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.
You make a fair point with the bone meal, what do you think you should have to do to purify the grass?
The earliest version of this story exists in the Gospel of Mark, described as taking place in "the country of the Gerasenes". Jesus encounters a possessed man and calls on the demon to emerge, demanding to know its name – an important element of traditional exorcism practice.[1] He finds the man is possessed by a multitude of demons who give the collective name of "Legion". Fearing that Jesus will drive them out of the world and into the abyss, they beg him instead to send them into a herd of pigs, which he does. The pigs then rush into the sea and are drowned.
Many videogames used pigs as demons. Even Ganon from The legend of Zelda is often a pig monster in his "final forms".
Anyway, back to topic:
Since we have no other exorcism methods in minecraft then brutality or peaceful mode it's up to you (or the community) to decide which way your suggestion would fit best into minecraft.
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
The earliest version of this story exists in the Gospel of Mark, described as taking place in "the country of the Gerasenes". Jesus encounters a possessed man and calls on the demon to emerge, demanding to know its name – an important element of traditional exorcism practice.[1] He finds the man is possessed by a multitude of demons who give the collective name of "Legion". Fearing that Jesus will drive them out of the world and into the abyss, they beg him instead to send them into a herd of pigs, which he does. The pigs then rush into the sea and are drowned.
Many videogames used pigs as demons. Even Ganon from The legend of Zelda is often a pig monster in his "final forms".
Anyway, back to topic:
Since we have no other exorcism methods in minecraft then brutality or peaceful mode it's up to you (or the community) to decide which way your suggestion would fit best into minecraft.
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 meant by Minecraft's logic, does soul fire torches removing the mist really make sense?
Here's a better idea, rather than directly using bone meal on the spooky grass, use it on the normal grass at the edge of the biome, which will cause that grass to spread over a few blocks of the spooky grass, which can be continued to "cleanse" the biome. Using it on the spooky grass directly will do the opposite, spread the spooky grass over the normal grass.
It's set upon players' personal effects, position or settings.
I've tested how void fog works, you will see however far you want down a tunnel if you are standing in sun/moonlight but will suddenly become short-sighted once you get further - let's say, if a tunnel is 70 blocks deep horizontally and its one end is vertical shaft and the other is dead end, you will see the dead end when standing in the shaft, but cease to when you get closer to it, and will see it again only when you get really close or backpedal to the shaft. The void fog blinds you equally from every side.
Blindness works similarly, except the black fog starts sooner and is not dependent on position, but on status effect.
If I imagine the biome in any way, I think of it being irredeemably corrupted with fog, but also unable to spread, with shortened vision range applied to underground as well, and level of block corruption on surface unrelated to fog.
The alternative is to make standing on corrupted blocks causes fog effect, but it would cause some really weird situations and be all too effective for setting up traps.
In fact, if we want this to work well, the biome should have outer layers with weaker fog and inner with thicker one.
Oh, and in that case, what is going to be purifying tool?
Shovel.
Just like for grass, mycelium or nylium of both types.
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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
It's set upon players' personal effects, position or settings.
I've tested how void fog works, you will see however far you want down a tunnel if you are standing in sun/moonlight but will suddenly become short-sighted once you get further - let's say, if a tunnel is 70 blocks deep horizontally and its one end is vertical shaft and the other is dead end, you will see the dead end when standing in the shaft, but cease to when you get closer to it, and will see it again only when you get really close or backpedal to the shaft. The void fog blinds you equally from every side.
Blindness works similarly, except the black fog starts sooner and is not dependent on position, but on status effect.
If I imagine the biome in any way, I think of it being irredeemably corrupted with fog, but also unable to spread, with shortened vision range applied to underground as well, and level of block corruption on surface unrelated to fog.
The alternative is to make standing on corrupted blocks causes fog effect, but it would cause some really weird situations and be all too effective for setting up traps. In fact, if we want this to work well, the biome should have outer layers with weaker fog and inner with thicker one.
Oh, and in that case, what is going to be purifying tool? Shovel. Just like for grass, mycelium or nylium of both types.
Very good points. And a very importand warning about potential traps!
A efficiency 5 shovel would definitly be the better choice to remove the "mist" since you can instamine all sorts of grass and dirt blocks.
