Go down a few posts before starting, the majority of the idea in this OP is already scrapped.
And addition item to go along with my Diving Helmet idea are toxic blocks and maybe even large areas that are actually filled with gas that poison you if you enter them without a Diving Helmet...or lets give it a more general name, a Re-Breather that both helps underwater and above water but when above water and in a toxic cavern your glass bottles fill up with poison gas which can be mixed at a brewing station to make poison potions. Different color toxins can be used to make stronger or weaker potions as well as how long your Re-breather will last.
The toxic block idea is basically the same, only in a condense block and even around that block. The Caverns are basically filled with these toxic blocks. Although a side idea along with this is if you light a block in certain color toxin area with flint and steel then the room blows up like it were filled with TNT blocks or something.
I'm not sure on colors of the toxic gas though, green is an obvious one but others could be blue and red, but that seems funny to me, the colors. This is a fog that sits in caverns and when one walks into them they take suffocation damage pretty quickly until they leave the area, and even setting up torches can be like setting a block on fire and cause the room to blowup.
This is where the idea of the Mining Helmet also comes into play, because the Mining Helmet helps with falling blocks such as gravel and sand, but also includes a light on it which I would like to redesign the blueprint and make this my main thread to present everything in. The Mining Helmet can stay the same as in the last post I posted on the thread.
So this is the blueprint for the Re-Breather with light that works fine for both under and above water--when in a toxic cavern where no torches can be placed or any kind of open flames.
Re-Breather without Light: Same durability as iron helmet, you can do the same with gold, but not for leather. Only damaged if you are attacked.
Re-Breather with Light: Same durability as iron helmet, you can do the same with gold, but not for leather. Only damaged if you are attacked.
Grand Re-Breather without Light: Same durability as diamond helmet. Only damaged if you are attacked. Grand Re-Breather with Light: Same durability as diamond helmet. Only damaged if you are attacked.
Leather to encase the glass, while iron ingots (or diamonds) to reinforce the glass. Two empty glass bottles that will be filled with either water as you are submerged or with poison gas as you are within a toxic cavern. And the wool for a filter and the glow stone dust to light up the helmet so you can see where the torches can't be placed. Wool deteriorates after a couple change outs of both glass bottles, lets say after two change outs of both glass bottles for the iron made one (gold is the same as iron) and four change outs of the two bottles for the diamond one.
Lastly I believe all I have to explain now are the mobs. Such as a creeper turning into a charged creeper, the mobs will become...infected for lack of a better word when they enter a toxic area.
Zombies will become stronger, and more persistent, being able to break dirt, sand or gravel or any of those lesser blocks to get to you if you have hidden yourself from them within a close range, I'm not sure how this fits in with different color toxins though, and this applies for all the mobs I'll be listing. Going close to them is also dangerous without the Re-Breather.
Creepers will essentially die upon entering these areas so no worry from them.
Skeleton Archers will emit poison gasses so you know they are poisoned and their arrows will become poisoned, doing normal damage as well as extra poison damage. Going close to them is also dangerous without the Re-Breather.
Spiders, both cave and regular with emit gasses and be able to spit their poison at you, regular spiders will cause normal damage only from a distance which then poisons you and Cave Spiders will cause extra poison damage from their normal amount of poisons
Slime become bouncing TNT, any size and if you hit them or shoot them with an arrow they blow up so it's best to hit them with a range weapon. Otherwise they are normal and attack you the same way. You can punch them and they'll break apart normally but they are still as strong their size. They actually glow because of the poison, they glow the color of the toxic they have come into contact with. Normal Slime's don't glow. Re-Breather isn't needed near them, but because they are bouncing TNT you will want to keep away from them anyway.
Silverfish will cause poison damage and they will emit poison gasses so going close to them is also dangerous without the Re-Breather.
As for all other mobs, passive, which are rare to come anywhere close to these toxic caverns, they will all die such as the creepers. Cow, Pig, Sheep, Chicken, Wolf, Ocelot, and Villager.
These mobs will be more notable around and inside these toxic areas, and if you just stumble upon a toxic block you'll more the likely be safe unless its a stronger toxic as I said with the different color toxins. So lets say green is the safest toxin here, if its just one block and not a room full of this green toxin, then you are fine unless you break the block that contains the toxin, then you are hit with a limited amount of poison if you are standing in front of it.
