"there are legends, passed down from our ancestors that tell of many great things, monsters, gods, but at the center of it all lies Yggdrasil, connector of the 3 worlds. Branches so high they brush the stars, and roots so deep they reach the nether realm. it is said that the brave souls who find Yggdrasil are met with great fortune, but only if they can defeat him..."* creative liberties where taken with this story, the Yggdrasil of legend is much, MUCH more grand
so as you could probably tell by my story, I am suggesting that Yggdrasil, the great world tree of Norse mythology.
LOCATION
Yggdrasil would be found in the heart of a new "wild lands" biome, about as rare as the mesa or ice spikes biome, this biome would be very cold and hostile, snow would constantly be falling, fires can not gain the heat to sustain them selves (so mobs that spawn during the night won't burn, and even netherrack won't sustain a flame for long), many of the undead are warriors who sought the tree themselves, but succumbed either to the monsters who roamed the night or froze before they could catch a glimpse of her branches (so basically mobs have an increased chance to spawn with weapons). Yggdrasil grows in the center of this biome.
The tree
the first thing to note is that the World tree is (appropriately) Very, VERY large, jut going off an estimation, I would say an appropriate size for the base of the trunk would be a hundred blocks in diameter, with the branches often going another hundered in every direction, both would slowly getting thinner the higher it goes. the tree herself goes to about level 200 (could potentially go higher if mojang finds a way to increase build height) above the branches are a series of floating islands constructed of endstone. many enderman have made there home on these isles as there kind revere the tree, often using her branches and roots to warp across the land. chorus can also be found up here, of course. below the tree her roots would reach into a fiery cavern, a sub-region of the nether. said cavern would have much netherrack, with overworld blockes mixed in (stone, dirt, ect) many pigmen would spawn here, along with blazes and the stray wither skeleton. the trunk and branches of Yggdrasil would be home to many peaceful creatures who feed on the trees (theoretical) fruit, or the animals who feed on those (theoretical) fruit (I say theoretical because there would be no fruit item, it's just there for the sake of story) even ponds can be found on some branches,housing squids, guardians, and any other sea creatures that Mojang may add.
RESOURCES
the creatures that thrive in the branches (I feel like i'm being really repetitive, am I being repetitive, or does it just feel that way because i'm the one having to commit all these things?) are a great source of meat along with whatever else they may drop. The isles above the tree are a good place to farm for pearls and purpur blocks. the tree houses some resources in her... *looks up the technical term for the parts of a tree* *finds literally nothing* wood, logs with high concentrations of crystalline sap can be found, albeit rarely, these can be harvested for amber which seems to have inert properties (I hope I used that word right) of course there are A LOT of logs (inner logs would have on bark on them), and within the roots many ore veins can be found from Yggdrasil slowly drawing in nutrients over the millennium, along with basic nether materials under the roots (granted you could argue the nether really only has basic resources, but that's a topic for another day)
EXPLORATION
within the tree is a "dungeon" complete with "phat loot", combat, and a boss. the dungeon starts at the base of a tree, where an otherwise normal knot goes deeper than one would expect, the know enters the first of many circular rooms, each a gauntlet of increasing difficulty and reward, the first room is some simple zombies, with some minor rewards in the chest at the end, but as you go on you'll fight off eldritch horrors no man should ever see (aka wither skeletons) at the final room you'll finally encounter Ratatoskr, bane of the world tree, a giant... Squirrel? yeah that's actually a thing... but carrying on, the dungeon itself is lined with ironwood which can't be mined until Ratatoskr is defeated, as to avoid players digging straight through to the boss chamber. it also guards her roots, protecting them from the burning fires of the nether cavern and guarding the minerals she's absorbed over the millennium
THE MIGHTY FIGHT WITH THE MIGHTY SQUIRREL
Ratatoskr has a base of 200 hp, and when you first enter the room it'll be knawing on the inner parts of the tree, away from the door, allowing you to start the fight on your own terms, the fight has 2 phases, the first one, which lasts the first half of it's health bar, has the squirrel climbing to the top of the dome-shaped hole he chewed out to try and land on top of you, he moves fast while getting onto position, so it's hard to hit him with a bow, but not impossible. after dropping from the ceiling Ratatoski will either A. hit you, this does a significant amount of damage on all difficulties and sill leave you stunned for a few seconds, but if you dodge out of the way then B will happen, Ratatoskr will be stunned allowing you to get a few hits off. durg this stage it will sometimes try to bombard you with giant acorns (not sure why this wasn't in my first iteration) theses acorns drop at a rapid rate, with the interval being about .6 seconds, same as the swinging interval. these acorns scale from 2.5 hearts to 7.5 hearts unarmored based on difficulty.
After stage one is complete, The squirrel will unleash a fear educing chirp (yes, I am enjoying the excuse to make a giant evil squirrel for a boss) making any companions you brought with you panic out and not attack it while also applying a weakness debuff to you, he will also move faster and stay stunned for less time, and will bite you if you stay to close to the head after he recuperates from the stun. however, sometimes he will catch himself with his tail and pounce at you for the same amount of damage, this happens very fast, but it can be dodged by crouching, but only if you don't croutch while he's falling. you will know if he's going to pounce if his tail is under him when he falls, this can still be used to get a free hit off, as he can be hit from underneath
along with this, the acorns he drops will sometimes be either nether or ender infused, nether acorns will function similarly to frag grenades, exploding in impact into fire and sending low to mid damaging acorn shell sharpness everywhere, while the ender acorns will ark towards you, and apon impact will create a puddle of "dragons breath" (can NOT be collected for potions) and spawn an ender mite to harass you, for every 10 normal acorns, there will be an average 2/3/4 nether acorns and 1/2/3 ender acorns, scaling with difficulty.
when you beat the squirrel he will drop a few things, he will drop a squirrel skull helmet, this has the protection of a diamond helm, the enchantability of gold, and the added perk of allowing you to look into the eyes of enderman without aggroing them, like a pumpkin but without the visual hindrance. (the idea being that, as they worshiped Yggdrasil they would respect anyone who could fall her bane) squirrel pelt, which can be used as a decorative carpet, like those bear or lion skin rigs you see in movies, along with refined amber
ITEMS
alright, I was going into detail about all these things, but I accidentally backed out of the page deleting it all, so apologies if it seems rushed
Amber: a warm, smooth gem, the color of a summer's sunset, can be used in crafting.
