Forests and Ore deposits are scarce and separated from one another, but have larger number and appear in tight groups, or “clusters”. The number is affected by the biome. If it is in a Taiga Biome, tree clusters will be fewer compared to a forest biome. Desert and Mountain biomes will have more ores than a plains biome. Other resources, such as animal resources, will be listed in a complete list below.
These resources aren’t strictly followed by game generation. There is a chance for one resource to be high in an area that it is usually not, like a fertile desert or a tree-covered mountain. These “anomalies” have a 20% chance of happening, which adds variety to your world. Also, in terms of ores, there is a 60% chance in ore generation to spawn only a single ore type. This gives more reward and the need to continue expanding.
Clustering resources around a biome and each having their own resources that might not be found in the other gives a sense of strategic positioning, meaning where you build your farm or house, matters. It also gives importance to places, like creating a logging facility on a Forest biome or a mine on a Mountain biome.
Why this should be added you ask, well for one thing limiting resources gives purpose for spreading out, for building things. This gives the player more incentive to build and construct rather than just adventure. With a world with resources somewhere nearby, it gives you reason to construct safe roads to avoid mobs to reach your destination. It’s Construction Survival in a way, not Adventure Survival. Resources are harder to find and with a large biome, the easier and safer option would be to stay where you are, and survive and adapt there.
• Tree Fertility
This is to encourage players to keeping their resources where they are. Saplings grow faster and have a bigger chance of being a big tree when they are near several others. This bonus grows if there are more trees nearby. Sapling drops also have a higher rate with other trees nearby. On the other hand, saplings placed alone will grow slower and will have a chance to be a small tree and will have less sapling drops.
Biome fertility also affects this greatly, further keeping resources where they are.
Resources:
Animals- Used for resources.
Trees- Tree growth is high here. For more information on tree growth see below
Ores- Sometimes
Rarities- Ravines, Underground Mineshafts, Dungeons etc
Mobs- The ones that like to harm you
Fertility- Reeds, pumpkins, melons and other vegetation grow here slightly faster.
Forest-
Pros: Trees
Cons: Ores
Mountain-
Pros: Ores, Rarities
Cons: Trees, Animals
Tundra-
Pros: Animals
Cons: Rarities
Taiga-
Pros: Trees
Cons: Animals
Desert-
Pros: Ores, Mobs
Cons: Animals, Fertility
Plains-
Pros: Animals
Cons: Trees
Swamp-
Pros: Fertility, Rarities, Mobs
Cons: Animals
Jungle-
Pros: Animals, Fertility, Trees
Cons: Rarities, Ores
Ocean-
Pros: Rarities, Ores
Cons: Mobs, Animals
• What else can make Construction Survival work?
-More building material, like open/close gates, spiked/reinforced blocks, Mixing pots etc.
-More resources. More resource would mean giving players more reason to build and expand.
-More mobs that pose more threat to players to keep them out of specific areas.
This is my suggestion and thank you for reading it all.
If any of you tl;dr’d I will not give a care.
Reading a 4th time I see I did miss the point. You want people to keep coming back to the biomes, not cart off a few blocks of rare what sit and some seeds and modify their homes to supply the resources. That being the case, I think there needs to be a huge improvement in transportation options because minecarts, cobble roads, boats, and speed potions and empire does not make. Beasts of burden, teleportation shrines, and vertical transportation (like in a bucket lift) would be needed to make the journey faster. It's alright if your just going out exploring, but if your making return trips, the time lost in transit is going to turn from whimsical to worrisome after the first few trips.
Transportation will be the first few goals for the player. Transporting those resources will be a major reason to expand and create, constructing lit roads or Minecart rails, or building outposts there to give more space to carry and storage for when you come back. I also agree with you wholeheartedly on this, and I am thinking of creating a thread for it. Maybe a team up is in order? PM me if you want to .
Perhaps I'm missing the point; I understood the resource list in the second half, but the first half is a little hard for me to follow. It almost seems if an introduction was cut out and we were plunged strait into the body of the suggestion. If you want to strengthen your topic, try giving a contrast for us to compare; show us how it happens right now in minecraft and how it's improved with your modifications.
That is good advice, I will use this when I will soon update the thread. Thank you.
Also, to clarify, your not suggesting that resources become depleted in biomes (like the soil becomes less fertile and efficient the more trees you plant, forcing you to move) because that kinda kills the renewable aspects of Minecraft for me. Sure ore isn't renewable, but I can always feel safe knowing that I have a sustainable source of wood.
