Yeah, this a little bit lengthy, so viewers discretion be advised. If you get bored easily, or have a low attention span like me, please avert your eyes.
I also don't exactly know how to format this to be more visually appealing and readable on mobile, so my dearest apologies.
Minecraft has seen quite a few world changes in its lifetime. Many new biomes, massive structures, and even the physics have changed. When one takes a step back, they can trully appreciate how everything fits together to make one grand world.
However, every puzzle is made of tiny puzzle pieces, and Minecraft is no exception. There are plenty of ambient and direct features of the world, like plants, trees, even squid. Though, I think these features could be more.
This is why I think there should be what I like to call "The Eden Update" Essentially, the Eden Update would consist of an overhaul of Minecraft's nature system. Naturally, the Minecraft would can evolve and change over time. One day the mushroom island has two large mushrooms, the next day there is only one or even four.
The Eden Update is designed to affect almost every player, some more than others. While a PvP player can definitely benefit, a builder may experience a much better time with this mod.
My main reason for the design of this massive suggestion was to make Minecraft feel more alive. Instead of focusing on the exciting parts of Minecraft, the Eden Update tries to enhance or add the feeling that the player is only a small piece of a massive world.
In order to increase the diversity of the world and what players experience, new plants could be added and old ones changed. Plants should also gain more purpose, including crafting recipes, the ability to fertilize crops, etc. Such effects could change how players adventure the world, how farmers plan their garden, and even builders.
Rose bushes can hurt the player with their thorns. Short and tall grass can spread quickly, invading farms. Jungle trees block out the sun, preventing any plants from growing underneath. It makes nature all much more interactive with itself.
Water, too, is a major factor. The plants have a major affect on water, as does water with the plants. Not having enough water can dry out your farm, but now having too many plants can drain small water resources.
Water also changes how it physically interacts with crops. No longer will water instantly break grass on contact, instead the grass drowns slowly. However, too much water on contact can break it the same as before.
Biomes will struggle for water, some may prosper, making the world dynamic and allowing for a more alive effect.
Now, a constantly changing environment could be taxing on lower-end devices, and even higher-end devices. So, certain features should be able to easily switched on and off, much like gamerules.
Now the mobs aren't excluded from the Eden update, either. Different mobs will tend to behave differently towards different environments. Squid will seek the nearest ocean, cows and sheep often migrate away from dying regions, and witches scavenge the nearby bushes for brewing materials.
Nearly every mob seeks the most comfortable situation to live in. Much like how zombies and skeletons hide from the sun, a horse prefers an area with long grass. This isn't to say that mobs are only spawned in good conditions, but rather they actively seek them out.
Testificates and endermen are special in this case. I believe that villagers, witches, and illagers can build onto their current existing generated structure. However, because the world can change drastically based on simple actions now, these testificates can destroy a biome to make their city, if left unchecked. Witches may just build more huts, maybe just a small brewer camp. Illagers can completely change a mansion room, or even add a new one. These humble overworld inhabitants may even interact with each if they meet. Perhaps a witch can be seen trading with a librarian, or an illager.
Now onto endermen, who can occasionally be seen with what looks like a piece of your yard. Ender men can now be seen repairing or destroying biomes. One player may see an enderman plant a birch sapling in a burnt birch forest, which will then spread and regrow the forest slowly. Or perhaps their friend may see the same enderman take the last sapling of a growing jungle forest.
Not only do these features ensure that a builder wont wake up to find his artificial forest has burned away forever, but also lets adventurers and roamers see the shenanigans of the testificate and endermen races.
"Oh look, a witch just planted an oak sapling to start her own tree farm. How nice? Oh hello enderman, and goodbye sapling."
Endermen are also no longer alone! An "Ender Bush" is a new type of plant that can be found in every dimension, but more common in the end. Ender bushes do not have any sort of harvestability and are always just out of the players reach. When a player right clicks on one or tries to break it, the ender bush will teleport away. Ender bushes can also be made by an ender mite infecting any type of leaf block. Also, when a players stares at an ender bush for an extended period of time, the ender bush will start to feel awkward and will teleport away, possibly summoning an enderman in its place.
Now, also introducing the glowing mushroom! The caves are also no longer only decorated with new stones and formations. Fore, there are underground plants now, excluding the currently established mushrooms and occasional yellow flower. With the new moss and old vines now finding their way throughout cave systems, now. In general vines will begin to grow inside of caves rapidly if they can manage to get to one.
But also moss can be found slowly spreading throughout caves, completely taking over the nearby stone. It may look pretty, but be cautious, because it'll latch on you if you step on it! The moss itself is not dangerous, but it can lead to fatal situations if you step on it while in danger. However, moss is also useful in making mossy stones, and even a new potion.
With these simple additions, caves are beginning to sound more green, but they're also becoming more deadly. Even without the spiders and creepers, there are now poisonous plants that are prepared to defend themselves. Some may harm you when you walk on them. Some can be more peaceful, only harming you when you try to harvest it. Regardless, they all inflict poison, and are even used in one of the new potions.
A new flower is also found underground. However, unlike other plants, it can only be found and planted underground. This "Eufemiac" plant can be found growing naturally next to lava. Well known for the distinctive purple-red glow it gives off, the eufemiac can be harvested for up to three "Eufer Sacs." These sacs of which can be used to make magma cream, and for its more known use, to make "Eufemiac Lamps." Though, eufemiacs do not spread naturally, and only spawn very rarely. This can make them very hard to farm, but also very satisfying to collect.
