Hey everyone. I have said previously that I have been very busy and haven't had much time to work on this post... however I wanted to write a QUICK post, because I want to elaborate on a planned thread revamp coming up March 1st.
As you all know, the Nether Thread has recieved fast success and has grown to an incredible size in just a few short weeks, thanks to all of our posters! It is almost there, but I know that the thread is still missing a few elements and many concepts are incomplete or need to be revised. So, I think now would be a good time to show a preview of the upcoming thread revamp.
Here is the NEW poster:
I don't want to spill the beans quite yet, so I'll just say that there WILL be a big revamp by March 1st. I really want to try and finish everything sooner than that, but for now, at least, I can say my group has their due date.
I think these suggestions are awesome, I mainly like the new items...The weapons, armour and new types of minerals are so cool! and the freezer, is awesome to...Then again what is not awesome about this thread..yeah I hope notch includes at least a few new minerals or items in the next update.
Why not make this as a mod? But it looks great and i would love it to be in minecraft anyway it can
Someone IS trying to make it into a mod... Muwah ha ha ha ha!
Quote from Ironhide »
Someone should implement this as a mod!
Like I just said... MUWAH HA HA HA HA!
Quote from KillerMapper »
A new compass for the Nether. Simple but effective :tongue.gif: But since there is no spawn point, where this compass will point ? The first portal, or the nearest portal (in case you have more portals into the Nether) ?
Skull armor, nice !
Quote from Togfan »
Wow ... so ... many ... EPIC ITEMS! :biggrin.gif: Skull armor rulez, like the freezer and the new bow thing XD
Diamondz for you 90 diamondz
The compass is called a black compass.
To be explained very soon...
I'll go ahead and say that YES. It points in the direction of the nearest portal...
As for the skeletal items... you're just going to have to wait. But yes... skeletal armor is epic.
I'd just like to dedicate my first post to this epic idea.
It should be implemented in the source game, not just as a mod.
Only objection: too many mobs. Charredbone Archers would be cool if they were rare. And they would only appear on hard. Imps might be okay. But the Nethershrews should be a topside thing, they don't need to be in the Nether.
Other mobs are not needed.
Also, no kitrinite tools.
And a suggestion or two: Hellbulbs should grow on the underside of blocks, instead of on the surface. That way, they're harder to find. And there should be some Nether Biomes:
LAVA LAYER: Thermostetite and lava here.
MINERAL LAYER: above lava layer (about the same place as you would spawn).
CHILL LAYER: contains Nethershrooms and Grimwood. Sort of like the Alpines of the Nether.
Finally, Grimwood trees won't grow near lava, thermostetite, or torches. Nethershrooms or Glowstone will be needed for light in a Grimwood farm.
I'd just like to dedicate my first post to this epic idea.
It should be implemented in the source game, not just as a mod.
Only objection: too many mobs. Charredbone Archers would be cool if they were rare. And they would only appear on hard. Imps might be okay. But the Nethershrews should be a topside thing, they don't need to be in the Nether.
Other mobs are not needed.
Also, no kitrinite tools.
And a suggestion or two: Hellbulbs should grow on the underside of blocks, instead of on the surface. That way, they're harder to find. And there should be some Nether Biomes:
LAVA LAYER: Thermostetite and lava here.
MINERAL LAYER: above lava layer (about the same place as you would spawn).
CHILL LAYER: contains Nethershrooms and Grimwood. Sort of like the Alpines of the Nether.
Finally, Grimwood trees won't grow near lava, thermostetite, or torches. Nethershrooms or Glowstone will be needed for light in a Grimwood farm.
Good points... thanks for your first post!
Quote from KingTrygon »
I like quite a bit of what you are trying to do, but I don't want to see the Zombie Pigmen turn rotten. If anything, they should be the ones with villages and such, as Notch intended. Pigmen just look too ordinary for the Nether. I think Zombie Pigmen are cool guys, minding their own business, and I like that they are doing their thing. If anything, I think they should get different weapons, like some of them spawning with bows, so that they can fight off ghasts when they get hit by fireballs. And you should also be able to trade gold with them for some of the minerals they pick up in their travels. They like gold, what with their butter swords.
