A dark mist surrounds the entirety of this biome, obscuring the players vision similarly to blindness, except that you can see further than if you had blindness. This biome is always dark, as the mist blocks out the sun, allowing mobs to spawn during the day in this biome, as well as not burn. At night, the biome is near pitch black, almost as if you were in a cave with no light, and has doubled monster spawn rate. Within this biome, you can also find rundown, abandoned looking structures on occasion, which can contain monsters, these structures can contain chests with great loot inside them, as well as weapons. Caves underneath this biome also have increased monster spawn rate, but also have increased ore spawn rate, as well as new underground structures similar to dungeons and mineshafts, unique to this biome, which also contain loot.
The trees have purple-ish logs with a rotten and torn appearance, with dead looking leaves, and branches sticking off of them. The wood is simply called Spooky Wood. This wood functions like any other type of wood you would find in the game. Spooky trees do not drop apples or saplings, however, the player can obtain spooky saplings via commands, or creative mode.
Like mycelium of mushroom biomes, the grass of this biome is it's own block, and has a dark purple dead looking appearance. Spooky grass will spread onto regular dirt at a much quicker pace than grass, and can also spread over normal grass, but not as fast as dirt. Spooky trees can also spread spooky grass to nearby dirt or grass blocks. Using bone meal on normal grass, whether that be grass you placed in the biome, or normal grass at the edge of the biome, will spread the normal grass over the spooky grass a few blocks and will also remove the dark mist in the area the grass grew, this can be done repeatedly to "cleanse" the biome. However, the mist will return if it spreads back onto the spot you use the bone meal on. Using bone meal on the spooky grass itself will do the opposite, spreading the spooky grass. The dark mist is essentially tied to the spooky grass, thus, you can remove the dark mist from an area by removing the spooky grass. Spooky grass purified back into normal grass takes on the color of a normal forest biomes grass.
Villagers and animals are scared of this biome. Villagers and animals will retreat from spooky grass, similarly to creepers running away from cats. Tamed animals will not follow you into the biome, and will instead wait outside of it for you to return. Attempting to enter it on a pig, horse, donkey, or mule will result in them throwing you off, and moving away from the spooky grass. Forcing a villager or any sort of animal into the biome will result in them uncontrollably running around in circles and random directions out of fear. Iron Golems are not scared of this biome.
I honestly believe it would be very interesting to see a spooky-themed biome in game like this, even if isn't exactly like this, this is just my idea on how such a biome could be. Let me know what you think in the comments, or make any suggestions to change it.
A dark mist surrounds the entirety of this biome, obscuring the players vision similarly to blindness, except that you can see further than if you had blindness. This biome is always dark, as the mist blocks out the sun, allowing mobs to spawn during the day in this biome, as well as not burn. At night, the biome is near pitch black, almost as if you were in a cave with no light, and has doubled monster spawn rate.
Doubling the spawn rate in a pitch black envronment is not a good idea. Unique spooky sounds would add more to it.
Like mycelium of mushroom biomes, the grass of this biome is it's own block, and has a dark purple dead looking appearance. Spooky grass will spread onto regular dirt at a much quicker pace than grass, and can also spread over normal grass, but not as fast as dirt. Using bone meal on spooky grass will revert it and a few blocks around it back into normal grass, and will also remove the darkmist in the area you used the bone meal on. However, the mist will return if it spread back onto the spot you use the bone meal on. The dark mist is essentially tied to the spooky grass, thus, you can remove the dark mist from an area by removing the spooky grass.
The mist beeing tied to a block seems difficult to me.
From what i understand it's like a negative lightsource but only works above the block.
Do you want the mist to be a dark wall, all the way up to building limit or is the mist only visible to the player standing on the block?
Rollback Post to RevisionRollBack
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
A haunted forest/spooky forest seems to have been suggested before in various forms- and I think it's a good idea. However, this sounds a lot more like something you'd find in the Nether, or the End. One of the aesthetic things with the Overworld is that it is green, and earth-like, and generally safe and non-creepy. In the same way that the Netherworld is alien and hostile, and the Enderworld is just straight out strange and transcendent.
