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Mar 10, 2012This is a really fun mock government I've been a part of for a while, we're looking to recruit a lot of new people so I figured I'd post about here. It's worth taking at least taking a look at because almost everyone who joins it has a lot of fun. You can contact me on here or get in contact with anyone on the site to join!Posted in: General Gaming
Here's the site: http://universaltriumvirate.wikia.com/wiki/Universal_Triumvirate_Wiki
Give it a look over and I hope some of you have some interest in it, we might even try to do something in MC soon but for now we need some more people to get it going stronger.
Oct 17, 2011So, while I was playing and testing out this new breeding system, I had a few ideas. I really enjoyed the idea that holding wheat makes animals come towards you - that was well thought out. But there seemed to be some things missing.Posted in: Suggestions
I like the idea of domesticating animals, so you have food, fenced-in animals to maintain, and plenty of resources. But, do they not need to eat? Wild animals can find food on their own, but don't other animals need food? That's when I got to thinking... domesticated animals need to eat, and we need some way to feed them. There are benefits and disadvantages to this of course, it would take time, maybe be a hassle. But, since you need to feed yourself, why not feed your animals? I'm really indifferent on whether or not I like this idea, so some community response would be appreciated.
1. Grass, the animals could eat grass, tall grass, grass on dirt, any kind of grass. This way, raising animals in a desert environment is counterproductive (as it would be in the real world).
2. Water, the animals could "eat" water out of either a pool, or, a cauldron. This would give cauldrons another use and make the application of them into the game more viable.
3. Hay. Hay blocks. Made by putting 2x2 (or 3x3) wheat in a crafting grid, the animals could eat this. And maybe when placed on the ground, it attracts wild animals to them which will domesticate them and keep them in a nearby area.
Now, even if this idea isn't grand, which I'm not saying it is, I'm just saying it was something that came to mind and I wouldn't mind one way or another, there is one thing that should be considered. The Hay. Hay blocks, whether or not they serve a purpose, would be a lot of fun to decorate with, perhaps set up a farming shack with some hay piles near it? Just for decoration sake, maybe it's not practical, but it could be used just for decoration (like wool or paintings). Or perhaps you could find a use for it I haven't thought of, but, like I said, if not, it'd still be fun for decoration and an additional use for wheat.
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Oct 9, 2011Posted in: Suggestions
Alright, so there's this idea I've been working on for the past few weeks. You heard me, weeks. Basically, it's boats. Boats than you can make bigger, slap a name on, armor, choose what propulsion system it has, and carry stuff in.
Full idea in spoiler:Boats Evolved; bigger, modular boats (Watch out --- huge!)
Okay guys. Just a slight disclaimer, the explanation for this idea is going to be *HUGE*. The idea itself may be simpler, but the description will take a long time to explain. In a nutshell, it's bigger boats that are also modular.
So we'll start with a slight modification of a game mechanic. Otherwise, the idea won't work very well. So just keep in mind that in this idea, you can't push a boat around by standing on top of it. At least just for the higher-level classes, which we'll get to in a minute.
Also, upon entering a boat, a GUI will appear somewhere around the bottom-right or so that displays the ships 'health', and speed.
Before we go overboard (no pun intended), let's begin with some basic principles that can be applied to the current boat. Let's call it the Dinghy. You can't do too terribly much with the Dinghy, but you CAN do some things.
Dinghies can be crafted just like they normally are. However to modify a boat, a new tool will have to be brought into the game. Let's say it's a Hammer. Right-clicking on a boat with a hammer, granted you're the one that built it will open up a GUI.
Like I said before the abilities with the Dinghy are limited, so you have limited things that pop up in the GUI. All that displays for now is the hull, propulsion system, and their respective health bars. You can also give your boat its own custom name that appears on its hull (But this probably won't be for the Dinghy). You will also notice two numbers at the top. On the left (12/12), is the boat's hitpoints. I doubled their damage resistance because I thought it was kind of silly to kill a boat with one arrow. To the right (1) is the ship's base speed attribute. That is to say, the speed capability of a boat, excluding the propulsion system. Boat stats will vary upon each construction. Therefore someone can be proud of themselves if they have made a fast/strong ship.
Normally, you have your standard, nonreinforced plank hull. However, you could change that. Let's start with a Reinforced Wood Hull. In the crafting table, put in 9 pieces of log together to form a piece of Reinforced Wood Plating. Dinghies will probably only need one plate to reinforce themselves. Plating will probably not be stackable for gameplay purposes.
