Alrighty this is largely inspired from a post I made a long time ago about how to make Strongholds more interesting (In the Let's Talk About Strongholds thread). In that thread I said that a good way to make Strongholds more interesting would be to make them generate pseudo-randomly. What that means is that instead of adding hallways and rooms completely at random, the game chooses from a list of possible things to generate. Now, the game already does this on a small scale, focusing more on being random than generating in ways that make logical sense. Sure you don't expect a Stronghold to have a hallway that loops into itself and then stops, but that is because you don't think any creature with the ability to build a structure of that size could be so ignorant of basic planning.
So I aim to change all that. My goal is to add small tweaks to the structure generation on both a small and large scale. I hope that this will give players a lot more variety in what they see, but still keep the structures relatively simple and logical. I'm going to start off with the structures I could find in a quick tour of a Minecraft world, and then add the rest as I can find them and come up with the changes. These changes can be slight decorative changes, or they can be larger that make you approach a situation differently. The changes will be ranked as follows:
Common - Usually decorative changes only, nothing that will affect gameplay.
Uncommon - You won't see this as often but it may change something that makes you approach things differently or may result in different rewards.
Rare - You'll be lucky to see this change (or unlucky, depending on the change), but if you do it will through you for a loop.
Villages
General
Building Layouts
These are broad changes that only affects how buildings look. These typically do not give you any kind of gameplay advantage. Some examples:
Library
Chance that the Stairs and "Tables" will appear in a different location/layout (Common)IMAGE
Chance that Crafting Table may be replaced with a Furnace (Common) or a Chest filled with various common items (Uncommon)IMAGE
Chance that Glass Pane amount and placement may change (Common)IMAGE
Church
Chance that the bottom floor of the Church may change to look more like a pulpit using upside down stairs (Common)IMAGE
Chance that the ladder will descend to a lower level with 2 "graves" (a double chest containing bones and other junk with slabs on top of it) (Rare)IMAGE
Blacksmith
Chance that the Furnaces will be moved to the two Cobblestone that keep the Lava in place (Common)IMAGE
Chance of a Very Damaged Anvil will be in place of the Double Stone Slab (Rare)IMAGE
Chance that the interior layout will be different (Common)IMAGE
House with Double Slab "Counter" and fenced in back yard
Chance that the Counter will be replaced with a Crafting Bench and Furnace (Uncommon)IMAGE
Chance that one of the Double Slabs making up the counter is replaced with a Chest containing junk (Uncommon)IMAGE
Chance that the 2 corner Fence Posts in the back yard will have Torches on them (Common)IMAGE
Other Houses/Structures
Chance that there will or will not be a door on all generated houses (currently, some never have a door) (Common)IMAGE
Chance there will be Torches next to the door outside or inside on the walls (Uncommon)IMAGE
Chance there will be Torches on the four corners of crops (Rare)IMAGE
Chance the well will be 3x3 or resemble a Desert Well (Rare)IMAGE
Chance the well will have a different design, such as fully fenced in with a gate (Uncommon) or with a Slab top (Uncommon)IMAGE
Village Theme - Plains/Savannah Biomes ONLY
When each village is generated in one of these biomes, it will decide upon a set theme that the entire Village will follow. First, it will choose a Wood type. Savannah can have Oak (Common) or Acacia (Common) wood, and Plains Biomes can have any type of Wood (Oak/Birch - Common, Spruce/Dark Oak - Uncommon, Jungle/Acacia - Rare). Whatever wood it chooses, it will only use that type of Logs, Planks, and Fence Posts. It can also choose a variety of stone, either Cobblestone (Common), Stone Bricks (Rare), or Bricks (Rare). IMAGE
Village Decorations - Desert Biome ONLY
Chance that some specific blocks in the structures will be replaced with Chiseled Sandstone and two colors of Stained Clay. The colors are chosen before the Village is generated and remains the same for the entire Village. (Common)
Desert Temple
Temple Decoration
The Temple will choose two colors of Stained Clay and use those to replace the Orange and Blue Stained Clay when generating. (Common)
Different Traps
Chance that the Pressure Plate trap will be replaced by a Daylight Sensor trap. The middle TNT is replaced by Redstone Dust and the Sandstone that the Pressure Plate sat on will be replaced with a Daylight Sensor. Trying to break blocks too close to the middle while daylight is coming through will set off the trap and destroy the bottom before you can reach it. This is intended to cause players to think before digging for the currently easy to get treasure, and to approach it more strategically. (Rare)
Chance that a Chest will be replaced with a Trapped Chest. There will be Redstone under the block the Chest is on which will light the TNT if opened instead of broken. Simply removing the TNT before opening the Chests or breaking the Chests solves this trap. Good for catching players who weren't paying attention. Randomly picks 1 Chest to replace. (Uncommon)
Jungle Temple
Chance that the Hidden Room is in a different location (pictures or description when I can find a Jungle Temple and find places for it) (Common)
Chance that the Tripwire trap causes the Dispenser to drop a bucket of Lava instead of fire arrows (Uncommon)
Chance that the Tripwire is moved to a different location. (Common)
Chance that the Levers normally for the secret room activate the trap and the Tripwire normally for the trap opens the secret room. (Rare)
Ocean Monument
Coming Soon, need to find one to test different things.
