Haunted forests would be a cool biome. They're very rare, about as hard to find as Mesa biomes.
The only trees you can find here are oak and birch, and they don't have leaves. Instead of going straight up, the tree trunks here are similar to acacia trees, as they branch out. The time is always night, and light sources and night vision don't work as well, as it's very foggy above ground. Water is a dark red and glows, making it a decent light source.
The mob spawn rate is also increased by 30% and there's a 7.5% higher chance of them spawning with armor and a 5% chance of them spawning with 1 of 4 possible potion buffs (resistance, strength, swiftness, regeneration). Witch huts are also 15% more common. Villages are just as common as they are anywhere else, but only abandoned ones generate. The caves look normal, but dungeons are 20% more common and fossils are 150% more common.
A few structures could be added:
- Haunted houses look like much bigger versions of simple, wooded starter houses. Oak plank walls, oak log pillars at the corners, cobblestone floors and cobblestone stair roofs. The interior has 4 floors. Inside, you'll find rooms that you'd find in any normal house: a storage room, bedroom, furnace room. One floor will also be a scaled down version of libraries from strongholds. In these houses, you can also find clay pots with dead bushes. These structures are about as rare as temples in deserts. In each of the 3 storage chests, you'll find: 1-3 cooked steaks, 1-2 cooked pork chops, 0-1 cooked chicken, 0-1 bread, 2-6 rotten flesh, 2-5 bones, 1-4 string, 0-2 spider eyes, 0-4 dead bushes, 0-1 damaged iron sword (rare), 0-1 damaged iron axe (rare), 0-1 unused iron sword/axe (rare), 0-2 emeralds (rare), 0-1 golden apple (rare), 0-1 enchanted apple (very rare).
- Tombs: tombs have a very small chance of spawning in caves. They look like simple 6x9x4 rooms with stone brick walls. Near the back wall, you'll find a sign that says "R.I.P." There will also be 2 chests. In each chest, you can find: 2-7 iron nuggets, 1-6 gold nuggets, 0-4 iron ingots, 0-3 gold ingots, 0-3 diamonds (rare), 0-2 emeralds (rare), 0-1 iron/gold/diamond/emerald block (extremely rare).
- Shacks are about as common as villages. They look like 7x7x3 boxes of wooden planks, with a cobblestone slab roof. Inside, you'll see a bed, crafting table, furnace and pot with a dead bush. In the chest, you can find: 1-2 bread, 1-2 carrots, 0-1 iron axe, 0-1 iron pickaxe, 0-2 gold ingots, 0-3 iron ingots, 0-1 diamond (rare), 0-1 emerald (rare).
There can also be a few new mobs:
- Demons: they look like phantoms, but their color scheme consists of black, red and purple. They behave the same way as phantoms, except they spawn normally like zombies and stuff. They drop the same as phantoms.
- Ghosts: ghosts look like white, transparent versions of zombies that phase in and out of invisibility. When invisible, they can attack you, but you can't attack them. They don't usually drop anything, but have a 0.5% chance of dropping an invisibility potion. They only spawn in haunted houses.
- Mummies: they only spawn underground and behave like zombies. The look similar, except they're wrapped in cloth. They deal 3 - 6 hearts of damage and drop 0-2 rotten flesh and 0-2 paper when killed.
- Killer bats: these are also exclusive to caves. They have 6 hearts of health and deal 1.5 - 2.5 hearts of damage. When they hit you, there's a 5% chance of them poisoning you. They drop nothing when killed.
- Guard statues only spawn in tombs and stay still until the tomb is disturbed (a block is broken or a chest is opened). The statutes look like zombies holding tridents and their texture looks like stone. When the tomb is disturbed, they come to life. They deal 2.5 - 7 hearts of damage, have 12 hearts of health, and have 28% defense. When killed, they drop 0-3 stone, 0-2 rotten flesh and have a 9% chance of dropping a trident.
- Crawlers spawn in water, but have a player detection range of 20 blocks and can crawl on land. They look a bit like komodo dragons, but are purple and dark blue in color, with dark red eyes. They chase the player hard, running 10% faster than them. They have 14 hearts of health and deal 2 - 4.5 hearts of damage. When killed, they drop 1-3 rotten flesh.
