I see you changed the stone pressure plates to wooden pressure plates. Like this, the player would be smart enough to never step on it, but a mob might while chasing the player. I think that balances it out a bit, especially with the multiple spawners.
I really would like to see dungeons become more interesting, but I'm wondering if maybe we ought to go a little lighter on the TNT. The proposed idea seems to boost difficulty level of dungeons exponentially, while my level of interest in them hasn't gone up quite as much. I'm considerably more interested in your dungeons as opposed to the ones in game right now, mind you, but it sounds like it would be difficult to be careful enough to get the loot without triggering a trap while you're under the time crunch that spawners bring to the table.
Do you have any ideas for making dungeons more engaging that present danger in a way that doesn't make use of more TNT? If we added more to dungeons than you have now, but kept the amount of TNT the same, I personally would feel more compelled by them.
I see you changed the stone pressure plates to wooden pressure plates. Like this, the player would be smart enough to never step on it, but a mob might while chasing the player. I think that balances it out a bit, especially with the multiple spawners.
Support
Mobs stepping on the plate... I hadn't thought of that. Wow. I'm glad you like it, but I think I'm going to have to take out the pressure plates now.
I really would like to see dungeons become more interesting, but I'm wondering if maybe we ought to go a little lighter on the TNT. The proposed idea seems to boost difficulty level of dungeons exponentially, while my level of interest in them hasn't gone up quite as much. I'm considerably more interested in your dungeons as opposed to the ones in game right now, mind you, but it sounds like it would be difficult to be careful enough to get the loot without triggering a trap while you're under the time crunch that spawners bring to the table.
Do you have any ideas for making dungeons more engaging that present danger in a way that doesn't make use of more TNT? If we added more to dungeons than you have now, but kept the amount of TNT the same, I personally would feel more compelled by them.
I appreciate the feedback, and there's definitely some truth to what you said. I think the pressure plates with TNT can and should be removed, and I can wire the tripwire so it makes dispensers shoot arrows instead of detonating TNT (or there could be just one TNT instead of two per tripwire). The trapped chest, I think, is still a good idea, because it punishes you for getting too excited about getting loot.
I don't really have any ideas for making the dungeons more interesting, unless you get into adding pistons or more rooms. I didn't really want to do either of those, and I'm still reluctant to. If you had any vague ideas it would be "mighty appreciated".
.....You speak the truth. I didn't think about XP farming because I never use them myself (I use blaze farms sometimes). However, I'm not sure what you mean by restricting the spawn area. From what I got from the wiki, the difference would be negligible.
While I was writing this I was looking at the wiki for inspiration about fixing the double spawner problem. Apparently, spawners will only activate if there is a player within 16 blocks, so you could make spawners generate no closer than 33 blocks from each other, and the problem would be fixed.
An easy fix would be modifying the spawn mechanics. Mob spawners could introduce a new variable that makes the odds of spawning decrease when other spawners are nearby.
I appreciate the feedback, and there's definitely some truth to what you said. I think the pressure plates with TNT can and should be removed, and I can wire the tripwire so it makes dispensers shoot arrows instead of detonating TNT (or there could be just one TNT instead of two per tripwire). The trapped chest, I think, is still a good idea, because it punishes you for getting too excited about getting loot.
I don't really have any ideas for making the dungeons more interesting, unless you get into adding pistons or more rooms. I didn't really want to do either of those, and I'm still reluctant to. If you had any vague ideas it would be "mighty appreciated".
Haha, fair enough! It's unfortunate about the mobs hitting the plate/tripwire, I was kind of excited about having /some/ of those sorts of mobs in there. But as unfortunate as that is, I guess we'll just... sort of brainstorm maybe? If I may be so bold, that is - this /is/ your thread.
Thinking out loud here, what do dungeons do? Are they some kind of holding cell created by the ancient minecraftians for monsters, or are they the origin of all monsters?
I like the idea of adding more rooms even if you don't, so I'll bounce some ideas off you if that's cool... L-shaped hallways instead of straight ones? So monsters might be lurking around the corner. Or stairs that descend from one spawner room to another? Or what if there was a small hallway filled with pillars between the two rooms that had loot /and/ was close enough to spawn monsters from the spawners? Gimme a sec, I'll make a mock-up in creative and post to show you what I mean. Idea that doesn't have to do with more rooms: perhaps make the possibility of the spawner being inside a cage of iron bars, so the player can see it but would have difficulty getting to it?