Reinforced wood will provide a higher defense for the dinghy. Two more types of hull include Steel and Gold. Steel Plating requires 4 Iron blocks in the crafting table, and Gold likewise. With a steel-plated hull, the boat can take considerably more damage than Plank or Wood. Steel hulls can possibly withstand lava. Gold plating is only slightly stronger than Reinforced Wood and is not feasible as battle armor. However, just in case you were thinking these hulls are easy to reinforce, keep in mind higher levels will need more plating as they get bigger.
When a boat is damaged, simply right-click with the Hammer to open up the GUI. There should be a slot for extra plating to go in should the ship need repair. To ensure fair fights, the repair will be timed, like a furnace. Each repair uses up the Hammer some. It would also be nice to see some sort of visual cue for an almost-destroyed ship, like fire or a broken, damaged texture.
And now, the propulsion systems.
With the default dinghy, you have your Hands. Hands for a dinghy are basically neutral, however they will be slower than in previous versions of the game.
An alternative solution, is craftable Oars. Oars are very maneuverable and faster than hands, however they do not grant a steady speed and require you to hold down the forward button whenever you want to move. They may even 'tire' you out more (using up more Hunger).
The last one for the Dinghy, is the sail. Sails can provide very fast speeds, however they have low thrust and are not easy to slow down and speed up easily. A steady speed is required for traversing around land-covered areas. Sails can also possibly be made with different colored wool, to help a boat stand out. Sails grant a steady speed as you can leave them unattended with very little deceleration.
So now we move on to a bigger boat. Not too terribly big, but we're getting there.
To construct larger ships and propulsion systems, you're going to need an alternative to the crafting table. Let's just call it the Shipwright. This block ONLY crafts boats and takes up more blocks of space.
I think for a new level of boat, you're going to need some Blueprints. Blueprints can most likely be created by interacting with the Shipwright by combining a blueprint (Or in this case, a solid Dinghy) and investing your Experience Points to come up with a new 'idea' for a bigger boat. The 'studying' is timed, again, like a furnace, and with each clump of EP filled, the progress bar is filled some. You can also find Blueprints in dungeons, but only rarely.
After that will be done, the Blueprints can be put in a separate slot, with another slot under it. The slot under it is for the wood required to build the boat. Every time you put more wood into the slot under it, the progress bar for the ship increases. I'm not sure if this should be the way but it sounds pretty good.
I think that for each class of boat, a bigger mast will need to be crafted. That, or just have one single mast that, for bigger boats, you need to pack in more Sails. Kind of like how plating works.
So now, the next level: the Skiff.
The skiff is *about* 2 1/2 times the length of the Dinghy. However, with the next level comes new features. First off is a second slot, a passenger seat if you will. But besides that, there are two more features.
Here, there will be special lots to place blocks at. These could be something decorative like gold blocks, or practical, like chests.
To place a block in there, logically you would right click on that one place with the block. It's possible the block lot will be highlighted by the Hammer to show you where you can place things. To get it out, leftclick with the Hammer and it will appear in your inventory. If blocks aren't your fancy, perhaps animals are. Here is where the extra space in the GUI comes in. There would be a list of all the entities in the boat. If they are NPCs, you can choose to move them to another slot, or evict them. You can also evict players,
but not move them[amended].
With the Skiff, you have an additional propulsion system. I'm not sure about this one so I'm going to need you guys' approval. Essentially, it is a steam-powered paddlewheel. The steam engine will need to be powered by coal, which will either have a furnace-like GUI or not. It is also be slightly less maneuverable than the Sail. The steam engine, like Sails, grant a steady speed and can be left unattended. They have perfect acceleration, however they are much slower than Sails.
For armoring, the Skiff will need more plates to sufficiently armor the boat. Possibly two or three.
The skiff will most likely be the largest boat to successfully navigate shallow marshlands and the like.
Now, for the adventurous sailor, we're going to go one step up. Meet the Cog. The Cog is a fair-sized boat, but it is hardly big. What is does have though is a top deck large enough to walk upon. Now, we're going to introduce another feature. This time, the Cog will have a lower deck. You could be able to place a few blocks in that bottom deck, such as beds and chests. This will be good for long adventures. If you aren't spoiled, you would be happy with a Cog for your adventuring needs. Hands are now unusable.
