I told you before, you may be leading this ship that is the Nether update, but you CAN'T STEER IT.
You are only reporting the direction the majority says you should sail.
If people keep saying "No Infinite use items" then bite your tongue and remove them.
Grey covered this best but I just have to make comment...
I mean, I really don't understand why people tell me on one hand that Durodium items are far too powerful when on the other hand, the half of them are willing to use inventory hacks to get all the diamond resources they want!
I'm sorry did you just insult people who are trying to make your idea better AND claim they were cheating at the game?
Get your head out of your ass dude and take a look around.
Not only is the "insult those who disagree" incredibly childish, it alienates people who had an interest in your idea. And as your thread is about reporting the majority opinion, NOT YOURS, doing so is reporting a biased sample and saying it's fair.
... I agree... and that's all I'm going to say, lest I be bombareded with hurtful words a second time.
Quote from AndrewJohn1995 »
Well you don't have to get rid of it, changing it is just as good, when it came around to it I had to do that often with my own thread (advertising is not intended). When it comes down to it, Notch will get the final say, he may just want what everyone doesn't or vice versa.
However, I do not agree with the dissing of people whom disagree, that is what helps get a thread blocked.
Actually, this was also my consensous on the matter.
I'm ashamed of my dictatorship tendancies... never was my intention to hog the thread's direction. I just really like the idea of a tool that never runs out. If the Majority of people do think that the item is too powerful, eventually the thread WILL change... because Notch is going to do what he thinks and 1000 heads are better than one, right? Good thing too.
likes Diplomacy.
Maybe it could be like 4 times stronger than Diamond or something?
Quote from Togfan »
Not here. :sad.gif:
I hope I don't burst your guys bubble's, but I doubt Notch is going to see this. I am not saying I am happy about notch not seeing this, why would I? But I think a mod would be prosperous.
Here is my idea for Kitrenite and Durodium:
*Kitrenite gathers resources twice as fast as diamond (and mines the same too) but the durability is that of wooden tools
*Durodium gathers resources as fast as wood tools (and mines the same too) but has twice the durability of diamond
I like this! Yes... I think you're right. However, I'll have to find out about how fast diamond collects something in order to make sure that there aren't any hickups.
Quote from KillerMapper »
An idea :
A tool made with a new mineral can give more loot when you break the ore (for example, instead of having 1 coal, you can have 2 or 3, random number).
I like this too... but I think that it would only be good if it gave you like 1-2 extra. More than 3 might be overkill. But like I said, It's a REALLY good concept.
BUMP
I would like to restate this:
My group needs more ideas for Biomes and Mobs. We aren't satisfied with what we've got. Any ideas anyone?
Good points. I agree with you, although my intention was not to insult anyone. I can see why it would look like that based upon the way I wrote it. Especially with the exclaimation mark.
But why must every post you make be centrally focused on pointing out my flaws? Say something supportive, please; you'll have more success in convincing me that way.
Within the sea of "OMG YUS!" and "FOR GOD'S SAKES MAKE THIS A MOD" I'm pretty sure you've got textual support enough to not receive much from me.
Also flaws must first be addressed before you try to build on anything, because if they aren't you'll end up building on a flawed foundation, eventually leading your idea to crumble.
Here is my idea for Kitrenite and Durodium:
*Kitrenite gathers resources twice as fast as diamond (and mines the same too) but the durability is that of wooden tools
*Durodium gathers resources as fast as wood tools (and mines the same too) but has twice the durability of diamond
I like this! Yes... I think you're right. However, I'll have to find out about how fast diamond collects something in order to make sure that there aren't any hickups.
Quote from KillerMapper »
An idea :
A tool made with a new mineral can give more loot when you break the ore (for example, instead of having 1 coal, you can have 2 or 3, random number).
I like this too... but I think that it would only be good if it gave you like 1-2 extra. More than 3 might be overkill. But like I said, It's a REALLY good concept.
BUMP
I would like to restate this:
My group needs more ideas for Biomes and Mobs. We aren't satisfied with what we've got. Any ideas anyone?
Decay Biome
A large area of extremely tall, leafless tress. No bushes or undergrowth whatsoever, for the exception of Green Mushroom patches here and there, it has a white murkiness to it, not fog, but murkiness. You can only see good about 7 blocks in front of you, 2 blocks from that you can kind of see, and after that you only see a light gray. There is no music or mobs. And there are sometimes rivers of warm, brown-green sludge flowing through the forest.
Grimwood Forest Biome
Closely knit Grimwood forest with undergrowth of Scorchvine (a plant I am going to suggest later), Charredbone Archers and other bandits take their loot here to hide out. The most common mob though are Poison Spiders.
I don't know why I thought up two forest Biomes, I don't think of the Nether being especially full of plant life.
The most numerous biome should pretty much be the one we have now.
I think instead of Pigmen there should be human-sized orange cyclopslike creatures that you can trade with.
Here is a mob idea:
Magmabat:
Desc: these black bats shelter on the roof over lava, sleeping with their wings enclosed around them. If they move their wings they reveal their one large red eye, which they can absorb your life with.
Tolerance: passive in darkness, aggressive in a light level of 7 or over.
Locmotion: flying
Speed: roughly player speed
Size: about the size of he bat in the Cats, bats and mice topic,
Biome: extremely common in normal Nether biome, they will spawn fairly commonly anywhere in the Nether, and in some very rare times deep underground in the normal world
Health: 2.5
Attack Strength: 1 (easy), 1.5 (normal), 2.5 (hard)
Drops: ?leather?
Whoa, I'm out of the loop. I start ignoring this thread for a bit because I'm busy and that too many of the suggestions are not well thought out, plus Xurich disappeared. Now he's back, with sabata and grey, and we're moving onto Mobs and Biomes.
I still think Xurich should see and comment on my posts about the Portal Block and the For Testing Purposes Only Mod, since especially the mod could directly affect how this comes out.
Long post ahead, not for the weak of heart.
Difficulty
At first I thought that Nether Biomes would be another ridiculous complication, but I'm starting to like it now, especially with spek's Biome Outline, which makes it less than a different segments of materials but different areas to conquer. I especially like the difficulty idea, thought not in the way he suggested it. It seems more of the shape quality. I think it should be a special value independent of the specific biome types, but specific to each biome formed (Such as, you could have a Growth biome with difficulty 5 next to a difficulty 6 Fire, then another Growth biome but it is level 8). I'm going to cover a few ideas I had with this "difficulty" thing.
1) Difficulty near spawn: Since we don't want the player spawning in level 9 difficulty, or starting off easy, we should make it so that when the Nether is created, they start in a level 4-6 difficulty. Of course they can just create another portal later, but this still makes awesome.
2)Difficulty indicator: I was thinking that Hellbulbs or Sapropype (More of the first one) could be used to indicate difficulty, in a similiar fashion to how grass indicates rainfall. The easier an area is, Hellbulbs become brighter, being almost pink in difficulty 1. But the more difficult, Hellbulbs become darker, until at difficulty 9 Hellbulbs are almost black.
3)Difficulty Mob-setting: Only for the Nether, mobs have a difficulty level (I guess it could be for the Overworld too, but it wouldn't do anything). This value could decide how often a mob appears at what level. Like if it was a range of 3 Then if Zombie pigmen are difficulty 3, They can appear in difficulties 1-6. Fireslimes are difficulty 5, they appear in 2-8. Red Dragons are difficulty 12. They rarely appear in difficulty 9. These aren't exact numbers, but you can see what I'm getting at right? This would work assuming that mob spawning chooses a spawn point before it chooses what to spawn.
