This suggestion is for many planets. In the end, there will be circular structures of endstone blocks, with a rim of purpur stairs. In the middle is a planetary beam. It is a block similar to a beacon in appearance, but with a white inner block. You can go to another planet that has already been discovered (using a list GUI), or, for the cost of some diamonds, you can find a new planet.
Planets are new dimensions, with variable properties. The properties are heat, which determines what biomes spawn (a cold planet won't have deserts or jungles), and sun properties (higher heat = larger or bluer sun); day length; and moon properties / number; gravity; moisture; ocean type, if heat is low enough, moisture high enough, and gravity high enough, there can be water, if it is lower, it will be water covered by ice, if it is hot enough, there can be lava, but if heat isn't higher enough, it will be covered in a layer of stone or obsidian, but without enough gravity, or sometimes with enough gravity, there will not be an ocean; The composition of planets (whether there is dirt, netherrack, coal, etc); sky colour; and life.
Heat and moisture must be like the overworld for life to form, there must be a water ocean, and dirt must be the main soil. Life can vary with the colour of plants, and the colours of woods and barks. There will also be animals. Animals be in several forms (fish, bird, mammalian), which vary in parts, size, colour, and behaviour. They will drop meat named after their name, which is randomly generated. There are also sometimes sapient species, mainly bird form, which can be traded with.
Planets have a base mineral. This can be stone, diorite, andesite, granite, sandstone, red sandstone, netherrack, endstone, prismarine, obsidian, packed ice, or hardened clay. If a planet has prismarine or packed ice, it will have a water ocean. If a planet has netherrack, it will not have a water ocean or frozen lava ocean. Some biomes will have a unique base mineral, but only near the surface. Planets can have a soil. The soil will vary between biomes. Soils can be dirt, rough dirt, clay, gravel, sand, red sand, soul sand, or slime blocks. Ores will be selected from the ores associated with the base mineral (redstone/diamond with stone, quartz with netherrack). Biomes are generated randomly. The base heat and moisture will be changed for each biome. The less like the base properties, the less like the base colour plants will be. If there is life, there will be a plant colour. This colour can be red, orange, yellow, or green. It varies slightly in the exact shade. This will be the colour of leaves, grass, and shrubbery. Tree types are made randomly, with a random bark colour, structure, and leaf pattern. Shrubs will have a random form, selected from a selection.
On new planets, you spawn on a planetary beam, which you can use to return to the original planetary beam in the end.
This sounds interesting, but could use more detail. With this would there be infinite dimensions? If so, how can they avoid becoming repetitive? Why not just have the already infinite overworld?
To me this sounds like a very customizable worldgen system, but confined to what sound like 'pocket dimensions'
The idea would seem to be to allow a player access to small areas (similar to biomes, but not confined to differing flora & fauna) via a gateway/portal type thing (rather than the simple borders as exist between biomes).
Depending on how great a variance is permitted from 'normal' conditions in one of more of the current dimensions, some of these might tend to alter game balance quite strongly [eg. a pocket world where diamond blocks were as common as overworld dirt].
Also, how the specific conditions applying to a particular pocket are selected needs to be made clear.
As do the various mechanical aspects of how one would utilize the 'planetary beam' gate item/block.
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To me this sounds like a very customizable worldgen system, but confined to what sound like 'pocket dimensions'
The idea would seem to be to allow a player access to small areas (similar to biomes, but not confined to differing flora & fauna) via a gateway/portal type thing (rather than the simple borders as exist between biomes).
Depending on how great a variance is permitted from 'normal' conditions in one of more of the current dimensions, some of these might tend to alter game balance quite strongly [eg. a pocket world where diamond blocks were as common as overworld dirt].
Also, how the specific conditions applying to a particular pocket are selected needs to be made clear.
As do the various mechanical aspects of how one would utilize the 'planetary beam' gate item/block.
The planets would be unique dimensions, like the nether, but about as varied as the overworld.
Planets could have an overabundance of rare materials, but it could also just have nothing of interest.
Look at Nether. As it is, right now. And let me ask you one simple question. Do you want upgrades and riches for current dimensions, or another ones, which would be as rich as Nether is now?
I'm all for new dimensions, but current ones first. It makes sense from developer stand point as well.
And I cannot look from one thing you said. Moons of different planets would…be different. Not the same moon. Maybe none, maybe a lot of them.
