Yes, they took out some of the awesome biomes from before 1.8 which is very disappointing. Also, don't forget to mention the overabundance of clay, iron, gold, and also the annoyingly common abandoned mineshafts. In general however, the new underground terrain is more interesting than that of before Beta 1.8 but the surface terrain generation is much more boring now.
EDIT: In my opinion, these should be the main priorities of Jeb:
1) Integrate the old biomes into the new generation code and remove mountain biomes. The old biomes would be slightly adjusted so that they would be expansive like the new biomes are now.
2) Make the world more hilly and add occasional mountain ranges that don't warrant their own biome. These would be really tall long strips of mountainous region that would be difficult to cross. These mountain ranges could generate in any biome except for plains and oceans. They would be snowcapped if they reached a certain height unless they were desert mountains, or if they were in snowy biomes they would obviously be covered in snow entirely.
3) Touch up the terrain with more subtle features such as beaches, and add some randomness so that we would have more unique landmarks as we did in Beta 1.7.3 and earlier.
4) Tweak the underground terrain to have a much smaller concentration of abandoned mineshafts, and make iron ore less common.
5)
---a ) Add new features unique to each biome to give them unique sets of pros and cons as to living in them. Perhaps deserts could have fertile regions along rivers and oases could generate around ponds where trees could spawn (palm trees perhaps?) and swamp biomes would have new dangerous mobs in the water for more balance.
---b ) Add new atmospheric effects individual to each biome to make them more distinguishable and to add aesthetic appeal like waves crashing in ocean biomes, heat distortion in deserts, crickets chirping and frogs croaking in swamps, and music playing and people chattering in gibberish in villages.
6) Add new biomes such as volcanic wastelands, and marshes into the generation each with their new set of challenges and features.
7) Raise the height limit for more interesting and difficult-to-scale/cross mountains as well as making more room for humbling architecture.
TL;DR: Jeb should add a lot more variety into the surface terrain generation. Also, he should add balance to the terrain generation by adding more reasons to live in harsh, stark biomes like deserts and adding dangers to fertile biomes like swamps, and by reducing mineshafts and iron ore found underground.
This video by Notch showcases how much more interesting the surface was after the Alpha terrain update up until the Beta 1.8 update:
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RyanML posted a message on Did the Terrain Become BORING? (UPDATE 6/5/13 - 1.7 is a biome update?)Posted in: Discussion -
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sabata2 posted a message on New Nether... Survive ThisForward:Posted in: Suggestions
The Nether.
A blazing desolate area.
Once inhabited with the Pigmen, now only their rotten corpses walk the lands, tormented by the tortured souls of the damned, the Ghasts.
Surrounded by fiery seas and blood stained rocks, there was nothing.
A vast empty space.
But...
This was only the Nether while it was young.
Just as on the Overworld, creatures evolved. The world had changed.
New terrors now roam the vast open space. Each specie killing the other simply to assert it's right to survive.
And today, one new animal has unwittingly wandered into this realm so rife with death.
Welcome to the New Nether...
Survive this.
UPDATED CONTENT ADDED CONTENT- Mobs
Blocks
Plants
Items
UPDATED ENVIRONMENT:
- The Blight -
We now introduce you to the Nether's new highly corrosive atmosphere. It is not enough to damage flesh, but minerals stand no chance. Not only that, but nothing will grow as you would expect it.
All standard Overworld tools, except Gold, take double durability damage when used in the Nether.
So Diamond Tools will have 781 uses, Iron will have 126, Stone will have 66, and Wood will only have 30.
Saplings and Flowers that are placed in the nether will break and drop a stick in their place. Rapidly planting a Sapling and then immediately using Bonemeal on it can force a Tree to grow before the Sapling breaks into a Stick.
Leaf Blocks will turn brown, and wither without a chance to drop saplings even if connected to a log block (If Topiary Blocks are implemented, they will turn brown, but not wither)
Reeds and Cactus can be placed, provided the proper blocks are present to allow them to be placed, (the lack of water will generally prohibit reeds from being planted) but will not grow.
Any hacked in grass blocks will revert to dirt blocks. Grass Seeds will not grow into Wheat, and will break and drop 0-1 seeds when placed. Even if Bonemeal is used to force the grass seed to grow before it breaks, the Wheat that it grows into will give 0-1 Grass Seed unless mined with a Blood Hoe to force it to drop Wheat.
Jackolanterns (and variants) can be placed and will survive in the Nether, but regular pumpkins will break, dropping a pumpkin, when placed or if reverted from a Jackolantern by Gloomwood.
Any Ice blocks that are broken in the Nether will simply break without leaving water behind, and with this, Nether will also check for and prevent water blocks even when they are placed directly.
Bone Tools -
Heavy/Big Bones can be used in place of sticks for all recipes,(except the bow and fishing rod) and will result in the exact same tool that the stick version of the recipe makes. There are no bonuses to durability, speed, or strength, nor does this circumvent the double durability damage that tools take in the Nether. Bows and Fishing Rods are not included in this as they need the flexibility that the wood provides to function properly.
