There are different tiers of dungeons: iron, gold, and diamond. Each successive tier is rarer than the last.
Instead of moss stone, there would be carved stone for each tier. (Moss stone would be found elsewhere.)
Carved stone is indestructible and chests are unopenable until a "stasis block" is deactivated.
Iron dungeons would resemble the current ones, but with iron carved stone and an entrance.
Gold dungeons would have a small maze around the dungeon, and a mob spawner in the center.
Diamond dungeons would be huge, and have various mazes and traps, with two mob spawners -- one potentially being a creeper spawner. There would also be a boss mob.
A stasis block would resemble a chest made of carved stone, and when opened (with five torches on each spawner), it would turn into a regular chest.
There are different tiers of dungeons: iron, gold, and diamond. Each successive tier is rarer than the last.
Instead of moss stone, there would be carved stone for each tier. (Moss stone would be found elsewhere.)
Carved stone is indestructible and chests are unopenable until a "stasis block" is deactivated.
Iron dungeons would resemble the current ones, but with iron carved stone and an entrance.
Gold dungeons would have a small maze around the dungeon, and a mob spawner in the center.
Diamond dungeons would be huge, and have various mazes and traps, with two mob spawners -- one potentially being a creeper spawner. There would also be a boss mob.
A stasis block would resemble a chest made of carved stone, and when opened (with five torches on each spawner), it would turn into a regular chest.
Oof. That's a whole lot of new stuff. I like a lot of it, it's just that I'm really trying to keep it simple, with no new mobs or blocks. As to the tiered dungeons, I was thinking that dungeons would come in various sizes, but I wasn't thinking that specifically. Sorry to shut you down so completely. You could make your own topic, perhaps?
I do agree with some of the stuff blue_bear_94 said, particularly the tiered dungeon stuff. But I wouldn't do it the same way they suggested. I would just have the simple dungeons that we have (with some new traps like Trapped Chest wired to TNT), and then this higher tier that is more rare than normal dungeons, but not as elaborate as Strongholds. But as for the stasis blocks and that stuff, I disagree with it.
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I do agree with some of the stuff blue_bear_94 said, particularly the tiered dungeon stuff. But I wouldn't do it the same way they suggested. I would just have the simple dungeons that we have (with some new traps like Trapped Chest wired to TNT), and then this higher tier that is more rare than normal dungeons, but not as elaborate as Strongholds. But as for the stasis blocks and that stuff, I disagree with it.
Trapped chests wired to TNT are already one of the most common (and best, in my opinion) traps, I think you gave me that idea a while ago. Couldn't the tiered effect be achieved by something along the lines of, say, a 50% chance of dungeons to generate with only one spawner room and a few corridors, a 40% chance for two spawner rooms with corridors, and a 10% chance for anything bigger than that? I'm just pulling the sizes and chances out of my head, they don't have to be anything like that.
I'm currently working on making a type of each of the above dungeons, and I'll put pictures up as soon as I'm done.
By the way, thank you, blue_bear_94, for giving me a better idea of tiered dungeons.
Here's my small dungeon model. The spawner would be in the floor and covered, of course.
I also designed a slightly different pitfall trap, with a better use for pressure plates. See for yourself, and let me know what you think. Oh, and it only works in corners.
I made the pressure plate wooden so it would be easier to see.
Here I changed it back to stone, and you can see what it would look like normally.
Those look /really/ nice. Very resourceful with the use of the torch that falls after the piston retracts.
Okay, I would screenshot how I got my gravel pitfall trap to work, except yours is loads more compact than mine - I'm not super good with keeping my redstone contraptions succinct. Here's my anvil trap though - the same principle applies, the basic redstone is good, but I'm betting it could be done in a more compact fashion. I triggered mine with a trapped chest (hopefully undetectable given the dark), but it could be done with a pressure plate, tripwire or whatever. The placement of the anvil is such that the square it will fall on is /not/ the space directly in front of it, but rather the one behind that; I realized that I never stand on the square right in front of a chest when activating it, so I thought this placement would get more players. Give me some feedback on whether this is true for you or not. Also, did you realize that a falling anvil deals 5 whole hearts of damage to an unarmored player? Ridiculous. I mean, I like it because it presents a trap with real danger, but ridiculous. Apparently the damage drops to 3 whole hearts if you're wearing a helmet, but that's still quite a bit if you're battling through hordes of zombies or skeletons or whatever.
Also, an interesting thought just occurred to me: if there are two spawners in a given dungeon, players could be fighting more than one type of mob at a time, and that's awesome.
EDIT: In answer to your edited OP about anvils, maybe they could be the "very damaged" type of anvil? Then they're not worth as much iron? I like anvils because they deal a flat amount of damage when they hit the player. Gravel isn't as effective, because it can only deal damage in the form of suffocation damage, which would require at least a 1x1x2 square of gravel hidden in the ceiling, but to be effective may require as much as a 3x3x3 of gravel falling.
Having said that, I agree that players having anvils to spare is a problem. Does the very damaged anvil balance the issue?
Those look /really/ nice. Very resourceful with the use of the torch that falls after the piston retracts.
Okay, I would screenshot how I got my gravel pitfall trap to work, except yours is loads more compact than mine - I'm not super good with keeping my redstone contraptions succinct. Here's my anvil trap though - the same principle applies, the basic redstone is good, but I'm betting it could be done in a more compact fashion. I triggered mine with a trapped chest (hopefully undetectable given the dark), but it could be done with a pressure plate, tripwire or whatever. The placement of the anvil is such that the square it will fall on is /not/ the space directly in front of it, but rather the one behind that; I realized that I never stand on the square right in front of a chest when activating it, so I thought this placement would get more players. Give me some feedback on whether this is true for you or not. Also, did you realize that a falling anvil deals 5 whole hearts of damage to an unarmored player? Ridiculous. Apparently the damage drops to 3 whole hearts if you're wearing a helmet, but that's still quite a bit if you're battling through hordes of zombies or skeletons or whatever.
Also, an interesting thought just occurred to me: if there are two spawners in a given dungeon, players could be fighting more than one type of mob at a time, and that's awesome.
I'm glad you share my opinion about fighting two mob types at once. If there are two spawners, do you think one of them should have to be skeletons, just so you don't get two melee mobs? Just a thought.
If my gravel pitfall is more compact than yours, then your anvil trap is way ahead of mine. I didn't use slabs (forgot you could do that), so it uses a whole lot more redstone. I think a pressure plate would be best for the trap, partly because then you know exactly where the player is and partly because I love having the trapped chests wired to TNT. But if you do have the chest, I think you're right about the anvil's placement two blocks in front of the chest. You do have a point about their damage.
I do have to point something out that might scrap the whole idea, though, and that's the cost of anvils. If you have them dropping all over dungeons, it might ruin them. You could have the anvils be heavily damaged when they're created with the dungeon, but that still might not be enough. Using sand and gravel really isn't the same, either.
Edit: I just read a little on the wiki about anvils, and it seems the trap won't work with the pressure plate, because the anvil will break when it reaches the plate and so won't do any damage. This trap is hard to get right.
I do have to point something out that might scrap the whole idea, though, and that's the cost of anvils. If you have them dropping all over dungeons, it might ruin them. You could have the anvils be heavily damaged when they're created with the dungeon, but that still might not be enough. Using sand and gravel really isn't the same, either.
... Yeah... You might be right.
Well, but... now that I think about it, we might be able to balance the issue. I mean, Anvils don't see a ton of use regardless of whether its SSP or SMP, right? It's a ton of iron, true, but if you have more than one anvil in your possession at any given time, it's really not too useful. It'll save you from making another anvil far into the future when you eventually break your old one, but that's about it. At least if we incorporate anvils into generated structures this way, the player is forced to fight pretty hard for it, as opposed to suggestions I've seen (and disagree with) about having anvils in village blacksmith buildings.
Maybe we can balance it by only putting these sorts of traps in the large tiered dungeons and limiting the number of these traps that generate in a single dungeon to 1?
Edit: I just read a little on the wiki about anvils, and it seems the trap won't work with the pressure plate, because the anvil will break when it reaches the plate and so won't do any damage. This trap is hard to get right.
Wow, I had no idea. Well, I think that the chest might be the better option anyhow because if you're moving while you activate the plate, you might not be on the space anymore when it hits the ground. After all, why not have /more/ types of trapped chests instead of replacing TNT chests with anvil chests? If a given dungeon has four chests, let's trap two or three of 'em!
I like this idea, and totally agree. Nice page layout as-well. I would like Mojang to focus on these type of features, like improving oceans, dugeons, strongholds, villages, etc. instead of adding new stuff. They're both great, but I would like upgraded stuff then a bunch of non-upgraded stuff.
I really like this idea! However, I think the gravel and pit fall traps are unneeded. Otherwise, Support.
I'm glad you like it! I don't suppose you would be willing to explain your dislike for the pitfall traps, though? It would be quite helpful, and criticism is appreciated.
I like this idea, and totally agree. Nice page layout as-well. I would like Mojang to focus on these type of features, like improving oceans, dugeons, strongholds, villages, etc. instead of adding new stuff. They're both great, but I would like upgraded stuff then a bunch of non-upgraded stuff.
Thanks, and I completely agree about the strongholds and oceans.
More and different trapped chests is a good idea, you won't always be able to disarm the chest by digging under it, etc. With TNT, pitfalls, and anvils, we've got three variants.
You've definitely got a point about the anvils, I'll put your pictures in and elaborate on it in the traps section.
I was also thinking of having the anvils be "very damaged", that would certainly help. In combination with a maximum of one anvil (and commonly no anvil) per dungeon, I think it would be balanced.
The idea is not bad, but having multiple spawners in the same place could be very overpowered when the dungeon has been conquered. It would allow for a lightning fast XP collection, leveling up to 30 in a matter of minutes. Hiding the spawner in the floor might not be the best idea as well, as it restricts the available space for spawning.
Simple solution: Monster Spawners have durability kind of like for Anvils. Every time a Spawner spawns mobs, it has a chance to take 1 damage, blinking red once.
Monster Spawner: normal
Slightly Unstable Monster Spawner: Every 4-10 seconds the spawner' shoots an "unstable" fire particles. An unstable fire particle is the same as a normal monster spawner fire particle except for the fact that it is seems shot off faster and farther away than normal, and in a wider range of directions.
Highly Unstable Monster Spawner: Every 2-4 seconds the spawner shoots out 1-2 "unstable" fire particles.
Explosion: The Monster Spawner starts blinking red madly for a short time and then explodes strongly enough to break most nearby chests, and also shoots out 1-4 slow-speed fire charges in random directions, which explode upion contant with anything, probably destroying nearby loot that fell from the chests.
That would fix the problem of several closely found spawners and be a great way to put a limit to all those stupid XP/item grinder farms.
This would be only for dungeon spawners. Mineshaft cave spider spawners could still stay "infinite", as they are more like "spider nests" than anything else.
More and different trapped chests is a good idea, you won't always be able to disarm the chest by digging under it, etc. With TNT, pitfalls, and anvils, we've got three variants.
You've definitely got a point about the anvils, I'll put your pictures in and elaborate on it in the traps section.
I was also thinking of having the anvils be "very damaged", that would certainly help. In combination with a maximum of one anvil (and commonly no anvil) per dungeon, I think it would be balanced.
Maybe you could edit the poll and see what the community thinks about anvils? I think they could be balanced, but I could definitely be wrong.
Simple solution: Monster Spawners have durability kind of like for Anvils. Every time a Spawner spawns mobs, it has a chance to take 1 damage, blinking red once.
Monster Spawner: normal
Slightly Unstable Monster Spawner: Every 4-10 seconds the spawner' shoots an "unstable" fire particles. An unstable fire particle is the same as a normal monster spawner fire particle except for the fact that it is seems shot off faster and farther away than normal, and in a wider range of directions.
Highly Unstable Monster Spawner: Every 2-4 seconds the spawner shoots out 1-2 "unstable" fire particles.
Explosion: The Monster Spawner starts blinking red madly for a short time and then explodes strongly enough to break most nearby chests, and also shoots out 1-4 slow-speed fire charges in random directions, which explode upion contant with anything, probably destroying nearby loot that fell from the chests.
That would fix the problem of several closely found spawners and be a great way to put a limit to all those stupid XP/item grinder farms.
This would be only for dungeon spawners. Mineshaft cave spider spawners could still stay "infinite", as they are more like "spider nests" than anything else.
I'm not sure I quite understand this, but really, thanks for helping to solve the problem! It might make a lot of people angry, but I think making XP farms impossible is a great idea.
Ah, it's just eight blocks. I was thinking the 25+ blocks that would kill you.
Now I see why you didn't like it. Does that mean you don't mind the pitfalls any more? Anyway, I'll make the 8-block drop clearer in the topic; I don't want most of the traps to kill you (unless your health is low, of course), just injure you. The TNT might kill you, but I'm counting on most people realizing TNT just activated somewhere and running away.
Oof. That's a whole lot of new stuff. I like a lot of it, it's just that I'm really trying to keep it simple, with no new mobs or blocks. As to the tiered dungeons, I was thinking that dungeons would come in various sizes, but I wasn't thinking that specifically. Sorry to shut you down so completely. You could make your own topic, perhaps?
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Trapped chests wired to TNT are already one of the most common (and best, in my opinion) traps, I think you gave me that idea a while ago. Couldn't the tiered effect be achieved by something along the lines of, say, a 50% chance of dungeons to generate with only one spawner room and a few corridors, a 40% chance for two spawner rooms with corridors, and a 10% chance for anything bigger than that? I'm just pulling the sizes and chances out of my head, they don't have to be anything like that.
I'm currently working on making a type of each of the above dungeons, and I'll put pictures up as soon as I'm done.
By the way, thank you, blue_bear_94, for giving me a better idea of tiered dungeons.
I also designed a slightly different pitfall trap, with a better use for pressure plates. See for yourself, and let me know what you think. Oh, and it only works in corners.
I made the pressure plate wooden so it would be easier to see.
Here I changed it back to stone, and you can see what it would look like normally.
Okay, I would screenshot how I got my gravel pitfall trap to work, except yours is loads more compact than mine - I'm not super good with keeping my redstone contraptions succinct. Here's my anvil trap though - the same principle applies, the basic redstone is good, but I'm betting it could be done in a more compact fashion. I triggered mine with a trapped chest (hopefully undetectable given the dark), but it could be done with a pressure plate, tripwire or whatever. The placement of the anvil is such that the square it will fall on is /not/ the space directly in front of it, but rather the one behind that; I realized that I never stand on the square right in front of a chest when activating it, so I thought this placement would get more players. Give me some feedback on whether this is true for you or not. Also, did you realize that a falling anvil deals 5 whole hearts of damage to an unarmored player? Ridiculous. I mean, I like it because it presents a trap with real danger, but ridiculous. Apparently the damage drops to 3 whole hearts if you're wearing a helmet, but that's still quite a bit if you're battling through hordes of zombies or skeletons or whatever.
Also, an interesting thought just occurred to me: if there are two spawners in a given dungeon, players could be fighting more than one type of mob at a time, and that's awesome.
EDIT: In answer to your edited OP about anvils, maybe they could be the "very damaged" type of anvil? Then they're not worth as much iron? I like anvils because they deal a flat amount of damage when they hit the player. Gravel isn't as effective, because it can only deal damage in the form of suffocation damage, which would require at least a 1x1x2 square of gravel hidden in the ceiling, but to be effective may require as much as a 3x3x3 of gravel falling.
Having said that, I agree that players having anvils to spare is a problem. Does the very damaged anvil balance the issue?
I'm glad you share my opinion about fighting two mob types at once. If there are two spawners, do you think one of them should have to be skeletons, just so you don't get two melee mobs? Just a thought.
If my gravel pitfall is more compact than yours, then your anvil trap is way ahead of mine. I didn't use slabs (forgot you could do that), so it uses a whole lot more redstone. I think a pressure plate would be best for the trap, partly because then you know exactly where the player is and partly because I love having the trapped chests wired to TNT. But if you do have the chest, I think you're right about the anvil's placement two blocks in front of the chest. You do have a point about their damage.
I do have to point something out that might scrap the whole idea, though, and that's the cost of anvils. If you have them dropping all over dungeons, it might ruin them. You could have the anvils be heavily damaged when they're created with the dungeon, but that still might not be enough. Using sand and gravel really isn't the same, either.
Edit: I just read a little on the wiki about anvils, and it seems the trap won't work with the pressure plate, because the anvil will break when it reaches the plate and so won't do any damage. This trap is hard to get right.
... Yeah... You might be right.
Well, but... now that I think about it, we might be able to balance the issue. I mean, Anvils don't see a ton of use regardless of whether its SSP or SMP, right? It's a ton of iron, true, but if you have more than one anvil in your possession at any given time, it's really not too useful. It'll save you from making another anvil far into the future when you eventually break your old one, but that's about it. At least if we incorporate anvils into generated structures this way, the player is forced to fight pretty hard for it, as opposed to suggestions I've seen (and disagree with) about having anvils in village blacksmith buildings.
Maybe we can balance it by only putting these sorts of traps in the large tiered dungeons and limiting the number of these traps that generate in a single dungeon to 1?
Wow, I had no idea. Well, I think that the chest might be the better option anyhow because if you're moving while you activate the plate, you might not be on the space anymore when it hits the ground. After all, why not have /more/ types of trapped chests instead of replacing TNT chests with anvil chests? If a given dungeon has four chests, let's trap two or three of 'em!
I'm glad you like it! I don't suppose you would be willing to explain your dislike for the pitfall traps, though? It would be quite helpful, and criticism is appreciated.
Thanks, and I completely agree about the strongholds and oceans.
Ah, praise, while not as productive as criticism, is much nicer to hear! Thanks!
More and different trapped chests is a good idea, you won't always be able to disarm the chest by digging under it, etc. With TNT, pitfalls, and anvils, we've got three variants.
You've definitely got a point about the anvils, I'll put your pictures in and elaborate on it in the traps section.
I was also thinking of having the anvils be "very damaged", that would certainly help. In combination with a maximum of one anvil (and commonly no anvil) per dungeon, I think it would be balanced.
Simple solution: Monster Spawners have durability kind of like for Anvils. Every time a Spawner spawns mobs, it has a chance to take 1 damage, blinking red once.
Monster Spawner: normal
Slightly Unstable Monster Spawner: Every 4-10 seconds the spawner' shoots an "unstable" fire particles. An unstable fire particle is the same as a normal monster spawner fire particle except for the fact that it is seems shot off faster and farther away than normal, and in a wider range of directions.
Highly Unstable Monster Spawner: Every 2-4 seconds the spawner shoots out 1-2 "unstable" fire particles.
Explosion: The Monster Spawner starts blinking red madly for a short time and then explodes strongly enough to break most nearby chests, and also shoots out 1-4 slow-speed fire charges in random directions, which explode upion contant with anything, probably destroying nearby loot that fell from the chests.
That would fix the problem of several closely found spawners and be a great way to put a limit to all those stupid XP/item grinder farms.
This would be only for dungeon spawners. Mineshaft cave spider spawners could still stay "infinite", as they are more like "spider nests" than anything else.
What do you mean? Can't you just dig down 8 blocks (the depth of pitfalls) with any pickaxe?
Maybe you could edit the poll and see what the community thinks about anvils? I think they could be balanced, but I could definitely be wrong.
I'm not sure I quite understand this, but really, thanks for helping to solve the problem! It might make a lot of people angry, but I think making XP farms impossible is a great idea.
I'll do that. I also think they are balanced, but more input can't hurt.
Now I see why you didn't like it. Does that mean you don't mind the pitfalls any more? Anyway, I'll make the 8-block drop clearer in the topic; I don't want most of the traps to kill you (unless your health is low, of course), just injure you. The TNT might kill you, but I'm counting on most people realizing TNT just activated somewhere and running away.