damage, but rather the unique effects on battles they create and the new strategies that could then be used.
One idea is to make some sort of TNT block as the drop, which, when placed underground, creates a giant, open cave full of fog and evil creatures. This isn't the most thought-out idea, though. Just putting it out there.
Oh, and one other thing to think about is what happens when you defeat the boss. I think it would have been really cool if they made the end grow grass and become earth-like after you defeat the Ender Dragon, but this was not done. If we want to we could create some sort of effect similar to this upon the defeating of the dungeon boss in the new dimension.
I know! Some sort of mob that has wings that are elytra! This dimension should be like POST POST POST POST POST POST POST POST POSTAH Enderdragon and these mobs could drop elytra for the powerful explorer
This dimension differs from others; it isn't directly involved in the linear game progression. In other words, it's optional. You don't have to go through this dimension to progress through the game, but you can if you want (and there will be benefits).
The poll has closed, Wintry has won 6-2. Gelid will be used as the name of ice spear gauntlet instead. Wait, is the plural for Wintry Wintries or Wintrys?
The advancement page is something I completely forgot about. Shall we leave that for after we finish the bulk of the suggestion?
I think the boss drop should definitely be better than the Nether Star, because the Nether Star is only really used to make beacons, which are (in my opinion) of a disappointing amount of use. For me it's more about getting the beacon than what it actually does, like the Dragon Egg.
We have to keep in mind, though, that while the item should be powerful, it shouldn't be of too much direct power. If that were the case, the dimension would sort of blend in with the game progression, which might get kind of weird. So far, the weapons we have discussed have not been of great magnitude due to their extreme amount of damage or reduction of damage, but rather the unique effects on battles they create and the new strategies that could then be used.
One idea is to make some sort of TNT block as the drop, which, when placed underground, creates a giant, open cave full of fog and evil creatures. This isn't the most thought-out idea, though. Just putting it out there.
Oh, and one other thing to think about is what happens when you defeat the boss. I think it would have been really cool if they made the end grow grass and become earth-like after you defeat the Ender Dragon, but this was not done. If we want to we could create some sort of effect similar to this upon the defeating of the dungeon boss in the new dimension.
The advancement page shouldn't be too difficult to make, though I agree that we should make it after finishing the dimension's content. Here's a basic outline based on what we have for now:
1. Enter the dimension, maybe even make two if the way there is difficult
1a. Kill a frore
1aa. Obtain a veer shield
1b. Ride a mammoth
2. something, maybe find an artifact to take you to the dungeon (like eyes of ender)
3. Enter the dungeon
4. Defeat the boss
left
I think since the dragon and wither are so powerful, their drops become more like trophies. It really depends on how strong/rare we want to make this boss. If it's weaker than the other two, then it should drop something very useful. If it's rare and super hard to beat it might get away with a somewhat useful, more trophy drop. I vote for the boss to be weaker than the other two, but that's only my opinion.
Regardless, I don't have any ideas for the boss drop. I don't think it should be a weapon, we already have the gelid and veer shield. If the totem of undying wasn't in the game I would suggest that tbh, something that is super helpful in a certain situation, but not something every player needs.
The TNT vortex idea could work as some ultra powerful mob spawner, where all mobs in that location increase spawnrate by 20-50%. So placing it in your farm helps the animals, but in a mob grinder it spawns hostiles. That might work, but we should consider other options too.
I think that there should be multiple bosses across the dimension, spawning a bit rarer than a nether fortress. That way on servers everyone can get a hand on the drop. If that were the case, how about the biome surrounding the dungeon is some sort of corrupted, twisted land that mammoths refuse to enter? After the boss is defeated the biome changes into a happier place and mammoths can enter. This would also indicate to player on servers which dungeons have been beaten and which haven't.
The poll has closed, Wintry has won 6-2. Gelid will be used as the name of ice spear gauntlet instead. Wait, is the plural for Wintry Wintries or Wintrys?
I would go with Wintries, because the actual word can be made into "wintrier" and "wintriest."
The advancement page shouldn't be too difficult to make, though I agree that we should make it after finishing the dimension's content. Here's a basic outline based on what we have for now:
1. Enter the dimension, maybe even make two if the way there is difficult
1a. Kill a frore
1aa. Obtain a veer shield
1b. Ride a mammoth
2. something, maybe find an artifact to take you to the dungeon (like eyes of ender)
3. Enter the dungeon
4. Defeat the boss
Do you think crafting a Gelid should give the player an advancement?
I think since the dragon and wither are so powerful, their drops become more like trophies. It really depends on how strong/rare we want to make this boss. If it's weaker than the other two, then it should drop something very useful. If it's rare and super hard to beat it might get away with a somewhat useful, more trophy drop. I vote for the boss to be weaker than the other two, but that's only my opinion.
Regardless, I don't have any ideas for the boss drop. I don't think it should be a weapon, we already have the gelid and veer shield. If the totem of undying wasn't in the game I would suggest that tbh, something that is super helpful in a certain situation, but not something every player needs.
The TNT vortex idea could work as some ultra powerful mob spawner, where all mobs in that location increase spawnrate by 20-50%. So placing it in your farm helps the animals, but in a mob grinder it spawns hostiles. That might work, but we should consider other options too.
I think that there should be multiple bosses across the dimension, spawning a bit rarer than a nether fortress. That way on servers everyone can get a hand on the drop. If that were the case, how about the biome surrounding the dungeon is some sort of corrupted, twisted land that mammoths refuse to enter? After the boss is defeated the biome changes into a happier place and mammoths can enter. This would also indicate to player on servers which dungeons have been beaten and which haven't.
I really like your idea for changing the area around the towers. Since there will be multiple towers, what about having more than one drop for the boss, and the one dropped being randomly selected? That would definitely encourage people to return to the dimension, and also make each player have a unique journey.