Dungeons -
Dungeons can be found rarely along the top and bottom 16-32 layers of the Nether. These dungeons are filled with dangerous enemies and all the walls, ceilings, and floors are lined with Obsidian and Bedrock (any gaps in bedrock will be too small for players to get through, unless specifically mapped out as a room or hallway of the dungeon, ensuring the player cannot circumvent the dungeon aspect) as well as troublesome lava traps, sticky soul sand pitfalls, and arrow dispenser traps, ensuring a grueling trial to make it to the treasures they hold. Mushraves will commonly act as the primary source of light within the dungeons.
Rewards will likely be Gas Bladders, Saddles, Blood Gems, Netherraze, Netherafts and Diamonds. Sometimes the player will even come across Chests that are visible to the player, but completely inaccessible due to how the bedrock is generated around the chest (player is kept more than 3 blocks away), the player might be able to use lava or TNT to break the chest, but often these chests will typically be above Netherrack that is above lava, so items that the chest is holding will be easily lost even if the chest is broken.
Biomes -
- Volcanoes - Mountains with a tube down their center consisting entirely of lava that extends all the way to bedrock, with lava flowing down the sides from the peak of the mountain. With the updates to Lava's features, these volcanoes will be complete with eruptions.
Fissures - Cracks that go all the way down to the bottom bedrock layer, with the bottom layer flooded with lava. The cracks range from 16-32 blocks wide, and from 80-144 blocks wide.
Midnight Copse - Large Cluster of densely packed Gloomwood, making it all but impossible to see.
Funeral Forest - Similar to Midnight Forest, but also has Fright Bulbs growing amidst the shadows of the Gloomwood trees.
Glowstone Grotto - Small cavern with walls, floors, and ceilings covered in Glowstone
Mushrave Grove - Mushraves often grow in a circle pattern of various sizes.(when not in dungeons) These have no apparent significance.
POSSIBLE BIOME; The Hive - GreyAcumen and I would actually prefer the Hive to be an Overworld Biome that spawns like Dungeons, but always connected to the surface, but it wouldn't be a bad addition to the Nether either.
UPDATED MOBS:
- Zombie Pigmen -
- Zombie Pigmen may now spawn with other Gold Tools instead of just Gold Swords.
Possible to drop the tools they spawn with upon death (10% chance)
New weapon that Zombie Pigmen can spawn with; (Golden) Lasso. Works like fishing rod, but holds onto and drags mobs from farther and can't gather fish. Players and mobs can break the lasso's hold on them by hitting the lasso for more than 2.5 damage. Mobs who are caught in a lasso will have the damage they do to other mobs reduced by 3.5HP.(the damage the mobs do to the lasso is unaffected by this) No more than 2 Zombie Pigmen in any specific cluster will have Lassos.(Usually either 1 or none will be present in a cluster)
Super Rare Spawn - Zombie Pigmen Chieftain; Same chances to spawn in a cluster of Zombie Pigmen as Spider Jockey. Spawns with Blood Gem or Netherraze Tools. 25% chance to drop tool on death.
Zombie Pigmen attack Ghasts if they are injured by Ghast Bomb. Lasso Zombie Pigmen will use lasso to drag Ghasts closer to allow other Zombie Pigmen to attack it.
Ghast -
- Ghast have their health increased to 10, but will take 2HP of damage when hit by their own bombs
Deflecting a Ghast Bomb from one Ghast to a different Ghast will only do .5 - 1 HP of damage, but has a chance that the injured Ghast will attack the Ghast who initially fired the projectile.(perhaps provided the injured Ghast hadn't fired its own bomb between the time the first Ghast fired and the second Ghast was injured)
On Death, will drop a Gas Bladder instead of Gunpowder. (used for turning Boats into Airships)
Will attack anything that attacks them, but will only be directly offensive towards the player.
Ghast Bombs will no longer target the camera. In Easy difficulty, they will instead target the player or mob's current location directly. In Normal difficulty they will specifically target the area immediately above where the mob/player they are aiming at is expected to be, and in Hard difficulty, they will aim at a random point immediately next to where the player/mob is expected to be.
Ghast Bombs will no longer activate inactive portals, a Ghast Bomb exploding near a portal can only DEactivate it.
UPDATED BLOCKS:
- Obsidian -
- Molten -
If Obsidian is touching at least 4 Lava Blocks, and not touching any water, it will melt back into a Lava Blocks. This will deactivate a Portal the same way it would if the player broke the obsidian block directly.
Portals -
Obsidian can now also create portals when arranged in a 3 wide x 4 tall border, allowing the player to create a 1 wide x 2 tall portal. However this portal does not stay lit on its own and will go out after the amount of time it would take to get through the portal and IMMEDIATELY back, so any wasted time can leave the player stranded.
a 5x6 tall border of obsidian can also be built, and cannot be disabled by the explosions from Ghast Bombs, but has a higher chance of allowing Nether Mobs to spawn in the Overworld near that portal.(and likewise, a chance for Overworld mobs to spawn in the nether near that portal)
Netherrack -
- Flammable -
Lava can catch Netherrack on fire if the embers from the lava touch any of its faces. Fire can also spread to other flammable blocks if they are directly adjacent or diagonally adjacent in any direction, including other Netherrack blocks, but the fire on a Netherrack block will be put out if it spreads to another Netherrack block. All sides of Netherrack can now also catch on fire, but only from the player, lava embers, or another Netherrack block that has the same side on fire. (Nether fire will move, but not multiply)
Inert -
Netherrack that has had its fire move to a different Netherrack block will turn "inert" on all sides until it is not subjected to fire or heat sources for several seconds, with Easy difficulty having a much longer inert time period, and hard difficulty having a relatively brief inert period. (this keeps fire from spreading back the way it came from, and helps keep Netherfire from getting too prolific) If Netherrack has a Mushroom/Mushrave on it, it will be treated as "inert" and neither the Netherrack, nor the Mushroom/Mushrave, will catch on fire. A Netherrack block will immediately lose its inert status if the player hits the block in any manner, unless there is a Mushroom/Mushrave growing on the block.