Now, looking at-
Mobs
[*:1v2980r5]Charredbone Skeletons: Nice. Any specific idea on how much damage grimwood does to them (Or to anything else?) What is this poison, Grim stuff? Purpose for Black bones ( I think I see them in the poster)
[*:1v2980r5]Red Dragons: Good job. I think instead of dropping gold, they spawn on top of exposed cool-stuff veins in difficult biomes (the only biomes the exposed ore viens would be). Is there support in the game for a weak point? And if so, why would it be the part easiest for the players to hit when it is flying? Will it just attack the player like zombie, head on, or would it fly around and back? Purpose for scales?
[*:1v2980r5]Lavamonsters: Is grimwood the only weapon that does damage to it? If so, do other weapons take damage from attacking it, and does it flinch backwards?
Important interuption: If you hit something with Grimwood tools, like the sword, is there any special effects that occur?
[*:1v2980r5]Sapropods: Is there "sapropype residue" that you use the magma hoe on, and it is sort of like a train track? Does this residue decay? Why do they drop bones if they are planets? Will this be the only way to get Saprophyte? Should there really be "domesticated" Sapropods? Does grimwood still do damage, and if so, how much? Would these be considered a block by the game when saved, to prevent them from despawning? If so, would they be placed by regular mob-spawning protocol or by the map-generator?
[*:1v2980r5]Fireslimes: Specific health for different sizes? Purpose for red slimeballs?
[*:1v2980r5]Poison Spiders: Me and Sabata were discussing poison earlier. I came up with an idea for Neutral Rolypolies that hung out near mushroom patches as the main poison enemy, so that the player could avoid being poisoned until he figured out the mushrooms, and so that the player would be able to relate poison to mushrooms. I think spiders could work, but they'd have to be slow and normally neutral, and hopefully spawn near mushrooms..I do like the antidote-poison powder drop. I think that should be the name for the dust from the mushrooms.
[*:1v2980r5]Pigmen: I like this. Is it just gold ingots, gold blocks, gold items in general, some crafted gold-coins or something, or a combination of these? I like this a lot because it gives a purpose to gold besides prestige, it would be funny to see somebody accidentally agro Zombie pigmen, and it finally explains why Zombie pigmen have gold swords. But what exactly would Pigmen be holding? Would you see them holding it, or would you use the gold on them and a random item from a programmed selection would pop out? Would you be able to trade gold items for gold items? Would the pigmen have one item, or many of one type of item, or many different items? Can they be depleted? Will they drop the items when killed? Do they drop regular pork? Can you zombify them? Does this happen by trading them gold?
For all of these you should probably specify what the range is of groups appearing (I.E. Do Pigmen spawn like lonely hobos, or as Mormon communities?)
Here's some stuff from me earlier
Quote from me »
-Imps: Spawn in regular sized groups. They are attracted to other-worldly (or "Overworldly") Blocks, specifically cobblestone. They do agro the player, but when they get close to the player, they let out a loud shreik (Specifically designed to scare the crabapples out of anybody who didn't see them) and run away at about 1.5x player speed, jumping into lava if necessary to get away (Fireproof or not alternatives).
-Nethersouls: Spawn in somewhat large groups, but "idle around" a lot, in different directions. Somebody suggested something like this either earlier in this thread, or one of the other threads. They spawn just like regular mobs, but they can go through blocks. They are pigmen-neutral, and will attack if hit, but they can only take damage if they are hit by ____ tools/weapons (Either they are the only things that do damage, or they remove the invincibility so that all tools do damage). To keep them somewhat near the Netherrack, they should be attracted to it, but also attracted to open space in a random ratio somewhere between 2:3 and 3:2 (Randomly generated so that some will spend more time just beneath the surface, and some a little around outside). It could also be programmed that any Netherrack above them is discounted, and any open area below them is also discounted, so that they aren't pulled to the ceiling. It could also be possible that they won't travel through ______ blocks.
Other possibilities: They could be made to make noise only when they pass through the player,
I would originally guess centipedes as the potentially poison mob, but since that would mean they would hang out near green mushrooms, it sort of defeats their purpose.
-Roly-polies: Spawn in groups of 1-2. Instead of moving around like normal mobs, these ones spawn only next to (Green?) Nethershrooms, and then curl up into a 1/2 block wide cube. If the player is within agro range, it will uncurl (About 1.5 blocks long, half a block wide still, with legs that life it about 0.25 blocks from the ground) and face the player, and maybe walk up a little. If the player sneaks, they will not notice him. If he hits one, it will attack. It moves at 0.8x player speed, and has only 5 hearts, but it's attacks are poisonous.
You can apply Rolypolies as an alternative to Poison Spiders when this gets to notch, If you like them too. Now I can finally get onto-
Biomes
First Off I like Spek's Stabilitity-Temperature-Shape-Activity-Difficulty outline. I think it should be applied to all of the biomes,except for difficulty. I think that Difficulty should work independent of the distinct Biomes and not be an extension of the Shape but similar to the activity. The activity should be a guidline for the spawnrate of mobs in general, but difficulty effects what type of mobs are spawned. I think that activity could be biome specific (I.E. obviously growth biomes would have more activity than a desert-esque biome) but difficulty should change with the area. I think that most biomes should trend towards 6 difficulty, so that very hard and "very easy" biomes are rare. I put "very easy" in quotes because my last point would be that the lower difficulties would still be difficult, just not as difficult as the other ones.
Hopefully that's not confusing. I also want to mention I don't like all of this leaking of Overworld ores into the Nether.
[*:1v2980r5]Growth: I don't think you should have Cobblestone and stone naturally in the nether, and thanks to my friends I'm absolutely prejudiced against Gravel being even in the overworld. Keep Netherrack as a constant everywhere. The shape will be a lot like the Fire/Current Nether, right? I like this. Sapropods too?
[*:1v2980r5]Fire: I guess gravel fits here. This is based off the current Nether, amirite? I like this one.
[*:1v2980r5]Pit: I'm going to assume that unlike the current Nether, which is sort of a series of pillars with bulges and offshoots, this will be more like a big island in the lava that protrudes above the lava level, with a few places where there are lava lakes and rivers (More like land in the overworld, with lakes). Then underground will be full of more "epic" tunnels. How do the dungeons compare to Overworld dungeons? No gravel or stone or gravel or cobblestone or gravel or gravel please.
I SUGGEST: Take Pit Biome and split it into thirds and let it grow like a worm into three seperate biomes: Pit, Scorchedland, and Porous.
[*:1v2980r5]Porous: You know how the land in the current nether forms walls that go from the ceiling rock into the lava? Well, this is sort of that idea, except it's the whole biome. It is a giant pillar that goes floor to ceiling, but it is riddled with tunnels, and outside ledges. It will have dungeons, a few lava lakes, caves, sometimes obsidian, Kitrinite, Thermosetite near the lava lakes, and durodium. There will be NO ghasts, but lots of Nethersouls, few pigmen of any sort, few sapropods, few lavamonsters, poison spiders around caves with mushrooms, and it is more likely to have Red Dragons and CBSkeletons. Material other than netherrack would be present on the walls.
[*:1v2980r5]Revised Pit: Like the porous biome (and it usually spawns nearby) except there will be a giant pit in the middle. (If you have reader "Free Fall" of the "Tunnels" series, then I'm sort of imagining that). The tunnels will mainly offshoot this pit, and there will be a few ledges, though they might be inward. When the biome is formed the rough center will be found and will be made the "pit center point." Any blocks created in the range 30-22* blocks from the center will be spawned or not through random chance. within 22* blocks there is no blocks. After the biome is created, the "pit center point" becomes irrelevant and disappears. The pit will go straight down and up until about 16-8 blocks from the ceiling/floor. The floor will be random terrain. The top will taper out wider. A 1/X chance that the bottom is a small lake of lava. This will have more Fireslimes than porous, even MORE chance of dragon spawning near the bottom of the pit, more Thermosetite if the bottom is a lava lake, Sapropods would be common in the pit, and nethershrroms more likely there. Other than that, it is just like porous.
