My own redesign of desert temples included adding spawners as well as trapped chests, which can appear in one of 12 combinations, including vanilla (pressure plate only):
Each of the following has a 10% chance:
1. Pressure plate (vanilla)
2. Pressure plate with skeleton spawners
3. Pressure plate with zombie spawners
4. Pressure plate with skeleton spawner and zombie spawner
5. Trapped chests
6. Trapped chests with zombie spawners
7. Trapped chests with skeleton spawners
8. Trapped chests with skeleton spawner and zombie spawner
Each of the following has a 5% chance
9. Pressure plate and trapped chests
10. Pressure plate and trapped chests with skeleton spawners
11. Pressure plate and trapped chests with zombie spawners
12. Pressure plate and trapped chests with skeleton spawner and zombie spawner
Zombies have been replaced with husks in an upcoming update, with the added difficulty of not burning in sunlight and inflicting Hunger (which drains hunger 5x faster than current versions as I have not modified hunger mechanics from vanilla 1.6.4, but the duration is lower); their spawners also ignore sky light so the only way to stop them from spawning is to place torches or other block light sources:
The spawners also spawn mobs at a much faster rate than vanilla so they actually pose a challenge, as do most other spawners in TMCW (note that my "attack cooldown" allows you to attack as fast as you can as long as you do not miss or hit mobs while damage-immune from a player attack), although they can only continuously spawn around 50 mobs before they no longer drop any loot or XP as an anti-farming countermeasure (I really hate mob farms and IMO spawners were intended to spawn mobs in cases where natural spawning is insufficient. This is not a permanent effect though and they will gradually recover, with full recovery (50 mobs) after an in-game day or two. Note that something similar was once considered for vanilla, see first entry for 1.3.1).
Also, I've added sandstone pressure plates, which have the unique properly of only being triggered by players, fixing the issue of mobs setting the trap off - as well as being hard to spot, much like trapped chests (only differ by a slight reddish tinge around the latch):
You can't see it from this angle but there is a sandstone pressure plate down there:
The chests are also trapped chests, similarly hard to tell apart from normal chests, with additional TNT under each one:
Sandstone pressure plates would also be extremely useful for player bases; you can put one in front of an iron door and it will be totally mob-proof while being easy to enter (there are already ways to make even wooden doors zombie-proof so I don't see this as unbalancing), as well as for making player-only traps.
The top of the pyramid is also covered to make it darker inside; otherwise their structure is unchanged from vanilla:
Of course, anybody can still easily defeat the traps, as well as bypass the mobs (e.g. dig below the floor under the entrance until you hit the shaft, which can only have naturally spawned mobs in it as the spawners can't spawn mobs low enough) but that is true for other structures as well (I simply mine out the levers and chiseled stone bricks, which I collect anyway, in jungle temples to access the hidden chest, otherwise, the "code" is very simple and is always the same). I've seen mods that added structures using unbreakable blocks but that should be avoided for obvious reasons (End portals are a special case).
Perhaps they didn't change them after all this time because players are expected to do most of the great looking builds themselves? I know it would be cool if we had better and bigger desert pyramids, but you could design so many of them yourself and there's more fun and satisfaction in doing that.
Perhaps they didn't change them after all this time because players are expected to do most of the great looking builds themselves? I know it would be cool if we had better and bigger desert pyramids, but you could design so many of them yourself and there's more fun and satisfaction in doing that.
Good point. But it's not that difficult to build a pyramid.
Imo only the underground of the structure needs a rework to make it fun exploring, not loot 'n leave.
You could of corse say the same to jungle temples, which i prised in my post above but their loot isn't that important.
Besides, the desert pyramid isn't a structure you have to search for too long. But it's suprisingly big compared to other structures.
It makes sence for shipwrecks to loot 'n leave. But desert pyramids turn out boring after your very first visit, don't they?
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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 was just exploring a minecraft world and thought, wouldnt it be nice if the desert pyramid looked maybe a bit better?
So i rebuild a desert pyramid and i want to know what you guys think about it...
thanks
The current design isn't bad.
It's the tnt trap that needs to be removed. Becouse it works only once.
Altough who would expect an explosion trap in a pyramid? Never heard of that before minecraft.
Imo there should be "infested blocks" that spawn husks once you come close to the treasure room.
The way desert pyramids are now, they are to easy to loot unless a mob spawns near the trap and destroys everything.
Which isn't unusal. It should be reworked for the underground part. The pyramid above ground is just fine imo.
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 added mobs spawners and removed the tnt trap but you can't see it cause the photo is made from outside.
if you want to see it by your own i can send you the ip...
you can see here the other parts of it
I am sorry for not talking about yours in the first place.
Your pyramid design looks like a castle to me. You did a good job about transforming it.