Not sure on the block design or on the colors such as I have mentioned before, I'll give myself the night to think on the colors. This could be a mod, but I suck at modding--never actually tried modding--but I think this would be great because if you think about mining in real life there are deadly gasses underground and people did use gas masks so it makes perfect sense.
Stop spamming out ideas. The first two were redundant and this one is just building off of their redundancy. Your adding new items to the game without balance or reason. Even if this was a decent idea, which it isn't, you've overcomplicated it to the point now that there are many new elements that would have to be added to make it a reality.
No support, you may have had a chance if you just made a simple toxic caves suggestion, but this is convoluted to the point that lasers and rockets will get added before this.
Well for now I have no more ideas and this is like an entire leap to be added to the game. I understand the complications of adding something this big to the game. Still it doesn't hurt to share my ideas, I'm drained of them now after writing up the above post so I won't be posting anything new for a while.
Well for now I have no more ideas and this is like an entire leap to be added to the game. I understand the complications of adding something this big to the game. Still it doesn't hurt to share my ideas, I'm drained of them now after writing up the above post so I won't be posting anything new for a while.
I don't object to you sharing ideas. I object to you not taking the time to formulate them properly. Mining Helmets and Scuba Gear (Diving Helmets) have both been suggested before. It's a rule of the forums to search for previous ideas before making your own. If you would, you would have seen that many topics have been locked for both of those subjects because of redundancy. You need to read why those other topics were closed and you would have found that Mining helmets required dynamic lighting which is another topic entirely and Scuba Grear is no longer needed because of water breathing enchantments for helmets.
Because you didn't do that research, now you've made an new toxic cave idea that has both of those concepts intrinsically incorporated into it and it's doomed to fail because you haven't addressed those issues. A truly good idea you have for Minecraft is worth the time to look up if it's been done before and if it has, taking the time to address the same issues that were brought up then. Take your idea, write it out in a document on your own, check to see if it's been done, make changes so that it's unique, and then make a post. Otherwise it wasn't really worth the effort posting in the first place.
Well for now I have no more ideas and this is like an entire leap to be added to the game. I understand the complications of adding something this big to the game. Still it doesn't hurt to share my ideas, I'm drained of them now after writing up the above post so I won't be posting anything new for a while.
Theres etiquette on this forum that stipulates how ideas should be presented for proper discussion, and needs to pass a simple turning test if you want it to be taken seriously.
Criteria for most ideas are based on functionality/purpose, simplicity, originality/redundancy, and implementation difficulty. Large scale concepts have been suggested and accepted by the community before, but those few are presented as a well thought out, carefully reviewed, well refined, and very well presented when posted.... or, at the very least, highly intuitive. A significant improvement over an old idea, like correcting past concerns, or enabling factors in newer versions of minecraft, can warrant another look of rejected ideas, but is otherwise discouraged.
That said, 90% of all suggestions made on this sub-section can't even meet 2 out of the 4 major criteria. So you'll have to understand why people are so quick to tear into ideas that they've seen at least 20 times now, and seen 4 other threads that presented it 10 times better then what your posting.
I don't object to you sharing ideas. I object to you not taking the time to formulate them properly. Mining Helmets and Scuba Gear (Diving Helmets) have both been suggested before. It's a rule of the forums to search for previous ideas before making your own. If you would, you would have seen that many topics have been locked for both of those subjects because of redundancy. You need to read why those other topics were closed and you would have found that Mining helmets required dynamic lighting which is another topic entirely and Scuba Grear is no longer needed because of water breathing enchantments for helmets.
Because you didn't do that research, now you've made an new toxic cave idea that has both of those concepts intrinsically incorporated into it and it's doomed to fail because you haven't addressed those issues. A truly good idea you have for Minecraft is worth the time to look up if it's been done before and if it has, taking the time to address the same issues that were brought up then. Take your idea, write it out in a document on your own, check to see if it's been done, make changes so that it's unique, and then make a post. Otherwise it wasn't really worth the effort posting in the first place.
I agree, I should have looked up to see if they have been done before, wasn't really thinking that at the time I made the post.
Theres etiquette on this forum that stipulates how ideas should be presented for proper discussion, and needs to pass a simple turning test if you want it to be taken seriously.
