The Meaning of Life, the Universe, and Everything.
Location:
Hume
Join Date:
5/9/2012
Posts:
1,250
Location:
None
Minecraft:
The cave game
Xbox:
360
Member Details
If the title doesn't explain enough, let me tell you what I'm thinking here.
First, I should mention, this is a mod request that I want to see in modpacks, so this should definitely be free to be used in private and public modpacks, should you decide to pick this up.
Every vanilla biome, and maybe some mod biomes in later versions, as a seperate dimension. Plus some special things.
Hear me out, I'm proposing no changes to the overworld but...
If the player crafts this pattern: (Subject to change)
Then they get a block that is called "Biome Bridge"
This block can be placed like any other normal block, and then upon right-clicking, it will display a GUI showing all of the biomes currently in the mod.
The player selects a biome, and then the block will create another block above it, the new block is a portal to the selected dimension. (No sense making these portals larger than that, you'll probably want a bunch of them in your house...)
Now, each of these dimensions is just like the overworld, except it's all just one biome, that the player selects in their portal.
List of Biomes by how much I feel they are needed, as version one probably won't have every biome...
-Mushroom Biome
-Mesa Biome
-Plains Biome
=Seecret biomes, read on.=
-Desert Biome
-Extreme Hills Biome
-Swamp Biome
-Jungle Biome
-Mega Taiga Biome
-Tundra Biome
-Forest Biome
-Ice Spikes Biome
-Roofed Forest Biome
-Savanah Biome
-Ocean Biome
-Taiga Biome
-Other mods' Biomes. (A few mods like Thaumcraft have some biomes I could see adding, but mods like Extrabiomes XL and Highlands seem pretty pointless...)
-Deep Ocean Biome
(I may be forgetting a few biomes, and beach, river, hell, and end do not get dimensions, all should be for obvious reasons. )
Now, there are also a few grayed out biomes, that you will need to unlock by putting in specific items. Hovering your mouse over these should tell you what is needed. The first of these is the mushroom biome, which only requires a mushroom, but the other four are much more interesting:
2: If you give it a peice of grass, so silk touch, it will let you go to a flatgrass world, which is slightly different from the one chosen at generation, in that no mobs spawn there, passive or hostile. (OR SLIME! HA! GET OFF OF MY BUILD!)
3: Give your portal a blaze powder, and it will spawn a dimension with the background of the nether that is entirely empty except for an infinite nether fortress.
4: Giving it a peice of glass will give you an entirely empty dimension except for your portal. Build your dreams. (Some other mods also do this, so this one is the least important of the special biomes)
5: Give it an emerald (Easier, because extreme hills dimension) and it will take you to a flatgrass dimension that has about 16 blocks of dirt instead of three, covered entirely by village as far as the eye can see. (Spawns blacksmith villagers, but no blacksmith forges because the chests would make that overpowered, and spawns iron golems anywhere, but fairly rarely. If it's tied to villiger count as normal then you get overrun with infinite iron golems immidietly.)
Note:
In the void dimension, a small platform spawns below your portal, made of cobblestone. In the ocean and deep ocean, your portal spawns on a small wooden raft-like construction. In snowy biomes and extreme hills, your portal gets a cobblestone block a few block above it, to prevent it from being snowed on.
Finally, very late game, because this, like the flatgrass, requires silk touch, if you use a silk-touch pickaxe on the portal part of the portals, you can actually pick them up. They'll just disapear if you place them, but if you craft them with a glass bottle, you'll get an item called 'dimension in a bottle' which is simply a portable portal that can be used with right-click. You can also get one for the overworld by doing this to the other side of any of your portals. Be careful though, don't want to remove your only way back...
Made from really cheap materials to encourage early-game use, and discourage people simply changing their portal to a new dimension every time they want to visit anywhere, rather than making seperate portals.
I'd love to do this myself, but I have a bunch of projects in front of me, and I'm still really early in learning java :\
1.7.10 is the version I feel needs this more, so that version first, then 1.8.9 if you're feeling ambicious...