The eufemiac lamp can be described as a rare building block, harder to get than bulk prismarine lamps. However, eufemiac lamps also shine very brightly and do not require a redstone signal. Eufemiac lamps can also be turned off and on manually by right clicking them, or with a redstone pulse. Do note, though, that eufemiac lamps can attract magma slimes more often, and can set the directly connecting blocks on fire.
However, the upsides of using such a rare light source is that they can be made into slabs and stairs. Also, eufemiac lamps can very slightly increase the growth time of nearby plants, and can make wild plants naturally spread faster, just like rain. Also be wary when collecting eufer sacs, because walking into a eufemiac can set the player on fire very briefly.
Potions and enchantments are great, but they seem to affect the target only. However, the Eden Updates strives to add new effects that affect the area around the user, and not just with affects. The Eden Update adds world altering magic.
The "Decay Potion" can be a powerful tool of destruction. For a length of time, nearby plant life will rapidly wither away. While the effect may be slow, with patience it can alter an entire world into a wasteland. Though, be careful, because when the potion effect isn't taking a plant's life, it's taking yours.
However, sometimes destruction isn't the best. And in fact, a builders best friend would have to be the "Serene Potion." Within a radius around the user, plant life rapidly grows and spreads. Whenever no plant life is being regenerated, the user will even experience a very slow regeneration effect. Lilypads even appear slowly! Lilypads!
Even more permanent effects are available no, too. Boots can be enchanted with the Serene and decay effect, too. However, they are significantly less effective, and slowly drain durability.
And lastly, I believe that the nether and could use a few plants to go along with this nature revamp. So, now when planting ferns or flowers in the nether, theres a chance that over time they will wither away unless maintained, or transform into nether plants.
Grasses and ferns can simply turn black or reddish and not change much. However, old and new plants like vines, moss, eufemiac, and even dead bushes, can transform into something useful and special.
Vines and moss can transform into "wick." Essentially, a type of reddish and black mass of nether plantlife. Attempting to place wick onto woods may burn the wood, while placing it on stone or cobblestone can turn them into netherrack. Wick can also be used to fertilize nether wart, and by placing wick near sand for a long time, the sand can be turned into soul sand.
Eufemiacs have a higher chance of spawning in the nether, and can also be found as a double tall eufemiac, which drops more eufer sacs. However, if eufemiac grows on soul sand, then it will grow as a three tall eufemiac. However, if the player does not harvest the three tall eufemiac quickly, it may tranfom into a "wilted eufemiac." Wilted eufemiacs cannot be harvested for anything.
Dead bushes can now be grown in the nether by manually planting them. When a dead bush is first introduced to the nether, it will transform into a "Wither Bush," which is merely a black, more thorny bush with a white flower growing out of it. Wither bushes can hurt then player when they are stepped on and can apply the wither effect. Wither bushes can only grow on soul sand, and will spread like wild plants very rapidy, then will seemingly stop spreading entirely in the including and surrounding chunks, but can still be planted manually. When harvested, wither bushes will only drop 1 iron nugget. Wither bushes also have very strict requirements on how far they can be placed from other wither bushes, and must have a large amount soulsand nearby, as they slowly consume nearby soulsand to grow.
Well, theres my idea of the Eden Update. I tried to come up with suggestions that both fit Minecraft and enhanced it. I also tried not to give it featuritis, keeping the actual content amount relatively low compared to what a mod may add.
I would also gladly take suggestions on how to improve my suggestions, so my suggestions can suggest your suggestions that you suggest.
P.S. (The eufemiac one is my favourite.)
P.P.S. (Also its pronounced like ew-fay-me-ack)
P.P.P.S. (I don't properly know how to write the phonetic way of pronouncing things)
Stripping away a lot of detail and boiling down a lot of specific examples, the above appears to propose allowing all mobs (and plants!) to interact with and change the environment (including changing the biome of areas) as well as with each other (eg. witches trading with villagers).
Aside from major concerns about processing power & lag (as well as things like how unloaded chunks would be handled), there is considerable doubt that the level of AI needed to animate a world to this degree is currently possible.
There is also a question as to whether this sort of ever changing world is desirable for gameplay (as opposed to ecological simulation).
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Yes, I understand about the limitations and such, I feel like I was more so trying to design an easily human-understandable guideline.
And thank you so much for summarizing it! I tend to uh.. doze off a little bit. Also I'm pretty bad at explaining things, so I tend to prefer using analogies and specific examples.
Also the whole Eufemiac idea was more or less me just wanting lighting slabs and stairs, but with some fun quarks. Thanks brain, cant stay focused enough to write a suggestion.
As a UX (User Experience) nerd, I always nitpick suggestion styling first before I review it. And... You've got a lot of blocks of text sorted into somewhat readable paragraphs, but this could still use headers, bold and italics, etc. to make it better. I'm also not a fan of the "The ___ update" title, although the size of this suggestion might make it necessary. I guess we'll find out.
Minecraft has seen quite a few world changes in its lifetime. Many new biomes, massive structures, and even the physics have changed. When one takes a step back, they can trully appreciate how everything fits together to make one grand world.
