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:
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 a useful features and interesting a 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 is 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:
i thought that this would be appropriate! :tongue.gif:
Mushroom biomes definitely need badgers.
Rollback Post to RevisionRollBack
More Ocean Life: Kelp, Coral, Crabs and Jellyfish; Coconut Palm trees for beaches and islands. Terrain Generation Changes: Which biomes and world-building features are most in need of change?
I'm kind of disappointed that the mooshrooms sound, at least for now, like regular cows. I think they'd sound better if they moo'd in a monotone or something, showing further proof of their takeover by the fungi growing on them. Kinda zombie-like, or robotic, or mind-controlled, something. I know that there are new sounds incoming, either for the final 1.9 release patch or later on, but I hope that this has been thought of. If not, please consider it Mojang!
I'm kind of disappointed that the mooshrooms sound, at least for now, like regular cows. I think they'd sound better if they moo'd in a monotone or something, showing further proof of their takeover by the fungi growing on them. Kinda zombie-like, or robotic, or mind-controlled, something. I know that there are new sounds incoming, either for the final 1.9 release patch or later on, but I hope that this has been thought of. If not, please consider it Mojang!
I know this is going to sound very silly, but to me new biome is not so great thing at all... I just found minecraft and last few days have been blast. I love legos, and I love minecraft. But the thing is that I have very bad case of mushroom phobia. Really, I can't even read this board nowdays without heavy image filtering. It's not really a problem IRL, but this new biome is like from my deepest nightmares. Sigh, I guess this is it for me. I wish I had started playing earlier, so I could had more time with this.
It´s a phobia, it's supposed to be irrational. Can't help it thought.
Then I would not suggest exploring the deep ocean without some atropine nearby. If you stick to continents, you won't ever have a chance of finding the biome.
Yeah, I'm hoping they turn out to be really really rare. But I just hate the idea of bumping into one. I'm now waiting how it turns out be. Hate to use atropine or claw my eyes out. Usually I wouldn't care much, I would just ditch the game. But Minecraft has been so much fun.
IIRC, the coding is such that mushroom biomes can only spawn within mushroom ocean biomes which can only spawn within oceans. I doubt any could even be in sight of a continent.
i dont think it was really necessary. i mean notch has ran out of ideas for stuff. mooshrooms? what?! you already added muchroom trees! now a mushroom biome! you are crazy notch! Too much mushrooms! might as well call is mushcraft. and the dirt in the muchroom biome looks like the corrupted like in terraria.
Went to my first Mushroom biome not more than 20min ago and it was cool, didn't notice at first that all the ground cover in the biome was releasing spores.
Seems to me like the ground cover negates the normal constraints on Mushrooms, seemed to be a lot more close together and they were growing in direct sunlight (also cool). Didn't notice any increase in the quickness of mushroom propegation, but I also didn't stare at them(Faster growing mushrooms would be a plus).
I do like Lady Eternity's idea that there should be more of a zerg-esq creep feeling to the zone and a possible fog/miasma effect.
Would be nice if you could somehow harvest the ground cover and take it to another biome, tho I do not think it should naturally spread as that could become catastrophic quite quickly. Maybe harvesting the "grass" layer would return some spores that you could use on dirt blocks elsewhere (my underground mushroom farm(s) would thank you) but they would not spread from the block that you used them on.
The whole time I was there I almost expected a giant mushroom tendril to come shooting up through the ground in an attempt to crush me ..... that would probably be nifty and lend itself to the impression that the entire biome is one organism.
But over all impression was, freaking sweet :smile.gif:
I do like Lady Eternity's idea that there should be more of a zerg-esq creep feeling to the zone.
From what the wiki says, it apparently spreads to any available dirt blocks (but doesn't spread to grass blocks). Getting even a little into an underground dirt cavern could be a recipe for hilarity.
i think they look awesome. but if i had to add one thing it would be some sort of mushroom man mob we get to fight in the day and night.
other than that it looks awesome and i wish we could place mycrelium in creative mode so i can start a continent mushroom outbreak for fun. and do the same for a RP server im on to give somwe knights a task
i think they look awesome. but if i had to add one thing it would be some sort of mushroom man mob we get to fight in the day and night.
other than that it looks awesome and i wish we could place mycrelium in creative mode so i can start a continent mushroom outbreak for fun. and do the same for a RP server im on to give somwe knights a task
i thought you could place mycrelium in creative mode... i just use TMI instead :tongue.gif:
i thought you could place mycrelium in creative mode... i just use TMI instead :tongue.gif:
no there are a few things you cant place in creative mode like mycrelium and mob spawners. and 1.9 pre keeps crashing on me so i cant see if they added mushroom blocks yet
People complaining about variety depresses me. Okay, so there's not much too the mushroom biome other than giant mushrooms and mooshrooms -- so two unique types of flora and one type of fauna. This is worse than not having it and having another forest or prairie biome generated instead... how? That's a rhetorical question, btw. Personally I think they're neat.
People complaining about variety depresses me. Okay, so there's not much too the mushroom biome other than giant mushrooms and mooshrooms -- so two unique types of flora and one type of fauna. This is worse than not having it and having another forest or prairie biome generated instead... how? That's a rhetorical question, btw. Personally I think they're neat.
i completely agree with you... goodnight everyone i need to go to sleep :sad.gif:
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
u deserve diamonds, cookies and a hug <3
Mushroom biomes definitely need badgers.
Terrain Generation Changes: Which biomes and world-building features are most in need of change?
Okay there, negative Nancy
i agree :biggrin.gif:
I'm afraid of people who are afraid of mushrooms.
Then I would not suggest exploring the deep ocean without some atropine nearby. If you stick to continents, you won't ever have a chance of finding the biome.
IIRC, the coding is such that mushroom biomes can only spawn within mushroom ocean biomes which can only spawn within oceans. I doubt any could even be in sight of a continent.
Seems to me like the ground cover negates the normal constraints on Mushrooms, seemed to be a lot more close together and they were growing in direct sunlight (also cool). Didn't notice any increase in the quickness of mushroom propegation, but I also didn't stare at them(Faster growing mushrooms would be a plus).
I do like Lady Eternity's idea that there should be more of a zerg-esq creep feeling to the zone and a possible fog/miasma effect.
Would be nice if you could somehow harvest the ground cover and take it to another biome, tho I do not think it should naturally spread as that could become catastrophic quite quickly. Maybe harvesting the "grass" layer would return some spores that you could use on dirt blocks elsewhere (my underground mushroom farm(s) would thank you) but they would not spread from the block that you used them on.
The whole time I was there I almost expected a giant mushroom tendril to come shooting up through the ground in an attempt to crush me ..... that would probably be nifty and lend itself to the impression that the entire biome is one organism.
But over all impression was, freaking sweet :smile.gif:
Minecraft stole the idea of skeletons from Terraria.
From what the wiki says, it apparently spreads to any available dirt blocks (but doesn't spread to grass blocks). Getting even a little into an underground dirt cavern could be a recipe for hilarity.
haha lol not really
other than that it looks awesome and i wish we could place mycrelium in creative mode so i can start a continent mushroom outbreak for fun. and do the same for a RP server im on to give somwe knights a task
i thought you could place mycrelium in creative mode... i just use TMI instead :tongue.gif:
no there are a few things you cant place in creative mode like mycrelium and mob spawners. and 1.9 pre keeps crashing on me so i cant see if they added mushroom blocks yet
i completely agree with you... goodnight everyone i need to go to sleep :sad.gif: