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    posted a message on Biome-Based Ore Generation

    Gold, in addition to iron, should have an increased chance in deserts for the sake of adding a bit of realism. The snowy tundra and taiga should have increased chances of iron.


    Mostly Support :)



    Most of my ideas for each of the specific biomes are just my personal ideas and yes they can be easily tweaked to make things more realistic/balanced/whatever. :)

    I would be pretty excited to see something like this take shape whatever form it is though.

    Posted in: Suggestions
  • 2

    posted a message on Biome-Based Ore Generation

    My idea is for there to be more variety on the distribution, generation and rarity of the different types of ores.


    This already kind of exists in Badlands biomes where Gold Ore is common near the surface or in Mountain biomes which is the only place where Emerald Ore can be found. These biomes are some of the most fun and sought-after to mine in due to these reasons, so why not take it a step further and apply this to more biomes? This will give more reason to mine in certain biomes for a certain type of ore.


    For example, want more Iron Ore? Maybe Iron Ore is more common in Savanna biomes.


    While some ore types could be more common in certain biomes, at the same time, some different ore types could be less common in these biomes, although not so much such that it makes starting a new world in these biomes too difficult of course. For example, if Iron Ore is more common in Savanna biomes, maybe Coal and Gold Ore should become less common than what they are in Savanna biomes. But not so much such that it becomes too difficult to obtain these ores for a new player who is starting out in a Savanna biome.


    Here is a full list of every biome and some ideas of how I think ore rarity could be different in these biomes to make mining more dynamic. Of course, these ideas can be tweaked.


    Forest, Birch Forest, Plains, Taiga, Snowy Taiga: Stays the same


    Roofed Forest, Swamp: More Coal at layer 32 and above. However, all other ores all decrease very slightly.


    Desert: More Iron. Decreased Diamonds, Lapis Lazuli and Redstone.


    Badlands: As current, lots of extra Gold at 32-79. To balance this perhaps Coal and Iron should be greatly reduced, and Diamonds and Lapis Lazuli also slightly reduced.


    Savanna: Can generate with Iron on all levels (so also above layer 64 up to 256, but still at the same rarity). This would make mining into Shattered Savannas worthwhile (I've always thought those giant mountains and plateaus that can generate look so cool and the ability to mine into them for Iron could provide a neat challenge). To balance this, Coal and Gold should be reduced.


    Jungle: Increased Coal. Diamond is slightly more common too and can generate up to layer 24 ;) Also why not add Emerald ore to a few other biomes besides Mountains? Iron, Gold, Lapis Lazuli and Redstone is reduced.


    Mountains: As current, Emerald Ore can be found up to layer 32. Redstone and Lapis Lazuli can be found above layer 80 to encourage mining into mountains above ground level (but they are slightly rarer than what they are underground)


    Giant Tree Taiga: Redstone can be found in slightly larger quantities and up to layer 32. Reduced Lapis Lazuli and Gold.


    Snowy Tundra: Lapis Lazuli can be found up to layer 64, being more common between 24-40. Reduced Redstone and Gold.


    Regular, Cold and Frozen Oceans: Lapis Lazuli, Diamonds and Emeralds can be found up to layer 40 (although diamonds are half as common above 16).


    Warm and Lukewarm Oceans: Redstone, Gold and Emeralds are found up to layer 40.


    (Note: I don't think any ores should be decreased in ocean biomes since mining in ocean biomes is pretty difficult due to it being underwater and due to a lot of caves being filled with water. Hence just having ores increased in these biomes will encourage underwater mining)


    Let me know of any other ideas or suggestions!


    Also please support on the Minecraft Feedback website: https://feedback.minecraft.net/hc/en-us/community/posts/360046250911-Biome-Based-Ore-Generation

    Posted in: Suggestions
  • 0

    posted a message on Dance Floor (Minigame Map w/ CemreK.)

    Just realised i completely forgot to include a download link... :D :D :D

    Posted in: Maps
  • 0

    posted a message on Dance Floor (Minigame Map w/ CemreK.)


    Get ready to dance! Dance Floor is a party minigame map worked on together by Cavinator1 and CemreK. Prepare to jam your sneaking keys and hit those space bars over and over!

    Players: 1+ (Some minigames require at least 2 players)
    Gameplay time: Most individual minigames should not take more than 5 minutes
    Minecraft Versions: 1.13.2

    11 fun minigames!
    Dance Floor contains 11 different fun minigames that you can enjoy playing with your friends, or many can be played by yourself if you have nobody to go with. From throwing tridents at zombies to shooting down vexes with lasers, or guessing pixel art to matching beacon colors, there is something for everyone.

    List of minigames:

    Zombie Dance
    Defeat the dancing zombies by throwing tridents at them!

    Riptide Battle
    Use riptide tridents to defeat drowned, guardians, and... elder guardians?

    Diamond Rain
    Cloudy with a chance of bling blangs! Collect more diamonds than your friends to win!

    Guess the Pixel Art
    Guess the Pixel Art on the dance floor before your friends do to earn points!

    Floor Paint
    Paint as much of the floor as you can!

    Floor is Lava
    Beware the orange blocks, for they turn to lava!

    Arrow Dance
    Move in the directions of the arrows at the right time to earn points!

    King of the Dance Floor
    Stay in the middle to earn points and use knockback sticks to knock your friends out!

    Laser Show
    Use laser beams to zap evil flying vexes!

    Beacon Matching
    Mix your beacon's colors to match the centre beacon!

    True/False Quiz
    Read each question and stand on the green platform if true or the red platform if false!


    More information on the minigames can be found in the Read Me document that comes with the map.



    Dynamic customizable dance experience!
    When you're not playing minigames you can dance all you want on the animated dance floor. Hang out with your friends and have a good time!
    Use Dance Credits you earn by playing minigames to buy more dance floors from the shop alongside different disco balls, disco ball particle beams, and different DJs who will drop the beat with silly and humorous catchphrases. You can also customize yourself by buying different particle effects, hats and suits!


    Click the spoiler button for more screenshots!




    For more information and download click here!

    Posted in: Maps
  • 0

    posted a message on Metallurgy 4
    Quote from Shadowclaimer»

    To sway any doubts.

    Metallurgy 5 is back in production, I've been streaming development live every night at https://www.twitch.tv/shadowclaimer


    RebelKeithy, the original coder of Metallurgy 2/3 is back and working on it.

    We're looking at 1.13+ for the release, based on a lot of factors.


    Awesome!

    Posted in: Minecraft Mods
  • 0

    posted a message on BlazeandCave's Advancements Pack (437 advancements total across twelve tabs!)
    Quote from mvskervilles»

    Hello. Can you help me pls? How can i change the language of achievements? What do I need for this?


    You enable the advancements pack to be able to change language by downloading the BACAP language pack. It is a resource pack that you install just like normal resource packs. But instead of changing textures, it adds in support for some languages to translate the advancements pack into those languages.


    Once you have installed and are using it, go into your language options in Minecraft and select the language. Do note that only a few languages are supported, namely Spanish, Russian and Japanese, with Chinese coming soon, as well as the "joke" languages Pirate Speak and LOLCAT.

    Posted in: Maps
  • 0

    posted a message on Interesting Hidden Features in 1.14

    18w50a is quite a big snapshot. I added in a new section about villagers and their new visual looks, and also... a section about Giants. Yes, Giants.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Interesting Hidden Features in 1.14
    Quote from beyonslay95»

    I was not aware of these options and features, thanks for sharing


    You're welcome. :)
    Quote from The_Shadow»

    In other news, according to the wiki the slight slowing from berry bushes prevents you from jumping up a full block.


    Added that.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Interesting Hidden Features in 1.14
    Quote from The_Shadow»

    Berry bushes damage mobs like cactus, but don't destroy drops, don't block movement (though they slow it slightly), and can be placed freely. Unfortunately they are uprooted by water.


    Added that. I found that they only damage mobs that aren't moving, and I think they can only be placed on grass or dirt or similar.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Interesting Hidden Features in 1.14
    Quote from The_Shadow»

    The Grindstone can be used to remove enchantments even from *books*.


    I actually found that myself and stuck it up on reddit but didn't update this page... :huh:

    I'll put both our names on it :P

    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on BlazeandCave's Advancements Pack (437 advancements total across twelve tabs!)

    BlazeandCave's Advancements Pack 1.5.1 is here!
    The main new feature of this update is that it adds a new scoreboard feature to the pack that counts how many advancements you have obtained in the pack so far.
    In addition to that is a special function file that you can use on worlds running this version of the advancements pack that were previously running the 1.5 version or earlier to update the scoreboard properly. It also allows the scoreboard to be updated properly on servers where not everyone has operating powers.
    Plus, plenty more bug fixes and improvements!

    Posted in: Maps
  • 0

    posted a message on Interesting Hidden Features in 1.14
    Quote from The_Shadow»

    I noticed the other day that Illager Banners can be copied using white banners.


    Personally, I'm hoping this gets removed. It would be more fun to only get the banners as trophies, I think. And they can't otherwise be duplicated by crafting, since they have seven charges.


    Added that.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Interesting Hidden Features in 1.14

    I've added a new section about the illager patrols that now spawn in the world in 18w45a, including a special discovery I made... ;)

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on [Proposal] Custom Enchantments and Enchantment Tags

    This is a pretty good idea. They've been opening up so many aspects of Minecraft to modification using datapacks... drops from mobs, loot from chests, advancements, and in the recent snapshot, drops from mined blocks. Why not allow enchantments to be modifiable?


    SUPPORT! :D

    Posted in: Suggestions
  • 0

    posted a message on Interesting Hidden Features in 1.14
    Quote from The_Shadow»

    What do these mean?





    The wiki implies they have something to do with biomes, so I'm guessing that "decorators" have to do with spreading things like cocoa beans and cacti around. "Surface builders" might sculpt the terrain? And I have no idea about "carvers".


    What is the significance to us of these registries?




    I think carvers might mean caves.


    I'm not sure what these regristries are but I once heard a while ago they plan on making world generation completely data-driven with json files. Maybe these are their first steps towards this?


    I tried out spawning skeletons with crossbows and pillagers with bows and pillagers with enchanted crossbows. Unfortunately the skeleton just tries to hit you with the crossbow and for some reason giving a pillager a multishot crossbow still makes their crossbow act normally.

    EDIT: Giving them a quick charge crossbow makes them shoot faster O.O


    The pillager with the bow (or, any other item) acts completely passive and won't try to attack the player.

    Posted in: Recent Updates and Snapshots
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