I was slightly inspired by the above post, for how the portal to the EnderDragon's realm should work... Instead of keys, segments of the portal frame should simply 'activate' once the boss for the respective realm is defeated, but the player should somehow become aware of this. I think it should be like this because keys can be easily lost if one isn't careful.
You come across the portal like this (should this be in some sort of Ender fortress deep inside the End or something?), and as you kill each boss, the respective segment of the portal would start to become active, (like Nether dripping Lava, WD dripping Water, SD letting out whisps of cloud/smoke, daisies growing on the OverWorld segment) and it would glow lightly, or something similar.
I really like, this, but maybe the key blocks are still there, but when you pick it up, it floats away like an ender eye, and teleports to its slot, then generates the glowing/dripping on the blocks. Would this work?
How about, the bosses aren't actually evil, just misunderstood, like your Berserker, he's angry because you blow the horn, so obviously someone, Enderman, stole it. He could have dialogue that appears in chat log like,
"So you're the one who stole my horn, well die!"
And then battle commences.And once you beat him he becomes more relaxed, and sends a servant too put his key in.
This is really interesting.
The enderdragon could be the only "evil" boss, especially with FireHawkDelta's description of it.
The others could just be enraged like you say, maybe they have an ender-embued control of some kind, that when they're killed, they respawn without it and give you their key.
This would be very interesting...
I really like, this, but maybe the key blocks are still there, but when you pick it up, it floats away like an ender eye, and teleports to its slot, then generates the glowing/dripping on the blocks. Would this work?
Or my suggestion would work.
"How about, the bosses aren't actually evil, just misunderstood, like the Berserker, he's angry because you blow the horn, so obviously someone, Enderman, stole it. He could have dialogue that appears in chat log like,
"So you're the one who stole my horn, well die!"
And then battle commences.And once you beat him he becomes more relaxed, and sends a servant too put his key in."
This is really interesting.
The enderdragon could be the only "evil" boss, especially with FireHawkDelta's description of it.
The others could just be enraged like you say, maybe they have an ender-embued control of some kind, that when they're killed, the respawn without it and give you their key.
This would be very interesting...
Then the Ender mobs should correspond with what makes them angry
Enderman=Steals stuff.
Others, IDK
Also, this makes it so that it makes sense that you can fight them again. First time is business, second time is training.
After you beat them once , they become harder, They have their wits about them, and they would still kill you. You can't go easy on the hero, because the bad guy won't
and there's the whole point of approving ideas cause he is the 'ruler' of this thread
OT; I think that we should continue with the current theme of having Dynamic portals for the main dimensions and static portals for the boss dimensions with semi-static portals for the side dimensions. ;D
-If I were a creeper this would be the only thread I wouldn't rape- ha you thought I meant minecraft creeper.-
Then the Ender mobs should correspond with what makes them angry
Enderman=Steals stuff.
Others, IDK
Also, this makes it so that it makes sense that you can fight them again. First time is business, second time is training.
After you beat them once , they become harder, They have their wits about them, and they would still kill you. You can't go easy on the hero, because the bad guy won't
The bosses can either be:
-beasts summoned by the corrupton
-weapons of the ender race
-corrupted creatures controlled by the ender race
Bosses could be refought using an item that takes the player back to the time they fought the boss, so they can fight it again, when the fight ends, they return to the present.
Examples of possible bosses of different types:
Beasts: the most commonly suggested, some examples are the bahemoth and hell borer. This type is ancient monstroceties that were banished long ago.
Weapons: these can be any boss that was created by the ender race, or is a monster that comes from the end. I thought of some: the obsidalisk and the dark airship.
Corrupted Creatures: any good or neutral creature that's corrupted and outraged by the ender race, they've lost their sanity and destroy everything, the only way to calm them is defeating them.
-beasts summoned by the corrupton
-weapons of the ender race
-corrupted creatures controlled by the ender race
Bosses could be refought using an item that takes the player back to the time they fought the boss, so they can fight it again, when the fight ends, they return to the present.
Examples of possible bosses of different types:
Beasts: the most commonly suggested, some examples are the bahemoth and hell borer. This type is ancient monstroceties that were banished long ago.
Weapons: these can be any boss that was created by the ender race, or is a monster that comes from the end. I thought of some: the obsidalisk and the dark airship.
Corrupted Creatures: any good or neutral creature that's corrupted and outraged by the ender race, they've lost their sanity and destroy everything, the only way to calm them is defeating them.