Amber block: a warm orange block made of amber with patterns akin to emerald blocks (yes, I know this is lazy, but I like the emerald block texture and would love to see it in other colors)
Ironwood/ironwood planks: appearing as a lighter oak wood, it's blast resistant (slightly weaker than obsidian) and fireproof can not be defeated until Ratatoskr's defeat
Fehuljós: the Fehuljós or "Frey's light" (before you ask, I'm using an old Norse translator to get the individual words and them mashing them together, so there may be some inaccuracies with the names) (and Frey, who is the Norse god of Wealth, fertility, and sometimes love, is associated with the Norse rune fehu, as it means mostly the same things, but Frey's light sounds better than Fertility's light, so I'm going with that) is an orange redstone lantern etched with the rune of Frey and has a nether-brick bottom (for aesthetics). it has 3 main purposes.
1. when powered, it gives off a lot of light, enough to keep monsters from spawning within 3 chunks. ( I have heard this to be impossible, however, I don't know how hard it would be to edit the lighting engine, with minecraft's legacy code an all
2. it breeds any animals within 16 blocks of it up to 32 animals in that radius, animals within those 16 blocks will try to avoid wandering out side of them, so they don't wander off and you end up with 100 cows in 3 chunks (yes, I know this can be used as an automatic food farm, but A. there are other ways to make that, and B. by the time you should be getting this, food should no longer be an issue in the first place)
and 3. any crops within that same 16 block radius will grow 50% faster, so in the time it would take 1 farmer to harvest 64 wheat, someone using the lamp would get 96 wheat
(magma cream represents the refined amber)
Geislsumar: Geislsumar, or "staff of summer" is a powerful weapon for dealing with all manner of the undead. appearing as a blaze rod, bound in leather, capped with an amber crystal and an eye of ender lens (think an orange eye of ender) . It has 64 uses, and after charging it like a bow, it will launch a miniature "star" that will lock on to the undead beast closest to the crosshair, it will do 15 damage (7.5 hearts) of damage apon impact, along with this, it will emit a light while traveling that ignited undead within 5 blocks of it, however, despite how powerful Geislsumar is, it's only effective against the undead, anything else would receive a light tickle at most.
if you have any tweaks or ideas you have for Yggdrasil, let me know. the more minds the better.
Well, it's certainly a more unique suggestion than the usual new biome or dungeon suggestion. I actually do like it, but I'm not sure if it fits Minecraft. Regardless, here are my criticisms.
I'm not a fan of the names. I like Norse mythology as much as the next guy (huge Skyrim fan), but directly copying the names from said mythology isn't very "Minecraft-y." Minecraft names tend to be relatively simple, to reflect the simplicity of the game itself. It could be called the "World Tree," or, if you wanted it to sound Norse, it could be a random combination of letters to reference how ridiculous some Nordic names look.
I'm all for big structures, but this might be a bit overkill (not to mention far larger than structure blocks can currently support, so generation would have to be integrated into the world generator somehow). If we say that this is a tree with a 300 foot radius including branches and roots, then that means this is ~18 chunks wide and fits in a 324 chunk square region (That's more than a quarter of an entire mcregion file). I'm not sure how the game would even make this. It might be possible if the locations of the trees* are pregenerated, and then chunks within a certain radius of that location perform some calculations to generate the branches, but that would leave a lot of room for error. However, since I don't know the specifics of the generation code, I don't know for sure.
The dungeon is kind of "meh." It's just a bunch of fighting with enemies that will probably not be of any difficulty for an experienced player to deal with. You could make it more interesting by describing the hazards of each room that leads up to the boss.
As for the boss itself, well, it needs more attacks. It should have at least three attacks per phase in order to cover a variety of situations. The helmet is overpowered, especially considering that you can obtain this at any time (there are no real prerequisites; as long as you have a weapon that will last and a good strategy, you could theoretically approach this boss at any time. Since the dungeon is just made of wood, you could just skip the whole dungeon by burrowing in if you wanted and then just attack the squirrel). Also, can you respawn the boss?
Items need more detail. I feel your pain with it backing out of the page, which is why I recommend that you make all suggestions in your favorite text editor first, then paste it here and then fix the formatting. However, that's no excuse for being vague. Refined amber shouldn't be used for enchanting, and really should be dropped and any use it has replaced by amber (we don't need an item whose sole purpose is for crafting another item for crafting). Fehuljós currently can't work with the current lighting engine, as light sources can only work for up to 15 blocks.
Overall, I think this suggestion has potention, but there needs to be more balancing and details. Partial Support.
Well, it's certainly a more unique suggestion than the usual new biome or dungeon suggestion. I actually do like it, but I'm not sure if it fits Minecraft. Regardless, here are my criticisms.