Also, should be a config allowing the user to disable any specific dimensions if they don't like them, as well as the dimension-in-bottles, and a blacklist for dimensions where the player can't use dimension-in-bottles, and a blacklist for village buildings in the village dimension, because some of those add up really fast too...
Finally, it would be great to get the modtweaker guys to add a thing where the items needed to go to each dimension are customisable
Mod compatibility:
The biomes themselves should be the same, so anything a mod adds to generation should be there.
Post release, a few mod biome dimensions should be added:
-It would be great to have some unlockable dimensions for various twilight forest biomes.
-With Thaumcraft, Taint and Magical forest biomes should be available. Taint is free to enter, Magical forest requires greatwood.
-Maybe some Erebus things?
-If a mod that adds additonal nether biomes is added, giving netherrac to your portal should allow it to go to a hell-only world.
Also later on....
-Config option if alongside Botania to make portals powered by mana.
-Config option if alongside Blood Magic to make portals powered by blood.
-Config option to make villagers that spawn in village dimension have a seperate entity id from normal villagers, so that Tconstruct can't turn them into emeralds, and mod trades might not work.
Addon:
Once the mod is to a pretty stable place, and the stuff I talk about on this page is complete, there should be a seperate mod that ISN'T technically an addon to this, as it runs without, but a mod that adds specific reasons to visit each biome. Some examples/thoughts follow:
-Terraria's Chlorophyte spawns in jungles, except that it's not able to be made into tools or armour.
-Blue mushrooms (actually, maybe purple?) spawn in the underground below the mushroom biome.
-Crafting Chlorophyte with blue/purple shrooms gives you shroomite, as in terraria. Shroomite is a good material.
-Oceans feature shipwrecks with rare pirate-themed items like cutlasses and suchlike hidden in chests
-Void world features very-rare flying monsters with an ender theme who can be an extra source of ender pearls. Can be configed out because not everybody wants that....
Pros:
-Y'know how you quest around at the start of a new world for a good place to start off? WELL NOW YOU DON'T HAVVE TO!
-Y'know how on a muliplayer world you tend to have to quest around for a place that's not overpopulated by other people? WELL NOW THEY'RE SPLIT UP AMONG 15 OR SO DIMENSIONS, SO IT'S WAY EASIER!
-Looking for Jungle Temples and Pyramids is way less annoying like this, without getting too much easier.
-Some mods, like the betweenlands and Chocolate Quest, give the player really strong incentives to look around in particular biomes for things, this makes that simple.
-With such a wealth of villigers, you can finally find that perfect trade!
-Building just got a lot nicer, and that 'world type' button seems to matter a lot less, so long as the world has cobblestone...
-If one of your worlds gets horribly destroyed or corrupted, you sorta have a backup. Sorta.
-Mostly easy to program, except for the dimensions based on non-pre-existing biomes. And even with those, how hard is a void world or a flatgrass?
Cons:
-When improperly configured, extremely exploitable. (Tconstruct smeltary alongside that village dimension means infinite emeralds. Not that those are the most useful material I suppose...)
-Uses up a lot of dimension IDs fast, making it likely to be incompatible with other mods unless configured properly.
-Village dimension may cause feirce lag if you don't config down the villiger spawns a bit...
Have you taken a look at MystCraft? While it doesn't provide the exact functionality your looking for, it does do something very similar. Also, your cons aren't necessarily true, while yes this would use up a lot of Dimension ID's as far as I know they are unlimited. Also, lag is not caused by dimensions themselves, rather by the things inside those dimensions. So regardless of what dimension the player is in, lag will always be dependant on what he actually builds in that dimension (with exception to certain circumstances, like the nether's flowing lava, which is still tiny in comparison to machinery added by other mods)
It also wouldn't be terribly difficult to make, since the biomes already have terrain generation, a modder could hijack those and use that on a repeat loop, and since Minecraft is procedurally generated that wouldn't even have to be done all once.
The only things that could be slightly difficult is making specialist biomes (such as the nether fortress) which don't strictly exist in Minecraft already. Yes nether fortresses exist but there is no biome which strictly ONLY generates them. Either way, it still doesn't pose much of a challenge.