Criteria for most ideas are based on functionality/purpose, simplicity, originality/redundancy, and implementation difficulty. Large scale concepts have been suggested and accepted by the community before, but those few are presented as a well thought out, carefully reviewed, well refined, and very well presented when posted.... or, at the very least, highly intuitive. A significant improvement over an old idea, like correcting past concerns, or enabling factors in newer versions of minecraft, can warrant another look of rejected ideas, but is otherwise discouraged.
That said, 90% of all suggestions made on this sub-section can't even meet 2 out of the 4 major criteria. So you'll have to understand why people are so quick to tear into ideas that they've seen at least 20 times now, and seen 4 other threads that presented it 10 times better then what your posting.
Quality is your friend!! Respect it.
So you want me to explain the functionality/purpose, simplicity, originality/redundancy of my idea?
There's a good idea buried in there somewhere. Let me try to dig it out.
First of all, lets discard all the stuff about rebreathers and mining helmets, they aren't needed and distract from the central idea.
We'll focus on the physics of how a gas 'block' works first.
Gas works almost exactly like a liquid. However instead of flowing downwards, it floats upwards. Otherwise it works pretty much the same as water does now in terms of movement.
To prevent leaks of gas stretching infinitely up into the sky however, we will make it so that after a few blocks (perhaps 10) of flowing vertically upward, if it encounters no obstacles, it will disperse into the air. This means that if gas pockets are exposed to the air, you will see the gas flowing upward for a few blocks from the source block, but it won't go forever into the sky and be an eyesore.
Gas works similarly to water in its interactions with the player. When the players head is inside a gas block, their vision will be partially obscured and the air meter will start to deplete. When it runs out the player will start suffocating, in the same manner as drowning. When the player leaves the gas after having run out of air, a poison effect will be applied for 5 seconds as a parting gift. The respiration enchantment will work the same in gas.
If a gas block comes into contact with: Fire, a torch (but not a redstone torch), an explosion or anything else like that, it will explode, potentially exploding all the gas around it as well. The explosion of each separate block is weak, weaker than a creeper explosion, but with large volumes of gas the explosion can be highly dangerous.
Movement through gas is unchanged from normal. You can walk, jump and mine as if standing in air.
The gas should be green and could be called "creeper gas" or something. You could scoop up a block of gas with a bottle that you can then place somewhere else or perhaps use in crafting.
Mobs are mostly unaffected by the gas. Although you really don't want to get on the bad side of a creeper near this gas.
There's a good idea buried in there somewhere. Let me try to dig it out.
First of all, lets discard all the stuff about rebreathers and mining helmets, they aren't needed and distract from the central idea.
We'll focus on the physics of how a gas 'block' works first.
Gas works almost exactly like a liquid. However instead of flowing downwards, it floats upwards. Otherwise it works pretty much the same as water does now in terms of movement.
To prevent leaks of gas stretching infinitely up into the sky however, we will make it so that after a few blocks (perhaps 10) of flowing vertically upward, if it encounters no obstacles, it will disperse into the air. This means that if gas pockets are exposed to the air, you will see the gas flowing upward for a few blocks from the source block, but it won't go forever into the sky and be an eyesore.
Gas works similarly to water in its interactions with the player. When the players head is inside a gas block, their vision will be partially obscured and the air meter will start to deplete. When it runs out the player will start suffocating, in the same manner as drowning. When the player leaves the gas after having run out of air, a poison effect will be applied for 5 seconds as a parting gift. The respiration enchantment will work the same in gas.
If a gas block comes into contact with: Fire, a torch (but not a redstone torch), an explosion or anything else like that, it will explode, potentially exploding all the gas around it as well. The explosion of each separate block is weak, weaker than a creeper explosion, but with large volumes of gas the explosion can be highly dangerous.
Movement through gas is unchanged from normal. You can walk, jump and mine as if standing in air.
The gas should be green and could be called "creeper gas" or something. You could scoop up a block of gas with a bottle that you can then place somewhere else or perhaps use in crafting.
Mobs are mostly unaffected by the gas. Although you really don't want to get on the bad side of a creeper near this gas.
