I will be editing as things are pointed out and added or removed.
EDIT: The fog is now a replacement for the rain. When it rains everywhere else, it fogs in the Moorlands.
Many early comments mention Giants because the original topic mentioned that this would be a good biome for Giants. They have since been removed. For those who have not heard about Giants, you can read more about them on their dedicated wiki page linked below.
Moorland. Terrain-wise a very plains-like biome of smooth, rolling hills and mossy cobblestone, but instead of rain it fills with a dense fog or mist that cuts off your visibility at around 18 blocks. The fog makes it harder to see your target the farther it is from your current position until it is simply gone from sight, which would be just past the 18 blocks. Mobs can see you at 15, making it a challenge to run around when it’s fogging out. And Endermen can see you from much farther than 18 blocks so you can’t see them through the fog. You can’t see them, but they can see you. Things that produce light, like torches and spider and endermen eyes, stand out a little longer, but they also fade away.
I don't know how to code to make a more natural looking fog effect that starts where you're standing and gradually thickens, so the closest I could come up with to demonstrate the effect of having your vision cut off is setting the Chunk Render Distance all the way down to 2.
Skeleton.
Creepers.
Zombie.
Same as when it rains crops grow faster and the sun, moon and stars are blocked from view when it fogs. Everything is tinted in a bright gray during the day and nighttime visibility is even worse. The fog does everything that the rain does. It hurts snowmen, puts out fires, and mobs don’t burn during the day, but unlike rain you can’t hide from fog under a tree or in a house or a cave so fires don’t work anywhere. Skeletons being white might be a tad harder to spot in the fog. And if you tick off one zombie there’s no telling how many are out there that you can’t see just waiting for a target.
Potentially when it is foggy furnaces don’t work and torches don’t glow, but that might be taking things too far and make the Moorland less vanilla friendly and more like a mod.
The fog doesn’t reach up to block y225, rather it stops at 20 blocks above the average ground height of the biome. I like the 20 block deep fog because you can build a home above it and stand on your balcony watching the faded silhouettes of mobs wandering under you. You could be standing in the rain on a mountain looking down at a large patch of settled fog surrounded by forests far below, which is actually extremely realistic.
In a Moorland M there could be a little oak tree here and there, similar to the flecking of trees on the Extreme Hills, and the hills would be a little rougher as found on Plains M. A Moorland Edge could have thinner fog and greater visibility similar to the way Jungle Edge has only smaller trees if an Edge biome is wanted, but I’d rather have a thick, sudden wall of fog.
Alright Now, ENOUGH About The Freak’n Fog!
ONTO THE REST OF THE BIOME!
To distinguish the land further from the Plains Biomes the idea of using Mossy Cobblestone, Podzol, and Mycelium have been brought up in the comments. Mossy Cobblestone makes a LOT of sense because of all the humidity. But Podzol is nearly always found in wooded regions, so for podzol to exist the area must have once been covered in forest. This doesn't make much sense on a Moorland so I'd rather not have it.
Sparse trees, Heather, Mossy Cobblestone, and a lone block of Mycelium.
Also For awhile there I thought Mycelium was made of decaying wood, but have since read up on the subject and found that this is simply not the case and that Mycelium is nothing more than the fruiting body of the fungus. So the original plan to have Mycelium found growing around logs for stumps would be inaccurate. It would be far more realistic to have very rare individual blocks of it with a single mushroom randomly placed out in the open. This alone would make the Moorland worth investigating. The Mushroom Biome is so rare that it would be nice to have another source of Mycelium. It’d still be rare and you’d still need Silk Touch (or a dirt bridge) to take it anywhere, so why not?
One little rare block of Mycelium hiding in the grass, it's position advertised by a traitorous red mushroom.
Heather, the pink flower in the first attached picture, is a biome-specific plant. It just makes dye and is found in patches like the tulips in the plains, but more common. There are moors so covered in heather that all you can see is a sea of pink.
First attempt at Heather. I need to make the pink darker.
I'm looking for input and criticism to help hammer this out.
Hopefully these pictures give a better visual for the fog effect than the spoilers.
1. You said nothing about giants except that they exist. Tell us more.
2. Fog makes it easier to get lost? Blah.
3. Same with fog obscuring ravines. I'm all for atmosphere, but that's a potential disaster. It's one thing to fall in a ravine because you're not paying attention to where you're walking, but if you fall in because you can't see it? No thanks.