*keep in mind this would be radius, not diameter. These numbers are made-up, they are totally up for change.
[*:1v2980r5]Scorchedland: High temperature, and medium-low stability. It takes more after the "island" shape I mentioned in my rendition of your original pit idea, except that there isn't as many tunnels underground. It is relatively flat on top, with an occasional small hill. The land would be relatively flat with common lava lakes, lots of natural netherrack-fire. Lava monsters, Fireslimes, and pigmen/zombiepigmen would be more common here. CSkeletons also common here unless they are TOO common in general. Very little in the way of nethershrooms and spiders. Imps common. No sapropods or grimwood. Glowsand, Soulsand, Netherrack, lava, and Thermosetite can be found on the surface(Kitrinite can also be found similiarly to coal being found on the surface in the Overworld). Digging in can also find Durodium and Kitrinite.
Visualization:
Porous: Imagine a sponge. Pretty similiar
Pit: Imagine porous + the following in the middle
*=empty space/anonymous rock
/_| = pit walls
Scorched land
\_/| = Land
* = lava/innerland
' = air
''''''''''''''''''''______
''''''''''''''_/*********\_
*****/****************\*****
****/*******************\****
Final unorganized thoughts
I like Zophah's idea for Kitrinite and Durodium, except that change wood to stone for Durodium.
Whoa, I'm out of the loop. I start ignoring this thread for a bit because I'm busy and that too many of the suggestions are not well thought out, plus Xurich disappeared. Now he's back, with sabata and grey, and we're moving onto Mobs and Biomes.
I still think Xurich should see and comment on my posts about the Portal Block and the For Testing Purposes Only Mod, since especially the mod could directly affect how this comes out.
Long post ahead, not for the weak of heart.
Difficulty
At first I thought that Nether Biomes would be another ridiculous complication, but I'm starting to like it now, especially with spek's Biome Outline, which makes it less than a different segments of materials but different areas to conquer. I especially like the difficulty idea, thought not in the way he suggested it. It seems more of the shape quality. I think it should be a special value independent of the specific biome types, but specific to each biome formed (Such as, you could have a Growth biome with difficulty 5 next to a difficulty 6 Fire, then another Growth biome but it is level 8). I'm going to cover a few ideas I had with this "difficulty" thing.
1) Difficulty near spawn: Since we don't want the player spawning in level 9 difficulty, or starting off easy, we should make it so that when the Nether is created, they start in a level 4-6 difficulty. Of course they can just create another portal later, but this still makes awesome.
2)Difficulty indicator: I was thinking that Hellbulbs or Sapropype (More of the first one) could be used to indicate difficulty, in a similiar fashion to how grass indicates rainfall. The easier an area is, Hellbulbs become brighter, being almost pink in difficulty 1. But the more difficult, Hellbulbs become darker, until at difficulty 9 Hellbulbs are almost black.
3)Difficulty Mob-setting: Only for the Nether, mobs have a difficulty level (I guess it could be for the Overworld too, but it wouldn't do anything). This value could decide how often a mob appears at what level. Like if it was a range of 3 Then if Zombie pigmen are difficulty 3, They can appear in difficulties 1-6. Fireslimes are difficulty 5, they appear in 2-8. Red Dragons are difficulty 12. They rarely appear in difficulty 9. These aren't exact numbers, but you can see what I'm getting at right? This would work assuming that mob spawning chooses a spawn point before it chooses what to spawn.
Now, looking at-
Mobs
[*:1x9ro9h4]Charredbone Skeletons: Nice. Any specific idea on how much damage grimwood does to them (Or to anything else?) What is this poison, Grim stuff? Purpose for Black bones ( I think I see them in the poster)
[*:1x9ro9h4]Red Dragons: Good job. I think instead of dropping gold, they spawn on top of exposed cool-stuff veins in difficult biomes (the only biomes the exposed ore viens would be). Is there support in the game for a weak point? And if so, why would it be the part easiest for the players to hit when it is flying? Will it just attack the player like zombie, head on, or would it fly around and back? Purpose for scales?
[*:1x9ro9h4]Lavamonsters: Is grimwood the only weapon that does damage to it? If so, do other weapons take damage from attacking it, and does it flinch backwards?
Important interuption: If you hit something with Grimwood tools, like the sword, is there any special effects that occur?
[*:1x9ro9h4]Sapropods: Is there "sapropype residue" that you use the magma hoe on, and it is sort of like a train track? Does this residue decay? Why do they drop bones if they are planets? Will this be the only way to get Saprophyte? Should there really be "domesticated" Sapropods? Does grimwood still do damage, and if so, how much? Would these be considered a block by the game when saved, to prevent them from despawning? If so, would they be placed by regular mob-spawning protocol or by the map-generator?
[*:1x9ro9h4]Fireslimes: Specific health for different sizes? Purpose for red slimeballs?
[*:1x9ro9h4]Poison Spiders: Me and Sabata were discussing poison earlier. I came up with an idea for Neutral Rolypolies that hung out near mushroom patches as the main poison enemy, so that the player could avoid being poisoned until he figured out the mushrooms, and so that the player would be able to relate poison to mushrooms. I think spiders could work, but they'd have to be slow and normally neutral, and hopefully spawn near mushrooms..I do like the antidote-poison powder drop. I think that should be the name for the dust from the mushrooms.
[*:1x9ro9h4]Pigmen: I like this. Is it just gold ingots, gold blocks, gold items in general, some crafted gold-coins or something, or a combination of these? I like this a lot because it gives a purpose to gold besides prestige, it would be funny to see somebody accidentally agro Zombie pigmen, and it finally explains why Zombie pigmen have gold swords. But what exactly would Pigmen be holding? Would you see them holding it, or would you use the gold on them and a random item from a programmed selection would pop out? Would you be able to trade gold items for gold items? Would the pigmen have one item, or many of one type of item, or many different items? Can they be depleted? Will they drop the items when killed? Do they drop regular pork? Can you zombify them? Does this happen by trading them gold?
For all of these you should probably specify what the range is of groups appearing (I.E. Do Pigmen spawn like lonely hobos, or as Mormon communities?)
Here's some stuff from me earlier
Quote from me »
-Imps: Spawn in regular sized groups. They are attracted to other-worldly (or "Overworldly") Blocks, specifically cobblestone. They do agro the player, but when they get close to the player, they let out a loud shreik (Specifically designed to scare the crabapples out of anybody who didn't see them) and run away at about 1.5x player speed, jumping into lava if necessary to get away (Fireproof or not alternatives).
-Nethersouls: Spawn in somewhat large groups, but "idle around" a lot, in different directions. Somebody suggested something like this either earlier in this thread, or one of the other threads. They spawn just like regular mobs, but they can go through blocks. They are pigmen-neutral, and will attack if hit, but they can only take damage if they are hit by ____ tools/weapons (Either they are the only things that do damage, or they remove the invincibility so that all tools do damage). To keep them somewhat near the Netherrack, they should be attracted to it, but also attracted to open space in a random ratio somewhere between 2:3 and 3:2 (Randomly generated so that some will spend more time just beneath the surface, and some a little around outside). It could also be programmed that any Netherrack above them is discounted, and any open area below them is also discounted, so that they aren't pulled to the ceiling. It could also be possible that they won't travel through ______ blocks.
Other possibilities: They could be made to make noise only when they pass through the player,
I would originally guess centipedes as the potentially poison mob, but since that would mean they would hang out near green mushrooms, it sort of defeats their purpose.
-Roly-polies: Spawn in groups of 1-2. Instead of moving around like normal mobs, these ones spawn only next to (Green?) Nethershrooms, and then curl up into a 1/2 block wide cube. If the player is within agro range, it will uncurl (About 1.5 blocks long, half a block wide still, with legs that life it about 0.25 blocks from the ground) and face the player, and maybe walk up a little. If the player sneaks, they will not notice him. If he hits one, it will attack. It moves at 0.8x player speed, and has only 5 hearts, but it's attacks are poisonous.
