Have you ever joined a server and wished you could build a castle? No, not a borring
stone shell of a castle. A massive castle full of mob hatcheries, guarded by
giant spiders and skeletal archers, from which influence over the land grows and new
soldiers are recruited, as you fight for causes noble or vile? If this update were implemented,
you could stop building your glorified stone warehouses and build something grand in appearance
and in purpose. Now you could build the new Camelot or Mordor instead of a lifeless overinflated
pile of stone!
So, what's the first thing a castle needs? Purpose, naturally! You will never need anything
bigger and more protected than a 15x15 house in Minecraft. Unless, of course, something important
is going on in there, and you want to make sure it doesen't stop. The first and foremost is the magic
core. There are 3 types of cores; light, dark and neutral. They would have some expensive
crafting recipe, and would each have a field of influence which slowly grows over time unless
the cores is destroyed, starting with a 100x100 field which grows by 1 block every in-game day.
The maximum size of the field of influence is a whopping 2000 blocks. They all have 130 hearts of health.
If you're really serious about what you're trying to accomplish, chances are you will want one of these.
Light core
The light core's field of influence causes agressive mobs to spawn less, and takes 2
hearts off of their max health. Mobs that fight agressive creatures will have 4 extra hearts
of health, as will players who are alligned with light. The sky is always a much brighter blue
and the clouds have a cheerful light yellow tint to them. More stars are visible at night.
If you want peace in your kingdom, this is the way to go.
Neutral core
This is basically a generic core. Its only real purpose is to fight the influence of other
cores and keep the world normal. If you want to keep the world natural, this is your
core.
Dark core
Dark cores are the oposite of light cores. Its field of influence starts at only 50x50
blocks, but grows twice as fast and can grow to engulf 2500 blocks instead of just 2000.
It gives a damage buff to layers alligned with dark, and agressive mobs are neutral
to players bound to the core within the field. The sky is a much more dull blue, almost
grey, and sunlight here only casts a light level of 10 rather than 15. Clouds are
black with slightly redish shading. If you're not much of a people person, this
is the choice for you.
Allignment? What is...allignment?
Simple. Alligning yourself to a "side" is as simple as right-clicking a core.
You will then allign with that side and be further bound to that specific
core. When you are bound with a core, you get +4 hearts of health when
within its field of influence. This way if, say, you allign yourself with light,
you will always be stronger in a light core's influence, but strongest when by your
"home core". Also, if the core you are bound to IS destroyed, you will be locked
down to 3 hearts of health max until you find another core to bind to, so it's
a good idea to actually defend your core instead of taking its benefits for granted.
You'll be naturally weaker in areas of oposite alignment.
So...how do I defend my core?
Naturally you can't be on with your friends 24-7 to protect your
precious core, so you'll need a bit of help from some mobs and
security devices. Mobs created to defend cores never despawn.
light/dark spiders
Every time you kill a spider, there is a 10% chance it will drop
a spider egg. If left to hatch on its own, it will become a spider.
Simple as that. If, however, you leave it within 12 blocks of a
core or incubator (More on that later), it will turn into a corresponding
spdier egg and then hatch. They hatch in 5 in-game days. A light spider
is whitish yellow with cyan eyes. A dark spider is dark red with black eyes.
They both have 15 hearts of health a serve a similar purpose: defense.
A spider of either alignment will attack players or mobs of the opposite
aligment on sight. The only difference is that light spiders are neutral towards
neutral players, whereas dark spdiers will attack any non-dark players/mobs.
If anyone of any allignment starts attacking the core from which it hatched,
all spiders within the field of influence will immediately rush to the core and gang
up on the attacker, no matter WHO is trying to destroy it (even the core's creator).
Light/dark skeleton
Crafting 4 bones around an ender pearl will create a skeleton essence.
Right click your core to make a skeleton of the same alligment. It functions
just like a normal skeleton, but has the same friend-foe system and core
defending instinct of its spider brothers. A dark skeleton is blackish-red
and a lgiht skeleton is whitish-yellow. they have 15 hearts.
Light/dark zombie
Craft 4 rotten flesh with an ender pearl to make a zombie essence.
Right click a core with it to spawn a zombie of the same type. You
get the idea.
Now we ge to the more interesting mobs which are exclusive
to each type of core.
