100% Support. Great idea, would make mining more interesting and fun. Plus, I can see more potions coming from the mushrooms. Like one that makes you glow in the dark o.o
As for mobs, I would like to offer a few possibilities.
Fluorescent Snail: A single-block sized snail. It's a slow, passive mobs that can climb vertical surfaces (like spiders). Fluorescent Snail will leave behind a fluorescent slime trail as it moves (similar to snow golem leaving a trail as it moves). The slime trail evaporates naturally on a block tick (so it shouldn't impose significant processing overhead. If it gets picked to be ticked, it evaporates). Harvesting the slime trail with shovel (you're using it to scrape off the slime) has a 25% chance of giving you a slime ball. Snail drops Slime Ball when killed.
Glow Worm: Based on the real life glow worm (http://en.wikipedia.org/wiki/Arachnocampa), also similar to barnacles from Half Life 2. It's an immobile hostile mob that inflict melee damage. The Glow Worm spawns under dark cave ceiling and emits a very faint glow. It dangles a barely visible strand toward the ground (with an equally small hit box). Any mob/entity/player that touches it will be attached to it (like being attached to a lead), at which point, the Glow Worm will "reel" the victim in (rate of about 0.5 meters / second) until the victim is in contact with the worm, at which point the victim will start to take damage over time. The strand can be severed by just attacking or by killing the glow worm. On kill, the glow worm will drop 1 silk.
those sound pretty cool! I like the snail especially though I don't know how hard it would be to code in the slime trail idea. Not sure if a new mob would be likely to be put in but your glow worm mob sounds pretty epic! Regardless it'd be pretty sweet to have at least one phosporescent mob. It'd look pretty cool.
Thanks guys! I know it has been suggested at least once before but that was more as a cave biome in complete. I figure if we craft the suggestion starting as 1 or 2 new glowing plants that it'll be more likely to be put in. The problem with a biome suggestion is it'd conflict with the way chunks are currently coded (you can't have a biome underneath another biome).
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those sound pretty cool! I like the snail especially though I don't know how hard it would be to code in the slime trail idea. Not sure if a new mob would be likely to be put in but your glow worm mob sounds pretty epic! Regardless it'd be pretty sweet to have at least one phosporescent mob. It'd look pretty cool.
Thanks guys! I know it has been suggested at least once before but that was more as a cave biome in complete. I figure if we craft the suggestion starting as 1 or 2 new glowing plants that it'll be more likely to be put in. The problem with a biome suggestion is it'd conflict with the way chunks are currently coded (you can't have a biome underneath another biome).
Depending on how slime trail should behave. At the most basic, it can share the exact same logic as Snow Golem, which leaves behind a layer of snow as it moves around (for snail, replace snow with slime). As for wall/ceiling, there are two solutions I can think of.
1. Don't deposit slime on wall and ceiling - Basically, slime trail only shows up on the floor and won't spawn on wall/ceiling.
1a. Additionally, possibly restrict snail movement to only on the ground and at most climb up a one block (like horses).
2. Treat slime layer as a "full block" and have the layer show up on any adjacent block surface. Basically, a block with slime layer in it will render a slime layer on all adjacent surface. This would make for some weirdness as the slime snail crawl through a 1 block wide tunnel (as the slime trail left would "coat" the floor AND both side of the wall, plus the ceiling if it's only 1 block high).
As for issue with biome coding, that may not be an issue. See the wiki on Chunk format http://minecraft.gamepedia.com/Chunk_format, biome is encoded on a per block level purpose. Essentially, each 1 block high "slice" of a chunk can be a different biome. Even if not, there are several solution that would work.
1. Treat special cave biome like slime chunks. Basically, a pre-computed pattern of chunk where the phosphorescent cave features can spawn.
2. Have the phosphorescent cave features (crystal, plants, mushroom, etc) define the biome. In short, plant enough phosphorescent cave features will make the area a phosphorescent cave. So phosphorescent plant will trigger the spawning of additional nearby phosphorescent plants and mobs (for additional plant spawning, perhaps also perform a check on other phosphorescent plants in the nearby chunks and stop spawning plants if there's already a certain number of it to ensure that phosphorescent plants don't just take over the whole map over time).
Depending on how slime trail should behave. At the most basic, it can share the exact same logic as Snow Golem, which leaves behind a layer of snow as it moves around (for snail, replace snow with slime). As for wall/ceiling, there are two solutions I can think of.
1. Don't deposit slime on wall and ceiling - Basically, slime trail only shows up on the floor and won't spawn on wall/ceiling.