4. If the sun is never visible, that means mobs would spawn at all times, like when it's raining?
5. Fog to 30 blocks is okay. I like the idea of building a sky house and looking down at the fog. That's beautiful IRL, so I imagine it'd be pretty in Minecraft as well.
It sounds interesting, but more information is needed. Partial support. Personally, I would not build my base in a place with dangers I can't see and mobs spawning 24/7, but it might be fun to explore once in a while.
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I must not fear. Fear is the mind-killer. I will face my fear. I will let it pass over me and through me, and when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.
Giants are already in Minecraft as giant zombies that instakill the player.
They what? I've never seen or heard of such a thing. Also, saying there are giant zombies that instakill still doesn't say anything about them. How giant? Health? Spawn rates? Etc...
Most likely if I've never heard of giant zombies, the same is true of others, so my comment stands.
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I must not fear. Fear is the mind-killer. I will face my fear. I will let it pass over me and through me, and when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.
1. You said nothing about giants except that they exist. Tell us more.
2. Fog makes it easier to get lost? Blah.
3. Same with fog obscuring ravines. I'm all for atmosphere, but that's a potential disaster. It's one thing to fall in a ravine because you're not paying attention to where you're walking, but if you fall in because you can't see it? No thanks.
4. If the sun is never visible, that means mobs would spawn at all times, like when it's raining?
5. Fog to 30 blocks is okay. I like the idea of building a sky house and looking down at the fog. That's beautiful IRL, so I imagine it'd be pretty in Minecraft as well.
It sounds interesting, but more information is needed. Partial support. Personally, I would not build my base in a place with dangers I can't see and mobs spawning 24/7, but it might be fun to explore once in a while.
They what? I've never seen or heard of such a thing. Also, saying there are giant zombies that instakill still doesn't say anything about them. How giant? Health? Spawn rates? Etc...
Most likely if I've never heard of giant zombies, the same is true of others, so my comment stands.
All the information you could ask for about this currently unused mob can be found on its dedicated wiki page linked above. It's a biome that almost revolves around this mob. A Lot of players want them to finally implement this guy and in a open ground biome that cuts your vision short they'd be less of a novelty to watch on the horizon and more of an actual threat that can get close. With their huge bulk the only biomes they'd be able to move freely in are plains.
A land where Giants can sneak up on you in the middle of the day, arrows fly from seemingly nowhere, shadows with red eyes peer at you through the gloom, and the Gods help you if a zombie calls over his friends.
I can't imagine a Giant being very good at sneaking. I also can't see giants being a very good addition to vanilla as the terrain is too blocky and sometimes cramped for a giant to get around. The foggy biome alone is alright, though.
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
I can't imagine a Giant being very good at sneaking. I also can't see giants being a very good addition to vanilla as the terrain is too blocky and sometimes cramped for a giant to get around. The foggy biome alone is alright, though.
The thought was that if you can't see very far then Giants can get much closer without being seen. A "giant" can't get much sneakier than that, if you can call it sneaking, but it's the closest that they can come to it. I've played with them and near as I can tell they sound just like zombies, no other sound, not even walking strangely enough because it's probably an unfinished mob, so if you're around zombies it would be harder to hear it coming too. As far as the terrain goes that's why I'm suggesting them as biome specific to a flat, treeless land. Bulky horses would constantly get stuck in Roofed Forest M and hyper Ocelots would be constantly flying off of cliffs in Extreme Hills variants, but horses fit just fine in savannas and plains and tiny Ocelots are perfect for tight jungles. Giants wouldn't have a problem given the right biome, the question is would they be a positive addition to Minecraft.
Thank you for your support of the biome itself, I'll be adding something to the effect of that imho this would be a good biome for Giants for the reasons just mentioned.
Although originally when I started typing this down in a file I was trying to think up a biome that revolved around Giants, it moved beyond being about Giants even before posting the topic. This is more about the biome than a mob and the biome can do just as well without the mob, so why copy and past an entire wiki page that's longer than the original topic for one mob. More people are focusing on the mob than the biome anyway and the Giants are just a suggestion attached to a suggestion. At the time you were posting this I was in the process of adding a pole over whether or not to include Giants in the biome to help show people that I'm not pushing Giants as a necessity.