Yeah, I see your point. I'll think hard about that.
ok, here are afew features/variables that form a nether biome:
stability- unstable biomes have more loose gravel, glowsand, and unstable platforms. they also hold other risks of falling. they usualy have the classic nether cave shape.
spiritual level- biomes with a high spiritual level have more ghosts and soulplasm. they also have other spiritual features.
teperature- cold biomes have more soulsand, a high spiritual level, more plants such as gwirmwood trees. they have less lava, a low activity level, and less netherrack and fire than a normal nether biome (the ones we currently have), and have a large pit shape to make more room for mega-mobs and trees. hot biomes however, have more netherrack, more lava, less soulsand, more fire, more glowstone, more ghasts
shape- nether biomes will come in mant different shapes, the current ones i have come up with are classic (the shape all levels have now), pit (a deep pit that transitions well with cave and classic, it has many planes that are flat with few slopes), and cave(similar in shape to a real cave, features many realistic cave-like features).
activity level- the higher the level (0 - 9) the more mobs (especialy loud and destructive mobs, however neutral and peacefull mobs other than pigmen are uneffected) the lower the level (0 - -9) the less mobs there are, and peacefull mega-mobs pawns like centipedes spawns are un-effected.
dificulty- dificult biomes will be hot, more unstable, steeper, have more dungeons, more ledges and hord to climb areas, less ore, and other dangers, problems, and dificulties.
ok, here are afew features/variables that form a nether biome:
stability- unstable biomes have more loose gravel, glowsand, and unstable platforms. they also hold other risks of falling. they usualy have the classic nether cave shape.
spiritual level- biomes with a high spiritual level have more ghosts and soulplasm. they also have other spiritual features.
teperature- cold biomes have more soulsand, a high spiritual level, more plants such as gwirmwood trees. they have less lava, a low activity level, and less netherrack and fire than a normal nether biome (the ones we currently have), and have a large pit shape to make more room for mega-mobs and trees. hot biomes however, have more netherrack, more lava, less soulsand, more fire, more glowstone, more ghasts
shape- nether biomes will come in mant different shapes, the current ones i have come up with are classic (the shape all levels have now), pit (a deep pit that transitions well with cave and classic, it has many planes that are flat with few slopes), and cave(similar in shape to a real cave, features many realistic cave-like features).
activity level- the higher the level (0 - 9) the more mobs (especialy loud and destructive mobs, however neutral and peacefull mobs other than pigmen are uneffected) the lower the level (0 - -9) the less mobs there are, and peacefull mega-mobs pawns like centipedes spawns are un-effected.
dificulty- dificult biomes will be hot, more unstable, steeper, have more dungeons, more ledges and hord to climb areas, less ore, and other dangers, problems, and dificulties.
i hope you have more time for this thread soon.
-Owls
I like everything I'm hearing... *nods enthusiatically.
I'd just like to dedicate my first post to this epic idea.
It should be implemented in the source game, not just as a mod.
Only objection: too many mobs. Charredbone Archers would be cool if they were rare. And they would only appear on hard. Imps might be okay. But the Nethershrews should be a topside thing, they don't need to be in the Nether.
Other mobs are not needed.
Also, no kitrinite tools.
And a suggestion or two: Hellbulbs should grow on the underside of blocks, instead of on the surface. That way, they're harder to find. And there should be some Nether Biomes:
LAVA LAYER: Thermostetite and lava here.
MINERAL LAYER: above lava layer (about the same place as you would spawn).
CHILL LAYER: contains Nethershrooms and Grimwood. Sort of like the Alpines of the Nether.
Finally, Grimwood trees won't grow near lava, thermostetite, or torches. Nethershrooms or Glowstone will be needed for light in a Grimwood farm.
yeah, i covered biomes in a earlyer post (not the one on this page, before this page). but those biomes all sound like nice ideas, perhaps those layers could have different biomes, or prehaps they would be biomes themselves? maybe you could make a nether portal that teleports you to "The Nether - <Layer name here>" and that layer has diffrerent biomes?