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I'm having a hard time understanding exactly how this would work. So I find myself a stronghold and teleport to the End where I'll fight the dragon and somewhere on this, relatively small, island are circular end stone structures with planetary beams in the center of them? You made mention that these blocks can be used to 'go to a planet that has already been discovered' or for the cost of some diamonds you can 'find a new planet' but you haven't mentioned anything about a GUI, what traveling to these planets would cost or how, exactly, someone would 'discover' a planet they could then travel to with this planetary beam. If each planet is it's own dimension, separate from the existing worlds, that needs to be accessed through these blocks then is there some method of locating them you haven't mentioned or does the player just throw diamonds at the block and hope they get a cool planet to spawn? What about return trips? Does the GUI for this block contain some sort of glossary of planets you've already been to? Can you select where you want to go and when or is this a random teleport thing? You haven't been really clear about exactly where and how the player will initiate this trans-planetary feature but if you're just putting this thing on the main end island then you need to at least clarify if this is something a player can just run up to and activate without ever needing to fight the dragon which isn't something I'd ever support. Ultimately needing to go to one dimension in order to reach another dimension seems silly to me since the overworld is the only dimension with a sky, stars and other celestial features. Having the player go to the void or hell for inter-planetary travel doesn't make much sense to me when those dimensions very clearly don't have an area where 'space' could exist and lack the day/night cycle someone would experience on a planet.
I also don't fully understand how large these planets will be or what form they will take. When someone starts talking about planets in minecraft I can't help but think of the bSpace plugin that generates spherical planetoids throughout the endless void using configurable block settings to create randomness similar to what you're describing. I don't think this is what you meant, I think you're talking about overworld-like dimensions where the land will keep generating in front of you until you reach the border. If this is the case then how big are these dimensions? Are these all 60 million x 60 million
dimensions like the overworld or do they have variable depths, build heights, border settings and the like? This section also concerns me:
"Heat and moisture must be like the overworld for life to form, there must be a water ocean, and dirt must be the main soil. Life can vary with the colour of plants, and the colours of woods and barks. There will also be animals. Animals be in several forms (fish, bird, mammalian), which vary in parts, size, colour, and behaviour. They will drop meat named after their name, which is randomly generated. There are also sometimes sapient species, mainly bird form, which can be traded with."
It sounds like with these 5 sentences you are proposing the addition of a bunch of new items, new mobs, new AI for the mobs, new blocks and a system of assigning different entity models and AIs to mobs when spawned based on what dimension (biome?) they spawn in which isn't currently a thing. This statement implies WAY too drastic of an addition to just be a couple of sentences thrown out there. Saying plants, planks, barks and mobs will vary with the dimension is an easy thing to say but HOW will this be done? Certain blocks have the ability to shade with a biome (like oak leaves and the tops of grass) so they match the surrounding terrain but this is done through the use of grayscale images applying a biome's colormap to it. Because of how this works grass and leaves have the color of whatever biome they are placed into regardless of where they were harvested from. Extending this behavior to wood would break building as we know it and I wouldn't support base building blocks changing color based on placement location. If you mean 'each dimension has a specific shade of wood that is unique and maintained when harvested' (like current woods do) then I would say it's an unnecessarily expansive addition and want nothing to do with it. I'm not even going to bother going over the nightmare of creating numerous new mob variations and models, including new drops and AI, just so one planet can seem a little more different than the last. If none of these mobs add anything unique or interesting then they are all useless additions to the game. I see no rationale behind a bird-like mob to the game for people to trade with but that would require even more clarification.
At one point you mentioned the 'gravity' of these planets. I have repeatedly tried to steer people away from trying to add a logical system of gravity in a game where stone floats in mid-air while sand falls to the earth... like a stone. A few things in minecraft are subject to gravity but for the most part gravity isn't a major aspect of the game and if you want it to be then I imagine you'll have a very difficult time ironing out all the details of how gravity effects the game (even without considering variable gravitational fields). I'm not saying you can't incorporate gravity into a space-like suggestion but just saying you'll use gravity for planetary generation without telling us how this will effect the planets makes it seem like you haven't thoroughly thought the idea through. You're using gravity to determine how oceans and what terrain will spawn but haven't mentioned how this would effect gravity-sensitive blocks and entities. Does gravel fall up forever in a world with insufficient gravity? What happens on a planet of solid stone with no gravity when a player places a bucket of water? Will it flow up to the block limit and spread out or flow pass the block limit or terminate there or... what? What about the Player or item drops? If a planet lacks the gravity to support water wouldn't it be impossible for a player to exists there without floating off into 'space'? Variable gravity effects could be a pretty cool game addition and anyone who has ever combined slow falling with jump boost can probably imagine moon-walking across a world but this needs details, details and more details.
"On new planets, you spawn on a planetary beam, which you can use to return to the original planetary beam in the end. Planetary beams can be mined with a pickaxe."