I'm not a fan of the names. I like Norse mythology as much as the next guy (huge Skyrim fan), but directly copying the names from said mythology isn't very "Minecraft-y." Minecraft names tend to be relatively simple, to reflect the simplicity of the game itself. It could be called the "World Tree," or, if you wanted it to sound Norse, it could be a random combination of letters to reference how ridiculous some Nordic names look.
hmmm, I quite liked the names, if only for how amusing they can be to say, although I was planning initially to call fehuljos and geislsumar simply "lamp of fertility" and "staff of summer, but I thought they would sound better if I took the bases of the items ( fertility, light, staff, and summer) and translated them to old Norse to make a name for them
I'm all for big structures, but this might be a bit overkill (not to mention far larger than structure blocks can currently support, so generation would have to be integrated into the world generator somehow). If we say that this is a tree with a 300 foot radius including branches and roots, then that means this is ~9 chunks wide and fits in an 81 chunk square region. I'm not sure how the game would even make this. It might be possible if the locations of the trees* are pregenerated, and then chunks within a certain radius of that location perform some calculations to generate the branches, but that would leave a lot of room for error. However, since I don't know the specifics of the generation code, I don't know for sure.
ironically, this is my second suggestion in a row with over the top sizes, however, considering that in the legend, Yggdrasil toches all points in space and time, I would call it disrespectful to have it only be 50-100 blocks high, and if it spawns at Y 60 and goes up to 200, then that's 140 blocks in height, so maybe my train of thought's off the rails, but I feel like it should be the biggest thing you'll see in the world, as for the generation, perhaps we could break it up, first, the game will generate the trunk, and the trunk will have points on it that tell the game to generate the rest of the tree, points on the trunk telling the game to make branches, under the trunk for the nether cavern and roots, and aboe the trunk a point telling the game to spawn floating isles of endstone, I believe that a similar system is already in place for caves, aver get lost while spelunking and find a spot that looks similar to somewhere else? well, that's because minecraft has pre-planned "blueprints" for various cave structures, it just tweaks the details before generation, this is most apparent in seeds whose sequence causes the game to generate the same piece of cave over and over and over again.
The dungeon is kind of "meh." It's just a bunch of fighting with enemies that will probably not be of any difficulty for an experienced player to deal with. You could make it more interesting by describing the hazards of each room that leads up to the boss.
hmmm, you have a point there, my only concern is that minecraft doesn't have enough things to make the dungeon truly interesting, and I don't want to suggest a bunch of new blocks just for this dungeon, or suggest them in general and be accused of wish listing and have the whole thread taken down, sure there are a few things, like a room where you have to parkour across while being harassed by blazes and if you fall the floor is lava, but that could easily be countered with a fire resist potion, so while I would absolutely love to make the dungeon more interesting, as it stands, I mostly just can't. unless of course there's some huge mechanic staring me in the face that i'm just not noticing
As for the boss itself, well, it needs more attacks. It should have at least three attacks per phase in order to cover a variety of situations. The helmet is overpowered, especially considering that you can obtain this at any time (there are no real prerequisites; as long as you have a weapon that will last and a good strategy, you could theoretically approach this boss at any time. Since the dungeon is just made of wood, you could just skip the whole dungeon by burrowing in if you wanted and then just attack the squirrel).
yes, this is another issue, I was on a time constrain when I came up with him, so I will definitely give him some more variety, and as for the dungeon, I think that the best solution would be to line it with some block that can't be destroyed until the squirrel Is dead, perhaps ironwood.
Items need more detail. I feel your pain with it backing out of the page, which is why I recommend that you make all suggestions in your favorite text editor first, then paste it here and then fix the formatting. However, that's no excuse for being vague. Refined amber shouldn't be used for enchanting, and really should be dropped and any use it has replaced by amber (we don't need an item whose sole purpose is for crafting another item for crafting). Fehuljós currently can't work with the current lighting engine, as light sources can only work for up to 15 blocks.
yeah, apologies about that, if there's one thing that de-spirits me, it's losing a bunch of progress for no good reason.so i'll definitely get back to that, although it would help if you specified what was vague. the amber thing's a good point, both of them for that matter. i'll remove the refined amber and specify that amber "ore" is really rare. and I don't know much about the lighting engine, but it doesn't sound that hard to fix, although I do know that Notch was quite inefficient with his coding.
Overall, I think this suggestion has potention, but there needs to be more balancing and details. Partial Support.
thank you for the constructive criticism, I shall definitely take (most of) your ideas into account
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"And just when you thought you where the sexiest one here, i show up" -Fernando
hmmm, I quite liked the names, if only for how amusing they can be to say, although I was planning initially to call fehuljos and geislsumar simply "lamp of fertility" and "staff of summer, but I thought they would sound better if I took the bases of the items ( fertility, light, staff, and summer) and translated them to old Norse to make a name for them[/b]
Well, if you came up with the name for the items, then I guess that's fine. I just don't think any name should be directly copied from lore.
ironically, this is my second suggestion in a row with over the top sizes, however, considering that in the legend, Yggdrasil toches all points in space and time, I would call it disrespectful to have it only be 50-100 blocks high, and if it spawns at Y 60 and goes up to 200, then that's 140 blocks in height, so maybe my train of thought's off the rails, but I feel like it should be the biggest thing you'll see in the world, as for the generation, perhaps we could break it up, first, the game will generate the trunk, and the trunk will have points on it that tell the game to generate the rest of the tree, points on the trunk telling the game to make branches, under the trunk for the nether cavern and roots, and aboe the trunk a point telling the game to spawn floating isles of endstone, I believe that a similar system is already in place for caves, aver get lost while spelunking and find a spot that looks similar to somewhere else? well, that's because minecraft has pre-planned "blueprints" for various cave structures, it just tweaks the details before generation, this is most apparent in seeds whose sequence causes the game to generate the same piece of cave over and over and over again.[/b]
Well, the height's not the issue, the width is (I had my math wrong initially; it's actually four times that size). I don't think it's impossible to implement, but it sure will be a challenge. However, if it can be done, then I don't mind a giant structure.
