Oh yes indeed, we will make The End a full dimension, infinitely expanding and all! :smile.gif:
It has come a long way hasn't it? :smile.gif:
But this is still just the beginning! Wait until we have the "Daughter" threads up and running, by then we should have a lot more content.
With the daughter threads, it would be nice if Savvanah Man got the Nether extension one and I got the water dimension one, I just see so much potential in the water dimension... or you could have the water dimension thread, you are a jellyfish.
There are some other, less generic ways to do the End dimension then the typical formula of craft portal, find and activate boss portal, fight boss. Considering it is separate from the other three to start with, it could be done a little differently. Perhaps after beating the Enderdragon, you are rewarded with one last dimension to explore. In my opinion gameplay is a better reward than any overpowered tool or useless credit sequence.
Rollback Post to RevisionRollBack
Minecraft makes me feel like I'm three. Playing with blocks and afraid of the dark.
Alright, my 2 cents:
The whole structure of main, boss, and side worlds that you have going on is pure gold. I love it. That branch chart is something that should be framed in the mojang offices (after a bit of touching up in photoshop).
The problem with changing the current end portal system, though, is that the portals in place now require Eyes of Ender - doesn't quite make sense if the portal doesn't lead to the end. End portal stone should lead to the end, plain and simple.
Where does that leave us though? Stronghold portals are now made of cracked stone brick, which now drops as cobble when mined, even with silk touch. They are therefore static, like a boss portal should be. Activated by redstone current, in keeping with the 'vanilla' feel of the overworld.
Now what about the stronghold portal blocks? Well I'll be getting to that in just a bit.
The overworld arena ought to be the inside of an enormous mineral-rich geode, where a large (I'm thinking 5 blocks high) stone golem serves as the overworld boss. It ought to be able to pass through stone and dirt the way the ender dragon passes through overworld blocks, although it shouldn't be able to pass through minerals or bedrock (the arena dimension is a sphere of bedrock filled in with stone and dirt and such). I'm thinking because it's going to have kindof an 'earth element' feel, it should be slow as balls but have 50 hearts (100 hp) and it's damage would be (E: 4, N: 6, H:8). Picks deal 1 point of damage more than their equivalent sword (though a sword with a high level sharpness is still the best bet). Upon death it drops 500 XP, 3 diamond, and 12 cracked stone brick.
Water dimension should be named the Aquea as previously mentioned, but 'the' should not be an actual part of the name. The water dimension is just called 'Aquea' (pronounced ah-KAY-ah, not AH-kwee-ah). I don't have much to add content-wise for that (I think you've been doing quite well enough on your own), but portals to the Aquea boss should occur deep in trenches at the bottom of the map (this may have been suggested already - I didn't see it in the OP tho). No word on what the boss should be (giant electric eel?), but giving it a good shanking should net you 500 xp, a few bits of that glowwy goo mentioned earlier, and an infinite spring of aquean water (would appear like the bedrock portal that appears after beating the ender dragon), which would have a slight golden tinge. Aquean water is just like regular water, but flowing water produced by it becomes a normal water source block after 10 seconds, and the flowing water it creates can flow on TOP of other water blocks (putting a block of aquean water at the top of a large hole can turn it into a lake, in other words).
You can't make your own infinite spring of it though, two bits of aquean water flowing into each other just create a normal water source block. If you want more, you have to head all the way back into the aquean boss arena.
As for the nether, nether fortresses should (rarely) spawn portal rooms just like strongholds. Portal rooms will always have exactly 3 blaze spawners in them. Nether boss will drop 500 xp, random TBA nether-related item, and 5 red steel (retextured iron ingot, not to be confused with the game).
crafting red steel in this configuration: :GP:=redstone :Iron:=red steel
Yields a blasting chamber. It accepts only lava or blaze rods as fuel - blaze rods last for 1 smelting, a lava bucket lasts for 10. Iron ingots blast into steel ingots - tool set has 1.33x strength and durability of iron, steel ingots placed in the shape of a fence gives an anvil. Anvils are placeable blocks that provide a repair GUI when right clicked - two tools repaired together produce a tool repaired with an additional 15% efficiency compared to inventory repair. You can also place a bit of whatever the tool is made of (cobblestone, iron ingot, diamond) into one space, and the tool is repaired by (1/<# of item used to craft tool>)x0.85.
More blasting furnace recipes can be thought up later.
