When mine craft generates a new chunk it runs a quick check starting at the top of the world and working its way until it finds a block that isn't glass,water or snow. Every block checked before finding a solid block would be considered a surface block. Everything that's below would be considered subterranean. This check would be run once again whenever a block is placed or a surface block is destroyed (But only for the column of blocks that was effected). This gives minecraft a fairly accurate, efficient method for determining if a block is on the surface.
This isn't a suggestion for something specific, more of how to implement subterranean worlds.
Effects on caves
This would probably be the most visible effect. Dirt in caves might grow fungus, or giant mushrooms. Plants might be seen on walls. Caves would seem to come more alive rather then an endless twisting complex flat stone, gravel, dirt and the occasional ore.
Effect on plants
Surface plants including grass, wheat and trees wouldn't be able to grow underground or indoors with this method unless it was built and planned like a greenhouse. Players would need access to the surface and would have to expose themselves to the dangers that lurk there in order to grow surface crops. Underground crops can also be added in this method though they might serve different purposes (Like light).
Effects on mobs
Subterranean and surface mobs could be added by checking if a tile is a surface tile or not. I'm not going to get into this to much right now to avoid turning it into another mob suggestion thread.... maybe later. Mobs could be made not only biome specific allowing for players to tunnel down into a massive cavern system and discover a whole new ecosystem. While you might live in a desert you could still have to worry about giant toads working there way up from below....
Effects on fishing
Fishing could be further diversified by having subterranean water. Although this suggestion doesent have a way of instituting deep water fish it can diversify between surface and underwater fish. Instead of catching rainbow trout and the like on the surface players could catch Olms or other strange cave fish.
Effects on light sources
With players delving depths and discovering new light sources will need to be added to give the game a cave-e feel. New light sources could range from cave crystals mined from the walls to more organic things like fishbowls with glowing fish inside and luminescent fungi.
for the fishbowl
[] [] []
With representing the luminescent fish.
As kind of a poor image of what you might expect.
Effects on trade
With the layers of dangerous caves separating players from their valuable resources trade will be encourages. Players could build their entire home, city or empire underground but you would lose access to the surface. Surface players would in turn lose access to the caves. When resources of a certain type are scarce players will end up traveling further to get it or trading for it. This would be especially true if the height of the world was increased.
[] [] To be continued [] []
Still working on continuing this...
If you have any suggestions that are related to this, or any potential problems with this feel free to post and ill add a stub into the thread. If you feel like doing artwork for this ill credit it to you and give it its own spot in the main suggestion.
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Quote from dorsidwarf »
whut would you actually se them for? other than other implausibkle suggestions?
When mine craft generates a new chunk it runs a quick check starting at the top of the world and working its way until it finds a block that isn't glass,water or snow. Every block checked before finding a solid block would be considered a surface block. Everything that's below would be considered subterranean. This check would be run once again whenever a block is placed or a surface block is destroyed (But only for the column of blocks that was effected). This gives minecraft a fairly accurate, efficient method for determining if a block is on the surface.
This isn't a suggestion for something specific, more of how to implement subterranean worlds.
This would probably be the most visible effect. Dirt in caves might grow fungus, or giant mushrooms. Plants might be seen on walls. Caves would seem to come more alive rather then an endless twisting complex flat stone, gravel, dirt and the occasional ore.
Surface plants including grass, wheat and trees wouldn't be able to grow underground or indoors with this method unless it was built and planned like a greenhouse. Players would need access to the surface and would have to expose themselves to the dangers that lurk there in order to grow surface crops. Underground crops can also be added in this method though they might serve different purposes (Like light).
Subterranean and surface mobs could be added by checking if a tile is a surface tile or not. I'm not going to get into this to much right now to avoid turning it into another mob suggestion thread.... maybe later. Mobs could be made not only biome specific allowing for players to tunnel down into a massive cavern system and discover a whole new ecosystem. While you might live in a desert you could still have to worry about giant toads working there way up from below....
Fishing could be further diversified by having subterranean water. Although this suggestion doesent have a way of instituting deep water fish it can diversify between surface and underwater fish. Instead of catching rainbow trout and the like on the surface players could catch Olms or other strange cave fish.
With players delving depths and discovering new light sources will need to be added to give the game a cave-e feel. New light sources could range from cave crystals mined from the walls to more organic things like fishbowls with glowing fish inside and luminescent fungi.
for the fishbowl
[] [] []
With
As kind of a poor image of what you might expect.
With the layers of dangerous caves separating players from their valuable resources trade will be encourages. Players could build their entire home, city or empire underground but you would lose access to the surface. Surface players would in turn lose access to the caves. When resources of a certain type are scarce players will end up traveling further to get it or trading for it. This would be especially true if the height of the world was increased.
http://www.minecraftforum.net/viewtopic.php?f=1&t=197228
thanks for your time and support!
[] [] To be continued [] []
Still working on continuing this...
If you have any suggestions that are related to this, or any potential problems with this feel free to post and ill add a stub into the thread. If you feel like doing artwork for this ill credit it to you and give it its own spot in the main suggestion.
spell check died today...
spell check died today...
spell check died today...