Miscellaneous trap ideas:
- Make the floors a mixture of cobblestone, smooth stone, and gravel (since we're scrapping pressure plates) and incorporate pitfall traps under gravel?
- Add traps that feature anvils falling from the ceiling (wouldn't be as destructive as explosions)?
Admittedly, most of my ideas fall under the "adding pistons or more rooms" category, sorry if that's unhelpful.
An easy fix would be modifying the spawn mechanics. Mob spawners could introduce a new variable that makes the odds of spawning decrease when other spawners are nearby.
An easy fix would be modifying the spawn mechanics. Mob spawners could introduce a new variable that makes the odds of spawning decrease when other spawners are nearby.
Yeah! You could even have both. Thanks for telling me that, I wouldn't have figured it out by myself. Anyway, this thread can use a whole lot of work, so I'll keep trying to improve it and hopefully I can improve everything you don't like.
Feel free to suggest whatever you want! You're (part) of the community, I'll be more than happy to at least experiment with your ideas, and hopefully put them in. Don't feel bad about the pressure plates, there really was too much TNT. Anyway, I like having arrow-shooting dispensers instead of TNT in the hallways.
I'm not too concerned with the origins of dungeons; if it's cool, it fits, and it's balanced, then I think it should be added. A back story couldn't hurt though.
I like your trap ideas, especially the falling anvil one. As long as it works, it would be great. I was only reluctant to add more rooms because I didn't want this to become too complicated and all that. I've got no problem with trying them out, though, and they're not unhelpful at all.
I could have sworn there was something in the spawning mechanics for spawners that makes so it won't spawn more mobs if there are X within Y blocks of it. Here is a quote from the wiki:
If, at the time of spawning, 6 or more monsters of the block's type are present within a 17 × 9 × 17 area (17 wide and 9 high and 17 long), centered on the spawner block, the spawner "poofs" without creating any monsters and then waits for the next cycle. However, if there are more of the mob outside of the specified range, then the monster spawner will continue spawning mobs indefinitely.
So if the spawners are all the same type it might lower the farmability. But either way, a spawner can be abused regardless, so fixing that can only be done by making so spawner mobs don't drop items or XP. I guess what I'm getting at is preventing mob grinders should be a low priority.
I didn't think about mobs setting off tripwires and pressure plates. That was a good catch.
Rollback Post to RevisionRollBack
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This is a good idea. One thing that I wouldn't want is the double dungeons spawning so close together. This could be used to make some pretty over-powered grinders, but overall this idea is pretty good. Dungeons definitely need an overhaul.
Feel free to suggest whatever you want! You're (part) of the community, I'll be more than happy to at least experiment with your ideas, and hopefully put them in. Don't feel bad about the pressure plates, there really was too much TNT. Anyway, I like having arrow-shooting dispensers instead of TNT in the hallways.
I'm not too concerned with the origins of dungeons; if it's cool, it fits, and it's balanced, then I think it should be added. A back story couldn't hurt though.
I like your trap ideas, especially the falling anvil one. As long as it works, it would be great. I was only reluctant to add more rooms because I didn't want this to become too complicated and all that. I've got no problem with trying them out, though, and they're not unhelpful at all.
Awesome, then I'll brb in a few with my creative-mode brainchild.
This is a good idea. One thing that I wouldn't want is the double dungeons spawning so close together. This could be used to make some pretty over-powered grinders, but overall this idea is pretty good. Dungeons definitely need an overhaul.
I know, and I would make the hallways longer except that I don't want to make everything all over again. I added a note next to the spoiler for the pictures. Also, some other people brought up the "double monster spawner problem", look back a couple comments and you can see what's come of it so far.
I could have sworn there was something in the spawning mechanics for spawners that makes so it won't spawn more mobs if there are X within Y blocks of it. Here is a quote from the wiki:
So if the spawners are all the same type it might lower the farmability. But either way, a spawner can be abused regardless, so fixing that can only be done by making so spawner mobs don't drop items or XP. I guess what I'm getting at is preventing mob grinders should be a low priority.