However, every puzzle is made of tiny puzzle pieces, and Minecraft is no exception. There are plenty of ambient and direct features of the world, like plants, trees, even squid. Though, I think these features could be more.
There's an unneeded return here. Actually, this whole paragraph could be shortened into something like...
Since it's beginning, Minecraft has seen quite a few world changes such as biomes, massive structures and even changed physics. However, I think the ambient and direct features of the world, from plants and trees to even squids, could be improved.
That removes some unneeded sentences and combines the needed ones.
This is why I think there should be what I like to call "The Eden Update" Essentially, the Eden Update would consist of an overhaul of Minecraft's nature system. Naturally, the Minecraft would can evolve and change over time. One day the mushroom island has two large mushrooms, the next day there is only one or even four.
While this sounds cool, the idea of mushrooms, trees or even grass growing slowly over time without player choice means that the player cannot stop tons and tons of block updates happening every time he steps into a biome populated by trees. Not only that, but if they want an area to stay devoid of any trees or grass, they have to constantly upkeep an area, and Minecraft is never about upkeep or chores. (Besides hunger.)
The Eden Update is designed to affect almost every player, some more than others. While a PvP player can definitely benefit, a builder may experience a much better time with this mod.
You just said "While this player can benefit, this play will also benefit." Maybe you meant to say:
While a PVP player might not benefit as much, a builder may experience an improvement to his playing experience with this new update.
Also, I don't really feel like you have to specify the audience that this update will benefit. Could you put the actual details of the update in the main body of the post and stuff like this in a spoiler or introduction section?
My main reason for the design of this massive suggestion was to make Minecraft feel more alive. Instead of focusing on the exciting parts of Minecraft, the Eden Update tries to enhance or add the feeling that the player is only a small piece of a massive world.
Again, while that's a nice description, this belongs in an introduction section.
In order to increase the diversity of the world and what players experience, new plants could be added and old ones changed. Plants should also gain more purpose, including crafting recipes, the ability to fertilize crops, etc. Such effects could change how players adventure the world, how farmers plan their garden, and even builders.
Also belongs in an introduction section.
Rose bushes can hurt the player with their thorns.
This sounds like it could be annoying or useful, and I'm going to go with useful for now.
Short and tall grass can spread quickly, invading farms.
This sounds like it can only be annoying. And easily preventable, because the player would just have to build a fence around his farm that keeps out grass.
Jungle trees block out the sun, preventing any plants from growing underneath.
Cool, cool, but crops and saplings don't grow in dark areas already, and all other plants don't grow at all.
It makes nature all much more interactive with itself.
Again, this is another introductory sentence that isn't giving me actual details.
Water, too, is a major factor. The plants have a major affect on water, as does water with the plants. Not having enough water can dry out your farm, but now having too many plants can drain small water resources.
What do you mean by drain? Do plants remove water blocks now? This sounds... laggy and annoying...
Water also changes how it physically interacts with crops. No longer will water instantly break grass on contact, instead the grass drowns slowly. However, too much water on contact can break it the same as before.
What if I just want to quickly clear away some grass? There are no lawnmowers in Minecraft...
Biomes will struggle for water, some may prosper, making the world dynamic and allowing for a more alive effect.
This sentence doesn't tell me anything. What does it mean in technical terms for a biome to "struggle for water"? I know terms like "place a block", "remove a block", "tile entity", "command", "biome", but "prosper" isn't a term that I can relate to when thinking about how this would be implemented.
For the record, no, I am not a Mojang Dev. You'll have to go to reddit for those, and not a community forum where community members can help you further develop a suggestion. But in order for us to help balance your suggestion, we need to know how it's being implemented and we need details.
You need to remove and rewrite all the sentences with made up terms and write this in such a way that you can describe exactly how this would work on the technical side of things, because I don't know what either of these terms mean, nor what effect they have.
Now, a constantly changing environment could be taxing on lower-end devices, and even higher-end devices. So, certain features should be able to easily switched on and off, much like gamerules.
But now we have a plethora of features that affect balance that players have to turn off because they can't handle them. In addition to that, if a player isn't the owner of a server, he can't decide whether or not he wants to keep these incredibly laggy features.
Gamerules should not be used by players to pick and choose the gameplay elements they like, they should be used by map makers to decide what features they need to enable or disable when making an Adventure Mod map.
Now the mobs aren't excluded from the Eden update, either. Different mobs will tend to behave differently towards different environments. Squid will seek the nearest ocean, cows and sheep often migrate away from dying regions, and witches scavenge the nearby bushes for brewing materials.
Nearly every mob seeks the most comfortable situation to live in. Much like how zombies and skeletons hide from the sun, a horse prefers an area with long grass. This isn't to say that mobs are only spawned in good conditions, but rather they actively seek them out.
Sounds okay, except when animals move away from dying regions they will only do so as long as they are loaded. If they get too far away from the player, they'll stop moving at all. Also, what about animals in captivity?
Testificates and endermen are special in this case. I believe that villagers, witches, and illagers can build onto their current existing generated structure. However, because the world can change drastically based on simple actions now, these testificates can destroy a biome to make their city, if left unchecked. Witches may just build more huts, maybe just a small brewer camp. Illagers can completely change a mansion room, or even add a new one.