I had a small thought for a reward from the Sky Dimension.
A small Nimbus cloud you can craft and ride around, for a set amount of time, of course. They'd be pretty difficult to craft, but completely worth the short spell of limited flight.
Perhaps you could harvest 'cloudstuff' from the Sky Dimension, and harvesting one block of 'cloudstuff' would reward you with a single 'cloudstuff' block. If placed, it'd just float away as a normal 'cloudstuff' block. However, if you took 9 of these 'cloudstuff' blocks and put them in a crafting bench, you'd get a 'hard cloud'. These 'hard cloud' blocks could be placed, and the player would slowly slip through them like Cobweb if stepped on, but the player could also hold down the spacebar to 'swim' upwards in the cloud. They could also jump across the 'hard cloud' surface.
If 9 of these 'hard cloud' blocks were placed in a crafting bench, you'd get a 'condensed cloud'. You could place these on thin air (pretty much placing itself at the players feet). The 'condensed cloud' block would slowly drift downwards (or until it hit the floor), but after 10 seconds, it would suddenly expand into a small platform of 9 'hard cloud' blocks.
However, if you placed a 'hard cloud''condensed cloud' block into an Enchanting Table, you could enchant it. There would be different enchantment levels, but they would all grant the same gift: Flight.
The enchantment would be called 'Nimbus', and it would temporarily turn your 'hard cloud' block into a controllable cloud that you could fly on.
Nimbus I - lvl. 10 enchantment
Grants 30 seconds of flight
Nimbus II - lvl. 20 enchantment
Grants 60 seconds of flight
Nimbus III - lvl. 30 enchantment
Grants 2 min of flight
Nimbus IV - lvl. 40 enchantment
Grants 5 min of flight
Nimbus V - lvl. 50 enchantment
Grants 10min of flight
This enchantment would work by removing one durability from the Nimbus per second until it breaks. The higher level the enchantment, the higher durability the Nimbus gets. To activate your Nimbus, you just highlight it in your hot bar and double-tap the space bar, like in Creative. Deselecting the Nimbus will not deactivate it, however attempting to use a weapon will, and will disable the Nimbus for two seconds. This stops players who have gotten a Nimbus from being sky gods in PvP.
It would be best for emergencies, otherwise, it's a little expensive
I had a small thought for a reward from the Sky Dimension.
A small Nimbus cloud you can craft and ride around, for a set amount of time, of course. They'd be pretty difficult to craft, but completely worth the short spell of limited flight.
Perhaps you could harvest 'cloudstuff' from the Sky Dimension, and harvesting one block of 'cloudstuff' would reward you with a single 'cloudstuff' block. If placed, it'd just float away as a normal 'cloudstuff' block. However, if you took 9 of these 'cloudstuff' blocks and put them in a crafting bench, you'd get a 'hard cloud'. These 'hard cloud' blocks could be placed, and the player would slowly slip through them like Cobweb if stepped on, but the player could also hold down the spacebar to 'swim' upwards in the cloud. They could also jump across the 'hard cloud' surface.
If 9 of these 'hard cloud' blocks were placed in a crafting bench, you'd get a 'condensed cloud'. You could place these on thin air (pretty much placing itself at the players feet). The 'condensed cloud' block would slowly drift downwards (or until it hit the floor), but after 10 seconds, it would suddenly expand into a small platform of 9 'hard cloud' blocks.
However, if you placed a 'hard cloud''condensed cloud' block into an Enchanting Table, you could enchant it. There would be different enchantment levels, but they would all grant the same gift: Flight.
The enchantment would be called 'Nimbus', and it would temporarily turn your 'hard cloud' block into a controllable cloud that you could fly on.
Nimbus I - lvl. 10 enchantment
Grants 30 seconds of flight
Nimbus II - lvl. 20 enchantment
Grants 60 seconds of flight
Nimbus III - lvl. 30 enchantment
Grants 2 min of flight
Nimbus IV - lvl. 40 enchantment
Grants 5 min of flight
Nimbus V - lvl. 50 enchantment
Grants 10min of flight
This enchantment would work by removing one durability from the Nimbus per second until it breaks. The higher level the enchantment, the higher durability the Nimbus gets. To activate your Nimbus, you just highlight it in your hot bar and double-tap the space bar, like in Creative. Deselecting the Nimbus will not deactivate it, however attempting to use a weapon will, and will disable the Nimbus for two seconds. This stops players who have gotten a Nimbus from being sky gods in PvP.