For gameplay, an invisible, penetrable box will be in the interiors of the ship that hides water and its effects when water blocks go near it, but as soon as they leave the water blocks return to normal.
Now here, starting with the Cog, is the boat's main means of offense and defense. You guessed it, the Cannon. I believe the cannon could be made with a crafting table. To fire (And right now I'm making most of this up as I go along), you must first craft a Cannonball (Maximum of 16 allowed in hand), and right click on the cannon. The cannon will fizz for about 2.5 seconds or more before firing the cannonball. You must wait an additional second to fire again. To adjust the angle of a cannon, rightclick it (without a cannonball) to point the cannon up or down.
Now with ships and other entities, contact with the cannonball will just equal damage being dealt. But with blocks, there is a chance (Depending on their blast resistance) that the block being hit, and/or the blocks around it will be pushed forward and respond to gravity. And in rare cases, break upon falling.
That, or it would just be a weak form of TNT. But I like the former better. Mostly because it's my idea. Good gosh I think I'm vain or something.
So like I said, if you aren't spoiled, you would be happy with a Cog for your adventuring needs.
But sometimes, you ARE spoiled. Or, just requiring a bit more power. That's where the fourth level comes in, behold: the Carrack. Significantly larger than the other boats, this one can actually be called a ship. It has 3 decks. The first being the top deck (Which comprises of the main deck, quarter and poop, naturally), the second the gun deck, which to the back holds the captain's quarters, and the bottom deck is mainly for cargo. If the Carrack is steampowered the boiler room will be in there.
Oars are now unusable for the Carrack, as are Hands for Cogs. (The Oars for the Cogs would be weaker than on the Skiff and Dinghy, as would hands with the Skiff. However with the Steam engine and Sail, they just get faster with each level, with exceptions [amended])
Another neat thing you get to do with the Carrack is you get to live up to the naval definiton of a ship. On the Carrack, you can place another boat inside it for scouting/lifeboats. But it can only be a Skiff or Dinghy.
Okay, next one. Here we go.
(This level is optional. You guys tell me if it should be ingame.)
Now sometimes, your lust for power is so great no measly Carrack can hold it; not even when it is steel-hulled and armed to the teeth. No, you wish for the very seas to obey your will. Well, you psychopath, here's the fix for you: Feast your eyes sir, on the Galleon. Over twice the size of a Carrack, four long decks and plenty of guns, you would not want to war with this vessel. It is essentially a Carrack on steroids; bigger, stronger (but not faster [amended]), and scarier. But, slightly slower. Should you decide to armor it, keep in mind it will need 8 Platings to armor (Maybe more). And considering each plating requires 4 blocks to fill, you're going to need a LOT of iron.
When a ship finally loses all of it's 'health', it will sink to the bottom of the sea. Here, it is subject to despawn, but will stay there as long as there is a player near it. Although dangerous, it would then be available for looting, if you haven't plundered the ship while it was afloat already. < --- This entire paragraph is subject to discussion and alternative options. It's also been proposed that the ship turn into it's block counterpart, only leave chests, or like in the Amendment Posts, leaves a Ship's Bell that can serve as a savegame for your ship.
Now, I understand that such a feature is going to be *HUGE*, possibly requiring its own update, and would be just a massive undertaking. But I for one believe it will be an undertaking worth the effort. It would heighten the spirit of Minecraft adventure and exploration, people could trade vast amounts of resources over long distances, and plunder other ships for their booty. So I'm not 100% expecting this to be accepted entirely (But if it is, thankyouthankyouthankyou!), but in the future if any modders were curious about how to go about doing their ship mod, this could be a good example. But I really hope this would at least be seen by Mojang. Just two-thirds into completing this idea, I read an old tweet of Notch saying that he might add something like this in the future. So, if you are, this could be one of the ways to go about it.
Amendment Post 1:
- In the Shipwright GUI, the product slot of the boatbuilding section is now a button. I've updated the image.
- Craftable ship components should have been expanded. In addition to a Galley, an Anchor component (probably most vital) is also one of them. Also proposed by the community are tables, crows' nests (That basket thing on the top of masts), icebreakers, and if the NPC crew idea is implemented, a sea captain's desk to chart courses for the helmsman.
- I actually think you should be able to move players. I mean, if they actually decided to choose to lock themselves in a mob slot rather than move around freely I think the captain should be free to move them wherever.
Amendment Post 2:
- Galleons really shouldn't be the fastest ships out there, it would be unfair. Instead, their base speed capability should be a tiny bit slower than a Carrack, probably. Updated.
