Whales are very rare passivemobs that are 30m long, and resemble real blue whales. They are blue in colour, and cannot be bred. They can move at 10m/s, and can kill player with their tail slaps. They also spray air out of their blowhole. During the day, they swim with their mouths open at 90 degrees and eyes open. At night, they swim slower, with mouths and eyes closed. They swim in pods. They have undead variants. The first variant looks normal, except they have many wounds, and a swarmed by hagfish and sleeper sharks. The second variant is a skeleton with small amounts of flesh and limpets attached (Not limpet mobs, but built into the whale). The third variant is made of gravel and assorted whale bones, and make the water around them look toxic, and apply the effects of toxic water. They all swim around, and will create a huge explosion that destroys blocks even if they are underwater if they are attacked enough. Whales drop lots of blubber, stage 1 undead whales drop bluber and some rotten flesh, stage 2 undead whales drop bones and some blubber and rotten flesh, and stage 3 undead whales drop gravel and bones
Whalefalls
Whalefalls are a biome that is found underwater. They come in different stages. The first stage can spawn from whales that despawn in untouched chunks, and the rest can come from the previous stage. They can all spawn on world generation
Stage 1:
In this stage, the whalefall is made of bone blocks and blubber blocks, a new block which resembles flesh. The blubber block drops blubber, a food which can be crafted into flesh blocks, sold to villagers, used as an efficient fuel, or brewed into a resistance potion. The overall shape is roughly that of a whale, with with the major internal organs, and some of the flesh missing. Sleeper sharks and hagfish spawn at this stage. Sleeper sharks are neutral, and if left alone will chew on flesh blocks, and sometime bone blocks. They are about as strong as a naked zombie. They drop blubber. Hagfish are passive, but will produce a 5-6 block wide irregular ball of slime blocks if attacked, and then swim away. They can swim through slime and flesh blocks. They can be caught in buckets, and drop slimeballs.
Stage 2:
In this stage, there are less blubber blocks, and a few less bone blocks, and some gravel covering the whalefall. Some of the blubber is moved from the bones, and some of the bones are moved. Limpets and crabs spawn at this stage. Limpets crawl on surfaces, and are small. They can be picked up by hand, like fish can with buckets, and be eaten, giving a useless limpet shell. They drop limpet shells when killed. Crabs run sideways, and are neutral. They are weak attackers. They drop crab meat, which can be cooked and eaten. There are also bristleworms, which are kelp-like blocks that spawn in 1-3 block stacks on gravel and flesh.
Stage 3:
In this stage, there are only scattered, half-buried, broken whale bones, surrounded by toxic water. Toxic water is slightly yellower and darker, and gives poison 2, nausea 2, and hunger 2 for 1 minute after leaving the toxic water. You can become immune to toxic water with the sulphophilic status effect, which in obtained by drinking a thick potion. In the whalefall, there are large, almost transparent, yellow-brown clouds that float around. There are also worms. They take damage outside of toxic water. They can live swimming freely in the whalefall, crawling on the bones, crawling on the gravel, or digging through the gravel . Worms vary in length between .5m-1.5m, in width between .1m-.5m, in speed between 1m/s-3m/s, in transparency between 75%-0%, and in colour between any colour in the normal RGB system, with the mouth being another colour, but in the different half of the luminosity spectrum. They can also, sometimes, have patterns, like rings, stripes, spots, and speckles, in any colour.. There are also rare additions to the body. They can have 2, 4, 6, or 8 pastel-coloured fangs, with a varying angle pointing outwards and length. They can have spines of varying angle of elevation, colour and length. They can have back fins of varying colour, height and length. They can have up to 7 pairs of limbs, which are the colour of the body, and vary in length and thickness, and can have fins varying in length, which come out of the back of the limbs, and are the colour of the back fin, if present, and are otherwise a random colour. They can be neutral or hostile. Some can shoot a projectile that causes damage, and looks like a llama spit, but in any colour. Some, rarely can apply a negative effect with their attacks, or a positive effect to themselves. They can drop blubber, bonemeal, slimeballs, or rotten flesh.
Neat idea! I truly doubt Mojang would ever want to add this, not because its a bad idea, but because it is too new and risky(to their eyes, at least). I honestly think that it could become a great mod, though.
Just one question, are the worms hostile? I assume yes, but I can't find a sentence saying "The worm is a hostile mob..."ect.
This is an awesome suggestion! I admire the amount of research and thought you've put into this. I just have a few questions & suggestions...
1. How long is each stage?
2. Would these be able to start over or appear somewhere else in the world?
3. Suggestion: instead of eating glowstone to get the sulphophilic status effect, I think you should drink a thick potion. This is because this potion doesn't currently have a use, and is brewed using glowstone.
4. Suggestion: "flesh blocks" should be renamed to "blubber blocks"
1. Biomes randomly changing would be very extensive for some computers.
2. Why would the player want to go to a whalefall in the first place? There's a lot of mobs with useless drops and useless blocks. Perhaps one of them is used by the player in some way. There needs to be a reason behind going to whalesfalls, otherwise they might not exist.
1. Biomes randomly changing would be very extensive for some computers.
2. Why would the player want to go to a whalefall in the first place? There's a lot of mobs with useless drops and useless blocks. Perhaps one of them is used by the player in some way. There needs to be a reason behind going to whalesfalls, otherwise they might not exist.