Once broken, the Nimbus completely dissipates, and there is no waste or other blocks to be gathered. It's just gone material. However, ten seconds before it breaks, it will begin to hiss, sending puffs of cloud into the player's vision, alerting them that the Nimbus is about to break apart, and that they need to seek land.
That would be awesome. Limited flight would be so much fun. But maybe the warning time for the puffing thing when it's almost broken could be 15 seconds instead of 10.
Cucumber
Rollback Post to RevisionRollBack
"Any sufficiently advanced technology is indistinguishable from magic."
I had a small thought for a reward from the Sky Dimension.
A small Nimbus cloud you can craft and ride around, for a set amount of time, of course. They'd be pretty difficult to craft, but completely worth the short spell of limited flight.
Perhaps you could harvest 'cloudstuff' from the Sky Dimension, and harvesting one block of 'cloudstuff' would reward you with a single 'cloudstuff' block. If placed, it'd just float away as a normal 'cloudstuff' block. However, if you took 9 of these 'cloudstuff' blocks and put them in a crafting bench, you'd get a 'hard cloud'. These 'hard cloud' blocks could be placed, and the player would slowly slip through them like Cobweb if stepped on, but the player could also hold down the spacebar to 'swim' upwards in the cloud. They could also jump across the 'hard cloud' surface.
If 9 of these 'hard cloud' blocks were placed in a crafting bench, you'd get a 'condensed cloud'. You could place these on thin air (pretty much placing itself at the players feet). The 'condensed cloud' block would slowly drift downwards (or until it hit the floor), but after 10 seconds, it would suddenly expand into a small platform of 9 'hard cloud' blocks.
However, if you placed a 'hard cloud''condensed cloud' block into an Enchanting Table, you could enchant it. There would be different enchantment levels, but they would all grant the same gift: Flight.
The enchantment would be called 'Nimbus', and it would temporarily turn your 'hard cloud' block into a controllable cloud that you could fly on.
Nimbus I - lvl. 10 enchantment
Grants 30 seconds of flight
Nimbus II - lvl. 20 enchantment
Grants 60 seconds of flight
Nimbus III - lvl. 30 enchantment
Grants 2 min of flight
Nimbus IV - lvl. 40 enchantment
Grants 5 min of flight
Nimbus V - lvl. 50 enchantment
Grants 10min of flight
This enchantment would work by removing one durability from the Nimbus per second until it breaks. The higher level the enchantment, the higher durability the Nimbus gets. To activate your Nimbus, you just highlight it in your hot bar and double-tap the space bar, like in Creative. Deselecting the Nimbus will not deactivate it, however attempting to use a weapon will, and will disable the Nimbus for two seconds. This stops players who have gotten a Nimbus from being sky gods in PvP.
Once broken, the Nimbus completely dissipates, and there is no waste or other blocks to be gathered. It's just gone material. However, ten seconds before it breaks, it will begin to hiss, sending puffs of cloud into the player's vision, alerting them that the Nimbus is about to break apart, and that they need to seek land.
Great idea, maybe the highest tier enchantment could even be crafted into a plane glider?
Also,
Something else I thought of for the sky dimension is basically a grapple hook. You can throw it up onto a block and pull yourself up, or attach it to a block and rappel down. You could also hang below blocks and make a hanging network of them. allowing you to explore "under" a world (would be great for exploring the sky dimension because I'm guessing floating islands is going to be the majority).
Great idea, maybe the highest tier enchantment could even be crafted into a plane glider?
Also,
Something else I thought of for the sky dimension is basically a grapple hook. You can throw it up onto a block and pull yourself up, or attach it to a block and rappel down. You could also hang below blocks and make a hanging network of them. allowing you to explore "under" a world (would be great for exploring the sky dimension because I'm guessing floating islands is going to be the majority).
Wow, awesome idea. you guys hit 100 pages of posts, I hope Mojang has seen this. Maybe you could add an in game map for reference for traveling of dimensions.
I love the ideas. I read every page and I support. p.s. qmcometdude is my brother, check out his posts, they have some good ideas his best one is called upgrade complete I think. also yay this my first ever post!
Nope. He lives in the US as once I remember him talking about thanksgiving. What's more I live in england and by my local time a lot of Jello-mobs posts are at one or two o,clock.
My main Nether ideas thread, For those who don't know for the last 100 pages I ran these through the suggestions and added them to this Nether collection. A lot o the ideas are mine but there are others by other people.