Corruption -
When in the Nether, Netherrack will corrupt any cobblestone or smooth stone directly adjacent to it and turn it into Netherrack, similar to how Grass can convert nearby Dirt Blocks into Grass Blocks. This process takes roughly a full game day to occur, but will happen regardless of the player's presence in the Nether.(the time will be calculated when the player returns to the area and blocks will be updated all at once) In the Overworld, Mossy Cobblestone can "corrupt" Netherrack placed next to it to turn the Netherrack into more Mossy Cobblestone in the same manner, provided the Netherrack is not actively burning. A radius around an active portal equal to the twice the number of blocks it is tall will be immune to Corruption. This effect extends in a capsule shape around the Portal, both in the Nether and the Overworld.
Fuel -
Netherrack can be used as fuel in a furnace to smelt blocks at twice the standard speed, but requires 32 Netherrack blocks to complete a single smelting process.
Glowstone -
- Drops 1-3 Glowstone Dust on breaking. Can be turned off using levers, buttons, pressure plates and redstone. (default state is on, turns off when supplied power) Supplemented by Glowstone Sand.
"Sticky" Soul Sand -
- Mobs -
"Sticky" Soul Sand replaces the current Soul Sand, being generated in the same places, and building on its features. Players and Mobs will still have their movement speed reduced while walking on it by the same amount, but the player and other mobs will also no longer be able to Jump while on top of a Soul Sand block. The player may be able to climb up the sides of Soul Sand like ladder blocks, but at half the speed of ladders, and if so, mobs will also be able to climb up these blocks the way spiders can for any block.
Liquids -
Liquids will flow one less block as far when flowing over a Soul Sand block. This effect is cumulative for each block of Soul Sand the liquid flows over.
Sand/Gravel -
Furthermore when a sand or gravel block is placed against a Soul Sand block, the sand or gravel will act as if supported, even if above empty air. If the Soul Sand is removed afterward, the sand and gravel that were placed next to it will not fall unless they, or the block they are on top of, are broken. This will allow the player to build cascading sand/gravel traps more easily.
Tools -
Gold, Iron, and Diamond Shovels can mine Soul Sand and the same rate as regular sand. Wood and Stone Shovels mine Soul Sand at the same rate as Diamond Picks do Obsidian. Fists and other tools can break, but cannot mine.
Soul Sand can be tilled, and is the only way to grow new Gloomwood, but only by a Netherraze Hoe.
Corruption -
In the Nether, Sand or Dirt can be corrupted by Soul Sand the same way Cobblestone and Smooth stone can be corrupted by Netherrack. Likewise in the Overworld, Grass blocks can "corrupt" Soul Sand to become a regular Dirt Block (with grass) A radius around an active portal equal to the twice the number of blocks it is tall will be immune to Corruption. This effect extends in a capsule shape around the Portal, both in the Nether and the Overworld.
Tilling -
Soul Sand can now be tilled with a Netherraze Hoe.
Gloom Shards can be planted on the top and bottom of Tilled Soul Sand, and grown into a whole Gloom Tree with the use of bonemeal.
Tilled Soul Sand will stay Tilled for as long as a planted Gloomwood shard is on top or underneath of it.
Lava -
- Eruption -
If lava has an unobstructed path all the way down to bedrock,(only lava, or lava blocks between it and bedrock) and does not have another lava block above it, that lava block will have the ability to destroy any block immediately above it (including obsidian, but not bedrock) and will generate temporary lava blocks directly above it to height equal to 30% of the height of the layer it is on, with a cap preventing it from generating above the ceiling limit. (lava at a height of 9 above bedrock can generate up to 3 temporary lava blocks above it, at height of 90 can generate up to 27 blocks above it, at height of 100, not all 30 temporary blocks will have room to generate and will stop at ceiling level, lava at a height of 3 or lower will not be able to erupt)
These eruptions occur roughly 0-2 times each day, with the chunk itself determining if, and at what time that, the eruption occurs (so all lava blocks on the same chunk will always erupt at the same time)
Combustion -
In the Nether, a lava block is able to set the block above it on fire randomly, provided that block is either empty, Netherrack, or some other flammable block. Embers that Lava produces are no longer purely aesthetic in the Nether, and will actively catch flammable blocks on fire and injure the player. Lava will also give off embers with greater frequency at higher difficulties in the Nether.
Furnace(Freezer) -
- Fuel -
If Gloomwood/Gloomshards are used in the fuel slot of a Furnace, the Furnace will Freeze select blocks instead of Smelting. A Gloomwood Log will Freeze as much as 2 Gloomshards (Shards do more per resource, but a stack of 64 Logs will Freeze twice as much as a stack of 64 Shards) However it will generally take 16-32 Gloomshards to Freeze one block.