- Crazed villagers: these only spawn in shacks. They look like normal, unemployed villagers, but have an angry expression on their faces. They don't attack unless you get within 20 blocks of their shacks. At that point, they'll run at you with iron axes. They have 10 hearts of damage and run quite slowly, but deal 9-13 hearts of damage, so be careful. They have a 5% chance of spawning with a diamond axe, in which case they'll deal 10-14 hearts of damage. When killed, they drop 0- 2 emeralds and have a 30% chance of dropping an axe.
- Crows: they spawn in murders of 2 - 4. They're neutral, but attack if hurt. When 1 is hurt, all crows in a 16 block area attack. They fly above and around you in circles, occasionally swooping at you to peck you. They only deal 0.5 - 2 hearts of damage and have 5 hearts of health, but are difficult to hit because of their attack method and can swarm you if you aren't careful.
- Black cats: these spawn in shacks and haunted houses. They are hostile, chasing you and dealing 1 - 2.5 hearts of damage when they hit. They have 8 hearts of health and drop nothing.
- Flying brains: they only spawn in haunted houses. They attack like crows, the differences being that they're hostile, have 11 hearts of health and only spawn 1 at a time. They also deal 2-4.5 hearts of damage. When killed, they have a 75% chance of dropping a brain, which replenish 3 hunger bars when eaten.<!--/data/user/0/com.samsung.android.app.notes/files/clipdata/clipdata_201024_080747_159.sdoc-->
(All mobs that drop "nothing" drop the same amount of exp orbs as zombies and stuff)
- Demons: they look like phantoms, but their color scheme consists of black, red and purple. They behave the same way as phantoms, except they spawn normally like zombies and stuff. They drop the same as phantoms.
Ehh, sounds like a generic reskin (which we already have in the game). 50/50.
- Ghosts: ghosts look like white, transparent versions of zombies that phase in and out of invisibility. When invisible, they can attack you, but you can't attack them. They don't usually drop anything, but have a 0.5% chance of dropping an invisibility potion. They only spawn in haunted houses. The exact millisecond I read "they can attack you, but you can't attack them", my brain just shouted "nope!" That's really annoying. This is just a mob that would be horribly obnoxious that has a 1/200 of dropping something. Not worth it to the max.
- Mummies: they only spawn underground and behave like zombies. The look similar, except they're wrapped in cloth. They deal 3 - 6 hearts of damage and drop 0-2 rotten flesh and 0-2 paper when killed. Doesn't sound very interesting.
- Killer bats: these are also exclusive to caves. They have 6 hearts of health and deal 1.5 - 2.5 hearts of damage. When they hit you, there's a 5% chance of them poisoning you. They drop nothing when killed. Just a slight retweak of the bats we already that drop nothing. Not much to get out of this. I personally think bats should stay atmosphere mobs.
- Guard statues only spawn in tombs and stay still until the tomb is disturbed (a block is broken or a chest is opened). The statutes look like zombies holding tridents and their texture looks like stone. When the tomb is disturbed, they come to life. They deal 2.5 - 7 hearts of damage, have 12 hearts of health, and have 28% defense. When killed, they drop 0-3 stone, 0-2 rotten flesh and have a 9% chance of dropping a trident. This one would go much farther if it had an original design, instead of just being a zombie look-alike. Why are these statues dropping rotten flesh?
- Crawlers spawn in water, but have a player detection range of 20 blocks and can crawl on land. They look a bit like komodo dragons, but are purple and dark blue in color, with dark red eyes. They chase the player hard, running 10% faster than them. They have 14 hearts of health and deal 2 - 4.5 hearts of damage. When killed, they drop 1-3 rotten flesh. This feels like a "there to be there" mob without offering much of anything interesting.
- Crazed villagers: these only spawn in shacks. They look like normal, unemployed villagers, but have an angry expression on their faces. They don't attack unless you get within 20 blocks of their shacks. At that point, they'll run at you with iron axes. They have 10 hearts of damage and run quite slowly, but deal 9-13 hearts of damage, so be careful. They have a 5% chance of spawning with a diamond axe, in which case they'll deal 10-14 hearts of damage. When killed, they drop 0- 2 emeralds and have a 30% chance of dropping an axe. Comes off as an illager with a new coat of paint. Though not a terrible idea.