Contributors:
Mad-cowboy and or Jellomob: for the Fire pearl crafting concept.
Jellomob: Started the original thread on improving Nether Forts. Coming up with the idea of Nether roots.
Hollow knight: making mock-ups of Nether roots.
Anon the Mouse: designed the Nether Chapel.
Ok, Jello-mob. I have brought my nether topic forward again. However now that 1.1 has magma-cubes dropping magma cream we can't have firecores. I have re-added ghast balls as a dungeon reward and we need a new low tier tool system. I have put Heart-wood tools in. These are Made with Magmabloom wood crafted with 3 golden nuggets. By default all tools made of this have 120 uses.
Again if someone would like to suggest anything for this. Particularly a good dimension boss, I would be welcome to edit the post.
Nether fortresses.
These will be expanded heavily in the Mod.
a modified version of the staircase room with treasure chests, this will be found randomly around the lower sections of the fortress.
same room as above, but inside one of the treasure sections on the side.
an example of some things you may find in a nether fortress chest
A different hallway which may be found.
1 of 4 chests on a pedestal made of netherbrick stairs
another view of the same room
some things you may find in the chests, some are rarer than others
where a blaze spawner would go
An amazing chapel concept
(The iron bars with fire underneath are representing Blaze spawners.)
Finally, an idea of the kinds of treasure the big chest might hold:
These chapels will be rare compared to most other features.
A new dungeon concept which will spawn lots of tiny magma cubes.
a portal room
same as above
same as above
a storage room containing over world items and water in cauldrons.
A defense section for the fortress containing a blaze spawner, these will found around chapels, barracks and other rooms.
Pigman barracks, please note the beds are place holders for nether-brick slabs.
The structure has an entrance from a bridge, coming from here on your left is a mushroom farm, on the right an archery range and in front a covered yard. In the center of all this is a staircase to the lower floor with lots of beds and a sealed off room with a treasure chest under the entrance.
This area will have lots of pig-zombies who will become instantly hostile when you open the chest.
An overview:
range:
mushroomfarm:
Other generated structures:
Upper dungeon:
At the top of the cliffs you will sometimes see square entrances. These lead into a hall with a staircase up to a maze. To help prepare you the entrance hall will contain signs or books warning about the boss.
The maze is pitch black with numerous statues. When subjected to light levels over a certain level they (those touched by light too high) attack. They can't be attacked when dormant.
The Dungeon Boss:
After finding or fighting to the exit you find the boss room. This is a giant blaze which you can't hit directly, Instead when it is burning (fire is inside it an is about to fire) you can damage it via a potion of fire resistance. When this happens its top 4 rods become Blazes and the boss stops firing. When all 4 blazes are killed the process repeats until the Boss looses his last 4 rods. At this point he is perfectly easy to kill with a sword taking 10 hearts to Finnish off. At this point he drops a Nether-brick chest containing random rewards.
The rewards: note * means it is a reward from the Aether mod I believe fits the nether better.
You will get 4 of the following:
Potion of invulnerability: a 2 minute potion that means you can't die, can't be brewed in any way.
Fire sword*: sets enemies on fire.
Phoenix bow*: shoots flaming arrows
Lightning knives*: found in stacks up to 16, when thrown summons lightning.
Potion of souls: briefly gives you mastery over the undead, of course when it runs out they attack you. Can't be brewed in any way.
Ghast fireballs: Ghast balls are found in stacks up to 16 and do the obvious.
Splash potion of fear: causes all mobs hit to flee for 2 minutes. Can't be brewed in any way
Nether-holds
Found near the base of the map these are huge structures which contain a static portal to the nether boss. Think of them as a Nether-brick version of Strongholds. This is activated by filling the empty portal blocks with Nether eyes.
Finding the Holds
To find the Holds you have to kill Nether eyes and craft them with a material from the skylands. The Eyes will then work in your favour to help you find a Nether-Hold
The Nether Boss:
Not there yet
Nether NPC’s
There will be Pigmen in the fortresses who will have good coding and several extra buildings to fit in with them.
The story: many years ago a civilization tried to colonize the nether but where cut off. The main part of their civilization vanished while in the nether what was left survived by crafting great fortresses. However after so long the harmful effects of the nether have taken their toll. Many of the Pigmen are in some way affected, developing boils and having their flesh rot off. Those with the least imperfections are revered while those too far gone are thrown out. As a result of their suffering if you destroy any part of their home they attack, if you attack any one of them they attack. Fortunately the nether does have a detrimental effect on their memory so if you cause them to go angry they will reset to normal after about 1 minecraft month.