Things Left To Suggest Or Finish (I'm probably leaving some things out): - Entrance to the dimension - Advancement page of the dimension - Dimension name [Frist, Frore, etc.] - Dungeon Towers; special mobs & boss - Will-o'-the Wisp - Plant that the Wintry eats - Other item required to craft Gelid - Eye-of-Ender-esque item used to find Dungeon Tower
The Will-o'-the-Wisp mob could potentially be what's used to find the Dungeon Tower, though that might be too similar to the floating Eyes-of-Ender. Something else to consider is that it may also be interesting to leave that kind of mob/entity for a separate suggestion where it is in the Overworld, because it could make traveling between bases or villages quite interesting.
I like having multiple drops from the boss, it'd encourage players to return to the dimension often (something the other two lack after finding a nether fortress or end city). The only problem is coming up with the drops, they should all be within the same general group. Perhaps some sort of amulet that when worn in the offhand provides some long term buff? It'd have to be different than potions though. Or if it's steampunk they could drop "gadgets" described in the beginning of this thread.
For the path to the dungeon tower, maybe when player uses some item or places something at a Stonehenge type structure, a beam is lighten into the sky and the auroras point into the direction of the dungeon for only the player until they reach it. Sounds like something in an eskimo legend.
Another thing that's been bugging me for a while is the main block (netherrack, endstone). I feel once we get this out of the way the dimension will become a clear picture in my head. The block needs to be unique, but also clearly related to ice. So I've made this, it isn't great but I think it does the job. Maybe the tops could have snow on them, like grass and dirt. If anyone has any suggestions I'd like to see them.
I'll start a poll between Frist, Frore, and other (please comment if you choose other). We've gotten a lot done this month!
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Edit: eventually we'll gonna have to write this all out, so I've decided to start working on it. I made a google doc public to anyone with the link. Sign out of your google account to remain anonymous.
Something I just noticed, the OP hasn't been updated with what we have thus far. Perhaps would be a good idea to update that. Second thing, I've thought of drawing up a rough visual of the dimension's look.
For the future: Third, and I cannot stress this enough; avoid the fallacy of artificial difficulty, and forcing gimmicks. I see this all too often in suggestions even far outside of Minecraft. Example, if someone works their butt off to get an Elytra, they better darned well be able to use it, considering both its rarity, difficulty to obtain, and position in the end-game. When we finalize the structures themselves, their rarity needs to be reasonable as well. Going thousands of blocks for a single structure is far outside the realms of decent design. Remember, folks have limited time, and others may not want to spend hours just roaming for a structure. This would be more agonizing when locked to only a single mode of transport. You must also keep in mine Minecraft is a very multiplayer game.
Future note for what to brainstorm for this dimension, due to its nature as being separate from a linear progression:
-What is annoying to do in vanilla?
-What would be a cool, non-damaging thing to have around? A tool? A sort of utility mob?
-What (non-mineral) materials are hard to get normally and often get used a lot in building?
-There can also be ways to upgrade certain vehicles, tools, and such, when combined with materials from other dimensions.
Something I just noticed, the OP hasn't been updated with what we have thus far. Perhaps would be a good idea to update that. Second thing, I've thought of drawing up a rough visual of the dimension's look.
For the future: Third, and I cannot stress this enough; avoid the fallacy of artificial difficulty, and forcing gimmicks. I see this all too often in suggestions even far outside of Minecraft. Example, if someone works their butt off to get an Elytra, they better darned well be able to use it, considering both its rarity, difficulty to obtain, and position in the end-game. When we finalize the structures themselves, their rarity needs to be reasonable as well. Going thousands of blocks for a single structure is far outside the realms of decent design. Remember, folks have limited time, and others may not want to spend hours just roaming for a structure. This would be more agonizing when locked to only a single mode of transport. You must also keep in mine Minecraft is a very multiplayer game.
I don't think getting to the towers will be an issue; as fishg suggested, there could be a way to guide the player to the dungeon. I definitely don't want it to be like the Outer End Islands, where you just have to keep on going until you stumble into an End City.
Future note for what to brainstorm for this dimension, due to its nature as being separate from a linear progression:
-What is annoying to do in vanilla?
-What would be a cool, non-damaging thing to have around? A tool? A sort of utility mob?
-What (non-mineral) materials are hard to get normally and often get used a lot in building?
-There can also be ways to upgrade certain vehicles, tools, and such, when combined with materials from other dimensions.
Though cliché, some sort of frost golem could be cool. I can't really think of any vehicle that could be upgraded with an item from the new dimension in a way that would fit in and make sense. Bricks get used a lot in building, but I don't know that clay is something that would fit in the frost dimension. As for the first question, I'm not quite sure I can pin it down to something that could really be changed or made easier with something from the new dimension.
Though cliché, some sort of frost golem could be cool. I can't really think of any vehicle that could be upgraded with an item from the new dimension in a way that would fit in and make sense. Bricks get used a lot in building, but I don't know that clay is something that would fit in the frost dimension. As for the first question, I'm not quite sure I can pin it down to something that could really be changed or made easier with something from the new dimension.
I have an idea for upgrading something already in use for the overworld. At the moment we seem to be creating lots of combat oriented items (gelid, veer shield) so how about a way to upgrade your defenses?
Crystals
Crystal Ore would spawn throughout the frost dimension, most commonly underground in caverns but also in certain biomes aboveground. This ore would provide players a never-ending reason to return to the frost dimension every once and a while. They also fit well into the frost theme, as "crystal" derives from the greek word icey/frost. I found a cool picture that shows crystal ore sticking up from the stone rather than inside it like most ores:
This is from a mod, we should probably make our own version to avoid copyright. But the idea remains the same. This would make crystal ore fairly unique compared to other ores. Of course if we voted to not have this we could make crystal ore simplicity spawn within the "stone".
There's a lot of different kinds of crystals out there- white, blue, red etc. For the purposes of the game there will be 16 crystal types- one for each of the colors.