Smelting cracked stone brick with a blasting chamber yields heated portal stone. Crafting together a block of heated portal stone with a bucket of aquean water (shapeless recipe) gives a bucket and tempered portal stone. Right clicking placed tempered portal stone with a <item dropped by skylands boss> changes it into an end portal block. Arranged horizontally in the usual shaped square and filled with ender eyes, they create an end portal :3
There are some other, less generic ways to do the End dimension then the typical formula of craft portal, find and activate boss portal, fight boss. Considering it is separate from the other three to start with, it could be done a little differently. Perhaps after beating the Enderdragon, you are rewarded with one last dimension to explore. In my opinion gameplay is a better reward than any overpowered tool or useless credit sequence.
I was thinking of the three end guardians; the obsidalisk, the endrone, and the dark swarm.
The final dimension is "The Begginning", with thhe ultimate boss and unlimetted rematches for every boss(without getting the rewards again).
Alright, my 2 cents:
The whole structure of main, boss, and side worlds that you have going on is pure gold. I love it. That branch chart is something that should be framed in the mojang offices (after a bit of touching up in photoshop).
The problem with changing the current end portal system, though, is that the portals in place now require Eyes of Ender - doesn't quite make sense if the portal doesn't lead to the end. End portal stone should lead to the end, plain and simple.
Where does that leave us though? Stronghold portals are now made of cracked stone brick, which now drops as cobble when mined, even with silk touch. They are therefore static, like a boss portal should be. Activated by redstone current, in keeping with the 'vanilla' feel of the overworld.
Now what about the stronghold portal blocks? Well I'll be getting to that in just a bit.
The overworld arena ought to be the inside of an enormous mineral-rich geode, where a large (I'm thinking 5 blocks high) stone golem serves as the overworld boss. It ought to be able to pass through stone and dirt the way the ender dragon passes through overworld blocks, although it shouldn't be able to pass through minerals or bedrock (the arena dimension is a sphere of bedrock filled in with stone and dirt and such). I'm thinking because it's going to have kindof an 'earth element' feel, it should be slow as balls but have 50 hearts (100 hp) and it's damage would be (E: 4, N: 6, H:8). Picks deal 1 point of damage more than their equivalent sword (though a sword with a high level sharpness is still the best bet). Upon death it drops 500 XP, 3 diamond, and 12 cracked stone brick.
Water dimension should be named the Aquea as previously mentioned, but 'the' should not be an actual part of the name. The water dimension is just called 'Aquea' (pronounced ah-KAY-ah, not AH-kwee-ah). I don't have much to add content-wise for that (I think you've been doing quite well enough on your own), but portals to the Aquea boss should occur deep in trenches at the bottom of the map (this may have been suggested already - I didn't see it in the OP tho). No word on what the boss should be (giant electric eel?), but giving it a good shanking should net you 500 xp, a few bits of that glowwy goo mentioned earlier, and an infinite spring of aquean water (would appear like the bedrock portal that appears after beating the ender dragon), which would have a slight golden tinge. Aquean water is just like regular water, but flowing water produced by it becomes a normal water source block after 10 seconds, and the flowing water it creates can flow on TOP of other water blocks (putting a block of aquean water at the top of a large hole can turn it into a lake, in other words).
You can't make your own infinite spring of it though, two bits of aquean water flowing into each other just create a normal water source block. If you want more, you have to head all the way back into the aquean boss arena.
As for the nether, nether fortresses should (rarely) spawn portal rooms just like strongholds. Portal rooms will always have exactly 3 blaze spawners in them. Nether boss will drop 500 xp, random TBA nether-related item, and 5 red steel (retextured iron ingot, not to be confused with the game).
crafting red steel in this configuration: :GP:=redstone :Iron:=red steel
Yields a blasting chamber. It accepts only lava or blaze rods as fuel - blaze rods last for 1 smelting, a lava bucket lasts for 10. Iron ingots blast into steel ingots - tool set has 1.33x strength and durability of iron, steel ingots placed in the shape of a fence gives an anvil. Anvils are placeable blocks that provide a repair GUI when right clicked - two tools repaired together produce a tool repaired with an additional 15% efficiency compared to inventory repair. You can also place a bit of whatever the tool is made of (cobblestone, iron ingot, diamond) into one space, and the tool is repaired by (1/<# of item used to craft tool>)x0.85.
More blasting furnace recipes can be thought up later.
Smelting cracked stone brick with a blasting chamber yields heated portal stone. Crafting together a block of heated portal stone with a bucket of aquean water (shapeless recipe) gives a bucket and tempered portal stone. Right clicking placed tempered portal stone with a <item dropped by skylands boss> changes it into an end portal block. Arranged horizontally in the usual shaped square and filled with ender eyes, they create an end portal :3
...watcha think?
Absolutely amazing ideas, and , if you will, allow me to add to your idea with a new ore, like titanium or mercury or sulfur
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.