If you can explain these two I will support.
If blubber were to be added, I'm pretty sure it would be of high value to villagers, so I guess that's one use for the whalefalls. I do agree that there needs to be a reason to go to them, though.
Maybe one of the mobs could be given a really cool drop.
This is an awesome suggestion! I admire the amount of research and thought you've put into this. I just have a few questions & suggestions...
1. How long is each stage?
2. Would these be able to start over or appear somewhere else in the world?
3. Suggestion: instead of eating glowstone to get the sulphophilic status effect, I think you should drink a thick potion. This is because this potion doesn't currently have a use, and is brewed using glowstone.
4. Suggestion: "flesh blocks" should be renamed to "blubber blocks"
5. Can blubber be sold to villagers?
Support!
1. The stages generally last for around 300 ingame days (about 4 real days)
2. They can rarely spawn in chunks that have not been entered for at least a day
Why would the player want to go to a whalefall in the first place? There's a lot of mobs with useless drops and useless blocks. Perhaps one of them is used by the player in some way. There needs to be a reason behind going to whalesfalls, otherwise they might not exist.
Blubber can be found, and sold, limpets and crabs are a new food, and worms could be fun to collect.
Hot dang, Your suggestions are actually readable now. Good job
as for the idea itself, As others have said, This would be better as a structure than a biome unless the whale is Massive/there are alot of them. Second, I think that 4 IRL days is a bit much, maybe 1-1 1/2, or making it so that you can find them in varying stages. Third, I feel like Blubber should have more of a use than just selling, Since emeralds are easy enough as-is. Perhaps it could be used for fuel, Or made into a potion that makes you resistant to knockback.
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Hot dang, Your suggestions are actually readable now. Good job
as for the idea itself, As others have said, This would be better as a structure than a biome unless the whale is Massive/there are alot of them. Second, I think that 4 IRL days is a bit much, maybe 1-1 1/2, or making it so that you can find them in varying stages. Third, I feel like Blubber should have more of a use than just selling, Since emeralds are easy enough as-is. Perhaps it could be used for fuel, Or made into a potion that makes you resistant to knockback.
If blubber were to be added, I'm pretty sure it would be of high value to villagers, so I guess that's one use for the whalefalls. I do agree that there needs to be a reason to go to them, though.
Maybe one of the mobs could be given a really cool drop.
So at first I was thinking this was of-course overly-detailed (the better to pare it down for partial-use, later, of course by whoever-wants-whatever) and Thoroughly well-thought out, the ways the Possible things might interact. I was considering that it - the "Whalefall Biome," idea - might function better within existing (if-New, of Oceans [of 1.13, most-recently, specifically Aquatic, Update, Aquatic]) Biomes as just an-addition to the Dolphins and Sea Turtles (which are alternately giving the "Dolphin's Grace" Effect of 5 sec's. Speeding-up the Player's, Swimming, and having no-effect /"The Turtle Master's" Effect would Absorb-lots of-Damage and Slow the Player down, if experienced - honestly, this latter alone is suggesting a further Idea, to me, here - as it seems somewhat-incomplete /limited in imagination [to wit, "'UnderWater Explosive force' , 'shock-absorbers'," would be - finally, most-useful - for this Turtle"-like" Effect]).
And wondered if perhaps the-role of "Whales" - which seem dangerous-enough, of course (the "tail slaps," "killing the Player" is realistic Despite Any Armor) - which also-"create a huge explosion that destroys blocks even if they are underwater if they are attacked enough" (Copy /Paste) is the-ultimate in "gag /danger" again "Passive Mobs" ("Blowing-up" like Beds in the Nether /The End, and /or "underwater Fireworks Rockets"). The "Slime Blocks" - Not "Slime Balls," I'd noted - of the "hagfish" especially was-interesting (even though the "infinite slime cheaply-enough," seemed a-Bit OverPowered, to me).
Then I had an Idea. "Floating" - Actually "Floating" - "Blubber."
It would be - Exactly-like - the Reverse-of (Red) Sand /Gravel /Concrete Powder, Blocks (which latter-most Themselves - Oddly-enough, again - Fall-to Water, Turn /Harden to Concrete, and Then-STAY, there ["Floating," basically too]). It would be an - almost - way to Build upside-down (when you Place a Lily Pad, of course, you Could just Place stuff on its-underside, but this-causes it to-detach as an item, which then might occasionally not be picked-up, and being nonrenewable, Lily Pads are thereby somewhat limited inherently for-use in Building in any case).
Almost, still of course because not-only would "Floating" "Blubber" not-be "ridable"-up - as Sand et. al. are "kind-of" able to be Fallen-down on While they're-Falling (unless the "Blubber" "Floats" somewhat-slower, which would-be somewhat realistic, if "realistic," that is is actually the goal, since rising-up in the Water column via the Jump option isn't as fast as increasing-Freefall, and-instead the "Blubber" would - I guess - for Max.-realism, "slow-down," slightly, as it reached the-top of any given Water, staying just-barely touching above Sea Level, showing its top almost-only, like the Land-above) - but it would just-Stop, there - not go higher (not even if in a-"Mass," as Game Mechanics, still likely don't-"recognize" "combinations /collections," of Blocks "as being 'different'" [see issues with "
Slimeblock flying machines should be better
," if a complete-other Suggestions topic also-up]). And mainly-because we can't look-down and see-"legs," Nor "flip-upside-down" and Then "look-'down'" (up overall to all outside the Avatar) - though we could still - just, look-up, while-Building, around-such.
