They already have zombie villages, but I think it would be neat if you could come across abandoned structures in the different biomes that give the impression that someone else was there before you and failed to survive.
Like you run through a spruce biome and you find a chunk surrounded by a broken stone brick and spruce wood wall with a ruined starter house behind it, inside you find a bed, a crafting bench and a chest with random iron tools inside of it.
Maybe for taiga/spruce are we talking overgrown log cabins or campsites? A pinecone or acorn or others type harvesting/collecting structure, or a wood mill or ski resort or something hmm.
I mean for what we do have sure zombie village, but I mean can structure could be seen as abandoned due to more hostile mobs or no mobs at all inhabiting them.
Strongholds (libraries with cobwebs not just empty halls)
Abandoned Mineshafts
Shipwrecks are also abandoned
I even forgot about Ocean Ruins till I came across them yesterday.
The Sculk structure and whatever it's called that I never knew existed till playing 1.20.1/1.21.1 modded modpacks and getting used to those versions as I'm new to them, I stopped at 1.17 Release and have just being getting around to the new stuff over the past few months.
Among many others that are or aren't inhabited by mobs like yes the mansion or igloo or ocean monument. villages, pillager outposts, etc.
So you do get a mix.
More themed ones that's a different factor as yes they could offer those to fit biomes, or a theme or types of loot.
Could be starter locations, could be ones for some random lore to think up, it could be anything with some old loot or new update loot to justify a reason to go to them or something exciting.
But with ongoing games the ceiling of loot, new items/blocks/mobs/bosses the ceilling is never enough sometimes, while other things that effect the game can, it just varies, I mostly focus on quality of life stuff I'll use and never be bored with while some things i'l go hmm thats fair, or maybe reguarly go to thme or other times never consider them.
I like your idea of more biome or themed structures for ones that lack them (but I also don't want more civilised locations or 'these structures are here to humanise things' I want some biomes to be empty and natural for their own charm, I don't need a village in every biome to feel lived in or lore, when sometimes the gaps in things gives them their personality, while others yes do benefit from such things.
The structures can give some ideas for building (not always or really don't but can be seen as such a little bit) or yes just something to offer a biome that may lack something, if their trees or passive/netural animal mobs or others don't do enough or the biomes lack items or ground clutter./flowers or other things.
That's a good idea. Especially for biomes where villages aren't generated. But many players are already complaining that the game worlds are overloaded with structures. Such structures should be rare. And it would be even better if we could choose the frequency of their appearance.
That's a good idea. Especially for biomes where villages aren't generated. But many players are already complaining that the game worlds are overloaded with structures. Such structures should be rare. And it would be even better if we could choose the frequency of their appearance.
It is possible to change the frequency of structures, if with datapacks that may be hard for the average user to make/understand:
The frequency of a structure is defined by its "spacing", which is the size of a grid cell which has one attempt at generating a structure, the default of 32 for most structures gives one attempt per 32x32 or 1024 chunks (which has never been changed for villages, their perceived abundance is due to other reasons, ranging from biomes being larger and more open to player exploration styles and render distance. In fact, even with the addition of villages in savanna and taiga the biome distribution in 1.7-1.17 gives a similar frequency as in 1.6.4*). The "separation", usually 8, is the minimum center-center distance between structures (they are offset from 0-23 out of 0-31). There are some glaring exceptions, notably mineshafts, which I'd want to make at least twice as common (instead of using a spacing they have a random chance of generating in a chunk, set to 1% in 1.6.4 and 0.4% since).
*An example of how common villages are, with 7 within a circular radius of 48 chunks / 7270 chunks visible:
No idea why they removed the original in-game customization (and no, not because they rewrote world generation in 1.13, I decompiled it and found the exact same default settings as before), which I'd enhanced by adding options for structures (many of which were available in Superflat since 1.4 but have since been removed as well, plus some new ones like whether mineshafts become less common closer to 0,0 or whether strongholds overwrite air and liquids. The ability to change the number of strongholds was already in vanilla/Superflat prior to 1.9, if with some weird behavior when set high):
Greater structure variety is always welcome, but it'll require many existing structures to be made rarer for balancing purposes. I feel that all of the ocean structures (monuments included) already generate way too frequently. Loot a few shipwrecks or buried treasures and you'll find yourself with a full set of iron armor plus other valuables in no time.
