In Part 1, I talked about how ocean world generation could be improved. However, this part will be focused on the content of the ocean. Since Part 1 made oceans a lot bigger, there will need to be enough content to make it interesting.
Blocks / Plants
The main purpose of all of these would be one thing: to add life to the oceans and beaches of Minecraft.
Seaweed
This is essentially grass and tall-grass but underwater. Mining it would give you seaweed, which can be planted or cooked and eaten to restore 2 hunger points. It would be quite common.
Coral
Coral would come in different colors and patterns. It would have the model of an enchantment table, with a texture resembling that of brain coral, but of different colors sometimes.
There would be 4 different kinds of coral: Yellow Coral, Purple Coral, Green Coral, and Orange Coral (which would be orange and green). You would be able to harvest coral using a silk-touch pickaxe, and it could be placed anywhere.
Mollusc
These would basically be a shell, but occasionally opening slightly. They would technically be entities, but I am putting them under blocks because you would be able to grab them (right click) and then place them down again. They would rarely move a little, but other than that, they would be pretty stationary mobs.
Palm Trees
This post wouldn't be complete without palm trees. They would generate like this, but with its own wood:
Image from a YouTube video.
Also
Sand would now primarily spawn at the ocean floor instead of gravel.
Mobs
The ocean has three mobs right now: the Squid, the Guardian, and the Elder Guardian. Two of those only spawn in a very rare structure. That's kind of sad. I will suggest more mobs, but not too much, as the ocean would become too saturated compared to other biomes.
Larger Squid
This is not my idea, but I thought it was so awesome I had to include it. Squid size would depend on the y-coordinate that it spawns on. This would mean there would be giant squids super deep underwater.
Purpose: Adding life to the ocean and food for whales.
Health: Normal squid health * size of squid
Hostility: Passive
Drops: A quantity of ink sacs that would depend on the size of the squid
Attacks: None
Fish
Yes, one of the things that has been asked for an uncountable amount of times. What I am suggesting is the fish from Minecraft: Story Mode, where they are essentially fish (the item) swimming around. There wouldn't be a tone of them; just enough so that you will always see a few when you are at the bottom of the ocean. They would have very low despawning requirements, meaning that they would be "recycled" a lot. Fish would spawn in ocean biomes and rivers.
Purpose: Adding life to the ocean.
Health: 1 Heart (Though it woudn't really matter since they would move too fast to kill)
Hostility: Passive
Drops: None
Attacks: None
Anemones
Yes, as a mob. They wouldn't move around, but their tentacles would. They would actually attack the player, fish, and crabs. Just barely touching them would give you slowness. Once you have slowness, the Anemone would start doing 2 hearts of damage to you every second.
The Anemones would add a danger to the bottom of the ocean when you're not paying attention or you mess up. Their danger would be comparable to the danger of underground lava. They would be pre-generated in the world on the sea floor and in Ocean Monuments.
When an anemone has less than 5 hearts left, you can right click it to pick it up. It can then be placed again underwater.
Purpose: Making diving more interesting.
Health: 18 (9 Hearts)
Hostility: Hostile
Drops: 4-5 Experience
Attacks: Slowness debuff and melee damage.
Crabs
The Crab would be a small, moveable danger of the sea floor, since it doesn't have anything at the moment other than Guardians. These would essentially be the spiders of the ocean. They would spawn on the sea floor and on beaches. They would be hostile when at the sea floor and neutral on land, and with the same jump attack as spiders. In water, they would be just as fast as they would be on land. When you kill a crab, it would drop 0-1 Raw Crab and sometimes 1 Crab Claw. The Raw Crab and Cooked Crab would be copies of steak, but with 4 more saturation points.
Image from the Crab Mod.
Purpose: Adding a small danger similar to spiders, and life to the ocean floor and beaches.
Health: 18 (9 Hearts)
Hostility: Neutral, unless on the sea floor
Drops: 0-1 Raw Crab, 3 Experience
Attacks: Spider Jump Attack
The Raw Crab would be as good as Raw Beef, and it could be cooked into Cooked Crab, which would be as good as Steak but with 13.2 saturation points.
Octopus
I know what you're thinking. "But we already have squids!" Octopuses are and would be quite different to squids. They would actually be able to change their texture to the block they are above. By default they are a sandy color, but when harmed, they will go to the sea floor and change to the block below them. Attacking them again would cause them to ink you, similar to how squids ink you in Minecraft Pocket Edition. They would "hide" on the sea floor by changing their color and jump out to attack Crabs. They would also be attracted by Molluscs, making Molluscs useful and Octopus useful for keeping away Crabs. Octopuses could survive up to one Minecraft day outside of water. They would also come out and hunt for Crabs in Tide Pools, but more on those in the "Structures" section of Part 3.
Octopus from Quintessential Creatures mod.
Real life octopus
Purpose: Giving players protection from crabs and the new ingredient for the invisibility potion.
The Octopus Tentacle would now be used to to make the Invisibility Potion, and the current recipe for the Invisibility Potion would make a Blindness Potion. I think this is a reasonable change because it would require you to go exploring to make the Invisibility Potion (except for the Nether Fortress), where as now all you have to do is sit around and kill zombies until you get a carrot and then make a golden carrot and some other easy-to-get things.
Shark
Spawning deep in the ocean, Sharks would be one of the main dangers of the sea. They would be hostile, but would only seek out the player on a random occasion or if the player has less than full health. If they encounter a Whale, they would have a 50% chance of attacking it.
Image from the Wildcraft Mod
Purpose: Adding a large danger to the ocean.
Health: 32 (16 Hearts)
Hostility: Hostile
Drops: 0-6 Shark tooth, 5 Experience
Attacks: Very Fast Ram Attack; 15 (7.5 Hearts) damage
In real life, sharks will often bite only once or twice, and then go away because they realized that the person was not the kind of prey it wanted. Similarly, the sharks in game would usually bite player just once, and then flee. Occasionally, they would bite the player twice, which would kill them if they are not sufficiently protected.
Shark teeth can be obtained through killing a shark, or if a shark bites you. (The tooth or teeth fell out.)
Shark teeth could be used to create a Leiomano, a new weapon. Here is the recipe, with ghast tears representing shark teeth:
This was a real Hawaiian weapon. It would do the same amount of damage as a Stone Axe, but with an attack speed in between that of a sword and an axe. If you tried chopping wood with it it would only be as good as a wooden axe, though. I think this makes an interesting weapon and trophy that is a reward for managing to kill a shark.
Whale
The whale would be based on the Sperm Whale, and would hunt the larger variation of squid. They would spawn only in extremely deep areas of the ocean, even deeper than the shark. They would sometimes come up for air, but that would be quite a rare occurrence. I couldn't find a picture from a mod that looked like what I'm talking about, so here's the real thing:
There'd be a catch to hunting whales, though. Not only do they have a lot of health, but they also are able to damage players, even when said players are onboard a ship. Whales are able to quickly jump over ships, in which case they hit players. When hit, the players suffer 18 damage (9 hearts) and a lot of knockback.
Purpose: Adding life the ocean and something to seek out when trading with villagers.
Health: 100 (50 Hearts, just like an Iron Golem)
Hostility: Neutral
Drops: 1-4 Blubber, 5-8 Raw Whale Meat, 5 Experience
Attacks: Slow Ram Attack; 18 (9 Hearts) damage
Whaler Villager
This would be a new Villager wearing a blue coat.
He would buy:
- 3-5 Whale blubber → 16 emeralds
- 10-18 Arrows → 1 emerald
- Bow (limited trade) → 2-4 emeralds
- 4-8 Book and Quill → 1 emerald
He would sell:
- 8 emeralds → 4-6 Whale Oil (bottles)
- 4 emeralds → 7-8 Cooked Whale Meat
- 1 emerald → Octopus Tentacle [Rare Trade!]
Undead Sailor
Okay, here's where things get more interesting.This would be a zombie that can't drown. It would usually spawn on islands. When spawned, it would have a 1/3 chance of having an iron sword. In that case it does as much damage as an iron sword does. Otherwise it would do as much damage as a regular zombie.
The Undead Sailor would make a sound that sounds like the Husk but muffled by water. The sound would also sound a lot more wet than the regular zombie sound. They would also emit a water-dripping particle effect, since they are from the sea. There would also be an Undead Sailor Villager, which would be essentially the same thing but as a Zombie Villager. You would not be able to cure this villager.
Purpose: Adding a common, large danger to the ocean
Health: 26 (13 Hearts)
Hostility: Hostile
Drops: 0-1 Used Iron Sword (If holding one), 0-2 Rotten Flesh, 0-2 Raw Fish, 0-1 Sailor's Hat
Attacks: Sword Attack (4 Hearts of damage) or Ram Attack (2 Hearts of damage)
Items
This is a list of items that this suggestion would add.
Sea Soup
Crafted with a bowl, 2 Seaweed, and Cooked Crab, Sea Soup would be another Soup/Stew. This would restore 14 hunger points, or 7 full hunger shanks. It would also provide 14.5 saturation points.
Seaweed
Used to plant seaweed or cooked to be eaten as food. Restores 2 hunger points (1 full hunger shank) and as much saturation as cookies.
Mollusc (Item)
Obtained by right-clicking a mollusc, the Mollusc item would allow you to place down a Mollusc by right clicking the ground.
Raw/Cooked Crab
Dropped from the crab mob. As good as beef and steak, but restores a little more saturation.
Raw/Cooked Whale
Dropped from the whale mob. Like raw/cooked crab but restores even more saturation. A very hard to get but good food.
Octopus Tentacle
Dropped by the octopus. Now used to make the Invisibility Potion.
Shark Tooth
Dropped by the shark. Can be used to craft a cool weapon based on a real Hawaiian weapon.