[spoiler]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: [/spoiler]
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.[/spoiler]
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:
[spoiler]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
[/spoiler]
Nether-holds
[spoiler]Found near the base of the map these are huge structures which contain a static portal to the nether boss. This is activated via allowing 10 Nether-eyes to fly around in the portal. The Boss is yet to be fully finished.[/spoiler]
Nether NPC’s
[spoiler]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.
[/spoiler]
An expansion to the Nether-fort lava wells, new liquids.
[spoiler]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.[/spoiler]
Nether Geology:
Nether Crystals:
[spoiler]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. If a bucket of acid is: and a red-stone torch is
You get a electroliser.
This uses sulfuric acid buckets to refine some large crystals. The acid acts as a fuel.
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 isn't refined via an electroliser and is the only Nether tool that can break obsidian.
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 electroliser 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.[/spoiler]
Another feature will be Basalt
[spoiler]
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 [/spoiler]
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.[/spoiler]
Ores:
[spoiler]In the top and bottom parts of the map you will find fire-gem ore. When broken you get two to three fire-Gems. This can be as well as crafted into metal chunks (taking off the hot outer bits). 3 metal chunks can be used to make 1 iron ingot. The gems can also be used to make fire blocks which can be toggled on and off.[/spoiler]
Nether Fauna
Eye of Nether
[spoiler]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.[/spoiler]
Shadows:
[spoiler]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.[/spoiler]
Lava squid
[spoiler] 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.[/spoiler]
Passive mobs
[spoiler]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.[/spoiler]
Mob tweaks:
[spoiler]
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. [/spoiler]
Nether Flora:
Most Flora is found in huge soul-sand beds. Among the below you will also find naturally growing Nether warts.
Magma bloom trees
[spoiler]These are the only source of wood in the Nether and have purple tufts of leaves near the top of their 20 block tall trunk.
To fit in the have dark purple leaves and trunks with red scars.
The wood acts as a substitute in all recipes including sticks while the leaves drop saplings and magma fruit.
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 sticks in tilled soul sand irrigated with lava. These will grow into bushes which can be sheared of their fruit (and regrows it)[/spoiler]
Nether bulbs
[spoiler]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.[/spoiler]
Mushrooms
[spoiler] 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)[/spoiler]
Tools:
[spoiler]We already have Quartz, Blaze rods and Basalt Clubs. The only real ore in the nether is fire-gem 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 heart wood 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.
Tools with Fire gem blades have a chance of smelting their drops, e.g. wood turns into charcoal, they have 500 uses.
Tools with heart wood blades have 120 uses.
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, Dark and Fire) will have a second preset like the colour of wool which effects the durability and sprite used.[/spoiler]
Better pictures are yet to be made, help would be nice though.
By any chance did you see my post for a nether mini-boss a few back?
Not my best idea , but okay...
Also which of the suggested nether bosses have you liked the most?
The Worm. etc., etc...
Absolutely amazing ideas, and , if you will, allow me to add to your idea with a new ore, like titanium or mercury or sulfur
By any chance did you see my post for a nether mini-boss a few back?
Not my best idea , but okay...
Also which of the suggested nether bosses have you liked the most?
The Worm. etc., etc...
Titnium isn't an ore it's an element that has to be extracted to use, most titanium is found in iron ore. Mercury is a liquid, smelting it will create a toxic gas and kill you. What use does sulfur have other than getting gunpowder in peaceful? BTW peaceful players don't deserve TNT.
Titnium isn't an ore it's an element that has to be extracted to use, most titanium is found in iron ore. Mercury is a liquid, smelting it will create a toxic gas and kill you. What use does sulfur have other than getting gunpowder in peaceful? BTW peaceful players don't deserve TNT.
I know that they're elements and not ores, but so is gold and iron, but for the sake of the game they are called ores and not refined elements.
Also if you want to see the uses for these, visit my More Diverse Ores thread
But, thanks for letting me know i'm not one of the few who realizes what an ore is... :laugh.gif:
The Meaning of Life, the Universe, and Everything.
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I don't know if this has already been suggested in this thread but the credits should not be included in the End due to all the criticism it has taken. It would almost be like addition by subtraction.
Yes, but gold and iron occur in veins in real, where as titanium and such are extracted from those veins.
Yes, but the fact that it is contained in iron ore, means all we need is a way to extract it and boom! Titanium tools.
It would be pretty balanced, considering people need iron things other than tools, like armor, buckets, sheers, minecarts etc.
As long as we make the titanium use up an entire iron ore in the extracting process, but not give any iron ingots, people will have to think twice about what to use there iron ore on, a better than iron tool set, or everything else iron can make.
We could require a furnace to be upgraded to be able to extract titanium as well.
Ok so there really isnt anything much in The End so I have thought of putting this idea.
