There would be a TINY little castle, inside it would be mossy cobble chests and stairs hidden by the floor. What you would do is find the ladder in the corner and climb it up into the second floor and fight the skeleton guards (mob improvement.) Hearts: damage: and he would guard the areas and he would have a bow. he would guard all of the rooms... there would be multiple.
oh and this: the underground dungeon. so you've explored the above ground dungeon. go back to the first room and mine down, theres an underground dungeon that is huge and has tons of traps. I'm not sure what the traps will be, but there would also be these: the ghoul. thanks to the guy who made the suggestion. there would be a ghoul spawner and chests and more ghoul spawners. although I'm not sure what would be in the chests, it would be rare and the chests would be very hard to find.
Isn't there a mod for this somewhere? I can't seem to find it, but someone needs to post it. It's like a 5 story castle with floors, and a boss, and alot of treasure at the top. They also spawn randomly in the world.
Isn't there a mod for this somewhere? I can't seem to find it, but someone needs to post it. It's like a 5 story castle with floors, and a boss, and alot of treasure at the top. They also spawn randomly in the world.
Sounds sweet. But this is the actual game. I don't use mods.
Or you could make it so that they only show up at night.
This. If you are somehow unsuccessful in overtaking the dungeon before daybreak, POOF! It disappears. Say that 2 or 3 above-ground dungeons (AGD) spawn every night in and near explored area. (Places you've loaded before). When the sun comes up, the AGD is gone, and is replaced by normal landscape. Since their spawn is random, there is a slim chance of an AGD being spawned in the same place.
Furthermore, this gives the player much more reason to actually go out at night and challenge themselves to a friendly game of risk-your-life-for-a-saddle. In general, just more to do.
Also, an AGD will only be spawned far away from the player's sea-level location. So even if you're in a mine, one can't spawn on top of you, and you still have to look for it.
Finally, if one were to spawn in the side of a mountain or similar, it is simply cut into the landscape. Upon daybreak, the AGD is gone and the mountain goes back to its normal self.
These are all my mindless brainstormings-- feel free to add or subtract from them.
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“If you only knew the magnificence of the 3, 6 and 9, then you would have the key to the universe.”
-Nikola Tesla
Or you could make it so that they only show up at night.
This. If you are somehow unsuccessful in overtaking the dungeon before daybreak, POOF! It disappears. Say that 2 or 3 above-ground dungeons (AGD) spawn every night in and near explored area. (Places you've loaded before). When the sun comes up, the AGD is gone, and is replaced by normal landscape. Since their spawn is random, there is a slim chance of an AGD being spawned in the same place.
Furthermore, this gives the player much more reason to actually go out at night and challenge themselves to a friendly game of risk-your-life-for-a-saddle. In general, just more to do.
Also, an AGD will only be spawned far away from the player's sea-level location. So even if you're in a mine, one can't spawn on top of you, and you still have to look for it.
Finally, if one were to spawn in the side of a mountain or similar, it is simply cut into the landscape. Upon daybreak, the AGD is gone and the mountain goes back to its normal self.
These are all my mindless brainstormings-- feel free to add or subtract from them.
Awesome Idea, both the dungeon and the night-time random spawning! You could also, perchance, when having the world spawn Above Ground Dungeons (AGD) have the generator spawn them attached to a specific formation of rock or stone (such as, a disk of mossy cobblestone with maybe a few blocks of obsidian in the centre, or maybe where the entrance might be) so that you could recognize an area that will spawn an AGD. I love the idea of having them spawn/despawn through the night cycle, but it would be good if you could plan around them-- so that they won't spawn halfway buried in your castle courtyard every night.
Also it might be a little hard to find them without a clear indication of what you should be looking for... Maybe you could have the game spawn a gateway that teleports you to an instanced castle in an ever-night castle? Lol now I'M rambling.
...so that they won't spawn halfway buried in your castle courtyard every night.
Also it might be a little hard to find them without a clear indication of what you should be looking for...
Other restrictions could be added. In addition to an AGD not being able to spawn within a certain distance of a player's sea-level position, it could also be restricted from spawning x distance from any blocks a player has placed, ensuring that one will never appear in your courtyard.
---
A clear indication? That would the be AGD itself. It would have to be an enclosed structure containing things like the skeletal guards and other dungeon characteristics like a mob spawner and chests. They could be illuminated with fire somehow, (maybe the outer walls burning?) which would give them a more fearsome look. The point is that you find them at random, but still can go out hunting for one. This is unlike the classic dungeon where, literally, you have no idea where to look.
Also, they wouldn't be able to spawn within a certain distance of one another.
Rollback Post to RevisionRollBack
“If you only knew the magnificence of the 3, 6 and 9, then you would have the key to the universe.”