Recipes -
A bucket of Lava can be Frozen into a block of Obsidian (leaving the Empty Bucket in the Input slot of the Furnace), a bucket of Water can be Frozen into an Ice Block(leaving the Empty Bucket in the input slot of the Furnace). This is also a potential method for Ice Cream, if Milk were crafted with several sugar, an egg, and wooden bowls (Resulting in bowls of "cream" and the empty bucket left in the crafting grid) and then the results Frozen. Slime Balls might be frozen to create Small Slimes, and even have the size of the slime based on the number of Slimeballs Frozen at in the same session (will spawn above the Furnace, and the output slot of the Furnace will remain empty)
Other uses may be added over time.
Gravel -
- Gravel no longer generates in the Nether.
Mushrooms -
- Can generate on the side of blocks now, and be placed there, much like torches. This applies to mushrooms growing in the Overworld as well.
UPDATED ITEMS:
- Snowballs -
- Snowfall -
Throwing a snowball at the top of solid block will place a snow covering on that block, if hitting the side of a non-burning block, the snowball will fall to the block it is above and act as if thrown at that block instead. Throwing snowball at water block will convert just that water block to Ice.
Crafting -
Placing a single Ice Block in the crafting grid will generate a single Snow Block.
Snow Blocks can not be crafted or frozen back into Ice blocks.
Extinguish -
Throwing snowball at mob will knockback mob. If the mob is on fire, the Snowball will have 50% chance of putting out fire. If a block is burning, the snowball will have 100% chance to put out fire on the side it hits, and 50% chance to put out fire on all sides of that block.
If the player is on fire, instead of throwing the snowball, right clicking with the snowball (in hand or sling) will automatically use the snowball on the player directly, with 50% chance of successfully putting out fire.
Nether -
In the Nether, snowballs will not place snow coverings or snow blocks or create ice. Anything that the snowball had 100% chance of doing(putting out fire on the same side of a block that the snowball hits) is cut to only 50%, and anything that was 50% chance(putting out fire on mobs and the player, and putting out fire on all sides of blocks) is cut to only 10% chance.
Minecarts -
- Boating -
Can be placed in lava to function like a boat. Will eventually burn and be destroyed, much slower speed than boat in water. Minecart will not float back to the surface of water if it goes under, and player will burn if this happens in Lava. When in Lava, the Minecart will slowly start to lose durability for each block of lava it travels over. Once the Minecart's durability runs out, flame animations will appear on the Minecart. (much like when arrows are fired through lava)
Durability -
On Easy, if the Minecart loses all of its durability, then the Minecart will not drop a Minecart when broken by the player. On Normal difficulty, the Minecart will break as soon as the player exits the Minecart, and on Hard difficulty, the Minecart will break as soon as its durability runs out. Asbestoskin from the Salamander can be crafted with a Minecart to prevent it from losing durability in lava and injuring the player via heat, but it will no longer be usable as a Minecart on tracks, will not drop a normal Minecart when broken, and still has a chance of burning when broken to an item while still in lava.
NEW MOBS:
- Tunnel Mite - (Credited to Rhinoceroscity) [MODEL NEEDS REVISED TO BE BLOCKIER(fewer limb joints)]
- Tunnel Mites have the same texture as Netherrack. They can be found near clusters of Gloomwood hiding in low light levels. They constantly seek the shadows and have the ability to climb both walls and ceilings. (when climbing walls or ceiling, they wont leave the wall unless attacking) They make no noise except when attacking. They have the same hitbox size as a chicken, but move faster. They can fit through 1x1x1 tunnels and are one of the few Nether Mobs without any resistance to fire. Tunnel Mites will naturally avoid stepping on Fright Bulbs unless the player is standing nearby, in which case they may deliberately walk on a Fright Bulb in order to set it off.
Spawn: 4-12, Darker areas = more likely to spawn.
Size: 1hx1lx1w
Speed: 100% Player speed
Health: 3
Damage: 0(only knockback) / .5 / 1 (dropping from the ceiling adds .5 and then doubles the damage they do)
Drops: Coal/Gloomshards?
Aggrieves: Anything that is in minimum nether light level (sealed room 2x2 room in nether and no lighting) and that it can reach without exposing itself to a lighting level of 12 or higher. Otherwise will run and try to find shadows to hide in and only attack incidentally, or climb up walls to get to the ceiling, trying to drop on their target from above. If one Tunnel Mite attacks a Mob successfully, other nearby Mites will join in the assault.
Brand - (Credited to MrTorb) [MODEL NEEDS REVISED TO LOOK BLOCKIER(fewer limb joints)]
- Brands are incredibly fast, and highly mobile, able to climb walls and leap great distances to attack their target. When they choose a target, they will announce it with a loud howl before charging towards their target in random leaps (Brands will not always charge directly at their target, but choose oblique angles until the actual attempt to strike, making them hard to target)
The most dangerous part of a Brand is that if it moves through fire or lava, it can be set on fire without taking any damage from it, and a Brand that is on fire has a chance of catching its targets on fire as well (if flammable) Rarely, a Brand will even be able to spontaneously catch itself on fire even without the aid of Lava or Fire, but these cases will always have a chance to drop Netherraze instead of their usual drop of Netherrack.