Actually I love how you put this, yes my idea was way overboard but this makes perfect senses. But calling this creeper gas isn't my idea of a good name, more like a Toxic Block and just calling the gas Toxin. Other wise this is perfect, and you can use the glass bottle with the gas as a trap as well.
And addition item to go along with my Diving Helmet idea are toxic blocks and maybe even large areas that are actually filled with gas that poison you if you enter them without a Diving Helmet...or lets give it a more general name, a Re-Breather that both helps underwater and above water but when above water and in a toxic cavern your glass bottles fill up with poison gas which can be mixed at a brewing station to make poison potions. Different color toxins can be used to make stronger or weaker potions as well as how long your Re-breather will last.
The toxic block idea is basically the same, only in a condense block and even around that block. The Caverns are basically filled with these toxic blocks. Although a side idea along with this is if you light a block in certain color toxin area with flint and steel then the room blows up like it were filled with TNT blocks or something.
I'm not sure on colors of the toxic gas though, green is an obvious one but others could be blue and red, but that seems funny to me, the colors. This is a fog that sits in caverns and when one walks into them they take suffocation damage pretty quickly until they leave the area, and even setting up torches can be like setting a block on fire and cause the room to blowup.
This is where the idea of the Mining Helmet also comes into play, because the Mining Helmet helps with falling blocks such as gravel and sand, but also includes a light on it which I would like to redesign the blueprint and make this my main thread to present everything in. The Mining Helmet can stay the same as in the last post I posted on the thread.
So this is the blueprint for the Re-Breather with light that works fine for both under and above water--when in a toxic cavern where no torches can be placed or any kind of open flames.
Re-Breather without Light: Same durability as iron helmet, you can do the same with gold, but not for leather. Only damaged if you are attacked.
Grand Re-Breather without Light: Same durability as diamond helmet. Only damaged if you are attacked.
Grand Re-Breather with Light: Same durability as diamond helmet. Only damaged if you are attacked.
Leather to encase the glass, while iron ingots (or diamonds) to reinforce the glass. Two empty glass bottles that will be filled with either water as you are submerged or with poison gas as you are within a toxic cavern. And the wool for a filter and the glow stone dust to light up the helmet so you can see where the torches can't be placed. Wool deteriorates after a couple change outs of both glass bottles, lets say after two change outs of both glass bottles for the iron made one (gold is the same as iron) and four change outs of the two bottles for the diamond one.
Lastly I believe all I have to explain now are the mobs. Such as a creeper turning into a charged creeper, the mobs will become...infected for lack of a better word when they enter a toxic area.
Zombies will become stronger, and more persistent, being able to break dirt, sand or gravel or any of those lesser blocks to get to you if you have hidden yourself from them within a close range, I'm not sure how this fits in with different color toxins though, and this applies for all the mobs I'll be listing. Going close to them is also dangerous without the Re-Breather.
Creepers will essentially die upon entering these areas so no worry from them.
Skeleton Archers will emit poison gasses so you know they are poisoned and their arrows will become poisoned, doing normal damage as well as extra poison damage. Going close to them is also dangerous without the Re-Breather.
Spiders, both cave and regular with emit gasses and be able to spit their poison at you, regular spiders will cause normal damage only from a distance which then poisons you and Cave Spiders will cause extra poison damage from their normal amount of poisons
Slime become bouncing TNT, any size and if you hit them or shoot them with an arrow they blow up so it's best to hit them with a range weapon. Otherwise they are normal and attack you the same way. You can punch them and they'll break apart normally but they are still as strong their size. They actually glow because of the poison, they glow the color of the toxic they have come into contact with. Normal Slime's don't glow. Re-Breather isn't needed near them, but because they are bouncing TNT you will want to keep away from them anyway.
Silverfish will cause poison damage and they will emit poison gasses so going close to them is also dangerous without the Re-Breather.
As for all other mobs, passive, which are rare to come anywhere close to these toxic caverns, they will all die such as the creepers. Cow, Pig, Sheep, Chicken, Wolf, Ocelot, and Villager.
These mobs will be more notable around and inside these toxic areas, and if you just stumble upon a toxic block you'll more the likely be safe unless its a stronger toxic as I said with the different color toxins. So lets say green is the safest toxin here, if its just one block and not a room full of this green toxin, then you are fine unless you break the block that contains the toxin, then you are hit with a limited amount of poison if you are standing in front of it.