Heck, if they were Really-fancy, we could get "movable Blocks," by moving-into them, "Blubber" (as) in Water and /or "Balls" (as) on Land, whatever. In sec's. there'd be completely-realistic MC "Sports," of Most (Instead Of Just MANY)-kinds.
Maybe - this could be "Traded"? - to Villager Children /Baby Villagers, even?? "Balls"?!? (which they would then "Play"-with, making them - already Interesting for Sprinting-around, "playing-Tag" - Four-times as-"Interesting," as - other - Villagers, if they could-"Play," with one-another, the non-Adult ones).
Whereas Villagers would - say - do the same for Slime Blocks and /or "Float" /et. al. "Blubber" in Water. Which they would then "Play" with the "Player," even (heh, ok, I know this's - all - getting quite Silly).
Even just "Floating Balls" (as "of-'Blubber'" "Crafted" /"Traded"-for, "inside"). Heh.
The trick of-course with your idea is Probably the "Mobs" would have to "Spawn" like the "Whales," and-disappear, basically in-between (if not "Despawn" outright, probably die-off into whatever-limited "dropped-item," forms like now-Fish Mobs, already), to avoid-Lag (as Ref'd. above by someone), as-well as a glut (of stuff). Besides-which, ultimately the "Whalefalls" are As-interesting for their dangers - "Poison" (perhaps the "Undead Whales" could have this already "and-Move" [I'd already considered they could "drop / 'Float' 'Blubber'" - sort-of like Real Life whales' "ambergris" - just as-they Go, as part-of their "Large"-scale "decomposition," as you elaborate on "Stages" of such]) and "Explosion"-originally if- "attacked /killed" (and the-usual Drowning if-trying to go Deep-enough, in Water, common issue to All Oceans) - as their resources, and as-well as possibly being the-equivalent of a "'Moving' 'Dungeon'," basically in Some "ways," you've described above in the O(riginal)P(ost).
One "Resolution" of this-all Could-be Mobs-Only, with a "Whalefall" as you put it as the "Final Stage" (of apparently-4'ish). "Undead Whales" being one of the-"Two" (so it would-Also be "the only 'Undead'," with "Two 'Stages'," potentially) - though personally my Undead, New Oceans quotient is met-enough by Skeleton-and-Zombie Horses now-Sinking (former being Ridable, despite-this, not-separating from Player - I didn't see you try to have the Player kind-of unrealistically "'Whale' 'Riding'," heh - just saying), Drowned, and all-other Undead, Sinking-there, too - "middle 'Stages'."
This could be "Mobs"-"becoming" - again "Newly" - "Re-'Generated, Structures'" (if not for - the same - given "Mob"). Even "(Slime) Blocks" "being-'produced'" by "hagfish" Would-be "New," I think.
And so they'd-have to - the "Structures, Generated" too - have to "'De'-'Generate'" (Also-a "new mechanism"). To avoid "filling the Oceans with 'Whale bits'" (and "their 'decomposers'").
But still, overall, I see the thrust of what you've invented, here being (a) "Disgusting / 'Poisonous' Biome /Generation /Mob(s)." Rather than "too many 'Mobs'" or "too-many 'Blocks'," issues, respectively.
To mitigate this somewhat, in terms of the raw-difference, from the rest of MC, there'd be a couple not-fully obvious options. In Jungles, for example, there are half the Sapling item drops - encouraging the Player to "Save the Rainforest," rather than "Clear-Cut" it "and-'go'."
For "Saving the 'Whales'," it'd be some-kind of "benefit" of-resources, in which Perhaps "attacking-them" /"letting-them die" (yes, there could even like-Dolphins already-get, "Stranded 'Whales'" - Any-damage-taken would have an effect - of I-guess resources lost /Player-hurt), would "MAKE Them" (and also not-unlike - potentially-Zombified - Villagers) "become" Undead (after all, who wants to "Cure" an "Undead 'Whale'"? I mean, imagine the "Potion"-volumes, required, alone..?!? don't forget, it's Still-"dangerous"). If they Were "Undead 'Whales'," they might Both give like a-tenth of the resources, and /or that'd make-them "more-'aggressive'" - like all the-"Other" Undead - to the Player (again: Already "Dangerous" ; !)!
So that'd be Both a new - Undead, even - "Mob" (and /or the smaller-"Mobs," again-perhaps more-common and /or "more-'aggressive'" around an "Undead," one), And in the "Water." Still technically-"Ghoulish," though Given whaling (I R L).
Heck, to be Really complex (at the least, probably-complicated), "Breeding" (maybe using "decomposers," to have a use for those, "Mobs," otherwise "plankton," "'Mob' and /or 'Blocks' 'areas'") them would cause the "older" ones to-"Die" - Yielding those resources - while the "Undead 'Whales'" might "clean-out" a given area of "regular 'Whales'," 'til the "Undead," "Despawned" (being basically-"Hostile" [and again a la Zombie Villagers vs. Villagers, on Hard{core} Mode{s}]), and then "new ones, 'Respawned'-slowly"). The "justification" here would be that as top predators, "Whales" would "get rid" of "excess population," "giving-up" their resources of "former-existence" (kindly - and "Passively" [this could-just be as "dropped items," of course too] - as opposed to "Undead-style").