Not bad, an interesting biome to re-introduce giants from being an unused braindead mob that can only appear from /summon command.
The Giants must be fixed first though, give them AI again (Better AI of course than pre-1.8),
fix their hitbox bug, better drops (higher experience and lots of rotten flesh maybe), etc..
However the biome still looks bland though except the giant and fog thing.
As it has high humidity, maybe one thing to add is that lots of mushroom can spawn and grow faster,
or giant mushrooms can occasionally spawn there. And since it's moor, the soil might has lower quality and crops grow much slower.
Giants are being edited out of most of the OT, just leaving a little about them at the beginning. But I agree that the mob needs an overhaul, worthwhile drops, and possibly even a different look since this is actually a living being, not undead like the zombies, so why should it look like a zombie. And considering their instant kill damage and high health maybe they'd drop something far more precious than a shower of rotten flesh, like golden apples or golden carrots.
As for mushrooms, mushrooms grow in the dark and not on grass. This is a bright, open, grassland with few trees. But it's a great thought, I can see them spreading faster in the caves. The fog is down there too. The opinion I had on crops was that since fire reacts to fog like it was rain maybe crops would too and grow faster in the humidity, I didn't know about moors having generally poorer soil.
I wonder if dogs would shake off the moment they stepped out of the fog.
Individual blocks of water don't cause lag. I wasn't really thinking of the fog as a block like water source blocks, but I guess it would have to be in order for there to be a wall of it at the edge of the biome. The more blocks you look through the more obscured your vision. One or two isn't very noticeable, but at 18 your vision is nearly blocked off.
Edit: As far as blocks go, maybe this could be more of a rain like block. You can walk through it and it doesn't knock things like torches and paintings off of walls, but rain can take up the same space as objects with a small hit box. Rain will fall on a carpet instead of stopping above it. Heck, stick a carpet on a torch on the wall and watch the rain go right through like the carpet isn't there. I think rain falls around an objects hit box, which is why it can take up the same block space torches and buttons and ladders.
I like the idea of a moorland, but only as a normal biome. Perhaps Giants could appear at night, but in the day it would be better suited as a standard flattish biome, possibly with a higher chance of rain (if chunk rain were to be added!!) and with more low vegetation like heathers or grasses.
I like the idea of a moorland, but only as a normal biome. Perhaps Giants could appear at night, but in the day it would be better suited as a standard flattish biome, possibly with a higher chance of rain (if chunk rain were to be added!!) and with more low vegetation like heathers or grasses.
The fog is meant to be the main unique feature of this biome so I'd prefer it stays. Maybe the fog alone will become a purely visual effect that won't obscure your vision or have any impact on gameplay beyond looking cool and I'm fine with that, but this biome is about the fog. If it's not there then this isn't the intended biome. It's like a suggestion for a bamboo forest biome and removing the bamboo. The fog is the biome. Even if other biome-specific features become center stage and the fog becomes purely aesthetic I really want the fog to stay.
That being said I love your suggestions as additions and want to explore them.
When it rains doesn't it rain across the whole map in all the biomes where rain can fall? I didn't think that rain could fall at different times in different biomes. When it starts raining on a public server everyone starts complaining at the same time so I though it rained everywhere at once.
(Edit: Looked back and if finally sunk in what you meant about "chunk rain"... Rain occurring in at different times in different chunks... :End edit)
Because of the idea that the rain thins out the fog to give you a clear view of the surrounding land it would be awesome if it could rain more often in the Moorland. And even if the fog was just aesthetic it would still be a cool effect. Also I love the idea of more variety in the low vegetation. Maybe the grass is mixed in with another low growing plant as you have suggested, a plant that doesn't grow two blocks tall like the grass does and obscure your vision. A plant or plants that would take over because of all the rain and humidity. Heck, maybe it's just a different looking grass like plant that drops seeds.
(Edit: Was looking up plants and found pictures of the heather, I didn't know they could cover a moorland like that! It's beautiful! Maybe it could be a variation like the Sunflower Plains, because it would look more natural and prettier growing in a dense field.)