And no kitrinite tools?! those sound awsome! they can mine anything, but they also last less than gold tools, which means you need two pickaxes instead of one, and even after that balance, they also look totaly awsome! now i do know the swords make no sence, but we have portals, cake, and random music $#!%, the boundries to what we can do and have become streched after that. notch could add the kitrinite tools, and even throw in vamps and potions now that we have cake, music blocks and portals! and if you add alot of biomes and most of the mobs become biome specific, the too many mobs for one world problem goes away. when notch just added the nether (which was supposed to be a whole new world by the way) and stoped adding to it after that, it got boring FAST! this could change all of that! and the more the additions, the less time spent un-happy, un-amused, un-surpised, and un-impressed! thats why this is the first banner in my siggy.
and thats why im still here after my post got eaten by the forums auto-logout-after-30-minutes feature.
that is why i love this tread better than the time i first saw what was at the wilderness castle in runescape!(which by the way is a game i quit long ago, due to both a lack of alot of content, new content, and money) and it has so much room for new things (like the things that are now being added like jello and that bone-bread stuff.) and i thnk notch will like the sound of this when he hears it.
im glad you suddenly had time for this thread, i hope this trend continues.
Based upon recent comments, I figured now would be a good time to finally make the announcement.
I am posting this announcement on behalf of my group's constant and rather annoying nagging. We need more specific conversation and more ideas on concepts for Biomes and Mobs in the Nether. Therefore, I am switching the topic in this thread.
We've been looking at many of the forum threads and topics that are floating around on the forum and one thing we've decided is that we need to get more specific about Mobs and Biomes. We have selected some of the ones we like and are posting them here.
PLEASE GIVE US SOME MORE SUGGESTIONS... we need to be ready with everything by march -before the Next Major Revamp.
To give you all a little background on what we're starting with, I have listed these unanimously decided features:
New Mobs:
1.) Charredbone Skeletons - Burned & Tortured Skelletal Archers
Drop: Black Bones 0 - 2, All arrow types 0 - 1. Reg, Fire, Poison, Grim, Poison/Grim.
Health: 12
Use Grimwood to fight them... in fact they HATE the cold... and stay as far away from it as possible.
2.) Red Dragons - Flying, fire-breathing monstrocities that can be attacked best when found sitting on their treasure hoard in larger dungeons. IF flying, their weak spot is the tender underside of their tummies.
Drop: Red Dragon Scales 6 - 8, Gold ingots 0 - 8, and on rare occasion Soft Durodium ingots 0-3.
Health: 30
Use Grimwood and Diamond/Kitrinite weapons! They can't take the cold either. If you have water buckets with you... use them on the dragon... it will put out their fires.
3.) Lavamonsters - Mozying beasts of firey magma that trail a bit of magma behind them. They carry and use Magma Swords.
Drops: Thermosetite Ingots 0 - 1, Obsidian 0 - 4, Shadeglass 0 - 1.
Health: 15
Use Grimwood... it's the only way... believe me.
4.) Sapropods - Mob eating plants with a mouth full of teeth that grow near Saprophyte clusters.
Drops: Saprophyte 0 - 2, Bones 0 - 2, Sapropod Seeds? 0 - 1
Health: 10
Use Thermosetite weapons. If you use a Magma Hoe on the block they die on, you can almost always COLLECT Sapropod seeds... Seeds can be planted later on in order to grow Domesticated Sapropods as pets and guards. Also they are ineffected by grimwood "freezing" and poison.
5.) Fireslimes - Cute, Red slimes, easily catch on fire and are ineffected by Thermosetite weapons.
Tiny, Small, Big, Huge sizes... like ordinary slimes.
Drops: Red Slimeballs
Health varies from 2 1/2 to 15, depending upon sizes.
Any weapon will do.
6.) Poison Spiders - Long legged, red and white spiders that can bite you for poison damage.
Drops: Poison Powder 0 - 4, Antidote Powder 0 - 1.
Health: 8
Any weapon will do just fine. Ineffected by poison.
7.) Pigmen. Nuetral. Can trade gold for other items they may be carrying.
(NOTE: ZOMBIE PIGMEN ARE ALSO NUETRAL, BUT YOU CAN NOT TRADE WITH THEM. IF YOU HAVE GOLD IN YOUR HANDS THEY WILL ATTACK YOU FOR IT.)
Biomes:
Growth Biome / Cooler region... can find large deposits of soulsand, glowsand, lightstone, grimwood trees, gravel, cobblestone, stone, saprophyte and mushrooms. On occasion you will find Nethershrooms and obsidian.