For a really cool Idea? It could be used - "in 'combinations'," again - to Make BOATS /SHIPS.
After all, one of the main-ways ships Historically I.R.L. were kept-afloat, was Lots-and-Lots of various-form of oil /fats, between-all the Wood. And thus the Tale /Tail (s) would-end . .
So at first I was thinking this was of-course overly-detailed (the better to pare it down for partial-use, later, of course by whoever-wants-whatever) and Thoroughly well-thought out, the ways the Possible things might interact. I was considering that it - the "Whalefall Biome," idea - might function better within existing (if-New, of Oceans [of 1.13, most-recently, specifically Aquatic, Update, Aquatic]) Biomes as just an-addition to the Dolphins and Sea Turtles (which are alternately giving the "Dolphin's Grace" Effect of 5 sec's. Speeding-up the Player's, Swimming, and having no-effect /"The Turtle Master's" Effect would Absorb-lots of-Damage and Slow the Player down, if experienced - honestly, this latter alone is suggesting a further Idea, to me, here - as it seems somewhat-incomplete /limited in imagination [to wit, "'UnderWater Explosive force' , 'shock-absorbers'," would be - finally, most-useful - for this Turtle"-like" Effect]).
And wondered if perhaps the-role of "Whales" - which seem dangerous-enough, of course (the "tail slaps," "killing the Player" is realistic Despite Any Armor) - which also-"create a huge explosion that destroys blocks even if they are underwater if they are attacked enough" (Copy /Paste) is the-ultimate in "gag /danger" again "Passive Mobs" ("Blowing-up" like Beds in the Nether /The End, and /or "underwater Fireworks Rockets"). The "Slime Blocks" - Not "Slime Balls," I'd noted - of the "hagfish" especially was-interesting (even though the "infinite slime cheaply-enough," seemed a-Bit OverPowered, to me).
Then I had an Idea. "Floating" - Actually "Floating" - "Blubber."
It would be - Exactly-like - the Reverse-of (Red) Sand /Gravel /Concrete Powder, Blocks (which latter-most Themselves - Oddly-enough, again - Fall-to Water, Turn /Harden to Concrete, and Then-STAY, there ["Floating," basically too]). It would be an - almost - way to Build upside-down (when you Place a Lily Pad, of course, you Could just Place stuff on its-underside, but this-causes it to-detach as an item, which then might occasionally not be picked-up, and being nonrenewable, Lily Pads are thereby somewhat limited inherently for-use in Building in any case).
Almost, still of course because not-only would "Floating" "Blubber" not-be "ridable"-up - as Sand et. al. are "kind-of" able to be Fallen-down on While they're-Falling (unless the "Blubber" "Floats" somewhat-slower, which would-be somewhat realistic, if "realistic," that is is actually the goal, since rising-up in the Water column via the Jump option isn't as fast as increasing-Freefall, and-instead the "Blubber" would - I guess - for Max.-realism, "slow-down," slightly, as it reached the-top of any given Water, staying just-barely touching above Sea Level, showing its top almost-only, like the Land-above) - but it would just-Stop, there - not go higher (not even if in a-"Mass," as Game Mechanics, still likely don't-"recognize" "combinations /collections," of Blocks "as being 'different'" [see issues with "
Slimeblock flying machines should be better
," if a complete-other Suggestions topic also-up]). And mainly-because we can't look-down and see-"legs," Nor "flip-upside-down" and Then "look-'down'" (up overall to all outside the Avatar) - though we could still - just, look-up, while-Building, around-such.
Heck, if they were Really-fancy, we could get "movable Blocks," by moving-into them, "Blubber" (as) in Water and /or "Balls" (as) on Land, whatever. In sec's. there'd be completely-realistic MC "Sports," of Most (Instead Of Just MANY)-kinds.
Maybe - this could be "Traded"? - to Villager Children /Baby Villagers, even?? "Balls"?!? (which they would then "Play"-with, making them - already Interesting for Sprinting-around, "playing-Tag" - Four-times as-"Interesting," as - other - Villagers, if they could-"Play," with one-another, the non-Adult ones).
Whereas Villagers would - say - do the same for Slime Blocks and /or "Float" /et. al. "Blubber" in Water. Which they would then "Play" with the "Player," even (heh, ok, I know this's - all - getting quite Silly).
Even just "Floating Balls" (as "of-'Blubber'" "Crafted" /"Traded"-for, "inside"). Heh.
The trick of-course with your idea is Probably the "Mobs" would have to "Spawn" like the "Whales," and-disappear, basically in-between (if not "Despawn" outright, probably die-off into whatever-limited "dropped-item," forms like now-Fish Mobs, already), to avoid-Lag (as Ref'd. above by someone), as-well as a glut (of stuff). Besides-which, ultimately the "Whalefalls" are As-interesting for their dangers - "Poison" (perhaps the "Undead Whales" could have this already "and-Move" [I'd already considered they could "drop / 'Float' 'Blubber'" - sort-of like Real Life whales' "ambergris" - just as-they Go, as part-of their "Large"-scale "decomposition," as you elaborate on "Stages" of such]) and "Explosion"-originally if- "attacked /killed" (and the-usual Drowning if-trying to go Deep-enough, in Water, common issue to All Oceans) - as their resources, and as-well as possibly being the-equivalent of a "'Moving' 'Dungeon'," basically in Some "ways," you've described above in the O(riginal)P(ost).