, will add more specific details when I can sift through it properly.
I've almost been up for an entire day, so I'll be adding pictures tomorrow. Please post any questions, comments, or other things you would like to see pseudo-randomly generated. Once I get some proper rest I'll be adding many pictures.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
I don't think using double chests or too valuable blocks in vanilla default structures is such a good idea when the idea is to add variety and decoration, not too add "moar loot".
Library: ('house with books' true name) Common shoyuld be that kibrary has way less bookcases - maybe half of the library less bookcases, and a table or something special (not valuable - just different) in place in the other half. Currently a library is major loot which allows early game enchantment. If the goal is to add variations, then some of those should be "more ordinary". Most suggusters tend to add only "moar powerful stuff" but the real need is more along the lines of plain simple stuff.
Church: for the lower level, a crypt with a single grave would look better. The inside of church is only 3 blocks wide anyway. Also, putting the grave itself as a double chest ? Meh. Turning players into grave robbers lol. Just put a crypt, two slabs over dirt and something fo the headstone, no need for extra loot.
The Anvil at the blacksmith seems too generous even if very damaged. NPC villages already give new players a LOT of stuff. Anvils cost 40 iron ingots, that is a lot, and givinga player easy access to that is strong. I'd suggest either dropping that idea or making the very damaged anvil placed in place of the blacksmith loot chest (maybe not in same position), to help balance stuff a bit.
Butcher's Shop : (real name of 'house with double slab counter and backyard' try googling Minecraft wiki then finding the page about villages, heh? It is always a good idea to check the official data before posting any suggestion). Crafting bench seems ok but not sure about the furnace. Why add a chest if it contains only junk 6 Why shouldn't it contain butcher-related minor loot ? Why add loot again ? And also: somneone else's junk is sombody else's treasure. Even a single piece of leather looks like loot to me, not like junk. Or a bone. Can't ever have enough bonemeal.
As for the torch idea, I'm all for NPC villages having more lighting in general so yeah !!
For the well I'd go opposite: common chances the well would be only a simple 1x1 waterhole affair not 2x2 with a 4x4 roof. Especially for small villages.
I'd also put a LOT more much smaller villages. Over half the villages should be 1-3 houses only.
I'd remove some of the crops plantations, and replace them with small flower gardens (flowers for current biome only, odds according to wether flower is everywhere on only in pa
Desert Temple: This would lead to some really ugly clay colo combos. Also I fail to see the point in providing some really minor variation to a structure that is already quite rare in the first place. I'd rather some rare temples be bigger, some common ones could be much smaller or even only a small crypt, and MUCH more variation on the traps themselves, so you can never be quite sure what to expect as you go try to get the loot. Desert Wells could also have variation. Some could have a secret entrance to a hidden crypt nearby. See a well ? Dig around ! Maybe you'll get lucky !
But traps should really vary not rarely into a couple predetermined form, but vary almost constantly into a huge number of traps.
Apart from noobs doing it exactly ONCE, I never see players digging straight in the middle of the temple. They dig down in the corners of the loot area, or one block more, making stairs in the walls of the pit. So the daylight trap would never trigger.
Now, placing the daylight sensor hidden totally SOMEWHERE else means that if you open the chests by day then BOOM, that would be more effective. I'd make all 4 chests ALWAYS trapped chest, just... not always trapped eheheh.
Another type of trap is using the redstone output of the chest itself. Breaking the trapped chest means the redstone signal "stops" and with a simple inverter... boom ! Emptying the same kind of chest without puting junk stuff back = also boom.
