IMPORTANT NOTE!
DO NOT SKIM THIS THREAD! YOU WILL LOSE INFORMATION!
Check Us Out On Reddit! V
Reddit Post Was terminated. Currently working on getting it back
Good Morning MineCrafters! Welcome to Day... 1625+ of the suggestion
(Name Changed From: OFFICIAL GOLD GOLEM THREAD)
Quote from Sacheverell.Surprisingly solid idea you have there. Not sure how much work it would be for Mojang to program it, but definitely interesting.
--------------------START-HERE--------------------
When I found a pyramid it was just too easy to get my 11 gold, 2 emeralds, 3 diamonds, 12 iron, and 9 TNT. there needs to be something more to protect it. Such as "Desert Guardians" AKA "Gold Golems".
Health Points
200 (x100) (Debatable)
Armor 4 ()
-Includes Boss Health Bar
-They do not: Take fall damage, Drown in Water or Burn in fire/Lava
-Slow healing factor so that you can't attack then wait a long time then attack again
-High resistance to ranged attacks
Attack Strength
Melee Strike:
Easy 4 () Medium 6 (
) Hard 8 (
)
Charge Attack:
Easy 7 () Medium 9 (
) Hard 11 (
)
Laser Attack:
Easy 4 ()+
Medium 6 (
)+
Hard 9 (
)+
(see info below)
Spawn
-In Desert Temples
-Only ONE Gold Golem will spawn in the temple
-If a Gold Guardian generated as part of a Pyramid is killed, another will NOT spawn to take its place.
-The Golem WILL spawn in peaceful, but will stay inactive.
Drops
(5-10)(Why Gold? Because Ancient Egypt used Gold Plating on it's statues))
(3-6)(Why Lapis? EXCELLENT QUESTION! The golem has blue glyphs on it and i like Lapis)
( 1 )( Mob Head. Trophy/Used to create Inanimate Statues) (more info below)
( 1 )("Power Core". An Item Used To Revive The Fallen Boss) (more info below)
(Not so strange to think about now-a-days since the dragon can be re-summoned with a single purpose item)
Experience
50 EXP
(Iron Golems Drop 0)
(Wither Drops 50)
(Dragon Drops 1,200)
Movement
Rather slow unless charging
(more info below)
Does not need to jump to move up 1 block
Behavior
-The golem will stand dormant in the Pyramid like a statue until a player gets within it's line of sight
(10 Blocks), then it will "Wake Up" and attack the player.
(It will also awake if any chests within a 20 block radius are interacted with. Eyes are dark while Inactive)
Once awake, it's awareness of the player will extend 32? blocks.
If the player manages to escape, the Gold Golem will give up the chase and go back to its spawn point (or if target is killed).
It moves slowly, but when it gets close (5-8 blocks Ish?), it will begin its attack pattern:
-Attempting to Melee the player three times, raising it's arms for a moment then brings them down, giving about half a second to react and move away.
-After that, Its jaw will drop, the Eyes Glow Red and it will charge the player, making a low Roar as it attacks. This sprint can only be stopped by a wall (of at LEAST 2m tall) OR if the golem has charged for a distance of 10 blocks, causing a sort of bull fighter effect.
(Anything weaker than blast resistance 30 EXCEPT for sandstone/sandstone variants will be broken on impact. stones/sandstone will show damage cracks but never break from impact.)
-Finally, After it has come to a stop, It will look at the player, after a few seconds will shoot a beam from its mouth in a horizontal line with the player in the midpoint, causing a sort of sweep attack from left to right. (This laser will be able to break the same blockset as the charge attack, igniting any Mob/Player in its path as well as any blocks it comes in contact with. The point of this is to clear out possible barricades the player has built around it, or used to hide.)
-If the player cannot be reached for Melee attacks (Like, being stuck in a hole or a small doorway) The Golem will go strait to using its Charge (To break a wall that's possibly blocking it), Then continue with the Laser.
Gold Golems do not attack random monsters because random monsters don't want to steal treasure. A Gold Golem's primary purpose is to defend Pyramids from raiding players
(But using one as a guard in your prison/gladiatorial battle/boss for your dungeon, is also GREAT!)