I don't like this last bit at all. You still haven't been specific about where this planetary gate will be or how it will work but you did say: "In the end, there will be circular structures of endstone blocks, with a rim of purpur stairs. In the middle is a planetary beam." So I'm assuming the 'original planetary beam in the end' is somewhere on the main End Island (so players can return to the overworld) and these other 'planetary beams' are a way of returning to it. Since you've decided to make these blocks minable I can't help but ask 'What if?' What if the player harvests the original planetary beam? Would that remove all future access for other players? Where would a player on a planet return to if the original beam was moved? What if a player mines a planetary beam, puts it in their enderchest and then suicides to return to their overworld base? Can they now use that beam to access the End from wherever they choose to place it since it links to the original? What happens if they try to return to they planet they stole the beam from, do they get stranded or does a new beam generate. What if both portals are moved to the overworld, would that make a teleporter 2-way? Actually I'm starting to wonder if you'd be able to use beds in these dimensions or will dying always return you to the overworld like the game currently does? Making these things breakable creates a host of issues and possible exploits that you, again, haven't provided any details on. Depending on how you you implement the last sentence of this suggestion determines if it's a benign feature of the addition on an incredibly OP game object that requires a lot more detail and balancing.
Your suggestion would make for a fun mod but the scope of the addition you're suggesting is enormous and I don't see it ever being added to the game. Between new dimensions, biomes, mobs, AIs, items, blocks, portals, and physics your suggesting an addition that would at least double the size of the game in terms of game assets while simultaneously not adding much useful content. Your stated you wanted new plants, woods and animals for these places but we if the woods don't have a special use and the mobs don't have unique drops then you're just adding a bunch of stuff without giving the player any reason to want it. Even if every aspect of your suggestion was thoroughly detailed I doubt I could bring myself to support an addition that would change and add stuff to the game as radically as this does. Maybe if you stripped down a bunch of the unless/concerning stuff it would enter into my realm of possibility but it's just too much as it is. Eliminate the ability to mine planetary gates, move the original gate from the end and put it in the overworld with a locating system like strongholds or mansions and an activating criteria involving several late-game items, forget about gravity or apply it only in a logical way and limited to entities, figure out how the planetary beam GUI will function, and forget custom mobs/drops/items that don't add any new functionality to the game. If you did all that we'd be looking a a much leaner addition to the game that we could think all the way through and consider as an addition to the game but without whittling out features or detailing and refining them to eliminate redundancy I have No Support.
This suggestion is for many planets. In the end, there will be circular structures of endstone blocks, with a rim of purpur stairs. In the middle is a planetary beam. It is a block similar to a beacon in appearance, but with a white inner block. You can go to another planet that has already been discovered (using a list GUI), or, for the cost of some diamonds, you can find a new planet.
Planets are new dimensions, with variable properties. The properties are heat, which determines what biomes spawn (a cold planet won't have deserts or jungles), and sun properties (higher heat = larger or bluer sun); day length; and moon properties / number; gravity; moisture; ocean type, if heat is low enough, moisture high enough, and gravity high enough, there can be water, if it is lower, it will be water covered by ice, if it is hot enough, there can be lava, but if heat isn't higher enough, it will be covered in a layer of stone or obsidian, but without enough gravity, or sometimes with enough gravity, there will not be an ocean; The composition of planets (whether there is dirt, netherrack, coal, etc); sky colour; and life.
Heat and moisture must be like the overworld for life to form, there must be a water ocean, and dirt must be the main soil. Life can vary with the colour of plants, and the colours of woods and barks. There will also be animals. Animals be in several forms (fish, bird, mammalian), which vary in parts, size, colour, and behaviour. They will drop meat named after their name, which is randomly generated. There are also sometimes sapient species, mainly bird form, which can be traded with.
Planets have a base mineral. This can be stone, diorite, andesite, granite, sandstone, red sandstone, netherrack, endstone, prismarine, obsidian, packed ice, or hardened clay. If a planet has prismarine or packed ice, it will have a water ocean. If a planet has netherrack, it will not have a water ocean or frozen lava ocean. Some biomes will have a unique base mineral, but only near the surface. Planets can have a soil. The soil will vary between biomes. Soils can be dirt, rough dirt, clay, gravel, sand, red sand, soul sand, or slime blocks. Ores will be selected from the ores associated with the base mineral (redstone/diamond with stone, quartz with netherrack). Biomes are generated randomly. The base heat and moisture will be changed for each biome. The less like the base properties, the less like the base colour plants will be. If there is life, there will be a plant colour. This colour can be red, orange, yellow, or green. It varies slightly in the exact shade. This will be the colour of leaves, grass, and shrubbery. Tree types are made randomly, with a random bark colour, structure, and leaf pattern. Shrubs will have a random form, selected from a selection.