The Portal Room:
Ok so in the portal room, you see an End Portal frame, a Silverfish Spawner, a Lava Pool below the portal frame.
Here is what to do:
-First, go fight the Enderdragon and win.
-After winning, you spawn back to your spawn point.
-Now, return to the portal room with these things along with you: a solid block (extras just in case), dirt, at least 2 water buckets, a regular tree sapling.
-In the portal room, remove the lava pool by putting the solid block inside it.
-Keep doing this. (watch out as the dropped item might get burned)
-If the item that is dropped gets burned, use the extra ones.
-After dehydrating the lava pool, place water in its place.
-Make sure every water is a source block.
-Destroy the Monster Spawner.
-Destroy the block below where the spawner was
-Put the dirt block on the place below the spawner.
-Put the sapling on top.
(note: make sure no one is in The End. Dont worry. If the people inside The End left, the changes will start happening)
-Go back inside the portal, and see what happens in The End
What happens in The End:
-exposed End Stone will become End Soil until 4 blocks deep.
-unexposed End Stone until 4 blocks deep will remain.
-End Trees will spawn everywhere: End Wood being the branch and the trunks while End Leaves being the leaves.
-A river mouth could spawn in the center going in any direction, ending up falling to the edge.
-Obsidian Pillars will become Giant End Trees, with the size depending on how big the pillar was.
-Oil Reserves will spawn below each Giant End Tree. Oil is used as furnace fuel, Oil Torch, or Oil Slick traps.
-There will be floating islands that will appear that was not there before, containing awesome blocks deep inside the mountains.
->>The blocks occuring in floating island mountains are:
>>>Ruby: Used for weapons and tools (axe, sword, etc.), armor.
>>>Emerald: Used for decor; When right-clicked on a surface, a GUI appears. see below for info.
>>>Aluminum: Used for high-quality electronics (like lamps that make light when activated by redstone).
>>>Platinum: Used for making magnets that attract metallic dropped items (such as Iron Ingots and Compasses).
(note: these four occur as ore blocks in the mountains)
-There will be new mobs that can spawn here such as:
>>>Enderfly: these flying mobs are passive and they have glowing tails that emit purple-colored glowing effects
>>>Enderdragon Whelp: it hatches from the Enderdragon Egg that occured after the defeat of the enderdragon. It is a neutral mob and it does not destroy terrain. It attacks when provoked.
>>>End Spider: these are hostile mobs like spiders but instead of red glow, it has a purple glow in the spots where spiders have glowing effects. they become neutral in a light level of 10 or higher.
-The fountain created by the Enderdragon's death will remain as the only way back to the Overworld, but however the change is that there is a plant on top which is Bluebonnet and the only way to get it is by the fountain.
(note: This spreads in Grass Blocks brought to The End through Silk Touch and the light must be 12 or higher. The Bluebonnet must be on a grass block connected to the other grass blocks in order to spread.)
About Emerald use:
When you are holding emerald and you right click on a surface facing up, you will see a GUI which will let you design the emerald decoration's shape in a 5x5x5 grid inside the air block you will place it in. The bottom part must always have at least a 1x1 mini-block. The mini-blocks should be connected to each other all the time. In the gui: there is a grid of 5x5 and on top says "Front Surface", a grid of 5x5 saying "Side Surface", and a grid of 5x5 saying "Top Surface". It would be kinda confusing to do this.
Umm... no. We already have plans for the end, and the end stays the end, no major life overhaul, and those ores would be nice... in the other dimensions.
All i want in the end is more floating islands, more than one... Maybe broken bridges leading to others? Great topic Jellomob. Congrats on getting it Popular :smile.gif:
Alright, my 2 cents:
The whole structure of main, boss, and side worlds that you have going on is pure gold. I love it. That branch chart is something that should be framed in the mojang offices (after a bit of touching up in photoshop).
Ahh, thanks :3
The problem with changing the current end portal system, though, is that the portals in place now require Eyes of Ender - doesn't quite make sense if the portal doesn't lead to the end. End portal stone should lead to the end, plain and simple.
Where does that leave us though? Stronghold portals are now made of cracked stone brick, which now drops as cobble when mined, even with silk touch. They are therefore static, like a boss portal should be. Activated by redstone current, in keeping with the 'vanilla' feel of the overworld.
Sorta meh on this one, we can just have new portal blocks for the Overworld, and move the current End portal, into the new expanded end dimension. The End is becoming a full dimension remember?
Now what about the stronghold portal blocks? Well I'll be getting to that in just a bit.
The overworld arena ought to be the inside of an enormous mineral-rich geode, where a large (I'm thinking 5 blocks high) stone golem serves as the overworld boss. It ought to be able to pass through stone and dirt the way the ender dragon passes through overworld blocks, although it shouldn't be able to pass through minerals or bedrock (the arena dimension is a sphere of bedrock filled in with stone and dirt and such).