All the colors generate just as common as one another, and are simply referred to as " crystal". Crystals can be mined with a diamond pickaxe and generate just as common as gold in the overworld (or 1/16 as common as gold if you wanted to find a specific color). But don't worry, villagers will happily exchange crystal colors in their trades, so if you only wanted to have red crystals it shouldn't be too hard.
So what can you do with crystals? Well keeping with the theme of this dimension on improving upon the old, crystals upgrade your defenses. One crystal combined with a glass block (or pane) will craft Reinforced Glass, a stronger variant of the much needed material. Reinforced Glass adds structuralized support to the glass in the color of the crystal used to craft it. The color is dulled out to look nicer. This block requires a diamond pickaxe to mine (because of the crystals). Of course someone could break this by hand, but it would take as long as one would punch stone. I'm not sure if it should drop itself when destroyed, just the crystal, or not drop anything.
Now let's be honest, glass is really annoying. It's very fragile and when broken doesn't drop itself (or anything for that matter). However it's needed in almost every survival build. Reinforced glass is a necessary in my mind, even without this new dimension. It would also be helpful to builders, who would now have a glass with a trim.
For the crafting recipe replace lapis with a blue crystal. Also note that the picture looks bad mainly from the bad glass texture, not the supports. With 1.13 on it's way hopefully those weird "dents" go away.
Crystals can also be added to armor, "upgrading" that piece with additional support. I don't know how else to explain this other then this:
In this example the helmet and chestplate have been "upgraded" through the crystal, adding some decorative features to the armor. Helmets get a visor, chestplate shoulder pads, leggings on the kneecaps, and boots on the tips. By adding crystals onto armor, the armor would increase in durability or strength (I need input on this one). Nevertheless the change would not be too drastic (iron with crystal would still be weaker than diamond without).
Not only would adding crystals to armor be helpful, it would also allow for more customization within armor, letting players "style" their outfits. I imagine diamond with yellow would look cool, or diamond with light gray (silver). Or if you wanted to be a Spartan Warrior, suit up in red crystal gold armor! Mapmakers would also benefit, now able to add extra detail to custom mobs.
This just scratches the surface of what crystals could do. These are the two that I think would work best, but crystals could be used for all sorts of things. I was thinking about locked chests that only the player who builds it can open, but I didn't want to add it into the suggestion proper because I feared it would be too complicated and controversial.
What do you guys think? I think this should provide more things to do in the dimension besides get a couple of new weapons and beat the boss. I'd like to see some type of reinforced glass regardless of this dimension, and I think crystal supported armor would be a fun addition.
The reinforced glass seems okay, but I don't know that it fits with the crystal thing. Maybe it should be textured and called something more to do with crystals, like "crystal glass" or something.
I think the additions to armor would be really cool, but again, I'm not sure that they really make sense to be coming from crystals. They also should definitely not increase armor protection; enchanted diamond armor protects the player more than enough at the moment.
In short, I really like the ideas of crystals in this dimension, but-
1. This really shouldn't be limited to something in the Frost dimension; it would also make sense to have them in the Overworld.
2. It's difficult to come up with a balanced use for them that makes sense in-game.
oh hey, this thread actually went somewhere while i was on hiatus? i'm impressed.
Anyways, i like the idea of crystals, but just ask the master caver, we DO NOT need anything higher than diamond, sense a good enchanted set can reduce damage by around 95%ish. also, in regards to the frore, while i like it, with the inclusion of Mammoths, i personally would prefer to just see Yutyrannus added, as not only do they fit with the theme, but kids, who last i checked where Minecraft's main audience, love dinosaurs (well, a lot do in my experience). my idea would be a miniature-version of those, about 4-5 blocks tall, which would have been about half it's IRL height, have about 20-30 hp, but be a Pack creature, spawning in groups of 3-4, these feathered tyrants would be the apex predator of the frozen plains, hunting things like mammoths and *insert second unique creatures here*. they ofcourse would be hostile, but they would have a low agro range due to the snow storms. not sure how hard they should hit, because again, progression is very, honestly poor, in this game. as for what they would drop, obviously they would drop feathers, and probably also chicken. but they could drop "Yutyrannus plumes" that could also be used for that shield Wolftopia mentioned.
And because i play to much ARK: survival evolved, they would be tamable. however, it would not be easy.
first, you need a Yutyrannus egg, this would randomly spawn frozen in glaciers, find one and mine it
second, you need to hatch it, this can be done by keeping it somewhere warm
next, you need to raise it, now this is where it gets interesting, there are 3 stages of maturation, hatchling, juvenile, and adolescent, and during these 3 stages you can't just walk away, you have to care for it, and manage a resource called "affinity points". these are basically what allow you to ride your Yutyrannus, but i'll go into more detail soon, but you can see your affinity points with the Yutyrannus by petting it (right clicking with an empty hand)
the first stage is baby, this is the stage it hatches at. it's about the size of a chicken, has 3 hearts, and won't attack in this stage and won't listen to you. but once you get a few affinity points with it it will start to follow you, however if you lose affinity points with it it will flee from you. during this stage it has no inventory and you must feed it by hand. you'll know when it's ready to eat from grumbling sounds that it makes, and feeding it will increase affinity. however, if you feed it when it's not hungry you'll lose affinity, and if you don't feed it and it's food goes to 0 it'll lose HP and affinity points. this stage lasts 1-2 minecraft days
the next stage is juvenile, at this point it's 1.5 to 2 blocks tall, has 10 HP, and hits for about 6 HP. in this stage it's a bit more playful, often chasing it's own tail and nudging you. at this stage, you can access it's inventory of 1 slot to put food in, this way you don't have to tend to it, but you won't get affinity points by feeding it like this. you can also feed it live creatures to increase affinity points. in this stage mid-high affinity points will make the yutyrannus want to play near you, but with low affinity points it will try and avoid you. this stage lasts 2-3 minecraft days
next is the adolescent stage. and at this stage it will be 2.5-3 blocks tall has 20 HP, and hits for 10 HP, and want to start learning the ropes, you can gain affinity with it by letting it attack passive mobs, or by taking it out to hostile mobs. (note, shoot anything with range) killing one of these mobs will give it affinity points, but hitting it will lose them. at this stage you can't ride it, but with high- affinity points you can do anything else you can do with an adult, but with low affinity points it will attack you (but when it kills you, you actually gain points, you can do this until it no longer attacks you on sight)
and finally, you have a mature Yutyrannus, with high affinity points you can put a saddle on it and ride it as a combat mount. with 30 HP and hitting for 15 HP, mid points you can use it as a hunting companion, and at low, well, it may as well be wild. and if you somehow get to the lowest possible affinity point value, it will be wild, and you'll have to start all over again. When riding a Yutyrannus, you can left-click to bite, and Right-click to roar, this will cause passive mobs to flee, and aggressive mods to agro onto you from farther away. you can also press space to jump, it only goes up about 1 block, but goes very far, making it great for jumping ravines.