I also like the idea of a grass block that creates mist of some sort- this could be an interesting mechanic for building traps or just generally creepy structures. Of course, this could be somewhat difficult to get working properly. Particle effects probably wouldn't work with that many blocks, and if it was just a status effect the forest would only look misty once you were inside it.
Doubling the spawn rate in a pitch black envronment is not a good idea. Unique spooky sounds would add more to it.
The mist beeing tied to a block seems difficult to me.
From what i understand it's like a negative lightsource but only works above the block.
Do you want the mist to be a dark wall, all the way up to building limit or is the mist only visible to the player standing on the block?
The mist is a dark wall, and is visible even if you aren't inside it. It's basically what you said, a negative light source. It goes up at least 20 blocks, and goes through leaves, but is blocked by any other kind of block.
Your vision in the mist is limited, and you can only see up to maybe 10-20 blocks into the mist, past that point is darkness.
A haunted forest/spooky forest seems to have been suggested before in various forms- and I think it's a good idea. However, this sounds a lot more like something you'd find in the Nether, or the End. One of the aesthetic things with the Overworld is that it is green, and earth-like, and generally safe and non-creepy. In the same way that the Netherworld is alien and hostile, and the Enderworld is just straight out strange and transcendent.
I also like the idea of a grass block that creates mist of some sort- this could be an interesting mechanic for building traps or just generally creepy structures. Of course, this could be somewhat difficult to get working properly. Particle effects probably wouldn't work with that many blocks, and if it was just a status effect the forest would only look misty once you were inside it.
The mist is not a status effect, and is visible from outside the biome. From outside of it, it simply appears as a large black cloud of fog, with only the edges of the biome being visible.
The mist is not a status effect, and is visible from outside the biome. From outside of it, it simply appears as a large black cloud of fog, with only the edges of the biome being visible.
So the mist is bound to the spooky grassblock but only works within the biome?
Rollback Post to RevisionRollBack
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
I like the mist idea. Wouldn't tie it down to a grass block though. Perhaps you could pick it up in bottles? (Similar to dragons breath.)
The initial idea was to tie it to the spooky grass block so there could be a way to remove the mist from an area, and so the mist would spread with the spooky grass if it were to override another biome. Though, that idea of collecting it in bottles to remove it isn't such a bad idea...
But tell me this, if you could collect it in bottles, rather than "purify" the grass to remove the mist, how would the mist spread when the grass spreads?
What if you could purify the grass (turn it from spooky grass to a regular glass block) by putting the mist in bottles and then when you put the mist on a grass block it turns it into the spooky grass block. Then the spooky grass could act as mycelium does - spreading to other grass blocks in the area. This makes it farmable which in turn makes it a viable resource for say, I don't know building and stuff. It would be even cooler if it had another effect rather than just being mist alone but as it is I like the idea.
What if you could purify the grass (turn it from spooky grass to a regular glass block) by putting the mist in bottles and then when you put the mist on a grass block it turns it into the spooky grass block. Then the spooky grass could act as mycelium does - spreading to other grass blocks in the area. This makes it farmable which in turn makes it a viable resource for say, I don't know building and stuff. It would be even cooler if it had another effect rather than just being mist alone but as it is I like the idea.
Except then it could vandalize other biomes.
No biome is naturally covered by dirt, only by grass, and both mycelium and grass infest only unclaimed dirt, not already taken over ones.
Their nether counterparts spread only through use of biome meal.
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
Except then it could vandalize other biomes.
No biome is naturally covered by dirt, only by grass, and both mycelium and grass infest only unclaimed dirt, not already taken over ones.
Their nether counterparts spread only through use of biome meal.
True.
However, I envisioned it to not have the ability to spread when it was naturally generated. It would only do this if you (the player) placed the mist onto a grass block and converted it to a "spooky grass block".