(And Because they only target players they cant be used to make mob grinders to get items easier.)
WHY ATTACK PLAYERS?:
Gold Guardians are meant to protect Pyramids from THIEVES (Players) As Iron Golems protect Villagers from zombies.
(And YES, Players are thieving from the pyramid, there is no way to sugar coat it. You tomb raiding player you......)
Gold Guardians do not attack random monsters because random monsters don't want to steal treasure.A Gold Guardian's primary purpose is to defend Pyramids from raiding players (But using one as a guard in your prison/gladiatorial battle/boss for your dungeon, is also GREAT!)
And Because they target players they cant be used to make mob grinders to get items easier.
They do not; Take fall damage, Drown in Water or Burn in fire/Lava
The Guardian Can NOT Be Tamed!
(The Purpose of the Golem is to attack players. NOT RANDOM MONSTERS! If you want that then make IronGolems. Not Going To Debate It.)
Crafting A Statue/Reviving the Boss.
To craft An Inanimate statue place the dropped boss's head onto a T of gold blocks.
To revive, use the "Power Core" on the statue to bring it back to life with a mighty roar and a short "Boot up" time
Here is a Concept model done by
____________________Frequent Comments/Questions____________________________
If you have been to one of these temples. you will see THIS BLOCK all over. It is the reason for the creeper faces and the Lapis bands. There ya have it.
I will not make a poll. This thread has had a number of polls, each having up to a thousand "yes" votes, so I don't find much of a reason to make one.
____________________________!DISCLAIMER!:___________________________
THESE MODELS AND TEXTURES ARE JUST EXAMPLES, GIVEN BY THE COMMUNITY AND MAY NOT BE HOW IT ACTUALLY LOOKS IN VANILLA GAME!
________________________________________________________
Thank you for your time and patience!
This topic has grown a lot from the suggestions of the people. and i thank each criticism because it gives me a way to let the idea grow.
SHOW YOUR SUPPORT!
(Copy This Into Your Signature To Show Your Support!^)
POSSIBLE CHANGES?
-A Larger/Alternate Temple Just for the boss? Up To Mojang.
(Open to Suggestions)
Found an error? Something I forgot to change? Tell me! I'll fix the problem!
COMMENTS? QUESTIONS? CONCERNS? POST BELOW!
-Dingo_Winterwolf
(vvv I Did This First vvv)
CHECK OUT THE REDDIT POST!
Don't Forget To Come Back Later!
In Other News
Found A Modder!
Facebook:Dingo Winterwolf Skype:DingoWinterwolf Or HERE On The Forum
1
1
For the arguments
@a(targets everyone. You probably don't want that)
@r(targets random person. Also probably don't want that)
@e(targets all entities. Even worse, now the cows and zombies are effected)
@p(targets nearest player. Sounds better)
Then you can specify more...
xyz(only targets a specific block, doesn't work unless the target is static)
r(expands the targeted area by a few blocks, but doesn't move still)
m(check the gamemode, we are assuming they're in survival/adventure mode anyways.)
c(check how many players are nearby, you can confirm that there are two players close to each other in a said area, but you can't move that area)
l(check exp level, not much help here unless you need to be a certain level for this to happen)
score_max and score_min (Check score of a player, not much help here unless this won't happen unless they have a certain score)
team (check what team a player is on, not much help here unless you only want this to happen to players on the same team)
name (only targets player with the given name, won't be much help since the player approaching isn't always bob)
type(checks for specified species. You're a player. Already knew that)
Hopefully a guru can prove me wrong....but for the time being, all I can say is play with the testfor command.
1
TL:DR: You are fine.
You can see what sort of changes will occur based off the digit
1.7.9
First digit: Major changes/Milestones. The transition between beta and release for example
Second digit: New features, blocks etc. added. The new world generation is an example of this
Third digit: Minor tweaks and bugfixes.