- Crows: they spawn in murders of 2 - 4. They're neutral, but attack if hurt. When 1 is hurt, all crows in a 16 block area attack. They fly above and around you in circles, occasionally swooping at you to peck you. They only deal 0.5 - 2 hearts of damage and have 5 hearts of health, but are difficult to hit because of their attack method and can swarm you if you aren't careful. Sounds good.
- Black cats: these spawn in shacks and haunted houses. They are hostile, chasing you and dealing 1 - 2.5 hearts of damage when they hit. They have 8 hearts of health and drop nothing. Not seeing a reason why these exist?
- Flying brains: they only spawn in haunted houses. They attack like crows, the differences being that they're hostile, have 11 hearts of health and only spawn 1 at a time. They also deal 2-4.5 hearts of damage. When killed, they have a 75% chance of dropping a brain, which replenish 3 hunger bars when eaten.<!--/data/user/0/com.samsung.android.app.notes/files/clipdata/clipdata_201024_080747_159.sdoc--> Not a bad idea to me, but seems a bit out there, and I don't know if Mojang/Microsoft would want players eating brains (though we already have rotten flesh). At this point it seems like too much mobs for one biome.
(All mobs that drop "nothing" drop the same amount of exp orbs as zombies and stuff)
Haunted forests would be a cool biome. They're very rare, about as hard to find as Mesa biomes.
The only trees you can find here are oak and birch, and they don't have leaves. Instead of going straight up, the tree trunks here are similar to acacia trees, as they branch out. The time is always night, and light sources and night vision don't work as well, as it's very foggy above ground. Water is a dark red and glows, making it a decent light source.
The mob spawn rate is also increased by 30% and there's a 7.5% higher chance of them spawning with armor and a 5% chance of them spawning with 1 of 4 possible potion buffs (resistance, strength, swiftness, regeneration). Witch huts are also 15% more common. Villages are just as common as they are anywhere else, but only abandoned ones generate. The caves look normal, but dungeons are 20% more common and fossils are 150% more common.
A few structures could be added:
- Haunted houses look like much bigger versions of simple, wooded starter houses. Oak plank walls, oak log pillars at the corners, cobblestone floors and cobblestone stair roofs. The interior has 4 floors. Inside, you'll find rooms that you'd find in any normal house: a storage room, bedroom, furnace room. One floor will also be a scaled down version of libraries from strongholds. In these houses, you can also find clay pots with dead bushes. These structures are about as rare as temples in deserts. In each of the 3 storage chests, you'll find: 1-3 cooked steaks, 1-2 cooked pork chops, 0-1 cooked chicken, 0-1 bread, 2-6 rotten flesh, 2-5 bones, 1-4 string, 0-2 spider eyes, 0-4 dead bushes, 0-1 damaged iron sword (rare), 0-1 damaged iron axe (rare), 0-1 unused iron sword/axe (rare), 0-2 emeralds (rare), 0-1 golden apple (rare), 0-1 enchanted apple (very rare).
- Tombs: tombs have a very small chance of spawning in caves. They look like simple 6x9x4 rooms with stone brick walls. Near the back wall, you'll find a sign that says "R.I.P." There will also be 2 chests. In each chest, you can find: 2-7 iron nuggets, 1-6 gold nuggets, 0-4 iron ingots, 0-3 gold ingots, 0-3 diamonds (rare), 0-2 emeralds (rare), 0-1 iron/gold/diamond/emerald block (extremely rare).
- Shacks are about as common as villages. They look like 7x7x3 boxes of wooden planks, with a cobblestone slab roof. Inside, you'll see a bed, crafting table, furnace and pot with a dead bush. In the chest, you can find: 1-2 bread, 1-2 carrots, 0-1 iron axe, 0-1 iron pickaxe, 0-2 gold ingots, 0-3 iron ingots, 0-1 diamond (rare), 0-1 emerald (rare).
There can also be a few new mobs:
- Demons: they look like phantoms, but their color scheme consists of black, red and purple. They behave the same way as phantoms, except they spawn normally like zombies and stuff. They drop the same as phantoms.
- Ghosts: ghosts look like white, transparent versions of zombies that phase in and out of invisibility. When invisible, they can attack you, but you can't attack them. They don't usually drop anything, but have a 0.5% chance of dropping an invisibility potion. They only spawn in haunted houses.
