The Meaning of Life, the Universe, and Everything.
Join Date:
5/13/2018
Posts:
61
Member Details
Hardcore mode changes:
I'd love to see some harder mobs such as endermen, illagers, and even creepers spawning in hardcore mode only. In order not to make it super difficult, creepers would only spawn in rooms filled with shallow water. Enderman spawners would offer a new and fun way to get your ender pearls and therefore be a great reason to put trial chambers on your pre dragon to do list.
Trial by Fire. In this variant exclusive to hardcore mode, lava buckets could spill out of dispensers rather than water and this could come with a chance for splash potions of fire resistance to splash over you as you're fighting the mobs, making you (and them) fire resistant. However this is not guaranteed therefore cannot be relied upon.
Keys which open chests in other parts of the world. So a 'Nether key' would open loot chests that could be found in bastions, an 'Ender key' would open chests that could be found in end cities, and an 'overworld key' which of course opens chests found in overworld structures, such as desert temples, ocean monuments, abandoned mineshafts and jungle temples.
A trial boss. A new mini boss exclusive to trial chambers, upon defeating this mini boss, item drops could include potions, armour, weapons and indeed heavy cores. This boss could spawn either in a designated room within the dungeon, or have a small chance of spawning randomly if the player has ominous level II or higher on them.
Please make it so water cannot naturally generate within the trial chambers. Making that effort to dig down is so annoying if I get there and find most of the chamber is flooded and unplayable.
I dislike features which are designed for a specific difficulty; this is why I made all "Hard only" features, except for zombies breaking doors, happen on all difficulties, even Easy (for example, spiders with potion effects. I'll also note that 1.8 made it so regional difficulty has no effect on Easy so you can no longer even have armored mobs. I do scale the chance so they aren't as common as on Normal or Hard). Difficulty has also never had any impact on how a world generates, this means that seeds would have to be marked as to whether they are Hardcore (or just Hard, as I've seen similar suggestions for before).
Also, dungeons in general should be updated, why only zombies, spiders, and skeletons? I added creepers (spawners are blast-resistant enough to withstand them) and endermen (these are automatically hostile if you get too close, in order to make them more of a threat, given that dungeon loot is better in general, spawners also spawn mobs at a much faster rate, a few mobs as seldom as every 40 seconds simply doesn't impress me at all, I even added a variant of dungeon with two spawners, each spawning a different mob (to offset the increased rate of loot collection this enables I made mobs from spawners stop dropping loot after a while unless you allow them to rest, a gamerule can disable this).
Hardcore mode changes:
I'd love to see some harder mobs such as endermen, illagers, and even creepers spawning in hardcore mode only. In order not to make it super difficult, creepers would only spawn in rooms filled with shallow water. Enderman spawners would offer a new and fun way to get your ender pearls and therefore be a great reason to put trial chambers on your pre dragon to do list.
Trial by Fire. In this variant exclusive to hardcore mode, lava buckets could spill out of dispensers rather than water and this could come with a chance for splash potions of fire resistance to splash over you as you're fighting the mobs, making you (and them) fire resistant. However this is not guaranteed therefore cannot be relied upon.
Keys which open chests in other parts of the world. So a 'Nether key' would open loot chests that could be found in bastions, an 'Ender key' would open chests that could be found in end cities, and an 'overworld key' which of course opens chests found in overworld structures, such as desert temples, ocean monuments, abandoned mineshafts and jungle temples.
A trial boss. A new mini boss exclusive to trial chambers, upon defeating this mini boss, item drops could include potions, armour, weapons and indeed heavy cores. This boss could spawn either in a designated room within the dungeon, or have a small chance of spawning randomly if the player has ominous level II or higher on them.
Please make it so water cannot naturally generate within the trial chambers. Making that effort to dig down is so annoying if I get there and find most of the chamber is flooded and unplayable.
I dislike features which are designed for a specific difficulty; this is why I made all "Hard only" features, except for zombies breaking doors, happen on all difficulties, even Easy (for example, spiders with potion effects. I'll also note that 1.8 made it so regional difficulty has no effect on Easy so you can no longer even have armored mobs. I do scale the chance so they aren't as common as on Normal or Hard). Difficulty has also never had any impact on how a world generates, this means that seeds would have to be marked as to whether they are Hardcore (or just Hard, as I've seen similar suggestions for before).
Also, dungeons in general should be updated, why only zombies, spiders, and skeletons? I added creepers (spawners are blast-resistant enough to withstand them) and endermen (these are automatically hostile if you get too close, in order to make them more of a threat, given that dungeon loot is better in general, spawners also spawn mobs at a much faster rate, a few mobs as seldom as every 40 seconds simply doesn't impress me at all, I even added a variant of dungeon with two spawners, each spawning a different mob (to offset the increased rate of loot collection this enables I made mobs from spawners stop dropping loot after a while unless you allow them to rest, a gamerule can disable this).
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?