1a. Additionally, possibly restrict snail movement to only on the ground and at most climb up a one block (like horses).
2. Treat slime layer as a "full block" and have the layer show up on any adjacent block surface. Basically, a block with slime layer in it will render a slime layer on all adjacent surface. This would make for some weirdness as the slime snail crawl through a 1 block wide tunnel (as the slime trail left would "coat" the floor AND both side of the wall, plus the ceiling if it's only 1 block high).
As for issue with biome coding, that may not be an issue. See the wiki on Chunk format http://minecraft.gamepedia.com/Chunk_format, biome is encoded on a per block level purpose. Essentially, each 1 block high "slice" of a chunk can be a different biome. Even if not, there are several solution that would work.
1. Treat special cave biome like slime chunks. Basically, a pre-computed pattern of chunk where the phosphorescent cave features can spawn.
2. Have the phosphorescent cave features (crystal, plants, mushroom, etc) define the biome. In short, plant enough phosphorescent cave features will make the area a phosphorescent cave. So phosphorescent plant will trigger the spawning of additional nearby phosphorescent plants and mobs (for additional plant spawning, perhaps also perform a check on other phosphorescent plants in the nearby chunks and stop spawning plants if there's already a certain number of it to ensure that phosphorescent plants don't just take over the whole map over time).
Ah okay. Well I know the big biomes are coded as a whole vertical slice, however, I didn't know it was on a block-by-block basis. At any rate, I'm sure it would be easy enough to do. They already have procedurally generated abandoned mineshafts. These could crop up in the same way but be restricted to a more local area like a single underground canyon or single cavern.
As for the snail, which is the one I was interested in discussing most, that seems a pretty good system. It would require a new block kinda like carpet or snow I guess that could be oriented on walls or ceiling. I guess a cross between the way carpets are with a 1/16 block thickness and stairs are where they change their orientation based on the surface they are placed on could work. They'd basically be a dynamic block that attached flat to the nearest surface and it could pick a side on corners. I was thinking it would be a dynamic trail effect but your suggestion is pretty simple sounding. Though I'm wondering if it'll look odd that a little snail is leaving so large a trail? They may have to be a little bigger than I was imagining...hmmm.
like snow, using a shovel on the trail could yield a slime ball, though since they are more valuable then snow it should maybe just be a 1/8 or 1/16 chance to yield a slime-ball.
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Ah okay. Well I know the big biomes are coded as a whole vertical slice, however, I didn't know it was on a block-by-block basis. At any rate, I'm sure it would be easy enough to do. They already have procedurally generated abandoned mineshafts. These could crop up in the same way but be restricted to a more local area like a single underground canyon or single cavern.
As for the snail, which is the one I was interested in discussing most, that seems a pretty good system. It would require a new block kinda like carpet or snow I guess that could be oriented on walls or ceiling. I guess a cross between the way carpets are with a 1/16 block thickness and stairs are where they change their orientation based on the surface they are placed on could work. They'd basically be a dynamic block that attached flat to the nearest surface and it could pick a side on corners. I was thinking it would be a dynamic trail effect but your suggestion is pretty simple sounding. Though I'm wondering if it'll look odd that a little snail is leaving so large a trail? They may have to be a little bigger than I was imagining...hmmm.
like snow, using a shovel on the trail could yield a slime ball, though since they are more valuable then snow it should maybe just be a 1/8 or 1/16 chance to yield a slime-ball.
It is a 1 block large snail, since 1 block is supposedly 1 meter on each side, that's a 1 meter by 1 meter by 1 meter snail (which is a HUGE snail).
Another possibility is that instead of a layer of slime, it's displayed similar to redstone dust, with trail connection determined dynamically given adjacent slime trails. In short, think of snail placing redstone dust as it travels. It shouldn't be computationally expensive. You're not seeing massive lag laying down a lot of redstone dust after all).
1/8 and 1/16 chance of slime-ball would work.
Interesting factoid. Real-life garden snail takes about 30 seconds to move 1 body length. So for our snail, a speed of 1 meter per 16~32 seconds might make sense.
Perhaps as a joke, allow player to put saddle on the snail a ride it. Yes, you may be able to climb vertical wall, but you'll be moving ridiculously slow.
Even funnier would be for an achievement like "Bored - Travel 100 meters on a snail"
Every cave is exactly the same except for the placement of it's ores. I think caves are BADLY in need of some variation, I really like this idea. I personally wouldn't want every cave system to look like a colorful trip but just something you'd come across, when you see it, you go "Wow!" For a game called Minecraft, caves are one of the most washed over, forgettable features in the game.