Which sounds impossible to code because Mob AI is stupid.
These humble overworld inhabitants may even interact with each if they meet. Perhaps a witch can be seen trading with a librarian, or an illager.
Aren't Illagers, Villagers and Witches all enemies of each other?
Now onto endermen, who can occasionally be seen with what looks like a piece of your yard. Ender men can now be seen repairing or destroying biomes. One player may see an enderman plant a birch sapling in a burnt birch forest, which will then spread and regrow the forest slowly.
How does the game decide if a birch forest is burnt?
Or perhaps their friend may see the same enderman take the last sapling of a growing jungle forest.
Not only do these features ensure that a builder wont wake up to find his artificial forest has burned away forever, but also lets adventurers and roamers see the shenanigans of the testificate and endermen races.
"Oh look, a witch just planted an oak sapling to start her own tree farm. How nice? Oh hello enderman, and goodbye sapling."
This sounds like it would be either ultimately destructive, or so incredibly slow that the player wouldn't really notice anything spectacular.
Endermen are also no longer alone! An "Ender Bush" is a new type of plant that can be found in every dimension, but more common in the end. Ender bushes do not have any sort of harvestability and are always just out of the players reach. When a player right clicks on one or tries to break it, the ender bush will teleport away. Ender bushes can also be made by an ender mite infecting any type of leaf block. Also, when a players stares at an ender bush for an extended period of time, the ender bush will start to feel awkward and will teleport away, possibly summoning an enderman in its place.
But what does the Ender Bush do for the player? Why add it at all if the player isn't going to get any use out of it? It's not even useful as a decoration... That ugly Purple-Black is going to really contrast the greens and browns of a regular Minecraft landscape and there's no way a player can put this in his own house.
Now, also introducing the glowing mushroom! The caves are also no longer only decorated with new stones and formations. Fore, there are underground plants now, excluding the currently established mushrooms and occasional yellow flower.
Sounds interesting, how much light does a glowing mushroom emit?
With the new moss and old vines now finding their way throughout cave systems, now. In general vines will begin to grow inside of caves rapidly if they can manage to get to one.
But also moss can be found slowly spreading throughout caves, completely taking over the nearby stone. It may look pretty, but be cautious, because it'll latch on you if you step on it! The moss itself is not dangerous, but it can lead to fatal situations if you step on it while in danger. However, moss is also useful in making mossy stones, and even a new potion.
This sounds really annoying, but I don't know if it is or not because you never specify how the "latching" works. Also, could you imagine a cave where the entire floor, walls and ceiling are covered in moss and the player has to mine away all the moss just to move around?
With these simple additions, caves are beginning to sound more green, but they're also becoming more deadly. Even without the spiders and creepers, there are now poisonous plants that are prepared to defend themselves. Some may harm you when you walk on them. Some can be more peaceful, only harming you when you try to harvest it. Regardless, they all inflict poison, and are even used in one of the new potions.
Cool... I guess? What are the names of these plants? What do they look like? How often do they spawn? You spend so much time poetically describing them and not actually telling us specifically what you want added to the game.
A new flower is also found underground. However, unlike other plants, it can only be found and planted underground. This "Eufemiac" plant can be found growing naturally next to lava. Well known for the distinctive purple-red glow it gives off, the eufemiac can be harvested for up to three "Eufer Sacs." These sacs of which can be used to make magma cream, and for its more known use, to make "Eufemiac Lamps." Though, eufemiacs do not spread naturally, and only spawn very rarely. This can make them very hard to farm, but also very satisfying to collect.
But then magma creams aren't gated behind the Nether... Also, that name is a pronunciation disaster for small children playing this game.
The eufemiac lamp can be described as a rare building block, harder to get than bulk prismarine lamps. However, eufemiac lamps also shine very brightly and do not require a redstone signal. Eufemiac lamps can also be turned off and on manually by right clicking them, or with a redstone pulse. Do note, though, that eufemiac lamps can attract magma slimes more often, and can set the directly connecting blocks on fire.
However, the upsides of using such a rare light source is that they can be made into slabs and stairs. Also, eufemiac lamps can very slightly increase the growth time of nearby plants, and can make wild plants naturally spread faster, just like rain. Also be wary when collecting eufer sacs, because walking into a eufemiac can set the player on fire very briefly.
Well this sounds kinda cool, I guess...
Potions and enchantments are great, but they seem to affect the target only. However, the Eden Updates strives to add new effects that affect the area around the user, and not just with affects. The Eden Update adds world altering magic.
The "Decay Potion" can be a powerful tool of destruction. For a length of time, nearby plant life will rapidly wither away. While the effect may be slow, with patience it can alter an entire world into a wasteland. Though, be careful, because when the potion effect isn't taking a plant's life, it's taking yours.
I mean... I guess this could be useful...
However, sometimes destruction isn't the best. And in fact, a builders best friend would have to be the "Serene Potion." Within a radius around the user, plant life rapidly grows and spreads. Whenever no plant life is being regenerated, the user will even experience a very slow regeneration effect. Lilypads even appear slowly! Lilypads!
Also sounds useful... Although how do you brew either of these potions?
Even more permanent effects are available no, too. Boots can be enchanted with the Serene and decay effect, too. However, they are significantly less effective, and slowly drain durability.