One "Resolution" of this-all Could-be Mobs-Only, with a "Whalefall" as you put it as the "Final Stage" (of apparently-4'ish). "Undead Whales" being one of the-"Two" (so it would-Also be "the only 'Undead'," with "Two 'Stages'," potentially) - though personally my Undead, New Oceans quotient is met-enough by Skeleton-and-Zombie Horses now-Sinking (former being Ridable, despite-this, not-separating from Player - I didn't see you try to have the Player kind-of unrealistically "'Whale' 'Riding'," heh - just saying), Drowned, and all-other Undead, Sinking-there, too - "middle 'Stages'."
This could be "Mobs"-"becoming" - again "Newly" - "Re-'Generated, Structures'" (if not for - the same - given "Mob"). Even "(Slime) Blocks" "being-'produced'" by "hagfish" Would-be "New," I think.
And so they'd-have to - the "Structures, Generated" too - have to "'De'-'Generate'" (Also-a "new mechanism"). To avoid "filling the Oceans with 'Whale bits'" (and "their 'decomposers'").
But still, overall, I see the thrust of what you've invented, here being (a) "Disgusting / 'Poisonous' Biome /Generation /Mob(s)." Rather than "too many 'Mobs'" or "too-many 'Blocks'," issues, respectively.
To mitigate this somewhat, in terms of the raw-difference, from the rest of MC, there'd be a couple not-fully obvious options. In Jungles, for example, there are half the Sapling item drops - encouraging the Player to "Save the Rainforest," rather than "Clear-Cut" it "and-'go'."
For "Saving the 'Whales'," it'd be some-kind of "benefit" of-resources, in which Perhaps "attacking-them" /"letting-them die" (yes, there could even like-Dolphins already-get, "Stranded 'Whales'" - Any-damage-taken would have an effect - of I-guess resources lost /Player-hurt), would "MAKE Them" (and also not-unlike - potentially-Zombified - Villagers) "become" Undead (after all, who wants to "Cure" an "Undead 'Whale'"? I mean, imagine the "Potion"-volumes, required, alone..?!? don't forget, it's Still-"dangerous"). If they Were "Undead 'Whales'," they might Both give like a-tenth of the resources, and /or that'd make-them "more-'aggressive'" - like all the-"Other" Undead - to the Player (again: Already "Dangerous" ; !)!
So that'd be Both a new - Undead, even - "Mob" (and /or the smaller-"Mobs," again-perhaps more-common and /or "more-'aggressive'" around an "Undead," one), And in the "Water." Still technically-"Ghoulish," though Given whaling (I R L).
Heck, to be Really complex (at the least, probably-complicated), "Breeding" (maybe using "decomposers," to have a use for those, "Mobs," otherwise "plankton," "'Mob' and /or 'Blocks' 'areas'") them would cause the "older" ones to-"Die" - Yielding those resources - while the "Undead 'Whales'" might "clean-out" a given area of "regular 'Whales'," 'til the "Undead," "Despawned" (being basically-"Hostile" [and again a la Zombie Villagers vs. Villagers, on Hard{core} Mode{s}]), and then "new ones, 'Respawned'-slowly"). The "justification" here would be that as top predators, "Whales" would "get rid" of "excess population," "giving-up" their resources of "former-existence" (kindly - and "Passively" [this could-just be as "dropped items," of course too] - as opposed to "Undead-style").
For a really cool Idea? It could be used - "in 'combinations'," again - to Make BOATS /SHIPS.
After all, one of the main-ways ships Historically I.R.L. were kept-afloat, was Lots-and-Lots of various-form of oil /fats, between-all the Wood. And thus the Tale /Tail (s) would-end . .
I do not follow. Could you explain it in smaller segments, or something?
(Hr. lag, er later) It was something to do with "Blubber" "Blocks" being "Tow-able" by Leads the Player (or whatever) holds, attached-to Fence Posts. Which could have Wood Blocks alongside them, and - since the "Blubber" Blocks" would also "Float" allowing-for "Boats /Ships" - it could be even "dependent-upon" using-up (like 2X of original) more of the Player's "Hunger Bar," since it would be provided by speed of movement.
The other idea I'd had, since. Of how to make things "movable" in - at least, assumably relatively-frictionless - Water.
But as for you: you might want to make your Q. More specific.