Fire Biome / Hotter Region... can find large deposits of Glowstone, Thermosetite, Netherrack, Lava, Gravel, and Kitrinite Ore.
Pit Biome / Hot, Underground region... can find caves, lava lakes and dungeons. What's found underground are deposits of gravel, stone, cobblestone, rare obsidian, Charoite/Kitrinite/Thermosetite/Durodium/Diamond/Gold ores and mossy cobblestone. In dark caves, were little lava is present, Nethershrooms can also be found.
Please help us out by continuing to develop new ideas!
EDIT: The mob announcement just got posted now, but I'm still not totally satisfied with it. I do like the idea that Zombie pigmen will become hostile automatically if you have gold on you though.
I'm gong to have to be brutally honest here. Everything I've seen in this thread has been either ridiculously overpowered or needlessly complicated.
Rather than focusing on ores and plants and items, this should be focusing on implementing new enemy mobs, as well as other mobs that might act passively, but still be a danger to the player.
Firehazurd's Salamander and Glutton(though I still think it should just eat any food items the player is holding, being a passive danger to the player by prohibiting their ability to recover damage) should have been in this thread from day one.
I still say that there should be hostile mobs like Skeletal Cowboys,(like zombie pigmen, but skeletons and cows) who are solitary and will attack you on sight, unless a Ghast Bomb hits one of them, or you're being chased by Zombie Pigmen, in which case they'll ignore you to attack the Ghasts and/or Zombie Pigmen. They could also use stronger arrows, even a variety, like those suggested in the RangeCraft thread.
There could also be Sheepers (Creeper Sheep) that can explode, but only lose their "wool" in the process, and Chideners (Spider Chickens) that possess both the ability to jump rapidly, climb walls, AND float as they fall, AND can be ridden by Skeletal Cowboys.
A liquid that has been dubbed "Midas Tears" has been suggested for the Aether, but I think that its properties would be far more fitting as a rare liquid for the Nether.
I haven't even seen a mention of upgrading the Zombie Pigmen to have other gold tools besides just swords, or that on death you should be able to recover those tools instead of only grilled pork.
Has anyone suggested that a burning netherrack block next to another should be able to have its fire go out while at the same time lighting the netherrack block next to it? thus making it so players can't just light a block on fire without at least isolating it a little first, or else risking having that fire move around.
This thread shouldn't just be about what STUFF you can get from the Nether, but how to make the nether more interesting.
Heck, with Darkwood(grimwood in this thread) trees, a Nether "biome" could consist of a dense forest of them, and those rare overpowered ores could be revamped so that they are generated where those grimwood biomes, and are destroyed if the unmined ore block is touched by light levels higher than 3-5, so if you try to just clear out the forest so you can see, you'll lose the ore.
EDIT: The mob announcement just got posted now, but I'm still not totally satisfied with it. I do like the idea that Zombie pigmen will become hostile automatically if you have gold on you though.
I'm gong to have to be brutally honest here. Everything I've seen in this thread has been either ridiculously overpowered or needlessly complicated.
Rather than focusing on ores and plants and items, this should be focusing on implementing new enemy mobs, as well as other mobs that might act passively, but still be a danger to the player.
Firehazurd's Salamander and Glutton(though I still think it should just eat any food items the player is holding, being a passive danger to the player by prohibiting their ability to recover damage) should have been in this thread from day one.
I still say that there should be hostile mobs like Skeletal Cowboys,(like zombie pigmen, but skeletons and cows) who are solitary and will attack you on sight, unless a Ghast Bomb hits one of them, or you're being chased by Zombie Pigmen, in which case they'll ignore you to attack the Ghasts and/or Zombie Pigmen. They could also use stronger arrows, even a variety, like those suggested in the RangeCraft thread.
There could also be Sheepers (Creeper Sheep) that can explode, but only lose their "wool" in the process, and Chideners (Spider Chickens) that possess both the ability to jump rapidly, climb walls, AND float as they fall, AND can be ridden by Skeletal Cowboys.
A liquid that has been dubbed "Midas Tears" has been suggested for the Aether, but I think that its properties would be far more fitting as a rare liquid for the Nether.
I haven't even seen a mention of upgrading the Zombie Pigmen to have other gold tools besides just swords, or that on death you should be able to recover those tools instead of only grilled pork.