Again,
Implementing the idea in this way would make it so that the mist does not encroach on or destroy other biomes grass/ territory when naturally generated - only when you as the player placed the mist down.
The advantages to my idea would be simple:
1.You can take the mist away from the block. This would give us the choice to keep particles on the block or not. (Depending on if the block is a new grass variant this would also give us a new grass block - minus the particles.)
2. It gives another use to glass bottles that kinda makes sense. If you wanted to a step further you could even call the mist "soul mist" or whatever and it could be used for potions but that's another topic for another day.
I do really like the idea of bonemealing it but in this case it doesn't make sense unless we go back to the original version of the idea which links the mist to a block.
But to be honest I'd like to hear your thoughts on this. I've seen your comments on some other posts and it seems like your pretty hard against change. Not to be rude, but what would make this idea work for you? Apologies if this comes off rude or hostile, mean, etc. I'm just genuinely curious as to what qualifies as a good idea in other people's eyes.
However, I envisioned it to not have the ability to spread when it was naturally generated. It would only do this if you (the player) placed the mist onto a grass block and converted it to a "spooky grass block".
Again,
Implementing the idea in this way would make it so that the mist does not encroach on or destroy other biomes grass/ territory when naturally generated - only when you as the player placed the mist down.
The advantages to my idea would be simple:
1.You can take the mist away from the block. This would give us the choice to keep particles on the block or not. (Depending on if the block is a new grass variant this would also give us a new grass block - minus the particles.)
2. It gives another use to glass bottles that kinda makes sense. If you wanted to a step further you could even call the mist "soul mist" or whatever and it could be used for potions but that's another topic for another day.
I do really like the idea of bonemealing it but in this case it doesn't make sense unless we go back to the original version of the idea which links the mist to a block.
But to be honest I'd like to hear your thoughts on this. I've seen your comments on some other posts and it seems like your pretty hard against change. Not to be rude, but what would make this idea work for you? Apologies if this comes off rude or hostile, mean, etc. I'm just genuinely curious as to what qualifies as a good idea in other people's eyes.
Well, my thought was that the spooky grass would spread to normal grass and dirt regardless of if it was natural or player placed. The idea is that spooky grass is "infected" and spreads the infection to regular grass, infecting that biome, and that the mist is emitted from the infected grass.
Now that I think about it, the spooky grass emitting the mist rather than the mist causing spooky grass to appear, makes more sense.
Well, my thought was that the spooky grass would spread to normal grass and dirt regardless of if it was natural or player placed. The idea is that spooky grass is "infected" and spreads the infection to regular grass, infecting that biome, and that the mist is emitted from the infected grass.
Now that I think about it, the spooky grass emitting the mist rather than the mist causing spooky grass to appear, makes more sense.
I think Mojang will not create biomes that spread themselves to adjacent ones without player intervention.
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
False!
It spreads only on dirt that has nothing grown on it.
Make a creative world full of grass, type in /gamerule randomTickSpeed 1000, place some mycelium, and then place unclaimed dirt near either.
They will claim fresh dirt in split second, but won't take over each other.
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
The Meaning of Life, the Universe, and Everything.
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The fog idea reminds me of the wastes in the nether, and seems pretty easy to implement into the game. As there is already blindness that reduces vision, there could be a similar effect applied when you enter the biome. Although the increased mob spawns might cause problems, and I don't think it should be part of it, but perhaps more skeleton, zombie, and spider spawns with less creeper and enderman spawns. Purifying the biome like the corruption in Terraria would be a interesting concept to add, but bonemeal seems like it would accelerate the spread of the spook.
The fog idea reminds me of the wastes in the nether, and seems pretty easy to implement into the game. As there is already blindness that reduces vision, there could be a similar effect applied when you enter the biome. Although the increased mob spawns might cause problems, and I don't think it should be part of it, but perhaps more skeleton, zombie, and spider spawns with less creeper and enderman spawns. Purifying the biome like the corruption in Terraria would be a interesting concept to add, but bonemeal seems like it would accelerate the spread of the spook.
