It seems that Minecraft has tried to make itself somewhat scary again, this appealed to people like me and other that remember when caves or the dark ocean was scary in Minecraft. Ever since the Deep dark was announced ive wanted a marianna trench update, to hopefully add all the creepy fish and other things like octopi into Minecraft.
-Deep Sea Trench
A new biome that would spawn below the ocean around deep slate level and would be a massive crack in the ocean floor descending down, here the lighting is extremely dark, possibly being darker than the darkness affect, this would require an item like a underwater lantern or night vision potions. Down here I would image you needing a lot of water-breathing potions so maybe you could find a new rare item in shipwrecks to help with the problem of breathing.
-Deep Sea Trench Mobs
Angler fish that when making eye contact with will 1 play an scary audio or not and 2 doesn't let you break eye contact.
It seems that Minecraft has tried to make itself somewhat scary again, this appealed to people like me and other that remember when caves or the dark ocean was scary in Minecraft. Ever since the Deep dark was announced ive wanted a marianna trench update, to hopefully add all the creepy fish and other things like octopi into Minecraft.
-Deep Sea Trench
A new biome that would spawn below the ocean around deep slate level and would be a massive crack in the ocean floor descending down, here the lighting is extremely dark, possibly being darker than the darkness affect, this would require an item like a underwater lantern or night vision potions. Down here I would image you needing a lot of water-breathing potions so maybe you could find a new rare item in shipwrecks to help with the problem of breathing.
-Deep Sea Trench Mobs
Angler fish that when making eye contact with will 1 play an scary audio or not and 2 doesn't let you break eye contact.
and thats all I can think of lol.
I'm interested by this idea as an aquatic variant of ancient cities (in spirit). I would suggest the angler and other mobs have special behaviours or drops, and maybe that an exclusive block, ore, or structure spawns in these. Also, what do you mean by underwater lanterns? All lantern blocks in this game can be placed and work underwater, but you can't carry-use them with you in vanilla.
this would give greater use for Water Breathing potions or bubble columns, as well as Night Vision potions or light sources, as opposed to just relying on Respiration III enchantment as you can do most of the time if you're not inside of say an Ocean Monument.
While the penalty for dying down here would be steep, as in, items almost certainly being unrecoverable, with the proper preparation and patience, players can survive this hazard.
I've been in support of adding more optional quests to the game as a means of increasing the game's difficulty as it doesn't force players into situations they can't handle, they make the choice, just as they do with the Warden in Deep Dark biomes.
Deep Sea Trenches while the danger is increased due to the oceans being deeper, meaning players cannot just get away with relying on just enchantments on armour and tools, they now need to use other items in conjunction with this in order to survive long enough to explore these biomes thoroughly, they could have greater treasure compared to other Shipwrecks, giving players incentive to explore them, but they must use caution and also try to avoid unnecessary battles with Drowned Zombies, as they would be a distraction and would cause players to waste their potions more often when dealing with them down here.
I'm interested by this idea as an aquatic variant of ancient cities (in spirit). I would suggest the angler and other mobs have special behaviours or drops, and maybe that an exclusive block, ore, or structure spawns in these. Also, what do you mean by underwater lanterns? All lantern blocks in this game can be placed and work underwater, but you can't carry-use them with you in vanilla.
(Optifine aside, I only play select modpacks time to time).
"building fatigue" could be afflicted by a mob from this biome, to prevent the abuse of doors and other blocks that can't be waterlogged. It could either stop you from placing blocks outright, or mine each block you place after a second or so, the latter would still allow for air pockets to be created, but would make it somewhat harder.
"building fatigue" could be afflicted by a mob from this biome, to prevent the abuse of doors and other blocks that can't be waterlogged. It could either stop you from placing blocks outright, or mine each block you place after a second or so, the latter would still allow for air pockets to be created, but would make it somewhat harder.
Hypothetically milk buckets could be used to nullify the effect after the mobs had been dealt with, but this takes up extra inventory slots, inventory slots that would otherwise be occupied by either extra supplies or loot from treasure finds, so there is balance in using the curing method.