They don't leave the Nether as they are in fear of what cut off and destroyed their civilization however prisoners pacing full zombification would be willing to follow you and escape, becoming your servant.
I also think along with slabs there should be nether-brick chests and doors which will open when pigmen are near.
The Pure Pigman: no signs of zombification, this man is at the top of the pecking order with an iron sword and armor. However they are rare and you only get 1 in a certain location, i.e. one in every barracks, church or prison (as the guard). Here they will attack you if you trespass on areas you are not meant to, i.e. you move into a prison area or a barracks.
The commoner: A pigman with some green on him, he is decked in chain armor with a stone sword.
The archer: are rare type of the commoner with a bow instead of a sword. They can only be found in open areas and deflect Ghast-balls away from the nether-fortresses.
The prisoner: a rare type you will only find incarcerated in prison cells. They have a large amount of green and a bit of skull showing.
Normal Zomb-pigs, the current type, armed with a gold sword they are outcasts and do not spawn in nether fortresses.
An expansion to the Nether-fort lava wells, new liquids.
There will be an even chance of all of these being present, one liquid per well. The wells will be sealed at the bottom so the liquid will not leak out of the bottom. Secondly buckets cannot pick these liquids up, instead they will break.
Midas tears: A gold colored liquid that converts cobblestone, coal and sticks into gold nuggets, tools into fully repaired gold tools, armor into the fully repaired gold versions, compasses into clocks, apples into golden apples, iron ingots and diamonds into gold ingots and ore blocks into gold blocks. All products lie on top to be picked up.
fire-mass liquid: A dark purple liquid which can convert clay, cobblestone andnetherack into their respective brick types. All products lie on top.
Mila liquid: A clear White liquid which slowly heals items but destroys organic matter, all products lie on top.
Curse liquid: looks like any of the three above but kills all those that try to use it to improve items.
Nether Geology:
Nether Crystals:
Moving on from Nether fortresses there will be rare crystal caches spread across the wastes. These are there to provide the top tier material but also to help players complete crafting recipes.
Sorry about the bad textures, I'm not too good with packs. The large crystals should be hexagonal with tapered ends.
Amethyst bush: A dark purple crystal which is very common. It can grow on the top sides and bottom of blocks and can be crafted into purple dye.
Sulfate crystal: found in clusters this yellow crystal can be broken with your hands and has a number of uses. It can be crafted with bone-meal and charcoal to make 4 gunpowder. When crafted with water you get sulfuric acid which acts like water but damages mobs and entity's.
Large crystals: these crystals are found in walls floors and ceilings in the nether. They are made up of 3 or 4 blocks each. There are several types listed below:
Quartz: this rare crystal can be crafted into armor and tools with blaze rods. They work better at lower depths with diamond at the base of the nether and stone at the top of the overworld. (highest point in nether is faster than lowest in over-world).
It can also be crafted with a clock to make a quartz watch which shows the overworld time in all dimensions.
Silver Crystals: A crystal which when refined via the crafting table produces iron ingots. However they each cause damage to entities like cacti.
Yellow crystal: same as above but produces gold, is rarer and is more harmful.
Glow crystal: when hit or activated by a current this crystal produces light. It can be picked up and moved and crafted into redstone dust.
Another feature will be Basalt
When mined with a normal pickaxe it drops 1 to 5 hexagonal shards with the chance of getting a higher number increasing with the strength of the pickaxe (1 to 2 with stone, 4-5 with diamond, however a gold pickaxe is able to mine the block as a whole)
The shards can be used as clubs (left clicking makes you swing it). These have the ability to deal 4 hearts of damage and briefly stun an enemy but get used up in the process.
The shards could also be used as an ingredient in a new tool set or ground down to make a potion of mining strength ingredient/ haste ingredient.
most importantly 9 chunks can be crafted back into 1 basalt which acts as a stone substitute (with the ability to smelt into smooth stone). This enables vital substitution with crafting recipes
This will use the same spawning algorithm as soul sand.
Soul sand now occurs in “nether Biomes” which extend across a large area to provide a base for Flora.
Ores:
In the top and bottom parts of the map you will find fire-ruby ore. When broken you get two to three fire-rubies.
Nether Fauna
Eye of Nether
The Eye of Nether is a free floating independent mob which will follow the player on sight. It is basically a re-textured eye of ender.