But lots of other traps too or puzzles using levels and buttons and stuff. Just don't go overboard otherwise the redstone itself for the trap logic beecomes the valuable loot ! Command blocks well away from the temple, with a different damage value tough, could work. the different damage value is so that players can break such blocks but would get only 1 planks instead of the "trap logic" block.
Or the 3x3 pit could be offseted. Or the temple floor made of gravel. That is or isn't over a pit or even lava. Dare you dig and risk making it all fall down ?
I dare say that with at least a score of types of traps that each can exist in multiple positions, and lots of temples guarded by more than one trap, the proper level of player paranoia would easily be reached.
Tripwire Hook traps would also be extremely effective. they are triggered by ANY entity touching them. Breaking a block from above usually means the block item wil fall down as an entity. Players would have to be careful when digging down to make sure they "grab" broken blocks before they fall or else they might RISK triggering a trap. The trick is to force the player to take all kinds of precautions in case he triggers SOME trap, but ends up wasting his efforts most of the time because the trap wasn't exactly of that type or even there in the first place.
Still, all the types of traps in agiven structure should follow some common theme, so that the player will find some types of traps in some type of structure, so he will have SOME idea of what he could possibly expect to see. Just not all kinds of totally random trap in any kind of trapped structure (that's boring).
Jungle temple ideas are nice. I don't knoiw why but lava traps feels more appropriate to the desert temple though. Or... a future nether trapped temple ? Shooting bottles of blindness also seem like a cool idea heheh.
I'd also add new structures too:
Villages: (most of these could replace some of the farm crops plots, but each decent sized village would probably only have 1 in average)
Stable (not a huge building, should definitely not take more space than a single crops plot) with 0-1 horse, rarely 2. Maybe one Bale of hay.
Chicken Coop with 0-3 chickens.
"Pig Sty" (a simple fenced area - too bad there is no mud block in the game lol) with 0-1 pig, rarely 2.
Small Barn with 0-1 Cow, rarely 2.
Lots of Natural Landmarks:
Huge boulders, Huge solitary tree in a plains, circle of mossy stone pillars, tall geyser, pond of "boiling water", wide circle of rare mushrooms, rare clearing in the midde of a forest filled with wild wheat (on grass, can harvest, but get only what not seeds, rare plant so bonemeal at that spot wll yield some along the tall grass, just like tuplips patches), "wooly rainbow over lake", etc.
Lots of Man-made landmarks:
Ruin, Obelisk, Mage tower, lightouse, cemetary (with or without crypt).
No structure would be big - all would be sized in the syle of minecraft so as small as possible while retaining their looks and function.
I REALLY like these ideas, kind sir. You may want to assign precise probabilities to the otherwise vague tags of rare, uncommon, and common. In any case,
Support, I always like new structures, and improving on old ones.
Rollback Post to RevisionRollBack
My Avatar is a Dalek, therefor your argument is... EXTERMINATED!!!
You know who can tell me something I already know? Me. All the time. I'm really good at telling me stuff I already know. I don't need help in that department. I don't know about others, but I can't imagine I'm alone here.
Wow I'm surprised to see people like these ideas so much. If you want to help contribute to this past your ideas for structure changes, I could use seeds of worlds that have these structures located near the spawn, so I can find them easily. Just post the version you are playing in (latest snapshot preferred, but any will do), the structure(s) you found, the coordinates, and the seed. It would make finding things a lot easier.
Rollback Post to RevisionRollBack
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
The site said the monument is right behind the spawn island.
Rollback Post to RevisionRollBack
Minecraft YouTubers need to play with their fans, not for them. Click here to see why, and on the banner to see how.
YouTubers aren't the only people affecting YouTube, though. Commenters (that's right, you) make a big difference, too. Click here to see how you can make the comments section constructive (for perhaps the first time in forever).
+20 For Originality
+10 Because I like it in general
+5 Because you are a moderator
+15 For combining a bunch of things I want in one post
+5 Because of the quantity of things without it being a wishlist
-5 Because it appears to be a wishlist
-5 For tl;dr
x2 because that is how my scale works
In total, 90% SUPPORT
I like almost all of it, but it takes away some of the simplicity in minecraft.
A great effort on your part to develop and present these ideas. I fully support any updates that will add some variety to the structures generated by Minecraft ...anything that will add a surprise factor is welcome. I hope that a Mojang'er will see these concepts and consider their implementation.
Updated the OP with some images, and the formatting broke a little bit. I'll fix it when I have time.