Charred hand (dark only)
This is actually based off of a previous suggestion I made for a new nether mob, but
it would work for this, too. It looks sort of like a big black skeletal arm which spawns
naturally in lava in dark regions. It rises up from the lava, grabs players, and then tries to
pull them down into the lava. It only attacks light/neutral players, and there is a slight delay
between it rising fully and attaempting to grab a player, so they're not unnavoidable,
but still dangerous. They have 20 hearts of health and drop nothing, since msot drops
would be lsot in the lava anyway. Its "vocalization" is just a series of heavy clanking sounds.
They don't spawn too commonly, but they try to spawn near the edges of lava pools
so that they have a chance of grabbing players.
Eagle (light only)
They spawn naturally in light skies, swooping down and attacking dark
players and mobs. Their vocaliztions are loud chirps and "breeeeeeap"
noises like you sometimes hear large birds make. They look like...well,
big eagles. They have 15 hearts of health.
Sandsharks (Dark only)
Sandsharks are actually more worm than shark, although they
do have a dorsal "fin" which sticks up out of the ground. They spend
msot of their time burrowing around in large bodies of sand in dark areas
(Some times in artificial sand area, but especially in actual desert biomes)
. They don't break sand blocks but simply noclip through them. When a player
gets too close, they charge from a distance, with their fin sticking out of the sand,
and then leap up to attack when they get within 5 blocks of a target, diving back under
the sand seconds later. They make whaleish noises while burrowing, and a throaty
sort of buffalo bello when they leap out of the sand. 10 hearts of health.
Bird of paradise (Light only)
This mob functions as a mount. It spawns naturally in light areas and
can be ridden simply by right clicking them. They only have 10 hearts
of health, but run extremely fast (can't fly) and jump 4 blocks high.
Raptor (Dark only)
he dark equivalent of the bird of paradise, this large flighltess
crow-like bird runs at only 75% of the BoP's speed, but jumps an extra
block higher and does 3 hearts of damage from ramming. While not
particualrly damaing, the ram attack has the knockback of a knockback 1
sword while sprinting. Jumping right onto a mob does 5 hearts of
damage. Basically a slower but more dangerous version of the BoP.
It has 15 hearts of health.
...and nothing to defend it against in SSP. What. Interesting idea, but it's kinda pointless in SSP if there's nothing remotely capable of killing you at the point where you can have a castle, even without a crapton of mobs defending your fort.
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
This would dramatically change the direction of Minecraft from survival and exploration to something like a real time strategy, which would be a very bad decision IMO. If this were a mod I would definitely play it, but it has no place in vanilla.
stone shell of a castle. A massive castle full of mob hatcheries, guarded by
giant spiders and skeletal archers, from which influence over the land grows and new
soldiers are recruited, as you fight for causes noble or vile? If this update were implemented,
you could stop building your glorified stone warehouses and build something grand in appearance
and in purpose. Now you could build the new Camelot or Mordor instead of a lifeless overinflated
pile of stone!
So, what's the first thing a castle needs? Purpose, naturally! You will never need anything
bigger and more protected than a 15x15 house in Minecraft. Unless, of course, something important
is going on in there, and you want to make sure it doesen't stop. The first and foremost is the magic
core. There are 3 types of cores; light, dark and neutral. They would have some expensive
crafting recipe, and would each have a field of influence which slowly grows over time unless
the cores is destroyed, starting with a 100x100 field which grows by 1 block every in-game day.
The maximum size of the field of influence is a whopping 2000 blocks. They all have 130 hearts of health.
If you're really serious about what you're trying to accomplish, chances are you will want one of these.
Light core
The light core's field of influence causes agressive mobs to spawn less, and takes 2
hearts off of their max health. Mobs that fight agressive creatures will have 4 extra hearts
of health, as will players who are alligned with light. The sky is always a much brighter blue
and the clouds have a cheerful light yellow tint to them. More stars are visible at night.
If you want peace in your kingdom, this is the way to go.
Neutral core
This is basically a generic core. Its only real purpose is to fight the influence of other
cores and keep the world normal. If you want to keep the world natural, this is your
core.
Dark core
Dark cores are the oposite of light cores. Its field of influence starts at only 50x50
blocks, but grows twice as fast and can grow to engulf 2500 blocks instead of just 2000.
It gives a damage buff to layers alligned with dark, and agressive mobs are neutral
to players bound to the core within the field. The sky is a much more dull blue, almost
grey, and sunlight here only casts a light level of 10 rather than 15. Clouds are
black with slightly redish shading. If you're not much of a people person, this
is the choice for you.
Allignment? What is...allignment?
Simple. Alligning yourself to a "side" is as simple as right-clicking a core.