Whales
Whales are very rare passivemobs that are 30m long, and resemble real blue whales. They are blue in colour, and cannot be bred. They can move at 10m/s, and can kill player with their tail slaps. They also spray air out of their blowhole. During the day, they swim with their mouths open at 90 degrees and eyes open. At night, they swim slower, with mouths and eyes closed. They swim in pods. They have undead variants. The first variant looks normal, except they have many wounds, and a swarmed by hagfish and sleeper sharks. The second variant is a skeleton with small amounts of flesh and limpets attached (Not limpet mobs, but built into the whale). The third variant is made of gravel and assorted whale bones, and make the water around them look toxic, and apply the effects of toxic water. They all swim around, and will create a huge explosion that destroys blocks even if they are underwater if they are attacked enough. Whales drop lots of blubber, stage 1 undead whales drop bluber and some rotten flesh, stage 2 undead whales drop bones and some blubber and rotten flesh, and stage 3 undead whales drop gravel and bones
Whalefalls
Whalefalls are a biome that is found underwater. They come in different stages. The first stage can spawn from whales that despawn in untouched chunks, and the rest can come from the previous stage. They can all spawn on world generation
Stage 1:
In this stage, the whalefall is made of bone blocks and blubber blocks, a new block which resembles flesh. The blubber block drops blubber, a food which can be crafted into flesh blocks, sold to villagers, used as an efficient fuel, or brewed into a resistance potion. The overall shape is roughly that of a whale, with with the major internal organs, and some of the flesh missing. Sleeper sharks and hagfish spawn at this stage. Sleeper sharks are neutral, and if left alone will chew on flesh blocks, and sometime bone blocks. They are about as strong as a naked zombie. They drop blubber. Hagfish are passive, but will produce a 5-6 block wide irregular ball of slime blocks if attacked, and then swim away. They can swim through slime and flesh blocks. They can be caught in buckets, and drop slimeballs.
Stage 2:
In this stage, there are less blubber blocks, and a few less bone blocks, and some gravel covering the whalefall. Some of the blubber is moved from the bones, and some of the bones are moved. Limpets and crabs spawn at this stage. Limpets crawl on surfaces, and are small. They can be picked up by hand, like fish can with buckets, and be eaten, giving a useless limpet shell. They drop limpet shells when killed. Crabs run sideways, and are neutral. They are weak attackers. They drop crab meat, which can be cooked and eaten. There are also bristleworms, which are kelp-like blocks that spawn in 1-3 block stacks on gravel and flesh.
Stage 3:
In this stage, there are only scattered, half-buried, broken whale bones, surrounded by toxic water. Toxic water is slightly yellower and darker, and gives poison 2, nausea 2, and hunger 2 for 1 minute after leaving the toxic water. You can become immune to toxic water with the sulphophilic status effect, which in obtained by drinking a thick potion. In the whalefall, there are large, almost transparent, yellow-brown clouds that float around. There are also worms. They take damage outside of toxic water. They can live swimming freely in the whalefall, crawling on the bones, crawling on the gravel, or digging through the gravel . Worms vary in length between .5m-1.5m, in width between .1m-.5m, in speed between 1m/s-3m/s, in transparency between 75%-0%, and in colour between any colour in the normal RGB system, with the mouth being another colour, but in the different half of the luminosity spectrum. They can also, sometimes, have patterns, like rings, stripes, spots, and speckles, in any colour.. There are also rare additions to the body. They can have 2, 4, 6, or 8 pastel-coloured fangs, with a varying angle pointing outwards and length. They can have spines of varying angle of elevation, colour and length. They can have back fins of varying colour, height and length. They can have up to 7 pairs of limbs, which are the colour of the body, and vary in length and thickness, and can have fins varying in length, which come out of the back of the limbs, and are the colour of the back fin, if present, and are otherwise a random colour. They can be neutral or hostile. Some can shoot a projectile that causes damage, and looks like a llama spit, but in any colour. Some, rarely can apply a negative effect with their attacks, or a positive effect to themselves. They can drop blubber, bonemeal, slimeballs, or rotten flesh.
Planetary travel
Chaostone
Whales and whalefalls
Neat idea! I truly doubt Mojang would ever want to add this, not because its a bad idea, but because it is too new and risky(to their eyes, at least). I honestly think that it could become a great mod, though.
Just one question, are the worms hostile? I assume yes, but I can't find a sentence saying "The worm is a hostile mob..."ect.
Some are neutral, some are hostile
Planetary travel
Chaostone
Whales and whalefalls
This is an awesome suggestion! I admire the amount of research and thought you've put into this. I just have a few questions & suggestions...
1. How long is each stage?
2. Would these be able to start over or appear somewhere else in the world?
3. Suggestion: instead of eating glowstone to get the sulphophilic status effect, I think you should drink a thick potion. This is because this potion doesn't currently have a use, and is brewed using glowstone.
4. Suggestion: "flesh blocks" should be renamed to "blubber blocks"
5. Can blubber be sold to villagers?
Support!
Check out my suggestions! Here is one of them:
1. Biomes randomly changing would be very extensive for some computers.
2. Why would the player want to go to a whalefall in the first place? There's a lot of mobs with useless drops and useless blocks. Perhaps one of them is used by the player in some way. There needs to be a reason behind going to whalesfalls, otherwise they might not exist.
If you can explain these two I will support.
If blubber were to be added, I'm pretty sure it would be of high value to villagers, so I guess that's one use for the whalefalls. I do agree that there needs to be a reason to go to them, though.
Maybe one of the mobs could be given a really cool drop.
Check out my suggestions! Here is one of them:
1. The stages generally last for around 300 ingame days (about 4 real days)
2. They can rarely spawn in chunks that have not been entered for at least a day
3/4/5. Yes, what you said is a better idea
Planetary travel
Chaostone
Whales and whalefalls
Blubber can be found, and sold, limpets and crabs are a new food, and worms could be fun to collect.