I didn't think of that. However, you do need to get the enchantments first to have a tool that effective. Anyway, good points.
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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
...Once again, I like this idea... but there are already things sort of like it in the game. We have dark oak forests, along with crimson and warped forests in the Nether. I would rather see new things come to the game's existing biomes than a new biome be added, particularily as it's one of the Overworld's primary mechanics of gameplay that there aren't really any biomes that are sufficently more hostile than others; everything is more or less equally dangerous during the night. It's not that hostile environments shouldn't be added to the game- rather, in the past, Mojang has been pretty big on the idea that players can avoid most hostile situations if they want to, but sort of have to travel to dangerous places like the Nether in exchange for the rare resources they offer. While a new biome like this could certainly offer some new resources, and would provide a new risk-reward scenario for players... personally, I just don't think it would fit well with the Overworld's aesthetic.
If the environment were to be this hostile, I think it might fit in well with the End, where the corrupted soil's spread would be limited based on the size of the floating island.
...Once again, I like this idea... but there are already things sort of like it in the game. We have dark oak forests, along with crimson and warped forests in the Nether. I would rather see new things come to the game's existing biomes than a new biome be added, particularily as it's one of the Overworld's primary mechanics of gameplay that there aren't really any biomes that are sufficently more hostile than others; everything is more or less equally dangerous during the night. It's not that hostile environments shouldn't be added to the game- rather, in the past, Mojang has been pretty big on the idea that players can avoid most hostile situations if they want to, but sort of have to travel to dangerous places like the Nether in exchange for the rare resources they offer. While a new biome like this could certainly offer some new resources, and would provide a new risk-reward scenario for players... personally, I just don't think it would fit well with the Overworld's aesthetic.
If the environment were to be this hostile, I think it might fit in well with the End, where the corrupted soil's spread would be limited based on the size of the floating island.
I was more thinking of various biomes being corrupted in the Overworld rather than creating completely new layout of trees, water, terrain irregularities or anything like that... ex. corrupted swamp, plains, forest, birch forest, mountains.
The corruption restricted to floating islands in the End though... Brilliant!
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
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. I like the idea of a biome surrounded by fog. It reminds me of the mist in Subnautica that surrounds the islands until you get close enough to see them. But, the mist would only have to go up a certain amount of blocks on the Y coordinate to avoid looking silly. 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. I really like this. It's like the hardcore darkness mod. 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. I like new structure ideas. Got any specific details about new structures?
The trees have purple-ish logs with a rotten and torn appearance, with dead looking leaves, and branches sticking off of them. Would the branches be their own block? The wood is simply called Spooky Wood. LOL 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. The wood in this biome's structures should also all be Spooky Wood.
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, The problem here is that Spooky Forests are connected to other biomes made of grass. Perhaps it can only spread onto grass within its biome? 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. Hmmm..... I actually REALLY like the idea of cleansing. This reminds me of the Thaumcraft mod. Maybe you can find this structure that when entered "unleashes" corruption over the biome that can only be cleansed using items found in this biome's deepest caves. It would add a cool sub-plot adventure to Minecraft. 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. I imagine we could silk touch the grass and then later use it to cause havoc on people
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. Maybe you can find a "Crow" in the biome which has the EXACT same mechanics as a parrot but it will follow you into the biome, unlike other pets (and also doesn't dance to music disks). 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.
I actually really like your ideas for the Spooky Forests. I had some ideas for a haunted forest as well, once. I could share them with you! Keep on making good suggestions, these are pretty good. Support!
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Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
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?
This is what I am also wondering. It would look very weird, also, to have the mist reach the sky, while practically anything not on top of the grass has no mist.
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Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
This is what I am also wondering. It would look very weird, also, to have the mist reach the sky, while practically anything not on top of the grass has no mist.
As I said, it does not go all the way up to the block limit, and only goes up about 20 blocks above the spooky grass.
This is what I am also wondering. It would look very weird, also, to have the mist reach the sky, while practically anything not on top of the grass has no mist.
As I said, it does not go all the way up to the block limit, and only goes up about 20 blocks above the spooky grass.