Now you may be asking yourself "why would anyone ever use a horse over this?" well there are a few reasons. for starters, the yutyrannus is slower, it has a waling speed which is just slightly faster than a player walking, and a sprinting speed which is slightly faster than a player sprinting, so basically it's just slightly faster than a player. Secondly, it has stamina, so you can only run for about 30-60 seconds before needing to stop for 5-10 seconds. next, it needs to eat. it eats all types of meat, but food values for cooked and raw meat are reversed, so raw beef gives 8 food points, while cooked only gives 3. this means you're going to have a much bigger upkeep then literally every other animal. and finally you can't use mounted weaponry, so you can still eat while on it, along with look at maps, but you can't shoot a bow or use a splash potion while on it.
alright, i probably put way to much thought into that, but thoughts?
Rollback Post to RevisionRollBack
Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
Huh, at first glance a tamable dinosaur sounds absurd but after thinking it over I want to eat mobs too. The Frore is already based on the Yutryannus, so if were going to add a separate tamable mob it should either have a unique name or something else (such as the Tryannosaurus). Maybe this dinosaur could be reddish brown to separate it from the other mobs (not very realistic but cool).
Next I don't think taming the dinosaur should be that complicated. But it should still be hard. I think it should have only three stages, with the second a combo of juvenile and adolescent. Affinity points sound interesting, but I think they would be too complicated especially when dinos are not the focus of this dimension. I think in general dinosaurs should be dangerous, they will not follow you around unless you are holding their special item and if left unchecked for a short period tamed dinos will walk off and start killing mobs by themselves. You'll have to restrain them with a lead or fence. This gives them a more dangerous feeling like Jurassic Park- sure you got a cool dinosaur, but is it really your friend?
Natural hostile dinosaurs in the frost dimension would be very rare and spawn by themselves. left There could also be a very rare structure called dinosaur nests, where there is a dino egg guarded by two dinosaurs. While it is a hard fight, nests are the most reliable source of dino eggs.
I think that this dimension should be a mixture of steampunk and modern things. Just think about it: a floating network of cities that are all powered by steam, but they use gas powered cars and the like. It just seemed like a cool idea to me.
[p]Hhmm, I didn't know about the angry nimbus and forgot about crying ghasts. I'll just ask Badprenup for permission to use his idea. If he refuses or doesn't respond, we can modify the cloud monster so it's less close to his suggestion.[/p]
[p]If we had to have glazes, maybe they only happen if a blaze travels to the frist? Not sure how one would, but that's the only way I see it happening without it feeling like we're cheating by copying blazes. Magma cubes is a good point, but personally I'd have much rather Mojang created something original than copy slimes. Don't do something bad just because someone else has already done it, you wouldn't jump off a bridge with your friend would you?
Maybe we could take the general idea of a glaze, but instead make it a robot in the steampunk towers. Perhaps instead of freezing it "shocks" the player (same thing)[/p]
[p]Good idea. My one worry with the ice troll is it might seem to similar to the wintry/geild, being a snow monster. So they'd have to be rarer.[/p]
[p]That would be cool, but we've already settled on a theme for the dimension, that being a frost world with steampunk dungeons and hints of prehistoric/runic. If we kept suggesting new theme ideas we wouldn't get anywhere. Still the steampunk dungeons will be sort of like a city, so you can always suggest things for there. I don't know about modern gas powered cars, but maybe some sort of horseless carriage machine could be one of the rewards at the dungeons.[/p]
[p]EDIT: Ok what's with "left" and [p] randomly replacing paragraphs? Has this happened to anyone else?[/p]
Time for another mob for the Frist dimension! What exactly is a frore, you ask? Well, it's a big frosty tyrant that will add challenge to your journeys in the new dimension.
The frore is 3.5 blocks tall, making it more than just a chicken with teeth. It is based on the Yutyrannus, but is slightly altered. (For example, it has two tails.) Sure, it has feathers, but that makes it no less dangerous. In fact, its feather coating looks so similar to snow you may not be able to tell it's there from a distance.
Health: 50 ()
Hostility: Hostile
Drops: 2-6 Feathers, 1-2 Frore Feathers
View Distance: 30
Attack Damage: 6 () / 9 () / 12 ()
Spawn Location: Frosty Plains, Mountains, & Hollow Mountains
Behavior
As mentioned above, frores can see the player up to 30 blocks away. Whenever a frore sees a player, it will begin to charge at them, sporadically moving left and right to try to avoid being hit by projectiles. Once the frore is within 6 blocks of the player, it will turn and shake, just like dogs do after being in water. This will fling snow onto the player, which covers their screen similar to how pumpkins do. It is possible for the player to dodge the snow, but it is very difficult. Note that the snow can be deflected by shields.