The issue that I actually see, is that this would be ridiculously overpowered (which is also the reason Mystcraft is removed on a lot of servers, or at the very least severely limited). While this mod doesn't directly give you free resources, it does allow you get those resources much easier than you should be able to. Using your example in the pro's about finding a perfect trade, Mojang was well aware that players wouldn't be able to find the perfect trade first time (mostly). You have to go out and search for that perfect villager, which means that your reward for finding it is more balanced. Trading would be ridiculously overpowered if you had an unlimited amount of villagers to choose from, especially with additions to villager trading from other mods.
All in all, this is a good idea, but it would definitely have to be much harder to use/build and require a lot of configuration options so that server owners didn't just pass it up as too overpowered. That's a lot of work to do for something which is basically a replica of an already existing mod, Mystcraft.
While I have not used Mystcraft much myself, I would argue that it is a very different mod.
While mystcraft offers a lot of additional control, it has the downsides that it gives the player many detrimental effects, and is excessively confusing.
As I said, I've only done about half-an-hour's play with Mystcraft, but I never figured out how to leave ages, and the worlds are, as far as I've seen, never all-one-biome worlds. I'm not explaining myself too well here, but I don't think that mystcraft is nearly similar enough. Certainly "A replica" would be an overstatement, even if I'm wrong about everything I just said.
I think the biggest point for me in favour of this over Mystcraft, is that Mystcraft is complex, and later game, while this is early game enough that a player with a wooden pickaxe and a crafting table can use their stuff.
I agree that this makes some parts of the game easier, but I also feel like it balances itself fairly well.
In the example of vanilla stuff, yes, you can find emeralds more easily if your whole world is extreme hills, however, you could find them in vanilla as well, simply by spending an hour walking forwards and checking every 30 seconds if you're near a biome you like. This mod would make that not take an hour of your life, but wouldn't exactly make it 'easy,' you still have to mine down and find emeralds, but now you don't have to spend an hour first looking for the biome.
As far as I'm concerned, this doesn't make the game 'easy,' this makes the grindy parts of the game where you just wait for something to happen shorter, and if this is overpowered, then by extension, minecraft's having an infinite world is overpowered.
In terms of villagers, I think it's unfair to say that this is broken. Villager trades are natoriously laughably bad, and this would make it so that players who would have gotten 4 fish for an emerald, might find a trade for 6. That isn't game breaking, that makes getting ripped off into getting a little ripped off. They're still villagers.
All that said, you're correct about lag and dimension limits, that was poorly researched and I'm now changing it in the O.P.
And to sumerize what I'm saying, aside from pehaps the village dimension, this adds nothing that is not already in the game, besides an easy way to get between things that are.
If the title doesn't explain enough, let me tell you what I'm thinking here.
First, I should mention, this is a mod request that I want to see in modpacks, so this should definitely be free to be used in private and public modpacks, should you decide to pick this up.
Every vanilla biome, and maybe some mod biomes in later versions, as a seperate dimension. Plus some special things.
Hear me out, I'm proposing no changes to the overworld but...
If the player crafts this pattern: (Subject to change)
Then they get a block that is called "Biome Bridge"
This block can be placed like any other normal block, and then upon right-clicking, it will display a GUI showing all of the biomes currently in the mod.
The player selects a biome, and then the block will create another block above it, the new block is a portal to the selected dimension. (No sense making these portals larger than that, you'll probably want a bunch of them in your house...)
Now, each of these dimensions is just like the overworld, except it's all just one biome, that the player selects in their portal.
List of Biomes by how much I feel they are needed, as version one probably won't have every biome...
-Mushroom Biome
-Mesa Biome
-Plains Biome
=Seecret biomes, read on.=
-Desert Biome
-Extreme Hills Biome
-Swamp Biome
-Jungle Biome
-Mega Taiga Biome
-Tundra Biome
-Forest Biome
-Ice Spikes Biome
-Roofed Forest Biome
-Savanah Biome
-Ocean Biome
-Taiga Biome
-Other mods' Biomes. (A few mods like Thaumcraft have some biomes I could see adding, but mods like Extrabiomes XL and Highlands seem pretty pointless...)