Spawn: 1
Size: 2hx1lx1w - 1hx2lx1w
Speed: 150-200% Player speed (250-300 speed during lunges; 5-10 block long, 1-2 block high jumps)
Health: 5
Damage: 3 / 6 / 8
Drops: Chance to drop Netherraze if it can set itself on Fire. If it can't set itself on fire using lava or existing fire, then it only has a chance to drop Netherrack.
Aggrieves: Will never attack another Brand. Attacks anything else. Attacks Ghasts only if within range.
Troll - (Credited to FireHazurd)
- Trolls will attack the player, Salamanders, Zombie Pigmen, and other Trolls on sight, attempting to move in to deliver strong melee attacks. If the player it is attacking receives a direct melee strike from a troll while standing on Netherrack, then that block will be broken (no drop) and the player will be lowered by one block. The same thing will happen to other mobs(except Trolls) attacked directly by a Troll.
As long as the mob the Troll is targeting is out of range, the Troll will rip Netherrack blocks out of its immediate surroundings and throw them at the player with the same flight speed and trajectory as an arrow. (blocks that miss will drop Netherrack as an item the player can pick up where they hit) It can do this without even needing to pause, and the same motion of hurling the block also counts as a melee attack. The Troll will prioritize blocks that are impeding its ability to move up and forward when deciding which Netherrack blocks to throw, and pull them out of the ground if it's path isn't impeded. If the Troll has no Netherrack within reach, it will not be able to throw projectiles.
Trolls will take minimal damage from fire and lava, but will never catch on fire. Trolls are immune to knockback(but still take damage) from anything that does less than 3/4/5 points of damage on easy/normal/hard difficulties respectively. What makes a Troll most dangerous is that it can regenerate HP when it is not actively attacking so breaking off an attack to run will allow it to recover as well.
Spawn: 1
Size: 2hx2lx3w
Speed: 110% Player speed.
Health: 20
Damage: 4 / 8 /12. Netherrack projectile does 2.5 damage on all difficulties with double standard knockback range.
Drops: 0-2 Demon Bones, Rare Chance to drop single Iron Ore or Blood Gem instead of Bones.
Aggrieves: Actively attack Salamanders, Pigmen, and other Trolls. Will knock back Ghast Bombs, but can direct the Ghast bombs at whatever their active target is, even the player. Will throw Netherrack at a Ghast if they manage to be injured by that Ghast's bombs, but will stop if the Ghast moves too far out of range.
Salamander - (Credited to Firehazurd)
- The Salamander is a large lizard that is immune to fire damage and lava. It uses it's tongue (similarly to the Zombie Pigman's lasso) to pull its targeted mobs towards it, generally trying to drag that mob into lava to kill it. The Salamander can still kill mobs that are immune to burning or lava by dragging them under and drowning them, though this obviously doesn't work on single height blocks. Even then, the Salamander will be biting them once they are within range. Like a Lasso, the Salamander's hold can be broken by doing 2.5 damage to its tongue, which will also deal .5 damage to the salamander. Salamanders will always try to retreat into lava if attacked.
Salamanders will also attack Netherafts, due to the Salamander's Asbestoskin that it uses. While they wont break it or damage the player, they will latch onto the Netheraft with their tongue and pull it in random directions until the player managed to break their hold on the Netheraft.
Spawn: 1-3 if in lava, 2-3 if on land (Salamanders never come out of lava unless another Salamander is nearby) Will only Spawn near or in Lava.
Size: 1hx4lx2w
Speed: 75% Player Speed on Land, 125% Player Speed in Lava
Health: 15
Damage: 2.5 (difficulty level determines range, speed, and pulling power of tongue attack)
Drops: 25% chance for Blood Gem. 75% chance of dropping Asbestoskin
Aggrieves: If within Lava, will attack anything within range, trying to drag it into the lava. Otherwise it will only try to attack Gluttons and Zombie Pigmen.
Spiked Grem - (Credited to Futil)
- A large sheep-like animal that is covered in sharp spikes. It will damage any mob it bumps into (except other Grems) often instigating other non-Grem mobs to attack them. If injured, they will run from whatever last attacked them (which may change as they bump into other mobs which in turn attack them). Due to their immunity to damage from fellow Spiked Grems, they are also completely immune to damage and knockback from arrows (arrows will bounce off, but can be reclaimed)
Spiked Grems have a unique diet; flames. They will eat any torches, Jackolanterns, and even open flames(extinguishing them in the process) that their path takes them across. A Spiked Grem can extinguish a burning Brand if it comes into contact with it. Logically Grems take no damage from flame blocks or mobs that are on fire, but they can still be injured and set on fire by lava.
Spawn: 2-5, Higher spawn rate in areas with high concentrations of fire or flames.
Size: 1.5hx2lx1w
Speed: Same as Cow or Pig when not running. 100% Player Speed when running.
Health: 12
Damage: 1 / 2 / 4
Drops: 0-2 Flint (only on death)
Aggrieves: Spiked Grems do not deliberately attack anything, but only damage other Mobs by incidentally bumping into them. Will run from the last mob that injures them.