I really like this idea. A giant geode as a boss arena? Pretty sweet.
Also, if the new AI is good enough, he won't have to go through dirt and stone, he could just go around it.
I'm thinking because it's going to have kind of an 'earth element' feel, it should be slow as balls but have 50 hearts (100 hp) and it's damage would be (E: 4, N: 6, H:8). Picks deal 1 point of damage more than their equivalent sword (though a sword with a high level sharpness is still the best bet). Upon death it drops 500 XP, 3 diamond, and 12 cracked stone brick.
It would also need to drop some kind of orb thing that could be used to access The End along with the other three boss drop orb things
Water dimension should be named the Aquea as previously mentioned, but 'the' should not be an actual part of the name. The water dimension is just called 'Aquea' (pronounced ah-KAY-ah, not AH-kwee-ah).
Kind of like this name, Gonna add it to the list in the OP
I don't have much to add content-wise for that (I think you've been doing quite well enough on your own),
Ahh! I didn't do this all by myself! XD
A lot of people helped out in suggesting stuff for the WD,
but portals to the Aquea boss should occur deep in trenches at the bottom of the map (this may have been suggested already - I didn't see it in the OP tho). No word on what the boss should be (giant electric eel?), but giving it a good shanking should net you 500 xp, a few bits of that glowwy goo mentioned earlier,
Was planning on having the boss portals be in the WD's stronghold-like structures, but this is a good idea too.
and an infinite spring of aquean water (would appear like the bedrock portal that appears after beating the ender dragon), which would have a slight golden tinge. Aquean water is just like regular water, but flowing water produced by it becomes a normal water source block after 10 seconds, and the flowing water it creates can flow on TOP of other water blocks (putting a block of aquean water at the top of a large hole can turn it into a lake, in other words).
You can't make your own infinite spring of it though, two bits of aquean water flowing into each other just create a normal water source block. If you want more, you have to head all the way back into the aquean boss arena.
Sorta meh on this, might cause some problems coding wise
As for the nether, nether fortresses should (rarely) spawn portal rooms just like strongholds. Portal rooms will always have exactly 3 blaze spawners in them.
Nether fortresses are the equivalent of strongholds in the nether, so I don't see why not.
Nether boss will drop 500 xp, random TBA nether-related item, and 5 red steel (retextured iron ingot, not to be confused with the game).
crafting red steel in this configuration: :GP:=redstone :Iron:=red steel
Yields a blasting chamber. It accepts only lava or blaze rods as fuel - blaze rods last for 1 smelting, a lava bucket lasts for 10.
Ahh, yes the upgrade mechanic interests you yes? Though it should probably be easier than killing a boss to upgrade a furnace...
Iron ingots blast into steel ingots - tool set has 1.33x strength and durability of iron,
Lovely idea, but People will probably not want this, out of all the steel threads I have seen, about 90% of the comments are "We already have iron, we don't need steel"
I'm afraid the community has me beat on this one, I will put this idea on the back-burner for now, maybe sneak it in when we start the modding, if it works well, we'll put it in :wink.gif:
steel ingots placed in the shape of a fence gives an anvil. Anvils are placeable blocks that provide a repair GUI when right clicked - two tools repaired together produce a tool repaired with an additional 15% efficiency compared to inventory repair. You can also place a bit of whatever the tool is made of (cobblestone, iron ingot, diamond) into one space, and the tool is repaired by (1/<# of item used to craft tool>)x0.85.
Anvils have been suggested quite a bit, but I like the way you put it. Having an additional boost in repairing would make it worth it, and give people the option of whether to repair on the go for less, or make an anvil and repair for more.
I really like the formula you came up with too, so as an example, a pickaxe being repaired would give you slightly less then 1/3 durability back right?
I think we should have the anvil crafted with iron, as I am still unsure of steel. It could still be crafted as you said, with six ingots, but iron bars would require a change of recipe.
Luckily, I have had that covered for a while :wink.gif:
More blasting furnace recipes can be thought up later.
Smelting cracked stone brick with a blasting chamber yields heated portal stone. Crafting together a block of heated portal stone with a bucket of aquean water (shapeless recipe) gives a bucket and tempered portal stone. Right clicking placed tempered portal stone with a <item dropped by skylands boss> changes it into an end portal block. Arranged horizontally in the usual shaped square and filled with ender eyes, they create an end portal :3
As I said, we should leave cracked stone brick alone, don't worry about getting to The End, I think I have a better alternative in mind. :wink.gif:
And to address your concern at fighting the boss for a furnace upgrade, it isn't REALLY a furnace upgrade - it's a new thing entirely that just uses a similar GUI. You can't smelt the same things in a blasting furnace that you could in a regular one. Placing iron ore in a blasting furnace with lava would just make it sit there.