You can apply Rolypolies as an alternative to Poison Spiders when this gets to notch, If you like them too. Now I can finally get onto-
Biomes
First Off I like Spek's Stabilitity-Temperature-Shape-Activity-Difficulty outline. I think it should be applied to all of the biomes,except for difficulty. I think that Difficulty should work independent of the distinct Biomes and not be an extension of the Shape but similar to the activity. The activity should be a guidline for the spawnrate of mobs in general, but difficulty effects what type of mobs are spawned. I think that activity could be biome specific (I.E. obviously growth biomes would have more activity than a desert-esque biome) but difficulty should change with the area. I think that most biomes should trend towards 6 difficulty, so that very hard and "very easy" biomes are rare. I put "very easy" in quotes because my last point would be that the lower difficulties would still be difficult, just not as difficult as the other ones.
Hopefully that's not confusing. I also want to mention I don't like all of this leaking of Overworld ores into the Nether.
[*:1x9ro9h4]Growth: I don't think you should have Cobblestone and stone naturally in the nether, and thanks to my friends I'm absolutely prejudiced against Gravel being even in the overworld. Keep Netherrack as a constant everywhere. The shape will be a lot like the Fire/Current Nether, right? I like this. Sapropods too?
[*:1x9ro9h4]Fire: I guess gravel fits here. This is based off the current Nether, amirite? I like this one.
[*:1x9ro9h4]Pit: I'm going to assume that unlike the current Nether, which is sort of a series of pillars with bulges and offshoots, this will be more like a big island in the lava that protrudes above the lava level, with a few places where there are lava lakes and rivers (More like land in the overworld, with lakes). Then underground will be full of more "epic" tunnels. How do the dungeons compare to Overworld dungeons? No gravel or stone or gravel or cobblestone or gravel or gravel please.
I SUGGEST: Take Pit Biome and split it into thirds and let it grow like a worm into three seperate biomes: Pit, Scorchedland, and Porous.
[*:1x9ro9h4]Porous: You know how the land in the current nether forms walls that go from the ceiling rock into the lava? Well, this is sort of that idea, except it's the whole biome. It is a giant pillar that goes floor to ceiling, but it is riddled with tunnels, and outside ledges. It will have dungeons, a few lava lakes, caves, sometimes obsidian, Kitrinite, Thermosetite near the lava lakes, and durodium. There will be NO ghasts, but lots of Nethersouls, few pigmen of any sort, few sapropods, few lavamonsters, poison spiders around caves with mushrooms, and it is more likely to have Red Dragons and CBSkeletons. Material other than netherrack would be present on the walls.
[*:1x9ro9h4]Revised Pit: Like the porous biome (and it usually spawns nearby) except there will be a giant pit in the middle. (If you have reader "Free Fall" of the "Tunnels" series, then I'm sort of imagining that). The tunnels will mainly offshoot this pit, and there will be a few ledges, though they might be inward. When the biome is formed the rough center will be found and will be made the "pit center point." Any blocks created in the range 30-22* blocks from the center will be spawned or not through random chance. within 22* blocks there is no blocks. After the biome is created, the "pit center point" becomes irrelevant and disappears. The pit will go straight down and up until about 16-8 blocks from the ceiling/floor. The floor will be random terrain. The top will taper out wider. A 1/X chance that the bottom is a small lake of lava. This will have more Fireslimes than porous, even MORE chance of dragon spawning near the bottom of the pit, more Thermosetite if the bottom is a lava lake, Sapropods would be common in the pit, and nethershrroms more likely there. Other than that, it is just like porous.
*keep in mind this would be radius, not diameter. These numbers are made-up, they are totally up for change.
[*:1x9ro9h4]Scorchedland: High temperature, and medium-low stability. It takes more after the "island" shape I mentioned in my rendition of your original pit idea, except that there isn't as many tunnels underground. It is relatively flat on top, with an occasional small hill. The land would be relatively flat with common lava lakes, lots of natural netherrack-fire. Lava monsters, Fireslimes, and pigmen/zombiepigmen would be more common here. CSkeletons also common here unless they are TOO common in general. Very little in the way of nethershrooms and spiders. Imps common. No sapropods or grimwood. Glowsand, Soulsand, Netherrack, lava, and Thermosetite can be found on the surface(Kitrinite can also be found similiarly to coal being found on the surface in the Overworld). Digging in can also find Durodium and Kitrinite.
Visualization:
Porous: Imagine a sponge. Pretty similiar
Pit: Imagine porous + the following in the middle
*=empty space/anonymous rock
/_| = pit walls
Scorched land
\_/| = Land
* = lava/innerland
' = air
''''''''''''''''''''______
''''''''''''''_/*********\_
*****/****************\*****
****/*******************\****
Final unorganized thoughts
I like Zophah's idea for Kitrinite and Durodium, except that change wood to stone for Durodium.
Planting dust to grow shrooms?
Awww... no one mentioned my idea. Oh well, what should I expect.
I like the idea of planting dust.
Also, the Grimwood forest is almost identical to the Cold Biome, so scrap it, the Decay Biome is useless, so scrap it.
Here are some slightly better ideas:
Glowstone Cave
A rare cave that is small in diameter, but they have fairly high ceilings. They are made completely of Glowsand and Glowstone, and have cascading falls of Midas Tears (if it is added, if not I guess Soulplasm would work), if you dig down they are also pretty prosperous in Gold.
Damp Chasms
Pretty much the Cold Biome's variation of the pit. Centipedes and Poison Spiders/Rolly Pollies are quite numerous here. CB Skeletons are decently common, Imps are uncommon, Nethershrews are common, Sapropods are uncommon, Zombie Pigmen are rare, Shadesouls are decently common, Ghast's and other Lava Based mobs are non-existent. Mushrooms are EXTREMELY common, and surprisingly, here Green Mushrooms are more common than Purple, and Brown and Red are quite rare.
But, none of my ideas are good anyway. Scorchvine and other suggestions hopefully coming soon.
But before I go, I would like to say that the levels could apply to Netherbulbs too, they could look like the familiar White Onions in lower levels, the not very well know Yellow Onions in middle levels, and the decently well known Red/Purple Onions in later levels.
Awww... no one mentioned my idea. Oh well, what should I expect.
I like the idea of planting dust.
Also, the Grimwood forest is almost identical to the Cold Biome, so scrap it, the Decay Biome is useless, so scrap it.
Here are some slightly better ideas:
Glowstone Cave
A rare cave that is small in diameter, but they have fairly high ceilings. They are made completely of Glowsand and Glowstone, and have cascading falls of Midas Tears (if it is added, if not I guess Soulplasm would work), if you dig down they are also pretty prosperous in Gold.
Damp Chasms
Pretty much the Cold Biome's variation of the pit. Centipedes and Poison Spiders/Rolly Pollies are quite numerous here. CB Skeletons are decently common, Imps are uncommon, Nethershrews are common, Sapropods are uncommon, Zombie Pigmen are rare, Shadesouls are decently common, Ghast's and other Lava Based mobs are non-existent. Mushrooms are EXTREMELY common, and surprisingly, here Green Mushrooms are more common than Purple, and Brown and Red are quite rare.
But, none of my ideas are good anyway. Scorchvine and other suggestions hopefully coming soon.
But before I go, I would like to say that the levels could apply to Netherbulbs too, they could look like the familiar White Onions in lower levels, the not very well know Yellow Onions in middle levels, and the decently well known Red/Purple Onions in later levels.
