on every corrupted island there should be a cave that leads to a large underground corruption biome with its own light sources and unique mobs. Kind of like the nether but underneath the ocean
on every corrupted island there should be a cave that leads to a large underground corruption biome with its own light sources and unique mobs. Kind of like the nether but underneath the ocean
however, the mushroom biome grass... and i really hate to say this, but along with the news of potions and a few other things, it makes me wonder how many things minecraft/terraria will wind up having in common, sure in terraria it's a bad biome and called the corruption, but... i think we can all see where some inspiration came from on this one.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
however, the mushroom biome grass... and i really hate to say this, but along with the news of potions and a few other things, it makes me wonder how many things minecraft/terraria will wind up having in common, sure in terraria it's a bad biome and called the corruption, but... i think we can all see where some inspiration came from on this one.
yeah i think its kinda of like terraria but hey dont forget that terraria copied a lot of stuff from Minecraft.
Find it a bit out of place since the rest of the biomes are actually realistic biomes (eg desert, swamp, ocean) and then you have one with giant mushroom and sickly brown grass?
Would have preferred enhancements to existing biomes, eg sandstorms in Deserts, fog/ crickets and frogs in the swamp etc. And of course lets not forget improving the biome fading (which currently looks rubbish).
I'm not criticizing the Mushroom biome, it will probably grow on me, but I think Notch has his priorities the wrong way around and seems to eager to pump the game full of half finished content. He needs to enhance the existing content first!
Keep in mind that the Mushroom Biome is an extremely rare biome. its not like they are going to be everywhere.
Whatever. If you're going to sit and ***** about killing a few mobs, not worth the effort to even discuss it.
I will miss your valuable insight in my efforts to understand exactly why a cow with mushrooms growing off it is in any way shape or form a useful addition to minecraft when we already have cows and we already have mushrooms, both in plentiful quantities.
Here have a Notch head to frame and put above your living area: :iapprove:.
I think the mushroom biome could definitely use some work.
First off, if the intent was to provide a 'secret' sort of biome then the secret needs to be something worth finding. There should be interesting and useful blocks, interesting and useful features and interesting, dangerous quirks. Enough so to spur the player into expending the time to find said biome.
Land: The land needs to not only reflect the overall feel the programer was trying to convey, but it needs to have functionality beyond just looking 'neat'.
The grass or ground tile (texture pack I have been working on has the ground as some gross looking fungal tendrils expanding out) should be implemented in such a way as to allow the user to actually utilize the block (pick it up and USE it else where) otherwise it is a wasted block ID and a wasted terrain indice. What this means also is, the user needs to desire having the block...so it needs to have a function.
I think having the fungal ground 'infect' and 'spread' normal ground would be awesome. It should kill normal grass and take over it's block, trees should die if the grass block they are on is infected, normal tall grass should die, flowers should die and so on. If the fungal infection makes it to the desert, the sand could act as a non-effected block...thus halting the spread.
Spread of the fungal ground could occur within the same ignite radius of burnable material lava has. (Since it does actually have a particle..spores I would assume).
Fungal ground could provide accelerated growth of all fungal organisms, thus making it desirable for mushroom farms. Also, the new cow creature should only occur if a cow has prolonged exposure to the fungal ground...thus making it desirable for raising these creatures.
The danger would of course be the possible infection of your entire Minecraft world...thus why the biomes are located on isolated islands.
Slime pools. Slime pools should spawn in this biome and there should be a good chance for slimes to spawn as well..in the pools. This would add in another reason a user would desire tracking this biome down.
Flora: Giant Mushrooms and normal mushroom spawn. The Giant Mushrooms need to be an alternate wood, chop-able and gather-able and a stand-in for normal wood. This will provide a use for the shrooms. I think the mushroom trees need to have a much larger range of height and size, perhaps they should smartly adjust their size when grown by the area available. They also need to be much closer together..providing a more 'forest' feel.
The caps of the giant mushrooms should be dangerous to those who tread on them..player or monster alike, poisoning them. For the player it should work as normal poison. For monsters it should be fatal. The caps should be harvestable, allowing the player to use the block as they see fit. This would give the players a harmful block to build base defenses with which is lacking atm in Minecraft and only obtainable through mods. And this would give yet another reason for the player to find this Biome.
On that note however, giant mushrooms should not be able to be created with a shroom and bonemeal unless the mushroom is indeed on fungal ground.
