This is one more reason to put somewhere in the title 'mod suggestion'
edit: ninja'd...
If I do that, the moderators will move it to the "Mod ideas" forum, and I would rather not have that happen.
For now, it will remain as a "suggestion",
I plan on keeping thew "General dimension information" section of this thread on this forum, to generate traffic for the WIP mod thread I post later, as well as the daughter threads, which will also generate traffic for WIP mod thread.
I think all of these are great, but we do have to worry about the height, but there could be different openings into the water. We could have what's already been planned, slow decent beaches, and cliffs that jut in. I love the water falls and running rivers too :tongue.gif:
But crabs in the water dimension should be hostile mobs that only spawn on sand and underwater and are like 2x4x3. Really like the piranhas though and the jungle spiders that have been suggested. Would also add sea turtles( 2x2 possibly tameable, neutral mobs that hunt jellyfish/ squid, could serve as a boat or combat helper when tamed).
Also while in water, you should still move slowly, but certain creatures don't take speed reduction and some even speed up (like crabs) while in water.
Other mob ideas:
Something like magma cubes and slimes a Bio-Cube
light blue with yellow eyes
emits a light level of 8 (bio-luminescent cube)
moves by springing to the side instead of up like the magma cube.
would drop luminessence, basically something you can craft into a block for light, or mix with jellyfish goop to make the underwater torches
and then maybe a clam/sea urchin
a block sized mob
c: invincible when shut, but when it opens, loot can be found inside, can be killed and replaced on land and made into basically a chest
s-u: hostile mob that hurts you by coming in contact with you, when killed drops urchin spines that could be used as the fins of the harpoons/spears
re-posting again because I think you missed it Cowboy
just an idea on the dimension bosses i had:
this idea is based on opposites and how they work, and the nether and the aether/skylands are traditionally opposites, so their bosses should also be opposites, however, that leaves the overworld (which consists of land and ocean) and the kyther/abbys/aquos/whatever, which also consists of land and water.
however, water and lava/fire are more opposite than fire and air (element based, not religion thingie, as nether=hell, aether=heaven)
so three ways to look at the dimesion opposites are: 1. nether-aether OW-WD, 2. nether-WD OW-aether, or, 3. seeing the overworld as the base dimension, nether-aether and WD separate.
most people would probably agree that the OW boss should be slow but physically strong.
in our first model, the WD boss should then be strong in magical/special attacks, which, for me, works well with a water dimension, but, however, magical attacks also fit the aether well, and since air is generally seen as fast/quick, the boss would also be fast, meaning another opposite with the overworld boss.
the problem however (for me at least) is that air bosses should have some pretty quick attcks, low damage but high rate, whilst the water one could just have high damage spells.
the above ideas and statements of course would change depending on the kind of creature the boss would be, so it can be not at all like i said, it is just something i thought would make sense.
maybe like:
Overworld: slow but strong, with attacks that are mainly melee.
Nether: slow but varied attacks, it's attacks are fast though.
Aether: fast and varied attacks, it's attacks are magic based and slightly weaker.
Water dimension: fast and strong, it's skin is weak though, so it takes more damage with each hit.
It feels a little off though.
also the Enderdragon should have most of their good points with very few weak points. It should be the hardest boss.
For the person above me, maybe you should have just edited one post....
Also, we will need to think about this a bit more, at least to decide what will be in world gen for the main dimensions, including ores and chest loot before we should start making it.
you quote people by clicking the 'reply' button on the bottom right of someone's post
If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens. if i helped press the + :D!
Earth boss : A Giant Worm, like out of the movie tremors, comes out of the ground and leaves 5x5 wide circular craters.
Water boss: The Kraken, tenticals and all, swims around in the ocean.
Fire boss: A Balrog.... which I have no intention of ever fighting..
Air boss: A giant falcon, it could dive bomb players and make gusts of wind with its wings to throw you around.
Alternate Reality boss: A doppleganger of your own player skin, only boss kind of powerful, could throw tnt blocks at you or something like that.
But I dont think they belong in their own dimensions, except the doppleganger, they defently belong in the alternate reality dimension were everything is backwards, but they should be mini-bosses in the normal worlds. Fire mini-boss in
the nether, air mini-boss in skylands, the giant worm and the kraken could just be in the normal world only very rare.