Also, for the door and stone types for village buildings, I used the new doors with each wood type, but I know some people dislike the new doors on traditional houses. If people think they would look better with regular Oak Doors, please say so.
Rollback Post to RevisionRollBack
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
So I aim to change all that. My goal is to add small tweaks to the structure generation on both a small and large scale. I hope that this will give players a lot more variety in what they see, but still keep the structures relatively simple and logical. I'm going to start off with the structures I could find in a quick tour of a Minecraft world, and then add the rest as I can find them and come up with the changes. These changes can be slight decorative changes, or they can be larger that make you approach a situation differently. The changes will be ranked as follows:
General
Building Layouts
These are broad changes that only affects how buildings look. These typically do not give you any kind of gameplay advantage. Some examples:
Desert Temple
Jungle Temple
Ocean Monument
Coming Soon, need to find one to test different things.
Stronghold
Pretty much what I went over
, will add more specific details when I can sift through it properly.
I've almost been up for an entire day, so I'll be adding pictures tomorrow. Please post any questions, comments, or other things you would like to see pseudo-randomly generated. Once I get some proper rest I'll be adding many pictures.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Whole Hearted Support
I don't think using double chests or too valuable blocks in vanilla default structures is such a good idea when the idea is to add variety and decoration, not too add "moar loot".
Library: ('house with books' true name) Common shoyuld be that kibrary has way less bookcases - maybe half of the library less bookcases, and a table or something special (not valuable - just different) in place in the other half. Currently a library is major loot which allows early game enchantment. If the goal is to add variations, then some of those should be "more ordinary". Most suggusters tend to add only "moar powerful stuff" but the real need is more along the lines of plain simple stuff.
Church: for the lower level, a crypt with a single grave would look better. The inside of church is only 3 blocks wide anyway. Also, putting the grave itself as a double chest ? Meh. Turning players into grave robbers lol. Just put a crypt, two slabs over dirt and something fo the headstone, no need for extra loot.
The Anvil at the blacksmith seems too generous even if very damaged. NPC villages already give new players a LOT of stuff. Anvils cost 40 iron ingots, that is a lot, and givinga player easy access to that is strong. I'd suggest either dropping that idea or making the very damaged anvil placed in place of the blacksmith loot chest (maybe not in same position), to help balance stuff a bit.
Butcher's Shop : (real name of 'house with double slab counter and backyard' try googling Minecraft wiki then finding the page about villages, heh? It is always a good idea to check the official data before posting any suggestion). Crafting bench seems ok but not sure about the furnace. Why add a chest if it contains only junk 6 Why shouldn't it contain butcher-related minor loot ? Why add loot again ? And also: somneone else's junk is sombody else's treasure. Even a single piece of leather looks like loot to me, not like junk. Or a bone. Can't ever have enough bonemeal.
As for the torch idea, I'm all for NPC villages having more lighting in general so yeah !!
For the well I'd go opposite: common chances the well would be only a simple 1x1 waterhole affair not 2x2 with a 4x4 roof. Especially for small villages.
I'd also put a LOT more much smaller villages. Over half the villages should be 1-3 houses only.
I'd remove some of the crops plantations, and replace them with small flower gardens (flowers for current biome only, odds according to wether flower is everywhere on only in pa
Desert Temple: This would lead to some really ugly clay colo combos. Also I fail to see the point in providing some really minor variation to a structure that is already quite rare in the first place. I'd rather some rare temples be bigger, some common ones could be much smaller or even only a small crypt, and MUCH more variation on the traps themselves, so you can never be quite sure what to expect as you go try to get the loot. Desert Wells could also have variation. Some could have a secret entrance to a hidden crypt nearby. See a well ? Dig around ! Maybe you'll get lucky !
But traps should really vary not rarely into a couple predetermined form, but vary almost constantly into a huge number of traps.
Apart from noobs doing it exactly ONCE, I never see players digging straight in the middle of the temple. They dig down in the corners of the loot area, or one block more, making stairs in the walls of the pit. So the daylight trap would never trigger.
Now, placing the daylight sensor hidden totally SOMEWHERE else means that if you open the chests by day then BOOM, that would be more effective. I'd make all 4 chests ALWAYS trapped chest, just... not always trapped eheheh.
Another type of trap is using the redstone output of the chest itself. Breaking the trapped chest means the redstone signal "stops" and with a simple inverter... boom ! Emptying the same kind of chest without puting junk stuff back = also boom.