The main purpose for the furnace was supposed to be enabling the 2nd step in the end portal creation process - the whole steel bit was just kindof an aside so that the blast furnace wouldn't feel useless other than helping you get to the end. I feel like each boss drop should both help you get to the end, but also add something useful to the main game.
And I don't see the aquean water being too hard to code. Granted I've never coded java before (only visual basic), but say that flowing aquean water has an item ID of 145 and the source has an ID of 146 - I'd imagine it going something like this:
<register the class for aquean_water_timer>
<set up awt as a timer>
if awt=10 and [x,y,z]=145 then
'here [x,y,z] represent the block's coordinates, since all info is stored in the block itself
[tab] awt=1 and set_block [x,y,z] 09
End if
<end class notation>
<register the class detailing block 146 properties>
<call class describing water physics and properties>
if [x,y,z]=145
[tab] then <call class awt>
else if [x,y,z]=145 and [x,y-1,z]=09
[tab] then <statement declaring [x,y-1,z] to be treated as a solid block>
End if
<end class notation>
And to address your concern at fighting the boss for a furnace upgrade, it isn't REALLY a furnace upgrade - it's a new thing entirely that just uses a similar GUI. You can't smelt the same things in a blasting furnace that you could in a regular one. Placing iron ore in a blasting furnace with lava would just make it sit there.
The main purpose for the furnace was supposed to be enabling the 2nd step in the end portal creation process - the whole steel bit was just kindof an aside so that the blast furnace wouldn't feel useless other than helping you get to the end. I feel like each boss drop should both help you get to the end, but also add something useful to the main game.
And I don't see the aquean water being too hard to code. Granted I've never coded java before (only visual basic), but say that flowing aquean water has an item ID of 145 and the source has an ID of 146 - I'd imagine it going something like this:
<register the class for aquean_water_timer>
<set up awt as a timer>
if awt=10 and [x,y,z]=145 then
'here [x,y,z] represent the block's coordinates, since all info is stored in the block itself
[tab] awt=1 and set_block [x,y,z] 09
End if
<end class notation>
<register the class detailing block 146 properties>
<call class describing water physics and properties>
if [x,y,z]=145
[tab] then <call class awt>
else if [x,y,z]=145 and [x,y-1,z]=09
[tab] then <statement declaring [x,y-1,z] to be treated as a solid block>
End if
<end class notation>
I see the blast furnace as more of an upgrade to a normal furnace, It makes more sense.
And as for the bosses providing something to access The End, I think having them each drop an item required to access The End will be good for now.'
When I said coding wise, I didn't mean it would be difficult to code, I really meant it would be buggy in-game.
The last time they tried having liquids treat other liquids as solids, it wasn't pretty :mellow.gif:
I see the blast furnace as more of an upgrade to a normal furnace, It makes more sense.
And as for the bosses providing something to access The End, I think 1) having them each drop an item required to access The End will be good for now.'
When I said coding wise, I didn't mean it would be difficult to code, I really meant it would be buggy in-game. 2) The last time they tried having liquids treat other liquids as solids, it wasn't pretty :mellow.gif:
1) but... that's exactly what I said. Earth boss drops the blocks. Nether boss drops the means to smelt them. Aquea boss drops the means to craft them. And skylands boss drops the means to complete them...
1) but... that's exactly what I said. Earth boss drops the blocks. Nether boss drops the means to smelt them. Aquea boss drops the means to craft them. And skylands boss drops the means to complete them...
2) o_o eh? when was this?
1. Good point..
I guess we could implement a form of this into the mod, not exactly what you said, but that system could work.
2. it was in one of the 1.9 pre-releases, you could place liquids on top of liquids, this had the unfortunate side-effect of not being able to put water in making everything quite frustrating. Once you picked up a bucket of water, the only way to get rid of it was to place it in a 1x1 square hole and place a block in it.
...2. it was in one of the 1.9 pre-releases, you could place liquids on top of liquids, this had the unfortunate side-effect of not being able to put water in making everything quite frustrating. Once you picked up a bucket of water, the only way to get rid of it was to place it in a 1x1 square hole and place a block in it....
...? That doesn't sound so bad. Hell that's what I do with unwanted water blocks anyway.