I didn't think about mobs setting off tripwires and pressure plates. That was a good catch.
ChaoticPorkchop deserves all the credit for catching the pressure plates problem. It's good to know that two spawners wouldn't be horrible; we could even have all of the safeguards, just to be, well, safe.
You know, I really wish mob grinding wasn't possible.
You need some U turns and dead ends, really turn the player around and try to get him lost. On thing that might mess Steve us is to replicate rooms so that he gets confused. And connecting a set of rooms in a circular path where Steve keeps going round and round can be an effective way to spin him around.
And here is something devious, but a room with a spawned above one of the rooms with a hole in it. The mobs fall down through the whole in the ceiling. Very effective.
You need some U turns and dead ends, really turn the player around and try to get him lost. On thing that might mess Steve us is to replicate rooms so that he gets confused. And connecting a set of rooms in a circular path where Steve keeps going round and round can be an effective way to spin him around.
And here is something devious, but a room with a spawned above one of the rooms with a hole in it. The mobs fall down through the whole in the ceiling. Very effective.
....I like where you're going with this....
I'll see what I can do. I've already got some things to try, but this idea shouldn't take all that long.
Edit: what about just regular holes in the floor that the player can fall in?
Edit again: Here you go! Let me know what you think.
Oh balls. Your last edit is so legit, it makes my screenshots feel embarrassed.
Oh well, here goes.
The Basic Idea
This idea sets up some really basic concepts, I don't mean for my pictures (located in the spoiler below) to appear like what I want the finished dungeons to look like. I didn't include CodenameDuchess' ideas in the schematic because I'm lazy (but I really like them and would like to see these ideas combined). Essentially, the three rooms set up here are two rooms with spawners (the largest and smallest on either side), and a room that exists for the purposes of flavor and loot (located in the middle). There are three main suggestions here.
1. The floors are mixed materials, which allow for piston-powered pitfall traps connected to trapped chests, which use redstone torches for signal inverters. Certain chests would have foursquares of gravel in front of them, which are hopefully indistinguishable. The chest opens, the pistons retract, the gravel falls and Steve is suddenly in an 8-square deep hole with the possibility of monsters following him in if he hasn't deactivated the spawner yet. Likewise, trapped chests could be connected to falling anvils, using the same trap idea but with the piston hidden in the ceiling.
2. The spawner in the left-hand room is surrounded by iron bars, which allow the player to see it, but might make it difficult to reach or deactivate. Furthermore, the dungeon theme is stylistically furthered.
3. The room in the center is there for aesthetics as well, but since the three rooms share walls and (assuming the right-hand room's spawner is located under the stone nearest the shared wall) the spawners are near the shared walls, monsters will spawn in the center room if the spawners aren't destroyed.
Pictures!
Basic Floorplan
The Right-Hand Room (see the gravel in front of the chest?)
Oh balls. Your last edit is so legit, it makes my screenshots feel embarrassed.
Oh well, here goes.
The Basic Idea
This idea sets up some really basic concepts, I don't mean for my pictures (located in the spoiler below) to appear like what I want the finished dungeons to look like. I didn't include CodenameDuchess' ideas in the schematic because I'm lazy (but I really like them and would like to see these ideas combined). Essentially, the three rooms set up here are two rooms with spawners (the largest and smallest on either side), and a room that exists for the purposes of flavor and loot (located in the middle). There are three main suggestions here.
1. The floors are mixed materials, which allow for piston-powered pitfall traps connected to trapped chests, which use redstone torches for signal inverters. Certain chests would have foursquares of gravel in front of them, which are hopefully indistinguishable. The chest opens, the pistons retract, the gravel falls and Steve is suddenly in an 8-square deep hole with the possibility of monsters following him in if he hasn't deactivated the spawner yet. Likewise, trapped chests could be connected to falling anvils, using the same trap idea but with the piston hidden in the ceiling.
2. The spawner in the left-hand room is surrounded by iron bars, which allow the player to see it, but might make it difficult to reach or deactivate. Furthermore, the dungeon theme is stylistically furthered.