If one or more are following the player then hostile mobs will become aware of them with all mobs slowly traveling towards the player. Worst of all other Nether eyes travel towards you during this increasing the effect. Path finding is also increased with enemies travelling through caves and tunnels towards you.
When four or five are following then all Zombie Pigmen become hostile, Ghasts may fire at you if there is a thin wall blocking their view, and Netherack around you may catch fire as if the Nether itself wants you out.
How to combat the eye of nether: they are too far out to melee but can be stunned via projectiles, they drop and using this to your advantage you can then hit them with a sword causing them to drop as an item.
As an item you can place them down and they respawn as a mob. Although dangerous in the nether they can be kept as pets in the overworld.
Their main use however is as a potion ingredient. They can make a potion of enlightened sight which when used allows you to see mobs and rare ores through walls. However this only works within then or twelve blocks. It also allows you to see through pumkins without a sight obstruction and can be used to spot invisible mobs if added. If altered with spider eye it becomes a potion of blindness.
Finally they can be crafted with Zanite gemstones from the skylands/Nether to make an allied Eye which will lead you to the Nether boss portal.
Shadows:
Shadows: these look like half size endermen with a netherrack texture, black beetle wings and a large purple mouth. However you rarely see them. They are mostly invisible and silent although you can hear wings beating when they fly. They attack by releasing a volley of two or three purple projectiles during which they un-cloak. To counter this they mostly attack from behind. They have a sight range of 100 blocks and fly over any obstacles they find.
From that they sound lethal but they have as much health as a chicken and so are easy to kill. What's more a potion of enlightened sight reveals them allowing you to easily kill them.
They drop cloak powder which can make an invisibility potion.
Pickers
These tiny mobs reside in the Magma-bloom forests. Although they don't attack you they will randomly creep up behind you and steal a random item from your inventory. They can be countered via filling your inventory with useless items.
These creatures main attack however is the fear of players who, when they hear one, will look around in fear and possibly make a fatal mistake.
Lava squid
Another mob is the lava squid, this can pull players into the lava lakes however when defeated they drop a beak which can be used to make a potion of protection. The beaks don’t burn in lava.
Passive mobs
Silk worms: These pale grub like creatures live in small burrows in the Netherack and when right clicked will spin cobwebs. They can be killed for string.
Rok’s are large un-dead birds which can be killed for wasted meat as well as feathers.
Mob tweaks:
Ghasts will stay the same. However in the lava lakes you will also find pillars made of netherack and with ghast hearts on top. These areas will have a vastly increased ghast spawn rate however the hearts can be brewed into an strong jumping potion.
Nether Flora:
Most Flora is found in huge soul-sand beds. Among the below you will also find naturally growing Nether warts.
Magma bloom roots.
These are the only source of wood in the Nether. They are large root like structures which will together cover large areas.
The wood blocks will be harvest able for wood while the branch like things on the end (fences in the picture but vine like structures in the future) can be broken for Magma-Bloom fruit and root saplings.
The wood acts as a substitute in all recipes including sticks while the leaves drop saplings and magma fruit.
However while the normal wood can be used to make items you can't use this wood directly to make tools. Instead you craft a log with 3 Gold nuggets to make 4 heart wood planks. Sticks don't need this thus you can make bows without golden nuggets.
The magma fruit has the ability to fill you hunger bar by 3.5 points as well as randomly giving you a potion effect. As harvesting from trees is hard you can plant the seeds of the fruit in tilled soul sand irrigated with lava. These will grow into bushes which can be sheared of their fruit (and regrows it)
Nether bulbs
Each one lies in soul sand and spreads using the mushroom algorithm with each bulb being dropped when its soul sand block is tilled or dug up with a spade (they can be replanted). Like mushrooms however there is a much better way of growing them.
Each bulb appears as a tiny dark red stem which spawns a flower when mature. This flower can be sheared to drop two to three seeds.
From here you can sow the seeds on soul sand tilled and irrigated with lava. From this point they mature till they revert their block back to soul sand having regrown their flower.
There are five types of bulbs, commonest to rarest:
Red flowered bulbs explode like landmines and are the most common. Their explosion only removes the bulbs block but inflict 5 hearts damage. They are the only one that can be replanted on soil, gravel and sand allowing landmines. They can also be right clicked and thrown.
Blue flowered bulbs have a unique use. When looking at a cauldron right clicking squeezes them allowing you to fill the Cauldron with water, it takes three to fill one cauldron.
Yellow flowered bulbs act as a reliable food source, each one healing two hunger points as well as having the ability to breed silk worms and Rok’s.