Planetary travel
Chaostone
Whales and whalefalls
Hot dang, Your suggestions are actually readable now. Good job
as for the idea itself, As others have said, This would be better as a structure than a biome unless the whale is Massive/there are alot of them. Second, I think that 4 IRL days is a bit much, maybe 1-1 1/2, or making it so that you can find them in varying stages. Third, I feel like Blubber should have more of a use than just selling, Since emeralds are easy enough as-is. Perhaps it could be used for fuel, Or made into a potion that makes you resistant to knockback.
Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
check out my suggestion for Yggdrasil, the great world tree
FOR THE HOLY LOVE OF ARCEUS AND HELIX COMBINED PALADINS IS NOT AN OVERWATCH CLONE. tf2's the true king anyways
-Let's make some noise
I'll add your ideas to the OP
Planetary travel
Chaostone
Whales and whalefalls
So at first I was thinking this was of-course overly-detailed (the better to pare it down for partial-use, later, of course by whoever-wants-whatever) and Thoroughly well-thought out, the ways the Possible things might interact. I was considering that it - the "Whalefall Biome," idea - might function better within existing (if-New, of Oceans [of 1.13, most-recently, specifically Aquatic, Update, Aquatic]) Biomes as just an-addition to the Dolphins and Sea Turtles (which are alternately giving the "Dolphin's Grace" Effect of 5 sec's. Speeding-up the Player's, Swimming, and having no-effect /"The Turtle Master's" Effect would Absorb-lots of-Damage and Slow the Player down, if experienced - honestly, this latter alone is suggesting a further Idea, to me, here - as it seems somewhat-incomplete /limited in imagination [to wit, "'UnderWater Explosive force' , 'shock-absorbers'," would be - finally, most-useful - for this Turtle"-like" Effect]).
And wondered if perhaps the-role of "Whales" - which seem dangerous-enough, of course (the "tail slaps," "killing the Player" is realistic Despite Any Armor) - which also-"create a huge explosion that destroys blocks even if they are underwater if they are attacked enough" (Copy /Paste) is the-ultimate in "gag /danger" again "Passive Mobs" ("Blowing-up" like Beds in the Nether /The End, and /or "underwater Fireworks Rockets"). The "Slime Blocks" - Not "Slime Balls," I'd noted - of the "hagfish" especially was-interesting (even though the "infinite slime cheaply-enough," seemed a-Bit OverPowered, to me).
Then I had an Idea. "Floating" - Actually "Floating" - "Blubber."
It would be - Exactly-like - the Reverse-of (Red) Sand /Gravel /Concrete Powder, Blocks (which latter-most Themselves - Oddly-enough, again - Fall-to Water, Turn /Harden to Concrete, and Then-STAY, there ["Floating," basically too]). It would be an - almost - way to Build upside-down (when you Place a Lily Pad, of course, you Could just Place stuff on its-underside, but this-causes it to-detach as an item, which then might occasionally not be picked-up, and being nonrenewable, Lily Pads are thereby somewhat limited inherently for-use in Building in any case).
Almost, still of course because not-only would "Floating" "Blubber" not-be "ridable"-up - as Sand et. al. are "kind-of" able to be Fallen-down on While they're-Falling (unless the "Blubber" "Floats" somewhat-slower, which would-be somewhat realistic, if "realistic," that is is actually the goal, since rising-up in the Water column via the Jump option isn't as fast as increasing-Freefall, and-instead the "Blubber" would - I guess - for Max.-realism, "slow-down," slightly, as it reached the-top of any given Water, staying just-barely touching above Sea Level, showing its top almost-only, like the Land-above) - but it would just-Stop, there - not go higher (not even if in a-"Mass," as Game Mechanics, still likely don't-"recognize" "combinations /collections," of Blocks "as being 'different'" [see issues with "
Slimeblock flying machines should be better
," if a complete-other Suggestions topic also-up]). And mainly-because we can't look-down and see-"legs," Nor "flip-upside-down" and Then "look-'down'" (up overall to all outside the Avatar) - though we could still - just, look-up, while-Building, around-such.
Heck, if they were Really-fancy, we could get "movable Blocks," by moving-into them, "Blubber" (as) in Water and /or "Balls" (as) on Land, whatever. In sec's. there'd be completely-realistic MC "Sports," of Most (Instead Of Just MANY)-kinds.
Maybe - this could be "Traded"? - to Villager Children /Baby Villagers, even?? "Balls"?!? (which they would then "Play"-with, making them - already Interesting for Sprinting-around, "playing-Tag" - Four-times as-"Interesting," as - other - Villagers, if they could-"Play," with one-another, the non-Adult ones).
Whereas Villagers would - say - do the same for Slime Blocks and /or "Float" /et. al. "Blubber" in Water. Which they would then "Play" with the "Player," even (heh, ok, I know this's - all - getting quite Silly).
Even just "Floating Balls" (as "of-'Blubber'" "Crafted" /"Traded"-for, "inside"). Heh.