Has anyone suggested that a burning netherrack block next to another should be able to have its fire go out while at the same time lighting the netherrack block next to it? thus making it so players can't just light a block on fire without at least isolating it a little first, or else risking having that fire move around.
This thread shouldn't just be about what STUFF you can get from the Nether, but how to make the nether more interesting.
Heck, with Darkwood(grimwood in this thread) trees, a Nether "biome" could consist of a dense forest of them, and those rare overpowered ores could be revamped so that they are generated where those grimwood biomes, and are destroyed if the unmined ore block is touched by light levels higher than 3-5, so if you try to just clear out the forest so you can see, you'll lose the ore.
You do realize... that that announcement was about what we've got currently... not what we're settling with.
There could also be Sheepers (Creeper Sheep) that can explode, but only lose their "wool" in the process, and Chideners (Spider Chickens) that possess both the ability to jump rapidly, climb walls, AND float as they fall, AND can be ridden by Skeletal Cowboys.
I'm sorry... that just sounds rediculous and totally un-related to the Nether.
This thread shouldn't just be about what STUFF you can get from the Nether, but how to make the nether more interesting.
Yeah... that's why we're discussing it.
Nice suggestions. Thanks for your honesty and opinions, Grey.
Good to have you on the Nether Thread.
Rollback Post to RevisionRollBack
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As you all know, the Nether Thread has recieved fast success and has grown to an incredible size in just a few short weeks, thanks to all of our posters! It is almost there, but I know that the thread is still missing a few elements and many concepts are incomplete or need to be revised. So, I think now would be a good time to show a preview of the upcoming thread revamp.
Here is the NEW poster:
I don't want to spill the beans quite yet, so I'll just say that there WILL be a big revamp by March 1st. I really want to try and finish everything sooner than that, but for now, at least, I can say my group has their due date.
EXCITING NEW CONCEPTS ARE ON THE WAY!!!
LOL. See, that's a sign that the Nether truly is evil.
LAVABOATS!
Lol jello stuff.
Actually, they're Charredbone Archers or A.K.A. Charredbone Skeletons. Their bones have been blackened from the burning fires of the Nether.
Diamondz for you
Someone IS trying to make it into a mod... Muwah ha ha ha ha!
Like I just said... MUWAH HA HA HA HA!
The compass is called a black compass.
To be explained very soon...
I'll go ahead and say that YES. It points in the direction of the nearest portal...
As for the skeletal items... you're just going to have to wait. But yes... skeletal armor is epic.
And thanks for the 90 diamonds. I needed those.
It should be implemented in the source game, not just as a mod.
Only objection: too many mobs. Charredbone Archers would be cool if they were rare. And they would only appear on hard. Imps might be okay. But the Nethershrews should be a topside thing, they don't need to be in the Nether.
Other mobs are not needed.
Also, no kitrinite tools.
And a suggestion or two: Hellbulbs should grow on the underside of blocks, instead of on the surface. That way, they're harder to find. And there should be some Nether Biomes:
LAVA LAYER: Thermostetite and lava here.
MINERAL LAYER: above lava layer (about the same place as you would spawn).
CHILL LAYER: contains Nethershrooms and Grimwood. Sort of like the Alpines of the Nether.
Finally, Grimwood trees won't grow near lava, thermostetite, or torches. Nethershrooms or Glowstone will be needed for light in a Grimwood farm.
Good points... thanks for your first post!
Yeah, I see your point. I'll think hard about that.
Oops... did I say that out loud?
stability- unstable biomes have more loose gravel, glowsand, and unstable platforms. they also hold other risks of falling. they usualy have the classic nether cave shape.
spiritual level- biomes with a high spiritual level have more ghosts and soulplasm. they also have other spiritual features.
teperature- cold biomes have more soulsand, a high spiritual level, more plants such as gwirmwood trees. they have less lava, a low activity level, and less netherrack and fire than a normal nether biome (the ones we currently have), and have a large pit shape to make more room for mega-mobs and trees. hot biomes however, have more netherrack, more lava, less soulsand, more fire, more glowstone, more ghasts
shape- nether biomes will come in mant different shapes, the current ones i have come up with are classic (the shape all levels have now), pit (a deep pit that transitions well with cave and classic, it has many planes that are flat with few slopes), and cave(similar in shape to a real cave, features many realistic cave-like features).
activity level- the higher the level (0 - 9) the more mobs (especialy loud and destructive mobs, however neutral and peacefull mobs other than pigmen are uneffected) the lower the level (0 - -9) the less mobs there are, and peacefull mega-mobs pawns like centipedes spawns are un-effected.
dificulty- dificult biomes will be hot, more unstable, steeper, have more dungeons, more ledges and hord to climb areas, less ore, and other dangers, problems, and dificulties.
i hope you have more time for this thread soon.