White bulbs can be crafted into white silica powder which is a bonemeal substitute as well as a sand substitute.
Black flowers are the rarest with 9 others for 1 black. These can be brewed into a potion of death. Simple as no question. When drunk or throne the mob gets a powerful poisoning (which means some creatures including the enderdragon are not affected) which will kill it. Milk has no effect, Healing potions only prolong your life. I'm sorry this is the end.
Mushrooms
Most normal mushrooms would stay but would be less frequent. There would be Nether mushrooms which are more frequent. What's more in the soul sand forest these will try and automatically grow into huge mushrooms.
New Nether Mushrooms:
Green mushrooms can be crafted and used as a substitute for sugar.
Blue mushrooms: florescent blue mushrooms can be used as a substitute for spider eye in the nether and thus can be fermented to make a fermented version. Like spider eye it is poisonous.
White mushroom: These mushrooms glow at light level 9 and can be crafted into light spores.
These can be fermented into lumina-cream which is the reverse of fermented spider eye. (while spider eye can turn a potion of speed into one of slowness lumina-cream can convert a potion of slowness into one of speed)
Tools:
We already have Quartz, Blaze rods and Basalt Clubs. The only real ore in the nether is fire-ruby ore.
The only source of sticks in the nether is via Magma bloom trees.
Magma-bloom wood can be crafted with 3 gold nuggets to make 4 heart wood planks which is twice as durable (120 uses) than normal wood.
Overall the tools will have effects as follows:
Tools with Quartz blades have increased speed/damage the lower down in the map you are. They have 750 uses. They are the only set that can mine obsidian.
Tools with Fire ruby blades have a chance of smelting their drops, e.g. wood turns into charcoal, they have 500 uses. They can mine all Nether blocks minus Obsidian.
Tools with heart wood blades have 120 uses. Can mine Netherack, Netherbrick, Glowstone, Basalt and Fire-gem ore but not Nether crystals and Obsidian.
Tools with Basalt handles are slightly more powerful but have a few fewer uses.
Tools with stick handles act as default.
Tools with Blaze rods have a slightly longer life but are slightly less powerful.
To program this each main tool set (quartz, Heart and Fire) will have a second preset like the colour of wool which effects the durability and sprite used.
Nether Pearls:
If you are in a random dimension and want to get to the nether you can use a Nether pearl. This one use item will teleport you to the Nether with 5 damage as the only side effect. It is crafted with an ender-pearl, 4 fire rubies and 4 blaze powder.
Better pictures are yet to be made, help would be nice though.
If anyone has had an idea like this or will have one, save it somewhere, because these will be vital for the daughter threads.
Also did you add in rubies or crawlers? they are worthy additions I think.
Every boss ever was one of these three types, I can classify every boss you can think of as one of these three types:
1.Monster summonned/awakened by the enemy.
2.Weapon/minion of the enemy, or the enemy.
3.Good thing corrupted/taken over by the enemy.
4.Not a boss(for any crap you think of just because it fits in no other group)
What you're suggesting is that every boss has to be type 3, well, that's no fun. Not every boss should be that, and type 3 is actually the rarest type, most bosses are monsters or weapons. There're plenty of type 1 and 2 bosses in LoZ Skyward Sword, and Koloktos, a hybrid of types 1 and 2, but the only type 3 in the game is Levias, which is only a mini-boss.
Mini-bosses follow the same guidelines as major bosses, they just can't be big and important. I suggest having a variety of boss types; some end weapons, some ancient beasts, and some corrupted guardians. Every boss being the same type will lead players to assume what they fight next, because all bosses are too similar.
Every boss ever was one of these three types, I can classify every boss you can think of as one of these three types:
1.Monster summonned/awakened by the enemy.
2.Weapon/minion of the enemy, or the enemy.
3.Good thing corrupted/taken over by the enemy.
4.Not a boss(for any crap you think of just because it fits in no other group)
What you're suggesting is that every boss has to be type 3, well, that's no fun. Not every boss should be that, and type 3 is actually the rarest type, most bosses are monsters or weapons. There're plenty of type 1 and 2 bosses in LoZ Skyward Sword, and Koloktos, a hybrid of types 1 and 2, but the only type 3 in the game is Levias, which is only a mini-boss.
Mini-bosses follow the same guidelines as major bosses, they just can't be big and important. I suggest having a variety of boss types; some end weapons, some ancient beasts, and some corrupted guardians. Every boss being the same type will lead players to assume what they fight next, because all bosses are too similar.