- Mummies: they only spawn underground and behave like zombies. The look similar, except they're wrapped in cloth. They deal 3 - 6 hearts of damage and drop 0-2 rotten flesh and 0-2 paper when killed.
- Killer bats: these are also exclusive to caves. They have 6 hearts of health and deal 1.5 - 2.5 hearts of damage. When they hit you, there's a 5% chance of them poisoning you. They drop nothing when killed.
- Guard statues only spawn in tombs and stay still until the tomb is disturbed (a block is broken or a chest is opened). The statutes look like zombies holding tridents and their texture looks like stone. When the tomb is disturbed, they come to life. They deal 2.5 - 7 hearts of damage, have 12 hearts of health, and have 28% defense. When killed, they drop 0-3 stone, 0-2 rotten flesh and have a 9% chance of dropping a trident.
- Crawlers spawn in water, but have a player detection range of 20 blocks and can crawl on land. They look a bit like komodo dragons, but are purple and dark blue in color, with dark red eyes. They chase the player hard, running 10% faster than them. They have 14 hearts of health and deal 2 - 4.5 hearts of damage. When killed, they drop 1-3 rotten flesh.
- Crazed villagers: these only spawn in shacks. They look like normal, unemployed villagers, but have an angry expression on their faces. They don't attack unless you get within 20 blocks of their shacks. At that point, they'll run at you with iron axes. They have 10 hearts of damage and run quite slowly, but deal 9-13 hearts of damage, so be careful. They have a 5% chance of spawning with a diamond axe, in which case they'll deal 10-14 hearts of damage. When killed, they drop 0- 2 emeralds and have a 30% chance of dropping an axe.
- Crows: they spawn in murders of 2 - 4. They're neutral, but attack if hurt. When 1 is hurt, all crows in a 16 block area attack. They fly above and around you in circles, occasionally swooping at you to peck you. They only deal 0.5 - 2 hearts of damage and have 5 hearts of health, but are difficult to hit because of their attack method and can swarm you if you aren't careful.
- Black cats: these spawn in shacks and haunted houses. They are hostile, chasing you and dealing 1 - 2.5 hearts of damage when they hit. They have 8 hearts of health and drop nothing.
- Flying brains: they only spawn in haunted houses. They attack like crows, the differences being that they're hostile, have 11 hearts of health and only spawn 1 at a time. They also deal 2-4.5 hearts of damage. When killed, they have a 75% chance of dropping a brain, which replenish 3 hunger bars when eaten.<!--/data/user/0/com.samsung.android.app.notes/files/clipdata/clipdata_201024_080747_159.sdoc-->
(All mobs that drop "nothing" drop the same amount of exp orbs as zombies and stuff)
1. Way too many mobs and new structures
2. Trees are too non-vanilla, they don't have log block branches most of the time for a reason
3. Rather than demons, I'd prefer direct phantom spawning. Why clutter the game with new textures and code when all it needs is tweaking spawning?
4. What do you mean regular lighting doesn't work?
5. What do you mean perpetual night? Time of day and night is global for the whole world!
6. Zombies that become invisible AND get Resistance V half of the time? Sounds quite unbalanced.
7. Mummies? Sounds good, but for desert temples instead, as husks on steroids.
8. Black cats? But we already have them in game and they do no harm!
9. Flying brains? What is even this? I mean... it's so odd and it doesn't really stick to my mind how an unarmored processing unit can fly or damage a processing unit encased in sturdy bone armor...
10. Crawler doesn't sound really interesting with lack of reference to anything, interesting drops or good fighting mechanic. If they move on land faster than player sprints, they are broken, if they move between sprinting and walking speed they will be an unredeemed nuisance.
11. I don't understand why crows would attack a large human, they'd rather flee instead... pneumatic bones are vulnerable to shocks, to blunt damage
12. Guard statues sound decent, but trident is a fishing tool. I'd rather see a mob like that with a shield and sword or axe.
13. Killer bats sound decent in most aspects except being clutter-adder with no drop or interesting mechanic to a biome with a ton of modifications already
14. Crazed villagers being vindicator dupes? Better add vindicator outposts or zombie villagers instead, why to clutter the biome so much?