hmmm, you have a point there, my only concern is that minecraft doesn't have enough things to make the dungeon truly interesting, and I don't want to suggest a bunch of new blocks just for this dungeon, or suggest them in general and be accused of wish listing and have the whole thread taken down, sure there are a few things, like a room where you have to parkour across while being harassed by blazes and if you fall the floor is lava, but that could easily be countered with a fire resist potion, so while I would absolutely love to make the dungeon more interesting, as it stands, I mostly just can't. unless of course there's some huge mechanic staring me in the face that i'm just not noticing[/b]
Well, you could take some steps to reduce the player's ability to prepare. The squirrel applies mining fatigue like the Elder Guardian, which prevents you from breaking blocks (or at least, it takes much longer), and the player is unable to place blocks directly on ironwood while the squirrel is alive. If the player leaves or dies, the enemies respawn, along with whatever blocks the player from progressing. This means the player will only have what they initially come in with to do the entire dungeon. Sure, there will still be counter-measures the player can take, but they'll require creativity and won't usually be an instant win button.
yes, this is another issue, I was on a time constrain when I came up with him, so I will definitely give him some more variety, and as for the dungeon, I think that the best solution would be to line it with some block that can't be destroyed until the squirrel Is dead, perhaps ironwood.[/b]
That could work.
yeah, apologies about that, if there's one thing that de-spirits me, it's losing a bunch of progress for no good reason.so i'll definitely get back to that, although it would help if you specified what was vague. the amber thing's a good point, both of them for that matter. i'll remove the refined amber and specify that amber "ore" is really rare. and I don't know much about the lighting engine, but it doesn't sound that hard to fix, although I do know that Notch was quite inefficient with his coding.[/b]
The lighting engine isn't a simple fix. I don't mean your suggestion is vague, but rushing it often causes such vagueness, so that's all I was saying.
Well, if you came up with the name for the items, then I guess that's fine. I just don't think any name should be directly copied from lore.
only Fehuljos and Geislsumar, but Ratatoskr and (more so) Yggdrasil felt to important to change there names, also, Ratatoskr is an awesome name, I've also heard it referred to as Ratatoski, which keeps throwing me off
Well, the height's not the issue, the width is (I had my math wrong initially; it's actually four times that size). I don't think it's impossible to implement, but it sure will be a challenge. However, if it can be done, then I don't mind a giant structure.
the Ore Spawn mod actually quite a few massive generated structures, two of which being trees, they're still missing a couple hundred blocks on Yggdrasil, but they do work as proof of concept
Well, you could take some steps to reduce the player's ability to prepare. The squirrel applies mining fatigue like the Elder Guardian, which prevents you from breaking blocks (or at least, it takes much longer), and the player is unable to place blocks directly on ironwood while the squirrel is alive. If the player leaves or dies, the enemies respawn, along with whatever blocks the player from progressing. This means the player will only have what they initially come in with to do the entire dungeon. Sure, there will still be counter-measures the player can take, but they'll require creativity and won't usually be an instant win button.
the mining fatigue thing could work, however, if it applied level 3 llike the elder guardian, than the player would also attack 30% slower (each level reduces recharge time by 10%) and it would probably have to be more than that as the sea temple also has the water mining speed decrease going for it I do like those other things though. seems like something I should poll first however
That could work.
danke
The lighting engine isn't a simple fix. I don't mean your suggestion is vague, but rushing it often causes such vagueness, so that's all I was saying. 1. that's what I was afraid of, perhaps they could fix it with your minecraft 2.0 suggestion, and 2. ah I see
responses is bold
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"And just when you thought you where the sexiest one here, i show up" -Fernando
I'm all for big structures, but this might be a bit overkill (not to mention far larger than structure blocks can currently support, so generation would have to be integrated into the world generator somehow). If we say that this is a tree with a 300 foot radius including branches and roots, then that means this is ~18 chunks wide and fits in a 324 chunk square region (That's more than a quarter of an entire mcregion file). I'm not sure how the game would even make this. It might be possible if the locations of the trees* are pregenerated, and then chunks within a certain radius of that location perform some calculations to generate the branches, but that would leave a lot of room for error. However, since I don't know the specifics of the generation code, I don't know for sure.
It is entirely possible to generate such a large structure with the current code - in fact, that is precisely how all large structures (larger than one chunk in size) are generated - the game creates a map of the structure and only generates any parts that intersect the area currently being populated. Caves are generated in a very similar manner, except they are traced out every time a chunk is generated (this causes them to be much more resource-intensive); in either case the game determines if a structure has generated nearby by scanning an area around each chunk being populated and adding any structures found to a map; for example, this is the main part of my cave generation code:
public void generate(int chunkX, int chunkZ, byte[] data)
{
this.chunkData = data;
this.chunkX_16 = chunkX * 16;
this.chunkZ_16 = chunkZ * 16;
this.chunkCenterX = (double)(this.chunkX_16 + 8);
this.chunkCenterZ = (double)(this.chunkZ_16 + 8);
this.noiseGen.setSeed((long)chunkX * 341873128712L + (long)chunkZ * 132897987541L);
this.initializeCaveData(chunkX, chunkZ);
for (int x = -12; x <= 12; ++x)
{
for (int z = -12; z <= 12; ++z)
{
int x2z2 = x * x + z * z;
if (x2z2 <= 145)
{
int cx = chunkX + x;
int cz = chunkZ + z;
// Excludes chunk at 0,0 since the seed is always 0 regardless of world seed
if (cx != 0 || cz != 0)
{
long chunkSeed = ((long)cx * 341873128712L + (long)cz * 132897987541L) * this.seedMultiplier;
int genCaves = this.validCaveLocation(x, z);
// 0 = nothing, -1 = colossal cave systems, 1 = normal caves and ravines, 2 = circular
// room and ravine cave systems, 3 = regional caves and ravines and large caves, 4 =
// only ravines and large caves, 5 = only normal caves (reduced in size) and ravines,
// 6 = vertical cave systems, 7 = maze cave systems.