This makes sense, but I think that 3. is the best for the bosses, because they are the guardians of their realm, they should be intelligent.
But for mini-bosses, weapons and banished horrors are a wonderful idea.
Meh, too cheesy.
I really like, this, but maybe the key blocks are still there, but when you pick it up, it floats away like an ender eye, and teleports to its slot, then generates the glowing/dripping on the blocks. Would this work?
This is really interesting.
The enderdragon could be the only "evil" boss, especially with FireHawkDelta's description of it.
The others could just be enraged like you say, maybe they have an ender-embued control of some kind, that when they're killed, they respawn without it and give you their key.
This would be very interesting...
Or my suggestion would work.
"How about, the bosses aren't actually evil, just misunderstood, like the Berserker, he's angry because you blow the horn, so obviously someone, Enderman, stole it. He could have dialogue that appears in chat log like,
"So you're the one who stole my horn, well die!"
And then battle commences.And once you beat him he becomes more relaxed, and sends a servant too put his key in."
OOPS, Too quick too respond.
Then the Ender mobs should correspond with what makes them angry
Enderman=Steals stuff.
Others, IDK
Also, this makes it so that it makes sense that you can fight them again. First time is business, second time is training.
After you beat them once , they become harder, They have their wits about them, and they would still kill you. You can't go easy on the hero, because the bad guy won't
Yeah, but jellomob is experiencing the real life right now, so it might take a while.
OT; I think that we should continue with the current theme of having Dynamic portals for the main dimensions and static portals for the boss dimensions with semi-static portals for the side dimensions. ;D
-If I were a creeper this would be the only thread I wouldn't rape- ha you thought I meant minecraft creeper.-
The bosses can either be:
-beasts summoned by the corrupton
-weapons of the ender race
-corrupted creatures controlled by the ender race
Bosses could be refought using an item that takes the player back to the time they fought the boss, so they can fight it again, when the fight ends, they return to the present.
Examples of possible bosses of different types:
Beasts: the most commonly suggested, some examples are the bahemoth and hell borer. This type is ancient monstroceties that were banished long ago.
Weapons: these can be any boss that was created by the ender race, or is a monster that comes from the end. I thought of some: the obsidalisk and the dark airship.
Corrupted Creatures: any good or neutral creature that's corrupted and outraged by the ender race, they've lost their sanity and destroy everything, the only way to calm them is defeating them.
That isn't even what I was talking about.
Although these are good mini-boss guidelines.
It would be best for emergencies, otherwise, it's a little expensive
Also, Dragon Ball Z.
That would be awesome. Limited flight would be so much fun. But maybe the warning time for the puffing thing when it's almost broken could be 15 seconds instead of 10.
Cucumber
Great idea, maybe the highest tier enchantment could even be crafted into a
planeglider?Also,
Something else I thought of for the sky dimension is basically a grapple hook. You can throw it up onto a block and pull yourself up, or attach it to a block and rappel down. You could also hang below blocks and make a hanging network of them. allowing you to explore "under" a world (would be great for exploring the sky dimension because I'm guessing floating islands is going to be the majority).
A grappling hook would be awesome.
Overgrowth indie game FTW!
If anyone has had an idea like this or will have one, save it somewhere, because these will be vital for the daughter threads.
Also did you add in rubies or crawlers? they are worthy additions I think.
Every boss ever was one of these three types, I can classify every boss you can think of as one of these three types:
1.Monster summonned/awakened by the enemy.
2.Weapon/minion of the enemy, or the enemy.
3.Good thing corrupted/taken over by the enemy.
4.Not a boss(for any crap you think of just because it fits in no other group)
What you're suggesting is that every boss has to be type 3, well, that's no fun. Not every boss should be that, and type 3 is actually the rarest type, most bosses are monsters or weapons. There're plenty of type 1 and 2 bosses in LoZ Skyward Sword, and Koloktos, a hybrid of types 1 and 2, but the only type 3 in the game is Levias, which is only a mini-boss.
Mini-bosses follow the same guidelines as major bosses, they just can't be big and important. I suggest having a variety of boss types; some end weapons, some ancient beasts, and some corrupted guardians. Every boss being the same type will lead players to assume what they fight next, because all bosses are too similar.
This makes sense, but I think that 3. is the best for the bosses, because they are the guardians of their realm, they should be intelligent.
But for mini-bosses, weapons and banished horrors are a wonderful idea.