After the frore does this, it will begin to bite the player 2 times per second as long as it is within attack range of the player. Its biting attack does 6 damage on easy, 9 damage on normal, and 12 damage on hard difficulty.
Though frores are almost always found by themselves, they rarely spawn in pairs. If this is the case, they will randomly enter love mode, and breed if both of them are in love mode at the same time. Baby frores resemble adult ones, but are smaller and have a slightly enlarged head. Baby frores do 1/6th the amount of damage as adult frores, and are unable to shake off snow onto opponents.
Frores eat almost any creature that they can find. Because they are large and unable to see them, frores do not attack Wintry/Gelids. On the other hand, baby frores do. Baby frores, being naive and unwise, will almost always get scared off by the ice spear from the Wintry/Gelids.
You will sometimes see frores gathering snow on their backs by crouching on the ground and moving around. They will often do this after a successful attack; it "refuels" their snow-shaking ability.
When a frore is walking around normally, its too tails are pretty close together. However, when it runs, its tails spread out so that it can stay balanced.
Frore Feathers
You might be wondering what makes frores able to fling snow off their backs so effectively. It is actually not their backs doing the work, but rather their feathers. The stems of the feathers are very elastic, making the feathers like little slingshots.
Frores drop these feathers, which can be used to make a special shield, called a veer shield (meaning "deflecting shield"). This is similar to a normal shield, but is smaller and has a special ability. They are crafted like this (recipe could change):
Ingredients: Shield (1), Frostlength (2), Frore Feather (6)
Arrows, shulker bullets, and almost every other projectile has an 50% change of sticking to the veer shield. Holding right-click when using a veer shield will not only block, but also charge it up. When right-click is released, the projectiles stuck to the shield will be flung in the direction the player is facing. A maximum of 4 projectiles (no matter the type) can be stuck to a veer shield at once, though enchantments or upgrades might be able to increase this maximum.
[Placeholder for veer shield texture]
Though powerful, veer shields would have a few weaknesses. For example, due to their smaller size, they would (ironically) be unable to block the snow attack from frores. The veer shields would also be heavier than normal shields, making it take a little longer to enter "blocking mode."
Please let me know what you think of this suggestion, and how I can improve it!
Feedback is much appreciated!
If anyone was wondering, I used Blockbench for the model of the mob and Piskel for the texture of the frore feather.
Check out my suggestions! Here is one of them:
I really like the Frore idea, and I love the Veer Shield, although I think you should be able to block the snow effect with the shield, or at least halve the effect, it doesn't really make too much sense for you to not be able to.
Another thing, I think the names of the Frist dimensions and the Frore should be changed. Frist doesn't really sound like a dimension name to me, but Frore does, even without adding "dimension" onto the end of it. Frist however does sound sort of bouncy, with could work with a speedy raptor-like creature.
Do you mean normal shield or veer shield? I think being able to block the snow with the veer shield is a pretty good idea, but I don't know about the normal shield.
I see where you're coming from with "Frore" sounding like a dimension name, but I don't think "Frist" sounds much like a creature. The only way I can see "Frist" being the name of a creature is if that creature was essentially a snow blaze, but we probably aren't going to do that because it's pretty cliche.
Check out my suggestions! Here is one of them:
I can put "Frore" as a potential option for the dimension name poll that will eventually come (we haven't really decided on frist, its just the only one that's come up and stuck).
Anyway, I like the Frore a lot! My one concern is it seems a bit OP, if a player has normal difficulty they first have snow messing with their screen plus mob attacking them twice a second, each for 9 HP. That's really fast for a stronger mob, frores would have an unarmed player dead within 1.5 seconds! I think the frore should attack for only 4.5 HP, or only hit once a second. Also regular shields should be able to block snow (with the frore randomly flinging snow on players who dodged it previously in the fight). I'm assuming frores are a rarer mob based off their strength.
The Veer Shield provides a strong reason for going to the frost dimension in the first place. It'd also be interesting to see in PVP situations. However I think 80% from the get go is a tad OP, maybe 60% for starters with enchantments increasing it? And why do frores drop chicken feathers along with frore feathers? Snow makes more sense imo.
These are all just minor critiscims though. All in all the frore is a great threat to the frost dimension. I got Badprenup's permission to use the cloud monster for our thread, so that plus the three finalized mobs and the ice troll gives us 5 mobs. That's the amount of mobs that inhabit the Nether. Personally I find the Nether to be a bit lacking, so I think we should add a bit more here. The way the world generation is set up (giant 64 block tall glaciers), there's lots of space for caverns and ores. And if we wanted to still use the steampunk subtheme, there could also be dungeons filled with all sorts of crazy robots. If I remember correctly at one point we discussed a runic subtheme- could a will of the wisps type mob work to that effect?
Responses in bold. You make some good points. Some things I'd like to add is that the veer shield would have a few weaknesses; for example, it'd be a little heavier than the normal shield, meaning it would take slightly longer to go into "blocking mode." In addition to this, it would be unable to block the frore's attack due to it being smaller than the regular shield.
Should I re-post the frore suggestion, or just update it?
I think the dimension should have some sort of dungeon or boss structure. Mammoths would help you get to it, frores would add danger on the way, gelids/wintry and certain plants would help you in dungeon/frore fights, and the cold mob would act as a danger to the collection of said plants (and the killing of gelids/wintry). If we want to have a combat-based dimension, we should have a driving force to guide the player through a journey.
Check out my suggestions! Here is one of them:
Just update the frore suggestion, having two variants could get confusing. I think a large dungeon with a boss would be great, it gives the dimension somewhat of a focus. The advancement page for the frost dimension could be focused on slowly working your way towards that dungeon. It could be where we put the steampunk mobs, if we were still interested in that. An icey castle could be an alternative.