I think we should go in the other way - the "corruption" should be unhealable and place related.
I think more of Dwarf-Fortress related Evil Biomes, where literally anything that died would be reanimated as hostile to life undead, including skins of butchered animals on refuse piles that would attempt to attack the Dwarf citizens, and with occasional Evil Fog that turned living creatures into thralls, hostile versions of their living forms with doped stats and the substance causing the affliction being contagious, possibly making more thralls, for example when either the thrall or defender tries to wrestle the opponent.
AFAIK there were necromancer towers that reversibly gave surroundings Evil Biome properties, but they were only a fraction of this type of environment.
My idea is that in the Minecraft version of the biome, no passive mobs would spawn, Phantoms would be present every night, undead would be almost always uparmed and uparmoured, and perhaps even have unique mob with a shield to protect from ranged attacks, more lootable structures would be generated, and perhaps said vision limitation akin to void fog, just less severe.
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
I think we should go in the other way - the "corruption" should be unhealable and place related.
I think more of Dwarf-Fortress related Evil Biomes, where literally anything that died would be reanimated as hostile to life undead, including skins of butchered animals on refuse piles that would attempt to attack the Dwarf citizens, and with occasional Evil Fog that turned living creatures into thralls, hostile versions of their living forms with doped stats and the substance causing the affliction being contagious, possibly making more thralls, for example when either the thrall or defender tries to wrestle the opponent.
AFAIK there were necromancer towers that reversibly gave surroundings Evil Biome properties, but they were only a fraction of this type of environment.
My idea is that in the Minecraft version of the biome, no passive mobs would spawn, Phantoms would be present every night, undead would be almost always uparmed and uparmoured, and perhaps even have unique mob with a shield to protect from ranged attacks, more lootable structures would be generated, and perhaps said vision limitation akin to void fog, just less severe.
What is even that book? I have never heard of it...
Meanwhile, Dwarf Fortress is a video game.
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
I think we should go in the other way - the "corruption" should be unhealable and place related.
I think more of Dwarf-Fortress related Evil Biomes, where literally anything that died would be reanimated as hostile to life undead, including skins of butchered animals on refuse piles that would attempt to attack the Dwarf citizens, and with occasional Evil Fog that turned living creatures into thralls
There was a evil fog demon in "the dwarves" wich turned living things (including plants) into his undead army.
I think it's possible that eather the author from the book or the developer of dwarf fortress inspired the other.
However i couldn't find any proof on the dwarf fortress wiki.
Anyway, a fog demon would fit perfect into this biome, no matter what it can do.
A dark mist surrounds the entirety of this biome, obscuring the players vision similarly to blindness, except that you can see further than if you had blindness. This biome is always dark, as the mist blocks out the sun, allowing mobs to spawn during the day in this biome, as well as not burn. At night, the biome is near pitch black, almost as if you were in a cave with no light, and has doubled monster spawn rate. Within this biome, you can also find rundown, abandoned looking structures on occasion, which can contain monsters, these structures can contain chests with great loot inside them, as well as weapons. Caves underneath this biome also have increased monster spawn rate, but also have increased ore spawn rate, as well as new underground structures similar to dungeons and mineshafts, unique to this biome, which also contain loot.
The trees have purple-ish logs with a rotten and torn appearance, with dead looking leaves, and branches sticking off of them. The wood is simply called Spooky Wood. This wood functions like any other type of wood you would find in the game. Spooky trees do not drop apples or saplings, however, the player can obtain spooky saplings via commands, or creative mode.