I'm sorry, I was tired and your post came later. I was going to wait for Xurich to comment. But here:
Magmabat: I don't think I understand this "absorb your life with" comment. Also, considering the Nether is a giant cave world, I think that these should mostly spawn in areas of low light and high difficulty, since a few of these, despite having low health, sound like they could be hard to attack back in a group, especially if they have a move complex attack pattern then "fly at player." I don't know about spawning in porous, but definitely the pit biome, whether mine or the current one, would be great, and also my scorchedland one, and I think the fire one would be cool as well. Otherwise, the attack when they are lighted upon could be really fun in dark caves since it would keep the player from making too much light, so long as they don't spawn in already bright places. This is also very retro, so I think Notch could approve.
Glowstone cave: Sounds more like a dungeon then a biome. Also, gold ore currently looks like :goldore:, which doesn't fit with Netherrack.
Deep Chasms: I can't exactly go into much detail, my clock is ticking, but this looks good, except for I never thought of the Pit biome as related the Hot one.
Mining Smoothstone: Sounds logical.
4-dust per plant: I think that would take a lot more code then it would be worth, plus it would be irritating to the player to have this one exception to the one-item/block-per-block rule.
Ninjaglass: This is kind of like the Aetherrock in the Aether suggestion thread, so I think this would be kind of superfluous.
Ok, I'm being kicked off. TTFN.
I was actually talking about the Hellbulbs in my post.
This is awesome! Notch should totally impliment this into Minecraft! That would give me a better reason to go to the nether, instead of just to get some lava :tongue.gif:
Awww... no one mentioned my idea. Oh well, what should I expect.
I like the idea of planting dust.
Also, the Grimwood forest is almost identical to the Cold Biome, so scrap it, the Decay Biome is useless, so scrap it.
Here are some slightly better ideas:
Glowstone Cave
A rare cave that is small in diameter, but they have fairly high ceilings. They are made completely of Glowsand and Glowstone, and have cascading falls of Midas Tears (if it is added, if not I guess Soulplasm would work), if you dig down they are also pretty prosperous in Gold.
Damp Chasms
Pretty much the Cold Biome's variation of the pit. Centipedes and Poison Spiders/Rolly Pollies are quite numerous here. CB Skeletons are decently common, Imps are uncommon, Nethershrews are common, Sapropods are uncommon, Zombie Pigmen are rare, Shadesouls are decently common, Ghast's and other Lava Based mobs are non-existent. Mushrooms are EXTREMELY common, and surprisingly, here Green Mushrooms are more common than Purple, and Brown and Red are quite rare.
But, none of my ideas are good anyway. Scorchvine and other suggestions hopefully coming soon.
But before I go, I would like to say that the levels could apply to Netherbulbs too, they could look like the familiar White Onions in lower levels, the not very well know Yellow Onions in middle levels, and the decently well known Red/Purple Onions in later levels.
I'm sorry, I was tired and your post came later. I was going to wait for Xurich to comment. But here:
Magmabat: I don't think I understand this "absorb your life with" comment. Also, considering the Nether is a giant cave world, I think that these should mostly spawn in areas of low light and high difficulty, since a few of these, despite having low health, sound like they could be hard to attack back in a group, especially if they have a move complex attack pattern then "fly at player." I don't know about spawning in porous, but definitely the pit biome, whether mine or the current one, would be great, and also my scorchedland one, and I think the fire one would be cool as well. Otherwise, the attack when they are lighted upon could be really fun in dark caves since it would keep the player from making too much light, so long as they don't spawn in already bright places. This is also very retro, so I think Notch could approve.
Glowstone cave: Sounds more like a dungeon then a biome. Also, gold ore currently looks like :goldore:, which doesn't fit with Netherrack.
Deep Chasms: I can't exactly go into much detail, my clock is ticking, but this looks good, except for I never thought of the Pit biome as related the Hot one.
Mining Smoothstone: Sounds logical.
4-dust per plant: I think that would take a lot more code then it would be worth, plus it would be irritating to the player to have this one exception to the one-item/block-per-block rule.
Ninjaglass: This is kind of like the Aetherrock in the Aether suggestion thread, so I think this would be kind of superfluous.
Ok, I'm being kicked off. TTFN.
I was actually talking about the Hellbulbs in my post.
Well, it leeches your hearts, so, for example, it damages you by 2 hearts, then it regains 2 hearts. But, maybe just complex attack patterns would be good.
Also, I like the Ninjaglass, but I think it should be the Aetherrock.
Awww... no one mentioned my idea. Oh well, what should I expect.
I like the idea of planting dust.
Also, the Grimwood forest is almost identical to the Cold Biome, so scrap it, the Decay Biome is useless, so scrap it.
Here are some slightly better ideas:
Glowstone Cave
A rare cave that is small in diameter, but they have fairly high ceilings. They are made completely of Glowsand and Glowstone, and have cascading falls of Midas Tears (if it is added, if not I guess Soulplasm would work), if you dig down they are also pretty prosperous in Gold.
Damp Chasms
Pretty much the Cold Biome's variation of the pit. Centipedes and Poison Spiders/Rolly Pollies are quite numerous here. CB Skeletons are decently common, Imps are uncommon, Nethershrews are common, Sapropods are uncommon, Zombie Pigmen are rare, Shadesouls are decently common, Ghast's and other Lava Based mobs are non-existent. Mushrooms are EXTREMELY common, and surprisingly, here Green Mushrooms are more common than Purple, and Brown and Red are quite rare.
But, none of my ideas are good anyway. Scorchvine and other suggestions hopefully coming soon.
But before I go, I would like to say that the levels could apply to Netherbulbs too, they could look like the familiar White Onions in lower levels, the not very well know Yellow Onions in middle levels, and the decently well known Red/Purple Onions in later levels.
I'm sorry, I was tired and your post came later. I was going to wait for Xurich to comment. But here:
Magmabat: I don't think I understand this "absorb your life with" comment. Also, considering the Nether is a giant cave world, I think that these should mostly spawn in areas of low light and high difficulty, since a few of these, despite having low health, sound like they could be hard to attack back in a group, especially if they have a move complex attack pattern then "fly at player." I don't know about spawning in porous, but definitely the pit biome, whether mine or the current one, would be great, and also my scorchedland one, and I think the fire one would be cool as well. Otherwise, the attack when they are lighted upon could be really fun in dark caves since it would keep the player from making too much light, so long as they don't spawn in already bright places. This is also very retro, so I think Notch could approve.
Glowstone cave: Sounds more like a dungeon then a biome. Also, gold ore currently looks like :goldore:, which doesn't fit with Netherrack.
Deep Chasms: I can't exactly go into much detail, my clock is ticking, but this looks good, except for I never thought of the Pit biome as related the Hot one.
Mining Smoothstone: Sounds logical.
4-dust per plant: I think that would take a lot more code then it would be worth, plus it would be irritating to the player to have this one exception to the one-item/block-per-block rule.
Ninjaglass: This is kind of like the Aetherrock in the Aether suggestion thread, so I think this would be kind of superfluous.
Ok, I'm being kicked off. TTFN.
I was actually talking about the Hellbulbs in my post.
Well, it leeches your hearts, so, for example, it damages you by 2 hearts, then it regains 2 hearts. But, maybe just complex attack patterns would be good. Also, they almost always spawn in large clusters, like Bat Colonies in reality, okay maybe not THAT big, but considering them being a Hostile mob. Also, yeah, they shouldn't spawn at light levels of 7 or over.
Also, I like the Ninjaglass, but I think it should be the Aetherrock.
Arggghhh... I thought I was editing, not quoting. Sorry for Double Post. :sad.gif: I updated a bit in that quote.
They would have a decaying skin tone like the zombie pigmen with remnants of their dark-red skin from when they entered the nether.
So basically, they take the visual appearance of zombie pigmen, bone, decaying green mold stuff, and parts of their flesh.
Awesome sauce!
I like the general concept, but have a few critiques which I might get around to posting later, but it doesn't really matter because this is awesome.