Though the biggest question is what would this boss drop? Because the whole dimension is technically optional, I think it could be a very powerful item that helps you. The reward for killing the boss would be the main point of going here in the first place. Perhaps we should work this out after coming up with the boss so that it fits the theme, but still something to keep in the back of our minds.
Wintry is currently leading in the poll by two votes. I'll give the poll a day or two more, so anyone who hasn't put in their vote enter now.
I know! Some sort of mob that has wings that are elytra! This dimension should be like POST POST POST POST POST POST POST POST POSTAH Enderdragon and these mobs could drop elytra for the powerful explorer
Don't pretend to be someone you aren't. Be yourself. Even if you try to be someone else ill knows its you. Your a terrible actor.
The advancement page is something I completely forgot about. Shall we leave that for after we finish the bulk of the suggestion?
I think the boss drop should definitely be better than the Nether Star, because the Nether Star is only really used to make beacons, which are (in my opinion) of a disappointing amount of use. For me it's more about getting the beacon than what it actually does, like the Dragon Egg.
We have to keep in mind, though, that while the item should be powerful, it shouldn't be of too much direct power. If that were the case, the dimension would sort of blend in with the game progression, which might get kind of weird. So far, the weapons we have discussed have not been of great magnitude due to their extreme amount of damage or reduction of damage, but rather the unique effects on battles they create and the new strategies that could then be used.
One idea is to make some sort of TNT block as the drop, which, when placed underground, creates a giant, open cave full of fog and evil creatures. This isn't the most thought-out idea, though. Just putting it out there.
Oh, and one other thing to think about is what happens when you defeat the boss. I think it would have been really cool if they made the end grow grass and become earth-like after you defeat the Ender Dragon, but this was not done. If we want to we could create some sort of effect similar to this upon the defeating of the dungeon boss in the new dimension.
This dimension differs from others; it isn't directly involved in the linear game progression. In other words, it's optional. You don't have to go through this dimension to progress through the game, but you can if you want (and there will be benefits).
Check out my suggestions! Here is one of them:
woops under construction post
The poll has closed, Wintry has won 6-2. Gelid will be used as the name of ice spear gauntlet instead. Wait, is the plural for Wintry Wintries or Wintrys?
The advancement page shouldn't be too difficult to make, though I agree that we should make it after finishing the dimension's content. Here's a basic outline based on what we have for now:
1. Enter the dimension, maybe even make two if the way there is difficult
1a. Kill a frore
1aa. Obtain a veer shield
1b. Ride a mammoth
2. something, maybe find an artifact to take you to the dungeon (like eyes of ender)
3. Enter the dungeon
4. Defeat the boss
I think since the dragon and wither are so powerful, their drops become more like trophies. It really depends on how strong/rare we want to make this boss. If it's weaker than the other two, then it should drop something very useful. If it's rare and super hard to beat it might get away with a somewhat useful, more trophy drop. I vote for the boss to be weaker than the other two, but that's only my opinion.
Regardless, I don't have any ideas for the boss drop. I don't think it should be a weapon, we already have the gelid and veer shield. If the totem of undying wasn't in the game I would suggest that tbh, something that is super helpful in a certain situation, but not something every player needs.
The TNT vortex idea could work as some ultra powerful mob spawner, where all mobs in that location increase spawnrate by 20-50%. So placing it in your farm helps the animals, but in a mob grinder it spawns hostiles. That might work, but we should consider other options too.
I think that there should be multiple bosses across the dimension, spawning a bit rarer than a nether fortress. That way on servers everyone can get a hand on the drop. If that were the case, how about the biome surrounding the dungeon is some sort of corrupted, twisted land that mammoths refuse to enter? After the boss is defeated the biome changes into a happier place and mammoths can enter. This would also indicate to player on servers which dungeons have been beaten and which haven't.
I would go with Wintries, because the actual word can be made into "wintrier" and "wintriest."
I really like your idea for changing the area around the towers. Since there will be multiple towers, what about having more than one drop for the boss, and the one dropped being randomly selected? That would definitely encourage people to return to the dimension, and also make each player have a unique journey.
Things Left To Suggest Or Finish (I'm probably leaving some things out):
- Entrance to the dimension
- Advancement page of the dimension
- Dimension name [Frist, Frore, etc.]
- Dungeon Towers; special mobs & boss
- Will-o'-the Wisp
- Plant that the Wintry eats
- Other item required to craft Gelid
- Eye-of-Ender-esque item used to find Dungeon Tower
The Will-o'-the-Wisp mob could potentially be what's used to find the Dungeon Tower, though that might be too similar to the floating Eyes-of-Ender. Something else to consider is that it may also be interesting to leave that kind of mob/entity for a separate suggestion where it is in the Overworld, because it could make traveling between bases or villages quite interesting.
Check out my suggestions! Here is one of them:
I like having multiple drops from the boss, it'd encourage players to return to the dimension often (something the other two lack after finding a nether fortress or end city). The only problem is coming up with the drops, they should all be within the same general group. Perhaps some sort of amulet that when worn in the offhand provides some long term buff? It'd have to be different than potions though. Or if it's steampunk they could drop "gadgets" described in the beginning of this thread.
For the path to the dungeon tower, maybe when player uses some item or places something at a Stonehenge type structure, a beam is lighten into the sky and the auroras point into the direction of the dungeon for only the player until they reach it. Sounds like something in an eskimo legend.
Another thing that's been bugging me for a while is the main block (netherrack, endstone). I feel once we get this out of the way the dimension will become a clear picture in my head. The block needs to be unique, but also clearly related to ice. So I've made this, it isn't great but I think it does the job. Maybe the tops could have snow on them, like grass and dirt. If anyone has any suggestions I'd like to see them.
I'll start a poll between Frist, Frore, and other (please comment if you choose other). We've gotten a lot done this month!