if (genCaves == 2 || genCaves >= 6)
{
if (x2z2 <= 65)
{
this.rand.setSeed(chunkSeed);
this.generateSpecialCaveSystems(cx, cz, genCaves);
}
}
else if (genCaves > 0)
{
if (genCaves == 3)
{
this.rand.setSeed(chunkSeed);
this.generateRegionalCaves(cx, cz);
}
this.rand.setSeed(chunkSeed);
this.generateCaves(cx, cz, x2z2, genCaves);
this.rand.setSeed(chunkSeed);
this.generateRavines(cx, cz, x2z2 <= 20, genCaves);
}
else if (genCaves < 0 && Math.abs(x) <= 9 && Math.abs(z) <= 9)
{
// Range is square instead of circular due to cave distribution
this.rand.setSeed(chunkSeed);
this.generateColossalCaveSystem(cx, cz);
}
}
}
}
}
}
This allows me to make caves that extend as much as 12 chunks away from the center chunk, and a total of 25 chunks across; the longest caves and ravines are 21 chunks or 336 blocks long (vanilla uses an 8 chunk range and has a maximum length of 7 chunks; it only generates from one end so the maximum length is dependent on the radius, not the width, which is more efficient).
NB: the game does not have "blueprints" for caves, which are truly random; it only seems so because they are all generated with the same basic parameters and as a series of spherical sections (a circular room is a single larger than usual section with half the usual height generated by itself). The algorithm basically draws a line in 3D which curves in random directions with segments generated at each step:
Also, one issue that I see is how the game would generate such a large structure and ensure it generated in every instance of its biome, which would also have to be larger than normal biomes (e.g. jungle, ice plains, mega taiga, mesa) since the default biome size has a scale of only 16 chunks (256 blocks), with variation. For example, prior to 1.10 villages had to be entirely within one of the biomes they can spawn in and around a third of attempts would fail due to there not being enough room (the game would restrict the size of a village and not generate it at all if it would be too small), and there was (still is) only about a 25% chance of an attempt landing in the right area in the first place (villages generate aligned to a 32x32 chunk grid plus a random offset, which is 4 times the unit size used for biomes).
It is entirely possible to generate such a large structure with the current code - in fact, that is precisely how all large structures (larger than one chunk in size) are generated - the game creates a map of the structure and only generates any parts that intersect the area currently being populated. Caves are generated in a very similar manner, except they are traced out every time a chunk is generated (this causes them to be much more resource-intensive); in either case the game determines if a structure has generated nearby by scanning an area around each chunk being populated and adding any structures found to a map; for example, this is the main part of my cave generation code:
public void generate(int chunkX, int chunkZ, byte[] data)
{
this.chunkData = data;
this.chunkX_16 = chunkX * 16;
this.chunkZ_16 = chunkZ * 16;
this.chunkCenterX = (double)(this.chunkX_16 + 8);
this.chunkCenterZ = (double)(this.chunkZ_16 + 8);
this.noiseGen.setSeed((long)chunkX * 341873128712L + (long)chunkZ * 132897987541L);
this.initializeCaveData(chunkX, chunkZ);
for (int x = -12; x <= 12; ++x)
{
for (int z = -12; z <= 12; ++z)
{
int x2z2 = x * x + z * z;
if (x2z2 <= 145)
{
int cx = chunkX + x;
int cz = chunkZ + z;
// Excludes chunk at 0,0 since the seed is always 0 regardless of world seed
if (cx != 0 || cz != 0)
{
long chunkSeed = ((long)cx * 341873128712L + (long)cz * 132897987541L) * this.seedMultiplier;
int genCaves = this.validCaveLocation(x, z);
// 0 = nothing, -1 = colossal cave systems, 1 = normal caves and ravines, 2 = circular
// room and ravine cave systems, 3 = regional caves and ravines and large caves, 4 =
// only ravines and large caves, 5 = only normal caves (reduced in size) and ravines,
// 6 = vertical cave systems, 7 = maze cave systems.
if (genCaves == 2 || genCaves >= 6)
{
if (x2z2 <= 65)
{
this.rand.setSeed(chunkSeed);
this.generateSpecialCaveSystems(cx, cz, genCaves);
}
}
else if (genCaves > 0)
{
if (genCaves == 3)
{
this.rand.setSeed(chunkSeed);
this.generateRegionalCaves(cx, cz);
}
this.rand.setSeed(chunkSeed);
this.generateCaves(cx, cz, x2z2, genCaves);
this.rand.setSeed(chunkSeed);
this.generateRavines(cx, cz, x2z2 <= 20, genCaves);
}
else if (genCaves < 0 && Math.abs(x) <= 9 && Math.abs(z) <= 9)
{
// Range is square instead of circular due to cave distribution
this.rand.setSeed(chunkSeed);
this.generateColossalCaveSystem(cx, cz);
}
}
}
}
}
}
This allows me to make caves that extend as much as 12 chunks away from the center chunk, and a total of 25 chunks across; the longest caves and ravines are 21 chunks or 336 blocks long (vanilla uses an 8 chunk range and has a maximum length of 7 chunks; it only generates from one end so the maximum length is dependent on the radius, not the width, which is more efficient).