Full Support
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It is a 1 block large snail, since 1 block is supposedly 1 meter on each side, that's a 1 meter by 1 meter by 1 meter snail (which is a HUGE snail).
Another possibility is that instead of a layer of slime, it's displayed similar to redstone dust, with trail connection determined dynamically given adjacent slime trails. In short, think of snail placing redstone dust as it travels. It shouldn't be computationally expensive. You're not seeing massive lag laying down a lot of redstone dust after all).
1/8 and 1/16 chance of slime-ball would work.
Interesting factoid. Real-life garden snail takes about 30 seconds to move 1 body length. So for our snail, a speed of 1 meter per 16~32 seconds might make sense.
Perhaps as a joke, allow player to put saddle on the snail a ride it. Yes, you may be able to climb vertical wall, but you'll be moving ridiculously slow.
Even funnier would be for an achievement like "Bored - Travel 100 meters on a snail"
haha, lol, I don't know about riding it but that would certainly be funny.
I like the redstone dust trail inspiration Idea better. It seems like it would fit more. It could give off a phosphorescent light level similiar to redstone at power level 5 or something (dim).
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but it has to be rare, otherwise its beauty would be useless
Thanks everyone!
Yes, that seems to be the common consensus. This should be a fairly rare occurrence and be localized to specific caverns as well.
A lot of ppl have mentioned that it would lose some of the appeal if you ran into them so often. I'm thinking they could spawn with the rarity of abandoned mineshafts or something. Although, since it is a smaller feature that might make them pretty hard to find. It'd be fun though because to complete your garden set you'd have to mine to find these plants but it would also break long mining trips and be a pleasant and beautiful surprise if you ran into one. Once you found one you could choose to garden them and spread them in your own mineshafts and strip mines to break up the barrenness. I know I certainly would.
Anyway, I think it's pretty cool that we have 100% support for the idea in the polls. I never imagined so many people felt like I did. If you guys want me to update the OP in any way let me know! I'll definately post to the Minecraft Reddit if the support keeps up!
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I really like the idea, but I'm going to be the devil's advocate and say if caves are lite up by plants and such, hostile mobs can't spawn, making cave exploring ridiculously easy in the beginning.
I really like the idea, but I'm going to be the devil's advocate and say if caves are lite up by plants and such, hostile mobs can't spawn, making cave exploring ridiculously easy in the beginning.
Depending on light level.
I believe that mob spawn light level limit is 12. As long as the cave plants don't emit more light than 12, mob should still be able to spawn, albeit at a lower rate.
Plus, these cave biome would be fairly rare, so they would act more like a small "break" in caving.
Maybe unique hostile mobs would spawn next to these plants?
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those sound pretty cool! I like the snail especially though I don't know how hard it would be to code in the slime trail idea. Not sure if a new mob would be likely to be put in but your glow worm mob sounds pretty epic! Regardless it'd be pretty sweet to have at least one phosporescent mob. It'd look pretty cool.
Thanks guys! I know it has been suggested at least once before but that was more as a cave biome in complete. I figure if we craft the suggestion starting as 1 or 2 new glowing plants that it'll be more likely to be put in. The problem with a biome suggestion is it'd conflict with the way chunks are currently coded (you can't have a biome underneath another biome).
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Depending on how slime trail should behave. At the most basic, it can share the exact same logic as Snow Golem, which leaves behind a layer of snow as it moves around (for snail, replace snow with slime). As for wall/ceiling, there are two solutions I can think of.
1. Don't deposit slime on wall and ceiling - Basically, slime trail only shows up on the floor and won't spawn on wall/ceiling.
1a. Additionally, possibly restrict snail movement to only on the ground and at most climb up a one block (like horses).
2. Treat slime layer as a "full block" and have the layer show up on any adjacent block surface. Basically, a block with slime layer in it will render a slime layer on all adjacent surface. This would make for some weirdness as the slime snail crawl through a 1 block wide tunnel (as the slime trail left would "coat" the floor AND both side of the wall, plus the ceiling if it's only 1 block high).
As for issue with biome coding, that may not be an issue. See the wiki on Chunk format http://minecraft.gamepedia.com/Chunk_format, biome is encoded on a per block level purpose. Essentially, each 1 block high "slice" of a chunk can be a different biome. Even if not, there are several solution that would work.
1. Treat special cave biome like slime chunks. Basically, a pre-computed pattern of chunk where the phosphorescent cave features can spawn.