Blubber
Dropped from whales. Can be traded with the Whaler Villager for a decent amount of emeralds.
Whale Oil
Obtainable from trading with the whaler villager. Can be used as fuel, and is better than coal.
Sailor's Hat
Sometimes dropped by the Undead Sailor. Can be worn as a helmet. It would be as good as a leather helmet.
Coconut / Coconut Milk
Dropped by Palm Tree Leaves along with Palm Tree Saplings. They can be thrown or crafted into Coconut Milk, which restores 4 hunger points and clears potion effects like normal milk.
Leiomano
Made from a wooden axe and shark teeth, this weapon does more damage than a diamond sword with an attack speed in between that of an axe and sword.
Waves
Okay, there is one final thing I want to suggest: waves. On the surface it sounds pretty bad (and laggy), but here me out. Have you seen those shaders that have tiny little waves in the water? That's pretty much what I'm asking for: a distortion in water levels. It would also be weather dependent, so in a storm you might have bigger waves, while you might have more relaxing waves when the weather is clear. Waves would only happen in the Ocean biome. This would be a lot more interesting than the current flat, boring oceans we have now.
Ending
I know that was a lot. I know I am suggesting a lot of new mobs, but the ocean is pretty big. Also keep in mind that Whales would be rare, and that Sharks wouldn't be too common either (but common enough to be a threat). Please tell me if you like this suggestion or not, and why. Please tell me how I could improve it. Also, I am looking for ideas for a drop for the Anemone, so suggestions are welcome.
EDIT: Fixed some things, removed some things, and made the post formatted a lot better.
I have a few suggestions to add interest/usability to the proposed features, along with some questions:
1. Coral doesn't do any damage. This is mainly to justify my next suggestion:
2. Water treats coral like air; it doesn't collide at all. It becomes soaked when water is inside of it. Useful for scaffolding around water (hence suggestion 1), and the water isn't supposed to flow everywhere.
3. I think the undead sailor would be cool with a life-sized vex feel to it. Perhaps they float around in their ships and curse you with Blindness?
4. The shipwrecks should possibly contain a treasure enchantment that makes melee weapons deal more damage to aquatic mobs.
5. A new wood should be justified with a unique color. Could you provide an image of the shade you're thinking of? (bark and plank)
6. The treasure chest should have something worthwhile. I had this idea for a while about a new item: the totem of reversal (a blue totem of undying). Your location 3 seconds in the past is always recorded when holding, shown with a blue ghost. When you use the totem, you travel to that spot (and gain the effects of the totem, but with less power). You retain the stats you had upon the totem's usage.
7. The sailor's hat should have more purpose. Maybe as an antique item to Villagers?
8. Coconut milk isn't needed. A coconut to the head could give Nausea for 1-2 seconds.
9. What does the leiomano do? It seems useless once you have a stone sword (which you should by the time you get it).
That's all I have. What could be in Part 3?
Rollback Post to RevisionRollBack
Console Battle is two games rolled into one: gambling (whether or not you get one of the OP weapons) and betting (which teammate won't turn on you, since teaming is pretty much a requirement to kill off another team)! Of course, it's not all chance; at its core, Battle is about triumphing and defeating other players... by kicking them out if they win to make yourself feel better.
Your idea about coral is interesting, though it doesn't go with my original vision. Most of the game mechanics I have suggested have come from real life. My vision was for it to be an aesthetic block that was valuable.
I like the life-sized vex thing. Maybe as a new mob, specific to the cursed shipwreck? I know what to call it: Sea Specter and Sea Specter Captain. I was going to have a new mob for the shipwrecks, but decided against it since I have already put a lot of new mobs in the post. I will for sure reconsider though.
The blindness thing seems a little too much like Ocean Temples (it's giving an effect to the player). I'll add more images (including the wood) soon (today, tomorrow or the day after). The leiomano, like I said, would do as much damage as the stone axe. As of the 1.9 update, that is 4.5 hearts of damage, which is more than a diamond sword. It would have a higher attack speed than the stone axe, and it would end up doing 12 damage per second. I know I didn't include that in the post, but that would have it end up doing more damage per second than the diamond sword. I will be sure and update the post.
The sailor's hat doesn't always drop, so it was supposed to be a simple little aesthetics item you could wear. I'd be open to a use to it, as long as it makes sense and is useful. Part 3 will have some more things to do with Villagers. I won't says what the topic will be, but I think some people will not like it. The enchantment idea could also work, but I'm less open to new enchantments since almost every upgrade in the game is based on them. Maybe a new drop from the Sea Spectre Captain could replicate this in a non-enchantment form.
I was originally going to have dolphins in the post, but I couldn't think of a use for them other than being there. Thank you for your feedback! I really appreciate it.
Your idea about coral is interesting, though it doesn't go with my original vision. Most of the game mechanics I have suggested have come from real life. My vision was for it to be an aesthetic block that was valuable.
I like the life-sized vex thing. Maybe as a new mob, specific to the cursed shipwreck? I know what to call it: Sea Specter and Sea Specter Captain. I was going to have a new mob for the shipwrecks, but decided against it since I have already put a lot of new mobs in the post. I will for sure reconsider though.
The blindness thing seems a little too much like Ocean Temples (it's giving an effect to the player). I'll add more images (including the wood) soon (today, tomorrow or the day after). The leiomano, like I said, would do as much damage as the stone axe. As of the 1.9 update, that is 4.5 hearts of damage, which is more than a diamond sword. It would have a higher attack speed than the stone axe, and it would end up doing 12 damage per second. I know I didn't include that in the post, but that would have it end up doing more damage per second than the diamond sword. I will be sure and update the post.
The sailor's hat doesn't always drop, so it was supposed to be a simple little aesthetics item you could wear. I'd be open to a use to it, as long as it makes sense and is useful. Part 3 will have some more things to do with Villagers. I won't says what the topic will be, but I think some people will not like it. The enchantment idea could also work, but I'm less open to new enchantments since almost every upgrade in the game is based on them. Maybe a new drop from the Sea Spectre Captain could replicate this in a non-enchantment form.
I was originally going to have dolphins in the post, but I couldn't think of a use for them other than being there. Thank you for your feedback! I really appreciate it.
About the leiomano: All the versions I play have spam combat, so the stone axe is basically a wooden sword with a crit bonus.
I figured that every block can be an aesthetic block, and it should have some functional use. No other block lets water phase through it without destroying itself.
Nothing much else to add here. I'm glad to be reading longer suggestions again!
Rollback Post to RevisionRollBack
Console Battle is two games rolled into one: gambling (whether or not you get one of the OP weapons) and betting (which teammate won't turn on you, since teaming is pretty much a requirement to kill off another team)! Of course, it's not all chance; at its core, Battle is about triumphing and defeating other players... by kicking them out if they win to make yourself feel better.
I mainly play on the console version. They have said a modified version of 1.9 PvP will be slowly ported to console and pocket editions to prevent community outrage like on the PC version.
Also, I have edited the post. The structures section has been removed, as I felt the post was too long. The structures section fits the topic of Part 3 anyway.
Most of the fine details are pretty far off the deep end, but I want to see more ocean content any day! I just think it should be a little more like Minecraft. Anemones, for instance, should be passive and in fact should probably be a block entity with an animation rather than a mobile object (mob).
Rollback Post to RevisionRollBack
I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
Why should they be passive? I personally think (almost) everything in Minecraft should have some sort of purpose. With Anemones it's that they're something to look at for, making the player need to stay focused while diving. If you do propose that it should be passive, do you have any suggestions on a drop? I wouldn't want people to go out hunting them, but still. I think it should have some sort of purpose.
Also, what about the other things aren't "like Minecraft?" I would like to hear everyone's opinion.
If it were up to me, they'd be a decoration you can put in your fish tank at home. I'd add a bunch of small sea creatures that serve no purpose other than to make the ocean look cool, or which can enhance your fish tank at home. And of course I'd add fish tanks--you'd make it with glass and water and it would be a block which you can add fish and things to. You could expand the fish tank by placing more fish tank blocks next to each other, and make it as big as you want. Clownfish could be placed in the tank and they would swim around it, with their AI making them prefer to hang out near an anemone most of the time but otherwise they just move randomly.
I think everything should have a purpose, but looks, ambience, accessibility, annoyance-avoidance, and other vague concepts can serve as purposes.
Rollback Post to RevisionRollBack
I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
Keep in mind that they would only be able to attack you if you walk into or against them. It's not like they'd be stationary guardians or something.
On that note, though, what about a drop from the Elder Guardian that can make Anemones your guards (only doing damage to others)? I was actually originally going to include that in the post, but then I forgot.
What do you think about the Anemone? Reaverofdarkness1 says it should be passive. Have any ideas on what it could drop? I didn't put a drop other than xp because I didn't want there to be Anemone crusades. Do you think that's sensible?
Also, have any suggestions for part 3? There will be a very intricate section in it, but there will still be only 2 sections total as of my current planning.
I'll be honest, I don't like much about your specifics. But I'd rather have that stuff than a boring ocean. So I'm just going to offer my support and leave it at that.
Your general ideas are cool, just the specifics don't feel like they fit Minecraft. I'm also over-generalizing because I didn't feel like reading the whole thing. I like the crab though. I had a similar idea once. I'd just keep it a passive or neutral mob. And the coral idea seems pretty much about right.
Rollback Post to RevisionRollBack
I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
2. I meant to leave it as a reply to Interlude Dude, but it didn't put the post below his post.
3. I'm glad that you like the crab. The idea of it was to have it be the spider of the ocean/beach. I know you didn't read the whole post, but it said that crabs would be neutral on land and hostile on the sea floor, meaning you wouldn't have to worry about them too much when they are on the beach. I've noticed that you want a lot of the mobs to be passive. Are you not really a big survival player or something? (No offense intended)
4. Please tell me how you would have done the mobs. Like I said earlier I really want to get everyone's input on this because I want everyone to be happy with it.