15. Tomb is interesting idea, although I'd rather see it global, not biome-specific
16. Haunted house and shack seem quite mundane and repetitive. If anything, I'd rather see ruined house structures or something with a mob that that unique drops and/or attack mechanics and/or chest loot, not intact structures with no lore backing.
Here's my alternate proposal - variants of some of the more common lush biomes (plains, forests, swamps, mountains) that are seemingly normal, but with changed properties:
1. Regular phantom spawning regardless of insomnia
2. Armored and shielded undead mobs being a mainstay
3. Biome being seemingly dead, in form of lack of passive mob natural spawning and Badland-colored foilage
4. Every single village generated in this biome alteration is zombie village
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Haunted forests would be a cool biome. They're very rare, about as hard to find as Mesa biomes.
The only trees you can find here are oak and birch, and they don't have leaves. Instead of going straight up, the tree trunks here are similar to acacia trees, as they branch out. The time is always night, and light sources and night vision don't work as well, as it's very foggy above ground. Water is a dark red and glows, making it a decent light source.
The mob spawn rate is also increased by 30% and there's a 7.5% higher chance of them spawning with armor and a 5% chance of them spawning with 1 of 4 possible potion buffs (resistance, strength, swiftness, regeneration). Witch huts are also 15% more common. Villages are just as common as they are anywhere else, but only abandoned ones generate. The caves look normal, but dungeons are 20% more common and fossils are 150% more common.
A few structures could be added:
- Haunted houses look like much bigger versions of simple, wooded starter houses. Oak plank walls, oak log pillars at the corners, cobblestone floors and cobblestone stair roofs. The interior has 4 floors. Inside, you'll find rooms that you'd find in any normal house: a storage room, bedroom, furnace room. One floor will also be a scaled down version of libraries from strongholds. In these houses, you can also find clay pots with dead bushes. These structures are about as rare as temples in deserts. In each of the 3 storage chests, you'll find: 1-3 cooked steaks, 1-2 cooked pork chops, 0-1 cooked chicken, 0-1 bread, 2-6 rotten flesh, 2-5 bones, 1-4 string, 0-2 spider eyes, 0-4 dead bushes, 0-1 damaged iron sword (rare), 0-1 damaged iron axe (rare), 0-1 unused iron sword/axe (rare), 0-2 emeralds (rare), 0-1 golden apple (rare), 0-1 enchanted apple (very rare).
- Tombs: tombs have a very small chance of spawning in caves. They look like simple 6x9x4 rooms with stone brick walls. Near the back wall, you'll find a sign that says "R.I.P." There will also be 2 chests. In each chest, you can find: 2-7 iron nuggets, 1-6 gold nuggets, 0-4 iron ingots, 0-3 gold ingots, 0-3 diamonds (rare), 0-2 emeralds (rare), 0-1 iron/gold/diamond/emerald block (extremely rare).
- Shacks are about as common as villages. They look like 7x7x3 boxes of wooden planks, with a cobblestone slab roof. Inside, you'll see a bed, crafting table, furnace and pot with a dead bush. In the chest, you can find: 1-2 bread, 1-2 carrots, 0-1 iron axe, 0-1 iron pickaxe, 0-2 gold ingots, 0-3 iron ingots, 0-1 diamond (rare), 0-1 emerald (rare).
There can also be a few new mobs:
- Demons: they look like phantoms, but their color scheme consists of black, red and purple. They behave the same way as phantoms, except they spawn normally like zombies and stuff. They drop the same as phantoms.
- Ghosts: ghosts look like white, transparent versions of zombies that phase in and out of invisibility. When invisible, they can attack you, but you can't attack them. They don't usually drop anything, but have a 0.5% chance of dropping an invisibility potion. They only spawn in haunted houses.
- Mummies: they only spawn underground and behave like zombies. The look similar, except they're wrapped in cloth. They deal 3 - 6 hearts of damage and drop 0-2 rotten flesh and 0-2 paper when killed.
- Killer bats: these are also exclusive to caves. They have 6 hearts of health and deal 1.5 - 2.5 hearts of damage. When they hit you, there's a 5% chance of them poisoning you. They drop nothing when killed.
- Guard statues only spawn in tombs and stay still until the tomb is disturbed (a block is broken or a chest is opened). The statutes look like zombies holding tridents and their texture looks like stone. When the tomb is disturbed, they come to life. They deal 2.5 - 7 hearts of damage, have 12 hearts of health, and have 28% defense. When killed, they drop 0-3 stone, 0-2 rotten flesh and have a 9% chance of dropping a trident.