Enchantments and Potion effects are two different things... There are no enchantment names with exactly the same name as a potion effect, otherwise there would be confusion when coding or making conversation.
And lastly, I believe that the nether and could use a few plants to go along with this nature revamp. So, now when planting ferns or flowers in the nether, theres a chance that over time they will wither away unless maintained, or transform into nether plants.
Grasses and ferns can simply turn black or reddish and not change much. However, old and new plants like vines, moss, eufemiac, and even dead bushes, can transform into something useful and special.
This sounds okay... I guess...
Vines and moss can transform into "wick." Essentially, a type of reddish and black mass of nether plantlife. Attempting to place wick onto woods may burn the wood, while placing it on stone or cobblestone can turn them into netherrack. Wick can also be used to fertilize nether wart, and by placing wick near sand for a long time, the sand can be turned into soul sand.
That sounds kinda cool...
Eufemiacs have a higher chance of spawning in the nether, and can also be found as a double tall eufemiac, which drops more eufer sacs. However, if eufemiac grows on soul sand, then it will grow as a three tall eufemiac. However, if the player does not harvest the three tall eufemiac quickly, it may tranfom into a "wilted eufemiac." Wilted eufemiacs cannot be harvested for anything.
This might go well with my Food and Hunger System suggestion, if seasons affected the Nether...
Dead bushes can now be grown in the nether by manually planting them. When a dead bush is first introduced to the nether, it will transform into a "Wither Bush," which is merely a black, more thorny bush with a white flower growing out of it. Wither bushes can hurt then player when they are stepped on and can apply the wither effect. Wither bushes can only grow on soul sand, and will spread like wild plants very rapidy, then will seemingly stop spreading entirely in the including and surrounding chunks, but can still be planted manually. When harvested, wither bushes will only drop 1 iron nugget. Wither bushes also have very strict requirements on how far they can be placed from other wither bushes, and must have a large amount soulsand nearby, as they slowly consume nearby soulsand to grow.
I guess the payment of soulsand is okay for 1 iron nugget... Still, Soul Sand is a little common.
Well, theres my idea of the Eden Update. I tried to come up with suggestions that both fit Minecraft and enhanced it. I also tried not to give it featuritis, keeping the actual content amount relatively low compared to what a mod may add.
I would also gladly take suggestions on how to improve my suggestions, so my suggestions can suggest your suggestions that you suggest.
P.S. (The eufemiac one is my favourite.)
P.P.S. (Also its pronounced like ew-fay-me-ack)
P.P.P.S. (I don't properly know how to write the phonetic way of pronouncing things)
This Suggestion has potential, but not my complete Support.
There is a lot of detail that this thread is hinting at, but not actually giving. You say things like "We should add poisonous plants!" without telling us how often they spawn, how much damage they deal, what kinds of poisonous plants, etc.
You're not the first person to make a large suggestion. As egotistical as I'll sound, I'd like to mention my Food and Hunger System Overhaul suggestion if you want help making a large suggestion that is much more readable and contains reasonable, but not excessive amounts of detail.
I do like some things about this suggestion, but a lot of stuff like the constant growth of forests, plants and villages sounds annoyingly laggy. Imagine walking into a dense forest and finding saplings all over the ground where trees have dropped them... The stuff I do like doesn't really warrant an entire update, just part of one.
Rollback Post to RevisionRollBack
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
Either way, I don't support this idea. While all of this is related to plant life and bringing more life to the world, it really just seems to add mostly decorative stuff, things that serve no real purpose in improving the game. Aside from the enchantments, there are no real new items other than some plant life. And even then, the enchantments do the same thing as the potions, and the potions are related to the plant life! And you didn't even give recipes for those! The spreading of the plant life is not a bad idea, but should be able to be disabled via gamerule. Overall, might be a decent idea if you can get someone to mod it for you.
OVERALL: 15% SUPPORT (due to my like of the plant spreading)
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PM this account if you are interested in trading on DragCave
I like this idea. I have though of similar things before. If we are trying to make the world more real, another cool thing to add might be falling trees and trees that slowly grow over time.
I don’t expect this to ever be added into Minecraft for the soul purpose of the difficulty it would take to program it and the even greater difficulty in making it feasible for a computer to actually run smoothly. I mean, they took out the ability for each mob to run away from exploding creeper because it was too laggy for them to check for it every tick. This is the same idea on an extremely large scale. But who knows, perhaps someone will make a mod that will give something for Mojang to work with and this idea will eventually come to fruition. I would love to see that day come even if it is update 1.25 or something.
Yeah, this a little bit lengthy, so viewers discretion be advised. If you get bored easily, or have a low attention span like me, please avert your eyes.
I also don't exactly know how to format this to be more visually appealing and readable on mobile, so my dearest apologies.
Minecraft has seen quite a few world changes in its lifetime. Many new biomes, massive structures, and even the physics have changed. When one takes a step back, they can trully appreciate how everything fits together to make one grand world.
However, every puzzle is made of tiny puzzle pieces, and Minecraft is no exception. There are plenty of ambient and direct features of the world, like plants, trees, even squid. Though, I think these features could be more.
This is why I think there should be what I like to call "The Eden Update" Essentially, the Eden Update would consist of an overhaul of Minecraft's nature system. Naturally, the Minecraft would can evolve and change over time. One day the mushroom island has two large mushrooms, the next day there is only one or even four.