Anyways, I have another idea I'd like to offer up, Nether biomes:
I think that there would be three main types of biomes, although more specific ones could be fleshed out later,
The Lava Lakes, basically what we have now, a giant open space where ghasts and zombie pigmen spawn, lava falls fall from great cliffs, and pillars of Netherrack stretch out from both the floor and ceiling.
The Grimwood Forests, just what it says, giant expanses filled with nothing but tall grimwood trees, hopefully new and different mobs would dwell here, such as ghosts and spirits that ambush weary travellers.
The Windswept Plains, giant expanses of pretty much just Netherrack, small lava pools dot the landscape, but it is mainly a flat area in which all sorts of mobs dwell.
Another idea I had would be giant caverns in the Nether. Because the Nether has both a top and a bottom, it is possible to have different areas completely closed off from each other, essentially huge seperate caverns. I think this would be incredible. Imagine digging through a cavern wall to finally emerge in a deep and dark grimwood forest. Which brings me to another point, each cavern could have one giant biome (a whole cavern full of grimwood forests or lava lakes) or it could have several different biomes combined in one. This would make exploring the Nether really fun.
And finally, another suggestion would be fog levels, I think certain areas/biomes should have different amounts of fog, lava lakes should obviously be visible to get the full effect, but imagine running through a Grimwood forest, hearing the sounds of ghosts and ghasts, and only being able to see a couple blocks ahead of you. This would make the Nether even spookier and more exciting.
So what do you guys think of these ideas? Comments, criticisms, I'd like to hear opinions on these suggestions.
A biome suggestion I made much earlier, I have more ideas now, but I'm too lazy to post them now.
I will post some better ideas later.
Rollback Post to RevisionRollBack
My BattleCraft Clan:
Check out the Community Empowerment Project, post your mob ideas here:
how would you creat the skeleton armor? is it the same as crafting? and what (ignot?) would I use to make them? This is an epic idea, cause if this stuff was added I'd like the nether.
Quick comment: Yeah, that makes sense with the bats. Undead dragon sounds cool, but a little complicated.
NOTE TO XURICH #1: I can help you organize the update, if you need me to.
NOTE TO XURICH #2: I think you should put a "Help Wanted" ad on the first post for someone to make graphics for these mobs, maybe commission someone like Firehazurd or Soul_Cake_Duck. Graphics make everything better. Half of your success with the Nethershrooms probably came since you had graphics.
NOTE TO XURICH #3:
Quote from Flappyflap »
If only a fellow mod maker had the time to make such things...Talk to the ice mod maker :biggrin.gif:
Almost every other post is about "Umm, where is the mod?" and "They should make a mod!" and "This will be an awesome mod."
All of you shortsighted people with low expectations. It has to be stemmed. If we make this for a "Mod"then this thread will start steering towards a mod. This is not what we want. We don't want a mod, we want a Nether Update. We can use a mod to help us achieve that, but too many people are seeing that as the endgoal. It's like those kids in algebra who can't figure out why you would use the quadratic formula, there is no point. Kids who know that learning how the U intersects with the line is not the end goal, but a step towards learning something useful, those are the ones who get past the class and have Notch update the Nether.
Ok, seriously, I have to quote something. This was on page 18, and Zurich, please read:
Quote from Xenova_TS »
Ok, I haven't been posting much since it isn't really worth it until Zurich Antiock comes back. However, since this Mod thing is blossoming a little crazy.
I must point out to all the people jumping to mod it: This thread isn't designed for making a Mod. It's designed to be a suggestion for Notch himself. Modding it seems not only to be a waist of time, but if these are modded it might discourage Notch from making it himself.
But wait a minute...
While I think that giving Notch a mod and saying, "Add this," is not exactly likely to get anything added. But, giving Notch a report on suggestions, along with a report of how these ideas played out in field testing would be quite wonderful, a long with proof that it works at least somehow. Flexo, you're awesome. Guppypid, you're incredible. Flexo's Mod not only provides us with an example of glowing nethershrooms, but also proves that colored lighting exists and provides us with the code for it to blend (I checked his reddit). Guppypid shows that the chilling effect could work, plus that it generates snow.
If we could collaborate these mods into some sort of Nether-update-beta-mod, we could use this to test our ideas and see how they affect gameplay. Instead of solely giving Notch a report of ideas to choose from, we can give him a report of ideas we came up, a mod and source code so that he can test out the ideas and use any code he can reuse, and also a report of community response to any of the modifications.
Plus, any leftover mods can be used for people who really want something, but Notch doesn't.
This makes the most sense to me. If we just make a mod just in case Notch doesn't, then that would seem a little more like a "We made this, whether or not you approve." Since our goal is to get this added into the mainstream, this would be counter-productive.
CHANGE TO POST: I just saw sabata's post. I don't know what he is basing that off of, but if Notch is actually against adding something that has already been coded, then I could be completely wrong. Sabata, what are you basing that claim off of?
I think, if Notch adds settlements, that he should add settlements of ghosts in the Nether. They would be light blue, and transparent.
Also, I think there should be biomes in the Nether. I don't think it should be all fiery and hot, I think there should be a freezing, blizzardy ice biome where you could find the "Grimwood" trees. And maybe just a plain-type biome, but it would be dark, and not much woud live there.
I think, if Notch adds settlements, that he should add settlements of ghosts in the Nether. They would be light blue, and transparent.
Also, I think there should be biomes in the Nether. I don't think it should be all fiery and hot, I think there should be a freezing, blizzardy ice biome where you could find the "Grimwood" trees. And maybe just a plain-type biome, but it would be dark, and not much woud live there.
I agree, Notch said there were going to be Pigmen, but that they would be Overworld Citizens.
I was thinking something vaguely like this for the settlements: .
Maybe it could be like 4 times stronger than Diamond or something?
I hope I don't burst your guys bubble's, but I doubt Notch is going to see this. I am not saying I am happy about notch not seeing this, why would I? But I think a mod would be prosperous.
...okay I guess I was wrong.
I like this! Yes... I think you're right. However, I'll have to find out about how fast diamond collects something in order to make sure that there aren't any hickups.
I like this too... but I think that it would only be good if it gave you like 1-2 extra. More than 3 might be overkill. But like I said, It's a REALLY good concept.
BUMP
I would like to restate this:
My group needs more ideas for Biomes and Mobs. We aren't satisfied with what we've got. Any ideas anyone?
Within the sea of "OMG YUS!" and "FOR GOD'S SAKES MAKE THIS A MOD" I'm pretty sure you've got textual support enough to not receive much from me.
Also flaws must first be addressed before you try to build on anything, because if they aren't you'll end up building on a flawed foundation, eventually leading your idea to crumble.
Decay Biome
A large area of extremely tall, leafless tress. No bushes or undergrowth whatsoever, for the exception of Green Mushroom patches here and there, it has a white murkiness to it, not fog, but murkiness. You can only see good about 7 blocks in front of you, 2 blocks from that you can kind of see, and after that you only see a light gray. There is no music or mobs. And there are sometimes rivers of warm, brown-green sludge flowing through the forest.
Grimwood Forest Biome
Closely knit Grimwood forest with undergrowth of Scorchvine (a plant I am going to suggest later), Charredbone Archers and other bandits take their loot here to hide out. The most common mob though are Poison Spiders.
I don't know why I thought up two forest Biomes, I don't think of the Nether being especially full of plant life.
The most numerous biome should pretty much be the one we have now.
I think instead of Pigmen there should be human-sized orange cyclopslike creatures that you can trade with.
Here is a mob idea:
Magmabat:
Desc: these black bats shelter on the roof over lava, sleeping with their wings enclosed around them. If they move their wings they reveal their one large red eye, which they can absorb your life with.
Tolerance: passive in darkness, aggressive in a light level of 7 or over.