Like mycelium of mushroom biomes, the grass of this biome is it's own block, and has a dark purple dead looking appearance. Spooky grass will spread onto regular dirt at a much quicker pace than grass, and can also spread over normal grass, but not as fast as dirt. Spooky trees can also spread spooky grass to nearby dirt or grass blocks. Using bone meal on normal grass, whether that be grass you placed in the biome, or normal grass at the edge of the biome, will spread the normal grass over the spooky grass a few blocks and will also remove the dark mist in the area the grass grew, this can be done repeatedly to "cleanse" the biome. However, the mist will return if it spreads back onto the spot you use the bone meal on. Using bone meal on the spooky grass itself will do the opposite, spreading the spooky grass. The dark mist is essentially tied to the spooky grass, thus, you can remove the dark mist from an area by removing the spooky grass. Spooky grass purified back into normal grass takes on the color of a normal forest biomes grass.
Villagers and animals are scared of this biome. Villagers and animals will retreat from spooky grass, similarly to creepers running away from cats. Tamed animals will not follow you into the biome, and will instead wait outside of it for you to return. Attempting to enter it on a pig, horse, donkey, or mule will result in them throwing you off, and moving away from the spooky grass. Forcing a villager or any sort of animal into the biome will result in them uncontrollably running around in circles and random directions out of fear. Iron Golems are not scared of this biome.
I honestly believe it would be very interesting to see a spooky-themed biome in game like this, even if isn't exactly like this, this is just my idea on how such a biome could be. Let me know what you think in the comments, or make any suggestions to change it.
Doubling the spawn rate in a pitch black envronment is not a good idea. Unique spooky sounds would add more to it.
The mist beeing tied to a block seems difficult to me.
From what i understand it's like a negative lightsource but only works above the block.
Do you want the mist to be a dark wall, all the way up to building limit or is the mist only visible to the player standing on the block?
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
A haunted forest/spooky forest seems to have been suggested before in various forms- and I think it's a good idea. However, this sounds a lot more like something you'd find in the Nether, or the End. One of the aesthetic things with the Overworld is that it is green, and earth-like, and generally safe and non-creepy. In the same way that the Netherworld is alien and hostile, and the Enderworld is just straight out strange and transcendent.
I also like the idea of a grass block that creates mist of some sort- this could be an interesting mechanic for building traps or just generally creepy structures. Of course, this could be somewhat difficult to get working properly. Particle effects probably wouldn't work with that many blocks, and if it was just a status effect the forest would only look misty once you were inside it.
Cooking with Mindthemoods ~ Biomes ~ Archeology
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~ My Portfolio ~ Skindex ~ Test ~ Discs ~
The mist is a dark wall, and is visible even if you aren't inside it. It's basically what you said, a negative light source. It goes up at least 20 blocks, and goes through leaves, but is blocked by any other kind of block.
Your vision in the mist is limited, and you can only see up to maybe 10-20 blocks into the mist, past that point is darkness.
The mist is not a status effect, and is visible from outside the biome. From outside of it, it simply appears as a large black cloud of fog, with only the edges of the biome being visible.
So the mist is bound to the spooky grassblock but only works within the biome?
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
No, the mist is tied to the spooky grass, and emits a mist even when placed outside the biome (though this is only possible with silk touch.)
I like the mist idea. Wouldn't tie it down to a grass block though. Perhaps you could pick it up in bottles? (Similar to dragons breath.)
The initial idea was to tie it to the spooky grass block so there could be a way to remove the mist from an area, and so the mist would spread with the spooky grass if it were to override another biome. Though, that idea of collecting it in bottles to remove it isn't such a bad idea...
But tell me this, if you could collect it in bottles, rather than "purify" the grass to remove the mist, how would the mist spread when the grass spreads?
What if you could purify the grass (turn it from spooky grass to a regular glass block) by putting the mist in bottles and then when you put the mist on a grass block it turns it into the spooky grass block. Then the spooky grass could act as mycelium does - spreading to other grass blocks in the area. This makes it farmable which in turn makes it a viable resource for say, I don't know building and stuff. It would be even cooler if it had another effect rather than just being mist alone but as it is I like the idea.