2. I meant to leave it as a reply to Interlude Dude, but it didn't put the post below his post.
3. I'm glad that you like the crab. The idea of it was to have it be the spider of the ocean/beach. I know you didn't read the whole post, but it said that crabs would be neutral on land and hostile on the sea floor, meaning you wouldn't have to worry about them too much when they are on the beach. I've noticed that you want a lot of the mobs to be passive. Are you not really a big survival player or something? (No offense intended)
4. Please tell me how you would have done the mobs. Like I said earlier I really want to get everyone's input on this because I want everyone to be happy with it.
1. Quote boxes are so weird and finnicky, especially on a phone!
2. Making everyone happy is a noble yet impossible cause. There will always be people who are opposed to the fundamental concept of your idea (e.g. Herobine, natural disasters, thirst, and merging the game with Roblox), and if not that, how you executed the idea.
3. Maybe the anemones should pull you down if you stay nearby for too long. Yes, mobs dragging you around is a very hated feature in many games, but all you have to do is hit the tentacle/appendige, and it retracts. Since you can just swim up anytime, this would make the danger of anemones more commparable to lava.
Rollback Post to RevisionRollBack
Console Battle is two games rolled into one: gambling (whether or not you get one of the OP weapons) and betting (which teammate won't turn on you, since teaming is pretty much a requirement to kill off another team)! Of course, it's not all chance; at its core, Battle is about triumphing and defeating other players... by kicking them out if they win to make yourself feel better.
2. I meant to leave it as a reply to Interlude Dude, but it didn't put the post below his post.
3. I'm glad that you like the crab. The idea of it was to have it be the spider of the ocean/beach. I know you didn't read the whole post, but it said that crabs would be neutral on land and hostile on the sea floor, meaning you wouldn't have to worry about them too much when they are on the beach. I've noticed that you want a lot of the mobs to be passive. Are you not really a big survival player or something? (No offense intended)
4. Please tell me how you would have done the mobs. Like I said earlier I really want to get everyone's input on this because I want everyone to be happy with it.
My entire response went missing, so here's a summary:
1. Quote boxes are confusing things.
2. Making everyone happy is noble, yet impossible.
3. The anemones should grab you and drag you down if you stay too close too long. To get out, just hit them. This will make their danger more comparable to lava, since you can swim up anytime.
Rollback Post to RevisionRollBack
Console Battle is two games rolled into one: gambling (whether or not you get one of the OP weapons) and betting (which teammate won't turn on you, since teaming is pretty much a requirement to kill off another team)! Of course, it's not all chance; at its core, Battle is about triumphing and defeating other players... by kicking them out if they win to make yourself feel better.
I've noticed that you want a lot of the mobs to be passive. Are you not really a big survival player or something?
I play survival all the time and I like the dynamic in which the majority of stuff you find in the world is passive or neutral. You sort of choose your danger a lot. Night can get a bit overwhelming, but there's a bunch of easy tricks to protect yourself from it, so you still choose when you want to go out at night. Even in the Nether or The End I feel pretty safe (at least after knocking the dragon off) as long as I elect to explore it carefully. But The End and the Nether are supposed to be a bit hostile, especially the Nether. So since the ocean is part of the overworld, I think by and large the primary struggle to exploring it should be breath and light. I'd love to see a few hostile structures (like the ocean monument) to explore, but I think there should be lots to explore that doesn't involve hostile mobs.
One cool idea could be sunken treasure in which it's protected by a guardian sea creature which is a boss but only attacks you if you try to get the treasure. I had the idea of a King Crab which lurks inside a shipwreck and if you try to enter the shipwreck it'll try to push you out but won't hurt you (unless it accidentally traps you and you can't get air). But if you get too close to the treasure chest, it'll go hostile. Any crabs in the area will come to its rescue, and it'll send out a crab aggro call every time you hit it.
Crabs hostile in the darkness seems cool and fits with the way spiders already work. I'd like to improve ocean visibility by making sunlight penetrate much deeper, and make light sources shine further than they do. It would be neat to have entire thriving coral reef regions that are shallow enough to be well lit, yet still deep enough to make it difficult to explore them. Then the deeper parts of the ocean could be much darker, with ravines appearing on the deepest ocean floors as ocean trenches (filled with water, not air like most ravines) and they could have magma instead of lava at the bottom. That way it's super dark but you see a faint glow from deep inside, inviting you to come in. And the ravine could have hostile sea creatures. That could be really fun,
Just basically I think generic ocean biome areas should have player-friendly mobs just like land. Or it could have hostile mobs at night that despawn automatically in the day, and maybe deep enough the night creatures spawn all day long but don't chase the player from very far away, which prevents them from coming at you when you're in brighter water.
This is essentially grass and tall-grass but underwater. Mining it would give you seaweed, which can be planted or eaten to restore 2 hunger points. It would be quite common.
I am thinking that seaweed would function as a portable water source block you can stack, perhaps if you mine it with silk touch. And I don't see a problem with that. Place down two and break them, and you have an infinite water source. It takes only one inventory slot as opposed to two buckets, but has the drawback of you not having a bucket.
Coral
Coral is interesting. It would come in different colors and patterns.
Cleric Villagers would buy coral from you for 6 to 9 emeralds a piece,
Stepping on coral would do 1 heart of damage
Coral will be essential to an awesome ocean environment. The most important part is simply having coral blocks that spawn into impressive coral structures. Anything beyond that is fun to speculate on but I want to make it clear that if any of it seems difficult, it can be readily abandoned; just the existence of coral is mainly what matters.
I'd love to see more uses for Clerics, but coral isn't religious. Howabout an alternate magenta-coat called a collector? They could have a particularly large number of trades in which they give emeralds for things you provide, and would accept a wide variety of rarer objects such as special corals, pearls, diamonds, saddles, horse armor, music discs, mob heads, nether stars, and the dragon egg. Maybe it gives you 64 emeralds for the dragon egg, but only accepts it once (no hacking in more eggs!)
I like having one or more kinds of coral that deal damage, but I think most should be harmless, and the few that hurt should look like they're painful to step on. They could act as underwater garbage units though.
Mollusc
These would basically be a shell, but occasionally opening slightly. They technically be entities, but I am putting them under blocks because you would be able to grab them (right click) and then place them down again. They would rarely move a little, but other than that, they would be pretty stationary mobs.
I'd love to see several decorative creatures like this, such as sea urchins and starfish. The player should be able to make an aquarium (I have some ideas for this if you don't) and should be able to collect things like this and place them in the aquarium.
Also
Sand would now primarily spawn at the ocean floor instead of gravel.
Makes sense. I'd like to see the occasional area with all gravel like in real life, but most of the ocean floor is sand AFAIK.
Mobs
Larger Squid
Fish
Anemones
Crabs
Octopus
Shark
I wouldn't mind having bigger squid but it seems like a waste of development resources. Fish would be cool, but I want to see lots of fish in the coral reefs, so if they were instead non-interactive but responded to your presence by swimming out of the way, it would make them a simple bit of ambiance that makes the reef look thriving. I like to think of anemones as a passive decoration you pick up and put in your aquarium. Many anemones are harmless to humans anyway. I told you how I feel about crabs. Cuttlefish are the ones that blend in the best, though octopus are popular. Still I think if it does a superb job of camouflaging itself, it should be a cuttlefish. And none of them are tameable in real life so I wouldn't have them defend the player. I might make dolphins into a tameable and rideable mob.
Sharks would be totally awesome but I don't want to be in constant danger of sharks everywhere I go in the ocean, so they should be relegated to a few areas and I should be able to go somewhere in which I can know there aren't any sharks around.
Leiomano
This was a real Hawaiian weapon. I think this makes an interesting weapon that is a reward for killing a shark.
It's shoehorned in. I can think of a ton of Minecraft forum-goers who would talk this one down. Here's a variation: loot chests can contain an enchanted axe with specific attributes which is pre-named 'Leiomano'. It's okay if shark teeth only purpose is to show how many sharks you killed, but I'm all for them having some other use as long as it's reasonable. Maybe the collector wants them.
Whale
The whale would be based on the Sperm Whale, and would hunt the larger variation of squid.
There would be a new "Whaler" Villager, which would wear a blue coat.
Fascinating idea to have whales. I'd give it more HP, make it really big and give it a few hundred HP. It could be a gargantuan passive mob that is a challenge to take down and makes you feel bad once you look at yourself and realize what you've done to the poor defenseless creature.
I don't think you've given enough reason to add a new villager coat. Instead, you could apply whaling characteristics to the Fisherman. One thing the Fisherman needs is a better way to level them up. I need something I can sell to them that I can farm in large amounts. Maybe the whale drops a large amount of blubber, enough to level up a Fisherman a few times. That seems like a terrible idea but I can't think of anything else off the top of my head.
Undead Sailor
Fun. Might be cool to see them walk out of the water. Perhaps there could be a shipwreck structure that would contain an undead sailor spawner, or a zombie spawner but all zombies that spawn underwater are undead sailors, and undead sailors walk on the sea floor with depth strider rather than swim. Perhaps that also means you find undead sailors at night when you're near the ocean.
P.S. I'd make them bluer, and lose the miner's helmet.
Palm Trees
And coconuts, and pineapples? I want to see palm trees added, and I want more fruit in the game as well. It would be awesome to have an 'Island Oasis' biome which can spawn either in the middle of the ocean or the middle of the desert in small units which contain grass, palm trees, coconuts (blocks hanging from the trees or some fallen to the ground), and crabs if they're surrounded by ocean. They would also tend to have exactly one lake at the center.