2. Have the phosphorescent cave features (crystal, plants, mushroom, etc) define the biome. In short, plant enough phosphorescent cave features will make the area a phosphorescent cave. So phosphorescent plant will trigger the spawning of additional nearby phosphorescent plants and mobs (for additional plant spawning, perhaps also perform a check on other phosphorescent plants in the nearby chunks and stop spawning plants if there's already a certain number of it to ensure that phosphorescent plants don't just take over the whole map over time).
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A Guide To Suggestion Ratings
Full Support
I love the idea; it is flawless.
Support
I like the idea. It has some minor problems but nothing which cannot be easily corrected.
Partial Support
I like some of the ideas but some I don't.
Partial Support II
I like the overall idea but the execution is bad
No Support
I don't support your idea
Extreme No Support
If this were to be added, I would be very cross.
Support Pending
If you fix a problem, I will support.
Support ________
Case by case usage.
Support.
I don't support the animals though.
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Ah okay. Well I know the big biomes are coded as a whole vertical slice, however, I didn't know it was on a block-by-block basis. At any rate, I'm sure it would be easy enough to do. They already have procedurally generated abandoned mineshafts. These could crop up in the same way but be restricted to a more local area like a single underground canyon or single cavern.
As for the snail, which is the one I was interested in discussing most, that seems a pretty good system. It would require a new block kinda like carpet or snow I guess that could be oriented on walls or ceiling. I guess a cross between the way carpets are with a 1/16 block thickness and stairs are where they change their orientation based on the surface they are placed on could work. They'd basically be a dynamic block that attached flat to the nearest surface and it could pick a side on corners. I was thinking it would be a dynamic trail effect but your suggestion is pretty simple sounding. Though I'm wondering if it'll look odd that a little snail is leaving so large a trail? They may have to be a little bigger than I was imagining...hmmm.
like snow, using a shovel on the trail could yield a slime ball, though since they are more valuable then snow it should maybe just be a 1/8 or 1/16 chance to yield a slime-ball.
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It is a 1 block large snail, since 1 block is supposedly 1 meter on each side, that's a 1 meter by 1 meter by 1 meter snail (which is a HUGE snail).
Another possibility is that instead of a layer of slime, it's displayed similar to redstone dust, with trail connection determined dynamically given adjacent slime trails. In short, think of snail placing redstone dust as it travels. It shouldn't be computationally expensive. You're not seeing massive lag laying down a lot of redstone dust after all).
1/8 and 1/16 chance of slime-ball would work.
Interesting factoid. Real-life garden snail takes about 30 seconds to move 1 body length. So for our snail, a speed of 1 meter per 16~32 seconds might make sense.
Perhaps as a joke, allow player to put saddle on the snail a ride it. Yes, you may be able to climb vertical wall, but you'll be moving ridiculously slow.
Even funnier would be for an achievement like "Bored - Travel 100 meters on a snail"
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Support!
Full Support
haha, lol, I don't know about riding it but that would certainly be funny.
I like the redstone dust trail inspiration Idea better. It seems like it would fit more. It could give off a phosphorescent light level similiar to redstone at power level 5 or something (dim).
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Thanks everyone!
Yes, that seems to be the common consensus. This should be a fairly rare occurrence and be localized to specific caverns as well.
A lot of ppl have mentioned that it would lose some of the appeal if you ran into them so often. I'm thinking they could spawn with the rarity of abandoned mineshafts or something. Although, since it is a smaller feature that might make them pretty hard to find. It'd be fun though because to complete your garden set you'd have to mine to find these plants but it would also break long mining trips and be a pleasant and beautiful surprise if you ran into one. Once you found one you could choose to garden them and spread them in your own mineshafts and strip mines to break up the barrenness. I know I certainly would.
Anyway, I think it's pretty cool that we have 100% support for the idea in the polls. I never imagined so many people felt like I did. If you guys want me to update the OP in any way let me know! I'll definately post to the Minecraft Reddit if the support keeps up!
Download and play my new Survival Map!
Space Expedition to EPIC 204: Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
Makes caves certainly less dull, plain and boring.
I already think they're to easy.
I am a friend of all Snow Golem kind.
Depending on light level.
I believe that mob spawn light level limit is 12. As long as the cave plants don't emit more light than 12, mob should still be able to spawn, albeit at a lower rate.
Plus, these cave biome would be fairly rare, so they would act more like a small "break" in caving.
~yoshi9048
My best suggestion:
Mobs actually being varied???