- Right clicking on a cannon without a cannonball could point the cannon up/down. Updated.
- Different types of ships that do not follow the linear 5-level path of upgrades. Instead, 'extra' ship blueprints could be found in dungeons in strongholds, but they would be rare. Could be a way to get Caravels and viking ships or whatnot.
- I'm not sure about the decay process of sunken ships. Perhaps after someone leaves the ship's general area, a timer starts and eventually the ship will despawn. Or maybe it just stays there forever but can be 'mined' away to recollect valuable materials.
Amendment Post 3 (Note: These are not as important as the first 2) :
- Flags. Although I'm sure colored sails can do a good job of faction identification, custom-made flags would be really great to have. They could be used outside of boats, too.
- Extra ammo types. The standard cannonball would be made of stone and gunpowder, but others could be made out of iron and other materials. The new usable fireball coming 1.2 would also make a neat incendiary addition. Other types can inclde grapeshot and chainshot.
- Sea monsters. Pretty straightforward, I'd like to see some minor sea bosses when roaming the sea. But in my opinion, they should be restricted to certain sizes of ships (Dinghies have no bosses). For example the ship the size of a Skiff would probably only get a shark or something, whereas something Cog-sized would get sharks and sea serpents, medium-sized ships like the Carrack would get sea serpents and maybe giant octopus (Will wrap tentacles around the ship and begin to tug down unless tentacles are damaged), etc...They are, however, uncommon.
- A ship's bell. Yes, they can be used as a normal bell, but there's something that makes them special. Once placed on a ship, it bears the ship's name and can ONLY be placed on that ship (e.g Bell of the S.S Whatchamacallit). Then, if a sunken ship despawns, that bell is turned into a block at the bottom of the ocean and contains all of the ship's data. Then, it can be used to recreate the ship.
- Sea obstacles. The ocean would be made that much better if occasionally you stumbled upon a mini-biome within an ocean. These could be mysterious sea rocks, or icebergs made of pack ice where a tundra or arctic biome would usually be.
And the Reddit post is here:
Due to popular demand, I give you this:
Add this to your signature if you like it!
<a href="../../../topic/699830-boats-evolved-bigger-modular-boats/"><img src="http://i569.photobucket.com/albums/ss136/elitemandalorian48/besig-1.jpg" alt=""></a>
Important Things to Know for the Unfortunate Few Without Common Sense (aka posts I've gotten a million and one times and wish to halt):
- This is NOT A MOD. The illustrations may look convincing (for a bunch of photoshopped models made in Sketchup :p) but I have repeatedly, in this suggestion, mentioned it as an idea and rarely even mentioned the word 'mod'. Please stop asking how to install this. Plus, we're in the Suggestions forum. That tell you anything?
- Yes, I have SEEN the Zeppelin Mod. You're just about the 508th person to show me this. Yes, I've seen it. YES, I think it's a great mod, but in my opinion it's best to leave it at that, and this idea is about the vanilla Minecraft ships made of predefined modules, not blocks, as that seems to be more congruent with the current game mechanics. Saying "There's a mod for that" is a warnable offense, in any case.
- You see that little link up there? Yeah, the idea is in the link (or the spoiler). I've explained rather thoroughly how the boats work. While I would really like it for you to give me your two cents, this thread is not for people to make up entirely their own ideas on how the boats work. That part's already here, mostly
- "This would be great, but the oceans need to be bigger!" <-- Say this and you're gonna get a smack. >=(
Download link to the original SketchUp models: http://www.mediafire...55l1cnm1npgkbgl
--- See Also: ---
Jan 24, 2012-- We have made it into Minecraft 1.7! --Posted in: Suggestions
My main goal with this post was to make the community interested in more biomes so that Mojang would prioritise that aspect in their busy schedules. And it seems we have finally made it happen! Additionally we also got 2 of my suggestions into the game, which of course is fantastic.
Now put down your guard and enjoy the moonlight in this mob free but oh so rare environment. Unfortunately, the underground isn't as peaceful. If you are lucky you will also encounter a deserted old vineyard for some delicious grapes. This rare fruit replenish only 0,5 hunger each, but they are all eaten at the same time, making it the quickest but most expensive food source.
Rumours say the farmers have noticed crops grow faster.