I'm starting to really like this idea of more low plant variety or another dominant low plant with more rain and the fog being a purely aesthetic feature, but I'd still want to be able to see where the fog starts and stops from outside the biome. A wall of fog is an awesome sight in real life and it'd be really cool to see it in Minecraft at a biome's edge.
Another player had a similar idea about the plant-life being different, but they thought that I was suggesting the fog blocked out the light to make a perpetual dark biome so they suggested that mushrooms and giant mushrooms were common out in the open, almost like a thinned out mushroom island. But giant mushrooms would look out of place on a Moors. Maybe small mushrooms could work though. But the only ways I can think of that small mushrooms could grow out in the open on this sunny biome are 1) if little patches of mycelium were found periodically in the grass and 2) if new possibly biome-specific mushrooms were introduced that could grow in the grass in full sun that would be found in the Moorland. But podzol by definition is found in evergreen forests, so that's out of the question, and mycelium is made from decaying wood. If trees dot the landscape then maybe a few blocks of mycelium could show where a tree has decayed and that would actually be realistic, perhaps surrounding a block of wood for a stump. Mushrooms love to grow where there's dead roots. There's a wonderful topic already posted devoted to mushrooms that depicts many varieties with spoilers and everything that I'd link above and would have to read through to make sure I don't overlap any concepts if I start suggesting new varieties. What are your thoughts on the mushrooms?
The Giants were pretty thoroughly hated by the general public so they were all but removed from the original topic and were edited out of the title. The title used to say "Foggy "Moorland", There be Giants in those hills!" Now there's just a little piece about them at the start.
Posting before the length can get any more ludicrous... 0.o Sorry for any errors, I was jumping back and forth and hope I didn't scramble anything up.
Why not make the fog cyclical along with the rain? When it rains in rainy places, fog rolls into the moor.
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I must not fear. Fear is the mind-killer. I will face my fear. I will let it pass over me and through me, and when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.
Why not make the fog cyclical along with the rain? When it rains in rainy places, fog rolls into the moor.
So when it rains in a bordering biome the Moorland fogs up? Currently when it rains it rains everywhere that rain can fall, the whole map rains at once. If it could rain in separate biomes this would be possible because it could fog up when a neighboring biome rains and depending on how many biomes it's touching it might fog up more often than expected. Another option is that the fog would accompany the rain. Otherwise fog would replace rain on the Moorland. When it rains everywhere else, the Moorlands instead fog up, like the moors are where all the humidity settles. The lack of rain might be odd, but being a fog magnet could be cool and if the fog still obscures your vision and puts out fire then it would mean just staying inside until the fog has cleared. I like the idea of the Moorland fogging up when one or more neighboring biomes are raining.
That's what I was thinking. Just as deserts and savannahs get nothing when it rains, moors get fog.
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I must not fear. Fear is the mind-killer. I will face my fear. I will let it pass over me and through me, and when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.
That's what I was thinking. Just as deserts and savannahs get nothing when it rains, moors get fog.
Cool, now I'm picturing looking down from a mountain at low fog settling into a Moorland valley. Realistic and very pretty. I'm thinking of posting some pictures of real-life examples.
Certainly, the fog does bring a sort of mystical aspect to the idea of a moorland. Patches of mycelium bedded in the ground is interesting, although perhaps podzol or another type of grass could work instead, in order to preserve rarity.
Well, Podzol by definition is found in wooded regions and Mycelium is made of decaying matter, generally wood. Maybe if the area is made to look like it was once upon a time covered in trees it could work. There could be patches of podzol and Mossy Cobblestone similar to how it’s found in the Mega Taiga biomes, but way sparser and with the mossy cobble being smooth to the surrounding ground. And perhaps mycelium could be far rarer and found only in little patches surrounding a single log, like the stump of a dead tree.
Right now the Mushroom Biome is SO rare that it would be nice to have another Survival source of the mycelium. Besides, you’d still need Silk Touch to take it elsewhere and it would be hard to find, harder than Pumpkins, but still easier than trying to find a mushroom biome. Then the Red and Brown mushrooms could be found on the patches of podzol and mycelium.
Even without the podzol the flat patches of mossy cobblestone would fit in Perfectly with all the humidity so I’ll have to remember to add that above!
I really need to rewrite most of the original topic and completely remove the Giants and add those pictures of real life examples of the fog. I’ve already collected some seriously gorgeous ones. They all look like real life examples of Minecraft, like the one with a cobblestone wall, and one even has a limping zombie in the distance.