The problem with dimensions for just bosses is how does it work in multiplayer? After its dead then what? Does only one player get the satisfaction of killing it on a server and then the world has to be reset? Its just too much of a pain for MP Servers, mini-bosses that respawn at a very low chance in special areas would be more balanced and
easier to work with as a server host. Plus you could just spawn then them for special events like arena battles without the hassle of a mod that will keep falling out of date and become buggy. Pretty much I think they should just copy paste a bunch of the best mods out there right into vanilla and skip the middle man and patching bugs. :smile.gif:
Earth boss : A Giant Worm, like out of the movie tremors, comes out of the ground and leaves 5x5 wide circular craters.
Water boss: The Kraken, tenticals and all, swims around in the ocean.
Fire boss: A Balrog.... which I have no intention of ever fighting..
Air boss: A giant falcon, it could dive bomb players and make gusts of wind with its wings to throw you around.
Alternate Reality boss: A doppleganger of your own player skin, only boss kind of powerful, could throw tnt blocks at you or something like that.
But I dont think they belong in their own dimensions, except the doppleganger, they defently belong in the alternate reality dimension were everything is backwards, but they should be mini-bosses in the normal worlds. Fire mini-boss in
the nether, air mini-boss in skylands, the giant worm and the kraken could just be in the normal world only very rare.
The problem with dimensions for just bosses is how does it work in multiplayer? After its dead then what? Does only one player get the satisfaction of killing it on a server and then the world has to be reset? Its just too much of a pain for MP Servers, mini-bosses that respawn at a very low chance in special areas would be more balanced and
easier to work with as a server host. Plus you could just spawn then them for special events like arena battles without the hassle of a mod that will keep falling out of date and become buggy. Pretty much I think they should just copy paste a bunch of the best mods out there right into vanilla and skip the middle man and patching bugs. :smile.gif:
Earth boss : A Giant Worm, like out of the movie tremors, comes out of the ground and leaves 5x5 wide circular craters.
Water boss: The Kraken, tenticals and all, swims around in the ocean.
Fire boss: A Balrog.... which I have no intention of ever fighting..
Air boss: A giant falcon, it could dive bomb players and make gusts of wind with its wings to throw you around.
Alternate Reality boss: A doppleganger of your own player skin, only boss kind of powerful, could throw tnt blocks at you or something like that.
But I dont think they belong in their own dimensions, except the doppleganger, they defently belong in the alternate reality dimension were everything is backwards, but they should be mini-bosses in the normal worlds. Fire mini-boss in
the nether, air mini-boss in skylands, the giant worm and the kraken could just be in the normal world only very rare.
The problem with dimensions for just bosses is how does it work in multiplayer? After its dead then what? Does only one player get the satisfaction of killing it on a server and then the world has to be reset? Its just too much of a pain for MP Servers, mini-bosses that respawn at a very low chance in special areas would be more balanced and
easier to work with as a server host. Plus you could just spawn then them for special events like arena battles without the hassle of a mod that will keep falling out of date and become buggy. Pretty much I think they should just copy paste a bunch of the best mods out there right into vanilla and skip the middle man and patching bugs. :smile.gif:
In response to that last part on how SMP would work, I think that the boss battles in SMP would work like this: When someone uses a earth/water/etc eye, it will point them in the direction of the nearest boss portal, which there will be unlimited of, like strongholds, which will then need to be filled with eyes. When someone jumps through, it generates the rather small boss lair dimension. More people can jump through, and spawn in the same place. However, the more people, the harder it will be (more HP, up to 2 hearts more damage from attacks). The fight will start when all of the players are off of the starting platform (which always spawns at ground level). When the fight starts, the boss portal blocks back in the overworld/nether/etc will deactivate the portal, but will still have eyes in them, and the eyes will glow. This prevents anyone from joining the fight.
If the boss is killed, the portal out of the boss realm will open where it died, and the portal into the boss realm will self-destruct. All of the players that participated and are still alive will get a copy of the item rewards, but the EXP will be divided based on the percentage of damage that someone did. When everyone goes into the exit portal or logs off, the file for the dimension will be deleted.
If the players fighting the boss all die or leave the game, most of the eyes in the portal going to the boss realm will be destroyed, and the eyes will stop glowing, and will let people put more eyes back in and go fight it in the same arena, minus all foreign blocks.