As for abandoned structures, I don't believe that they necessarily have to be substantial or purposeful in any sense. They can simply be small things that players unintentionally stumble upon now and then. Such as, for example, an extinguished campfire with a felled tree nearby. Or a deformed ladder leading up to a small, ruined treehouse in the jungle. Not every structure has to contain a loot chest (or any form of loot) either. Needless to say, there will be complaints that yet another materialistically useless feature has been added to the game, but then again, there is nothing that can satisfy everyone, and I do think such structures can improve immersion.
Regarding abandoned villages, I wonder if it'll be desirable to increase their odds of replacing normal villages in more "desolate and isolated" biomes, such as taigas and snowy plains.
I was thinking that it would look like a previous player had been there and had failed to "beat the game" and you are just coming across their left behind starter base. The bad loot selection is meant to show that you are either at their level or doing a lot better than them.
I was thinking that it would look like a previous player had been there and had failed to "beat the game" and you are just coming across their left behind starter base. The bad loot selection is meant to show that you are either at their level or doing a lot better than them.
I think that's fair, starter bases that give off the impression as player was there, whether for lore or resources or just even for 'new players'.
But in terms of 'failing to beat the game' I mean, we talking like a few ender pearls/ender eyes, blaze rods/powder, potions, many resources, that seems a bit powerful even if fair for story telling. Certain resources sure but others it varies with how powerful or useful they are.
There is a reason I think Mojang is particular with enchanted books or many other resources in some structures, as the player can spawn anywhere, the ones they have to explore for are done that way for a reason, is where the player is at, at that point or it relates to that update or types of mobs/blocks like the Sculk ones for example or stronghold.
Are we also talking a skeleton in the base?
In terms of materials and things sure it can work.
Then again instead of failed to beat the game it could also give the impression they moved on from the game at the point they cared to play that world, I mean beating the game isn't really the point, you can do whatever you want and stop playing at any time, create a new world, add more mods, create another instance, so a 'failed to beat the game' is a bit silly.
They already have zombie villages, but I think it would be neat if you could come across abandoned structures in the different biomes that give the impression that someone else was there before you and failed to survive.
Like you run through a spruce biome and you find a chunk surrounded by a broken stone brick and spruce wood wall with a ruined starter house behind it, inside you find a bed, a crafting bench and a chest with random iron tools inside of it.
Maybe for taiga/spruce are we talking overgrown log cabins or campsites? A pinecone or acorn or others type harvesting/collecting structure, or a wood mill or ski resort or something hmm.
I mean for what we do have sure zombie village, but I mean can structure could be seen as abandoned due to more hostile mobs or no mobs at all inhabiting them.
Strongholds (libraries with cobwebs not just empty halls)
Abandoned Mineshafts
Shipwrecks are also abandoned
I even forgot about Ocean Ruins till I came across them yesterday.
The Sculk structure and whatever it's called that I never knew existed till playing 1.20.1/1.21.1 modded modpacks and getting used to those versions as I'm new to them, I stopped at 1.17 Release and have just being getting around to the new stuff over the past few months.
Among many others that are or aren't inhabited by mobs like yes the mansion or igloo or ocean monument. villages, pillager outposts, etc.
So you do get a mix.
More themed ones that's a different factor as yes they could offer those to fit biomes, or a theme or types of loot.
Could be starter locations, could be ones for some random lore to think up, it could be anything with some old loot or new update loot to justify a reason to go to them or something exciting.
But with ongoing games the ceiling of loot, new items/blocks/mobs/bosses the ceilling is never enough sometimes, while other things that effect the game can, it just varies, I mostly focus on quality of life stuff I'll use and never be bored with while some things i'l go hmm thats fair, or maybe reguarly go to thme or other times never consider them.
I like your idea of more biome or themed structures for ones that lack them (but I also don't want more civilised locations or 'these structures are here to humanise things' I want some biomes to be empty and natural for their own charm, I don't need a village in every biome to feel lived in or lore, when sometimes the gaps in things gives them their personality, while others yes do benefit from such things.
The structures can give some ideas for building (not always or really don't but can be seen as such a little bit) or yes just something to offer a biome that may lack something, if their trees or passive/netural animal mobs or others don't do enough or the biomes lack items or ground clutter./flowers or other things.
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That's a good idea. Especially for biomes where villages aren't generated. But many players are already complaining that the game worlds are overloaded with structures. Such structures should be rare. And it would be even better if we could choose the frequency of their appearance.