-Deep Ocean Biome
(I may be forgetting a few biomes, and beach, river, hell, and end do not get dimensions, all should be for obvious reasons. )
Now, there are also a few grayed out biomes, that you will need to unlock by putting in specific items. Hovering your mouse over these should tell you what is needed. The first of these is the mushroom biome, which only requires a mushroom, but the other four are much more interesting:
2: If you give it a peice of grass, so silk touch, it will let you go to a flatgrass world, which is slightly different from the one chosen at generation, in that no mobs spawn there, passive or hostile. (OR SLIME! HA! GET OFF OF MY BUILD!)
3: Give your portal a blaze powder, and it will spawn a dimension with the background of the nether that is entirely empty except for an infinite nether fortress.
4: Giving it a peice of glass will give you an entirely empty dimension except for your portal. Build your dreams. (Some other mods also do this, so this one is the least important of the special biomes)
5: Give it an emerald (Easier, because extreme hills dimension) and it will take you to a flatgrass dimension that has about 16 blocks of dirt instead of three, covered entirely by village as far as the eye can see. (Spawns blacksmith villagers, but no blacksmith forges because the chests would make that overpowered, and spawns iron golems anywhere, but fairly rarely. If it's tied to villiger count as normal then you get overrun with infinite iron golems immidietly.)
Note:
In the void dimension, a small platform spawns below your portal, made of cobblestone. In the ocean and deep ocean, your portal spawns on a small wooden raft-like construction. In snowy biomes and extreme hills, your portal gets a cobblestone block a few block above it, to prevent it from being snowed on.
Finally, very late game, because this, like the flatgrass, requires silk touch, if you use a silk-touch pickaxe on the portal part of the portals, you can actually pick them up. They'll just disapear if you place them, but if you craft them with a glass bottle, you'll get an item called 'dimension in a bottle' which is simply a portable portal that can be used with right-click. You can also get one for the overworld by doing this to the other side of any of your portals. Be careful though, don't want to remove your only way back...
Made from really cheap materials to encourage early-game use, and discourage people simply changing their portal to a new dimension every time they want to visit anywhere, rather than making seperate portals.
I'd love to do this myself, but I have a bunch of projects in front of me, and I'm still really early in learning java :\
1.7.10 is the version I feel needs this more, so that version first, then 1.8.9 if you're feeling ambicious...
Also, should be a config allowing the user to disable any specific dimensions if they don't like them, as well as the dimension-in-bottles, and a blacklist for dimensions where the player can't use dimension-in-bottles, and a blacklist for village buildings in the village dimension, because some of those add up really fast too...
Finally, it would be great to get the modtweaker guys to add a thing where the items needed to go to each dimension are customisable
Mod compatibility:
The biomes themselves should be the same, so anything a mod adds to generation should be there.
Post release, a few mod biome dimensions should be added:
-It would be great to have some unlockable dimensions for various twilight forest biomes.
-With Thaumcraft, Taint and Magical forest biomes should be available. Taint is free to enter, Magical forest requires greatwood.
-Maybe some Erebus things?
-If a mod that adds additonal nether biomes is added, giving netherrac to your portal should allow it to go to a hell-only world.
Also later on....
-Config option if alongside Botania to make portals powered by mana.
-Config option if alongside Blood Magic to make portals powered by blood.
-Config option to make villagers that spawn in village dimension have a seperate entity id from normal villagers, so that Tconstruct can't turn them into emeralds, and mod trades might not work.
Addon:
Once the mod is to a pretty stable place, and the stuff I talk about on this page is complete, there should be a seperate mod that ISN'T technically an addon to this, as it runs without, but a mod that adds specific reasons to visit each biome. Some examples/thoughts follow:
-Terraria's Chlorophyte spawns in jungles, except that it's not able to be made into tools or armour.
-Blue mushrooms (actually, maybe purple?) spawn in the underground below the mushroom biome.
-Crafting Chlorophyte with blue/purple shrooms gives you shroomite, as in terraria. Shroomite is a good material.