Locmotion: flying
Speed: roughly player speed
Size: about the size of he bat in the Cats, bats and mice topic,
Biome: extremely common in normal Nether biome, they will spawn fairly commonly anywhere in the Nether, and in some very rare times deep underground in the normal world
Health: 2.5
Attack Strength: 1 (easy), 1.5 (normal), 2.5 (hard)
Drops: ?leather?
I still think Xurich should see and comment on my posts about the Portal Block and the For Testing Purposes Only Mod, since especially the mod could directly affect how this comes out.
Long post ahead, not for the weak of heart.
Difficulty
At first I thought that Nether Biomes would be another ridiculous complication, but I'm starting to like it now, especially with spek's Biome Outline, which makes it less than a different segments of materials but different areas to conquer. I especially like the difficulty idea, thought not in the way he suggested it. It seems more of the shape quality. I think it should be a special value independent of the specific biome types, but specific to each biome formed (Such as, you could have a Growth biome with difficulty 5 next to a difficulty 6 Fire, then another Growth biome but it is level 8). I'm going to cover a few ideas I had with this "difficulty" thing.
1) Difficulty near spawn: Since we don't want the player spawning in level 9 difficulty, or starting off easy, we should make it so that when the Nether is created, they start in a level 4-6 difficulty. Of course they can just create another portal later, but this still makes awesome.
2)Difficulty indicator: I was thinking that Hellbulbs or Sapropype (More of the first one) could be used to indicate difficulty, in a similiar fashion to how grass indicates rainfall. The easier an area is, Hellbulbs become brighter, being almost pink in difficulty 1. But the more difficult, Hellbulbs become darker, until at difficulty 9 Hellbulbs are almost black.
3)Difficulty Mob-setting: Only for the Nether, mobs have a difficulty level (I guess it could be for the Overworld too, but it wouldn't do anything). This value could decide how often a mob appears at what level. Like if it was a range of 3 Then if Zombie pigmen are difficulty 3, They can appear in difficulties 1-6. Fireslimes are difficulty 5, they appear in 2-8. Red Dragons are difficulty 12. They rarely appear in difficulty 9. These aren't exact numbers, but you can see what I'm getting at right? This would work assuming that mob spawning chooses a spawn point before it chooses what to spawn.
Now, looking at-
Mobs
[*:1v2980r5]Charredbone Skeletons: Nice. Any specific idea on how much damage grimwood does to them (Or to anything else?) What is this poison, Grim stuff? Purpose for Black bones ( I think I see them in the poster)
Important interuption: If you hit something with Grimwood tools, like the sword, is there any special effects that occur?[*:1v2980r5]Red Dragons: Good job. I think instead of dropping gold, they spawn on top of exposed cool-stuff veins in difficult biomes (the only biomes the exposed ore viens would be). Is there support in the game for a weak point? And if so, why would it be the part easiest for the players to hit when it is flying? Will it just attack the player like zombie, head on, or would it fly around and back? Purpose for scales?
[*:1v2980r5]Lavamonsters: Is grimwood the only weapon that does damage to it? If so, do other weapons take damage from attacking it, and does it flinch backwards?
[*:1v2980r5]Sapropods: Is there "sapropype residue" that you use the magma hoe on, and it is sort of like a train track? Does this residue decay? Why do they drop bones if they are planets? Will this be the only way to get Saprophyte? Should there really be "domesticated" Sapropods? Does grimwood still do damage, and if so, how much? Would these be considered a block by the game when saved, to prevent them from despawning? If so, would they be placed by regular mob-spawning protocol or by the map-generator?
[*:1v2980r5]Fireslimes: Specific health for different sizes? Purpose for red slimeballs?
[*:1v2980r5]Poison Spiders: Me and Sabata were discussing poison earlier. I came up with an idea for Neutral Rolypolies that hung out near mushroom patches as the main poison enemy, so that the player could avoid being poisoned until he figured out the mushrooms, and so that the player would be able to relate poison to mushrooms. I think spiders could work, but they'd have to be slow and normally neutral, and hopefully spawn near mushrooms..I do like the antidote-poison powder drop. I think that should be the name for the dust from the mushrooms.
[*:1v2980r5]Pigmen: I like this. Is it just gold ingots, gold blocks, gold items in general, some crafted gold-coins or something, or a combination of these? I like this a lot because it gives a purpose to gold besides prestige, it would be funny to see somebody accidentally agro Zombie pigmen, and it finally explains why Zombie pigmen have gold swords. But what exactly would Pigmen be holding? Would you see them holding it, or would you use the gold on them and a random item from a programmed selection would pop out? Would you be able to trade gold items for gold items? Would the pigmen have one item, or many of one type of item, or many different items? Can they be depleted? Will they drop the items when killed? Do they drop regular pork? Can you zombify them? Does this happen by trading them gold?
For all of these you should probably specify what the range is of groups appearing (I.E. Do Pigmen spawn like lonely hobos, or as Mormon communities?)
Here's some stuff from me earlier
You can apply Rolypolies as an alternative to Poison Spiders when this gets to notch, If you like them too. Now I can finally get onto-
Biomes
First Off I like Spek's Stabilitity-Temperature-Shape-Activity-Difficulty outline. I think it should be applied to all of the biomes,except for difficulty. I think that Difficulty should work independent of the distinct Biomes and not be an extension of the Shape but similar to the activity. The activity should be a guidline for the spawnrate of mobs in general, but difficulty effects what type of mobs are spawned. I think that activity could be biome specific (I.E. obviously growth biomes would have more activity than a desert-esque biome) but difficulty should change with the area. I think that most biomes should trend towards 6 difficulty, so that very hard and "very easy" biomes are rare. I put "very easy" in quotes because my last point would be that the lower difficulties would still be difficult, just not as difficult as the other ones.
Hopefully that's not confusing. I also want to mention I don't like all of this leaking of Overworld ores into the Nether.
[*:1v2980r5]Growth: I don't think you should have Cobblestone and stone naturally in the nether, and thanks to my friends I'm absolutely prejudiced against Gravel being even in the overworld. Keep Netherrack as a constant everywhere. The shape will be a lot like the Fire/Current Nether, right? I like this. Sapropods too?
[*:1v2980r5]Fire: I guess gravel fits here. This is based off the current Nether, amirite? I like this one.
[*:1v2980r5]Pit: I'm going to assume that unlike the current Nether, which is sort of a series of pillars with bulges and offshoots, this will be more like a big island in the lava that protrudes above the lava level, with a few places where there are lava lakes and rivers (More like land in the overworld, with lakes). Then underground will be full of more "epic" tunnels. How do the dungeons compare to Overworld dungeons? No gravel or stone or gravel or cobblestone or gravel or gravel please.
I SUGGEST: Take Pit Biome and split it into thirds and let it grow like a worm into three seperate biomes: Pit, Scorchedland, and Porous.
[*:1v2980r5]Porous: You know how the land in the current nether forms walls that go from the ceiling rock into the lava? Well, this is sort of that idea, except it's the whole biome. It is a giant pillar that goes floor to ceiling, but it is riddled with tunnels, and outside ledges. It will have dungeons, a few lava lakes, caves, sometimes obsidian, Kitrinite, Thermosetite near the lava lakes, and durodium. There will be NO ghasts, but lots of Nethersouls, few pigmen of any sort, few sapropods, few lavamonsters, poison spiders around caves with mushrooms, and it is more likely to have Red Dragons and CBSkeletons. Material other than netherrack would be present on the walls.
