Since water colors for the swamp effects all levels, It got me thinking of other biome specific changes for the caverns below some biomes. Would make biome crossing underground actually eventful.
These would only effect the shallower caverns, about y-30 and up within the biome.
Swamps/Jungles/Forrest. Would have random roots. Somewhat like fences yet when destroyed leave sticks. Spikes of roots would block some tunnels requiring some hack though. Possibly regenerated from the underside of mossy cobble when on ceiling. Rather than be solid, maybe slowing agent similar to but not as severe as spider web.
Mossy smooth stone that spawns vines on them to control spread to localized areas.
Mushroom biome. Random glowing shrooms. Cant be transplanted yet can be broken for a new potion brew item.
Makes for a unique farm, and a reason to use nether travel for harvests as I doubt everyone loves living in the shroom biome. The mycelium dirt should be all over underground as well.
Desert. Should have more sandstone generated within the tunnels. All water sources should really be quicksand. Like lava speed and spread yet acts like Super mario 3 sand. Slowly sink into it and slows speed. In fact all watering holes that spawn in the desert should be quicksand.
Why not a sand filled pockets debuff when getting out of quicksand too. Slowdown for 15 seconds.
Plus like the lava or water effect when one block above ceiling, should have a hourglass like stream of sand for quicksand.
And just throwing it out there. Quicksand hits lava, Glass. Silk touch enchant :smile.gif:
Tundras snow biomes. Icicles randomly on ceiling. Simply one block long spikes with water drip, or caused by water drip.
Could grow much like wheat/wart. size 1 through 3 are safe. Large complete icicles will be the ones that fall on you.
A toss out there: Complete icicle broken with any axe, very limited use (6ish maybe) sword. Cause slow debuff.
Ice glossed smooth stone. Slippery glide causing surface. Pregenerated or after water source went over smooth stone.
Grasslands. Can't think of anything terribly grassland like that will add anything interesting. Likely good to leave these areas very vanilla and plain. These flat areas are prime project spots so best not to add any complicated mechanics.
Mountains. Something interesting should be in those caves high above the water level. Other than abundant coal. Future red dragons may fill this gap so I wont touch them.
You seem to have put a lot of thought into it. I like most of the suggested changes except for the quicksand and falling icicles =P IRL quicksand is only found near bodies of water affected by tides; and falling icicles just seems to me to be a little non-Minecrafty to me, I like them as decorations but not weapons/hazards
Very nice thoughts, these would be some interesting additions. I would prefer something better than fences for roots though, maybe some generated wood or new type of mossy block. Icicles could be colored brown and also applied to mountainous caves or just caves in general.Just my 2 cents lol :tongue.gif:
I like most of the suggested changes except for the quicksand and falling icicles =P IRL quicksand is only found near bodies of water affected by tides
I think reality can be spared for interesting and challenging gameplay.
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These would only effect the shallower caverns, about y-30 and up within the biome.
Swamps/Jungles/Forrest. Would have random roots. Somewhat like fences yet when destroyed leave sticks. Spikes of roots would block some tunnels requiring some hack though. Possibly regenerated from the underside of mossy cobble when on ceiling. Rather than be solid, maybe slowing agent similar to but not as severe as spider web.
Mossy smooth stone that spawns vines on them to control spread to localized areas.
Mushroom biome. Random glowing shrooms. Cant be transplanted yet can be broken for a new potion brew item.
Makes for a unique farm, and a reason to use nether travel for harvests as I doubt everyone loves living in the shroom biome. The mycelium dirt should be all over underground as well.
Desert. Should have more sandstone generated within the tunnels. All water sources should really be quicksand. Like lava speed and spread yet acts like Super mario 3 sand. Slowly sink into it and slows speed. In fact all watering holes that spawn in the desert should be quicksand.
Why not a sand filled pockets debuff when getting out of quicksand too. Slowdown for 15 seconds.
Plus like the lava or water effect when one block above ceiling, should have a hourglass like stream of sand for quicksand.
And just throwing it out there. Quicksand hits lava, Glass. Silk touch enchant :smile.gif:
Tundras snow biomes. Icicles randomly on ceiling. Simply one block long spikes with water drip, or caused by water drip.
Could grow much like wheat/wart. size 1 through 3 are safe. Large complete icicles will be the ones that fall on you.
A toss out there: Complete icicle broken with any axe, very limited use (6ish maybe) sword. Cause slow debuff.
Ice glossed smooth stone. Slippery glide causing surface. Pregenerated or after water source went over smooth stone.
Grasslands. Can't think of anything terribly grassland like that will add anything interesting. Likely good to leave these areas very vanilla and plain. These flat areas are prime project spots so best not to add any complicated mechanics.
Mountains. Something interesting should be in those caves high above the water level. Other than abundant coal. Future red dragons may fill this gap so I wont touch them.
Thoughts, additions, changes?
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Curse PremiumI think reality can be spared for interesting and challenging gameplay.