-Oceans feature shipwrecks with rare pirate-themed items like cutlasses and suchlike hidden in chests
-Void world features very-rare flying monsters with an ender theme who can be an extra source of ender pearls. Can be configed out because not everybody wants that....
Pros:
-Y'know how you quest around at the start of a new world for a good place to start off? WELL NOW YOU DON'T HAVVE TO!
-Y'know how on a muliplayer world you tend to have to quest around for a place that's not overpopulated by other people? WELL NOW THEY'RE SPLIT UP AMONG 15 OR SO DIMENSIONS, SO IT'S WAY EASIER!
-Looking for Jungle Temples and Pyramids is way less annoying like this, without getting too much easier.
-Some mods, like the betweenlands and Chocolate Quest, give the player really strong incentives to look around in particular biomes for things, this makes that simple.
-With such a wealth of villigers, you can finally find that perfect trade!
-Building just got a lot nicer, and that 'world type' button seems to matter a lot less, so long as the world has cobblestone...
-If one of your worlds gets horribly destroyed or corrupted, you sorta have a backup. Sorta.
-Mostly easy to program, except for the dimensions based on non-pre-existing biomes. And even with those, how hard is a void world or a flatgrass?
Cons:
-When improperly configured, extremely exploitable. (Tconstruct smeltary alongside that village dimension means infinite emeralds. Not that those are the most useful material I suppose...)
-Uses up a lot of dimension IDs fast, making it likely to be incompatible with other mods unless configured properly.
-Village dimension may cause feirce lag if you don't config down the villiger spawns a bit...
Update: Made textures for some of the biome in bottles:
Click here for those.
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
While I have not used Mystcraft much myself, I would argue that it is a very different mod.
While mystcraft offers a lot of additional control, it has the downsides that it gives the player many detrimental effects, and is excessively confusing.
As I said, I've only done about half-an-hour's play with Mystcraft, but I never figured out how to leave ages, and the worlds are, as far as I've seen, never all-one-biome worlds. I'm not explaining myself too well here, but I don't think that mystcraft is nearly similar enough. Certainly "A replica" would be an overstatement, even if I'm wrong about everything I just said.
I think the biggest point for me in favour of this over Mystcraft, is that Mystcraft is complex, and later game, while this is early game enough that a player with a wooden pickaxe and a crafting table can use their stuff.
I agree that this makes some parts of the game easier, but I also feel like it balances itself fairly well.
In the example of vanilla stuff, yes, you can find emeralds more easily if your whole world is extreme hills, however, you could find them in vanilla as well, simply by spending an hour walking forwards and checking every 30 seconds if you're near a biome you like. This mod would make that not take an hour of your life, but wouldn't exactly make it 'easy,' you still have to mine down and find emeralds, but now you don't have to spend an hour first looking for the biome.
As far as I'm concerned, this doesn't make the game 'easy,' this makes the grindy parts of the game where you just wait for something to happen shorter, and if this is overpowered, then by extension, minecraft's having an infinite world is overpowered.
In terms of villagers, I think it's unfair to say that this is broken. Villager trades are natoriously laughably bad, and this would make it so that players who would have gotten 4 fish for an emerald, might find a trade for 6. That isn't game breaking, that makes getting ripped off into getting a little ripped off. They're still villagers.
All that said, you're correct about lag and dimension limits, that was poorly researched and I'm now changing it in the O.P.
And to sumerize what I'm saying, aside from pehaps the village dimension, this adds nothing that is not already in the game, besides an easy way to get between things that are.
Thank you for your thoughts.
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
Nice
Stay awesome!
Thanks
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
So... Three 'maybes' for making this is what I'm getting. Don't suppose anybody has any kind of timeframe?
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
Well.... This will involve tile entities and I'm not excited to program those (although those are virtually unavoidable). Also, people might be busy.
Stay awesome!
Haha, well, yeah. Sometimes people have lives. Shame on them.
And yeah, tile entities.
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
All 'terrible idea' votes are discounted without an explaination. If you have an opinion, have that opinion.
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
I'm lonely: Bunp!
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
There there. Don't be. I'll whisper sweet nothing to you.
Stay awesome!