----------------------------------------
Edit: eventually we'll gonna have to write this all out, so I've decided to start working on it. I made a google doc public to anyone with the link. Sign out of your google account to remain anonymous.
https://docs.google.com/document/d/1XtdRUW2gTzrRKapmPZ9TdohTLGLxSKOXSD29mMVx_eM/edit
Something I just noticed, the OP hasn't been updated with what we have thus far. Perhaps would be a good idea to update that. Second thing, I've thought of drawing up a rough visual of the dimension's look.
For the future: Third, and I cannot stress this enough; avoid the fallacy of artificial difficulty, and forcing gimmicks. I see this all too often in suggestions even far outside of Minecraft. Example, if someone works their butt off to get an Elytra, they better darned well be able to use it, considering both its rarity, difficulty to obtain, and position in the end-game. When we finalize the structures themselves, their rarity needs to be reasonable as well. Going thousands of blocks for a single structure is far outside the realms of decent design. Remember, folks have limited time, and others may not want to spend hours just roaming for a structure. This would be more agonizing when locked to only a single mode of transport. You must also keep in mine Minecraft is a very multiplayer game.
Future note for what to brainstorm for this dimension, due to its nature as being separate from a linear progression:
-What is annoying to do in vanilla?
-What would be a cool, non-damaging thing to have around? A tool? A sort of utility mob?
-What (non-mineral) materials are hard to get normally and often get used a lot in building?
-There can also be ways to upgrade certain vehicles, tools, and such, when combined with materials from other dimensions.
Figured it was time for a change.
I don't think getting to the towers will be an issue; as fishg suggested, there could be a way to guide the player to the dungeon. I definitely don't want it to be like the Outer End Islands, where you just have to keep on going until you stumble into an End City.
Though cliché, some sort of frost golem could be cool. I can't really think of any vehicle that could be upgraded with an item from the new dimension in a way that would fit in and make sense. Bricks get used a lot in building, but I don't know that clay is something that would fit in the frost dimension. As for the first question, I'm not quite sure I can pin it down to something that could really be changed or made easier with something from the new dimension.
Check out my suggestions! Here is one of them:
I have an idea for upgrading something already in use for the overworld. At the moment we seem to be creating lots of combat oriented items (gelid, veer shield) so how about a way to upgrade your defenses?
Crystals
Crystal Ore would spawn throughout the frost dimension, most commonly underground in caverns but also in certain biomes aboveground. This ore would provide players a never-ending reason to return to the frost dimension every once and a while. They also fit well into the frost theme, as "crystal" derives from the greek word icey/frost. I found a cool picture that shows crystal ore sticking up from the stone rather than inside it like most ores:
This is from a mod, we should probably make our own version to avoid copyright. But the idea remains the same. This would make crystal ore fairly unique compared to other ores. Of course if we voted to not have this we could make crystal ore simplicity spawn within the "stone".
There's a lot of different kinds of crystals out there- white, blue, red etc. For the purposes of the game there will be 16 crystal types- one for each of the colors.
All the colors generate just as common as one another, and are simply referred to as " crystal". Crystals can be mined with a diamond pickaxe and generate just as common as gold in the overworld (or 1/16 as common as gold if you wanted to find a specific color). But don't worry, villagers will happily exchange crystal colors in their trades, so if you only wanted to have red crystals it shouldn't be too hard.
So what can you do with crystals? Well keeping with the theme of this dimension on improving upon the old, crystals upgrade your defenses. One crystal combined with a glass block (or pane) will craft Reinforced Glass, a stronger variant of the much needed material. Reinforced Glass adds structuralized support to the glass in the color of the crystal used to craft it. The color is dulled out to look nicer. This block requires a diamond pickaxe to mine (because of the crystals). Of course someone could break this by hand, but it would take as long as one would punch stone. I'm not sure if it should drop itself when destroyed, just the crystal, or not drop anything.
Now let's be honest, glass is really annoying. It's very fragile and when broken doesn't drop itself (or anything for that matter). However it's needed in almost every survival build. Reinforced glass is a necessary in my mind, even without this new dimension. It would also be helpful to builders, who would now have a glass with a trim.
For the crafting recipe replace lapis with a blue crystal. Also note that the picture looks bad mainly from the bad glass texture, not the supports. With 1.13 on it's way hopefully those weird "dents" go away.
Crystals can also be added to armor, "upgrading" that piece with additional support. I don't know how else to explain this other then this:
In this example the helmet and chestplate have been "upgraded" through the crystal, adding some decorative features to the armor. Helmets get a visor, chestplate shoulder pads, leggings on the kneecaps, and boots on the tips. By adding crystals onto armor, the armor would increase in durability or strength (I need input on this one). Nevertheless the change would not be too drastic (iron with crystal would still be weaker than diamond without).
Not only would adding crystals to armor be helpful, it would also allow for more customization within armor, letting players "style" their outfits. I imagine diamond with yellow would look cool, or diamond with light gray (silver). Or if you wanted to be a Spartan Warrior, suit up in red crystal gold armor! Mapmakers would also benefit, now able to add extra detail to custom mobs.
This just scratches the surface of what crystals could do. These are the two that I think would work best, but crystals could be used for all sorts of things. I was thinking about locked chests that only the player who builds it can open, but I didn't want to add it into the suggestion proper because I feared it would be too complicated and controversial.
What do you guys think? I think this should provide more things to do in the dimension besides get a couple of new weapons and beat the boss. I'd like to see some type of reinforced glass regardless of this dimension, and I think crystal supported armor would be a fun addition.
The reinforced glass seems okay, but I don't know that it fits with the crystal thing. Maybe it should be textured and called something more to do with crystals, like "crystal glass" or something.
I think the additions to armor would be really cool, but again, I'm not sure that they really make sense to be coming from crystals. They also should definitely not increase armor protection; enchanted diamond armor protects the player more than enough at the moment.
In short, I really like the ideas of crystals in this dimension, but-
1. This really shouldn't be limited to something in the Frost dimension; it would also make sense to have them in the Overworld.