When i actually use them, i merely light them up, block off the side entrances, the hole on top and place a door.
However, pyramids are graves. As far as i know, they are protected by labyrinths and traps.
Castle like architecture wouldn't make much sence for graves.
I am uncertain if pyramids should have spawners or not. Do spawners inspire people to build efficient mob famrs?
Imo mob spawners aren't any where near efficient as player made mobfarms.
The only issue i have is that things might get out of control if there where more then 2 spawners inside the desert pyramid.
Infested blocks would be limited by a random amount the structure itself could have,
forcing the player to fight a horde of mobs, not an endless barrage.
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 should be hard...
and the temples right now are just to easy to deal with.
I would prefer them to be hard, but i don't think they need to become harder.
It's just no more fun to explore a desert pyramid once you fell for the trap. That's it.
After that it's eather collecting the loot or finding the treasure room destroyed becouse a mob spawned there and activated the trap.
The jungle pyramid is more interesting to explore. Some levers that do something. Dispensers shooting at you.
Even though the loot isn't great, it's not a question if a mob might trigger the self destruct mechanism before you reach it.
I ran my first jungle pyramid up and down wondering what the levers might do untill i gave in and mined through the wall to see what they actually do.
During that time i had next to no clue about redstone, which was good! So i flipped the levers and tried to understand that redstone setup.
THAT was fun.
Imo the desert pyramid needs to be fun. Not the introduction-troll to minecrafts loot 'n leave structures.
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
So you mean i should add something new to the player base so that the players dont get bored
My own redesign of desert temples included adding spawners as well as trapped chests, which can appear in one of 12 combinations, including vanilla (pressure plate only):
Zombies have been replaced with husks in an upcoming update, with the added difficulty of not burning in sunlight and inflicting Hunger (which drains hunger 5x faster than current versions as I have not modified hunger mechanics from vanilla 1.6.4, but the duration is lower); their spawners also ignore sky light so the only way to stop them from spawning is to place torches or other block light sources:
The spawners also spawn mobs at a much faster rate than vanilla so they actually pose a challenge, as do most other spawners in TMCW (note that my "attack cooldown" allows you to attack as fast as you can as long as you do not miss or hit mobs while damage-immune from a player attack), although they can only continuously spawn around 50 mobs before they no longer drop any loot or XP as an anti-farming countermeasure (I really hate mob farms and IMO spawners were intended to spawn mobs in cases where natural spawning is insufficient. This is not a permanent effect though and they will gradually recover, with full recovery (50 mobs) after an in-game day or two. Note that something similar was once considered for vanilla, see first entry for 1.3.1).
Also, I've added sandstone pressure plates, which have the unique properly of only being triggered by players, fixing the issue of mobs setting the trap off - as well as being hard to spot, much like trapped chests (only differ by a slight reddish tinge around the latch):
You can't see it from this angle but there is a sandstone pressure plate down there:
The chests are also trapped chests, similarly hard to tell apart from normal chests, with additional TNT under each one:
Sandstone pressure plates would also be extremely useful for player bases; you can put one in front of an iron door and it will be totally mob-proof while being easy to enter (there are already ways to make even wooden doors zombie-proof so I don't see this as unbalancing), as well as for making player-only traps.
The top of the pyramid is also covered to make it darker inside; otherwise their structure is unchanged from vanilla:
Of course, anybody can still easily defeat the traps, as well as bypass the mobs (e.g. dig below the floor under the entrance until you hit the shaft, which can only have naturally spawned mobs in it as the spawners can't spawn mobs low enough) but that is true for other structures as well (I simply mine out the levers and chiseled stone bricks, which I collect anyway, in jungle temples to access the hidden chest, otherwise, the "code" is very simple and is always the same). I've seen mods that added structures using unbreakable blocks but that should be avoided for obvious reasons (End portals are a special case).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Perhaps they didn't change them after all this time because players are expected to do most of the great looking builds themselves? I know it would be cool if we had better and bigger desert pyramids, but you could design so many of them yourself and there's more fun and satisfaction in doing that.
Good point. But it's not that difficult to build a pyramid.
Imo only the underground of the structure needs a rework to make it fun exploring, not loot 'n leave.
You could of corse say the same to jungle temples, which i prised in my post above but their loot isn't that important.
Besides, the desert pyramid isn't a structure you have to search for too long. But it's suprisingly big compared to other structures.
It makes sence for shipwrecks to loot 'n leave. But desert pyramids turn out boring after your very first visit, don't they?
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
At this point i feel like i must say that the best you could do about desert pyramids is eather:
-altering the pyramid like the OP with his castle like design
-or like TheMasterCaver with his alternateing variations, wich i think might be part of his own modification,
possibly using custom lootpools for the structure.
Impressive, when i think about lootpools before 1.13, which where a mess.
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