This ambitious update focuses on the Nether. Ideas may be taken from my other thread about the "Underground Exploration Update"
Feel free to leave your ideas.
Pictures coming soon
Feedbacks are being taken into consideration
Send this page to popular minecraft critics/content creators (like AntVenom or PheonixSC)
Note: I may have more ideas that I could add but could interfere with religious and cultural beliefs. I will not add them here. (i.e. Dante's idea of an inferno vs Catholic beliefs)
The world height can be changed but can remain the same. The nether already has 256 blocks of vertical space but only utilizes 128 of them. Raising the Nether's ceiling to 256 should do it.
-Requires more disk space and ram.
-Requires more processing during generation and loading.
-Could destroy already generated nether.
World Generation on Old Worlds
I can see only two viable ways the update can be on older worlds.
1. Remain on Old Generation
Nether generated before the update would stay on the old generation.
2. Ceiling Raise - Experimental
If Implemented properly, people can convert their nether into the new generation. This would work best on nether worlds where nothing is placed on top of the bedrock layer. The ceiling bedrock layer would be moved to layer 256. All the air gaps would be replace with just netherrack.
If the world height would be raised to 512/668 like in the overworld(Underground Exploration Update), The same thing mentioned above would happen. Assuming something was built on the ceiling, they would be moved upwards.
The Nether today is very very desolate, in a bad way. Nothing, I mean NOTHING ever happens there. It would be fun if it would have more things to see.
Kinda like sea level but for the nether. the sea level of the nether would be 112, and its common surface level at 128.
The nether would not be completely of lava. It could be possible that there would be large places of just land. Cave generation would be
This type of generation focuses on more horizontal caves instead of vertical ones, although they would still exist. This generation starts with a "seed" that can branch out in all horizontal directions.
This type of generation focuses on a tree like generation. "Seeds" are planted and caves sprout from it in a branch way. Seeds may grow in to any direction they choose to.
This would be more common than the others. This would be focusing on scattering small caves.
Caves can spawn using different blocks. General caves can opt out of "just cutting" and generate their own floors, walls, and ceilings. They can use, netherrack, and mixed natural blocks(dirt, coarse dirt, gravel)
Different from "Chambers". These are what control only specific variables where chambers spawn in. The Nether in general would in all generally be darker. Glow effect can be seen near light sources.
Nothing happens. Just normal fog.
This biome makes mobs more aggressive. This biome give neutral mobs a small chance to randomly start pursuing and attacking you. This biome makes everything darker.
There is greener fog here that appears thicker near a ground surface. Spikes generate normally here.
This biome has very thick fog. It will aim to push you inward of the biome. Mobs here will also have a random chance of suddenly pursuing you. Everything is also much darker.
This biome has a yellowish fog, although almost indiscernible from the ambient red one. Mobs here would appear like normal. Approaching one would enable them to steal what ever is in your hotbar. They could also approach from behind. They will runaway after taking. Mobs here would attack less. Mobs with items of yours would choose to run away instead of attacking when provoked.
This biome also has phantom ores. They are netherrack disguised as ores. Every ore vein would have 60% of it be phantom ores inside this biome. Apparent ore generation would also be higher.
This would have a slightly thicker fog. Standing 1 block from a heat source has a small chance of you to ignite.
Here, everything is slightly more orange or red. Standing 1.5 blocks away of any heat source would immediately cause you to ignite. There is a small that the player would ignite.
Everything here appears more orange or red, and glower. Fog is also thicker and much more orange. Standing 3 blocks away of any heat source would immediately cause you to ignite. Mirages also start appearing above heat sources and near ground. There is also a higher chance that the player will start burning. Lava falls generate more often here.
Some chambers would not spawn here. Lava is replaced with Enauter(glowing bluish water). Mobs are 0.5x larger than what they really are. All mobs here are passive what ever their condition before entering is. This is a very special place where life actually can strive. Plant growth is equivalent to a Savannah.