It would force a completely different mechanism compared to what we have now.
Darkness, Void Fog and render distance fog work in a completely different manner.
Besides, what with blocks above the fog?
Would the fog just pierce through a thick, solid wall?
Would the fog just disperse above a lowly tree or leave an empty channel above a long single-block rail?
Would the fog just not be present above the waterways?
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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
Fog would definitely be an interesting mechanic and a nice aesthetic- but it does seem like it would be pretty hard to get working, since there really isn't anything like this in the game at the moment. The simplest thing I can think of would be to have fog somehow transition between biomes, (As mentioned), and occur at a certain height above sea level, so that it would occur in valleys. It would also be neat if something like this occurred in other biomes or as a weather event. The tricky part to me would be finding a way for a block to generate fog above or around it. The easiest way, at least to me, seems like it would be having players simply have some sort of fog status effect when on or near the block- however, this would kind of defeat the purpose.
On a side note, (And a more general note) I just feel like a creepy biome like this would be more suited to the End then a place like the Overworld.
I really disagree with the idea that the biome would be able to infect and destroy other biomes around it, making them virtually worthless, even if there is a way to counteract this spread. Given that the Overworld is pretty much all connected by landmasses, made mostly of grass, it would be almost impossible to keep a spooky biome from spreading over and destroying all of it's surrounding biomes, because as of now most naturally generating biomes are 100s of blocks long... and even if soul torches could be used to keep away the spread it would take hours to properly contain, and one mistake means that all that effort was for nothing and you have to start all over again. And you also did say that it would spread around the speed of grass, which is just ridiculously fast considering how much of it you might have to contain.
This isn't Terrarria, a game that combating the evil biomes of the game is largely based around. It's Minecraft, a sandbox that lets the player express themselves in their builds with pretty much no worry of it being destroyed (unless they play the game a different way). And this would also lead to greifing being stupidly easy. Just silk touch a single spooky grass and put it near someone's base, wait an hour, and the entire place is impossible to live in. Oh, and forget "cleansing" one of these biomes, it would take waaaaay too long and if you miss a single block you have to start all over. The definition of having a good time is not defined by having to worry about some naturally generating biome that can literally destroy your entire world just by existing.
I would only be okay with this if it had no effect on how I played the game whatsoever. No animals being scared of it, no destroying your entire base and world after just mining for a few hours with one of the biomes in render distance, not even having to deal with a really low light level and mobs spawning all the time. I would be okay with something like this being in the end, or as a cave biome you find at the very bottom of the world, but even then my patience for it would be very limited.
I really disagree with the idea that the biome would be able to infect and destroy other biomes around it, making them virtually worthless, even if there is a way to counteract this spread. Given that the Overworld is pretty much all connected by landmasses, made mostly of grass, it would be almost impossible to keep a spooky biome from spreading over and destroying all of it's surrounding biomes, because as of now most naturally generating biomes are 100s of blocks long... and even if soul torches could be used to keep away the spread it would take hours to properly contain, and one mistake means that all that effort was for nothing and you have to start all over again. And you also did say that it would spread around the speed of grass, which is just ridiculously fast considering how much of it you might have to contain.
This isn't Terrarria, a game that combating the evil biomes of the game is largely based around. It's Minecraft, a sandbox that lets the player express themselves in their builds with pretty much no worry of it being destroyed (unless they play the game a different way). And this would also lead to greifing being stupidly easy. Just silk touch a single spooky grass and put it near someone's base, wait an hour, and the entire place is impossible to live in. Oh, and forget "cleansing" one of these biomes, it would take waaaaay too long and if you miss a single block you have to start all over. The definition of having a good time is not defined by having to worry about some naturally generating biome that can literally destroy your entire world just by existing.
I would only be okay with this if it had no effect on how I played the game whatsoever. No animals being scared of it, no destroying your entire base and world after just mining for a few hours with one of the biomes in render distance, not even having to deal with a really low light level and mobs spawning all the time. I would be okay with something like this being in the end, or as a cave biome you find at the very bottom of the world, but even then my patience for it would be very limited.