I will be editing as things are pointed out and added or removed.
EDIT: The fog is now a replacement for the rain. When it rains everywhere else, it fogs in the Moorlands.
Many early comments mention Giants because the original topic mentioned that this would be a good biome for Giants. They have since been removed. For those who have not heard about Giants, you can read more about them on their dedicated wiki page linked below.
http://minecraft.gamepedia.com/Giant
Moorland. Terrain-wise a very plains-like biome of smooth, rolling hills and mossy cobblestone, but instead of rain it fills with a dense fog or mist that cuts off your visibility at around 18 blocks. The fog makes it harder to see your target the farther it is from your current position until it is simply gone from sight, which would be just past the 18 blocks. Mobs can see you at 15, making it a challenge to run around when it’s fogging out. And Endermen can see you from much farther than 18 blocks so you can’t see them through the fog. You can’t see them, but they can see you. Things that produce light, like torches and spider and endermen eyes, stand out a little longer, but they also fade away.
I don't know how to code to make a more natural looking fog effect that starts where you're standing and gradually thickens, so the closest I could come up with to demonstrate the effect of having your vision cut off is setting the Chunk Render Distance all the way down to 2.
Skeleton.
Creepers.
Zombie.
Same as when it rains crops grow faster and the sun, moon and stars are blocked from view when it fogs. Everything is tinted in a bright gray during the day and nighttime visibility is even worse. The fog does everything that the rain does. It hurts snowmen, puts out fires, and mobs don’t burn during the day, but unlike rain you can’t hide from fog under a tree or in a house or a cave so fires don’t work anywhere. Skeletons being white might be a tad harder to spot in the fog. And if you tick off one zombie there’s no telling how many are out there that you can’t see just waiting for a target.
Potentially when it is foggy furnaces don’t work and torches don’t glow, but that might be taking things too far and make the Moorland less vanilla friendly and more like a mod.
The fog doesn’t reach up to block y225, rather it stops at 20 blocks above the average ground height of the biome. I like the 20 block deep fog because you can build a home above it and stand on your balcony watching the faded silhouettes of mobs wandering under you. You could be standing in the rain on a mountain looking down at a large patch of settled fog surrounded by forests far below, which is actually extremely realistic.
In a Moorland M there could be a little oak tree here and there, similar to the flecking of trees on the Extreme Hills, and the hills would be a little rougher as found on Plains M. A Moorland Edge could have thinner fog and greater visibility similar to the way Jungle Edge has only smaller trees if an Edge biome is wanted, but I’d rather have a thick, sudden wall of fog.
Alright Now, ENOUGH About The Freak’n Fog!
ONTO THE REST OF THE BIOME!
To distinguish the land further from the Plains Biomes the idea of using Mossy Cobblestone, Podzol, and Mycelium have been brought up in the comments. Mossy Cobblestone makes a LOT of sense because of all the humidity. But Podzol is nearly always found in wooded regions, so for podzol to exist the area must have once been covered in forest. This doesn't make much sense on a Moorland so I'd rather not have it.
Sparse trees, Heather, Mossy Cobblestone, and a lone block of Mycelium.
Also For awhile there I thought Mycelium was made of decaying wood, but have since read up on the subject and found that this is simply not the case and that Mycelium is nothing more than the fruiting body of the fungus. So the original plan to have Mycelium found growing around logs for stumps would be inaccurate. It would be far more realistic to have very rare individual blocks of it with a single mushroom randomly placed out in the open. This alone would make the Moorland worth investigating. The Mushroom Biome is so rare that it would be nice to have another source of Mycelium. It’d still be rare and you’d still need Silk Touch (or a dirt bridge) to take it anywhere, so why not?
One little rare block of Mycelium hiding in the grass, it's position advertised by a traitorous red mushroom.
Heather, the pink flower in the first attached picture, is a biome-specific plant. It just makes dye and is found in patches like the tulips in the plains, but more common. There are moors so covered in heather that all you can see is a sea of pink.
First attempt at Heather. I need to make the pink darker.
I'm looking for input and criticism to help hammer this out.
Hopefully these pictures give a better visual for the fog effect than the spoilers.