Glutton - (Credited to FireHazurd)
- The Glutton is perfectly designed for finding food, and eating it. Though it moves and attacks almost exactly the same as a Zombie, if it attacks the player, it will also use the chance to steal a health recovery item from the player. The item is random, but things like Mushrooms, Eggs, and Buckets of Milk will also have a chance of being taken instead of actual recovery items. Sugar is particularly useful, as a stack of 64 will be treated as separate choices, and will be 64x more likely to be taken as a single sugar. Food and Recovery items in the quickslot will always have a higher chance of being stolen, non-recovery food items in the quickslot do no have a greater chance of being stolen than those in the inventory)
What makes the glutton most annoying is that it can also steal health recovery items that have been dropped on the ground, as well as cake that has been placed, and all of the items it steals can be used to recover its health. The glutton can store up to 9 items, but will only store recovery items (non-healing items like eggs and sugar are immediately digested and lost). When a Glutton uses a recovery item, the item will appear on its tongue for a moment before it closes its mouth and uses the item to recover. (the Glutton can eat cake directly from item form, without needing to place it) Even if the player has no recovery items to steal, the Glutton will still recover .5 HP each time it injures the player or a mob.
Gluttons can take damage from fire and lava, but will generally try to stay at least 3 blocks away from them at all times.
Spawn: 1 - 4
Size: Same as Cow
Speed: 100% of player's speed.
Health: 8
Damage: 1 / 2 / 3
Drops: Last item taken from the player that hasn't yet been used by the Glutton to recover health. Otherwise drops 1-2 Bones or Feathers, or sometimes 1 of each.
Aggrieves: Will attack Tunnel Mites and Spiked Grems. Each attack it makes on a Spiked Grem will also result in the Grem injuring it at the same time, Gluttons will generally kill themselves attempting to take down a Grem on Normal and Hard difficulties, provided they can manage to catch the Grem after its initial attack.
Netherwurm - (Credited to MrTorb)
- The Netherwurm is a large Maggot-like segmented worm that can move through Lava, Netherrack, Netherraze, and Soul Sand. It does not break these blocks as it moves through them, but when it is moving through solid blocks, the blocks will develop cracks as if being broken. It cannot move through any other types of blocks. It will only attack Gluttons and the Player, prioritizing whichever is closer. If a Netherwurm kills a Glutton (or the player) then it will grow an additional body segment. If a Netherwurm bumps into another Netherwurm, then they will merge into a single Netherwurm of a length equal to both of their lengths combined.
Each segment of the Netherwurm takes damage separately, and when broken, the segments to either side will become their own Netherwurms of the same length. If a Netherwurm is reduced to a single segment, it will die. A Netherwurm does have one major weakness; if its head runs into one of its own body segments, then all segments of its body will die as a single group. On Normal difficulty, this will only happen if the player can get on the exact opposite side of a body segment from the head of the Netherwurm, and on Hard difficulty, the player would also need to place non-nether blocks to either side of the body segment so that the Netherwurm could not easily find a path around its own body segment to get to the player (the player may also be able to create tunnel traps that would force the Netherwurm to loop back on itself, and then bait the Netherwurm into entering the trap)
The Netherwurm can raise any of its body segments into the air, as long as at least one of its body segments are either on top of or moving through a solid block. If all segments of the Netherwurm are unsupported, all segments of the Netherwurm will fall and damage from the fall will be applied to the frontmost body segments, until all damage has been distributed.
Spawn: 1 - 3
Size: min= 1hx5lx1w, max= 1hx10lx1w, can merge to become even larger.
Speed: 10% Player Speed per each segment (10 segments = 100%, 20 segments = 200%, etc) when unobstructed by blocks. Moving through a Netherrack or Netherraze block takes the Netherwurm 4x as long as for it to move through empty blocks. Soul Sand takes 8x as long as moving through empty air.
Health: 2HP for each segment the Netherwurm has.
Damage: .5 per 5 segments / .5 per 3 segments / .5 per 2 segments (all rounded up)
Drops: 45% Soul Sand 45% Netherrack, 1% Blood Gem, 9% Netherraze.
Aggrieves: Will attack Gluttons, or the player on sight, and can grow an extra segment if it successfully kills either. Generally ignores all other mobs and runs from any other mob that injures it, moving underground to get to safety. Will attack Tunnel Mites if attacked by them first, but will not grow from killing them.
NEW BLOCKS:
- Soul Glass:
- Smelting -
Soul Glass can be made by Smelting Soul Sand. This process uses twice as much fuel per block, and smelting a single block of Soul Sand takes four times as long as a normal block.
Features -
Soul Glass possesses a Blast resistance of 60, making it useful for building structures to withstand explosions while still being able to see the explosion through them. Soul Glass also has the ability to turn Opaque when a redstone current is run through it, though it is transparent by default. Soul Glass can also be crafted with Heavy Bones to make Soul Tools.
Glowstone Sand:
- Features -
Glowstone Sand is about half as bright as a full Glowstone block (light level of about 9-12) but has the advantage of dropping a Glowstone sand when broken, allowing the player to place or move it without restrictions. If unsupported, it will fall like sand (its light will go out during the fall and relight on landing, unless moving light is implemented) allowing the player to drop lights into deep caverns to see what is in the bottom.