Critters: The shroom cows are...interesting. I don't really think it is needed to have the mushrooms covering their back. If the mushrooms are not single..and not exactly in the middle texture wise the mushrooms hang over the sides of the cows..and it looks bad. I purpose having a single mushroom, centered on the cows back. That should be sufficient.
I like the stew thing with the cows. It provides an interesting twist and makes them desirable as a farm animal. However I think it might be a wee bit overpowered. So what I purpose is it uses up the 'shroom' on the cows if the user clicks it with a bowl. If the above is implemented, then eventually the shroom will grow back. (kinda like sheep)
There needs to be a new static creature added to this biome. Creeping Fungus. It should spread and climb surfaces around the spawn generation point. Creatures/Player walking across the tendrils of the plant suffer damage/are poisoned, and are slowed. Tendrils should be killable, but if the main plant is destroyed..it kills all the plant, possibly dropping its seeds. Shroom cows would be immune to its effects.
Fly swarms. They could be found here, and in the swamp biome. The swamp biome flies would be mosquitoes and actual damage the player. The normal fly swarms in the shroom biome could just follow the player around, slowing the player in everything they do...walking, mining, decreased jump height...easily 'swat-able' with a weapon or fist.
Atmosphere and Lighting: This biome should have a heavy fog effect the minute you step into it. Looking at it from a distant you should see a shrouding fog around the biome area. The light level in this biome should be very low, and all the shrooms should glow, as well as all critters that spawn here naturally. All plant life in this biome should spread on its own, without player interaction...as long as the light level is right. All plant life should have a chance to randomly appear if conditions are met on any block of fungal ground. This insures the spread should the fungus escape the island.
So, here are my thoughts on the biome and how it could be improved. Sorry for the novel :smile.gif:
Lady Eternity
I really like some of these ideas, and myself and others on my server are really looking forward to the potential of the 'shroom biome.
I like your ideas about the fungal growth spreading and infecting new areas. Easy tool for griefers if you don't want your whole world to turn into a 'shroom biome, but should be easy to build containment measures into your towns.
I also liked using the giant mushrooms as alternates to trees and also agree that if this is the case the small mushroom drops should be either eliminated or nerfed. Think leaf decay on trees turning into saplings. If you chop the trunk, a few normal 'shrooms will drop out of the cap decay, but then you don't get to use the caps as poison traps. (As you also suggested) to harvest a cap block, shears or some other tool must be used prior to the stem being chopped.
I also like your suggestions about the mooshrooms, specifically limited mushroom soup out of each infected cow, say 2-3 bowls, which turns them into a regular cow, just like shearing the mushroom does. They morph back into mooshrooms if they remain in the biome, as do normal cows wandering in. I also agree that they should have a different sound than normal cows.
I think the slime pools and fly swarms might be a little hard to implement, given the current spawning rules for slimes, and I think they fit better in the underground environment anyway. I do like the idea of fog over the area giving a more ethereal feel. Not quite as creepy as the Nether, but definitely not an area you want to linger in too long.
Hopefully the folks at Mojang do poke around here once in a while and take user suggestions to heart. I for one would like to see some of your ideas implemented, even if it takes a resourceful mod and a Bukkit plugin to make it work. As for the whiners, give them an option to disable it in their world generators, or leave it out in the middle of the ocean never to spread to the continent.
I think it's great, the mooshrooms are an interesting feature, the giant mushrooms are good as well, I see nothing wrong with them, the more the better. The only thing I found worrisome is that all the pictures of the giant mushroom biomes have been islands, just small islands in the middle of an ocean, I really hope they don't all take place as islands, I hope they're merged with forests.
The mushroom biome is kind of neat, but I'm afraid I don't understand why it was needed. The new regen-over-time hunger bar and the fact that food is stackable makes five-hearts-in-one-gulp mushroom soup less practical, yet mushrooms are not only more common now thanks to the addition of swamp biomes, but can each be multiplied by like 20 with bonemeal, and now this. I don't think mushroom biomes really need anything added to them, but something, somewhere, has got to give, because all this together is kind of silly.
Not related directly to the biome, but I personally would like to get rid of the ability to bonemeal mushrooms. It makes giant mushrooms more special, and mushroom biomes as well by extension, makes soup a bit rarer, and actually makes mushroom farms practical.