I might save pineapples for the jungle but I'm not sure. I'd put lots of fruit into both island/oasis and jungle.
Items
This will be a list of items that this suggestion would add.
Sea Soup
Crafted with a bowl, 2 Seaweed, and Cooked Crab, Sea Soup would be another Soup/Stew. This would restore 14 hunger points, or 7 full hunger shanks. It would also provide 14.5 saturation points.
Seaweed
Used to plant seaweed or as food. Restores 2 hunger points (1 full hunger shank) and as much saturation as cookies.
Mollusc (Item)
Obtained by right-clicking a Mollusc, the Mollusc item would allow you to place down a Mollusc by right clicking the ground.
Raw/Cooked Crab
Dropped from the Crab Mob. As good as beef and steak, but restores a little more saturation.
Octopus Tentacle
Dropped by the Octopus. Now used to make the Invisibility Potion.
Shark Tooth
Dropped by the Shark. Can be used to craft a cool weapon based on a real Hawaiian weapon.
Blubber
Dropped from Whales. Can be traded with the Whaler Villager for a decent amount of emeralds.
Whale Oil
Obtainable from trading with the Whaler Villager. Can be used as fuel, and is better than coal.
Sailor's Hat
Sometimes dropped by the Undead Sailor. Can be worn as a helmet. It would be as good as a leather helmet.
Coconut / Coconut Milk
Dropped by Palm Tree Leaves along with Palm Tree Saplings. They can be thrown or crafted into Coconut Milk, which restores 4 hunger points and clears potion effects like normal milk.
Leiomano
Made from a wooden axe and shark teeth, this weapon does more damage than a diamond sword with an attack speed in between that of an axe and sword.
I definitely think we should have lots of seafood options. I want some variety in food categories so I can more reasonably choose what kind of food I like. At current, what little fruit exists is terrible as a food option, there's very little variety in fruit, breads, or seafood, and most of the good food is meat. I had the same problem in WoW, lots of food types but everything good to eat is meat. I'm a fruit and seafood guy and I want to be able to appreciate my food.
So I think octopus should be edible along with crab, and maybe a few more fishable options other than fish, such as shrimp.
Waves
Have you seen those shaders
These days it's getting easier and easier to make convincing waves. I think it could be added as a thing you can disable in graphics options. However I bet the game engine has a lot more to do with it than anything else, so it's very possible that while it's feasible in other games, it's not feasible in Minecraft.
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I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
I'm glad you replied. I enjoy reading other people's opinions and ideas on things. Just a few things...
(A lot of the things you mentioned are in the post already.)
...once you look at yourself and realize what you've done to the poor defenseless creature.
It wouldn't be defenseless at all. In the post I said that it would do 8 hearts of damage, and I'm even considering making it higher.
I'd make them bluer, and lose the miner's helmet.
1. I wanted the skin to be blue, but forgot and didn't save when editing the skin. I said it would be blue in the post. EDIT: Made new Undead Sailor image.
2. It's not a miner's helmet. It's actually supposed to be a tri-corner hat, and is based off of this picture.
It's shoehorned in. I can think of a ton of Minecraft forum-goers who would talk this one down. Here's a variation: loot chests can contain an enchanted axe with specific attributes which is pre-named 'Leiomano'. It's okay if shark teeth only purpose is to show how many sharks you killed, but I'm all for them having some other use as long as it's reasonable. Maybe the collector wants them.
I didn't mean to "shoehorn" this in. I thought it was a cool idea and added a unique reward for winning a fight with a shark.
I don't think you've given enough reason to add a new villager coat. Instead, you could apply whaling characteristics to the Fisherman.
I think having a separate villager class would be better than just having the fisherman buy blubber for two reasons:
1. Having more different villager coats makes them more distinguishable.
2. It makes more sense, and will make even more sense once part 3 is out (you'll be able to see how whalers get their blubber )
Cuttlefish are the ones that blend in the best, though octopus are popular. Still I think if it does a superb job of camouflaging itself, it should be a cuttlefish. And none of them are tameable in real life so I wouldn't have them defend the player. I might make dolphins into a tameable and rideable mob.
Sharks would be totally awesome but I don't want to be in constant danger of sharks everywhere I go in the ocean, so they should be relegated to a few areas and I should be able to go somewhere in which I can know there aren't any sharks around.
I considered cuttlefish, but I decided against it. The octopus isn't tameable. Since they eat molluscs in real life, the in-game molluscs attract them. This means you can place down molluscs around an underwater base to make octopus come near and therefore keep away crabs. This is in no way a pet. I wanted to put dolphins in this post, but I couldn't think of a use for them that was both balanced and convincing. Would they be faster than sailboats (from Part 1) when you ride them? If so, how does this not make sailboats useless?
Also, when has anything the Cleric sells or buys made sense? I don't know what kind of religion they're a part of, but it doesn't seem too conventional. He literally buys rotten flesh from you. The coral thing was meant to add to that weirdness, but you do have a point. Maybe the Collector could buy coral, totems, dragon heads, etc. This could be really cool. Maybe he could even send you on quests. You have a really cool idea forming here.
P.S.
I will update the post so that you can obtain and place Anemones. You really seem to want that.
It wouldn't be defenseless at all. In the post I said that it would do 8 hearts of damage, and I'm even considering making it higher.
I said it should be defenseless. Other games always make every creature able to attack, I like how Minecraft is different in that many things can't fight back. This isn't unrealistic, while most large animals can be dangerous, often they don't stand a chance against the humans who hunt them. And this includes whales. I like to think the whale would be mostly a thing of beauty that you're supposed to leave alone. I'm not opposed to it yielding something valuable, but I want the balance to be such that you can get by without the valuable thing and you take a stern look at yourself if you decide it's okay to kill the whale to get the thing. Blubber as a fuel source is a good idea, also perhaps lots of meat for food. You can get food and meat other ways, but a player who is willing to kill off their whale might be rewarded with a lot of food and fuel plus some guilt.
Another problem with it doing a lot of damage is if you accidentally aggro the whale, you can be in grave danger unless you can kill it quickly. If you can kill it quickly, then it just seems like a generic RPG like all the other stupid crap flooding the game shelves, constantly copying each other's bad ideas.
1. I wanted the skin to be blue, but forgot and didn't save when editing the skin. I said it would be blue in the post. EDIT: Made new Undead Sailor image.
2. It's not a miner's helmet. It's actually supposed to be a tri-corner hat, and is based off of this picture.
I see. The hat by itself doesn't look too much like a tricorne, I think the rest of the outfit sells it, primarily the red admiral coat and the black dexter against the white swashbuckler shirt. But looking at your new zombie graphic, I think the hat graphic isn't so important, the blue skin really sells it regardless of what it's wearing on its head. Some people will probably recognize the hat as a tricorne, others may think it's a miner's helmet, everybody will agree it's a blue zombie from the depths.
I didn't mean to "shoehorn" this in. I thought it was a cool idea and added a unique reward for winning a fight with a shark.
I say it's shoehorned because Minecraft seems to avoid unique weapons. Several public servers and shared worlds use enchanted equipment with names for flavor, so I feel like that's a thing that would fit in Minecraft. Crafting the teeth into the weapon doesn't seem like something that will go over well with the more critical folks in the Minecraft community--instead I would recommend finding some other way to deliver it to the player, such as:
a.) shark protects a loot chest
b.) villager trades shark teeth for the axe
c.) make the reward resources or value instead of equipment
I think having a separate villager class would be better than just having the fisherman buy blubber for two reasons:
1. Having more different villager coats makes them more distinguishable.
2. It makes more sense, and will make even more sense once part 3 is out (you'll be able to see how whalers get their blubber )
It would be nice if there was a better way to tell villagers apart within the same coat color. One issue is that villagers spawn evenly by coat color, thus making it so that colors with fewer classes make those classes more common. For example, clerics or librarians are much more common than farmers or toolsmiths, especially before cartographers were added. It would be neat to suggest a fix for this, because I think villagers need more farmers and less cartographers and clerics. Librarians are acceptable since there's so many possible variations. But I'm getting off-topic.
I considered cuttlefish, but I decided against it. The octopus isn't tameable. Since they eat molluscs in real life, the in-game molluscs attract them. This means you can place down molluscs around an underwater base to make octopus come near and therefore keep away crabs. This is in no way a pet.
I actually really like that idea for giving the player a way to impact the world in a naturalistic style. I wish more things like this were in Minecraft. It is difficult to properly balance a bunch of simple AIs to work in tandem with each other, but I want to see stuff like predator-prey relationships in which the prey automatically reproduce and you can use predators to control their numbers but the prey population never grows out of control in the absence of predators, and never dies out from predators unless you have a ridiculously high number of predators.
I wanted to put dolphins in this post, but I couldn't think of a use for them that was both balanced and convincing. Would they be faster than sailboats (from Part 1) when you ride them? If so, how does this not make sailboats useless?
I was just throwing dolphins out there as the only thing I could think of as being aquatic and tameable. They also just happen to be the only thing I can think of that's both aquatic and rideable. I'm not suggesting adding them, just tossing ideas out there.
I wanted to make a larger post on your sailboats and I might do that eventually, but for now I'd like you to take a look at PirateCraft, a public minecraft server. They have actual boats on there that you can build with blocks and sail them. I think a thing like that could really be in Minecraft. But contrary to your idea, these would be slow, with the benefit being both that you can store chests and stuff on them as well as the fact that they move forward on their own while you can take a break and go do something else or fiddle with your inventory. I think the little boats are as fast as we need to go, and people can set up nether portals to get across faster once they've made the trip for the first time and decided to build a fast travel route. They can also set up a trail of scout markers and use elytra and firework rockets to get across really fast. Elytra through the nether for ultimate speed.