Having structures similar to the Ocean Monuments where a boss could be fought to eliminate the building fatigue effect completely if the mob is killed in that area, similar to destroying the Elder Guardian. But they must be found in hard to reach places, these areas could be highly populated with glowing squid to help light the way however.
"building fatigue" could be afflicted by a mob from this biome, to prevent the abuse of doors and other blocks that can't be waterlogged. It could either stop you from placing blocks outright, or mine each block you place after a second or so, the latter would still allow for air pockets to be created, but would make it somewhat harder.
this feels a bit hard to execute but i'm all for it
this feels a bit hard to execute but i'm all for it
As long as it doesn't prevent the use of soul sand or magma blocks I am for it as well, waterloo did propose that a delayed block placement be done with building fatigue, not an outright stopping of it as an alternative. Soul sand and magma blocks, and likewise bubble columns do need other uses as well and this is an ideal update for it in my honest opinion.
It seems that Minecraft has tried to make itself somewhat scary again, this appealed to people like me and other that remember when caves or the dark ocean was scary in Minecraft. Ever since the Deep dark was announced ive wanted a marianna trench update, to hopefully add all the creepy fish and other things like octopi into Minecraft.
-Deep Sea Trench
A new biome that would spawn below the ocean around deep slate level and would be a massive crack in the ocean floor descending down, here the lighting is extremely dark, possibly being darker than the darkness affect, this would require an item like a underwater lantern or night vision potions. Down here I would image you needing a lot of water-breathing potions so maybe you could find a new rare item in shipwrecks to help with the problem of breathing.
-Deep Sea Trench Mobs
Angler fish that when making eye contact with will 1 play an scary audio or not and 2 doesn't let you break eye contact.
and thats all I can think of lol.
I'm interested by this idea as an aquatic variant of ancient cities (in spirit). I would suggest the angler and other mobs have special behaviours or drops, and maybe that an exclusive block, ore, or structure spawns in these. Also, what do you mean by underwater lanterns? All lantern blocks in this game can be placed and work underwater, but you can't carry-use them with you in vanilla.
I support
this would give greater use for Water Breathing potions or bubble columns, as well as Night Vision potions or light sources, as opposed to just relying on Respiration III enchantment as you can do most of the time if you're not inside of say an Ocean Monument.
While the penalty for dying down here would be steep, as in, items almost certainly being unrecoverable, with the proper preparation and patience, players can survive this hazard.
I've been in support of adding more optional quests to the game as a means of increasing the game's difficulty as it doesn't force players into situations they can't handle, they make the choice, just as they do with the Warden in Deep Dark biomes.
Deep Sea Trenches while the danger is increased due to the oceans being deeper, meaning players cannot just get away with relying on just enchantments on armour and tools, they now need to use other items in conjunction with this in order to survive long enough to explore these biomes thoroughly, they could have greater treasure compared to other Shipwrecks, giving players incentive to explore them, but they must use caution and also try to avoid unnecessary battles with Drowned Zombies, as they would be a distraction and would cause players to waste their potions more often when dealing with them down here.
(Optifine aside, I only play select modpacks time to time).
Support
"building fatigue" could be afflicted by a mob from this biome, to prevent the abuse of doors and other blocks that can't be waterlogged. It could either stop you from placing blocks outright, or mine each block you place after a second or so, the latter would still allow for air pockets to be created, but would make it somewhat harder.
Hypothetically milk buckets could be used to nullify the effect after the mobs had been dealt with, but this takes up extra inventory slots, inventory slots that would otherwise be occupied by either extra supplies or loot from treasure finds, so there is balance in using the curing method.
Having structures similar to the Ocean Monuments where a boss could be fought to eliminate the building fatigue effect completely if the mob is killed in that area, similar to destroying the Elder Guardian. But they must be found in hard to reach places, these areas could be highly populated with glowing squid to help light the way however.
this feels a bit hard to execute but i'm all for it
As long as it doesn't prevent the use of soul sand or magma blocks I am for it as well, waterloo did propose that a delayed block placement be done with building fatigue, not an outright stopping of it as an alternative. Soul sand and magma blocks, and likewise bubble columns do need other uses as well and this is an ideal update for it in my honest opinion.