oh good, would be a disappointment I suggested something impossible
NB: the game does not have "blueprints" for caves, which are truly random; it only seems so because they are all generated with the same basic parameters and as a series of spherical sections (a circular room is a single larger than usual section with half the usual height generated by itself). The algorithm basically draws a line in 3D which curves in random directions with segments generated at each step:
Also, one issue that I see is how the game would generate such a large structure and ensure it generated in every instance of its biome, which would also have to be larger than normal biomes (e.g. jungle, ice plains, mega taiga, mesa) since the default biome size has a scale of only 16 chunks (256 blocks), with variation. For example, prior to 1.10 villages had to be entirely within one of the biomes they can spawn in and around a third of attempts would fail due to there not being enough room (the game would restrict the size of a village and not generate it at all if it would be too small), and there was (still is) only about a 25% chance of an attempt landing in the right area in the first place (villages generate aligned to a 32x32 chunk grid plus a random offset, which is 4 times the unit size used for biomes). ah yes, that would be an issue, nothing impossible to implement, mind you, but an issue none the less
responses in bold, so are you supporting it or no? I can't quite tell, considering you only cleared up our generation issues
Rollback Post to RevisionRollBack
Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
Ok, we're good now
"there are legends, passed down from our ancestors that tell of many great things, monsters, gods, but at the center of it all lies Yggdrasil, connector of the 3 worlds. Branches so high they brush the stars, and roots so deep they reach the nether realm. it is said that the brave souls who find Yggdrasil are met with great fortune, but only if they can defeat him..."* creative liberties where taken with this story, the Yggdrasil of legend is much, MUCH more grand
so as you could probably tell by my story, I am suggesting that Yggdrasil, the great world tree of Norse mythology.
LOCATION
Yggdrasil would be found in the heart of a new "wild lands" biome, about as rare as the mesa or ice spikes biome, this biome would be very cold and hostile, snow would constantly be falling, fires can not gain the heat to sustain them selves (so mobs that spawn during the night won't burn, and even netherrack won't sustain a flame for long), many of the undead are warriors who sought the tree themselves, but succumbed either to the monsters who roamed the night or froze before they could catch a glimpse of her branches (so basically mobs have an increased chance to spawn with weapons). Yggdrasil grows in the center of this biome.
The tree
the first thing to note is that the World tree is (appropriately) Very, VERY large, jut going off an estimation, I would say an appropriate size for the base of the trunk would be a hundred blocks in diameter, with the branches often going another hundered in every direction, both would slowly getting thinner the higher it goes. the tree herself goes to about level 200 (could potentially go higher if mojang finds a way to increase build height) above the branches are a series of floating islands constructed of endstone. many enderman have made there home on these isles as there kind revere the tree, often using her branches and roots to warp across the land. chorus can also be found up here, of course. below the tree her roots would reach into a fiery cavern, a sub-region of the nether. said cavern would have much netherrack, with overworld blockes mixed in (stone, dirt, ect) many pigmen would spawn here, along with blazes and the stray wither skeleton. the trunk and branches of Yggdrasil would be home to many peaceful creatures who feed on the trees (theoretical) fruit, or the animals who feed on those (theoretical) fruit (I say theoretical because there would be no fruit item, it's just there for the sake of story) even ponds can be found on some branches,housing squids, guardians, and any other sea creatures that Mojang may add.
RESOURCES
the creatures that thrive in the branches (I feel like i'm being really repetitive, am I being repetitive, or does it just feel that way because i'm the one having to commit all these things?) are a great source of meat along with whatever else they may drop. The isles above the tree are a good place to farm for pearls and purpur blocks. the tree houses some resources in her... *looks up the technical term for the parts of a tree* *finds literally nothing* wood, logs with high concentrations of crystalline sap can be found, albeit rarely, these can be harvested for amber which seems to have inert properties (I hope I used that word right) of course there are A LOT of logs (inner logs would have on bark on them), and within the roots many ore veins can be found from Yggdrasil slowly drawing in nutrients over the millennium, along with basic nether materials under the roots (granted you could argue the nether really only has basic resources, but that's a topic for another day)
EXPLORATION
within the tree is a "dungeon" complete with "phat loot", combat, and a boss. the dungeon starts at the base of a tree, where an otherwise normal knot goes deeper than one would expect, the know enters the first of many circular rooms, each a gauntlet of increasing difficulty and reward, the first room is some simple zombies, with some minor rewards in the chest at the end, but as you go on you'll fight off eldritch horrors no man should ever see (aka wither skeletons) at the final room you'll finally encounter Ratatoskr, bane of the world tree, a giant... Squirrel? yeah that's actually a thing... but carrying on, the dungeon itself is lined with ironwood which can't be mined until Ratatoskr is defeated, as to avoid players digging straight through to the boss chamber. it also guards her roots, protecting them from the burning fires of the nether cavern and guarding the minerals she's absorbed over the millennium
THE MIGHTY FIGHT WITH THE MIGHTY SQUIRREL
Ratatoskr has a base of 200 hp, and when you first enter the room it'll be knawing on the inner parts of the tree, away from the door, allowing you to start the fight on your own terms, the fight has 2 phases, the first one, which lasts the first half of it's health bar, has the squirrel climbing to the top of the dome-shaped hole he chewed out to try and land on top of you, he moves fast while getting onto position, so it's hard to hit him with a bow, but not impossible. after dropping from the ceiling Ratatoski will either A. hit you, this does a significant amount of damage on all difficulties and sill leave you stunned for a few seconds, but if you dodge out of the way then B will happen, Ratatoskr will be stunned allowing you to get a few hits off. durg this stage it will sometimes try to bombard you with giant acorns (not sure why this wasn't in my first iteration) theses acorns drop at a rapid rate, with the interval being about .6 seconds, same as the swinging interval. these acorns scale from 2.5 hearts to 7.5 hearts unarmored based on difficulty.