The mushroom biome is kind of neat, but I'm afraid I don't understand why it was needed. The new regen-over-time hunger bar and the fact that food is stackable makes five-hearts-in-one-gulp mushroom soup less practical, yet mushrooms are not only more common now thanks to the addition of swamp biomes, but can each be multiplied by like 20 with bonemeal, and now this. I don't think mushroom biomes really need anything added to them, but something, somewhere, has got to give, because all this together is kind of silly.
Not related directly to the biome, but I personally would like to get rid of the ability to bonemeal mushrooms. It makes giant mushrooms more special, and mushroom biomes as well by extension, makes soup a bit rarer, and actually makes mushroom farms practical.
But the problem is mushroom stew in itself isn't practical anymore. It heals the same as steak and porkchops, but it doesn't stack. Now if you are okay with that, then it is a good alternative to steak and porkchops. At least until breeding comes out, cows and pigs also become a renewable resource, making mushroom stew even worse of an option.
Now if a way could be figured out to stack mushroom stew without causing issue, then it would be much more viable as an option again. But till then, it's not really a good choice and so mushroom harvesting in itself is redundant.
i agree!
however, the mushroom biome grass... and i really hate to say this, but along with the news of potions and a few other things, it makes me wonder how many things minecraft/terraria will wind up having in common, sure in terraria it's a bad biome and called the corruption, but... i think we can all see where some inspiration came from on this one.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
yeah i think its kinda of like terraria but hey dont forget that terraria copied a lot of stuff from Minecraft.
Legend of Zelda also stole the idea of using hearts to represent hit points from Terraria.
lol
Keep in mind that the Mushroom Biome is an extremely rare biome. its not like they are going to be everywhere.
Get rid of the mooshroom cows and it looks at least 70-80% better.
It gets a result.
Maybe Notch should add an error block which is the shape of an erect middle finger and if you don't like it you can kill them all off? :dry.gif:
It gets a result.
I will miss your valuable insight in my efforts to understand exactly why a cow with mushrooms growing off it is in any way shape or form a useful addition to minecraft when we already have cows and we already have mushrooms, both in plentiful quantities.
Here have a Notch head to frame and put above your living area: :iapprove:.
I really like some of these ideas, and myself and others on my server are really looking forward to the potential of the 'shroom biome.
I like your ideas about the fungal growth spreading and infecting new areas. Easy tool for griefers if you don't want your whole world to turn into a 'shroom biome, but should be easy to build containment measures into your towns.
I also liked using the giant mushrooms as alternates to trees and also agree that if this is the case the small mushroom drops should be either eliminated or nerfed. Think leaf decay on trees turning into saplings. If you chop the trunk, a few normal 'shrooms will drop out of the cap decay, but then you don't get to use the caps as poison traps. (As you also suggested) to harvest a cap block, shears or some other tool must be used prior to the stem being chopped.
I also like your suggestions about the mooshrooms, specifically limited mushroom soup out of each infected cow, say 2-3 bowls, which turns them into a regular cow, just like shearing the mushroom does. They morph back into mooshrooms if they remain in the biome, as do normal cows wandering in. I also agree that they should have a different sound than normal cows.
I think the slime pools and fly swarms might be a little hard to implement, given the current spawning rules for slimes, and I think they fit better in the underground environment anyway. I do like the idea of fog over the area giving a more ethereal feel. Not quite as creepy as the Nether, but definitely not an area you want to linger in too long.
Hopefully the folks at Mojang do poke around here once in a while and take user suggestions to heart. I for one would like to see some of your ideas implemented, even if it takes a resourceful mod and a Bukkit plugin to make it work. As for the whiners, give them an option to disable it in their world generators, or leave it out in the middle of the ocean never to spread to the continent.
Not related directly to the biome, but I personally would like to get rid of the ability to bonemeal mushrooms. It makes giant mushrooms more special, and mushroom biomes as well by extension, makes soup a bit rarer, and actually makes mushroom farms practical.
Because mistress, They're harmless when you chop them up and make some hot stew out of them!
I'd be more concerned about people living in mushROOMS and prancing around on the fungal grass...
But the problem is mushroom stew in itself isn't practical anymore. It heals the same as steak and porkchops, but it doesn't stack. Now if you are okay with that, then it is a good alternative to steak and porkchops. At least until breeding comes out, cows and pigs also become a renewable resource, making mushroom stew even worse of an option.
Now if a way could be figured out to stack mushroom stew without causing issue, then it would be much more viable as an option again. But till then, it's not really a good choice and so mushroom harvesting in itself is redundant.
It gets a result.