Firstly, as Grey said, just adding 'Nether' onto the beginning of things doesn't cut it. I suggest something along the lines of 'the Gorewing' or 'the Bloodwing'.
I prefer the name 'Bloodsucker'.
Quote from sniggyfigbat »
This would open up the blood gem tools to players who are to scared to risk all in combat with a real monster, but are willing to put in a lot of time and effort to get hold of them.
The New Nether is supposed to make the Nether more combat-based, though. Perhaps the 'Bloodsucker' only drops a Blood Gem if it latches onto the player first. That way, the player will have to deliberately sacrifice their health to avoid having to battle some other monster for blood gems.
I'm thinking that the name should either be a play on the words "gore" "vampire" and "mosquito"(just not nethersquito) or just straight out call it a Hemogoblin. (which I will be using as a placeholder name to refer to them from now on)
I don't like the idea of crafting Blood Gems at all, rather than that, I think it might be better if the Hemogoblins were just immune to attacks from the player or something, either by dodging automatically or just outright being immune, but ultimately could only be taken down by getting one of the other mobs to take it down for you.
I'm not a big fan of the mosquito cause I'm almost at the point where I'm saying "Jesus this is starting to be Mo'Monsters"
What I'd rather discuss, outside of that list I posted last page, would be possible crafting recipes with New Nether items.
And as for my take on Acid, I don't think it should have a source block, or even flow like water or lava from a source (should it need one).
I think instead it should be treated like the stationary water block (that will flow and disappear if placed on flat ground), and that it should dissolve through blocks below it by using up one of it's "height" amounts. So if you trap the acid like this:
[]
[]
It will dig down 8 levels, and once there it will disappear. But if you do something like this:
[] []
[]
The acid will "flow" into the empty space and give both acid blocks a level of 4, so they would dig down a 4 block tunnel.
The acid's priority would be to expand first, and if expansion is no longer possible, THEN it starts digging. If it expands to the point where everything has a level of 1, then it simply dissipates entirely and doesn't harm the ground. (well maybe removing grass from dirt or auto tilling dirt) And of course there would be some blocks that can't be dissolved.
I'm not a big fan of the mosquito cause I'm almost at the point where I'm saying "Jesus this is starting to be Mo'Monsters"
What I'd rather discuss, outside of that list I posted last page, would be possible crafting recipes with New Nether items.
And as for my take on Acid, I don't think it should have a source block, or even flow like water or lava from a source (should it need one).
I think instead it should be treated like the stationary water block (that will flow and disappear if placed on flat ground), and that it should dissolve through blocks below it by using up one of it's "height" amounts. So if you trap the acid like this:
[]
[]
It will dig down 8 levels, and once there it will disappear. But if you do something like this:
[] []
[]
The acid will "flow" into the empty space and give both acid blocks a level of 4, so they would dig down a 4 block tunnel.
The acid's priority would be to expand first, and if expansion is no longer possible, THEN it starts digging. If it expands to the point where everything has a level of 1, then it simply dissipates entirely and doesn't harm the ground. (well maybe removing grass from dirt or auto tilling dirt) And of course there would be some blocks that can't be dissolved.
Well, I don't really like the idea of spreading outward, otherwise a single acid-monster will be way overpowered.
Well, I don't really like the idea of spreading outward, otherwise a single acid-monster will be way overpowered.
Only if you're in a ditch.
If it manages to spread thinner than 1 "flow" it disappears.
And even if we take it to the extremes of a max flow block has 16 levels, that only covers 16 blocks. Which, if you expand like normal water does, hardly moves farther than lava before disappearing.
The only thing that would make it over powered is how fast it "flows" and the damage it deals. Which I didn't even touch upon :tongue.gif:
Well, I don't really like the idea of spreading outward, otherwise a single acid-monster will be way overpowered.
Only if you're in a ditch.
If it manages to spread thinner than 1 "flow" it disappears.
And even if we take it to the extremes of a max flow block has 16 levels, that only covers 16 blocks. Which, if you expand like normal water does, hardly moves farther than lava before disappearing.
The only thing that would make it over powered is how fast it "flows" and the damage it deals. Which I didn't even touch upon :tongue.gif:
How about a max of 4 blocks? Because I originally imagined the pod's attack to spit out two or three separate projectiles of acid, which would each create one very thin block of acid that would disappear after a bit.
I have to admit, I'm feeling a little oversaturated on mobs as well. I think I'm going to stick with the name Hemogoblin though. Rather than being difficult to kill, i think it should always drop a blood gem ONLY if it has already attacked a creature that has a blood gem, like the player, provided they were carrying a blood gem at all,(at which point the blood gem is stolen) a Brand, a Troll, a Salamander, or a Netherwurm. Of course they should also be hard to hit, and fly in rapid hard to predict movements, particularly after they've stolen a blood gem.
I'm working on implementing the pentegram as a pressureplate leaf effect for the planted Fright Bulb, I think it's turning out pretty well, so I'll have to do something else for the Netherraze.