After stage one is complete, The squirrel will unleash a fear educing chirp (yes, I am enjoying the excuse to make a giant evil squirrel for a boss) making any companions you brought with you panic out and not attack it while also applying a weakness debuff to you, he will also move faster and stay stunned for less time, and will bite you if you stay to close to the head after he recuperates from the stun. however, sometimes he will catch himself with his tail and pounce at you for the same amount of damage, this happens very fast, but it can be dodged by crouching, but only if you don't croutch while he's falling. you will know if he's going to pounce if his tail is under him when he falls, this can still be used to get a free hit off, as he can be hit from underneath
along with this, the acorns he drops will sometimes be either nether or ender infused, nether acorns will function similarly to frag grenades, exploding in impact into fire and sending low to mid damaging acorn shell sharpness everywhere, while the ender acorns will ark towards you, and apon impact will create a puddle of "dragons breath" (can NOT be collected for potions) and spawn an ender mite to harass you, for every 10 normal acorns, there will be an average 2/3/4 nether acorns and 1/2/3 ender acorns, scaling with difficulty.
when you beat the squirrel he will drop a few things, he will drop a squirrel skull helmet, this has the protection of a diamond helm, the enchantability of gold, and the added perk of allowing you to look into the eyes of enderman without aggroing them, like a pumpkin but without the visual hindrance. (the idea being that, as they worshiped Yggdrasil they would respect anyone who could fall her bane) squirrel pelt, which can be used as a decorative carpet, like those bear or lion skin rigs you see in movies, along with refined amber
ITEMS
alright, I was going into detail about all these things, but I accidentally backed out of the page deleting it all, so apologies if it seems rushed
Amber: a warm, smooth gem, the color of a summer's sunset, can be used in crafting.
Amber block: a warm orange block made of amber with patterns akin to emerald blocks (yes, I know this is lazy, but I like the emerald block texture and would love to see it in other colors)
Ironwood/ironwood planks: appearing as a lighter oak wood, it's blast resistant (slightly weaker than obsidian) and fireproof can not be defeated until Ratatoskr's defeat
Fehuljós: the Fehuljós or "Frey's light" (before you ask, I'm using an old Norse translator to get the individual words and them mashing them together, so there may be some inaccuracies with the names) (and Frey, who is the Norse god of Wealth, fertility, and sometimes love, is associated with the Norse rune fehu, as it means mostly the same things, but Frey's light sounds better than Fertility's light, so I'm going with that) is an orange redstone lantern etched with the rune of Frey and has a nether-brick bottom (for aesthetics). it has 3 main purposes.
1. when powered, it gives off a lot of light, enough to keep monsters from spawning within 3 chunks. ( I have heard this to be impossible, however, I don't know how hard it would be to edit the lighting engine, with minecraft's legacy code an all
2. it breeds any animals within 16 blocks of it up to 32 animals in that radius, animals within those 16 blocks will try to avoid wandering out side of them, so they don't wander off and you end up with 100 cows in 3 chunks (yes, I know this can be used as an automatic food farm, but A. there are other ways to make that, and B. by the time you should be getting this, food should no longer be an issue in the first place)
and 3. any crops within that same 16 block radius will grow 50% faster, so in the time it would take 1 farmer to harvest 64 wheat, someone using the lamp would get 96 wheat
(magma cream represents the refined amber)

Geislsumar: Geislsumar, or "staff of summer" is a powerful weapon for dealing with all manner of the undead. appearing as a blaze rod, bound in leather, capped with an amber crystal and an eye of ender lens (think an orange eye of ender) . It has 64 uses, and after charging it like a bow, it will launch a miniature "star" that will lock on to the undead beast closest to the crosshair, it will do 15 damage (7.5 hearts) of damage apon impact, along with this, it will emit a light while traveling that ignited undead within 5 blocks of it, however, despite how powerful Geislsumar is, it's only effective against the undead, anything else would receive a light tickle at most.
if you have any tweaks or ideas you have for Yggdrasil, let me know. the more minds the better.
SOURCES:
https://en.wikipedia.org/wiki/Ratatoskr
https://www.amazon.com/Magnus-Chase-Asgard-Sword-Summer/dp/1423163370/ref=sr_1_1?ie=UTF8&qid=1499568100&sr=8-1&keywords=the sword of summer
CHANGE LOG
V.1.1
-removed refined amber, all recipes now take raw amber
-removed lichen, because I forgot it existed
-added more descriptive text for the items
-buffed Ratatoskr to make the fight more interesting
-added ironwood to defend the root's riches and keep players from skipping the dungeon
Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
check out my suggestion for Yggdrasil, the great world tree
FOR THE HOLY LOVE OF ARCEUS AND HELIX COMBINED PALADINS IS NOT AN OVERWATCH CLONE. tf2's the true king anyways
-Let's make some noise
Sounds pretty cool. Supported.
Current avatar: Ralsei from Deltarune.
Well, it's certainly a more unique suggestion than the usual new biome or dungeon suggestion. I actually do like it, but I'm not sure if it fits Minecraft. Regardless, here are my criticisms.