The Eden Update is designed to affect almost every player, some more than others. While a PvP player can definitely benefit, a builder may experience a much better time with this mod.
My main reason for the design of this massive suggestion was to make Minecraft feel more alive. Instead of focusing on the exciting parts of Minecraft, the Eden Update tries to enhance or add the feeling that the player is only a small piece of a massive world.
In order to increase the diversity of the world and what players experience, new plants could be added and old ones changed. Plants should also gain more purpose, including crafting recipes, the ability to fertilize crops, etc. Such effects could change how players adventure the world, how farmers plan their garden, and even builders.
Rose bushes can hurt the player with their thorns. Short and tall grass can spread quickly, invading farms. Jungle trees block out the sun, preventing any plants from growing underneath. It makes nature all much more interactive with itself.
Water, too, is a major factor. The plants have a major affect on water, as does water with the plants. Not having enough water can dry out your farm, but now having too many plants can drain small water resources.
Water also changes how it physically interacts with crops. No longer will water instantly break grass on contact, instead the grass drowns slowly. However, too much water on contact can break it the same as before.
Biomes will struggle for water, some may prosper, making the world dynamic and allowing for a more alive effect.
Now, a constantly changing environment could be taxing on lower-end devices, and even higher-end devices. So, certain features should be able to easily switched on and off, much like gamerules.
Now the mobs aren't excluded from the Eden update, either. Different mobs will tend to behave differently towards different environments. Squid will seek the nearest ocean, cows and sheep often migrate away from dying regions, and witches scavenge the nearby bushes for brewing materials.
Nearly every mob seeks the most comfortable situation to live in. Much like how zombies and skeletons hide from the sun, a horse prefers an area with long grass. This isn't to say that mobs are only spawned in good conditions, but rather they actively seek them out.
Testificates and endermen are special in this case. I believe that villagers, witches, and illagers can build onto their current existing generated structure. However, because the world can change drastically based on simple actions now, these testificates can destroy a biome to make their city, if left unchecked. Witches may just build more huts, maybe just a small brewer camp. Illagers can completely change a mansion room, or even add a new one. These humble overworld inhabitants may even interact with each if they meet. Perhaps a witch can be seen trading with a librarian, or an illager.
Now onto endermen, who can occasionally be seen with what looks like a piece of your yard. Ender men can now be seen repairing or destroying biomes. One player may see an enderman plant a birch sapling in a burnt birch forest, which will then spread and regrow the forest slowly. Or perhaps their friend may see the same enderman take the last sapling of a growing jungle forest.
Not only do these features ensure that a builder wont wake up to find his artificial forest has burned away forever, but also lets adventurers and roamers see the shenanigans of the testificate and endermen races.
"Oh look, a witch just planted an oak sapling to start her own tree farm. How nice? Oh hello enderman, and goodbye sapling."
Endermen are also no longer alone! An "Ender Bush" is a new type of plant that can be found in every dimension, but more common in the end. Ender bushes do not have any sort of harvestability and are always just out of the players reach. When a player right clicks on one or tries to break it, the ender bush will teleport away. Ender bushes can also be made by an ender mite infecting any type of leaf block. Also, when a players stares at an ender bush for an extended period of time, the ender bush will start to feel awkward and will teleport away, possibly summoning an enderman in its place.
Now, also introducing the glowing mushroom! The caves are also no longer only decorated with new stones and formations. Fore, there are underground plants now, excluding the currently established mushrooms and occasional yellow flower. With the new moss and old vines now finding their way throughout cave systems, now. In general vines will begin to grow inside of caves rapidly if they can manage to get to one.
But also moss can be found slowly spreading throughout caves, completely taking over the nearby stone. It may look pretty, but be cautious, because it'll latch on you if you step on it! The moss itself is not dangerous, but it can lead to fatal situations if you step on it while in danger. However, moss is also useful in making mossy stones, and even a new potion.
With these simple additions, caves are beginning to sound more green, but they're also becoming more deadly. Even without the spiders and creepers, there are now poisonous plants that are prepared to defend themselves. Some may harm you when you walk on them. Some can be more peaceful, only harming you when you try to harvest it. Regardless, they all inflict poison, and are even used in one of the new potions.
A new flower is also found underground. However, unlike other plants, it can only be found and planted underground. This "Eufemiac" plant can be found growing naturally next to lava. Well known for the distinctive purple-red glow it gives off, the eufemiac can be harvested for up to three "Eufer Sacs." These sacs of which can be used to make magma cream, and for its more known use, to make "Eufemiac Lamps." Though, eufemiacs do not spread naturally, and only spawn very rarely. This can make them very hard to farm, but also very satisfying to collect.
The eufemiac lamp can be described as a rare building block, harder to get than bulk prismarine lamps. However, eufemiac lamps also shine very brightly and do not require a redstone signal. Eufemiac lamps can also be turned off and on manually by right clicking them, or with a redstone pulse. Do note, though, that eufemiac lamps can attract magma slimes more often, and can set the directly connecting blocks on fire.
However, the upsides of using such a rare light source is that they can be made into slabs and stairs. Also, eufemiac lamps can very slightly increase the growth time of nearby plants, and can make wild plants naturally spread faster, just like rain. Also be wary when collecting eufer sacs, because walking into a eufemiac can set the player on fire very briefly.
