Today I bring you a small list of suggestions, all about Fog. There are two actual suggestions that I want to add: Fog as Block ID (dynamic fog), and Fog as Weather Effect/event.
Fog as Block ID.
Properties:
- Just like sponges, it's Creative-only to obtain. HOWEVER, it is present in any world generation.
- There are two types of fog blocks: One regulair, and one Dense. Dense gives the same effect as blindness, Regulair gives the same effect as water (but you still can't see further than 10 blocks)
- ID's of Fog will range from xxx:0-15 (coloured Regulair fog) and yyy:0-15 (coloured Dense Fog)
- Coloured fog blocks (using the block ID preferences) create a coloured atmosphere and fog colour (for example, the way lava makes the atmosphere red/orange)
- Fog Blocks spreads with 50% of the speed of Magma. It does not fall down if no block is underneath it. Instead, it guaranteedly spreads 5 blocks before dropping 1 block (making an actual cloud of fog)
- Fog Blocks have no hitbox, just like water
- Fog Blocks get removed when another block is about to be placed in the same spot, like grass (plant, not block), water, lava, etc.
- When entering a Fog Block, the Fog effect fades in, instead of instantly (dis-)appearing.
- In Regulair fog, nametages appear as if someone's behind a wall (this means that sneaking makes them invisible). In Dense Fog, nametags don't appear at all. Nametags are only affected if the other player is inside the fog.
Ultimate Utility/Profits:
- Adventure maps
- 'Spooky Areas'
- Map Borders (so you don't have to make the entire surrounding outside a map to make it look decent)
- Better FPS performance (as the game doesn't have to process lots of visual effects)
Occurances:
- Inside dungeons, a 2-deep layer of white fog will be visible.
- Swamps will have a 3-deep layer of green/mint-green fog
- Some parts of an abandonned mineshaft may be shrouded in gray fog.
- Strongholds are entirely shrouded in light-blue fog, making them a dangerous place again to navigate to.
Fog as Weather effect
Fog as weather effect will give the same effects as the fog blocks does. However, this occurs EVERYWHERE above layer 67, as an environmental effect.
When raining or storming, a light-blue fog effect will be hanging at the Regulair density.
With a 'Mist' weather event, a thick white fog effect will be hanging at the Dense density.
- Mob spawning/aggresiveness is the same as at night.
- Occurs and is visible in any biome
- Is as rare as a thunderstorm.
Environment:
- Bedrock fog will be replaced by the environmental effect, visible below layer 10.
- In the nether, orange fog with regulair density will be present. Since this may drop the availability of getting quartz/fortresses, it may be considered to add this as a 'weather effect' for the Nether.
I like it, but I want it to generate naturally too. Like randomly at night or if you sleep to avoid a rainstorm. But natural fog would clear up in 5-10 minutes.
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I like it, but I want it to generate naturally too. Like randomly at night or if you sleep to avoid a rainstorm. But natural fog would clear up in 5-10 minutes.
I think that defeats the purpose of the fog. Anhrak wants to decrease visibility in localized, controlled situations. Maybe people only want fog at specific points on adventure maps, not in places where it'd be too difficult to control.
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I like it, but I want it to generate naturally too. Like randomly at night or if you sleep to avoid a rainstorm. But natural fog would clear up in 5-10 minutes.
I agree with Badprenup here. I love the idea of fog, but I want it to generate naturally. Especially after storms, due to the fact that rain just kind of... leaves. It vanishes over the course of over 3 seconds. Maybe instead of the farlands, there'd be irreplaceable dense fog?
The problem with that would be very big. The fog blocks are a block with an ID number. If suddenly a large amount of blocks changes (think of how much that would be in servers), then the game will crash because it can't process so much (unless you have an extreme high-end PC/Server, but we can't require that for players to have in order to play).
HOWEVER, there *is* a possibility to add a similar effect, as an environment effect. It could even generate a whole new kind of weather event (next to rain and storm): Mist.
For the record, I've found another profitable side on the fog idea: Performance improvement (FPS-based then), because it has less visual effects to process.
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You want to be a dragon? Well, then you need to have wings, a passion to hoard, and have a deadly breath.
Oh, and did I forgot to tell you dragons are extremely territorial? ROAWR >:)
I think that defeats the purpose of the fog. Anhrak wants to decrease visibility in localized, controlled situations. Maybe people only want fog at specific points on adventure maps, not in places where it'd be too difficult to control.
Well, my idea is partially separate. There would be two types. One that generates naturally and fades over time (can be controlled by changing weather types) and the OP's which would be available in the Creative inventory and would not fade. Same block, different data values.
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Well, my idea is partially separate. There would be two types. One that generates naturally and fades over time (can be controlled by changing weather types) and the OP's which would be available in the Creative inventory and would not fade. Same block, different data values.
That makes sense.