Ice and Fire: Dragons in a whole new light
1. You said nothing about giants except that they exist. Tell us more.
2. Fog makes it easier to get lost? Blah.
3. Same with fog obscuring ravines. I'm all for atmosphere, but that's a potential disaster. It's one thing to fall in a ravine because you're not paying attention to where you're walking, but if you fall in because you can't see it? No thanks.
4. If the sun is never visible, that means mobs would spawn at all times, like when it's raining?
5. Fog to 30 blocks is okay. I like the idea of building a sky house and looking down at the fog. That's beautiful IRL, so I imagine it'd be pretty in Minecraft as well.
It sounds interesting, but more information is needed. Partial support. Personally, I would not build my base in a place with dangers I can't see and mobs spawning 24/7, but it might be fun to explore once in a while.
I must not fear. Fear is the mind-killer. I will face my fear. I will let it pass over me and through me, and when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.
Giants are already in Minecraft as giant zombies that instakill the player.
I go by AquaBuzzardHR on my YouTube Channel. Link here: https://www.youtube.com/channel/UCyrxj072mhHlrhiv6RoZcWw
It is a channel about building and being creative, currently playing on the Lake Laogai SMP.
They what? I've never seen or heard of such a thing. Also, saying there are giant zombies that instakill still doesn't say anything about them. How giant? Health? Spawn rates? Etc...
Most likely if I've never heard of giant zombies, the same is true of others, so my comment stands.
I must not fear. Fear is the mind-killer. I will face my fear. I will let it pass over me and through me, and when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.
1. Maybe this'll clear some things up. http://minecraft.gamepedia.com/Giant I forgot that I'd have to write this for beginners too.
2. If your vision is severely shortened then how would it Not be easier to get lost.
3. You can see, just not as far and it's dimmer. With everything so flat it would kinda make up for it. You could say the same about every biome.
4. I said that they don't burn up, not that it's a perpetual night. You can't pinpoint where the sun is, but it's still bright day.
5. I'm very glad that you like looking down on the low settled fog concept.
Again, mobs wouldn't be spawning 24/7, Moorland would have the same day/night cycle as anywhere else, but thank you very much for the partial support.
All the information you could ask for about this currently unused mob can be found on its dedicated wiki page linked above. It's a biome that almost revolves around this mob. A Lot of players want them to finally implement this guy and in a open ground biome that cuts your vision short they'd be less of a novelty to watch on the horizon and more of an actual threat that can get close. With their huge bulk the only biomes they'd be able to move freely in are plains.
Ice and Fire: Dragons in a whole new light
I can't imagine a Giant being very good at sneaking. I also can't see giants being a very good addition to vanilla as the terrain is too blocky and sometimes cramped for a giant to get around. The foggy biome alone is alright, though.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
The thought was that if you can't see very far then Giants can get much closer without being seen. A "giant" can't get much sneakier than that, if you can call it sneaking, but it's the closest that they can come to it. I've played with them and near as I can tell they sound just like zombies, no other sound, not even walking strangely enough because it's probably an unfinished mob, so if you're around zombies it would be harder to hear it coming too. As far as the terrain goes that's why I'm suggesting them as biome specific to a flat, treeless land. Bulky horses would constantly get stuck in Roofed Forest M and hyper Ocelots would be constantly flying off of cliffs in Extreme Hills variants, but horses fit just fine in savannas and plains and tiny Ocelots are perfect for tight jungles. Giants wouldn't have a problem given the right biome, the question is would they be a positive addition to Minecraft.
Thank you for your support of the biome itself, I'll be adding something to the effect of that imho this would be a good biome for Giants for the reasons just mentioned.
Ice and Fire: Dragons in a whole new light
A decent mod idea but there would be no reason to pursue this dimension/biome/thing as the giants don't
offer anything worth the effort. Also, considering that not everyone is going to be willing to check out
the wiki for this suggestion I suggest you copy all information to the OT so it is easily accessible to those
who are unwilling to check out the wiki just to support or gather further information.
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Although originally when I started typing this down in a file I was trying to think up a biome that revolved around Giants, it moved beyond being about Giants even before posting the topic. This is more about the biome than a mob and the biome can do just as well without the mob, so why copy and past an entire wiki page that's longer than the original topic for one mob. More people are focusing on the mob than the biome anyway and the Giants are just a suggestion attached to a suggestion. At the time you were posting this I was in the process of adding a pole over whether or not to include Giants in the biome to help show people that I'm not pushing Giants as a necessity.