Take your horse and embark on a journey to discover the Orient. These warm and barren deserts might contain a scarce amount of watering wholes, a common place to find various merchants with donkeys full of goods to trade. Make sure to have your wallet full, for these rare goods cannot be acquired elsewhere.
The luminescent mushrooms proves to be a perfect, yet mystique light source in the deep caves of the underworld. Rumours speak about small glowing angler-fishes that thrive in nearby underground lakes.
Thanks to Hansentale for the inspiration.
Palm trees grow on the beaches of these plant rich atoll islands located on the great oceans. Breaking palm leaves spawn coco nuts, which are an essential food source out here.
Savannah - IMPLEMENTED IN 1.7
In the never ending terrain of the African wilderness, animals thrive in the shadows of the acacia trees. Clay is commonly found in nearby watering holes.
Wild West desert - IMPLEMENTED IN 1.7
This arid landscape consists of a new reddish stone, and a new matching sandblock*. Lone wanderers need to watch out for the vultures, for they will attack any trespasser carrying raw meet.
*)The sandblock is not present in this screenshot since it's very time consuming covering the grounds.
Autumn forest biome
A colourful forest arises as you continue your exploration. No one in these woods will ever starve, as the ripest apples fall from the trees and the ground is covered by mushrooms galore!
A cold breeze caught the landscape by surprise, which immediately froze the tiniest straw of grass. Make sure you wear some armour, or you will soon be history.
The sky darkens as you enter this gloomy realm. A great challenge awaits the one who seek to face the death. Now grab your diamond equipment, you will need it.
Jun 13, 2012Posted in: Suggestions<previous: swamps> <next: deserts>
-Biome Improvement II: Taigas-
This is the second in a series of topics about improving biomes. The first was about improving swamps. A sampling of the other biomes on the list will be tundras, jungles, oceans/islands and extreme hills. But those are different topics.
This is a topic about how taigas can be improved. Here you go:
-2. Snow, Ice and Frost-
First off, snow and ice should generate everywhere - not just where there isn't a block above them. (it won't generate below Y=40, however). Example (I only did one tree for the example):
Second - In taiga biomes, the top and side of grass textures are replaced with snow textures. Example:
-3. Gravel beaches-
Beaches should be made out of gravel, and not sand, to blend in better.
As an alternate idea, stone could be used for beaches. Tell me which you think is better.
Pine leafs, when decaying, should have a 45% chance to drop a new item: Pinecones!
Pinecones can be placed anywhere - on the ground, on the wall (like cocoa beans), or on the ceiling. Besides being a decorational item, they can also be thrown:
They will cause 0-1/2 hearts of damage, randomly.
Squirrels are a new mob that can spawn in forests or taiga biomes. They can climb like spiders can, but completely ignore leaves. They are smaller than a 1x1x1 block, and have the speed of cave spiders. They have 4 HP (2 hearts), and will run away from the player.
Squirrels will climb up trees and throw pinecones at hostile mobs, making them useful to distract mobs - including creepers. A squirrel has considered itself to have climbed up a tree when it can stand on top of a wood block.
Squirrels, while they cannot be tamed, will follow pinecones placed on the ground.
I cannot use techne because I use a mac. However, if someone can, could you try to make a squirrel for me?
-6. Before and After-
Thanks to FutureNyanCat for making this banner literally minutes after the topic was posted! (go give him some reputation)
<previous: swamps> <next: deserts>
Jun 13, 20121. Iron GolemsPosted in: Suggestions
As you should know, most npc villages in Minecraft are rather small. They can't spawn Iron golems to protect them! I think it would be cool if one iron golem spawn on initial generation of new villages. It would spawn like the villagers, but it would spawn outside, near the well.
2. Better Generation
If you're like me, then you see villages often in minecraft. A lot of these villages are strangely generated, doors being too high up for the villagers to reach, villages generating sometimes over ravines, and rarely, houses can generate inside each other. I propose that villages create a flat layer of dirt under the village that evens out the doors, and also prevents houses/roads from sinking into ravines or caves the village spawned over.
3. Torches and doors in every house
In villages, a lot of houses spawn without torches in them. This leaves the houses open to spawn hostile mobs, including zombies. Also, houses need doors to be considered houses by villagers. A lot of small houses generate without doors, rendering them useless when it comes to housing villagers.
4. Fences around farms
Just a simple fix to prevent crops from getting trampled
5. Animals in the butcher's fence
This would make it so that upon initial generation of a new village, 1-2 pigs, and 0-1 sheep will spawn in the fenced area of the butcher's house
Please give me your opinion on this!