- Crawlers spawn in water, but have a player detection range of 20 blocks and can crawl on land. They look a bit like komodo dragons, but are purple and dark blue in color, with dark red eyes. They chase the player hard, running 10% faster than them. They have 14 hearts of health and deal 2 - 4.5 hearts of damage. When killed, they drop 1-3 rotten flesh.
- Crazed villagers: these only spawn in shacks. They look like normal, unemployed villagers, but have an angry expression on their faces. They don't attack unless you get within 20 blocks of their shacks. At that point, they'll run at you with iron axes. They have 10 hearts of damage and run quite slowly, but deal 9-13 hearts of damage, so be careful. They have a 5% chance of spawning with a diamond axe, in which case they'll deal 10-14 hearts of damage. When killed, they drop 0- 2 emeralds and have a 30% chance of dropping an axe.
- Crows: they spawn in murders of 2 - 4. They're neutral, but attack if hurt. When 1 is hurt, all crows in a 16 block area attack. They fly above and around you in circles, occasionally swooping at you to peck you. They only deal 0.5 - 2 hearts of damage and have 5 hearts of health, but are difficult to hit because of their attack method and can swarm you if you aren't careful.
- Black cats: these spawn in shacks and haunted houses. They are hostile, chasing you and dealing 1 - 2.5 hearts of damage when they hit. They have 8 hearts of health and drop nothing.
- Flying brains: they only spawn in haunted houses. They attack like crows, the differences being that they're hostile, have 11 hearts of health and only spawn 1 at a time. They also deal 2-4.5 hearts of damage. When killed, they have a 75% chance of dropping a brain, which replenish 3 hunger bars when eaten.<!--/data/user/0/com.samsung.android.app.notes/files/clipdata/clipdata_201024_080747_159.sdoc-->
(All mobs that drop "nothing" drop the same amount of exp orbs as zombies and stuff)
The biome sounds alright by itself, but most of the mobs are really not working for me...
Mild support.
1. Way too many mobs and new structures
2. Trees are too non-vanilla, they don't have log block branches most of the time for a reason
3. Rather than demons, I'd prefer direct phantom spawning. Why clutter the game with new textures and code when all it needs is tweaking spawning?
4. What do you mean regular lighting doesn't work?
5. What do you mean perpetual night? Time of day and night is global for the whole world!
6. Zombies that become invisible AND get Resistance V half of the time? Sounds quite unbalanced.
7. Mummies? Sounds good, but for desert temples instead, as husks on steroids.
8. Black cats? But we already have them in game and they do no harm!
9. Flying brains? What is even this? I mean... it's so odd and it doesn't really stick to my mind how an unarmored processing unit can fly or damage a processing unit encased in sturdy bone armor...
10. Crawler doesn't sound really interesting with lack of reference to anything, interesting drops or good fighting mechanic. If they move on land faster than player sprints, they are broken, if they move between sprinting and walking speed they will be an unredeemed nuisance.
11. I don't understand why crows would attack a large human, they'd rather flee instead... pneumatic bones are vulnerable to shocks, to blunt damage
12. Guard statues sound decent, but trident is a fishing tool. I'd rather see a mob like that with a shield and sword or axe.
13. Killer bats sound decent in most aspects except being clutter-adder with no drop or interesting mechanic to a biome with a ton of modifications already
14. Crazed villagers being vindicator dupes? Better add vindicator outposts or zombie villagers instead, why to clutter the biome so much?
15. Tomb is interesting idea, although I'd rather see it global, not biome-specific
16. Haunted house and shack seem quite mundane and repetitive. If anything, I'd rather see ruined house structures or something with a mob that that unique drops and/or attack mechanics and/or chest loot, not intact structures with no lore backing.
Here's my alternate proposal - variants of some of the more common lush biomes (plains, forests, swamps, mountains) that are seemingly normal, but with changed properties:
1. Regular phantom spawning regardless of insomnia
2. Armored and shielded undead mobs being a mainstay
3. Biome being seemingly dead, in form of lack of passive mob natural spawning and Badland-colored foilage
4. Every single village generated in this biome alteration is zombie village
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out