Have you ever been walking through a desert and wondered "why dont i need to drink water"? or "why dont i freeze in this snow?" well. this would change all that!
the basis of the idea is that certain biomes would have a secondary effect on the character similar to how hunger works now; it goes down to nothing and you start to take damage, unless you eat something, but this is biome specific! (may not include a hunger style bar, just an example)
some biomes (not all) would have an effect that needs to be accounted for before long term explorations:
desert; nether; ocean.
dehydration - you need to make a waterskin out of 3 leather in the bowl/bucket shape, and fill it at a water source block or cauldon. if you dont, you get dehydrated and start to take damage. the waterskin has no durability but instead has a blue bar indicating its current water level. is used automatically, so no need to manually drink. ocean water is salty, so you cannot fill it from a water source block in the ocean, because it would dehydrate you further
snow biomes (of all sorts),
frostbite- being within 5 blocks of a fire will prevent frostbite while near it, and slowly restore your frostbite bar. for a portable solution, leather armour with one wool (any colour) will make insulated leather, which prevents frost bite with all 4 pieces a worn, and slow it if 1 2 or 3 pieces are worn
swamp -
waterborne infections. drains hunger at a steady rate, even if not moving. lasts between 2 and 10 minutes, must eat extra food. cannot be removed until time is up.
each of these effects would be tied to the chunk biome type, and would be an option in "other options" for world generation. would make survival and hardcore much more interesting and challenging.
also, i am open to other biome type dangers. note, not all biomes should have/need them.
-the dehydration and cold effects only work if expose to >10 sunlight, so when hiding in caves you are not exposed, because there is no sunlight or surface cold.
All of these are good, but should only work in Hardcore and the max Survival difficulty.
Also add illnesses to mushroom biomes that automatically affect you for as long as you are in the biome. You can eat mushroom stew to stave off the infection for a certain length of time. Also allow crafting of mushroom helmets for complete immunity.
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You can never find your path if you aren't lost for a little while.
All of these are good, but should only work in Hardcore and the max Survival difficulty.
Also add illnesses to mushroom biomes that automatically affect you for as long as you are in the biome. You can eat mushroom stew to stave off the infection for a certain length of time. Also allow crafting of mushroom helmets for complete immunity.
You've got to be joking. Please tell me you're not serious.
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the basis of the idea is that certain biomes would have a secondary effect on the character similar to how hunger works now; it goes down to nothing and you start to take damage, unless you eat something, but this is biome specific! (may not include a hunger style bar, just an example)
some biomes (not all) would have an effect that needs to be accounted for before long term explorations:
desert; nether; ocean.
dehydration - you need to make a waterskin out of 3 leather in the bowl/bucket shape, and fill it at a water source block or cauldon. if you dont, you get dehydrated and start to take damage. the waterskin has no durability but instead has a blue bar indicating its current water level. is used automatically, so no need to manually drink. ocean water is salty, so you cannot fill it from a water source block in the ocean, because it would dehydrate you further
snow biomes (of all sorts),
frostbite- being within 5 blocks of a fire will prevent frostbite while near it, and slowly restore your frostbite bar. for a portable solution, leather armour with one wool (any colour) will make insulated leather, which prevents frost bite with all 4 pieces a worn, and slow it if 1 2 or 3 pieces are worn
swamp -
waterborne infections. drains hunger at a steady rate, even if not moving. lasts between 2 and 10 minutes, must eat extra food. cannot be removed until time is up.
each of these effects would be tied to the chunk biome type, and would be an option in "other options" for world generation. would make survival and hardcore much more interesting and challenging.
also, i am open to other biome type dangers. note, not all biomes should have/need them.
-the dehydration and cold effects only work if expose to >10 sunlight, so when hiding in caves you are not exposed, because there is no sunlight or surface cold.
Also add illnesses to mushroom biomes that automatically affect you for as long as you are in the biome. You can eat mushroom stew to stave off the infection for a certain length of time. Also allow crafting of mushroom helmets for complete immunity.
You've got to be joking. Please tell me you're not serious.