But I also wouldn't make the oceans quite as large as I think I saw you suggesting, bigger than they are and more variable in size, but they don't need to feel like endless oceans. Just the same, I think the player should occasionally encounter a really gargantuan ocean in their game. It is up to that player to choose to venture far into that sea, and if they feel stuck they can always die to get back out. But I'm really happy that one of the recent versions made it possible once again to find an ocean large enough that you can't see to the other side at 10 chunk render distance. I went for my second stronghold recently and found it on an island about 30 chunks from the shore I left, with no other land within about 15 chunks of the island. That's what an ocean should be like. I think 160-1600 blocks is a good range of sizes for a typical ocean diameter. I wouldn't make the average size any larger than that.
Also, when has anything the Cleric sells or buys made sense? I don't know what kind of religion they're a part of, but it doesn't seem too conventional. He literally buys rotten flesh from you. The coral thing was meant to add to that weirdness, but you do have a point. Maybe the Collector could buy coral, totems, dragon heads, etc. This could be really cool. Maybe he could even send you on quests. You have a really cool idea forming here.
The Cleric's sales do seem kind of weird, in fact I see some room to fix it if anything. I think the rotten flesh works because the cleric might be using it in some ceremony as a reagent of corruption to banish evil. That's the kind of stuff witch doctors and other woo-peddlers are known to do, and oddly enough it's similar to real medicine in which poisons or viruses can be used to make their own cures.
But I don't see something being messed up as an excuse to make it worse. I agree the cleric is messed up; therefore I think the cleric should be fixed or made better. Also as long as purple coats are just as common as other colors, we need some that are actually useful. Clerics demand such high amounts of rotten flesh that even when I farm a zombie spawner with a looting sword I still get emeralds several times as fast from my medium-sized sugarcane farm that never grows fast enough to satisfy the needs off all those paper-hogging whitecoats. Occasionally I might want to buy an ender pearl from a cleric but otherwise they're useless. I think of purple and green coats as both being the same thing.
P.S.
I will update the post so that you can obtain and place Anemones. You really seem to want that.
I'm glad you can tell what I want! =]
What I want most for an ocean update, ranked from most to least:
1.) ocean biomes with corals
2.) more structures
3.) anemones, urchins, starfish, and other decoratives + aquarium to put them in my base
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I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
Yes, I have looked at PirateCraft before. Let's just say something you said related to that will be covered in Ocean Improvements Part 3: Navigation.
Regarding your thing about the shark-tooth weapon: I personally think it would be cool to have unique weapons. If there were special weapons that could only be obtained after an adventure, I think there would be more reward for exploring. They may not all be too useful if you've already got a Sharpness V diamond sword, but they would be cool trophies nonetheless.
I see your point with not all Minecraft creatures fighting back, but I think whaling would be more interesting if there was a challenge. Whaling was actually a very dangerous job in older times, so I think having the whale fight back is fair. People would lose their limbs, or even lives trying to kill a single whale. And trust me, it'd be pretty hard to "accidentally" hit a whale.
In Part 1, I talked about the specifics of ocean size. In the end the default setting would be about 3,000 blocks between continents, which I think is pretty fair. It's big enough so that it feels like a voyage, but not too big where it feels frustrating. And, with this suggestion series, you would be able to change the ocean size anyway.
Also, there will be a structures suggestion in Part 3, so I think you'll be satisfied. There will also be something... spooky...
Totally Random Question: What would you think if they added a kraken (using command blocks) to PirateCraft to add a challenge for traveling far distances by water?
Totally Random Question: What would you think if they added a kraken (using command blocks) to PirateCraft to add a challenge for traveling far distances by water?
I wouldn't be in favor of it. It would be cool to have some great dangerous ocean somewhere where you can use your ship cannons to fight off a giant sea monster, but I wouldn't want that danger in the regular overworld ocean.
Maybe The End should have enormous lake-islands several hundred blocks across, with some giant monster lurking deep within, along with islands hidden way off somewhere towards the center of the giant lake that have something special on them, and the best way to sail across is to make a big ship with cannons. Or maybe that should be saved for a unique game/server dedicated to it.
It could be cool to have something like that on a server like PirateCraft, but PirateCraft is more designed toward player interaction, and also their oceans aren't all that large.
Rollback Post to RevisionRollBack
I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
If you haven't seen Part 1, the link is here: Click Here
EDIT: Part 3 is out! Link: Click here
Introduction
In Part 1, I talked about how ocean world generation could be improved. However, this part will be focused on the content of the ocean. Since Part 1 made oceans a lot bigger, there will need to be enough content to make it interesting.
Blocks / Plants
The main purpose of all of these would be one thing: to add life to the oceans and beaches of Minecraft.
Seaweed
This is essentially grass and tall-grass but underwater. Mining it would give you seaweed, which can be planted or cooked and eaten to restore 2 hunger points. It would be quite common.
Coral
Coral would come in different colors and patterns. It would have the model of an enchantment table, with a texture resembling that of brain coral, but of different colors sometimes.
There would be 4 different kinds of coral: Yellow Coral, Purple Coral, Green Coral, and Orange Coral (which would be orange and green). You would be able to harvest coral using a silk-touch pickaxe, and it could be placed anywhere.
Mollusc
These would basically be a shell, but occasionally opening slightly. They would technically be entities, but I am putting them under blocks because you would be able to grab them (right click) and then place them down again. They would rarely move a little, but other than that, they would be pretty stationary mobs.
Palm Trees
This post wouldn't be complete without palm trees. They would generate like this, but with its own wood:
Image from a YouTube video.
Also
Sand would now primarily spawn at the ocean floor instead of gravel.
Mobs
The ocean has three mobs right now: the Squid, the Guardian, and the Elder Guardian. Two of those only spawn in a very rare structure. That's kind of sad. I will suggest more mobs, but not too much, as the ocean would become too saturated compared to other biomes.
Larger Squid
This is not my idea, but I thought it was so awesome I had to include it. Squid size would depend on the y-coordinate that it spawns on. This would mean there would be giant squids super deep underwater.
Purpose: Adding life to the ocean and food for whales.
Health: Normal squid health * size of squid
Hostility: Passive
Drops: A quantity of ink sacs that would depend on the size of the squid
Attacks: None
Fish
Purpose: Adding life to the ocean.
Health: 1 Heart (Though it woudn't really matter since they would move too fast to kill)
Hostility: Passive
Drops: None
Attacks: None
Anemones
The Anemones would add a danger to the bottom of the ocean when you're not paying attention or you mess up. Their danger would be comparable to the danger of underground lava. They would be pre-generated in the world on the sea floor and in Ocean Monuments.
When an anemone has less than 5 hearts left, you can right click it to pick it up. It can then be placed again underwater.
Purpose: Making diving more interesting.
Health: 18 (9 Hearts)
Hostility: Hostile
Drops: 4-5 Experience
Attacks: Slowness debuff and melee damage.
Crabs
Image from the Crab Mod.
Purpose: Adding a small danger similar to spiders, and life to the ocean floor and beaches.
Health: 18 (9 Hearts)
Hostility: Neutral, unless on the sea floor
Drops: 0-1 Raw Crab, 3 Experience
Attacks: Spider Jump Attack
The Raw Crab would be as good as Raw Beef, and it could be cooked into Cooked Crab, which would be as good as Steak but with 13.2 saturation points.
Octopus
Octopus from Quintessential Creatures mod.
Real life octopus
Purpose: Giving players protection from crabs and the new ingredient for the invisibility potion.
Health: 14 (7 Hearts)
Hostility: Neutral
Drops: 1-2 Ink Sacs, 1 Octopus Tentacle, 4 Experience
Attacks: Ram (3 Hearts of damage)
The Octopus Tentacle would now be used to to make the Invisibility Potion, and the current recipe for the Invisibility Potion would make a Blindness Potion. I think this is a reasonable change because it would require you to go exploring to make the Invisibility Potion (except for the Nether Fortress), where as now all you have to do is sit around and kill zombies until you get a carrot and then make a golden carrot and some other easy-to-get things.
Shark
Image from the Wildcraft Mod
Purpose: Adding a large danger to the ocean.
Health: 32 (16 Hearts)
Hostility: Hostile
Drops: 0-6 Shark tooth, 5 Experience
Attacks: Very Fast Ram Attack; 15 (7.5 Hearts) damage
In real life, sharks will often bite only once or twice, and then go away because they realized that the person was not the kind of prey it wanted. Similarly, the sharks in game would usually bite player just once, and then flee. Occasionally, they would bite the player twice, which would kill them if they are not sufficiently protected.
Shark teeth can be obtained through killing a shark, or if a shark bites you. (The tooth or teeth fell out.)
Shark teeth could be used to create a Leiomano, a new weapon. Here is the recipe, with ghast tears representing shark teeth:
This was a real Hawaiian weapon. It would do the same amount of damage as a Stone Axe, but with an attack speed in between that of a sword and an axe. If you tried chopping wood with it it would only be as good as a wooden axe, though. I think this makes an interesting weapon and trophy that is a reward for managing to kill a shark.
Whale
The whale would be based on the Sperm Whale, and would hunt the larger variation of squid. They would spawn only in extremely deep areas of the ocean, even deeper than the shark. They would sometimes come up for air, but that would be quite a rare occurrence. I couldn't find a picture from a mod that looked like what I'm talking about, so here's the real thing:
There'd be a catch to hunting whales, though. Not only do they have a lot of health, but they also are able to damage players, even when said players are onboard a ship. Whales are able to quickly jump over ships, in which case they hit players. When hit, the players suffer 18 damage (9 hearts) and a lot of knockback.