I don't really understand what you mean by "destroying your entire base," the biome doesn't destroy your base, I have no idea where you got that from. But if animals weren't scared of it, if it didn't spread, and weren't so dark, there wouldn't be much of a purpose of the biome at all, it would just be a different colored forest, and serve no real purpose. The point is for something different.
You don't have to cleanse the biome to stop it from spreading, the spread can be stopped by blocking the grass grow with blocks.
You don't have to cleanse the biome to stop it from spreading, the spread can be stopped by blocking the grass grow with blocks.
Thats a weird containment method.
If you don't want your world become one big spooky forest just build 1 block high walls around them?
That wouldn't look nice.
Think about how big the biome could end up and how fast you can get enough blocks to "save" your world from the scratch.
It takes quite a while to get full enchanted diamond/netherite. Even if you only focus on tools, this level of natural desaster could get out of control.
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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 don't really understand what you mean by "destroying your entire base," the biome doesn't destroy your base, I have no idea where you got that from. But if animals weren't scared of it, if it didn't spread, and weren't so dark, there wouldn't be much of a purpose of the biome at all, it would just be a different colored forest, and serve no real purpose. The point is for something different.
You don't have to cleanse the biome to stop it from spreading, the spread can be stopped by blocking the grass grow with blocks.
It destroys your base because if you ever happen to be living near one of these biomes and it spreads to your doorstep, it will make living in said base next to impossible because villagers and animals don't even work anymore, and mobs will always spawn. I don't mean "destroy" in the literal sense just that you would have to abandon your base or spend a ridiculous amount of time and danger trying to contain the biome and cleanse the neighborhood. Which also doesn't work, because in the time that you have to fight off mobs, farm soul torches or bonemeal or whatever, you may be able to reclaim your house but the entirety of the surrounding biome around you will be overrun and you will have to run away hundreds of blocks just to avoid loading the chunks and risk the biome spreading even further. Then you realize that another spooky biome generated near your house, and you have to move away AGAIN.
You would have a much easier time containing the biome later on in the game, but in the beginning all you might have is iron or unenchanted diamond tools at best, nowhere near enough to dig 5 block wide trenches for hundreds of blocks or lay down wide roads of half slabs to stop the spread. Again with my Terraria comparison. Later in the game you have these god-like tools to stop this corruption or crimson from destroying your world, and even then it takes several hours of grinding just to stop a natural part of the game from ruining your life. At least that game balances it out by only making the corruption or hallow whatever become a real threat to you when you get to the later part of the game, after you initiate hard mode.
Also, and I have said this already, but there are several ways that you could unknowingly have this spread over to your base without you knowing or just take over your world. For example, spawn chunks are an area of space in the game surrounding 0,0 that are always loaded during the game. If even 1 of these spooky blocks are within this, there isn't any hope for your world if you accidentally load in the biome for the first time, it will just keep spreading forever and take over the spawn chunks to the point where you wouldn't even be able to stop it with god tools. If you made your base in this region, now you have to deal with low light levels everywhere and creepers around every corner, oh yeah also animals and villagers don't work anymore. Too bad! If you go mining for a few hours and a spooky grass block is loaded, world is destroyed when you get back up. Greifer puts a single block in your base, base is destroyed when you log back in.
Again, I use "destroyed" because having to deal with permanent low light levels, mob spawning, and dysfunctional animals is pretty much just as bad as having your base/world burned to the ground. If the biome can't function without all of it's game breaking aspects then it shouldn't even be in the game.
It destroys your base because if you ever happen to be living near one of these biomes and it spreads to your doorstep, it will make living in said base next to impossible because villagers and animals don't even work anymore, and mobs will always spawn. I don't mean "destroy" in the literal sense just that you would have to abandon your base or spend a ridiculous amount of time and danger trying to contain the biome and cleanse the neighborhood. Which also doesn't work, because in the time that you have to fight off mobs, farm soul torches or bonemeal or whatever, you may be able to reclaim your house but the entirety of the surrounding biome around you will be overrun and you will have to run away hundreds of blocks just to avoid loading the chunks and risk the biome spreading even further. Then you realize that another spooky biome generated near your house, and you have to move away AGAIN.