Locating this could be eased by following a compass. Compass direction may seem random but will no longer be. The pointer if averaged at every 100 changes would directly point to the nearest depths. This is to just show the general direction, NOT the exact location.
Chambers in the nether are quite redundant. LITERALLY NOTHING every changes. Here I'll list chambers that should be added in the nether.
Uncommon, These are round chambers that are 50-200 high. They are full of spike-shaped netherrack and is rich with quartz(both nether and overworld). The lower region of the chamber would be full of lava.
Common. This is the most common chambers of all. They are the "seas of lava" they make up a large percentage of the nether. They can take a large amount of sizes.
Very Rare. It is an amplified version of a ravine, longer and wider with more levels. It cuts through anything. They are filled with lava at the bottom.
Extremely Rare, spawns 25 blocks above bedrock. This is a large hole underground that is supported by columns. This may also house spikes, and spiders. This cavern may or may not be filled with water, let alone completely unless under the ocean. It is also filled with anti-dephlogisticated air.
Very Rare. It is a large cavern with fossils, webs, skeletons, lava, and nether spiders. It also spawns spikes shaped like stones. Most spiders will be on the ceiling when this is generated.
Very Rare, spawn 15-45 blocks above bedrock. It can be at any height starting above 60 blocks.. They feature terraces than may contain lava, and mushrooms.
Rare. It can be at any height. They feature a lot of lava falling from the ceiling.
Rare. Can be at any height.
These are chambers that are filled with fire. They would also be filled with falling lava.
Extremely Rare. Generates in Depths Biome only. Generates 3 blocks above bedrock and is cuts through its surrounding. Enauter replaces lava. Quartz crystals spawn here at great sizes. There are rivers and falls that have Enauter flowing through it. Large Mushrooms strive here. It also has more abundance of gravel, course dirt, dirt, and stone. It has many terraces and Waterfalls.
The nether features very few structures. By few i mean one. I think it needs more.
This takes form of the old Nether Fortresses. They will only have no spawners but still be filled with spawn air. They would also have more armor loot. They would also have more overworld blocks.
They are similar to strongholds but have more prison cells and look more abandoned/weathered. There could be chambers inside where spawners are located. Loots here are same with stronghold loots. They may house living or dead prisoners. All will have spiders inside.
REMAKE Nether Fortress
Extremely Rare. This is a large structure similar to a stronghold, Big Dungeon, and Jungle Temple smashed together(all from the Underground Exploration Update) They will host pigmen, and doomans. It will be guarded by pigmen. It is also protected by turrets that shoot off you. Everyone inside have custom AI. They all run on schedules providing food and protection. See category "Boss" for more information.
This explains the effects stated above and how they affect or be affected by the player. These are all stackable.
Purely Aesthetic. This Fog only affects the air blocks inside the specific chamber. They use the same mechanics as normal fog. They can be tinted at generation. They can be removed by exposing at least one block to sunlight, a chain reaction will occur. The fogged air blocks spread back to normal air blocks within the chamber that isn't exposed to sunlight. Does not spread to new blocks, only to pre-infected blocks.
Heat Damage Halo
The player takes damage where ever this modified air is located. A flame effect can be seen in the effects tab. It lasts while the player is in it. If the player stays inside for longer than 5 seconds, the player will start burning(with fire). Can be countered with Fire Resistance Potion. Does not spread to new blocks, only to pre-infected blocks.
Air block that does not contain oxygen. Mobs will only start to lose oxygen being 10 seconds inside this block. Will be removed once exposed to sunlight. It would take 2 minutes before you start taking damage. Can be countered by drinking a water breathing potion. Does not spread to new blocks, only to pre-infected blocks.
It acts as the 'only place where certain mobs can spawn'. Can be removed with exposure to sunlight or replacing the blocks. Much less invasive "spawner" but still quite easy to remove. Does not spread to new blocks, only to pre-infected blocks.