Ice and Fire: Dragons in a whole new light
Not bad, an interesting biome to re-introduce giants from being an unused braindead mob that can only appear from /summon command.
The Giants must be fixed first though, give them AI again (Better AI of course than pre-1.8),
fix their hitbox bug, better drops (higher experience and lots of rotten flesh maybe), etc..
However the biome still looks bland though except the giant and fog thing.
As it has high humidity, maybe one thing to add is that lots of mushroom can spawn and grow faster,
or giant mushrooms can occasionally spawn there. And since it's moor, the soil might has lower quality and crops grow much slower.
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Giants are being edited out of most of the OT, just leaving a little about them at the beginning. But I agree that the mob needs an overhaul, worthwhile drops, and possibly even a different look since this is actually a living being, not undead like the zombies, so why should it look like a zombie. And considering their instant kill damage and high health maybe they'd drop something far more precious than a shower of rotten flesh, like golden apples or golden carrots.
As for mushrooms, mushrooms grow in the dark and not on grass. This is a bright, open, grassland with few trees. But it's a great thought, I can see them spreading faster in the caves. The fog is down there too. The opinion I had on crops was that since fire reacts to fog like it was rain maybe crops would too and grow faster in the humidity, I didn't know about moors having generally poorer soil.
I wonder if dogs would shake off the moment they stepped out of the fog.
Ice and Fire: Dragons in a whole new light
Individual blocks of water don't cause lag. I wasn't really thinking of the fog as a block like water source blocks, but I guess it would have to be in order for there to be a wall of it at the edge of the biome. The more blocks you look through the more obscured your vision. One or two isn't very noticeable, but at 18 your vision is nearly blocked off.
Edit: As far as blocks go, maybe this could be more of a rain like block. You can walk through it and it doesn't knock things like torches and paintings off of walls, but rain can take up the same space as objects with a small hit box. Rain will fall on a carpet instead of stopping above it. Heck, stick a carpet on a torch on the wall and watch the rain go right through like the carpet isn't there. I think rain falls around an objects hit box, which is why it can take up the same block space torches and buttons and ladders.
Ice and Fire: Dragons in a whole new light
I like the idea of a moorland, but only as a normal biome. Perhaps Giants could appear at night, but in the day it would be better suited as a standard flattish biome, possibly with a higher chance of rain (if chunk rain were to be added!!) and with more low vegetation like heathers or grasses.
The fog is meant to be the main unique feature of this biome so I'd prefer it stays. Maybe the fog alone will become a purely visual effect that won't obscure your vision or have any impact on gameplay beyond looking cool and I'm fine with that, but this biome is about the fog. If it's not there then this isn't the intended biome. It's like a suggestion for a bamboo forest biome and removing the bamboo. The fog is the biome. Even if other biome-specific features become center stage and the fog becomes purely aesthetic I really want the fog to stay.
That being said I love your suggestions as additions and want to explore them.
When it rains doesn't it rain across the whole map in all the biomes where rain can fall? I didn't think that rain could fall at different times in different biomes. When it starts raining on a public server everyone starts complaining at the same time so I though it rained everywhere at once.
(Edit: Looked back and if finally sunk in what you meant about "chunk rain"... Rain occurring in at different times in different chunks... :End edit)
Because of the idea that the rain thins out the fog to give you a clear view of the surrounding land it would be awesome if it could rain more often in the Moorland. And even if the fog was just aesthetic it would still be a cool effect. Also I love the idea of more variety in the low vegetation. Maybe the grass is mixed in with another low growing plant as you have suggested, a plant that doesn't grow two blocks tall like the grass does and obscure your vision. A plant or plants that would take over because of all the rain and humidity. Heck, maybe it's just a different looking grass like plant that drops seeds.
(Edit: Was looking up plants and found pictures of the heather, I didn't know they could cover a moorland like that! It's beautiful! Maybe it could be a variation like the Sunflower Plains, because it would look more natural and prettier growing in a dense field.)