As far as acid goes, I think it should only ever accumulate to a single 1/8th of a block (pressure plate height)and just give the acid itself a durability. Rather than "expanding then corroding" make it so that it always tries to corrode down, unless it hits a block that can't be corroded, at which point it will try to corrode all adjacent blocks, and if any of the blocks below those blocks can be corroded, it will do so and then flow to one of them. Of course each acid "block" should have a durability that tracks how many blocks it can continue to corrode before going inert.
Effectively the acid would act as the opposite of the Midas Tears, where it corrodes down rather than out to the sides.
I think acid should corrode and destroy all non-nether blocks, except for glass, Gold/Diamond/Lapis blocks, Gold, Diamond/Lapis ore blocks, obsidian, bedrock (of course) and monster spawners. All Nether blocks should be immune to acid, which will allow for acid rain that can dissolve non-nether blocks that haven't been mentioned. Golden buckets could also be set to carry acid, while iron buckets wouldn't work.
Mobs killed by acid shouldn't give any drops.
But Grey, we really need to finish up what we've settled before we pick up any more discussion points.
We can use Mock Up art for the Lamp and Grimhounds, but we need to put those in the OP officially before we can move on. I don't want to have a backlog of things we have to add.
As for those that asked about how to model monsters/blocks/placed items, look up a program called Blender.
Just use Cubes and Planes when you create the model.
It won't be able to move but it can be used to create concept art.
We can use Mock Up art for the Lamp and Grimhounds, but we need to put those in the OP officially before we can move on. I don't want to have a backlog of things we have to add.
Yeah, I know. I'm trying to get the mockup art for Netherraze, Fright Bulbs, Tilled Soul Sand, and Soul Glass updated, then once I have that out of the way I'm going to push for getting the Grimhound concept nailed down. Glowstone Lanterns will be pretty simple.
Still, as rough as the backlog is on hashing out the ideas, it is good sign. We're already well ahead of the Nether update suggestion just from the ideas ALREADY in the Opening Post. The latest crop of ideas people are bringing to the table here have actually had a very high percentage of good material and should go a long way towards pushing New Nether into the spotlight once we get stuff organized for the opening post.
I love having lots of mobs in my game, but if all of these are added we're going to need to balance the Overworld as well.
Currently we have (with italics being in discussion)
Hostile Mobs
Tunnel Mite
Brand
Troll
Netherwurm
Salamander
Glutton
Grimhound Hemogoblin
Sleeper
Tentacle Boss Monster
Acid Pod
Passive/Neutral Mobs
Spiked Grem
The current overworld:
Hostile Mobs
Creeper
Zombie
Skeleton
Spider
Passive/Neutral Mobs
Pig
Sheep
Cow
Chicken
Squid
Wolf
This should be a low priority discussion, but you should probably add about two more hostiles to the Overworld.
The nether is only 1/8 of the normal world meaning you will reach the farlands 1/8 of the time you would reach the normal farlands. The nether was only meant to be a fun new place for Halloween not a whole other world. I mean look at it you can't even go there on multi-player without mods or plugins. all those updates to a almost useless place like that is just a waste of time to code.
The nether is only 1/8 of the normal world meaning you will reach the farlands 1/8 of the time you would reach the normal farlands. The nether was only meant to be a fun new place for Halloween not a whole other world. I mean look at it you can't even go there on multi-player without mods or plugins. all those updates to a almost useless place like that is just a waste of time to code.
You're missing the entire point of the thread.
It's to make the Nether NOT a useless place anymore.
Sacrificial dagger, a dagger that if you kill a sheep with it, you get blood, then you can craft 9 bloods, to make a blood crystal, , if you craft that with demon bones, you get a nether staff, which you can use to fire lasers of sorts, but it only has30 uses before needing a new blood crystal, however, whenever you gather blood, the dagger breaks
Sacrificial dagger, a dagger that if you kill a sheep with it, you get blood, then you can craft 9 bloods, to make a blood crystal, , if you craft that with demon bones, you get a nether staff, which you can use to fire lasers of sorts, but it only has30 uses before needing a new blood crystal, however, whenever you gather blood, the dagger breaks
Recepie for dagger = bones
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Recepie for blood crystal
Recepie for staff is blood c, and is demon bone
So, when all is said and done, this thing makes short work of rare and valuable items for the sake of doing something easily accomplished with arrows?
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I prefer the name 'Bloodsucker'.
The New Nether is supposed to make the Nether more combat-based, though. Perhaps the 'Bloodsucker' only drops a Blood Gem if it latches onto the player first. That way, the player will have to deliberately sacrifice their health to avoid having to battle some other monster for blood gems.
Updated: Mar. 2 2018 See thread for details
I don't like the idea of crafting Blood Gems at all, rather than that, I think it might be better if the Hemogoblins were just immune to attacks from the player or something, either by dodging automatically or just outright being immune, but ultimately could only be taken down by getting one of the other mobs to take it down for you.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
I'm not a big fan of the mosquito cause I'm almost at the point where I'm saying "Jesus this is starting to be Mo'Monsters"
What I'd rather discuss, outside of that list I posted last page, would be possible crafting recipes with New Nether items.