Thanks to FutureNyanCat, there is now a banner that you can have as your signature!
Quote from FutureNyanCat
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Jun 11, 2012Well, I was thinking "Why can't minecraft have prairie dogs?"Posted in: Suggestions
Now before you go ahead and say "Stupid"
At least read.
A prairie dog is exclusive to the grasslands biome. They can be tamed by feeding them tall grass. Now, they are not the same as dogs.
Didn't everbody say Cats were useless at a time?
Well, Prairie dogs should be a little minecraft animal just for the fun. You can heal it by feeding it more grass. They can be kept in an enclosure and dig 4 blocks down.
Now they are like mining animals. Because in real life, prairie dogs dig tunnels.
The new mob won't be able to break any blocks but dirt. Easy to keep them correct? They can climb blocks as if there were a vine placed on it, but only 2 blocks high. And it has to be dirt.
So, if the dirt was in a pattern like this
(I know it's wood, but I'm a noob to thread making so shush!)
They would eventually dig it out to be like
(O = air and Wood = dirt)
Well, prairie dogs have two more uses,
One, being cute.
Two, finding cave systems. Now, this seems OP but in reality it isn't! I mean caves are so common now and so big! It isn't over powered at all!
Another thing, the new mob can't teleport. You can carry this one on your head. I think it introduces a new and nice thing to minecraft that people will love for them. I mean they are small, so again, "Why not?"
For breeding you should have to feed them... Saplings! I mean, Prarie dogs tend to eat bugs (This is from the wiki page on them "They also will eat roots, seeds, fruit and buds" so an apple might be more appropriate?)
Also to find them, it is like finding an ocelot. You have to be patient. They hide from you in their holes (They dig them naturally, not commenly, but they do.) you can usually find two - six in a town. Also, like slimes they spawn in certain chuncks (So not all chuncks will have a hole )
Lastly, a prarie dog can also walk besides just being carried on your head. It has a smart AI like a zombie, but will have a little bit of trouble keeping up with you if you sprint.
"Minecraft is about exploring. We have no more reasons to explore once we beat the dragon."
Now you can explore for a new mob.
Additionaly, an untamed Prarie dog wouldn't be able to dig anything but dirt. And a tamed one can dig stone. You can "tell" them to do this by right clicking them.
Jun 13, 2012Please post constructive criticism only. Saying you hate the idea without giving a decent reason won't help anyone.Posted in: Suggestions
This thread brought to you by the Nether Diversity Project.
NEW MOB CONCEPT (bottom picture)
This idea basically promotes the addition of additional structures and terrain features to the nether. The main purpose of these ideas is to increase the visual appeal of the nether and to offer additional and challenging ways to get resources. I have thought up these ideas to add a new dimension of color and texture to the epic (but sadly uniform in material) shelves and caverns of the nether.
Biomes and Structures
1. Glowstone Island
This island would be implemented as a random feature that would have the possibility to spawn in lava oceans. The island is not only a source of glowstone (very risky source) but may generate with a chest on it which would provide an alternate way of obtaining some nether related items. The chest could include small amounts of some of the following items: fire charge, blaze rod/powder, gold nugget, netherwart.
2. Nether Village
Nether villages would have a small chance to spawn in relatively flat area of the nether. These villages would also provide an alternate source of some resources. I have developed three types of building but more ideas on this front are welcome. I think that it would be good to make these an area that spawns high zombie pigmen populations.
Pretty much useless except for building materials. They also have a block of glowstone for lighting.
These also have limited use unless you just feel like commiting suicide in style. they do provide some building materials though.
These are a much more important and useful village feature. They contain a chest full of potentialy valuable items although it is rather hard to access. The structure consists of a small pyramid like platform that is built around a hollow 3x3x3 cube of obsidian. In the one block space within the obsidian is a chest of goodies.
This image is a cross section of the structure that shows how the chest is encased in the obsidian.
3. Nether Oasis
This feature would spawn only at high altitudes where it is presumably cooler (being further away from the lava oceans). It would use a spawning algorithym similar to that of ponds so it would be found in small splotches across the higher shelves. It consists of a mycilleum patch with a single giant mushroom and small mushrooms as ground cover. The giant mushroom may be of either color.