Plus, with aquean water being as rare and difficult to procure as it is, I very much DOUBT you'll want to be getting rid of any into regular water, so the one disadvantage about stackable water that you mentioned doesn't even really apply to this. Keep in mind, regular water will still just be regular water - only flowing aquean water will treat other water as solid blocks. And then after 10 seconds, flowing aquean water turns into a regular water source block. The REGULAR water isn't treating the water below it as a solid block - it's as if you placed a water bucket up against a wall, and then placed another one against the same wall one block above it. The water isn't acting like a solid, it was just placed there, as if by the player.
With the daughter threads, it would be nice if Savvanah Man got the Nether extension one and I got the water dimension one, I just see so much potential in the water dimension... or you could have the water dimension thread, you are a jellyfish.
The whole structure of main, boss, and side worlds that you have going on is pure gold. I love it. That branch chart is something that should be framed in the mojang offices (after a bit of touching up in photoshop).
The problem with changing the current end portal system, though, is that the portals in place now require Eyes of Ender - doesn't quite make sense if the portal doesn't lead to the end. End portal stone should lead to the end, plain and simple.
Where does that leave us though? Stronghold portals are now made of cracked stone brick, which now drops as cobble when mined, even with silk touch. They are therefore static, like a boss portal should be. Activated by redstone current, in keeping with the 'vanilla' feel of the overworld.
Now what about the stronghold portal blocks? Well I'll be getting to that in just a bit.
The overworld arena ought to be the inside of an enormous mineral-rich geode, where a large (I'm thinking 5 blocks high) stone golem serves as the overworld boss. It ought to be able to pass through stone and dirt the way the ender dragon passes through overworld blocks, although it shouldn't be able to pass through minerals or bedrock (the arena dimension is a sphere of bedrock filled in with stone and dirt and such). I'm thinking because it's going to have kindof an 'earth element' feel, it should be slow as balls but have 50 hearts (100 hp) and it's damage would be (E: 4, N: 6, H:8). Picks deal 1 point of damage more than their equivalent sword (though a sword with a high level sharpness is still the best bet). Upon death it drops 500 XP, 3 diamond, and 12 cracked stone brick.
Water dimension should be named the Aquea as previously mentioned, but 'the' should not be an actual part of the name. The water dimension is just called 'Aquea' (pronounced ah-KAY-ah, not AH-kwee-ah). I don't have much to add content-wise for that (I think you've been doing quite well enough on your own), but portals to the Aquea boss should occur deep in trenches at the bottom of the map (this may have been suggested already - I didn't see it in the OP tho). No word on what the boss should be (giant electric eel?), but giving it a good shanking should net you 500 xp, a few bits of that glowwy goo mentioned earlier, and an infinite spring of aquean water (would appear like the bedrock portal that appears after beating the ender dragon), which would have a slight golden tinge. Aquean water is just like regular water, but flowing water produced by it becomes a normal water source block after 10 seconds, and the flowing water it creates can flow on TOP of other water blocks (putting a block of aquean water at the top of a large hole can turn it into a lake, in other words).
You can't make your own infinite spring of it though, two bits of aquean water flowing into each other just create a normal water source block. If you want more, you have to head all the way back into the aquean boss arena.
As for the nether, nether fortresses should (rarely) spawn portal rooms just like strongholds. Portal rooms will always have exactly 3 blaze spawners in them. Nether boss will drop 500 xp, random TBA nether-related item, and 5 red steel (retextured iron ingot, not to be confused with the game).
crafting red steel in this configuration:
Yields a blasting chamber. It accepts only lava or blaze rods as fuel - blaze rods last for 1 smelting, a lava bucket lasts for 10. Iron ingots blast into steel ingots - tool set has 1.33x strength and durability of iron, steel ingots placed in the shape of a fence gives an anvil. Anvils are placeable blocks that provide a repair GUI when right clicked - two tools repaired together produce a tool repaired with an additional 15% efficiency compared to inventory repair. You can also place a bit of whatever the tool is made of (cobblestone, iron ingot, diamond) into one space, and the tool is repaired by (1/<# of item used to craft tool>)x0.85.
More blasting furnace recipes can be thought up later.
Smelting cracked stone brick with a blasting chamber yields heated portal stone. Crafting together a block of heated portal stone with a bucket of aquean water (shapeless recipe) gives a bucket and tempered portal stone. Right clicking placed tempered portal stone with a <item dropped by skylands boss> changes it into an end portal block. Arranged horizontally in the usual shaped square and filled with ender eyes, they create an end portal :3
...watcha think?
http://www.youtube.com/user/Darasilverdragon
I was thinking of the three end guardians; the obsidalisk, the endrone, and the dark swarm.
The final dimension is "The Begginning", with thhe ultimate boss and unlimetted rematches for every boss(without getting the rewards again).
Absolutely amazing ideas, and , if you will, allow me to add to your idea with a new ore, like titanium or mercury or sulfur
By any chance did you see my post for a nether mini-boss a few back?