Because there is an infinite amount of boss portals, players can keep fighting the bosses
Also, it could be configurable that the portals are not destroyed after the boss is killed, if the server doesn't want people generating new terrain.
boss portals will only spawn 64 chunks or more away from x 0 z 0
tl;dr: there are an infinite number of boss portals, and the portal is destroyed if the boss is killed and needs to be reactivated if the boss is not killed and all players leave or die. Everyone gets a copy of the items, but only some of the EXP
If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens.
I have realized there is a big problem with the water mechanics in the Kyther.
At the moment any block broken under the sea level is replaced with water. As a result bubble blocks need to be placed in order to make living space. These will burst after 10 seconds if touched by water from above or its 4 sides.
-----Now imagine a person has hollowed out an underwater base and grown a tree. He decides to break the tree for wood. As he breaks the leaves water spawns and as a result could flood his entire base.
Now imagine that it is coded that if touched by 1 bubble block a broken block spawns bubble instead of water.
With this a person can hollow out huge areas from just 2 bubble blocks.
-----Now imagine it is coded that the bubble block spawns if a block is touched by 2 bubble blocks.
If the player tries to cut the tree down from top to bottom then the trunk will be replaced by water.
-----Now imagine that it is coded in a different way. If a block is touched by 1 natural water-spawning block then when broken it spawns water. In this case if the person puts down a crafting table on the natural stone when broken water will spawn.
At the same time if this didn't happen the person could break blocks, fill with cobble and remove for air space.
-----In my opinion the only way to rectify this is store all co-ordinates which have been made bubbles in the map data. This wouldn't be much of a problem on survival as underwater bases would be quite small.
The downsize is on creative this might get quite long and take up a lot of space.
----- On another note seeing as each block is worth 16 bubbles it would take a huge amount to make an underwater base.
Without being over powered maybe there could be a plant on the crust which could be harvested for bubbles (say one tree can be sheared for 1 bubble every minute). People could make large plantations and thus large bases when they move underwater.
The thing I like are in bold. The sollution to the tree is if a block that isn't supposed to be found underwater is broken, it only requires one bubble block touching it.
Why wouldn't water physics in the Water Dimension just work the same as it would in the overworld?
I mean, from what I'm getting, if you have a hollow space (say a 16x16x16 room) filled with air (not bubble blocks) and broke a block inside of it, water would spawn out of nowhere.
In the overworld, if you broke a block in open water, the surrounding water blocks would simply smother the air block and replace it with a water block. No need to make water magically spawn.
And I think bubble blocks should act like backwards gravel: The bubble goes upwards until it comes in contact with an air block, or a surface that stops it from rising. Holding shift could cause you to stay inside the bubble, giving you a fast ride up, with complementary oxygen.
If I do that, the moderators will move it to the "Mod ideas" forum, and I would rather not have that happen.
For now, it will remain as a "suggestion",
I plan on keeping thew "General dimension information" section of this thread on this forum, to generate traffic for the WIP mod thread I post later, as well as the daughter threads, which will also generate traffic for WIP mod thread.
re-posting again because I think you missed it Cowboy
Over world ores:
Coal 3 :smile.gif:
Iron 3 :smile.gif:
Gold 3 :smile.gif:
Diamond 3 :smile.gif:
Lapis 3 :smile.gif:
Redstone 3 :smile.gif:
Obsidian 3 :smile.gif:
Rendareum 1 :sad.gif: 1 :mellow.gif: 1 :huh.gif:
Nether world ores:
Glowstone 3 :smile.gif:
Sulfur 1 :sad.gif: 1 :mellow.gif: 1 :smile.gif:
Magnesium 1 :sad.gif: 2 :mellow.gif:
Neon 3 :sad.gif:PhosphorusRuby 3 :smile.gif:
Basalt 2 :sad.gif: 1 :smile.gif:
Redsteel 1 :sad.gif:
Quicksilver 2 :sad.gif: 1 :mellow.gif:
Kyther world ores
Petroleum 3 :sad.gif:
Titanium 3 :sad.gif:
Copper 2 :sad.gif: 1 :smile.gif:
Fossils 3 :smile.gif:
Natural Gas 1 :sad.gif: 2 :mellow.gif:
Sapphire 3 :smile.gif:
Radon 3 :sad.gif:
Uranium 3 :sad.gif:
Aether world ores:
Silicon 2 :sad.gif: 1 :mellow.gif:
Holite 3 :huh.gif:
Astron 1 :sad.gif: 2 :huh.gif:
Emerald 3 :smile.gif:
Electure 1 :sad.gif: 2 :huh.gif:
Purine 1 :sad.gif: 2 :huh.gif:
Olympiar 1 :sad.gif: 2 :huh.gif:
Platinum 1 :mellow.gif: 2 :smile.gif:
Please, ask questions, add comments, and most importantly, VOTE!!!