-Nikola Tesla
Or you could make it so that they only show up at night.
This. If you are somehow unsuccessful in overtaking the dungeon before daybreak, POOF! It disappears. Say that 2 or 3 above-ground dungeons (AGD) spawn every night in and near explored area. (Places you've loaded before). When the sun comes up, the AGD is gone, and is replaced by normal landscape. Since their spawn is random, there is a slim chance of an AGD being spawned in the same place.
Furthermore, this gives the player much more reason to actually go out at night and challenge themselves to a friendly game of risk-your-life-for-a-saddle. In general, just more to do.
Also, an AGD will only be spawned far away from the player's sea-level location. So even if you're in a mine, one can't spawn on top of you, and you still have to look for it.
Finally, if one were to spawn in the side of a mountain or similar, it is simply cut into the landscape. Upon daybreak, the AGD is gone and the mountain goes back to its normal self.
These are all my mindless brainstormings-- feel free to add or subtract from them.
This, but the AGD shouldn't just disappear, their should be tiny hints that it *WAS* there. And I was thinking there wouldn't be any bedrock, I'm against that, Bedrock is annoying enough when furymining.
But I have another idea...
Like this: [] []
( = netherrack)
( is a pressure plate)
The tnt would explode and you'd fall
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There would be a TINY little castle, inside it would be mossy cobble chests and stairs hidden by the floor. What you would do is find the ladder in the corner and climb it up into the second floor and fight the skeleton guards (mob improvement.)
oh and this: the underground dungeon. so you've explored the above ground dungeon. go back to the first room and mine down, theres an underground dungeon that is huge and has tons of traps. I'm not sure what the traps will be, but there would also be these:
Now light floods in, and everything burns.
you could make the ceilings
but the post in general needs more detail
bedrock ceilings would mean permanent patches of bedrock.
Sounds sweet. But this is the actual game. I don't use mods.
...Why?
I just don't. I use texture packs, but I don't use mods. I might use Mo Creatures or Cats, but I don't know.
It would make random floating bedrock.
But, I always support the above ground dungeons even if light could easily flood in. Or you could make it so that they only show up at night.
This. If you are somehow unsuccessful in overtaking the dungeon before daybreak, POOF! It disappears. Say that 2 or 3 above-ground dungeons (AGD) spawn every night in and near explored area. (Places you've loaded before). When the sun comes up, the AGD is gone, and is replaced by normal landscape. Since their spawn is random, there is a slim chance of an AGD being spawned in the same place.
Furthermore, this gives the player much more reason to actually go out at night and challenge themselves to a friendly game of risk-your-life-for-a-saddle. In general, just more to do.
Also, an AGD will only be spawned far away from the player's sea-level location. So even if you're in a mine, one can't spawn on top of you, and you still have to look for it.
Finally, if one were to spawn in the side of a mountain or similar, it is simply cut into the landscape. Upon daybreak, the AGD is gone and the mountain goes back to its normal self.
These are all my mindless brainstormings-- feel free to add or subtract from them.
-Nikola Tesla
Awesome Idea, both the dungeon and the night-time random spawning! You could also, perchance, when having the world spawn Above Ground Dungeons (AGD) have the generator spawn them attached to a specific formation of rock or stone (such as, a disk of mossy cobblestone with maybe a few blocks of obsidian in the centre, or maybe where the entrance might be) so that you could recognize an area that will spawn an AGD. I love the idea of having them spawn/despawn through the night cycle, but it would be good if you could plan around them-- so that they won't spawn halfway buried in your castle courtyard every night.
Also it might be a little hard to find them without a clear indication of what you should be looking for... Maybe you could have the game spawn a gateway that teleports you to an instanced castle in an ever-night castle? Lol now I'M rambling.
Other restrictions could be added. In addition to an AGD not being able to spawn within a certain distance of a player's sea-level position, it could also be restricted from spawning x distance from any blocks a player has placed, ensuring that one will never appear in your courtyard.
---
A clear indication? That would the be AGD itself. It would have to be an enclosed structure containing things like the skeletal guards and other dungeon characteristics like a mob spawner and chests. They could be illuminated with fire somehow, (maybe the outer walls burning?) which would give them a more fearsome look. The point is that you find them at random, but still can go out hunting for one. This is unlike the classic dungeon where, literally, you have no idea where to look.
Also, they wouldn't be able to spawn within a certain distance of one another.
-Nikola Tesla
This, but the AGD shouldn't just disappear, their should be tiny hints that it *WAS* there. And I was thinking there wouldn't be any bedrock, I'm against that, Bedrock is annoying enough when furymining.
But I have another idea...
Like this:
(
(
The tnt would explode and you'd fall