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Well, my idea is partially separate. There would be two types. One that generates naturally and fades over time (can be controlled by changing weather types) and the OP's which would be available in the Creative inventory and would not fade. Same block, different data values.
As I've changed the concept, could you take another review at it? :).
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You want to be a dragon? Well, then you need to have wings, a passion to hoard, and have a deadly breath.
Oh, and did I forgot to tell you dragons are extremely territorial? ROAWR >:)
As I've changed the concept, could you take another review at it? .
I like the changes, but blocks cannot have more than 16 states so your regular and dense fog would each need their own block. Not a huge deal, just a small note.
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!
Today I bring you a small list of suggestions, all about Fog. There are two actual suggestions that I want to add: Fog as Block ID (dynamic fog), and Fog as Weather Effect/event.
Fog as Block ID.
Properties:
- Just like sponges, it's Creative-only to obtain. HOWEVER, it is present in any world generation.
- There are two types of fog blocks: One regulair, and one Dense. Dense gives the same effect as blindness, Regulair gives the same effect as water (but you still can't see further than 10 blocks)
- ID's of Fog will range from xxx:0-15 (coloured Regulair fog) and yyy:0-15 (coloured Dense Fog)
- Coloured fog blocks (using the block ID preferences) create a coloured atmosphere and fog colour (for example, the way lava makes the atmosphere red/orange)
- Fog Blocks spreads with 50% of the speed of Magma. It does not fall down if no block is underneath it. Instead, it guaranteedly spreads 5 blocks before dropping 1 block (making an actual cloud of fog)
- Fog Blocks have no hitbox, just like water
- Fog Blocks get removed when another block is about to be placed in the same spot, like grass (plant, not block), water, lava, etc.
- When entering a Fog Block, the Fog effect fades in, instead of instantly (dis-)appearing.
- In Regulair fog, nametages appear as if someone's behind a wall (this means that sneaking makes them invisible). In Dense Fog, nametags don't appear at all. Nametags are only affected if the other player is inside the fog.
Ultimate Utility/Profits:
- Adventure maps
- 'Spooky Areas'
- Map Borders (so you don't have to make the entire surrounding outside a map to make it look decent)
- Better FPS performance (as the game doesn't have to process lots of visual effects)
Occurances:
- Inside dungeons, a 2-deep layer of white fog will be visible.
- Swamps will have a 3-deep layer of green/mint-green fog
- Some parts of an abandonned mineshaft may be shrouded in gray fog.
- Strongholds are entirely shrouded in light-blue fog, making them a dangerous place again to navigate to.
Fog as Weather effect
Fog as weather effect will give the same effects as the fog blocks does. However, this occurs EVERYWHERE above layer 67, as an environmental effect.
When raining or storming, a light-blue fog effect will be hanging at the Regulair density.
With a 'Mist' weather event, a thick white fog effect will be hanging at the Dense density.
- Mob spawning/aggresiveness is the same as at night.
- Occurs and is visible in any biome
- Is as rare as a thunderstorm.
Environment:
- Bedrock fog will be replaced by the environmental effect, visible below layer 10.
- In the nether, orange fog with regulair density will be present. Since this may drop the availability of getting quartz/fortresses, it may be considered to add this as a 'weather effect' for the Nether.
wait heres one "FREEEEEEEEEEEEEEEDDDOOMMM!!!!" ~Demoman
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I think that defeats the purpose of the fog. Anhrak wants to decrease visibility in localized, controlled situations. Maybe people only want fog at specific points on adventure maps, not in places where it'd be too difficult to control.
"On a scale of one mile to Lord of the Rings, how far did you walk today?"
And, a problem we all know with the sudden appearance of LOTS of blocks all at one time...
I agree with Badprenup here. I love the idea of fog, but I want it to generate naturally. Especially after storms, due to the fact that rain just kind of... leaves. It vanishes over the course of over 3 seconds. Maybe instead of the farlands, there'd be irreplaceable dense fog?
The problem with that would be very big. The fog blocks are a block with an ID number. If suddenly a large amount of blocks changes (think of how much that would be in servers), then the game will crash because it can't process so much (unless you have an extreme high-end PC/Server, but we can't require that for players to have in order to play).
HOWEVER, there *is* a possibility to add a similar effect, as an environment effect. It could even generate a whole new kind of weather event (next to rain and storm): Mist.
For the record, I've found another profitable side on the fog idea: Performance improvement (FPS-based then), because it has less visual effects to process.
Well, my idea is partially separate. There would be two types. One that generates naturally and fades over time (can be controlled by changing weather types) and the OP's which would be available in the Creative inventory and would not fade. Same block, different data values.
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
That makes sense.
Also, here is an awesome suggestion I had: http://www.minecraftforum.net/topic/1745550-biome-effects/
As I've changed the concept, could you take another review at it? :).
I like the changes, but blocks cannot have more than 16 states so your regular and dense fog would each need their own block. Not a huge deal, just a small note.
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
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Contradiction is Truth! That is the reality of this world!
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