Sorry for my English, I use Google Translate.
It is possible to change the frequency of structures, if with datapacks that may be hard for the average user to make/understand:
https://minecraft.wiki/w/Custom#Structure_defaults
The frequency of a structure is defined by its "spacing", which is the size of a grid cell which has one attempt at generating a structure, the default of 32 for most structures gives one attempt per 32x32 or 1024 chunks (which has never been changed for villages, their perceived abundance is due to other reasons, ranging from biomes being larger and more open to player exploration styles and render distance. In fact, even with the addition of villages in savanna and taiga the biome distribution in 1.7-1.17 gives a similar frequency as in 1.6.4*). The "separation", usually 8, is the minimum center-center distance between structures (they are offset from 0-23 out of 0-31). There are some glaring exceptions, notably mineshafts, which I'd want to make at least twice as common (instead of using a spacing they have a random chance of generating in a chunk, set to 1% in 1.6.4 and 0.4% since).
*An example of how common villages are, with 7 within a circular radius of 48 chunks / 7270 chunks visible:
No idea why they removed the original in-game customization (and no, not because they rewrote world generation in 1.13, I decompiled it and found the exact same default settings as before), which I'd enhanced by adding options for structures (many of which were available in Superflat since 1.4 but have since been removed as well, plus some new ones like whether mineshafts become less common closer to 0,0 or whether strongholds overwrite air and liquids. The ability to change the number of strongholds was already in vanilla/Superflat prior to 1.9, if with some weird behavior when set high):
(I never released this mod due to issues with running it outside of MCP, I'd also added numerous settings for caves and other options, e.g. cave lava level, flat bedrock, emerald ore frequency/generating in other biomes)
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?
Greater structure variety is always welcome, but it'll require many existing structures to be made rarer for balancing purposes. I feel that all of the ocean structures (monuments included) already generate way too frequently. Loot a few shipwrecks or buried treasures and you'll find yourself with a full set of iron armor plus other valuables in no time.
As for abandoned structures, I don't believe that they necessarily have to be substantial or purposeful in any sense. They can simply be small things that players unintentionally stumble upon now and then. Such as, for example, an extinguished campfire with a felled tree nearby. Or a deformed ladder leading up to a small, ruined treehouse in the jungle. Not every structure has to contain a loot chest (or any form of loot) either. Needless to say, there will be complaints that yet another materialistically useless feature has been added to the game, but then again, there is nothing that can satisfy everyone, and I do think such structures can improve immersion.
Regarding abandoned villages, I wonder if it'll be desirable to increase their odds of replacing normal villages in more "desolate and isolated" biomes, such as taigas and snowy plains.
I was thinking that it would look like a previous player had been there and had failed to "beat the game" and you are just coming across their left behind starter base. The bad loot selection is meant to show that you are either at their level or doing a lot better than them.
I think that's fair, starter bases that give off the impression as player was there, whether for lore or resources or just even for 'new players'.
But in terms of 'failing to beat the game' I mean, we talking like a few ender pearls/ender eyes, blaze rods/powder, potions, many resources, that seems a bit powerful even if fair for story telling. Certain resources sure but others it varies with how powerful or useful they are.
There is a reason I think Mojang is particular with enchanted books or many other resources in some structures, as the player can spawn anywhere, the ones they have to explore for are done that way for a reason, is where the player is at, at that point or it relates to that update or types of mobs/blocks like the Sculk ones for example or stronghold.
Are we also talking a skeleton in the base?
In terms of materials and things sure it can work.
Then again instead of failed to beat the game it could also give the impression they moved on from the game at the point they cared to play that world, I mean beating the game isn't really the point, you can do whatever you want and stop playing at any time, create a new world, add more mods, create another instance, so a 'failed to beat the game' is a bit silly.
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Wikis: https://modwiki.miraheze.org/wiki/User:SuntannedDuck2,"https://ftb.fandom.com/wiki/Quilt, Fab/Neo/Rift/Leg&Bab/Ornithe,"https://modded.wiki/w/User:SuntannedDuck2,"https://gran-turismo.fandom.com/wiki/Gran_Turismo_4_Mazda_MX-5_Edition
MOJANG SHOULD TOTALLY ADD MOREABANDONED STRUCTURES!!!!!!