Smelting -
However the most important feature of Glowstone sand is its ability to be smelted into a Glowstone block, allowing players to get a 4:1 return ratio instead of a restrictive 9:1 return ratio when mining Glowstone, but at the cost of extra time and resources spent on the smelting process.
Netherraze -
- Ore -
Requires Iron shovel or better to mine, which will return a single Netherraze Ore. Netherraze Ore can be found in any height level of the Nether. On a "per chunk" basis, Netherraze is more common than diamond, but each layer within a chunk of the nether has the same chance of generating Netherraze as the 0-16 layers of the Overworld have to generate Diamond. Netherraze Ore can be Frozen, not Smelted, to convert it into a Netherraze Ingot.
Burning -
Netherraze Ore will damage the player as if standing on fire when walked on or hit by hand, with same chances of catching player on fire. Striking it with wooden tools/items will burn those items.
Netherraze Ore can be used as fuel in a furnace to smelt 16 items at double standard smelting rate, while a Netherraze Ingot can smelt 8 items at double standard smelting rate. Both Ore and Ingot are only stackable to 8.
Midas Tears - (Credited to jvoorII)
- Flow -
A Gold Colored liquid that flows farther than water, but will still disappear like water when cut off from its source. The flow from Midas Tears will destroy any substantial (solid) blocks in the path of it's flow, but it will not flow over edges. Midas Tear flow can also be ignited and burn away, but a Midas Tear Source will not ignite.
Quickslot -
Midas Tears will change any ore based items that the player has in their quickslot to gold versions of the items if the player touches the block: Diamond and Iron Blocks are changed to Gold Blocks. Diamonds and Iron Ingots are changed to Gold Ingots. Compasses are changed to Watches. Buckets are changed to Gold Buckets, which can carry Midas Tears, but not Lava. Iron and Diamond tools will be replaced with Gold Tools. Any Iron Ore and regenerative items are replaced with Gold Ore, except for Apples, which are replaced with Golden Apples. Minecarts are replaced with 5 Gold Ingots. Iron and Diamond Armor that the player is wearing or has in their quickslots are replaced with Gold versions of those armor. Netherraze and Blood Gem tools will also be converted to Gold versions.
Non-Inventory -
Dropping any of these items into Midas Tears will have the same effect as if they were in the player's quickslots, dropping other items into Midas Tears will destroy those items as if in Lava.
Midas Tears will also damage the player similar to being in Lava, but will not catch the player on fire nor does it count as fire damage. If the player dies while in Midas Tears, then all items will be dropped into the Midas Tears block, and items that can't be converted to gold will be destroyed as if in lava.
Placed Iron and Diamond Blocks will also be replaced with Gold if they are adjacent to Midas Tears. Minecarts that touch Midas Tears will break, dropping 5 Gold Ingots instead of a Minecart.
(Stone tools will be replaced with gold tools, and leather armor will be replaced with gold armor ONLY if the Magic Furnace is not implemented. If the Magic Furnace is implemented, then regular furnaces will convert into Magic Furnaces the same way Iron/Diamond blocks convert to Gold Blocks)
NEW PLANTS -
- Gloomwood -
- Shadow -
A Nether Tree which has "leaves" of shadow and requires an Iron Axe or better to mine blocks from. All Gloomwood trees will be generated by the map on top of or on the bottom of a Soul Sand block, though Gloomwood blocks may be placed anywhere once gathered. A Gloomwood block will reduce the light level around it by 9, with the effect weakening the further away from the block it is and stackable with other nearby Gloomwood blocks. Gloomwood that is directly above or below a Soul Sand block, or directly above another Gloomwood that has a Soul Sand directly below it, or directly below another Gloomwood that has Soul Sand directly above it, will not produce Shadows, but will still freeze blocks based on distance.
Freezing -
Any water block that has its light level dropped below 10 by Gloomwood, or is within 3 blocks of Gloomwood, will freeze, and will not melt unless the Gloomwood block is removed or its light level is raised above 12.
Flowers and Saplings will not stay planted if a Gloomwood block is within 4 blocks, or if Gloomwood lowers their light level to less than 8, even if they are outside.
Fire will be extinguished and Jackolanterns will be reverted to regular Carved Pumpkins if either is subjected to 15 cumulative "negative light" levels, or is directly adjacent to a Gloomwood block.
Lava will turn to cobblestone if it touches a Gloomwood block in the Overworld, much like touching water. In the Nether, it will convert to Netherrack. A Lava BLOCK will convert to obsidian if it touches a Gloomwood block, but will destroy the Gloomwood block in the process.
Torches are either extinguished or broken if they are subjected to 14 cumulative "negative light" levels or are within 2 blocks of a Gloomwood block. Glowstone and Glowstone Sand are unaffected other than having their light levels reduced.
Gloomshards -
Gloomwood can be crafted into 3 Gloomshards.
Gloomshards provide the same amount of "shade" as a Gloomwood log, but can only be planted in Tilled Soul Sand, placed anywhere in Soul Sand, and can be activated and deactivated via Buttons, Levers, Pressure Plates and Redstone. Gloomshards are required to craft Netherraze tools. Gloomshards can be crafted in place of torches with Pumpkins to create Gloom Lanterns (which are of course immune to being broken by darkness from other Gloomwood) Gloomshards can grow into a Gloomwood tree only if Bonemeal is used on the planted Gloomshard.