Potions and enchantments are great, but they seem to affect the target only. However, the Eden Updates strives to add new effects that affect the area around the user, and not just with affects. The Eden Update adds world altering magic.
The "Decay Potion" can be a powerful tool of destruction. For a length of time, nearby plant life will rapidly wither away. While the effect may be slow, with patience it can alter an entire world into a wasteland. Though, be careful, because when the potion effect isn't taking a plant's life, it's taking yours.
However, sometimes destruction isn't the best. And in fact, a builders best friend would have to be the "Serene Potion." Within a radius around the user, plant life rapidly grows and spreads. Whenever no plant life is being regenerated, the user will even experience a very slow regeneration effect. Lilypads even appear slowly! Lilypads!
Even more permanent effects are available no, too. Boots can be enchanted with the Serene and decay effect, too. However, they are significantly less effective, and slowly drain durability.
And lastly, I believe that the nether and could use a few plants to go along with this nature revamp. So, now when planting ferns or flowers in the nether, theres a chance that over time they will wither away unless maintained, or transform into nether plants.
Grasses and ferns can simply turn black or reddish and not change much. However, old and new plants like vines, moss, eufemiac, and even dead bushes, can transform into something useful and special.
Vines and moss can transform into "wick." Essentially, a type of reddish and black mass of nether plantlife. Attempting to place wick onto woods may burn the wood, while placing it on stone or cobblestone can turn them into netherrack. Wick can also be used to fertilize nether wart, and by placing wick near sand for a long time, the sand can be turned into soul sand.
Eufemiacs have a higher chance of spawning in the nether, and can also be found as a double tall eufemiac, which drops more eufer sacs. However, if eufemiac grows on soul sand, then it will grow as a three tall eufemiac. However, if the player does not harvest the three tall eufemiac quickly, it may tranfom into a "wilted eufemiac." Wilted eufemiacs cannot be harvested for anything.
Dead bushes can now be grown in the nether by manually planting them. When a dead bush is first introduced to the nether, it will transform into a "Wither Bush," which is merely a black, more thorny bush with a white flower growing out of it. Wither bushes can hurt then player when they are stepped on and can apply the wither effect. Wither bushes can only grow on soul sand, and will spread like wild plants very rapidy, then will seemingly stop spreading entirely in the including and surrounding chunks, but can still be planted manually. When harvested, wither bushes will only drop 1 iron nugget. Wither bushes also have very strict requirements on how far they can be placed from other wither bushes, and must have a large amount soulsand nearby, as they slowly consume nearby soulsand to grow.
Well, theres my idea of the Eden Update. I tried to come up with suggestions that both fit Minecraft and enhanced it. I also tried not to give it featuritis, keeping the actual content amount relatively low compared to what a mod may add.
I would also gladly take suggestions on how to improve my suggestions, so my suggestions can suggest your suggestions that you suggest.
P.S. (The eufemiac one is my favourite.)
P.P.S. (Also its pronounced like ew-fay-me-ack)
P.P.P.S. (I don't properly know how to write the phonetic way of pronouncing things)
Stripping away a lot of detail and boiling down a lot of specific examples, the above appears to propose allowing all mobs (and plants!) to interact with and change the environment (including changing the biome of areas) as well as with each other (eg. witches trading with villagers).
Aside from major concerns about processing power & lag (as well as things like how unloaded chunks would be handled), there is considerable doubt that the level of AI needed to animate a world to this degree is currently possible.
There is also a question as to whether this sort of ever changing world is desirable for gameplay (as opposed to ecological simulation).
Yes, I understand about the limitations and such, I feel like I was more so trying to design an easily human-understandable guideline.
And thank you so much for summarizing it! I tend to uh.. doze off a little bit. Also I'm pretty bad at explaining things, so I tend to prefer using analogies and specific examples.
Also the whole Eufemiac idea was more or less me just wanting lighting slabs and stairs, but with some fun quarks. Thanks brain, cant stay focused enough to write a suggestion.
Anyway, I'll work on shortening/summarizing it.
Why yes, yes it is.
As a UX (User Experience) nerd, I always nitpick suggestion styling first before I review it. And... You've got a lot of blocks of text sorted into somewhat readable paragraphs, but this could still use headers, bold and italics, etc. to make it better. I'm also not a fan of the "The ___ update" title, although the size of this suggestion might make it necessary. I guess we'll find out.
There's an unneeded return here. Actually, this whole paragraph could be shortened into something like...
That removes some unneeded sentences and combines the needed ones.
While this sounds cool, the idea of mushrooms, trees or even grass growing slowly over time without player choice means that the player cannot stop tons and tons of block updates happening every time he steps into a biome populated by trees. Not only that, but if they want an area to stay devoid of any trees or grass, they have to constantly upkeep an area, and Minecraft is never about upkeep or chores. (Besides hunger.)
You just said "While this player can benefit, this play will also benefit." Maybe you meant to say:
Also, I don't really feel like you have to specify the audience that this update will benefit. Could you put the actual details of the update in the main body of the post and stuff like this in a spoiler or introduction section?
Again, while that's a nice description, this belongs in an introduction section.
Also belongs in an introduction section.
This sounds like it could be annoying or useful, and I'm going to go with useful for now.