Except then it could vandalize other biomes.
No biome is naturally covered by dirt, only by grass, and both mycelium and grass infest only unclaimed dirt, not already taken over ones.
Their nether counterparts spread only through use of biome meal.
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
True.
However, I envisioned it to not have the ability to spread when it was naturally generated. It would only do this if you (the player) placed the mist onto a grass block and converted it to a "spooky grass block".
Again,
Implementing the idea in this way would make it so that the mist does not encroach on or destroy other biomes grass/ territory when naturally generated - only when you as the player placed the mist down.
The advantages to my idea would be simple:
1.You can take the mist away from the block. This would give us the choice to keep particles on the block or not. (Depending on if the block is a new grass variant this would also give us a new grass block - minus the particles.)
2. It gives another use to glass bottles that kinda makes sense. If you wanted to a step further you could even call the mist "soul mist" or whatever and it could be used for potions but that's another topic for another day.
I do really like the idea of bonemealing it but in this case it doesn't make sense unless we go back to the original version of the idea which links the mist to a block.
But to be honest I'd like to hear your thoughts on this. I've seen your comments on some other posts and it seems like your pretty hard against change. Not to be rude, but what would make this idea work for you? Apologies if this comes off rude or hostile, mean, etc. I'm just genuinely curious as to what qualifies as a good idea in other people's eyes.
Well, my thought was that the spooky grass would spread to normal grass and dirt regardless of if it was natural or player placed. The idea is that spooky grass is "infected" and spreads the infection to regular grass, infecting that biome, and that the mist is emitted from the infected grass.
Now that I think about it, the spooky grass emitting the mist rather than the mist causing spooky grass to appear, makes more sense.
I think Mojang will not create biomes that spread themselves to adjacent ones without player intervention.
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
Well, mycelium can spread over normal grass.
False!
It spreads only on dirt that has nothing grown on it.
Make a creative world full of grass, type in /gamerule randomTickSpeed 1000, place some mycelium, and then place unclaimed dirt near either.
They will claim fresh dirt in split second, but won't take over each other.
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
The fog idea reminds me of the wastes in the nether, and seems pretty easy to implement into the game. As there is already blindness that reduces vision, there could be a similar effect applied when you enter the biome. Although the increased mob spawns might cause problems, and I don't think it should be part of it, but perhaps more skeleton, zombie, and spider spawns with less creeper and enderman spawns. Purifying the biome like the corruption in Terraria would be a interesting concept to add, but bonemeal seems like it would accelerate the spread of the spook.
I think we should go in the other way - the "corruption" should be unhealable and place related.
I think more of Dwarf-Fortress related Evil Biomes, where literally anything that died would be reanimated as hostile to life undead, including skins of butchered animals on refuse piles that would attempt to attack the Dwarf citizens, and with occasional Evil Fog that turned living creatures into thralls, hostile versions of their living forms with doped stats and the substance causing the affliction being contagious, possibly making more thralls, for example when either the thrall or defender tries to wrestle the opponent.
AFAIK there were necromancer towers that reversibly gave surroundings Evil Biome properties, but they were only a fraction of this type of environment.
My idea is that in the Minecraft version of the biome, no passive mobs would spawn, Phantoms would be present every night, undead would be almost always uparmed and uparmoured, and perhaps even have unique mob with a shield to protect from ranged attacks, more lootable structures would be generated, and perhaps said vision limitation akin to void fog, just less severe.
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
Did you read "the dwarves" from Markus Heitz?
Fully support, just becouse i love that series!
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
What is even that book? I have never heard of it...
Meanwhile, Dwarf Fortress is a video game.
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
There was a evil fog demon in "the dwarves" wich turned living things (including plants) into his undead army.
I think it's possible that eather the author from the book or the developer of dwarf fortress inspired the other.
However i couldn't find any proof on the dwarf fortress wiki.
Anyway, a fog demon would fit perfect into this biome, no matter what it can do.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q