I'm starting to really like this idea of more low plant variety or another dominant low plant with more rain and the fog being a purely aesthetic feature, but I'd still want to be able to see where the fog starts and stops from outside the biome. A wall of fog is an awesome sight in real life and it'd be really cool to see it in Minecraft at a biome's edge.
Another player had a similar idea about the plant-life being different, but they thought that I was suggesting the fog blocked out the light to make a perpetual dark biome so they suggested that mushrooms and giant mushrooms were common out in the open, almost like a thinned out mushroom island. But giant mushrooms would look out of place on a Moors. Maybe small mushrooms could work though. But the only ways I can think of that small mushrooms could grow out in the open on this sunny biome are 1) if little patches of mycelium were found periodically in the grass and 2) if new possibly biome-specific mushrooms were introduced that could grow in the grass in full sun that would be found in the Moorland. But podzol by definition is found in evergreen forests, so that's out of the question, and mycelium is made from decaying wood. If trees dot the landscape then maybe a few blocks of mycelium could show where a tree has decayed and that would actually be realistic, perhaps surrounding a block of wood for a stump. Mushrooms love to grow where there's dead roots. There's a wonderful topic already posted devoted to mushrooms that depicts many varieties with spoilers and everything that I'd link above and would have to read through to make sure I don't overlap any concepts if I start suggesting new varieties. What are your thoughts on the mushrooms?
The Giants were pretty thoroughly hated by the general public so they were all but removed from the original topic and were edited out of the title. The title used to say "Foggy "Moorland", There be Giants in those hills!" Now there's just a little piece about them at the start.
Posting before the length can get any more ludicrous... 0.o Sorry for any errors, I was jumping back and forth and hope I didn't scramble anything up.
Ice and Fire: Dragons in a whole new light
Why not make the fog cyclical along with the rain? When it rains in rainy places, fog rolls into the moor.
I must not fear. Fear is the mind-killer. I will face my fear. I will let it pass over me and through me, and when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.
So when it rains in a bordering biome the Moorland fogs up? Currently when it rains it rains everywhere that rain can fall, the whole map rains at once. If it could rain in separate biomes this would be possible because it could fog up when a neighboring biome rains and depending on how many biomes it's touching it might fog up more often than expected. Another option is that the fog would accompany the rain. Otherwise fog would replace rain on the Moorland. When it rains everywhere else, the Moorlands instead fog up, like the moors are where all the humidity settles. The lack of rain might be odd, but being a fog magnet could be cool and if the fog still obscures your vision and puts out fire then it would mean just staying inside until the fog has cleared. I like the idea of the Moorland fogging up when one or more neighboring biomes are raining.
Ice and Fire: Dragons in a whole new light
I must not fear. Fear is the mind-killer. I will face my fear. I will let it pass over me and through me, and when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.
Cool, now I'm picturing looking down from a mountain at low fog settling into a Moorland valley. Realistic and very pretty. I'm thinking of posting some pictures of real-life examples.
Ice and Fire: Dragons in a whole new light
Certainly, the fog does bring a sort of mystical aspect to the idea of a moorland. Patches of mycelium bedded in the ground is interesting, although perhaps podzol or another type of grass could work instead, in order to preserve rarity.
Well, Podzol by definition is found in wooded regions and Mycelium is made of decaying matter, generally wood. Maybe if the area is made to look like it was once upon a time covered in trees it could work. There could be patches of podzol and Mossy Cobblestone similar to how it’s found in the Mega Taiga biomes, but way sparser and with the mossy cobble being smooth to the surrounding ground. And perhaps mycelium could be far rarer and found only in little patches surrounding a single log, like the stump of a dead tree.
Right now the Mushroom Biome is SO rare that it would be nice to have another Survival source of the mycelium. Besides, you’d still need Silk Touch to take it elsewhere and it would be hard to find, harder than Pumpkins, but still easier than trying to find a mushroom biome. Then the Red and Brown mushrooms could be found on the patches of podzol and mycelium.
Even without the podzol the flat patches of mossy cobblestone would fit in Perfectly with all the humidity so I’ll have to remember to add that above!
I really need to rewrite most of the original topic and completely remove the Giants and add those pictures of real life examples of the fog. I’ve already collected some seriously gorgeous ones. They all look like real life examples of Minecraft, like the one with a cobblestone wall, and one even has a limping zombie in the distance.
Ice and Fire: Dragons in a whole new light