3. The room in the center is there for aesthetics as well, but since the three rooms share walls and (assuming the right-hand room's spawner is located under the stone nearest the shared wall) the spawners are near the shared walls, monsters will spawn in the center room if the spawners aren't destroyed.
I really like the gravel trap! How did you set it up?
This is how I did it after looking at yours:
I'm going to try the anvil now, it sounds even better. I also like the iron-barred spawner in the corner, and the third, shared room. I'm going to put it all into one big dungeon so I don't have to keep making new ones.
Edit: Just in case you want to know, I am starting to get worried about the size of the dungeons. Right now I'm going to create some 2-3 room dungeons, the kind you would find normally. I'll try to incorporate a different arrangement of traps and rooms to each. I hope that makes people more enthusiastic and scales down the changes that would have to be made for this.
horse armor and horse saddles are crafteable, read the wiki for how to craft them. BTW, they're gonna be found in dungeon chests too
They were, but your information is outdated. Horse armor and saddles can only be found in dungeons. In fact, horse saddles and pig saddles are now the same.
Support
I really would like to see dungeons become more interesting, but I'm wondering if maybe we ought to go a little lighter on the TNT. The proposed idea seems to boost difficulty level of dungeons exponentially, while my level of interest in them hasn't gone up quite as much. I'm considerably more interested in your dungeons as opposed to the ones in game right now, mind you, but it sounds like it would be difficult to be careful enough to get the loot without triggering a trap while you're under the time crunch that spawners bring to the table.
Do you have any ideas for making dungeons more engaging that present danger in a way that doesn't make use of more TNT? If we added more to dungeons than you have now, but kept the amount of TNT the same, I personally would feel more compelled by them.
Mobs stepping on the plate... I hadn't thought of that. Wow. I'm glad you like it, but I think I'm going to have to take out the pressure plates now.
I appreciate the feedback, and there's definitely some truth to what you said. I think the pressure plates with TNT can and should be removed, and I can wire the tripwire so it makes dispensers shoot arrows instead of detonating TNT (or there could be just one TNT instead of two per tripwire). The trapped chest, I think, is still a good idea, because it punishes you for getting too excited about getting loot.
I don't really have any ideas for making the dungeons more interesting, unless you get into adding pistons or more rooms. I didn't really want to do either of those, and I'm still reluctant to. If you had any vague ideas it would be "mighty appreciated".
Haha, fair enough! It's unfortunate about the mobs hitting the plate/tripwire, I was kind of excited about having /some/ of those sorts of mobs in there. But as unfortunate as that is, I guess we'll just... sort of brainstorm maybe? If I may be so bold, that is - this /is/ your thread.
Thinking out loud here, what do dungeons do? Are they some kind of holding cell created by the ancient minecraftians for monsters, or are they the origin of all monsters?
I like the idea of adding more rooms even if you don't, so I'll bounce some ideas off you if that's cool... L-shaped hallways instead of straight ones? So monsters might be lurking around the corner. Or stairs that descend from one spawner room to another? Or what if there was a small hallway filled with pillars between the two rooms that had loot /and/ was close enough to spawn monsters from the spawners? Gimme a sec, I'll make a mock-up in creative and post to show you what I mean. Idea that doesn't have to do with more rooms: perhaps make the possibility of the spawner being inside a cage of iron bars, so the player can see it but would have difficulty getting to it?
Miscellaneous trap ideas:
- Make the floors a mixture of cobblestone, smooth stone, and gravel (since we're scrapping pressure plates) and incorporate pitfall traps under gravel?
- Add traps that feature anvils falling from the ceiling (wouldn't be as destructive as explosions)?
Admittedly, most of my ideas fall under the "adding pistons or more rooms" category, sorry if that's unhelpful.
EDIT:
That's genius.
Yeah! You could even have both. Thanks for telling me that, I wouldn't have figured it out by myself. Anyway, this thread can use a whole lot of work, so I'll keep trying to improve it and hopefully I can improve everything you don't like.
Feel free to suggest whatever you want! You're (part) of the community, I'll be more than happy to at least experiment with your ideas, and hopefully put them in. Don't feel bad about the pressure plates, there really was too much TNT. Anyway, I like having arrow-shooting dispensers instead of TNT in the hallways.