On new planets, you spawn on a planetary beam, which you can use to return to the original planetary beam in the end.
Planetary travel
Chaostone
Whales and whalefalls
This sounds interesting, but could use more detail. With this would there be infinite dimensions? If so, how can they avoid becoming repetitive? Why not just have the already infinite overworld?
To me this sounds like a very customizable worldgen system, but confined to what sound like 'pocket dimensions'
The idea would seem to be to allow a player access to small areas (similar to biomes, but not confined to differing flora & fauna) via a gateway/portal type thing (rather than the simple borders as exist between biomes).
Depending on how great a variance is permitted from 'normal' conditions in one of more of the current dimensions, some of these might tend to alter game balance quite strongly [eg. a pocket world where diamond blocks were as common as overworld dirt].
Also, how the specific conditions applying to a particular pocket are selected needs to be made clear.
As do the various mechanical aspects of how one would utilize the 'planetary beam' gate item/block.
The planets would be unique dimensions, like the nether, but about as varied as the overworld.
Planets could have an overabundance of rare materials, but it could also just have nothing of interest.
I'll detail planet formation.
Planetary travel
Chaostone
Whales and whalefalls
So basically another dimensions.
Cool. Sure, but…
Look at Nether. As it is, right now. And let me ask you one simple question. Do you want upgrades and riches for current dimensions, or another ones, which would be as rich as Nether is now?
I'm all for new dimensions, but current ones first. It makes sense from developer stand point as well.
And I cannot look from one thing you said. Moons of different planets would…be different. Not the same moon. Maybe none, maybe a lot of them.
Starbound tried something similar to this and it did not work so i dont expect for it to work for minecraft
I'm having a hard time understanding exactly how this would work. So I find myself a stronghold and teleport to the End where I'll fight the dragon and somewhere on this, relatively small, island are circular end stone structures with planetary beams in the center of them? You made mention that these blocks can be used to 'go to a planet that has already been discovered' or for the cost of some diamonds you can 'find a new planet' but you haven't mentioned anything about a GUI, what traveling to these planets would cost or how, exactly, someone would 'discover' a planet they could then travel to with this planetary beam. If each planet is it's own dimension, separate from the existing worlds, that needs to be accessed through these blocks then is there some method of locating them you haven't mentioned or does the player just throw diamonds at the block and hope they get a cool planet to spawn? What about return trips? Does the GUI for this block contain some sort of glossary of planets you've already been to? Can you select where you want to go and when or is this a random teleport thing? You haven't been really clear about exactly where and how the player will initiate this trans-planetary feature but if you're just putting this thing on the main end island then you need to at least clarify if this is something a player can just run up to and activate without ever needing to fight the dragon which isn't something I'd ever support. Ultimately needing to go to one dimension in order to reach another dimension seems silly to me since the overworld is the only dimension with a sky, stars and other celestial features. Having the player go to the void or hell for inter-planetary travel doesn't make much sense to me when those dimensions very clearly don't have an area where 'space' could exist and lack the day/night cycle someone would experience on a planet.
I also don't fully understand how large these planets will be or what form they will take. When someone starts talking about planets in minecraft I can't help but think of the bSpace plugin that generates spherical planetoids throughout the endless void using configurable block settings to create randomness similar to what you're describing. I don't think this is what you meant, I think you're talking about overworld-like dimensions where the land will keep generating in front of you until you reach the border. If this is the case then how big are these dimensions? Are these all 60 million x 60 million
dimensions like the overworld or do they have variable depths, build heights, border settings and the like? This section also concerns me:
"Heat and moisture must be like the overworld for life to form, there must be a water ocean, and dirt must be the main soil. Life can vary with the colour of plants, and the colours of woods and barks. There will also be animals. Animals be in several forms (fish, bird, mammalian), which vary in parts, size, colour, and behaviour. They will drop meat named after their name, which is randomly generated. There are also sometimes sapient species, mainly bird form, which can be traded with."