Basically things barely change between 1.7.2 say and 1.7.9 since it was minor stuff. You cannot join a server will a different 2nd digit, and some servers can be dependent on the last number, but it depends on the version and server it's self, but you said that doesn't matter. You will not lose any features, but may see some old bugs to pop up (like texture glitches on doors and beds)
However, if you want to switch between bigger versions that's a different story. Upgrading it fine for the most part, but when you generate new chunks you may notice a sudden border as the generation changes. The new chunks will be filled with new mobs biomes and loot that was present in the new updates however. You may also experience a change in biomes if the world is really old though, and if it's too old (we're talking ancient, like, alpha) it may not open at all.Downgrading may present issues. Blocks mobs and features may disappear outright (your pet sheep franks loses his name and your horse disappears), and loading new chunks will have border issues and be missing new loot and mobs. I've also heard of world corruption in some cases.
2
Rei's definitely maps caves. However, this functionality is disabled on servers. Also, you will not be frowned upon for using Rei's minimap (since it disables features like that in multiplayer) but you will be frowned upon for x-ray, possibly banned even,
1
{"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":80.0,"mainNoiseScaleY":160.0,"mainNoiseScaleZ":80.0,"baseSize":8.5,"stretchY":12.0,"biomeDepthWeight":1.0,"biomeDepthOffset":0.0,"biomeScaleWeight":1.0,"biomeScaleOffset":0.0,"seaLevel":94,"useCaves":true,"useDungeons":true,"dungeonChance":8,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":4,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":34,"biomeSize":4,"riverSize":4,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"la ize":7,"lapisCount":1,"lapisCenterHeight":16,"la pread":16}
Frozen isles
3
/setblock <x> <y> <z> <tilename> [datavalue] [oldblockHandling] [blockLogic] [dataTag]
First, this is how it would be implanted, just as a new data field. The list of values would be
0: Default behavior for block
1: Block emits light (ala glowstone)
2. Block has low traction (ala ice)
3. Block slows player down (ala soulsand)
4. Block is bouncy (ala slime block)
5. Block is Invisible (ala barrier block)
6. Block is effected by gravity (ala sand)
7. Block is climbable (ala ladder)
8. Block is unbreakable (ala bedrock)
9. Block emits redstone current (ala redstone block).
10. Block cannot be pushed (ala obsidian, bedrock, etc)
You could also add multiple effects by placing it in brackets, and adding commas between numbers. For example [5, 1, 3] would create a block that is invisible, generates light, and would slow players down. This new tag would be within all commands related to blocks, fill, tesfor, give, you name it.
Here's a scenario I thought up that would be able to take advantage of this simple mechanic to greatly enhance the map:
You've ransacked the castle of it's treasure and are fleeing the scene with pursuers close on your heels. You're slipping around the hallways on it's marble flooring, which you have quickly learned has terrible traction.
You enter into an older part of the castle that hasn't been maintained in years, and suddenly the aged stone finally breaks under your weight, causing everything both above and bellow to collapse! Gravity pulls it all down with you in between, and you're now on the lower (ground luckily) floor buried in the rubble.
You pull through it just before losing air, and flee outside into the garden. You quickly begin regretting your path however, as you are tripping over various flowers and bushes that are only slowing your escape. You find your way onto the proper path to regain speed
You also remember you went the wrong way, dead end. There is nothing but a giant wall in front of you....but wait, look closer...the stone looks like there would be alot of footholds and the like for climbing. You hesitate momentarily before hearing the pursuing guards, and begin to scale the wall.
The market is right bellow, the fall would otherwise kill you, but then you notice one of the stands has a sturdy canvas overhang. It breaks your fall as you bounce into the air, and into the street.
You blend into the crowd shortly after and return home, loot in hand.
Big thanks to the people that helped me make this idea way better.
2
I'm picturing this, everything would be based on gathering resources to fulfill costs to complete objectives. For example, do you want a house? It'll cost 100 lumber, and 50 stone. Command blocks will automatically build things for you when you are able to fulfill the cost, and various things can be purchased and improved to improve your way of life. That's not all either, there would also be a world to explore with progression, and more upgrades! There might be a chasm close by, and after you construct a bridge, you can explore the plains on the other side that is conveniently loaded with new resources and areas to build.
I don't have details of the exactly progression and costs yet, but what are your thoughts?
(and in case it wasn't implied, you would not be allowed to normally place or harvest blocks like normal, resources will likely be in the scoreboard)
32
1
Also, remember it's daylight's saving tonight, clocks go an hour ahead.
3