2. It's difficult to come up with a balanced use for them that makes sense in-game.
Check out my suggestions! Here is one of them:
oh hey, this thread actually went somewhere while i was on hiatus? i'm impressed.
Anyways, i like the idea of crystals, but just ask the master caver, we DO NOT need anything higher than diamond, sense a good enchanted set can reduce damage by around 95%ish. also, in regards to the frore, while i like it, with the inclusion of Mammoths, i personally would prefer to just see Yutyrannus added, as not only do they fit with the theme, but kids, who last i checked where Minecraft's main audience, love dinosaurs (well, a lot do in my experience). my idea would be a miniature-version of those, about 4-5 blocks tall, which would have been about half it's IRL height, have about 20-30 hp, but be a Pack creature, spawning in groups of 3-4, these feathered tyrants would be the apex predator of the frozen plains, hunting things like mammoths and *insert second unique creatures here*. they ofcourse would be hostile, but they would have a low agro range due to the snow storms. not sure how hard they should hit, because again, progression is very, honestly poor, in this game. as for what they would drop, obviously they would drop feathers, and probably also chicken. but they could drop "Yutyrannus plumes" that could also be used for that shield Wolftopia mentioned.
And because i play to much ARK: survival evolved, they would be tamable. however, it would not be easy.
first, you need a Yutyrannus egg, this would randomly spawn frozen in glaciers, find one and mine it
second, you need to hatch it, this can be done by keeping it somewhere warm
next, you need to raise it, now this is where it gets interesting, there are 3 stages of maturation, hatchling, juvenile, and adolescent, and during these 3 stages you can't just walk away, you have to care for it, and manage a resource called "affinity points". these are basically what allow you to ride your Yutyrannus, but i'll go into more detail soon, but you can see your affinity points with the Yutyrannus by petting it (right clicking with an empty hand)
the first stage is baby, this is the stage it hatches at. it's about the size of a chicken, has 3 hearts, and won't attack in this stage and won't listen to you. but once you get a few affinity points with it it will start to follow you, however if you lose affinity points with it it will flee from you. during this stage it has no inventory and you must feed it by hand. you'll know when it's ready to eat from grumbling sounds that it makes, and feeding it will increase affinity. however, if you feed it when it's not hungry you'll lose affinity, and if you don't feed it and it's food goes to 0 it'll lose HP and affinity points. this stage lasts 1-2 minecraft days
the next stage is juvenile, at this point it's 1.5 to 2 blocks tall, has 10 HP, and hits for about 6 HP. in this stage it's a bit more playful, often chasing it's own tail and nudging you. at this stage, you can access it's inventory of 1 slot to put food in, this way you don't have to tend to it, but you won't get affinity points by feeding it like this. you can also feed it live creatures to increase affinity points. in this stage mid-high affinity points will make the yutyrannus want to play near you, but with low affinity points it will try and avoid you. this stage lasts 2-3 minecraft days
next is the adolescent stage. and at this stage it will be 2.5-3 blocks tall has 20 HP, and hits for 10 HP, and want to start learning the ropes, you can gain affinity with it by letting it attack passive mobs, or by taking it out to hostile mobs. (note, shoot anything with range) killing one of these mobs will give it affinity points, but hitting it will lose them. at this stage you can't ride it, but with high- affinity points you can do anything else you can do with an adult, but with low affinity points it will attack you (but when it kills you, you actually gain points, you can do this until it no longer attacks you on sight)
and finally, you have a mature Yutyrannus, with high affinity points you can put a saddle on it and ride it as a combat mount. with 30 HP and hitting for 15 HP, mid points you can use it as a hunting companion, and at low, well, it may as well be wild. and if you somehow get to the lowest possible affinity point value, it will be wild, and you'll have to start all over again. When riding a Yutyrannus, you can left-click to bite, and Right-click to roar, this will cause passive mobs to flee, and aggressive mods to agro onto you from farther away. you can also press space to jump, it only goes up about 1 block, but goes very far, making it great for jumping ravines.
Now you may be asking yourself "why would anyone ever use a horse over this?" well there are a few reasons. for starters, the yutyrannus is slower, it has a waling speed which is just slightly faster than a player walking, and a sprinting speed which is slightly faster than a player sprinting, so basically it's just slightly faster than a player. Secondly, it has stamina, so you can only run for about 30-60 seconds before needing to stop for 5-10 seconds. next, it needs to eat. it eats all types of meat, but food values for cooked and raw meat are reversed, so raw beef gives 8 food points, while cooked only gives 3. this means you're going to have a much bigger upkeep then literally every other animal. and finally you can't use mounted weaponry, so you can still eat while on it, along with look at maps, but you can't shoot a bow or use a splash potion while on it.
alright, i probably put way to much thought into that, but thoughts?
Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
check out my suggestion for Yggdrasil, the great world tree
FOR THE HOLY LOVE OF ARCEUS AND HELIX COMBINED PALADINS IS NOT AN OVERWATCH CLONE. tf2's the true king anyways
-Let's make some noise
Huh, at first glance a tamable dinosaur sounds absurd but after thinking it over I want to eat mobs too. The Frore is already based on the Yutryannus, so if were going to add a separate tamable mob it should either have a unique name or something else (such as the Tryannosaurus). Maybe this dinosaur could be reddish brown to separate it from the other mobs (not very realistic but cool).
Next I don't think taming the dinosaur should be that complicated. But it should still be hard. I think it should have only three stages, with the second a combo of juvenile and adolescent. Affinity points sound interesting, but I think they would be too complicated especially when dinos are not the focus of this dimension. I think in general dinosaurs should be dangerous, they will not follow you around unless you are holding their special item and if left unchecked for a short period tamed dinos will walk off and start killing mobs by themselves. You'll have to restrain them with a lead or fence. This gives them a more dangerous feeling like Jurassic Park- sure you got a cool dinosaur, but is it really your friend?