You will then allign with that side and be further bound to that specific
core. When you are bound with a core, you get +4 hearts of health when
within its field of influence. This way if, say, you allign yourself with light,
you will always be stronger in a light core's influence, but strongest when by your
"home core". Also, if the core you are bound to IS destroyed, you will be locked
down to 3 hearts of health max until you find another core to bind to, so it's
a good idea to actually defend your core instead of taking its benefits for granted.
You'll be naturally weaker in areas of oposite alignment.
So...how do I defend my core?
Naturally you can't be on with your friends 24-7 to protect your
precious core, so you'll need a bit of help from some mobs and
security devices. Mobs created to defend cores never despawn.
light/dark spiders
Every time you kill a spider, there is a 10% chance it will drop
a spider egg. If left to hatch on its own, it will become a spider.
Simple as that. If, however, you leave it within 12 blocks of a
core or incubator (More on that later), it will turn into a corresponding
spdier egg and then hatch. They hatch in 5 in-game days. A light spider
is whitish yellow with cyan eyes. A dark spider is dark red with black eyes.
They both have 15 hearts of health a serve a similar purpose: defense.
A spider of either alignment will attack players or mobs of the opposite
aligment on sight. The only difference is that light spiders are neutral towards
neutral players, whereas dark spdiers will attack any non-dark players/mobs.
If anyone of any allignment starts attacking the core from which it hatched,
all spiders within the field of influence will immediately rush to the core and gang
up on the attacker, no matter WHO is trying to destroy it (even the core's creator).
Light/dark skeleton
Crafting 4 bones around an ender pearl will create a skeleton essence.
Right click your core to make a skeleton of the same alligment. It functions
just like a normal skeleton, but has the same friend-foe system and core
defending instinct of its spider brothers. A dark skeleton is blackish-red
and a lgiht skeleton is whitish-yellow. they have 15 hearts.
Light/dark zombie
Craft 4 rotten flesh with an ender pearl to make a zombie essence.
Right click a core with it to spawn a zombie of the same type. You
get the idea.
Now we ge to the more interesting mobs which are exclusive
to each type of core.
Charred hand (dark only)
This is actually based off of a previous suggestion I made for a new nether mob, but
it would work for this, too. It looks sort of like a big black skeletal arm which spawns
naturally in lava in dark regions. It rises up from the lava, grabs players, and then tries to
pull them down into the lava. It only attacks light/neutral players, and there is a slight delay
between it rising fully and attaempting to grab a player, so they're not unnavoidable,
but still dangerous. They have 20 hearts of health and drop nothing, since msot drops
would be lsot in the lava anyway. Its "vocalization" is just a series of heavy clanking sounds.
They don't spawn too commonly, but they try to spawn near the edges of lava pools
so that they have a chance of grabbing players.
Eagle (light only)
They spawn naturally in light skies, swooping down and attacking dark
players and mobs. Their vocaliztions are loud chirps and "breeeeeeap"
noises like you sometimes hear large birds make. They look like...well,
big eagles. They have 15 hearts of health.
Sandsharks (Dark only)
Sandsharks are actually more worm than shark, although they
do have a dorsal "fin" which sticks up out of the ground. They spend
msot of their time burrowing around in large bodies of sand in dark areas
(Some times in artificial sand area, but especially in actual desert biomes)
. They don't break sand blocks but simply noclip through them. When a player
gets too close, they charge from a distance, with their fin sticking out of the sand,
and then leap up to attack when they get within 5 blocks of a target, diving back under
the sand seconds later. They make whaleish noises while burrowing, and a throaty
sort of buffalo bello when they leap out of the sand. 10 hearts of health.
Bird of paradise (Light only)
This mob functions as a mount. It spawns naturally in light areas and
can be ridden simply by right clicking them. They only have 10 hearts
of health, but run extremely fast (can't fly) and jump 4 blocks high.
Raptor (Dark only)
he dark equivalent of the bird of paradise, this large flighltess
crow-like bird runs at only 75% of the BoP's speed, but jumps an extra
block higher and does 3 hearts of damage from ramming. While not
particualrly damaing, the ram attack has the knockback of a knockback 1
sword while sprinting. Jumping right onto a mob does 5 hearts of
damage. Basically a slower but more dangerous version of the BoP.
It has 15 hearts of health.
...and nothing to defend it against in SSP. What. Interesting idea, but it's kinda pointless in SSP if there's nothing remotely capable of killing you at the point where you can have a castle, even without a crapton of mobs defending your fort.
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I..
Do not support this idea.