Purpose: Adding life the ocean and something to seek out when trading with villagers.
Health: 100 (50 Hearts, just like an Iron Golem)
Hostility: Neutral
Drops: 1-4 Blubber, 5-8 Raw Whale Meat, 5 Experience
Attacks: Slow Ram Attack; 18 (9 Hearts) damage
Whaler Villager
He would buy:
- 3-5 Whale blubber → 16 emeralds
- 10-18 Arrows → 1 emerald
- Bow (limited trade) → 2-4 emeralds
- 4-8 Book and Quill → 1 emerald
He would sell:
- 8 emeralds → 4-6 Whale Oil (bottles)
- 4 emeralds → 7-8 Cooked Whale Meat
- 1 emerald → Octopus Tentacle [Rare Trade!]
Undead Sailor
The Undead Sailor would make a sound that sounds like the Husk but muffled by water. The sound would also sound a lot more wet than the regular zombie sound. They would also emit a water-dripping particle effect, since they are from the sea. There would also be an Undead Sailor Villager, which would be essentially the same thing but as a Zombie Villager. You would not be able to cure this villager.
Purpose: Adding a common, large danger to the ocean
Health: 26 (13 Hearts)
Hostility: Hostile
Drops: 0-1 Used Iron Sword (If holding one), 0-2 Rotten Flesh, 0-2 Raw Fish, 0-1 Sailor's Hat
Attacks: Sword Attack (4 Hearts of damage) or Ram Attack (2 Hearts of damage)
Items
This is a list of items that this suggestion would add.
Sea Soup
Crafted with a bowl, 2 Seaweed, and Cooked Crab, Sea Soup would be another Soup/Stew. This would restore 14 hunger points, or 7 full hunger shanks. It would also provide 14.5 saturation points.
Seaweed
Used to plant seaweed or cooked to be eaten as food. Restores 2 hunger points (1 full hunger shank) and as much saturation as cookies.
Mollusc (Item)
Obtained by right-clicking a mollusc, the Mollusc item would allow you to place down a Mollusc by right clicking the ground.
Raw/Cooked Crab
Dropped from the crab mob. As good as beef and steak, but restores a little more saturation.
Raw/Cooked Whale
Dropped from the whale mob. Like raw/cooked crab but restores even more saturation. A very hard to get but good food.
Octopus Tentacle
Dropped by the octopus. Now used to make the Invisibility Potion.
Shark Tooth
Dropped by the shark. Can be used to craft a cool weapon based on a real Hawaiian weapon.
Blubber
Dropped from whales. Can be traded with the Whaler Villager for a decent amount of emeralds.
Whale Oil
Obtainable from trading with the whaler villager. Can be used as fuel, and is better than coal.
Sailor's Hat
Sometimes dropped by the Undead Sailor. Can be worn as a helmet. It would be as good as a leather helmet.
Coconut / Coconut Milk
Dropped by Palm Tree Leaves along with Palm Tree Saplings. They can be thrown or crafted into Coconut Milk, which restores 4 hunger points and clears potion effects like normal milk.
Leiomano
Made from a wooden axe and shark teeth, this weapon does more damage than a diamond sword with an attack speed in between that of an axe and sword.
Waves
Okay, there is one final thing I want to suggest: waves. On the surface it sounds pretty bad (and laggy), but here me out. Have you seen those shaders that have tiny little waves in the water? That's pretty much what I'm asking for: a distortion in water levels. It would also be weather dependent, so in a storm you might have bigger waves, while you might have more relaxing waves when the weather is clear. Waves would only happen in the Ocean biome. This would be a lot more interesting than the current flat, boring oceans we have now.
Ending
I know that was a lot. I know I am suggesting a lot of new mobs, but the ocean is pretty big. Also keep in mind that Whales would be rare, and that Sharks wouldn't be too common either (but common enough to be a threat). Please tell me if you like this suggestion or not, and why. Please tell me how I could improve it. Also, I am looking for ideas for a drop for the Anemone, so suggestions are welcome.
EDIT: Fixed some things, removed some things, and made the post formatted a lot better.
Check out my suggestions! Here is one of them:
I have a few suggestions to add interest/usability to the proposed features, along with some questions:
1. Coral doesn't do any damage. This is mainly to justify my next suggestion:
2. Water treats coral like air; it doesn't collide at all. It becomes soaked when water is inside of it. Useful for scaffolding around water (hence suggestion 1), and the water isn't supposed to flow everywhere.
3. I think the undead sailor would be cool with a life-sized vex feel to it. Perhaps they float around in their ships and curse you with Blindness?
4. The shipwrecks should possibly contain a treasure enchantment that makes melee weapons deal more damage to aquatic mobs.
5. A new wood should be justified with a unique color. Could you provide an image of the shade you're thinking of? (bark and plank)
6. The treasure chest should have something worthwhile. I had this idea for a while about a new item: the totem of reversal (a blue totem of undying). Your location 3 seconds in the past is always recorded when holding, shown with a blue ghost. When you use the totem, you travel to that spot (and gain the effects of the totem, but with less power). You retain the stats you had upon the totem's usage.
7. The sailor's hat should have more purpose. Maybe as an antique item to Villagers?
8. Coconut milk isn't needed. A coconut to the head could give Nausea for 1-2 seconds.
9. What does the leiomano do? It seems useless once you have a stone sword (which you should by the time you get it).
That's all I have. What could be in Part 3?
Console Battle is two games rolled into one: gambling (whether or not you get one of the OP weapons) and betting (which teammate won't turn on you, since teaming is pretty much a requirement to kill off another team)! Of course, it's not all chance; at its core, Battle is about triumphing and defeating other players... by kicking them out if they win to make yourself feel better.
Some
not sucky suggestion threads I made: Console Minigame: Ram Attack! - New Arrows!(quality)Your idea about coral is interesting, though it doesn't go with my original vision. Most of the game mechanics I have suggested have come from real life. My vision was for it to be an aesthetic block that was valuable.
I like the life-sized vex thing. Maybe as a new mob, specific to the cursed shipwreck? I know what to call it: Sea Specter and Sea Specter Captain. I was going to have a new mob for the shipwrecks, but decided against it since I have already put a lot of new mobs in the post. I will for sure reconsider though.
The blindness thing seems a little too much like Ocean Temples (it's giving an effect to the player). I'll add more images (including the wood) soon (today, tomorrow or the day after). The leiomano, like I said, would do as much damage as the stone axe. As of the 1.9 update, that is 4.5 hearts of damage, which is more than a diamond sword. It would have a higher attack speed than the stone axe, and it would end up doing 12 damage per second. I know I didn't include that in the post, but that would have it end up doing more damage per second than the diamond sword. I will be sure and update the post.
The sailor's hat doesn't always drop, so it was supposed to be a simple little aesthetics item you could wear. I'd be open to a use to it, as long as it makes sense and is useful. Part 3 will have some more things to do with Villagers. I won't says what the topic will be, but I think some people will not like it. The enchantment idea could also work, but I'm less open to new enchantments since almost every upgrade in the game is based on them. Maybe a new drop from the Sea Spectre Captain could replicate this in a non-enchantment form.
I was originally going to have dolphins in the post, but I couldn't think of a use for them other than being there. Thank you for your feedback! I really appreciate it.
Check out my suggestions! Here is one of them:
About the leiomano: All the versions I play have spam combat, so the stone axe is basically a wooden sword with a crit bonus.
I figured that every block can be an aesthetic block, and it should have some functional use. No other block lets water phase through it without destroying itself.
Nothing much else to add here. I'm glad to be reading longer suggestions again!
Console Battle is two games rolled into one: gambling (whether or not you get one of the OP weapons) and betting (which teammate won't turn on you, since teaming is pretty much a requirement to kill off another team)! Of course, it's not all chance; at its core, Battle is about triumphing and defeating other players... by kicking them out if they win to make yourself feel better.
Some
not sucky suggestion threads I made: Console Minigame: Ram Attack! - New Arrows!(quality)I mainly play on the console version. They have said a modified version of 1.9 PvP will be slowly ported to console and pocket editions to prevent community outrage like on the PC version.
Also, I have edited the post. The structures section has been removed, as I felt the post was too long. The structures section fits the topic of Part 3 anyway.
Check out my suggestions! Here is one of them:
Most of the fine details are pretty far off the deep end, but I want to see more ocean content any day! I just think it should be a little more like Minecraft. Anemones, for instance, should be passive and in fact should probably be a block entity with an animation rather than a mobile object (mob).
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).Why should they be passive? I personally think (almost) everything in Minecraft should have some sort of purpose. With Anemones it's that they're something to look at for, making the player need to stay focused while diving. If you do propose that it should be passive, do you have any suggestions on a drop? I wouldn't want people to go out hunting them, but still. I think it should have some sort of purpose.
Also, what about the other things aren't "like Minecraft?" I would like to hear everyone's opinion.
Check out my suggestions! Here is one of them:
If it were up to me, they'd be a decoration you can put in your fish tank at home. I'd add a bunch of small sea creatures that serve no purpose other than to make the ocean look cool, or which can enhance your fish tank at home. And of course I'd add fish tanks--you'd make it with glass and water and it would be a block which you can add fish and things to. You could expand the fish tank by placing more fish tank blocks next to each other, and make it as big as you want. Clownfish could be placed in the tank and they would swim around it, with their AI making them prefer to hang out near an anemone most of the time but otherwise they just move randomly.
I think everything should have a purpose, but looks, ambience, accessibility, annoyance-avoidance, and other vague concepts can serve as purposes.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).Keep in mind that they would only be able to attack you if you walk into or against them. It's not like they'd be stationary guardians or something.