4. Ruined Outpost
The concept behind this is that some steves came and tried to survive in the nether but they failed. These are potentialy dangerous ruins that offer little. I made them mainly to adress peoples' complaints about my ideas being too "rewarding" to fit the feel of the nether. Each outpost has a 75% chance to generate with a zombie spawner inside.
These ruins have deep 1x1 pits in the floor. These pits should be plugged by 5-6 block deep netherack so that when you burrow into the floor in search of items you may fall unexpectedly into a trap.
These are the three things that have a chance to be in the bottom of those pits. Chests may contain small amounts of rotten flesh and dead bush, or the 11 music disc.
1. ??? (Post ideas for the name!)
This is the ???. I'll outline its specs below.
Behavior: Agressive towards zombie pigmen. Passive towards player until provoked. It ignores zombie pigmen if provoked by the player.
HP: 24 (12 hearts)
Attack: Swoops down and hits for 5-10 damage.
Special Abilities: It flies. It's invulnerable to fire and damage potions (healing potions hurt it though). It will occassionally use a special called "shriek". It does not shriek when attacking zombie pigmen, only against the player. When the shriek is used the player's attacks do only 50% damage and the effect lasts for 5 seconds.
Drops: Xp, bones, gold nuggets, ??? teeth. The teeth will become a brewing ingredient.
Noise: Flapping sound when flying around, a whistling artillery shell sound when it dives at a target, and a slashing sound when it hits a target.
Blocks and Items
1. ??? Teeth
This item is used to brew Potion of Flight. They are dropped by ???.
2. Potion of Flight
This potion is brewed as follows. It allows the user to fly for a set duration of time. The flight mechanics work just like they do in creative mode. Adding gunpowder to the final product makes it a splash potion.
Bottle of Water + Netherwart = Awkward Potion
Awkward Potion + Sugar = Potion of Swiftness
Potion of Swiftness + ??? Teeth = Potion of Flight (0:30)
Potion of Flight (0:30) + Glowstone Dust = Potion of Flight (2:00)
Thank you for looking at this and keep in mind that criticism is good as long as it is constructive. Also check out my new thread which promotes other nether improvement threads. Support the Nether Diversity Project by copying my signature.
- Added the snatcher
- Added zombie spawners to ruined outposts
- Did away with the lava plain idea (unpopular/OP)
- Completely changed the village center. It still contains a chest of valuables but the only way to get into the new one is to use a diamond pick.
- Added a poll
- Added spoilers
- Added a new mob. Help me come up with a name for it.
- Added two new items
- Got rid of the snatcher
- Changed the poll to reflect the new mob
Upcoming Content and Changes
- I'm considering bringing back the lava plain in a reworked form.
- I might get rid of the traps in ruined outposts now that they have zombie spawners. It's likely that I will just completely redo them so that they are larger and more complex.
- Working on a new ore block. It will probably be ready for release by next weekend.
Jan 13, 2012TheBlueRocky posted a message on Saddle Enchantments (Popular - Now on Get Satisfaction!)As we all know, the Saddle is the most useless item you find in Dungeons. You ride it, and:Posted in: Suggestions
Don't you wish your treasure was more of, treasure?
What if Saddles could be enchanted?
A normal Saddle would work the same as it does right now. The enchantments could be:
The pig will move freely, but if you walk, your movement will overwrite the pig's. Sneaking will keep the pig in place. If you sprint, the pig will sprint, but you won't lose any hunger due to this.
Max Level: I
The saddle can store items if you right click the saddle, not the pig. It brings up a storage GUI the size of a Dispenser, Small Chest, or Large Chest, respective to it's level.
Max Level: III
It is recommended to have this enchantment along with the Control enchantment.
By placing the saddle on a pig, the pig will immediately go hunting for brown mushrooms. When it finds one, it will bow its head down to the ground the way a sheep does, and pop the brown mushroom out of the ground. Riding the pig is an easy way to find brown mushrooms. The higher the level, the further away the pig can smell the brown mushrooms.
Max Level: VLevel 5 doesn't search for brown mushrooms, but rather brown Huge Mushrooms (Mushroom Island Biomes!)
The pig that the saddle is applied on's damage that it receives will be reduced as if it has full leather armor, iron armor, gold armor, or diamond armor, respectively. You do not see any armor on the pig.
Max Level: IV
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This suggestion is now on Get Satisfaction!
Jul 9, 2011Posted in: Suggestions
Add this to your signature if you support the 'Biome Upgrade'
This is now becoming a mod :biggrin.gif:
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