This contains all new mobs that can be found in general and specific underground structures.
They can now rotate and walk on surfaces. They also would have more sizes, from 0.5x of the original to 1.5x. They can also 'web down'. This would produce a string that would disappear once the spider has done what it was supposed to do OR when something hits it. If the player hits it, the spider would drop and the player would receive slowness.
They are the nether equivalent of villagers. They are half villager, half pigman. They function like villagers but do attack if provoked, although will not pursue to kill you.
They appear in fortresses. They are what stalk each room and say to guards of your presence. If you kill them before they escape, guards wont be able to track you down, unless they see you. They roam the facility checking for predators and run to the nearest force when there is.
Listed here are things that should be added to help enhance the vibe of the update and make things blend more nicely.
Extremely Rare. It is a block that acts exactly like lava but without the damage. It is the "Nether" version of water. It can only exist in the Depths Biome. It will evaporate elsewhere. It also glows a bluish light at light level 6.
Rare. Generalized name for both Stalagmites and Stalactites. Found in Ceilings. They stack when you place one on top of another. A column will be made if connected stalites reach floor to ceiling. Can be made into Soul Sand.
Found in Fortresses. They are made from a beacon, a conduit, and an end crystal. It attacks what ever mob head is placed inside it that is within 15,30, or 45 blocks. They are as hard to break as obsidian, and require a diamond pickaxe. They deal 1/2 heart upto 1 and 1/2 hearts of damage.
The nether has no boss. I think it should. The end has the Ender Dragon, the overworld sorta has the Wither. Why not give the Nether its own protector. By all the things that I have said here; why not make the nether the "final" place before calling yourself "done" with the game.
How to Find.
The Mansion spawns with a Fierce biome. It is far deep in the Nether. It is around 14-20 million blocks away from the border. The most efficient way of trying to find it would be to locate a Depths biome. Beds dont explode there and allow you to sleep for some reason. Herobrine would appear in your nightmares and give you the XYZ of the place. It can take about 10 sleeps before getting the exact location.
Facility: Herobrine's Mansion
This will not be based on the og maps created before. The Mansion would look like the White house, Nether Fortress, and Woodland Mansion squashed together. It is guarded by doomans and pigmen.
This would be the most OP mob in the game. He is a community-created mob, why not make him official. He has scared enough kids out there.
He has 8,000hp. He is immune to almost everything nether.
Ultimate Attack: Throw
Throw is where the player would be thrown to a nearby surface or wall. The player would get 5 hearts of physical damage. The player would also be slowed. This can only be used when you stop "running".
Basic Melee: Punch
This uses the same mechanic as how a player punches. Punches would deal half a heart of damage with an 8% chance of critical that makes it 1 heart.
Advance Melee: Run Attack
Herobrine would run to you and deal a punch. This deals to you 2 hearts of damage.
Basic Push: Pigmen Ward
Herobrine spawns 5 minions. Herobrine can regenerate health if not stopped after 10 seconds.
Advanced Push: Heat Wave
Herobrine blows you and deals to you 1.5 hearts of damage. Lasts 3.5 seconds. You move 80% slower to the direction where the wind is coming from.
Basic Movement: Run, Walk and Jump
Herobrine moves like the player. He walks as fast and runs as fast as the player. He can jump up to 2 blocks.
Advanced Movement: Float TP
Herobrine can teleport to mid-air and stay afloat for 5 seconds.
His primary weakness is everything the player can take damage from except undead mobs and heat. He also is slowed by Eunauter(Nether water). Axe of Doom. It is a sword forged with netherrack and iron. It can be obtained from killing Doomans that are on guard duty.
XP - He drops 40,000xp.
Ultimatum Totemio - A consumable totem that has a durability of 10000. Recipe is unlocked when the item is first collected in your inventory. It reduces all types of damage by 35% and makes you fire resistant. It also gives you 2 hearts of absorption.