On that note, though, what about a drop from the Elder Guardian that can make Anemones your guards (only doing damage to others)? I was actually originally going to include that in the post, but then I forgot.
Check out my suggestions! Here is one of them:
What do you think about the Anemone? Reaverofdarkness1 says it should be passive. Have any ideas on what it could drop? I didn't put a drop other than xp because I didn't want there to be Anemone crusades. Do you think that's sensible?
Also, have any suggestions for part 3? There will be a very intricate section in it, but there will still be only 2 sections total as of my current planning.
Check out my suggestions! Here is one of them:
I'll be honest, I don't like much about your specifics. But I'd rather have that stuff than a boring ocean. So I'm just going to offer my support and leave it at that.
Your general ideas are cool, just the specifics don't feel like they fit Minecraft. I'm also over-generalizing because I didn't feel like reading the whole thing. I like the crab though. I had a similar idea once. I'd just keep it a passive or neutral mob. And the coral idea seems pretty much about right.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).1. Thank you for the support
2. I meant to leave it as a reply to Interlude Dude, but it didn't put the post below his post.
3. I'm glad that you like the crab. The idea of it was to have it be the spider of the ocean/beach. I know you didn't read the whole post, but it said that crabs would be neutral on land and hostile on the sea floor, meaning you wouldn't have to worry about them too much when they are on the beach. I've noticed that you want a lot of the mobs to be passive. Are you not really a big survival player or something? (No offense intended)
4. Please tell me how you would have done the mobs. Like I said earlier I really want to get everyone's input on this because I want everyone to be happy with it.
Check out my suggestions! Here is one of them:
1. Thank you for the support
2. I meant to leave it as a reply to Interlude Dude, but it didn't put the post below his post.
3. I'm glad that you like the crab. The idea of it was to have it be the spider of the ocean/beach. I know you didn't read the whole post, but it said that crabs would be neutral on land and hostile on the sea floor, meaning you wouldn't have to worry about them too much when they are on the beach. I've noticed that you want a lot of the mobs to be passive. Are you not really a big survival player or something? (No offense intended)
4. Please tell me how you would have done the mobs. Like I said earlier I really want to get everyone's input on this because I want everyone to be happy with it.
1. Quote boxes are so weird and finnicky, especially on a phone!
2. Making everyone happy is a noble yet impossible cause. There will always be people who are opposed to the fundamental concept of your idea (e.g. Herobine, natural disasters, thirst, and merging the game with Roblox), and if not that, how you executed the idea.
3. Maybe the anemones should pull you down if you stay nearby for too long. Yes, mobs dragging you around is a very hated feature in many games, but all you have to do is hit the tentacle/appendige, and it retracts. Since you can just swim up anytime, this would make the danger of anemones more commparable to lava.
Console Battle is two games rolled into one: gambling (whether or not you get one of the OP weapons) and betting (which teammate won't turn on you, since teaming is pretty much a requirement to kill off another team)! Of course, it's not all chance; at its core, Battle is about triumphing and defeating other players... by kicking them out if they win to make yourself feel better.
Some
not sucky suggestion threads I made: Console Minigame: Ram Attack! - New Arrows!(quality)My entire response went missing, so here's a summary:
1. Quote boxes are confusing things.
2. Making everyone happy is noble, yet impossible.
3. The anemones should grab you and drag you down if you stay too close too long. To get out, just hit them. This will make their danger more comparable to lava, since you can swim up anytime.
Console Battle is two games rolled into one: gambling (whether or not you get one of the OP weapons) and betting (which teammate won't turn on you, since teaming is pretty much a requirement to kill off another team)! Of course, it's not all chance; at its core, Battle is about triumphing and defeating other players... by kicking them out if they win to make yourself feel better.
Some
not sucky suggestion threads I made: Console Minigame: Ram Attack! - New Arrows!(quality)I play survival all the time and I like the dynamic in which the majority of stuff you find in the world is passive or neutral. You sort of choose your danger a lot. Night can get a bit overwhelming, but there's a bunch of easy tricks to protect yourself from it, so you still choose when you want to go out at night. Even in the Nether or The End I feel pretty safe (at least after knocking the dragon off) as long as I elect to explore it carefully. But The End and the Nether are supposed to be a bit hostile, especially the Nether. So since the ocean is part of the overworld, I think by and large the primary struggle to exploring it should be breath and light. I'd love to see a few hostile structures (like the ocean monument) to explore, but I think there should be lots to explore that doesn't involve hostile mobs.
One cool idea could be sunken treasure in which it's protected by a guardian sea creature which is a boss but only attacks you if you try to get the treasure. I had the idea of a King Crab which lurks inside a shipwreck and if you try to enter the shipwreck it'll try to push you out but won't hurt you (unless it accidentally traps you and you can't get air). But if you get too close to the treasure chest, it'll go hostile. Any crabs in the area will come to its rescue, and it'll send out a crab aggro call every time you hit it.
Crabs hostile in the darkness seems cool and fits with the way spiders already work. I'd like to improve ocean visibility by making sunlight penetrate much deeper, and make light sources shine further than they do. It would be neat to have entire thriving coral reef regions that are shallow enough to be well lit, yet still deep enough to make it difficult to explore them. Then the deeper parts of the ocean could be much darker, with ravines appearing on the deepest ocean floors as ocean trenches (filled with water, not air like most ravines) and they could have magma instead of lava at the bottom. That way it's super dark but you see a faint glow from deep inside, inviting you to come in. And the ravine could have hostile sea creatures. That could be really fun,
Just basically I think generic ocean biome areas should have player-friendly mobs just like land. Or it could have hostile mobs at night that despawn automatically in the day, and maybe deep enough the night creatures spawn all day long but don't chase the player from very far away, which prevents them from coming at you when you're in brighter water.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).I am thinking that seaweed would function as a portable water source block you can stack, perhaps if you mine it with silk touch. And I don't see a problem with that. Place down two and break them, and you have an infinite water source. It takes only one inventory slot as opposed to two buckets, but has the drawback of you not having a bucket.
Coral will be essential to an awesome ocean environment. The most important part is simply having coral blocks that spawn into impressive coral structures. Anything beyond that is fun to speculate on but I want to make it clear that if any of it seems difficult, it can be readily abandoned; just the existence of coral is mainly what matters.
I'd love to see more uses for Clerics, but coral isn't religious. Howabout an alternate magenta-coat called a collector? They could have a particularly large number of trades in which they give emeralds for things you provide, and would accept a wide variety of rarer objects such as special corals, pearls, diamonds, saddles, horse armor, music discs, mob heads, nether stars, and the dragon egg. Maybe it gives you 64 emeralds for the dragon egg, but only accepts it once (no hacking in more eggs!)
I like having one or more kinds of coral that deal damage, but I think most should be harmless, and the few that hurt should look like they're painful to step on. They could act as underwater garbage units though.
I'd love to see several decorative creatures like this, such as sea urchins and starfish. The player should be able to make an aquarium (I have some ideas for this if you don't) and should be able to collect things like this and place them in the aquarium.
Makes sense. I'd like to see the occasional area with all gravel like in real life, but most of the ocean floor is sand AFAIK.
I wouldn't mind having bigger squid but it seems like a waste of development resources. Fish would be cool, but I want to see lots of fish in the coral reefs, so if they were instead non-interactive but responded to your presence by swimming out of the way, it would make them a simple bit of ambiance that makes the reef look thriving. I like to think of anemones as a passive decoration you pick up and put in your aquarium. Many anemones are harmless to humans anyway. I told you how I feel about crabs. Cuttlefish are the ones that blend in the best, though octopus are popular. Still I think if it does a superb job of camouflaging itself, it should be a cuttlefish. And none of them are tameable in real life so I wouldn't have them defend the player. I might make dolphins into a tameable and rideable mob.
Sharks would be totally awesome but I don't want to be in constant danger of sharks everywhere I go in the ocean, so they should be relegated to a few areas and I should be able to go somewhere in which I can know there aren't any sharks around.
It's shoehorned in. I can think of a ton of Minecraft forum-goers who would talk this one down. Here's a variation: loot chests can contain an enchanted axe with specific attributes which is pre-named 'Leiomano'. It's okay if shark teeth only purpose is to show how many sharks you killed, but I'm all for them having some other use as long as it's reasonable. Maybe the collector wants them.
Fascinating idea to have whales. I'd give it more HP, make it really big and give it a few hundred HP. It could be a gargantuan passive mob that is a challenge to take down and makes you feel bad once you look at yourself and realize what you've done to the poor defenseless creature.
I don't think you've given enough reason to add a new villager coat. Instead, you could apply whaling characteristics to the Fisherman. One thing the Fisherman needs is a better way to level them up. I need something I can sell to them that I can farm in large amounts. Maybe the whale drops a large amount of blubber, enough to level up a Fisherman a few times. That seems like a terrible idea but I can't think of anything else off the top of my head.
Fun. Might be cool to see them walk out of the water. Perhaps there could be a shipwreck structure that would contain an undead sailor spawner, or a zombie spawner but all zombies that spawn underwater are undead sailors, and undead sailors walk on the sea floor with depth strider rather than swim. Perhaps that also means you find undead sailors at night when you're near the ocean.
P.S. I'd make them bluer, and lose the miner's helmet.
And coconuts, and pineapples? I want to see palm trees added, and I want more fruit in the game as well. It would be awesome to have an 'Island Oasis' biome which can spawn either in the middle of the ocean or the middle of the desert in small units which contain grass, palm trees, coconuts (blocks hanging from the trees or some fallen to the ground), and crabs if they're surrounded by ocean. They would also tend to have exactly one lake at the center.