Resources become depleted as you use them to create things. You will feel very safe if you are worrying about trees, they will be in large number. Sure fertility grows with each tree you plant, but your wood needs would have be balanced, and thus the important choice between getting the resources you need, or keeping it slow to retain fertility.
And how would this apply to multiplayer vs single player experience? I know from experience that I'm less inclined to make neat gravel or cobble roads around my home or to other areas in single player because who's gonna see. But in multiplayer it helps facilitate commerce and navigation. Would this be a primarily multiplayer modification or are there benefits to single player as well?
Great question, thank you for giving me the opportunity to answer it. In Single Player the player will have access to less resources at the start of the game, which presents him with a short-term goal of finding resources, and after that the long term goal of improving. This gives a different feel of survival, where as in a normal world the way of survival is adventure and exploring, this mode focuses the player on survival by construction, which I think should be the direction Minecraft could've went for.
By limiting the player, we are giving him goals to remove those limits, which in a sense will never be removed but to the player, it can be. They need resources to survive, they get it. They need to improve their base to expand and they need to expand to get resources, and the cycle goes on and on but still gives the player incentive to spread out.
Like as I have said, it will take more items and resources in the game to have more longevity. Even with the current game, reply value will still be high with this mode.
I don't mean to overload, but after the positive comment you gave my topic I feel you deserve a honest but cordial feedback for this concept.
Thank you, your feedback is the kind most people would kill to have. I hope I have answered your questions on the idea.
I think, to a certain extent, this already occurs naturally in Minecraft. You go to deserts for sand, swamps for vines, snow biomes for snow, etc.. I can't quote it (I'd kill to be able to find it again), but I distinctly remember Jeb stating that they were looking to add more reasons to visit unique biomes (coco beans is a good example). So in that sense, it's already in the works, Mojang has made it a priority to add unique resources and blocks to make each biome unique and worth seeking out. Reading a 4th time I see I did miss the point. You want people to keep coming back to the biomes, not cart off a few blocks of rare what sit and some seeds and modify their homes to supply the resources. That being the case, I think there needs to be a huge improvement in transportation options because minecarts, cobble roads, boats, and speed potions and empire does not make. Beasts of burden, teleportation shrines, and vertical transportation (like in a bucket lift) would be needed to make the journey faster. It's alright if your just going out exploring, but if your making return trips, the time lost in transit is going to turn from whimsical to worrisome after the first few trips.
Perhaps I'm missing the point; I understood the resource list in the second half, but the first half is a little hard for me to follow. It almost seems if an introduction was cut out and we were plunged strait into the body of the suggestion. If you want to strengthen your topic, try giving a contrast for us to compare; show us how it happens right now in minecraft and how it's improved with your modifications.
Also, to clarify, your not suggesting that resources become depleted in biomes (like the soil becomes less fertile and efficient the more trees you plant, forcing you to move) because that kinda kills the renewable aspects of Minecraft for me. Sure ore isn't renewable, but I can always feel safe knowing that I have a sustainable source of wood.
And how would this apply to multiplayer vs single player experience? I know from experience that I'm less inclined to make neat gravel or cobble roads around my home or to other areas in single player because who's gonna see. But in multiplayer it helps facilitate commerce and navigation. Would this be a primarily multiplayer modification or are there benefits to single player as well?
I don't mean to overload, but after the positive comment you gave my topic I feel you deserve a honest but cordial feedback for this concept.
Reading a 4th time I see I did miss the point. You want people to keep coming back to the biomes, not cart off a few blocks of rare what sit and some seeds and modify their homes to supply the resources. That being the case, I think there needs to be a huge improvement in transportation options because minecarts, cobble roads, boats, and speed potions and empire does not make. Beasts of burden, teleportation shrines, and vertical transportation (like in a bucket lift) would be needed to make the journey faster. It's alright if your just going out exploring, but if your making return trips, the time lost in transit is going to turn from whimsical to worrisome after the first few trips.
Transportation will be the first few goals for the player. Transporting those resources will be a major reason to expand and create, constructing lit roads or Minecart rails, or building outposts there to give more space to carry and storage for when you come back. I also agree with you wholeheartedly on this, and I am thinking of creating a thread for it. Maybe a team up is in order? PM me if you want to :).
Perhaps I'm missing the point; I understood the resource list in the second half, but the first half is a little hard for me to follow. It almost seems if an introduction was cut out and we were plunged strait into the body of the suggestion. If you want to strengthen your topic, try giving a contrast for us to compare; show us how it happens right now in minecraft and how it's improved with your modifications.