The trick of-course with your idea is Probably the "Mobs" would have to "Spawn" like the "Whales," and-disappear, basically in-between (if not "Despawn" outright, probably die-off into whatever-limited "dropped-item," forms like now-Fish Mobs, already), to avoid-Lag (as Ref'd. above by someone), as-well as a glut (of stuff). Besides-which, ultimately the "Whalefalls" are As-interesting for their dangers - "Poison" (perhaps the "Undead Whales" could have this already "and-Move" [I'd already considered they could "drop / 'Float' 'Blubber'" - sort-of like Real Life whales' "ambergris" - just as-they Go, as part-of their "Large"-scale "decomposition," as you elaborate on "Stages" of such]) and "Explosion"-originally if- "attacked /killed" (and the-usual Drowning if-trying to go Deep-enough, in Water, common issue to All Oceans) - as their resources, and as-well as possibly being the-equivalent of a "'Moving' 'Dungeon'," basically in Some "ways," you've described above in the O(riginal)P(ost).
One "Resolution" of this-all Could-be Mobs-Only, with a "Whalefall" as you put it as the "Final Stage" (of apparently-4'ish). "Undead Whales" being one of the-"Two" (so it would-Also be "the only 'Undead'," with "Two 'Stages'," potentially) - though personally my Undead, New Oceans quotient is met-enough by Skeleton-and-Zombie Horses now-Sinking (former being Ridable, despite-this, not-separating from Player - I didn't see you try to have the Player kind-of unrealistically "'Whale' 'Riding'," heh - just saying), Drowned, and all-other Undead, Sinking-there, too - "middle 'Stages'."
This could be "Mobs"-"becoming" - again "Newly" - "Re-'Generated, Structures'" (if not for - the same - given "Mob"). Even "(Slime) Blocks" "being-'produced'" by "hagfish" Would-be "New," I think.
And so they'd-have to - the "Structures, Generated" too - have to "'De'-'Generate'" (Also-a "new mechanism"). To avoid "filling the Oceans with 'Whale bits'" (and "their 'decomposers'").
But still, overall, I see the thrust of what you've invented, here being (a) "Disgusting / 'Poisonous' Biome /Generation /Mob(s)." Rather than "too many 'Mobs'" or "too-many 'Blocks'," issues, respectively.
To mitigate this somewhat, in terms of the raw-difference, from the rest of MC, there'd be a couple not-fully obvious options. In Jungles, for example, there are half the Sapling item drops - encouraging the Player to "Save the Rainforest," rather than "Clear-Cut" it "and-'go'."
For "Saving the 'Whales'," it'd be some-kind of "benefit" of-resources, in which Perhaps "attacking-them" /"letting-them die" (yes, there could even like-Dolphins already-get, "Stranded 'Whales'" - Any-damage-taken would have an effect - of I-guess resources lost /Player-hurt), would "MAKE Them" (and also not-unlike - potentially-Zombified - Villagers) "become" Undead (after all, who wants to "Cure" an "Undead 'Whale'"? I mean, imagine the "Potion"-volumes, required, alone..?!? don't forget, it's Still-"dangerous"). If they Were "Undead 'Whales'," they might Both give like a-tenth of the resources, and /or that'd make-them "more-'aggressive'" - like all the-"Other" Undead - to the Player (again: Already "Dangerous" ; !)!
So that'd be Both a new - Undead, even - "Mob" (and /or the smaller-"Mobs," again-perhaps more-common and /or "more-'aggressive'" around an "Undead," one), And in the "Water." Still technically-"Ghoulish," though Given whaling (I R L).
Heck, to be Really complex (at the least, probably-complicated), "Breeding" (maybe using "decomposers," to have a use for those, "Mobs," otherwise "plankton," "'Mob' and /or 'Blocks' 'areas'") them would cause the "older" ones to-"Die" - Yielding those resources - while the "Undead 'Whales'" might "clean-out" a given area of "regular 'Whales'," 'til the "Undead," "Despawned" (being basically-"Hostile" [and again a la Zombie Villagers vs. Villagers, on Hard{core} Mode{s}]), and then "new ones, 'Respawned'-slowly"). The "justification" here would be that as top predators, "Whales" would "get rid" of "excess population," "giving-up" their resources of "former-existence" (kindly - and "Passively" [this could-just be as "dropped items," of course too] - as opposed to "Undead-style").
For a really cool Idea? It could be used - "in 'combinations'," again - to Make BOATS /SHIPS.
After all, one of the main-ways ships Historically I.R.L. were kept-afloat, was Lots-and-Lots of various-form of oil /fats, between-all the Wood. And thus the Tale /Tail (s) would-end . .
I do not follow. Could you explain it in smaller segments, or something?
Planetary travel
Chaostone
Whales and whalefalls
.. and it "'ate' my reply." Pfft.
(Hr. lag, er later) It was something to do with "Blubber" "Blocks" being "Tow-able" by Leads the Player (or whatever) holds, attached-to Fence Posts. Which could have Wood Blocks alongside them, and - since the "Blubber" Blocks" would also "Float" allowing-for "Boats /Ships" - it could be even "dependent-upon" using-up (like 2X of original) more of the Player's "Hunger Bar," since it would be provided by speed of movement.
The other idea I'd had, since. Of how to make things "movable" in - at least, assumably relatively-frictionless - Water.
But as for you: you might want to make your Q. More specific.