-Owls
I like everything I'm hearing... *nods enthusiatically.
yeah, i covered biomes in a earlyer post (not the one on this page, before this page). but those biomes all sound like nice ideas, perhaps those layers could have different biomes, or prehaps they would be biomes themselves? maybe you could make a nether portal that teleports you to "The Nether - <Layer name here>" and that layer has diffrerent biomes?
And no kitrinite tools?! those sound awsome! they can mine anything, but they also last less than gold tools, which means you need two pickaxes instead of one, and even after that balance, they also look totaly awsome! now i do know the swords make no sence, but we have portals, cake, and random music $#!%, the boundries to what we can do and have become streched after that. notch could add the kitrinite tools, and even throw in vamps and potions now that we have cake, music blocks and portals! and if you add alot of biomes and most of the mobs become biome specific, the too many mobs for one world problem goes away. when notch just added the nether (which was supposed to be a whole new world by the way) and stoped adding to it after that, it got boring FAST! this could change all of that! and the more the additions, the less time spent un-happy, un-amused, un-surpised, and un-impressed! thats why this is the first banner in my siggy.
and thats why im still here after my post got eaten by the forums auto-logout-after-30-minutes feature.
that is why i love this tread better than the time i first saw what was at the wilderness castle in runescape!(which by the way is a game i quit long ago, due to both a lack of alot of content, new content, and money) and it has so much room for new things (like the things that are now being added like jello and that bone-bread stuff.) and i thnk notch will like the sound of this when he hears it.
im glad you suddenly had time for this thread, i hope this trend continues.
-Owls
Based upon recent comments, I figured now would be a good time to finally make the announcement.
I am posting this announcement on behalf of my group's constant and rather annoying nagging. We need more specific conversation and more ideas on concepts for Biomes and Mobs in the Nether. Therefore, I am switching the topic in this thread.
We've been looking at many of the forum threads and topics that are floating around on the forum and one thing we've decided is that we need to get more specific about Mobs and Biomes. We have selected some of the ones we like and are posting them here.
PLEASE GIVE US SOME MORE SUGGESTIONS... we need to be ready with everything by march -before the Next Major Revamp.
To give you all a little background on what we're starting with, I have listed these unanimously decided features:
New Mobs:
1.) Charredbone Skeletons - Burned & Tortured Skelletal Archers
Drop: Black Bones 0 - 2, All arrow types 0 - 1. Reg, Fire, Poison, Grim, Poison/Grim.
Health: 12
Use Grimwood to fight them... in fact they HATE the cold... and stay as far away from it as possible.
2.) Red Dragons - Flying, fire-breathing monstrocities that can be attacked best when found sitting on their treasure hoard in larger dungeons. IF flying, their weak spot is the tender underside of their tummies.
Drop: Red Dragon Scales 6 - 8, Gold ingots 0 - 8, and on rare occasion Soft Durodium ingots 0-3.
Health: 30
Use Grimwood and Diamond/Kitrinite weapons! They can't take the cold either. If you have water buckets with you... use them on the dragon... it will put out their fires.
3.) Lavamonsters - Mozying beasts of firey magma that trail a bit of magma behind them. They carry and use Magma Swords.
Drops: Thermosetite Ingots 0 - 1, Obsidian 0 - 4, Shadeglass 0 - 1.
Health: 15
Use Grimwood... it's the only way... believe me.
4.) Sapropods - Mob eating plants with a mouth full of teeth that grow near Saprophyte clusters.