I'm not too concerned with the origins of dungeons; if it's cool, it fits, and it's balanced, then I think it should be added. A back story couldn't hurt though.
I like your trap ideas, especially the falling anvil one. As long as it works, it would be great. I was only reluctant to add more rooms because I didn't want this to become too complicated and all that. I've got no problem with trying them out, though, and they're not unhelpful at all.
So if the spawners are all the same type it might lower the farmability. But either way, a spawner can be abused regardless, so fixing that can only be done by making so spawner mobs don't drop items or XP. I guess what I'm getting at is preventing mob grinders should be a low priority.
I didn't think about mobs setting off tripwires and pressure plates. That was a good catch.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
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Awesome, then I'll brb in a few with my creative-mode brainchild.
I guess our brainchildren are betrothed now.
Despite it being a rather unsettling analogy, I think you could say that accurately. Thanks in advance for doing that.
I know, and I would make the hallways longer except that I don't want to make everything all over again. I added a note next to the spoiler for the pictures. Also, some other people brought up the "double monster spawner problem", look back a couple comments and you can see what's come of it so far.
ChaoticPorkchop deserves all the credit for catching the pressure plates problem. It's good to know that two spawners wouldn't be horrible; we could even have all of the safeguards, just to be, well, safe.
You know, I really wish mob grinding wasn't possible.
And here is something devious, but a room with a spawned above one of the rooms with a hole in it. The mobs fall down through the whole in the ceiling. Very effective.
....I like where you're going with this....
I'll see what I can do. I've already got some things to try, but this idea shouldn't take all that long.
Edit: what about just regular holes in the floor that the player can fall in?
Edit again: Here you go! Let me know what you think.
Oh well, here goes.
The Basic Idea
This idea sets up some really basic concepts, I don't mean for my pictures (located in the spoiler below) to appear like what I want the finished dungeons to look like. I didn't include CodenameDuchess' ideas in the schematic because I'm lazy (but I really like them and would like to see these ideas combined). Essentially, the three rooms set up here are two rooms with spawners (the largest and smallest on either side), and a room that exists for the purposes of flavor and loot (located in the middle). There are three main suggestions here.
1. The floors are mixed materials, which allow for piston-powered pitfall traps connected to trapped chests, which use redstone torches for signal inverters. Certain chests would have foursquares of gravel in front of them, which are hopefully indistinguishable. The chest opens, the pistons retract, the gravel falls and Steve is suddenly in an 8-square deep hole with the possibility of monsters following him in if he hasn't deactivated the spawner yet. Likewise, trapped chests could be connected to falling anvils, using the same trap idea but with the piston hidden in the ceiling.
2. The spawner in the left-hand room is surrounded by iron bars, which allow the player to see it, but might make it difficult to reach or deactivate. Furthermore, the dungeon theme is stylistically furthered.
3. The room in the center is there for aesthetics as well, but since the three rooms share walls and (assuming the right-hand room's spawner is located under the stone nearest the shared wall) the spawners are near the shared walls, monsters will spawn in the center room if the spawners aren't destroyed.
Pictures!
The Right-Hand Room (see the gravel in front of the chest?)
Gravel Trap Closeup
Center Room
The Left-Hand Room (note spawner position)
EDIT:
Excellent idea!
I really like the gravel trap! How did you set it up?
This is how I did it after looking at yours:
I'm going to try the anvil now, it sounds even better. I also like the iron-barred spawner in the corner, and the third, shared room. I'm going to put it all into one big dungeon so I don't have to keep making new ones.
Edit: Just in case you want to know, I am starting to get worried about the size of the dungeons. Right now I'm going to create some 2-3 room dungeons, the kind you would find normally. I'll try to incorporate a different arrangement of traps and rooms to each. I hope that makes people more enthusiastic and scales down the changes that would have to be made for this.
Something Something
They were, but your information is outdated. Horse armor and saddles can only be found in dungeons. In fact, horse saddles and pig saddles are now the same.
http://www.minecraftwiki.net/wiki/Horse_Saddle
Support!
I am very glad you like them.