It sounds like with these 5 sentences you are proposing the addition of a bunch of new items, new mobs, new AI for the mobs, new blocks and a system of assigning different entity models and AIs to mobs when spawned based on what dimension (biome?) they spawn in which isn't currently a thing. This statement implies WAY too drastic of an addition to just be a couple of sentences thrown out there. Saying plants, planks, barks and mobs will vary with the dimension is an easy thing to say but HOW will this be done? Certain blocks have the ability to shade with a biome (like oak leaves and the tops of grass) so they match the surrounding terrain but this is done through the use of grayscale images applying a biome's colormap to it. Because of how this works grass and leaves have the color of whatever biome they are placed into regardless of where they were harvested from. Extending this behavior to wood would break building as we know it and I wouldn't support base building blocks changing color based on placement location. If you mean 'each dimension has a specific shade of wood that is unique and maintained when harvested' (like current woods do) then I would say it's an unnecessarily expansive addition and want nothing to do with it. I'm not even going to bother going over the nightmare of creating numerous new mob variations and models, including new drops and AI, just so one planet can seem a little more different than the last. If none of these mobs add anything unique or interesting then they are all useless additions to the game. I see no rationale behind a bird-like mob to the game for people to trade with but that would require even more clarification.
At one point you mentioned the 'gravity' of these planets. I have repeatedly tried to steer people away from trying to add a logical system of gravity in a game where stone floats in mid-air while sand falls to the earth... like a stone. A few things in minecraft are subject to gravity but for the most part gravity isn't a major aspect of the game and if you want it to be then I imagine you'll have a very difficult time ironing out all the details of how gravity effects the game (even without considering variable gravitational fields). I'm not saying you can't incorporate gravity into a space-like suggestion but just saying you'll use gravity for planetary generation without telling us how this will effect the planets makes it seem like you haven't thoroughly thought the idea through. You're using gravity to determine how oceans and what terrain will spawn but haven't mentioned how this would effect gravity-sensitive blocks and entities. Does gravel fall up forever in a world with insufficient gravity? What happens on a planet of solid stone with no gravity when a player places a bucket of water? Will it flow up to the block limit and spread out or flow pass the block limit or terminate there or... what? What about the Player or item drops? If a planet lacks the gravity to support water wouldn't it be impossible for a player to exists there without floating off into 'space'? Variable gravity effects could be a pretty cool game addition and anyone who has ever combined slow falling with jump boost can probably imagine moon-walking across a world but this needs details, details and more details.
"On new planets, you spawn on a planetary beam, which you can use to return to the original planetary beam in the end. Planetary beams can be mined with a pickaxe."
I don't like this last bit at all. You still haven't been specific about where this planetary gate will be or how it will work but you did say: "In the end, there will be circular structures of endstone blocks, with a rim of purpur stairs. In the middle is a planetary beam." So I'm assuming the 'original planetary beam in the end' is somewhere on the main End Island (so players can return to the overworld) and these other 'planetary beams' are a way of returning to it. Since you've decided to make these blocks minable I can't help but ask 'What if?' What if the player harvests the original planetary beam? Would that remove all future access for other players? Where would a player on a planet return to if the original beam was moved? What if a player mines a planetary beam, puts it in their enderchest and then suicides to return to their overworld base? Can they now use that beam to access the End from wherever they choose to place it since it links to the original? What happens if they try to return to they planet they stole the beam from, do they get stranded or does a new beam generate. What if both portals are moved to the overworld, would that make a teleporter 2-way? Actually I'm starting to wonder if you'd be able to use beds in these dimensions or will dying always return you to the overworld like the game currently does? Making these things breakable creates a host of issues and possible exploits that you, again, haven't provided any details on. Depending on how you you implement the last sentence of this suggestion determines if it's a benign feature of the addition on an incredibly OP game object that requires a lot more detail and balancing.
Your suggestion would make for a fun mod but the scope of the addition you're suggesting is enormous and I don't see it ever being added to the game. Between new dimensions, biomes, mobs, AIs, items, blocks, portals, and physics your suggesting an addition that would at least double the size of the game in terms of game assets while simultaneously not adding much useful content. Your stated you wanted new plants, woods and animals for these places but we if the woods don't have a special use and the mobs don't have unique drops then you're just adding a bunch of stuff without giving the player any reason to want it. Even if every aspect of your suggestion was thoroughly detailed I doubt I could bring myself to support an addition that would change and add stuff to the game as radically as this does. Maybe if you stripped down a bunch of the unless/concerning stuff it would enter into my realm of possibility but it's just too much as it is. Eliminate the ability to mine planetary gates, move the original gate from the end and put it in the overworld with a locating system like strongholds or mansions and an activating criteria involving several late-game items, forget about gravity or apply it only in a logical way and limited to entities, figure out how the planetary beam GUI will function, and forget custom mobs/drops/items that don't add any new functionality to the game. If you did all that we'd be looking a a much leaner addition to the game that we could think all the way through and consider as an addition to the game but without whittling out features or detailing and refining them to eliminate redundancy I have No Support.
The planetary beams are around the outer end. The end is a scrapped version of the sky dimension.
The planets would be like the overworld.
Planetary travel
Chaostone
Whales and whalefalls