That is good advice, I will use this when I will soon update the thread. Thank you.
Also, to clarify, your not suggesting that resources become depleted in biomes (like the soil becomes less fertile and efficient the more trees you plant, forcing you to move) because that kinda kills the renewable aspects of Minecraft for me. Sure ore isn't renewable, but I can always feel safe knowing that I have a sustainable source of wood.
Resources become depleted as you use them to create things. You will feel very safe if you are worrying about trees, they will be in large number. Sure fertility grows with each tree you plant, but your wood needs would have be balanced, and thus the important choice between getting the resources you need, or keeping it slow to retain fertility.
And how would this apply to multiplayer vs single player experience? I know from experience that I'm less inclined to make neat gravel or cobble roads around my home or to other areas in single player because who's gonna see. But in multiplayer it helps facilitate commerce and navigation. Would this be a primarily multiplayer modification or are there benefits to single player as well?
Great question, thank you for giving me the opportunity to answer it. In Single Player the player will have access to less resources at the start of the game, which presents him with a short-term goal of finding resources, and after that the long term goal of improving. This gives a different feel of survival, where as in a normal world the way of survival is adventure and exploring, this mode focuses the player on survival by construction, which I think should be the direction Minecraft could've went for.
By limiting the player, we are giving him goals to remove those limits, which in a sense will never be removed but to the player, it can be. They need resources to survive, they get it. They need to improve their base to expand and they need to expand to get resources, and the cycle goes on and on but still gives the player incentive to spread out.
Like as I have said, it will take more items and resources in the game to have more longevity. Even with the current game, reply value will still be high with this mode.
I don't mean to overload, but after the positive comment you gave my topic I feel you deserve a honest but cordial feedback for this concept.
Thank you, your feedback is the kind most people would kill to have. I hope I have answered your questions on the idea.
Great suggestion. Having specific animals for certain biomes might be a step further, such as scorpions in deserts and crocodiles in swamps.
And I think one of the cons for an ocean would be trees...
Yes, I do believe more specified animals is a good next step. Trees could grow normally, but it would take artificial blocks and a single sapling will have a hard time growing alone, so that itself is a challenge and adding more to it is self-destructive to the idea.
What I also want is variety in biomes. For example, in middle of a Jungle, there would be a sudden small open area with a lot of grass and ferns (maybe even quicksand). More naturally generated things.
Because in large biomes, there's space for all this and no-one wants to walk trough dense jungle for few hundred blocks without seeing anything different.
Of course, desert might be the only biome that doesn't need more generated stuff.
Well I once had a Biome Levels suggestion, I think it's outdated though but the concept might appeal to you.
I like the idea, because it mimics a style of gameplay that some of us know. Besides, it's almost like toggling the style you are going to play - Normal and Normal Generated, or Large and Odder Generated?
Thanks for liking, but I do not understand the game style part. May you please elaborate?
Yes and No. Yes because if you like one certain biome and are able to spawn in it, then you're in luck. But no, because then oceans would never, ever, end.
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Yes and No. Yes because if you like one certain biome and are able to spawn in it, then you're in luck. But no, because then oceans would never, ever, end.
It's official that big biome world types will be added. It was on one snapshot..I'm just adding more to it.
This is a nice idea. Maybe some cons based on the weather of the biome. LIke snow biomes can't have wheat grown in them (because of the frost) But It can support watermelons, and pumpkins. As a trade off, Monsters (As well as passive mobs) Move slightly more slowly, and spawn slightely less.
Doesnt have to be exactly like this, but that sort of idea for biomes like Deserts and Jungles (Moist climate)
This is a nice idea. Maybe some cons based on the weather of the biome. LIke snow biomes can't have wheat grown in them (because of the frost) But It can support watermelons, and pumpkins. As a trade off, Monsters (As well as passive mobs) Move slightly more slowly, and spawn slightely less.
Doesnt have to be exactly like this, but that sort of idea for biomes like Deserts and Jungles (Moist climate)
There can be more factors to consider, but I don't have that much mental strength to think of anything more complex..
Good idea though.
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• Cluster Resources
Forests and Ore deposits are scarce and separated from one another, but have larger number and appear in tight groups, or “clusters”. The number is affected by the biome. If it is in a Taiga Biome, tree clusters will be fewer compared to a forest biome. Desert and Mountain biomes will have more ores than a plains biome. Other resources, such as animal resources, will be listed in a complete list below.