Not my best idea , but okay...
Also which of the suggested nether bosses have you liked the most?
The Worm. etc., etc...
Titnium isn't an ore it's an element that has to be extracted to use, most titanium is found in iron ore. Mercury is a liquid, smelting it will create a toxic gas and kill you. What use does sulfur have other than getting gunpowder in peaceful? BTW peaceful players don't deserve TNT.
I know that they're elements and not ores, but so is gold and iron, but for the sake of the game they are called ores and not refined elements.
Also if you want to see the uses for these, visit my More Diverse Ores thread
But, thanks for letting me know i'm not one of the few who realizes what an ore is... :laugh.gif:
Yes, but gold and iron occur in veins in real, where as titanium and such are extracted from those veins.
Yes, but the fact that it is contained in iron ore, means all we need is a way to extract it and boom! Titanium tools.
It would be pretty balanced, considering people need iron things other than tools, like armor, buckets, sheers, minecarts etc.
As long as we make the titanium use up an entire iron ore in the extracting process, but not give any iron ingots, people will have to think twice about what to use there iron ore on, a better than iron tool set, or everything else iron can make.
We could require a furnace to be upgraded to be able to extract titanium as well.
Umm... no. We already have plans for the end, and the end stays the end, no major life overhaul, and those ores would be nice... in the other dimensions.
Doesn't really fit my vision of The End, sorry.
Also, OP updated! Added a sprite for the new "Bubble" item in the WD.
Made by: No one! We can just reuse the sprite for the air meter! Don't know why I didn't think of that earlier lol.
And to address your concern at fighting the boss for a furnace upgrade, it isn't REALLY a furnace upgrade - it's a new thing entirely that just uses a similar GUI. You can't smelt the same things in a blasting furnace that you could in a regular one. Placing iron ore in a blasting furnace with lava would just make it sit there.
The main purpose for the furnace was supposed to be enabling the 2nd step in the end portal creation process - the whole steel bit was just kindof an aside so that the blast furnace wouldn't feel useless other than helping you get to the end. I feel like each boss drop should both help you get to the end, but also add something useful to the main game.
And I don't see the aquean water being too hard to code. Granted I've never coded java before (only visual basic), but say that flowing aquean water has an item ID of 145 and the source has an ID of 146 - I'd imagine it going something like this:
<register the class for aquean_water_timer>
<set up awt as a timer>
if awt=10 and [x,y,z]=145 then
'here [x,y,z] represent the block's coordinates, since all info is stored in the block itself
[tab] awt=1 and set_block [x,y,z] 09
End if
<end class notation>
<register the class detailing block 146 properties>
<call class describing water physics and properties>
if [x,y,z]=145
[tab] then <call class awt>
else if [x,y,z]=145 and [x,y-1,z]=09
[tab] then <statement declaring [x,y-1,z] to be treated as a solid block>
End if
<end class notation>
http://www.youtube.com/user/Darasilverdragon
I see the blast furnace as more of an upgrade to a normal furnace, It makes more sense.
And as for the bosses providing something to access The End, I think having them each drop an item required to access The End will be good for now.'
When I said coding wise, I didn't mean it would be difficult to code, I really meant it would be buggy in-game.
The last time they tried having liquids treat other liquids as solids, it wasn't pretty :mellow.gif:
1) but... that's exactly what I said. Earth boss drops the blocks. Nether boss drops the means to smelt them. Aquea boss drops the means to craft them. And skylands boss drops the means to complete them...
2) o_o eh? when was this?
http://www.youtube.com/user/Darasilverdragon
1. Good point..
I guess we could implement a form of this into the mod, not exactly what you said, but that system could work.
2. it was in one of the 1.9 pre-releases, you could place liquids on top of liquids, this had the unfortunate side-effect of not being able to put water in making everything quite frustrating. Once you picked up a bucket of water, the only way to get rid of it was to place it in a 1x1 square hole and place a block in it.
Those were dark times man, dark times. :sad.gif:
...? That doesn't sound so bad. Hell that's what I do with unwanted water blocks anyway.
Plus, with aquean water being as rare and difficult to procure as it is, I very much DOUBT you'll want to be getting rid of any into regular water, so the one disadvantage about stackable water that you mentioned doesn't even really apply to this. Keep in mind, regular water will still just be regular water - only flowing aquean water will treat other water as solid blocks. And then after 10 seconds, flowing aquean water turns into a regular water source block. The REGULAR water isn't treating the water below it as a solid block - it's as if you placed a water bucket up against a wall, and then placed another one against the same wall one block above it. The water isn't acting like a solid, it was just placed there, as if by the player.
http://www.youtube.com/user/Darasilverdragon