So I’m that guy who loves to explore the world. Finding abandoned structures is tons of fun and so is looting them. But I have noticed that most are far to easy, or not rewarding enough. I’d propose a bit of an overhaul on the generated structures of Minecraft. We don’t need to make huge structural changes, just tweak and adjust the difficulty/loot ratio. If the loot seems a little op, that’s the point. The structures should be dangerous enough to counter the high loot. Here’s what I’ve got so far:
New traps:
-Spikes
-Naturally generated piston floors
-Camouflaged dispensers
-Crumbling slabs that break after you step on them
-Teleport traps that move you to another room
-Larger variety of naturally generated silverfish infested blocks
Dungeons: Spawners hidden in the walls, and two or three rooms with trapped floors or chests (random chance), and better loot.
Mine shafts: chests with cobwebs and potions near the cave spider nests, greater variety of spawners.
Strongholds: crumbling floors, lava dumping droppers tripped by trapped chests, hidden dispensers, rigged buttons, a cave spider spawner in libraries, villagers in the prisons, occasional silverfish spawner and much better loot.
Villages: Not much. Maybe scattered burglar alarm systems or something, but I like them since 1.14.
Pillager outpost: some better loot to make it worth going through an army.
Desert temples: camo/hidden dispensers above ground, same loot.
Desert well: infested sandstone, a chest underneath with food and basic supplies, maybe some navigational things like compass or map.
Igloos: maybe add a silverfish spawner but they’re pretty good where they’re at.
Witch hut: add brewing stand with a few potions like harming and poison. Add chest or barrel with brewing supplies.
Woodland mansion: add chests with more loot, guarded with hidden vindicator spawners, reduce emerald drop chance to 0 without looting, but 2 with looting 3. Add pitfall traps, dispensers, and infested blocks with silverfish spawners nearby.
Shipwreck: add some basic survival equipment like food, flint and steel, and maybe some iron gear.
Sunken ruins: good how they are honestly.
Buried treasure: make the maps zoomed further in and make the X smaller so the treasure is a little easier to locate.
Ocean Monuments: Add barrels with monument and ocean related loot, add a barrel hidden in the treasure room with emeralds, diamonds, and heart of the sea, as well as a few rare enchanted books. Fill the monument with a water vortex trap, or put in drowned spawners, etc to make it more challenging.
Nether Fortress: cause pigmen to be angry at player for taking treasure. Add pigmen spawners. Add enchanted gear.
End cities: Add downward facing spikes that you hit when you have levitation. Increase damage of shulker missiles.
End ship: add an “elder shulker” or some sort of mini boss to guard the elytra, as well as a teleport trap to tp the player outside the ship. Add slow fall potion into the brewing stand.
Anyways, thanks for reading! I know this was a long post. If you think anything is unbalanced and would like to make suggestions, feel free to comment down below. I am happy to make changes should I see a more balanced idea than mine.
Anyone have any ideas for an upgraded shulker mini boss to guard end ships? Elder shulker is a little cheesy, and I have no idea what attacks it would do, other than levitation and teleport bolts. I also don’t know what it would drop.
So I’m that guy who loves to explore the world. Finding abandoned structures is tons of fun and so is looting them. But I have noticed that most are far to easy, or not rewarding enough. I’d propose a bit of an overhaul on the generated structures of Minecraft. We don’t need to make huge structural changes, just tweak and adjust the difficulty/loot ratio. If the loot seems a little op, that’s the point. The structures should be dangerous enough to counter the high loot. Here’s what I’ve got so far:
New traps:
-Spikes
-Naturally generated piston floors
-Camouflaged dispensers
-Crumbling slabs that break after you step on them
-Teleport traps that move you to another room
-Larger variety of naturally generated silverfish infested blocks
Dungeons: Spawners hidden in the walls, and two or three rooms with trapped floors or chests (random chance), and better loot.
Mine shafts: chests with cobwebs and potions near the cave spider nests, greater variety of spawners.
Strongholds: crumbling floors, lava dumping droppers tripped by trapped chests, hidden dispensers, rigged buttons, a cave spider spawner in libraries, villagers in the prisons, occasional silverfish spawner and much better loot.
Villages: Not much. Maybe scattered burglar alarm systems or something, but I like them since 1.14.
Pillager outpost: some better loot to make it worth going through an army.
Desert temples: camo/hidden dispensers above ground, same loot.
Desert well: infested sandstone, a chest underneath with food and basic supplies, maybe some navigational things like compass or map.
Igloos: maybe add a silverfish spawner but they’re pretty good where they’re at.
Witch hut: add brewing stand with a few potions like harming and poison. Add chest or barrel with brewing supplies.
Woodland mansion: add chests with more loot, guarded with hidden vindicator spawners, reduce emerald drop chance to 0 without looting, but 2 with looting 3. Add pitfall traps, dispensers, and infested blocks with silverfish spawners nearby.
Shipwreck: add some basic survival equipment like food, flint and steel, and maybe some iron gear.
Sunken ruins: good how they are honestly.
Buried treasure: make the maps zoomed further in and make the X smaller so the treasure is a little easier to locate.
Ocean Monuments: Add barrels with monument and ocean related loot, add a barrel hidden in the treasure room with emeralds, diamonds, and heart of the sea, as well as a few rare enchanted books. Fill the monument with a water vortex trap, or put in drowned spawners, etc to make it more challenging.
Nether Fortress: cause pigmen to be angry at player for taking treasure. Add pigmen spawners. Add enchanted gear.
End cities: Add downward facing spikes that you hit when you have levitation. Increase damage of shulker missiles.
End ship: add an “elder shulker” or some sort of mini boss to guard the elytra, as well as a teleport trap to tp the player outside the ship. Add slow fall potion into the brewing stand.
Anyways, thanks for reading! I know this was a long post. If you think anything is unbalanced and would like to make suggestions, feel free to comment down below. I am happy to make changes should I see a more balanced idea than mine.
FULL SUPPORT
more loot to boot? nice!
bootleg fishcenterlive
Anyone have any ideas for an upgraded shulker mini boss to guard end ships? Elder shulker is a little cheesy, and I have no idea what attacks it would do, other than levitation and teleport bolts. I also don’t know what it would drop.