But lots of other traps too or puzzles using levels and buttons and stuff. Just don't go overboard otherwise the redstone itself for the trap logic beecomes the valuable loot ! Command blocks well away from the temple, with a different damage value tough, could work. the different damage value is so that players can break such blocks but would get only 1 planks instead of the "trap logic" block.
Or the 3x3 pit could be offseted. Or the temple floor made of gravel. That is or isn't over a pit or even lava. Dare you dig and risk making it all fall down ?
I dare say that with at least a score of types of traps that each can exist in multiple positions, and lots of temples guarded by more than one trap, the proper level of player paranoia would easily be reached.
Tripwire Hook traps would also be extremely effective. they are triggered by ANY entity touching them. Breaking a block from above usually means the block item wil fall down as an entity. Players would have to be careful when digging down to make sure they "grab" broken blocks before they fall or else they might RISK triggering a trap. The trick is to force the player to take all kinds of precautions in case he triggers SOME trap, but ends up wasting his efforts most of the time because the trap wasn't exactly of that type or even there in the first place.
Still, all the types of traps in agiven structure should follow some common theme, so that the player will find some types of traps in some type of structure, so he will have SOME idea of what he could possibly expect to see. Just not all kinds of totally random trap in any kind of trapped structure (that's boring).
Jungle temple ideas are nice. I don't knoiw why but lava traps feels more appropriate to the desert temple though. Or... a future nether trapped temple ? Shooting bottles of blindness also seem like a cool idea heheh.
I'd also add new structures too:
Villages: (most of these could replace some of the farm crops plots, but each decent sized village would probably only have 1 in average)
Stable (not a huge building, should definitely not take more space than a single crops plot) with 0-1 horse, rarely 2. Maybe one Bale of hay.
Chicken Coop with 0-3 chickens.
"Pig Sty" (a simple fenced area - too bad there is no mud block in the game lol) with 0-1 pig, rarely 2.
Small Barn with 0-1 Cow, rarely 2.
Lots of Natural Landmarks:
Huge boulders, Huge solitary tree in a plains, circle of mossy stone pillars, tall geyser, pond of "boiling water", wide circle of rare mushrooms, rare clearing in the midde of a forest filled with wild wheat (on grass, can harvest, but get only what not seeds, rare plant so bonemeal at that spot wll yield some along the tall grass, just like tuplips patches), "wooly rainbow over lake", etc.
Lots of Man-made landmarks:
Ruin, Obelisk, Mage tower, lightouse, cemetary (with or without crypt).
No structure would be big - all would be sized in the syle of minecraft so as small as possible while retaining their looks and function.
I like these ideas and also the variations in our structures. Makes the game a little less bland.
Constantly evolving, reaching further heights.
~yoshi9048
My best suggestion:
Mobs actually being varied???
I am a friend of all Snow Golem kind.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Figured it was time for a change.
My signature is broken. I am currently fixing it
You can support my suggestions at:
Kiwi birds: -The link broke-
Every biome gets at least 1 mob: -The link broke-
Pirates: -The link broke-
Chorus apes: -The link broke
The site said the monument is right behind the spawn island.
Minecraft YouTubers need to play with their fans, not for them. Click here to see why, and on the banner to see how.
YouTubers aren't the only people affecting YouTube, though. Commenters (that's right, you) make a big difference, too. Click here to see how you can make the comments section constructive (for perhaps the first time in forever).
+10 Because I like it in general
+5 Because you are a moderator
+15 For combining a bunch of things I want in one post
+5 Because of the quantity of things without it being a wishlist
-5 Because it appears to be a wishlist
-5 For tl;dr
x2 because that is how my scale works
In total, 90% SUPPORT
I like almost all of it, but it takes away some of the simplicity in minecraft.
.
/support
Geno: Blahblahblah, random sentence.
Firebrand is this color.
Shovel Knight is this color.
Memnon is this color
Cinder is this color.
Glacius is this color.
Jago is this color.
The Batter (or just Batter) is this color
Heatshade is this col- I CHOOSE MY OWN COLORS, BABY!!!
Heatshade, please.
...Fine.
Anyway...
I am this color.
http://steamcommunity.com/id/Therealadrenalinerush/
See All The Collections Of Minecraft Journals!
http://www.minecraft.../#entry30669911
And Remember To Keep Every Journals Alive!
Also, for the door and stone types for village buildings, I used the new doors with each wood type, but I know some people dislike the new doors on traditional houses. If people think they would look better with regular Oak Doors, please say so.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum