A mob-specific cave section is an area of a cave identified by increased spawning of a certain mob, and a block that appears in or adjacent to the walls of the cave, with the exception of vines, which act the way vines do, appearing on the walls and hanging down from the ceiling.
(the skeleton one is complicated, I'll get there later)
What are the types of areas?
There are 5 different mob-specific areas.
Spider specific cave sections contain cobwebs adjacent to the walls, ceiling and floor of the cave. Spiders spawn more frequently here, and every other mob spawns less.
Zombie specific cave sections have portions of the wall replaced with mossy cobble. Zombies spawn more frequently here, every other mob spawns less.
Creeper specific cave sections have vines hanging from the ceiling and clinging to the walls. Creepers spawn more frequently here, every other mob spawns less.
Enderman specific cave sections have portions of the wall replaced with obsidian. (endstone looks ugly) Enderman still have a lower spawn rate then normal mobs here, but it's increased. Normal mobs have an unchanged spawn rate.
Skeleton specific cave sections have iron bars adjacent to the walls. Skeletons spawn more frequently here, every other mob spawns less. However, random iron bars look derpy alone. Here are some more rules to make this less derpy:
-Iron bars can be on top of, or below iron bars, as long as it doesn't overwrite the cave walls
- Iron bars must have a solid block horizontal to them, either an iron bar, or a cave wall.
Please note: the majority of a cave system is not mob specific. 20-40% of the system will consist of these areas. These areas do not spawn in abandoned mineshafts or strongholds, unless a cave is intersecting these structures. These areas do not spawn in ravines. These areas do not spawn in caves above sea level.
WHY THIS IS GOOD FOR MINECRAFT:
Do you have a smite 5 sword sitting in a chest somewhere, just taking up space? Maybe a useless blast protection chestplate, rotting away? (metaphorically) I know I have that problem, I don't want to waste those good items, but there's nowhere to use them. This suggestion changes that, there is now a reason to wear or use this gear. This would be a nice addition to the new biomes in 1.7, because the underground still feels the same, while the overworld has drastically changed.
Provide feedback on what is overpowered/underpowered or what's pretty or ugly.
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My suggestion is mob-specific cave sections.
What are they?
A mob-specific cave section is an area of a cave identified by increased spawning of a certain mob, and a block that appears in or adjacent to the walls of the cave, with the exception of vines, which act the way vines do, appearing on the walls and hanging down from the ceiling.
(the skeleton one is complicated, I'll get there later)
What are the types of areas?
There are 5 different mob-specific areas.
Spider specific cave sections contain cobwebs adjacent to the walls, ceiling and floor of the cave. Spiders spawn more frequently here, and every other mob spawns less.
Zombie specific cave sections have portions of the wall replaced with mossy cobble. Zombies spawn more frequently here, every other mob spawns less.
Creeper specific cave sections have vines hanging from the ceiling and clinging to the walls. Creepers spawn more frequently here, every other mob spawns less.
Enderman specific cave sections have portions of the wall replaced with obsidian. (endstone looks ugly) Enderman still have a lower spawn rate then normal mobs here, but it's increased. Normal mobs have an unchanged spawn rate.
Skeleton specific cave sections have iron bars adjacent to the walls. Skeletons spawn more frequently here, every other mob spawns less. However, random iron bars look derpy alone. Here are some more rules to make this less derpy:
-Iron bars can be on top of, or below iron bars, as long as it doesn't overwrite the cave walls
- Iron bars must have a solid block horizontal to them, either an iron bar, or a cave wall.
Please note: the majority of a cave system is not mob specific. 20-40% of the system will consist of these areas. These areas do not spawn in abandoned mineshafts or strongholds, unless a cave is intersecting these structures. These areas do not spawn in ravines. These areas do not spawn in caves above sea level.
WHY THIS IS GOOD FOR MINECRAFT:
Do you have a smite 5 sword sitting in a chest somewhere, just taking up space? Maybe a useless blast protection chestplate, rotting away? (metaphorically) I know I have that problem, I don't want to waste those good items, but there's nowhere to use them. This suggestion changes that, there is now a reason to wear or use this gear. This would be a nice addition to the new biomes in 1.7, because the underground still feels the same, while the overworld has drastically changed.
Provide feedback on what is overpowered/underpowered or what's pretty or ugly.