I'm not a fan of the names. I like Norse mythology as much as the next guy (huge Skyrim fan), but directly copying the names from said mythology isn't very "Minecraft-y." Minecraft names tend to be relatively simple, to reflect the simplicity of the game itself. It could be called the "World Tree," or, if you wanted it to sound Norse, it could be a random combination of letters to reference how ridiculous some Nordic names look.
I'm all for big structures, but this might be a bit overkill (not to mention far larger than structure blocks can currently support, so generation would have to be integrated into the world generator somehow). If we say that this is a tree with a 300 foot radius including branches and roots, then that means this is ~18 chunks wide and fits in a 324 chunk square region (That's more than a quarter of an entire mcregion file). I'm not sure how the game would even make this. It might be possible if the locations of the trees* are pregenerated, and then chunks within a certain radius of that location perform some calculations to generate the branches, but that would leave a lot of room for error. However, since I don't know the specifics of the generation code, I don't know for sure.
The dungeon is kind of "meh." It's just a bunch of fighting with enemies that will probably not be of any difficulty for an experienced player to deal with. You could make it more interesting by describing the hazards of each room that leads up to the boss.
As for the boss itself, well, it needs more attacks. It should have at least three attacks per phase in order to cover a variety of situations. The helmet is overpowered, especially considering that you can obtain this at any time (there are no real prerequisites; as long as you have a weapon that will last and a good strategy, you could theoretically approach this boss at any time. Since the dungeon is just made of wood, you could just skip the whole dungeon by burrowing in if you wanted and then just attack the squirrel). Also, can you respawn the boss?
Items need more detail. I feel your pain with it backing out of the page, which is why I recommend that you make all suggestions in your favorite text editor first, then paste it here and then fix the formatting. However, that's no excuse for being vague. Refined amber shouldn't be used for enchanting, and really should be dropped and any use it has replaced by amber (we don't need an item whose sole purpose is for crafting another item for crafting). Fehuljós currently can't work with the current lighting engine, as light sources can only work for up to 15 blocks.
Overall, I think this suggestion has potention, but there needs to be more balancing and details. Partial Support.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
thank you for the constructive criticism, I shall definitely take (most of) your ideas into account
Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
check out my suggestion for Yggdrasil, the great world tree
FOR THE HOLY LOVE OF ARCEUS AND HELIX COMBINED PALADINS IS NOT AN OVERWATCH CLONE. tf2's the true king anyways
-Let's make some noise
Well, if you came up with the name for the items, then I guess that's fine. I just don't think any name should be directly copied from lore.
Well, the height's not the issue, the width is (I had my math wrong initially; it's actually four times that size). I don't think it's impossible to implement, but it sure will be a challenge. However, if it can be done, then I don't mind a giant structure.
Well, you could take some steps to reduce the player's ability to prepare. The squirrel applies mining fatigue like the Elder Guardian, which prevents you from breaking blocks (or at least, it takes much longer), and the player is unable to place blocks directly on ironwood while the squirrel is alive. If the player leaves or dies, the enemies respawn, along with whatever blocks the player from progressing. This means the player will only have what they initially come in with to do the entire dungeon. Sure, there will still be counter-measures the player can take, but they'll require creativity and won't usually be an instant win button.
That could work.
The lighting engine isn't a simple fix. I don't mean your suggestion is vague, but rushing it often causes such vagueness, so that's all I was saying.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
responses is bold
Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
check out my suggestion for Yggdrasil, the great world tree
FOR THE HOLY LOVE OF ARCEUS AND HELIX COMBINED PALADINS IS NOT AN OVERWATCH CLONE. tf2's the true king anyways
-Let's make some noise
It is entirely possible to generate such a large structure with the current code - in fact, that is precisely how all large structures (larger than one chunk in size) are generated - the game creates a map of the structure and only generates any parts that intersect the area currently being populated. Caves are generated in a very similar manner, except they are traced out every time a chunk is generated (this causes them to be much more resource-intensive); in either case the game determines if a structure has generated nearby by scanning an area around each chunk being populated and adding any structures found to a map; for example, this is the main part of my cave generation code:
This allows me to make caves that extend as much as 12 chunks away from the center chunk, and a total of 25 chunks across; the longest caves and ravines are 21 chunks or 336 blocks long (vanilla uses an 8 chunk range and has a maximum length of 7 chunks; it only generates from one end so the maximum length is dependent on the radius, not the width, which is more efficient).
NB: the game does not have "blueprints" for caves, which are truly random; it only seems so because they are all generated with the same basic parameters and as a series of spherical sections (a circular room is a single larger than usual section with half the usual height generated by itself). The algorithm basically draws a line in 3D which curves in random directions with segments generated at each step:
Also, one issue that I see is how the game would generate such a large structure and ensure it generated in every instance of its biome, which would also have to be larger than normal biomes (e.g. jungle, ice plains, mega taiga, mesa) since the default biome size has a scale of only 16 chunks (256 blocks), with variation. For example, prior to 1.10 villages had to be entirely within one of the biomes they can spawn in and around a third of attempts would fail due to there not being enough room (the game would restrict the size of a village and not generate it at all if it would be too small), and there was (still is) only about a 25% chance of an attempt landing in the right area in the first place (villages generate aligned to a 32x32 chunk grid plus a random offset, which is 4 times the unit size used for biomes).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
responses in bold, so are you supporting it or no? I can't quite tell, considering you only cleared up our generation issues
Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
check out my suggestion for Yggdrasil, the great world tree
FOR THE HOLY LOVE OF ARCEUS AND HELIX COMBINED PALADINS IS NOT AN OVERWATCH CLONE. tf2's the true king anyways
-Let's make some noise