You would have a much easier time containing the biome later on in the game, but in the beginning all you might have is iron or unenchanted diamond tools at best, nowhere near enough to dig 5 block wide trenches for hundreds of blocks or lay down wide roads of half slabs to stop the spread. Again with my Terraria comparison. Later in the game you have these god-like tools to stop this corruption or crimson from destroying your world, and even then it takes several hours of grinding just to stop a natural part of the game from ruining your life. At least that game balances it out by only making the corruption or hallow whatever become a real threat to you when you get to the later part of the game, after you initiate hard mode.
Also, and I have said this already, but there are several ways that you could unknowingly have this spread over to your base without you knowing or just take over your world. For example, spawn chunks are an area of space in the game surrounding 0,0 that are always loaded during the game. If even 1 of these spooky blocks are within this, there isn't any hope for your world if you accidentally load in the biome for the first time, it will just keep spreading forever and take over the spawn chunks to the point where you wouldn't even be able to stop it with god tools. If you made your base in this region, now you have to deal with low light levels everywhere and creepers around every corner, oh yeah also animals and villagers don't work anymore. Too bad! If you go mining for a few hours and a spooky grass block is loaded, world is destroyed when you get back up. Greifer puts a single block in your base, base is destroyed when you log back in.
Again, I use "destroyed" because having to deal with permanent low light levels, mob spawning, and dysfunctional animals is pretty much just as bad as having your base/world burned to the ground. If the biome can't function without all of it's game breaking aspects then it shouldn't even be in the game.
I think you're overexaggerating the spread, it isn't THAT fast. The spread isn't meant to override entire biomes within a short time, it would take quite some time to do that. The spread is for the simple purpose of making the biome spookier.
You make a fair point with the bone meal, what do you think you should have to do to purify the grass?
How about soul fire torches?
Except from milk bucket (wich we can't throw) and costy potions we don't have anything in the cleansing department.
The soulfire torch could "devour" the mist.
If i am correct it has lower light level then normal torches.
Plus it would add a cool porpuse to the weaker soulfire torch.
Besides, doesn't it already fit into the spooky department?
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
That's genius. But does it really make any sense? That's the real question.
Minecraft with its mob doesn't make any sence at all.
The undead are more halloween themed then apocalypse.
Zombie, witch, skeleton...
Well the piglin and zombified piglin make some sence, since they have some historical fantasy background.
Like in Legion
Spoiler from Wikipedia
Main article: Exorcism of the Gerasene demoniac
The earliest version of this story exists in the Gospel of Mark, described as taking place in "the country of the Gerasenes". Jesus encounters a possessed man and calls on the demon to emerge, demanding to know its name – an important element of traditional exorcism practice.[1] He finds the man is possessed by a multitude of demons who give the collective name of "Legion". Fearing that Jesus will drive them out of the world and into the abyss, they beg him instead to send them into a herd of pigs, which he does. The pigs then rush into the sea and are drowned.
Many videogames used pigs as demons. Even Ganon from The legend of Zelda is often a pig monster in his "final forms".
Anyway, back to topic:
Since we have no other exorcism methods in minecraft then brutality or peaceful mode it's up to you (or the community) to decide which way your suggestion would fit best into minecraft.
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 meant by Minecraft's logic, does soul fire torches removing the mist really make sense?
Here's a better idea, rather than directly using bone meal on the spooky grass, use it on the normal grass at the edge of the biome, which will cause that grass to spread over a few blocks of the spooky grass, which can be continued to "cleanse" the biome. Using it on the spooky grass directly will do the opposite, spread the spooky grass over the normal grass.
I am not seeing fog removal as you imagine it.
It's set upon players' personal effects, position or settings.
I've tested how void fog works, you will see however far you want down a tunnel if you are standing in sun/moonlight but will suddenly become short-sighted once you get further - let's say, if a tunnel is 70 blocks deep horizontally and its one end is vertical shaft and the other is dead end, you will see the dead end when standing in the shaft, but cease to when you get closer to it, and will see it again only when you get really close or backpedal to the shaft. The void fog blinds you equally from every side.
Blindness works similarly, except the black fog starts sooner and is not dependent on position, but on status effect.
If I imagine the biome in any way, I think of it being irredeemably corrupted with fog, but also unable to spread, with shortened vision range applied to underground as well, and level of block corruption on surface unrelated to fog.