Here's another one.
Thanks! Adding right now.
I will check it out shortly.
Umm, that one is too big(by 2 pixels), use this one-
Ok, will do.
maybe like:
Overworld: slow but strong, with attacks that are mainly melee.
Nether: slow but varied attacks, it's attacks are fast though.
Aether: fast and varied attacks, it's attacks are magic based and slightly weaker.
Water dimension: fast and strong, it's skin is weak though, so it takes more damage with each hit.
It feels a little off though.
also the Enderdragon should have most of their good points with very few weak points. It should be the hardest boss.
K thanky
mod this...
Water boss: The Kraken, tenticals and all, swims around in the ocean.
Fire boss: A Balrog.... which I have no intention of ever fighting..
Air boss: A giant falcon, it could dive bomb players and make gusts of wind with its wings to throw you around.
Alternate Reality boss: A doppleganger of your own player skin, only boss kind of powerful, could throw tnt blocks at you or something like that.
But I dont think they belong in their own dimensions, except the doppleganger, they defently belong in the alternate reality dimension were everything is backwards, but they should be mini-bosses in the normal worlds. Fire mini-boss in
the nether, air mini-boss in skylands, the giant worm and the kraken could just be in the normal world only very rare.
The problem with dimensions for just bosses is how does it work in multiplayer? After its dead then what? Does only one player get the satisfaction of killing it on a server and then the world has to be reset? Its just too much of a pain for MP Servers, mini-bosses that respawn at a very low chance in special areas would be more balanced and
easier to work with as a server host. Plus you could just spawn then them for special events like arena battles without the hassle of a mod that will keep falling out of date and become buggy. Pretty much I think they should just copy paste a bunch of the best mods out there right into vanilla and skip the middle man and patching bugs. :smile.gif:
No. Think of something original.
In response to that last part on how SMP would work, I think that the boss battles in SMP would work like this: When someone uses a earth/water/etc eye, it will point them in the direction of the nearest boss portal, which there will be unlimited of, like strongholds, which will then need to be filled with eyes. When someone jumps through, it generates the rather small boss lair dimension. More people can jump through, and spawn in the same place. However, the more people, the harder it will be (more HP, up to 2 hearts more damage from attacks). The fight will start when all of the players are off of the starting platform (which always spawns at ground level). When the fight starts, the boss portal blocks back in the overworld/nether/etc will deactivate the portal, but will still have eyes in them, and the eyes will glow. This prevents anyone from joining the fight.
If the boss is killed, the portal out of the boss realm will open where it died, and the portal into the boss realm will self-destruct. All of the players that participated and are still alive will get a copy of the item rewards, but the EXP will be divided based on the percentage of damage that someone did. When everyone goes into the exit portal or logs off, the file for the dimension will be deleted.
If the players fighting the boss all die or leave the game, most of the eyes in the portal going to the boss realm will be destroyed, and the eyes will stop glowing, and will let people put more eyes back in and go fight it in the same arena, minus all foreign blocks.
Because there is an infinite amount of boss portals, players can keep fighting the bosses
Also, it could be configurable that the portals are not destroyed after the boss is killed, if the server doesn't want people generating new terrain.
boss portals will only spawn 64 chunks or more away from x 0 z 0
tl;dr: there are an infinite number of boss portals, and the portal is destroyed if the boss is killed and needs to be reactivated if the boss is not killed and all players leave or die. Everyone gets a copy of the items, but only some of the EXP
The thing I like are in bold. The sollution to the tree is if a block that isn't supposed to be found underwater is broken, it only requires one bubble block touching it.
What are you yelling at me for?!