Drops: Saprophyte 0 - 2, Bones 0 - 2, Sapropod Seeds? 0 - 1
Health: 10
Use Thermosetite weapons. If you use a Magma Hoe on the block they die on, you can almost always COLLECT Sapropod seeds... Seeds can be planted later on in order to grow Domesticated Sapropods as pets and guards. Also they are ineffected by grimwood "freezing" and poison.
5.) Fireslimes - Cute, Red slimes, easily catch on fire and are ineffected by Thermosetite weapons.
Tiny, Small, Big, Huge sizes... like ordinary slimes.
Drops: Red Slimeballs
Health varies from 2 1/2 to 15, depending upon sizes.
Any weapon will do.
6.) Poison Spiders - Long legged, red and white spiders that can bite you for poison damage.
Drops: Poison Powder 0 - 4, Antidote Powder 0 - 1.
Health: 8
Any weapon will do just fine. Ineffected by poison.
7.) Pigmen. Nuetral. Can trade gold for other items they may be carrying.
(NOTE: ZOMBIE PIGMEN ARE ALSO NUETRAL, BUT YOU CAN NOT TRADE WITH THEM. IF YOU HAVE GOLD IN YOUR HANDS THEY WILL ATTACK YOU FOR IT.)
Biomes:
Growth Biome / Cooler region... can find large deposits of soulsand, glowsand, lightstone, grimwood trees, gravel, cobblestone, stone, saprophyte and mushrooms. On occasion you will find Nethershrooms and obsidian.
Fire Biome / Hotter Region... can find large deposits of Glowstone, Thermosetite, Netherrack, Lava, Gravel, and Kitrinite Ore.
Pit Biome / Hot, Underground region... can find caves, lava lakes and dungeons. What's found underground are deposits of gravel, stone, cobblestone, rare obsidian, Charoite/Kitrinite/Thermosetite/Durodium/Diamond/Gold ores and mossy cobblestone. In dark caves, were little lava is present, Nethershrooms can also be found.
Please help us out by continuing to develop new ideas!
Thanks. Your friendly neighborhood:
-Scarecrowman
I'm gong to have to be brutally honest here. Everything I've seen in this thread has been either ridiculously overpowered or needlessly complicated.
Rather than focusing on ores and plants and items, this should be focusing on implementing new enemy mobs, as well as other mobs that might act passively, but still be a danger to the player.
Firehazurd's Salamander and Glutton(though I still think it should just eat any food items the player is holding, being a passive danger to the player by prohibiting their ability to recover damage) should have been in this thread from day one.
I still say that there should be hostile mobs like Skeletal Cowboys,(like zombie pigmen, but skeletons and cows) who are solitary and will attack you on sight, unless a Ghast Bomb hits one of them, or you're being chased by Zombie Pigmen, in which case they'll ignore you to attack the Ghasts and/or Zombie Pigmen. They could also use stronger arrows, even a variety, like those suggested in the RangeCraft thread.
There could also be Sheepers (Creeper Sheep) that can explode, but only lose their "wool" in the process, and Chideners (Spider Chickens) that possess both the ability to jump rapidly, climb walls, AND float as they fall, AND can be ridden by Skeletal Cowboys.
A liquid that has been dubbed "Midas Tears" has been suggested for the Aether, but I think that its properties would be far more fitting as a rare liquid for the Nether.
I haven't even seen a mention of upgrading the Zombie Pigmen to have other gold tools besides just swords, or that on death you should be able to recover those tools instead of only grilled pork.
Has anyone suggested that a burning netherrack block next to another should be able to have its fire go out while at the same time lighting the netherrack block next to it? thus making it so players can't just light a block on fire without at least isolating it a little first, or else risking having that fire move around.
This thread shouldn't just be about what STUFF you can get from the Nether, but how to make the nether more interesting.
Heck, with Darkwood(grimwood in this thread) trees, a Nether "biome" could consist of a dense forest of them, and those rare overpowered ores could be revamped so that they are generated where those grimwood biomes, and are destroyed if the unmined ore block is touched by light levels higher than 3-5, so if you try to just clear out the forest so you can see, you'll lose the ore.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
You do realize... that that announcement was about what we've got currently... not what we're settling with.
I'm sorry... that just sounds rediculous and totally un-related to the Nether.
Yeah... that's why we're discussing it.
Nice suggestions. Thanks for your honesty and opinions, Grey.
Good to have you on the Nether Thread.