Not sure on the block design or on the colors such as I have mentioned before, I'll give myself the night to think on the colors. This could be a mod, but I suck at modding--never actually tried modding--but I think this would be great because if you think about mining in real life there are deadly gasses underground and people did use gas masks so it makes perfect sense.
No support, you may have had a chance if you just made a simple toxic caves suggestion, but this is convoluted to the point that lasers and rockets will get added before this.
I don't object to you sharing ideas. I object to you not taking the time to formulate them properly. Mining Helmets and Scuba Gear (Diving Helmets) have both been suggested before. It's a rule of the forums to search for previous ideas before making your own. If you would, you would have seen that many topics have been locked for both of those subjects because of redundancy. You need to read why those other topics were closed and you would have found that Mining helmets required dynamic lighting which is another topic entirely and Scuba Grear is no longer needed because of water breathing enchantments for helmets.
Because you didn't do that research, now you've made an new toxic cave idea that has both of those concepts intrinsically incorporated into it and it's doomed to fail because you haven't addressed those issues. A truly good idea you have for Minecraft is worth the time to look up if it's been done before and if it has, taking the time to address the same issues that were brought up then. Take your idea, write it out in a document on your own, check to see if it's been done, make changes so that it's unique, and then make a post. Otherwise it wasn't really worth the effort posting in the first place.
Theres etiquette on this forum that stipulates how ideas should be presented for proper discussion, and needs to pass a simple turning test if you want it to be taken seriously.
Criteria for most ideas are based on functionality/purpose, simplicity, originality/redundancy, and implementation difficulty. Large scale concepts have been suggested and accepted by the community before, but those few are presented as a well thought out, carefully reviewed, well refined, and very well presented when posted.... or, at the very least, highly intuitive. A significant improvement over an old idea, like correcting past concerns, or enabling factors in newer versions of minecraft, can warrant another look of rejected ideas, but is otherwise discouraged.
That said, 90% of all suggestions made on this sub-section can't even meet 2 out of the 4 major criteria. So you'll have to understand why people are so quick to tear into ideas that they've seen at least 20 times now, and seen 4 other threads that presented it 10 times better then what your posting.
Quality is your friend!! Respect it.
I agree, I should have looked up to see if they have been done before, wasn't really thinking that at the time I made the post.
So you want me to explain the functionality/purpose, simplicity, originality/redundancy of my idea?
First of all, lets discard all the stuff about rebreathers and mining helmets, they aren't needed and distract from the central idea.
We'll focus on the physics of how a gas 'block' works first.
Gas works almost exactly like a liquid. However instead of flowing downwards, it floats upwards. Otherwise it works pretty much the same as water does now in terms of movement.
To prevent leaks of gas stretching infinitely up into the sky however, we will make it so that after a few blocks (perhaps 10) of flowing vertically upward, if it encounters no obstacles, it will disperse into the air. This means that if gas pockets are exposed to the air, you will see the gas flowing upward for a few blocks from the source block, but it won't go forever into the sky and be an eyesore.
Gas works similarly to water in its interactions with the player. When the players head is inside a gas block, their vision will be partially obscured and the air meter will start to deplete. When it runs out the player will start suffocating, in the same manner as drowning. When the player leaves the gas after having run out of air, a poison effect will be applied for 5 seconds as a parting gift. The respiration enchantment will work the same in gas.
If a gas block comes into contact with: Fire, a torch (but not a redstone torch), an explosion or anything else like that, it will explode, potentially exploding all the gas around it as well. The explosion of each separate block is weak, weaker than a creeper explosion, but with large volumes of gas the explosion can be highly dangerous.
Movement through gas is unchanged from normal. You can walk, jump and mine as if standing in air.
The gas should be green and could be called "creeper gas" or something. You could scoop up a block of gas with a bottle that you can then place somewhere else or perhaps use in crafting.
Mobs are mostly unaffected by the gas. Although you really don't want to get on the bad side of a creeper near this gas.
Actually I love how you put this, yes my idea was way overboard but this makes perfect senses. But calling this creeper gas isn't my idea of a good name, more like a Toxic Block and just calling the gas Toxin. Other wise this is perfect, and you can use the glass bottle with the gas as a trap as well.