Herobrine's Head - Pretty creepy but why not?. Wearing it gives you the ability to locate mobs behind walls within 20 blocks. It gives you night vision, and a jump boost.
Fire can now "rise" higher than 1 block when there is other fire blocks adjacent to it. Like putting two candle flames together raises the flame.
Items can be placed on ground, different from a dropped item. An item placed on can only be removed when a player interacts with it or flowing water pushes it away. You can change its orientation and special items can 'stand', e.g. bottles.
Naturally generated netherrack will no longer always have the same hardness/ breaking time. The deeper you go, the harder, longer, and more durability it takes as you mine. Starting from the ceiling down, stone increases hardness by 0.15x.
An interesting read and I'm sure a lot of people would agree that the nether (as it is now) is pretty bland and
thus deserves an overhaul just like they are planning to do with the other biomes. I like the idea of having
nether specific biomes to add a bit more variety to the overall landscape... sounds good. Giving those biomes
a specific layer of fog is indeed a nice touch (similar to the different colours used to mark ocean biomes)...
However I'm not so sure about the biome specific effects like constant debuffs from heat (similar to the "Tough
as Nails" mod) or having the biome itself trying to kill you (being pulled inside its center by it)? How is this feature
going to be implemented and also how are you supposed to flee RNG-eesus's wrath if your newly spawned portal
just happens to be in a murderous biome? Also I'm not sure how happy people would be with mobs taking your
stuff out of the hotbar (I can remember all those angry screams of friends on our server using the
"Infernal Mobs" mod, where the mobs could do just that... take the weapons out of your hand and when killed
...maybe with your bare hands... drop said weapon to the ground... in the nether... a place filled to the brim with
lava and flame... yeah people will complain for sure).
Your mobs sound quite creative and will probably need some details / stats for others to comment on, so I can't
say much about them for now since I lack the information to form a nuanced opinion... but so far I like the idea
of your nether spiders (even though I have arachnophobia... actually I kind of hate you for the creep factor this
would bring) climbing down from the ceiling on a thread... In fact this would be nice if the cave spiders in the
overworld would do something similar on occasion.
As for world generation... I'm not quite sure if extending the (nether) world border is as easy as it sounds since
this could also interfere with the distance warping properties of travelling between the nether and the overworld.
Better ask somebody who knows how the game's code works behind the scenes and if this poses a problem.
Also be careful with the game mechanics part of the suggestion post as some of the things mentioned are
close to "not being related" to the nether overhaul idea.
All in all a promising idea with a few rough edges. Let's have a look what other people have to say first and
iron out one or two ideas to see how they fit with your vision in the end.^^
Oh and also a good idea to keep it vague in terms of religion since that would better fit the overall generic
village temple theme MC has going. Good to play it safe and add a bit of flavour to the game without needlessly
offending people. Well done.
Thanks for the feedback. I'll be sure to polish those rough edges. I don't think that increasing the nether height would do anything bad. The Nether portal would just be more 1:1 with vertical location because both places would now have 256 block heights.
Giving the nether its own boss would be for its own good, but herobrine? I don't think so. Personally for me, He has done enough damage scaring people off. I do want to give credit on how more precise you listed how herobrine could function. I just think it would be weird.
or in another perspective
Why not give it try right? Herobrine is one of the most feared characters in the game. You did say alot on how it could function. He has gained enough press that I doubt he has support but he is popular. I just think by what you are saying that He is too powerful. Unless the damage can be lessened by armour and other stuff. I ain't seeing this as a mob you wanna mess with. You'd die trying, literally.
I applaud your effort though with all the nether stuff. Its been so long since we've been seeing good suggestions.
I was kinda thinking the same thing. It may be risky but if people wont stop making herobrine "scary". Why not remove him of that title and make him a relatively weak game boss. The community has tons of ideas already on how herobrine could function. I am just suggesting my thoughts.