I might save pineapples for the jungle but I'm not sure. I'd put lots of fruit into both island/oasis and jungle.
I definitely think we should have lots of seafood options. I want some variety in food categories so I can more reasonably choose what kind of food I like. At current, what little fruit exists is terrible as a food option, there's very little variety in fruit, breads, or seafood, and most of the good food is meat. I had the same problem in WoW, lots of food types but everything good to eat is meat. I'm a fruit and seafood guy and I want to be able to appreciate my food.
So I think octopus should be edible along with crab, and maybe a few more fishable options other than fish, such as shrimp.
These days it's getting easier and easier to make convincing waves. I think it could be added as a thing you can disable in graphics options. However I bet the game engine has a lot more to do with it than anything else, so it's very possible that while it's feasible in other games, it's not feasible in Minecraft.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).I'm glad you replied. I enjoy reading other people's opinions and ideas on things. Just a few things...
(A lot of the things you mentioned are in the post already.)
It wouldn't be defenseless at all. In the post I said that it would do 8 hearts of damage, and I'm even considering making it higher.
1.
I wanted the skin to be blue, but forgot and didn't save when editing the skin. I said it would be blue in the post.EDIT: Made new Undead Sailor image.2. It's not a miner's helmet. It's actually supposed to be a tri-corner hat, and is based off of this picture.
I didn't mean to "shoehorn" this in. I thought it was a cool idea and added a unique reward for winning a fight with a shark.
I think having a separate villager class would be better than just having the fisherman buy blubber for two reasons:
1. Having more different villager coats makes them more distinguishable.
2. It makes more sense, and will make even more sense once part 3 is out (you'll be able to see how whalers get their blubber )
I considered cuttlefish, but I decided against it. The octopus isn't tameable. Since they eat molluscs in real life, the in-game molluscs attract them. This means you can place down molluscs around an underwater base to make octopus come near and therefore keep away crabs. This is in no way a pet. I wanted to put dolphins in this post, but I couldn't think of a use for them that was both balanced and convincing. Would they be faster than sailboats (from Part 1) when you ride them? If so, how does this not make sailboats useless?
Also, when has anything the Cleric sells or buys made sense? I don't know what kind of religion they're a part of, but it doesn't seem too conventional. He literally buys rotten flesh from you. The coral thing was meant to add to that weirdness, but you do have a point. Maybe the Collector could buy coral, totems, dragon heads, etc. This could be really cool. Maybe he could even send you on quests. You have a really cool idea forming here.
P.S.
I will update the post so that you can obtain and place Anemones. You really seem to want that.
Check out my suggestions! Here is one of them:
I said it should be defenseless. Other games always make every creature able to attack, I like how Minecraft is different in that many things can't fight back. This isn't unrealistic, while most large animals can be dangerous, often they don't stand a chance against the humans who hunt them. And this includes whales. I like to think the whale would be mostly a thing of beauty that you're supposed to leave alone. I'm not opposed to it yielding something valuable, but I want the balance to be such that you can get by without the valuable thing and you take a stern look at yourself if you decide it's okay to kill the whale to get the thing. Blubber as a fuel source is a good idea, also perhaps lots of meat for food. You can get food and meat other ways, but a player who is willing to kill off their whale might be rewarded with a lot of food and fuel plus some guilt.
Another problem with it doing a lot of damage is if you accidentally aggro the whale, you can be in grave danger unless you can kill it quickly. If you can kill it quickly, then it just seems like a generic RPG like all the other stupid crap flooding the game shelves, constantly copying each other's bad ideas.
I see. The hat by itself doesn't look too much like a tricorne, I think the rest of the outfit sells it, primarily the red admiral coat and the black dexter against the white swashbuckler shirt. But looking at your new zombie graphic, I think the hat graphic isn't so important, the blue skin really sells it regardless of what it's wearing on its head. Some people will probably recognize the hat as a tricorne, others may think it's a miner's helmet, everybody will agree it's a blue zombie from the depths.
I say it's shoehorned because Minecraft seems to avoid unique weapons. Several public servers and shared worlds use enchanted equipment with names for flavor, so I feel like that's a thing that would fit in Minecraft. Crafting the teeth into the weapon doesn't seem like something that will go over well with the more critical folks in the Minecraft community--instead I would recommend finding some other way to deliver it to the player, such as:
a.) shark protects a loot chest
b.) villager trades shark teeth for the axe
c.) make the reward resources or value instead of equipment
It would be nice if there was a better way to tell villagers apart within the same coat color. One issue is that villagers spawn evenly by coat color, thus making it so that colors with fewer classes make those classes more common. For example, clerics or librarians are much more common than farmers or toolsmiths, especially before cartographers were added. It would be neat to suggest a fix for this, because I think villagers need more farmers and less cartographers and clerics. Librarians are acceptable since there's so many possible variations. But I'm getting off-topic.
I actually really like that idea for giving the player a way to impact the world in a naturalistic style. I wish more things like this were in Minecraft. It is difficult to properly balance a bunch of simple AIs to work in tandem with each other, but I want to see stuff like predator-prey relationships in which the prey automatically reproduce and you can use predators to control their numbers but the prey population never grows out of control in the absence of predators, and never dies out from predators unless you have a ridiculously high number of predators.
I was just throwing dolphins out there as the only thing I could think of as being aquatic and tameable. They also just happen to be the only thing I can think of that's both aquatic and rideable. I'm not suggesting adding them, just tossing ideas out there.
I wanted to make a larger post on your sailboats and I might do that eventually, but for now I'd like you to take a look at PirateCraft, a public minecraft server. They have actual boats on there that you can build with blocks and sail them. I think a thing like that could really be in Minecraft. But contrary to your idea, these would be slow, with the benefit being both that you can store chests and stuff on them as well as the fact that they move forward on their own while you can take a break and go do something else or fiddle with your inventory. I think the little boats are as fast as we need to go, and people can set up nether portals to get across faster once they've made the trip for the first time and decided to build a fast travel route. They can also set up a trail of scout markers and use elytra and firework rockets to get across really fast. Elytra through the nether for ultimate speed.
But I also wouldn't make the oceans quite as large as I think I saw you suggesting, bigger than they are and more variable in size, but they don't need to feel like endless oceans. Just the same, I think the player should occasionally encounter a really gargantuan ocean in their game. It is up to that player to choose to venture far into that sea, and if they feel stuck they can always die to get back out. But I'm really happy that one of the recent versions made it possible once again to find an ocean large enough that you can't see to the other side at 10 chunk render distance. I went for my second stronghold recently and found it on an island about 30 chunks from the shore I left, with no other land within about 15 chunks of the island. That's what an ocean should be like. I think 160-1600 blocks is a good range of sizes for a typical ocean diameter. I wouldn't make the average size any larger than that.
The Cleric's sales do seem kind of weird, in fact I see some room to fix it if anything. I think the rotten flesh works because the cleric might be using it in some ceremony as a reagent of corruption to banish evil. That's the kind of stuff witch doctors and other woo-peddlers are known to do, and oddly enough it's similar to real medicine in which poisons or viruses can be used to make their own cures.
But I don't see something being messed up as an excuse to make it worse. I agree the cleric is messed up; therefore I think the cleric should be fixed or made better. Also as long as purple coats are just as common as other colors, we need some that are actually useful. Clerics demand such high amounts of rotten flesh that even when I farm a zombie spawner with a looting sword I still get emeralds several times as fast from my medium-sized sugarcane farm that never grows fast enough to satisfy the needs off all those paper-hogging whitecoats. Occasionally I might want to buy an ender pearl from a cleric but otherwise they're useless. I think of purple and green coats as both being the same thing.
I'm glad you can tell what I want! =]
What I want most for an ocean update, ranked from most to least:
1.) ocean biomes with corals
2.) more structures
3.) anemones, urchins, starfish, and other decoratives + aquarium to put them in my base
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).Yes, I have looked at PirateCraft before. Let's just say something you said related to that will be covered in Ocean Improvements Part 3: Navigation.
Regarding your thing about the shark-tooth weapon: I personally think it would be cool to have unique weapons. If there were special weapons that could only be obtained after an adventure, I think there would be more reward for exploring. They may not all be too useful if you've already got a Sharpness V diamond sword, but they would be cool trophies nonetheless.
I see your point with not all Minecraft creatures fighting back, but I think whaling would be more interesting if there was a challenge. Whaling was actually a very dangerous job in older times, so I think having the whale fight back is fair. People would lose their limbs, or even lives trying to kill a single whale. And trust me, it'd be pretty hard to "accidentally" hit a whale.
In Part 1, I talked about the specifics of ocean size. In the end the default setting would be about 3,000 blocks between continents, which I think is pretty fair. It's big enough so that it feels like a voyage, but not too big where it feels frustrating. And, with this suggestion series, you would be able to change the ocean size anyway.
Also, there will be a structures suggestion in Part 3, so I think you'll be satisfied. There will also be something... spooky...
Totally Random Question: What would you think if they added a kraken (using command blocks) to PirateCraft to add a challenge for traveling far distances by water?
Check out my suggestions! Here is one of them:
I wouldn't be in favor of it. It would be cool to have some great dangerous ocean somewhere where you can use your ship cannons to fight off a giant sea monster, but I wouldn't want that danger in the regular overworld ocean.
Maybe The End should have enormous lake-islands several hundred blocks across, with some giant monster lurking deep within, along with islands hidden way off somewhere towards the center of the giant lake that have something special on them, and the best way to sail across is to make a big ship with cannons. Or maybe that should be saved for a unique game/server dedicated to it.
It could be cool to have something like that on a server like PirateCraft, but PirateCraft is more designed toward player interaction, and also their oceans aren't all that large.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).