These resources aren’t strictly followed by game generation. There is a chance for one resource to be high in an area that it is usually not, like a fertile desert or a tree-covered mountain. These “anomalies” have a 20% chance of happening, which adds variety to your world. Also, in terms of ores, there is a 60% chance in ore generation to spawn only a single ore type. This gives more reward and the need to continue expanding.
Clustering resources around a biome and each having their own resources that might not be found in the other gives a sense of strategic positioning, meaning where you build your farm or house, matters. It also gives importance to places, like creating a logging facility on a Forest biome or a mine on a Mountain biome.
Why this should be added you ask, well for one thing limiting resources gives purpose for spreading out, for building things. This gives the player more incentive to build and construct rather than just adventure. With a world with resources somewhere nearby, it gives you reason to construct safe roads to avoid mobs to reach your destination. It’s Construction Survival in a way, not Adventure Survival. Resources are harder to find and with a large biome, the easier and safer option would be to stay where you are, and survive and adapt there.
• Tree Fertility
This is to encourage players to keeping their resources where they are. Saplings grow faster and have a bigger chance of being a big tree when they are near several others. This bonus grows if there are more trees nearby. Sapling drops also have a higher rate with other trees nearby. On the other hand, saplings placed alone will grow slower and will have a chance to be a small tree and will have less sapling drops.
Biome fertility also affects this greatly, further keeping resources where they are.
Resources:
Animals- Used for resources.
Trees- Tree growth is high here. For more information on tree growth see below
Ores- Sometimes
Rarities- Ravines, Underground Mineshafts, Dungeons etc
Mobs- The ones that like to harm you
Fertility- Reeds, pumpkins, melons and other vegetation grow here slightly faster.
Cons: Ores
Cons: Trees, Animals
Cons: Rarities
Cons: Animals
Cons: Animals, Fertility
Cons: Trees
Cons: Animals
Cons: Rarities, Ores
Cons: Mobs, Animals
• What else can make Construction Survival work?
-More building material, like open/close gates, spiked/reinforced blocks, Mixing pots etc.
-More resources. More resource would mean giving players more reason to build and expand.
-More mobs that pose more threat to players to keep them out of specific areas.
This is my suggestion and thank you for reading it all.
If any of you tl;dr’d I will not give a care.
Q&A (Reply is in italic blue)
So in that sense, it's already in the works, Mojang has made it a priority to add unique resources and blocks to make each biome unique and worth seeking out.Reading a 4th time I see I did miss the point. You want people to keep coming back to the biomes, not cart off a few blocks of rare what sit and some seeds and modify their homes to supply the resources. That being the case, I think there needs to be a huge improvement in transportation options because minecarts, cobble roads, boats, and speed potions and empire does not make. Beasts of burden, teleportation shrines, and vertical transportation (like in a bucket lift) would be needed to make the journey faster. It's alright if your just going out exploring, but if your making return trips, the time lost in transit is going to turn from whimsical to worrisome after the first few trips.Perhaps I'm missing the point; I understood the resource list in the second half, but the first half is a little hard for me to follow. It almost seems if an introduction was cut out and we were plunged strait into the body of the suggestion. If you want to strengthen your topic, try giving a contrast for us to compare; show us how it happens right now in minecraft and how it's improved with your modifications.
Also, to clarify, your not suggesting that resources become depleted in biomes (like the soil becomes less fertile and efficient the more trees you plant, forcing you to move) because that kinda kills the renewable aspects of Minecraft for me. Sure ore isn't renewable, but I can always feel safe knowing that I have a sustainable source of wood.
And how would this apply to multiplayer vs single player experience? I know from experience that I'm less inclined to make neat gravel or cobble roads around my home or to other areas in single player because who's gonna see. But in multiplayer it helps facilitate commerce and navigation. Would this be a primarily multiplayer modification or are there benefits to single player as well?
I don't mean to overload, but after the positive comment you gave my topic I feel you deserve a honest but cordial feedback for this concept.
And I think one of the cons for an ocean would be trees...
Yes, I do believe more specified animals is a good next step. Trees could grow normally, but it would take artificial blocks and a single sapling will have a hard time growing alone, so that itself is a challenge and adding more to it is self-destructive to the idea.
Well I once had a Biome Levels suggestion, I think it's outdated though but the concept might appeal to you.
Thanks for liking, but I do not understand the game style part. May you please elaborate?
It's official that big biome world types will be added. It was on one snapshot..I'm just adding more to it.
Doesnt have to be exactly like this, but that sort of idea for biomes like Deserts and Jungles (Moist climate)
There can be more factors to consider, but I don't have that much mental strength to think of anything more complex..
Good idea though.