And as for my take on Acid, I don't think it should have a source block, or even flow like water or lava from a source (should it need one).
I think instead it should be treated like the stationary water block (that will flow and disappear if placed on flat ground), and that it should dissolve through blocks below it by using up one of it's "height" amounts. So if you trap the acid like this:
[]
[]
It will dig down 8 levels, and once there it will disappear. But if you do something like this:
[]
[]
The acid will "flow" into the empty space and give both acid blocks a level of 4, so they would dig down a 4 block tunnel.
The acid's priority would be to expand first, and if expansion is no longer possible, THEN it starts digging. If it expands to the point where everything has a level of 1, then it simply dissipates entirely and doesn't harm the ground. (well maybe removing grass from dirt or auto tilling dirt) And of course there would be some blocks that can't be dissolved.
Hello
Well, I don't really like the idea of spreading outward, otherwise a single acid-monster will be way overpowered.
Only if you're in a ditch.
If it manages to spread thinner than 1 "flow" it disappears.
And even if we take it to the extremes of a max flow block has 16 levels, that only covers 16 blocks. Which, if you expand like normal water does, hardly moves farther than lava before disappearing.
The only thing that would make it over powered is how fast it "flows" and the damage it deals. Which I didn't even touch upon :tongue.gif:
How about a max of 4 blocks? Because I originally imagined the pod's attack to spit out two or three separate projectiles of acid, which would each create one very thin block of acid that would disappear after a bit.
I'm working on implementing the pentegram as a pressureplate leaf effect for the planted Fright Bulb, I think it's turning out pretty well, so I'll have to do something else for the Netherraze.
As far as acid goes, I think it should only ever accumulate to a single 1/8th of a block (pressure plate height)and just give the acid itself a durability. Rather than "expanding then corroding" make it so that it always tries to corrode down, unless it hits a block that can't be corroded, at which point it will try to corrode all adjacent blocks, and if any of the blocks below those blocks can be corroded, it will do so and then flow to one of them. Of course each acid "block" should have a durability that tracks how many blocks it can continue to corrode before going inert.
Effectively the acid would act as the opposite of the Midas Tears, where it corrodes down rather than out to the sides.
I think acid should corrode and destroy all non-nether blocks, except for glass, Gold/Diamond/Lapis blocks, Gold, Diamond/Lapis ore blocks, obsidian, bedrock (of course) and monster spawners. All Nether blocks should be immune to acid, which will allow for acid rain that can dissolve non-nether blocks that haven't been mentioned. Golden buckets could also be set to carry acid, while iron buckets wouldn't work.
Mobs killed by acid shouldn't give any drops.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Okay. Acid (and further, Acid rain) are officially future talking points.
But Grey, we really need to finish up what we've settled before we pick up any more discussion points.
We can use Mock Up art for the Lamp and Grimhounds, but we need to put those in the OP officially before we can move on. I don't want to have a backlog of things we have to add.
As for those that asked about how to model monsters/blocks/placed items, look up a program called Blender.
Just use Cubes and Planes when you create the model.
It won't be able to move but it can be used to create concept art.
To Be Added
Fright Bulb concept art
Lamp concept art + idea?
Grimhound concept art + idea
Under Discussion
Dungeon Bosses / Tentacle Beast
Acid Pod
Nether Weather
Hemogoblin
Yeah, I know. I'm trying to get the mockup art for Netherraze, Fright Bulbs, Tilled Soul Sand, and Soul Glass updated, then once I have that out of the way I'm going to push for getting the Grimhound concept nailed down. Glowstone Lanterns will be pretty simple.
Still, as rough as the backlog is on hashing out the ideas, it is good sign. We're already well ahead of the Nether update suggestion just from the ideas ALREADY in the Opening Post. The latest crop of ideas people are bringing to the table here have actually had a very high percentage of good material and should go a long way towards pushing New Nether into the spotlight once we get stuff organized for the opening post.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Currently we have (with italics being in discussion)
Hostile Mobs
Tunnel Mite
Brand
Troll
Netherwurm
Salamander
Glutton
Grimhound
Hemogoblin
Sleeper
Tentacle Boss Monster
Acid Pod
Passive/Neutral Mobs
Spiked Grem
The current overworld:
Hostile Mobs
Creeper
Zombie
Skeleton
Spider
Passive/Neutral Mobs
Pig
Sheep
Cow
Chicken
Squid
Wolf
This should be a low priority discussion, but you should probably add about two more hostiles to the Overworld.
You're missing the entire point of the thread.
It's to make the Nether NOT a useless place anymore.
It's not that hard to understand...
Glowstone torches, notch? Wouldn't that be great?
Because this is why we have torches and glowstone in the first place!
Recepie for dagger
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Recepie for blood crystal
Recepie for staff
FLYING SLIME
So, when all is said and done, this thing makes short work of rare and valuable items for the sake of doing something easily accomplished with arrows?