[*:1v2980r5]Revised Pit: Like the porous biome (and it usually spawns nearby) except there will be a giant pit in the middle. (If you have reader "Free Fall" of the "Tunnels" series, then I'm sort of imagining that). The tunnels will mainly offshoot this pit, and there will be a few ledges, though they might be inward. When the biome is formed the rough center will be found and will be made the "pit center point." Any blocks created in the range 30-22* blocks from the center will be spawned or not through random chance. within 22* blocks there is no blocks. After the biome is created, the "pit center point" becomes irrelevant and disappears. The pit will go straight down and up until about 16-8 blocks from the ceiling/floor. The floor will be random terrain. The top will taper out wider. A 1/X chance that the bottom is a small lake of lava. This will have more Fireslimes than porous, even MORE chance of dragon spawning near the bottom of the pit, more Thermosetite if the bottom is a lava lake, Sapropods would be common in the pit, and nethershrroms more likely there. Other than that, it is just like porous.
*keep in mind this would be radius, not diameter. These numbers are made-up, they are totally up for change.
[*:1v2980r5]Scorchedland: High temperature, and medium-low stability. It takes more after the "island" shape I mentioned in my rendition of your original pit idea, except that there isn't as many tunnels underground. It is relatively flat on top, with an occasional small hill. The land would be relatively flat with common lava lakes, lots of natural netherrack-fire. Lava monsters, Fireslimes, and pigmen/zombiepigmen would be more common here. CSkeletons also common here unless they are TOO common in general. Very little in the way of nethershrooms and spiders. Imps common. No sapropods or grimwood. Glowsand, Soulsand, Netherrack, lava, and Thermosetite can be found on the surface(Kitrinite can also be found similiarly to coal being found on the surface in the Overworld). Digging in can also find Durodium and Kitrinite.
Visualization:
Porous: Imagine a sponge. Pretty similiar
Pit: Imagine porous + the following in the middle
*=empty space/anonymous rock
/_| = pit walls
\_******_/
***\***/***
***|***|***
****|***|**
***|**|****
***|***|***
***|__|***
************
Scorched land
\_/| = Land
* = lava/innerland
' = air
''''''''''''''''''''______
''''''''''''''_/*********\_
*****/****************\*****
****/*******************\****
Final unorganized thoughts
I like Zophah's idea for Kitrinite and Durodium, except that change wood to stone for Durodium.
Planting dust to grow shrooms?
Awww... no one mentioned my idea. Oh well, what should I expect.
I like the idea of planting dust.
Also, the Grimwood forest is almost identical to the Cold Biome, so scrap it, the Decay Biome is useless, so scrap it.
Here are some slightly better ideas:
Glowstone Cave
A rare cave that is small in diameter, but they have fairly high ceilings. They are made completely of Glowsand and Glowstone, and have cascading falls of Midas Tears (if it is added, if not I guess Soulplasm would work), if you dig down they are also pretty prosperous in Gold.
Damp Chasms
Pretty much the Cold Biome's variation of the pit. Centipedes and Poison Spiders/Rolly Pollies are quite numerous here. CB Skeletons are decently common, Imps are uncommon, Nethershrews are common, Sapropods are uncommon, Zombie Pigmen are rare, Shadesouls are decently common, Ghast's and other Lava Based mobs are non-existent. Mushrooms are EXTREMELY common, and surprisingly, here Green Mushrooms are more common than Purple, and Brown and Red are quite rare.
But, none of my ideas are good anyway. Scorchvine and other suggestions hopefully coming soon.
But before I go, I would like to say that the levels could apply to Netherbulbs too, they could look like the familiar White Onions in lower levels, the not very well know Yellow Onions in middle levels, and the decently well known Red/Purple Onions in later levels.
it would be cool if notch worked on these and made them optional to use
I'm sorry, I was tired and your post came later. I was going to wait for Xurich to comment. But here:
Magmabat: I don't think I understand this "absorb your life with" comment. Also, considering the Nether is a giant cave world, I think that these should mostly spawn in areas of low light and high difficulty, since a few of these, despite having low health, sound like they could be hard to attack back in a group, especially if they have a move complex attack pattern then "fly at player." I don't know about spawning in porous, but definitely the pit biome, whether mine or the current one, would be great, and also my scorchedland one, and I think the fire one would be cool as well. Otherwise, the attack when they are lighted upon could be really fun in dark caves since it would keep the player from making too much light, so long as they don't spawn in already bright places. This is also very retro, so I think Notch could approve.
Glowstone cave: Sounds more like a dungeon then a biome. Also, gold ore currently looks like :goldore:, which doesn't fit with Netherrack.
Deep Chasms: I can't exactly go into much detail, my clock is ticking, but this looks good, except for I never thought of the Pit biome as related the Hot one.
Mining Smoothstone: Sounds logical.
4-dust per plant: I think that would take a lot more code then it would be worth, plus it would be irritating to the player to have this one exception to the one-item/block-per-block rule.
Ninjaglass: This is kind of like the Aetherrock in the Aether suggestion thread, so I think this would be kind of superfluous.
Ok, I'm being kicked off. TTFN.
I was actually talking about the Hellbulbs in my post.
Well, it leeches your hearts, so, for example, it damages you by 2 hearts, then it regains 2 hearts. But, maybe just complex attack patterns would be good.
Also, I like the Ninjaglass, but I think it should be the Aetherrock.
Arggghhh... I thought I was editing, not quoting. Sorry for Double Post. :sad.gif: I updated a bit in that quote.
They would have a decaying skin tone like the zombie pigmen with remnants of their dark-red skin from when they entered the nether.
So basically, they take the visual appearance of zombie pigmen, bone, decaying green mold stuff, and parts of their flesh.
Redstone Proximity Alarm!
Tokens and Mob Trophies!
A biome suggestion I made much earlier, I have more ideas now, but I'm too lazy to post them now.
I will post some better ideas later.
Check out the Community Empowerment Project, post your mob ideas here:
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Curse PremiumThe 'biome' will be more like a large cave
The biome will be completely encased in rock- the cave will have no natural enterance
The cave will be full with Grimwood trees (maybe even growing upside-down from the ceiling)
It is very dark, apart from the beautiful lining of Nethershrooms on the floor
Nethershrooms can only be found here and in caves. The shrooms will only grow under trees, and purple ones are much more common than the green ones.
NOTE TO XURICH #1: I can help you organize the update, if you need me to.
NOTE TO XURICH #2: I think you should put a "Help Wanted" ad on the first post for someone to make graphics for these mobs, maybe commission someone like Firehazurd or Soul_Cake_Duck. Graphics make everything better. Half of your success with the Nethershrooms probably came since you had graphics.
NOTE TO XURICH #3:
Dislike Dislike Dislike Dislike Dislike Dislike Dislike Dislike Dislike Dislike Dislike Dislike Dislike Dislike Dislike Dislike Dislike Dislike Dislike Dislike Dislike Dislike Dislike DISLIKE
Almost every other post is about "Umm, where is the mod?" and "They should make a mod!" and "This will be an awesome mod."
All of you shortsighted people with low expectations. It has to be stemmed. If we make this for a "Mod"then this thread will start steering towards a mod. This is not what we want. We don't want a mod, we want a Nether Update. We can use a mod to help us achieve that, but too many people are seeing that as the endgoal. It's like those kids in algebra who can't figure out why you would use the quadratic formula, there is no point. Kids who know that learning how the U intersects with the line is not the end goal, but a step towards learning something useful, those are the ones who get past the class and have Notch update the Nether.
Ok, seriously, I have to quote something. This was on page 18, and Zurich, please read:
Also, I think there should be biomes in the Nether. I don't think it should be all fiery and hot, I think there should be a freezing, blizzardy ice biome where you could find the "Grimwood" trees. And maybe just a plain-type biome, but it would be dark, and not much woud live there.
I agree, Notch said there were going to be Pigmen, but that they would be Overworld Citizens.
I was thinking something vaguely like this for the settlements:
http://tinyurl.com/PLEASE-NOTCH
Ask Mr. Toots
I particularily want slime to have many uses, but I'll talk about it in this thread.