The alternative is to make standing on corrupted blocks causes fog effect, but it would cause some really weird situations and be all too effective for setting up traps.
In fact, if we want this to work well, the biome should have outer layers with weaker fog and inner with thicker one.
Oh, and in that case, what is going to be purifying tool?
Shovel.
Just like for grass, mycelium or nylium of both types.
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
Very good points. And a very importand warning about potential traps!
A efficiency 5 shovel would definitly be the better choice to remove the "mist" since you can instamine all sorts of grass and dirt blocks.
I didn't think of that. However, you do need to get the enchantments first to have a tool that effective. Anyway, good points.
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
...Once again, I like this idea... but there are already things sort of like it in the game. We have dark oak forests, along with crimson and warped forests in the Nether. I would rather see new things come to the game's existing biomes than a new biome be added, particularily as it's one of the Overworld's primary mechanics of gameplay that there aren't really any biomes that are sufficently more hostile than others; everything is more or less equally dangerous during the night. It's not that hostile environments shouldn't be added to the game- rather, in the past, Mojang has been pretty big on the idea that players can avoid most hostile situations if they want to, but sort of have to travel to dangerous places like the Nether in exchange for the rare resources they offer. While a new biome like this could certainly offer some new resources, and would provide a new risk-reward scenario for players... personally, I just don't think it would fit well with the Overworld's aesthetic.
If the environment were to be this hostile, I think it might fit in well with the End, where the corrupted soil's spread would be limited based on the size of the floating island.
Cooking with Mindthemoods ~ Biomes ~ Archeology
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~ My Portfolio ~ Skindex ~ Test ~ Discs ~
I was more thinking of various biomes being corrupted in the Overworld rather than creating completely new layout of trees, water, terrain irregularities or anything like that... ex. corrupted swamp, plains, forest, birch forest, mountains.
The corruption restricted to floating islands in the End though... Brilliant!
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 actually really like your ideas for the Spooky Forests. I had some ideas for a haunted forest as well, once. I could share them with you! Keep on making good suggestions, these are pretty good. Support!
Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
This is what I am also wondering. It would look very weird, also, to have the mist reach the sky, while practically anything not on top of the grass has no mist.
Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
As I said, it does not go all the way up to the block limit, and only goes up about 20 blocks above the spooky grass.
It would force a completely different mechanism compared to what we have now.
Darkness, Void Fog and render distance fog work in a completely different manner.
Besides, what with blocks above the fog?
Would the fog just pierce through a thick, solid wall?
Would the fog just disperse above a lowly tree or leave an empty channel above a long single-block rail?
Would the fog just not be present above the waterways?
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
That makes much more sense, I agree with this.
Hmmmm....... Maybe similar to biome transition, fog would also transition. So, rivers with no grass for example, would have this cool fog transition.
Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
Fog would definitely be an interesting mechanic and a nice aesthetic- but it does seem like it would be pretty hard to get working, since there really isn't anything like this in the game at the moment. The simplest thing I can think of would be to have fog somehow transition between biomes, (As mentioned), and occur at a certain height above sea level, so that it would occur in valleys. It would also be neat if something like this occurred in other biomes or as a weather event. The tricky part to me would be finding a way for a block to generate fog above or around it. The easiest way, at least to me, seems like it would be having players simply have some sort of fog status effect when on or near the block- however, this would kind of defeat the purpose.
On a side note, (And a more general note) I just feel like a creepy biome like this would be more suited to the End then a place like the Overworld.
Cooking with Mindthemoods ~ Biomes ~ Archeology
---
~ My Portfolio ~ Skindex ~ Test ~ Discs ~
I really disagree with the idea that the biome would be able to infect and destroy other biomes around it, making them virtually worthless, even if there is a way to counteract this spread. Given that the Overworld is pretty much all connected by landmasses, made mostly of grass, it would be almost impossible to keep a spooky biome from spreading over and destroying all of it's surrounding biomes, because as of now most naturally generating biomes are 100s of blocks long... and even if soul torches could be used to keep away the spread it would take hours to properly contain, and one mistake means that all that effort was for nothing and you have to start all over again. And you also did say that it would spread around the speed of grass, which is just ridiculously fast considering how much of it you might have to contain.