This sounds like it can only be annoying. And easily preventable, because the player would just have to build a fence around his farm that keeps out grass.
Cool, cool, but crops and saplings don't grow in dark areas already, and all other plants don't grow at all.
Again, this is another introductory sentence that isn't giving me actual details.
What do you mean by drain? Do plants remove water blocks now? This sounds... laggy and annoying...
What if I just want to quickly clear away some grass? There are no lawnmowers in Minecraft...
This sentence doesn't tell me anything. What does it mean in technical terms for a biome to "struggle for water"? I know terms like "place a block", "remove a block", "tile entity", "command", "biome", but "prosper" isn't a term that I can relate to when thinking about how this would be implemented.
For the record, no, I am not a Mojang Dev. You'll have to go to reddit for those, and not a community forum where community members can help you further develop a suggestion. But in order for us to help balance your suggestion, we need to know how it's being implemented and we need details.
You need to remove and rewrite all the sentences with made up terms and write this in such a way that you can describe exactly how this would work on the technical side of things, because I don't know what either of these terms mean, nor what effect they have.
But now we have a plethora of features that affect balance that players have to turn off because they can't handle them. In addition to that, if a player isn't the owner of a server, he can't decide whether or not he wants to keep these incredibly laggy features.
Gamerules should not be used by players to pick and choose the gameplay elements they like, they should be used by map makers to decide what features they need to enable or disable when making an Adventure Mod map.
Sounds okay, except when animals move away from dying regions they will only do so as long as they are loaded. If they get too far away from the player, they'll stop moving at all. Also, what about animals in captivity?
Which sounds impossible to code because Mob AI is stupid.
Aren't Illagers, Villagers and Witches all enemies of each other?
How does the game decide if a birch forest is burnt?
This sounds like it would be either ultimately destructive, or so incredibly slow that the player wouldn't really notice anything spectacular.
But what does the Ender Bush do for the player? Why add it at all if the player isn't going to get any use out of it? It's not even useful as a decoration... That ugly Purple-Black is going to really contrast the greens and browns of a regular Minecraft landscape and there's no way a player can put this in his own house.
Sounds interesting, how much light does a glowing mushroom emit?
This sounds really annoying, but I don't know if it is or not because you never specify how the "latching" works. Also, could you imagine a cave where the entire floor, walls and ceiling are covered in moss and the player has to mine away all the moss just to move around?
Cool... I guess? What are the names of these plants? What do they look like? How often do they spawn? You spend so much time poetically describing them and not actually telling us specifically what you want added to the game.
But then magma creams aren't gated behind the Nether... Also, that name is a pronunciation disaster for small children playing this game.
Well this sounds kinda cool, I guess...
I mean... I guess this could be useful...
Also sounds useful... Although how do you brew either of these potions?
Enchantments and Potion effects are two different things... There are no enchantment names with exactly the same name as a potion effect, otherwise there would be confusion when coding or making conversation.
This sounds okay... I guess...
That sounds kinda cool...
This might go well with my Food and Hunger System suggestion, if seasons affected the Nether...
I guess the payment of soulsand is okay for 1 iron nugget... Still, Soul Sand is a little common.
This Suggestion has potential, but not my complete Support.
There is a lot of detail that this thread is hinting at, but not actually giving. You say things like "We should add poisonous plants!" without telling us how often they spawn, how much damage they deal, what kinds of poisonous plants, etc.
You're not the first person to make a large suggestion. As egotistical as I'll sound, I'd like to mention my Food and Hunger System Overhaul suggestion if you want help making a large suggestion that is much more readable and contains reasonable, but not excessive amounts of detail.
I do like some things about this suggestion, but a lot of stuff like the constant growth of forests, plants and villages sounds annoyingly laggy. Imagine walking into a dense forest and finding saplings all over the ground where trees have dropped them... The stuff I do like doesn't really warrant an entire update, just part of one.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
#TEXTWALLTIMES2
Either way, I don't support this idea. While all of this is related to plant life and bringing more life to the world, it really just seems to add mostly decorative stuff, things that serve no real purpose in improving the game. Aside from the enchantments, there are no real new items other than some plant life. And even then, the enchantments do the same thing as the potions, and the potions are related to the plant life! And you didn't even give recipes for those! The spreading of the plant life is not a bad idea, but should be able to be disabled via gamerule. Overall, might be a decent idea if you can get someone to mod it for you.
OVERALL: 15% SUPPORT (due to my like of the plant spreading)
PM this account if you are interested in trading on DragCave
I like this idea. I have though of similar things before. If we are trying to make the world more real, another cool thing to add might be falling trees and trees that slowly grow over time.
I don’t expect this to ever be added into Minecraft for the soul purpose of the difficulty it would take to program it and the even greater difficulty in making it feasible for a computer to actually run smoothly. I mean, they took out the ability for each mob to run away from exploding creeper because it was too laggy for them to check for it every tick. This is the same idea on an extremely large scale. But who knows, perhaps someone will make a mod that will give something for Mojang to work with and this idea will eventually come to fruition. I would love to see that day come even if it is update 1.25 or something.
Yeah, I agree with you all a lot on those points. I'll be working on editing the details, some of which fixable, some of which removable.
Alright, I'll edit pretty much everything, accordingly.