This isn't Terrarria, a game that combating the evil biomes of the game is largely based around. It's Minecraft, a sandbox that lets the player express themselves in their builds with pretty much no worry of it being destroyed (unless they play the game a different way). And this would also lead to greifing being stupidly easy. Just silk touch a single spooky grass and put it near someone's base, wait an hour, and the entire place is impossible to live in. Oh, and forget "cleansing" one of these biomes, it would take waaaaay too long and if you miss a single block you have to start all over. The definition of having a good time is not defined by having to worry about some naturally generating biome that can literally destroy your entire world just by existing.
I would only be okay with this if it had no effect on how I played the game whatsoever. No animals being scared of it, no destroying your entire base and world after just mining for a few hours with one of the biomes in render distance, not even having to deal with a really low light level and mobs spawning all the time. I would be okay with something like this being in the end, or as a cave biome you find at the very bottom of the world, but even then my patience for it would be very limited.
I don't really understand what you mean by "destroying your entire base," the biome doesn't destroy your base, I have no idea where you got that from. But if animals weren't scared of it, if it didn't spread, and weren't so dark, there wouldn't be much of a purpose of the biome at all, it would just be a different colored forest, and serve no real purpose. The point is for something different.
You don't have to cleanse the biome to stop it from spreading, the spread can be stopped by blocking the grass grow with blocks.
Thats a weird containment method.
If you don't want your world become one big spooky forest just build 1 block high walls around them?
That wouldn't look nice.
Think about how big the biome could end up and how fast you can get enough blocks to "save" your world from the scratch.
It takes quite a while to get full enchanted diamond/netherite. Even if you only focus on tools, this level of natural desaster could get out of control.
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
It destroys your base because if you ever happen to be living near one of these biomes and it spreads to your doorstep, it will make living in said base next to impossible because villagers and animals don't even work anymore, and mobs will always spawn. I don't mean "destroy" in the literal sense just that you would have to abandon your base or spend a ridiculous amount of time and danger trying to contain the biome and cleanse the neighborhood. Which also doesn't work, because in the time that you have to fight off mobs, farm soul torches or bonemeal or whatever, you may be able to reclaim your house but the entirety of the surrounding biome around you will be overrun and you will have to run away hundreds of blocks just to avoid loading the chunks and risk the biome spreading even further. Then you realize that another spooky biome generated near your house, and you have to move away AGAIN.
You would have a much easier time containing the biome later on in the game, but in the beginning all you might have is iron or unenchanted diamond tools at best, nowhere near enough to dig 5 block wide trenches for hundreds of blocks or lay down wide roads of half slabs to stop the spread. Again with my Terraria comparison. Later in the game you have these god-like tools to stop this corruption or crimson from destroying your world, and even then it takes several hours of grinding just to stop a natural part of the game from ruining your life. At least that game balances it out by only making the corruption or hallow whatever become a real threat to you when you get to the later part of the game, after you initiate hard mode.
Also, and I have said this already, but there are several ways that you could unknowingly have this spread over to your base without you knowing or just take over your world. For example, spawn chunks are an area of space in the game surrounding 0,0 that are always loaded during the game. If even 1 of these spooky blocks are within this, there isn't any hope for your world if you accidentally load in the biome for the first time, it will just keep spreading forever and take over the spawn chunks to the point where you wouldn't even be able to stop it with god tools. If you made your base in this region, now you have to deal with low light levels everywhere and creepers around every corner, oh yeah also animals and villagers don't work anymore. Too bad! If you go mining for a few hours and a spooky grass block is loaded, world is destroyed when you get back up. Greifer puts a single block in your base, base is destroyed when you log back in.
Again, I use "destroyed" because having to deal with permanent low light levels, mob spawning, and dysfunctional animals is pretty much just as bad as having your base/world burned to the ground. If the biome can't function without all of it's game breaking aspects then it shouldn't even be in the game.
I think you're overexaggerating the spread, it isn't THAT fast. The spread isn't meant to override entire biomes within a short time, it would take quite some time to do that. The spread is for the simple purpose of making the biome spookier.