Gloomshards on Tilled Soul Sand are active by default and can be deactivated by redstone.
Gloomshards on untilled Soul Sand are inactive by default and can be activated by redstone.
Deadbrush- (Credit to Zurich Antiock) [Temporary Placeholder Name]
[Temporary Placeholder Image]
- Features -
Deadbrush grows wildly near Gloomwood, and randomly around barren patches of Netherrack. Deadbrush will extinguish fire in a 3x3x3 area around it, and also remove any flowing liquids in the area immediately around it. It is the best way to protect a base from the randomly traveling fire or any flowing Midas Tears.
However, Deadbrush itself can be ignited and burn away without dousing the fire.
Fright Bulbs - (Credit to Zurich Antiock)
- Features -
Fright Bulbs are essentially naturally harvested, onion-shaped Grenades. They primarily are found growing like Carrots or turnips in Soul Sand,(does not need to be tilled) with their main body hidden, but their leaves showing on top of the block they're buried in.(custom appearance pressure plate) They are often scattered around Gloomwood Trees, making their telltale leaf pattern difficult to spot. Stepping on the leaves of a Fright Bulb will set it off the same as stepping on a pressure plate placed on top of TNT, but with an explosive radius of 2.
Gathering -
Gathering Fright Bulbs requires the Hoe to be used on the leaves, or a Shovel to be used on the block they are on top of. Trying to break either by hand will drop a leafless Fright Bulb, which will blow up(Explosive Power = 2) after only a second. The higher the tier of the Hoe or Shovel used, the higher the chance of getting a placeable Fright Bulb, but just as importantly; the longer the Fright Bulb will take to explode if it drops a leafless bulb. (Diamond has 95% success rate and 5 seconds if failed. Blood Gem has 100% success rate. Gold has only about 25% chance of success, but a leafless bulb will take 10 seconds before it will explode) A Netherraze Hoe or Shovel will instantly detonate the block as if the leaves had been stepped on.
Using -
Fright Bulbs cannot be stacked. While holding a Fright Bulb, if the player is targeting a block when they press right click, the Fright Bulb will check if the player is targeting the top of a shovel mineable block. If so, the Fright Bulb will be "planted" placing the leaf "pressure plate" on top of that block. If not, nothing will happen. If the player isn't targeting any blocks at all, then the player will tear off the leaves of the Fright Bulb, activating it, at which point throwing the Fright Bulb roughly 15-25 blocks.
Notes -
- Fright bulbs may be planted in Grass, but will remove the revert the block to dirt.
The Fright bulb pressure plate is affected by gravity, and will thus fall with gravel and sand. If the Gravel or Sand block is converted to an item by falling onto a torch or pressure plate, then the Fright Bulb will drop a leafless fright bulb(which will explode) the same way as if it were mined by hand.
Fight bulbs can be planted in Netherraze Ore BUT pretty much always result in an immediate explosion.
Fright bulbs that are planted in Soul Sand (in which they are generated naturally by the map) actually take 2 seconds for the explosion to occur instead of exploding immediately. (useful for creating traps that you can run through and have set off on pursuing enemies)
Mushraves - (Credit to Zurich Antiock)
- Features -
Mushraves can generate the same way regular Mushrooms do, though only in the Nether. They come in Red, Green, and Blue colors. They produce a light level of 7, of the appropriate hue.
Crafting -
Mushraves can be crafted into Rave Gel, similar to mixing dyes, but using the Light color wheel instead of the Pigment color wheel. It uses the same recipe for making Mushroom soup:
Rave Gel is not stackable, and can be placed directly, and provides Light Level of 11, but can also be used in place of Torches when Crafting Jackolanterns to provide a colored light level of 15. (Colored "Raveolanterns" will still be reverted to Pumpkins by Gloomwood the same way Jackolanterns are)
NEW ITEMS:
-
Glowstone Lamp -
A Glowstone Lamp is actually 2 blocks tall, similar to Fences or Doors. Also like Doors, Glowstone Lamps cannot be stacked, but the advantage they have over stand-alone Glowstone Blocks is that they may be picked back up by breaking the "post" section of the block. Breaking the "glowstone" section of the Lamp will drop a single Glowstone dust and a Demon Bone so caution must still be used when breaking them down.
Glowstone Lamps may only be placed on the floor or ceiling, not on any walls.
Gold Bucket -
Can be crafted from gold by replacing the iron ingots recipe for a regular bucket with gold ingots. Cannot pick up Lava, can carry Midas Tears. If an Iron bucket attempts to carry Midas Tears, it will be replaced with a Gold Bucket carrying Midas Tears.
Netheraft -
Minecart crafted with Asbestoskin, can survive lava without losing durability.
Heavy(or Big) Bone -
Heavy Bones are dropped by some of the larger mobs, like Salamanders and Trolls, while regular bones may be dropped by Gluttons, Brands, Grimhounds, and even Spiked Grems.
Heavy Bones are the only method of taming a Neutral Grimhound. You can use regular bones on a Grimhound, but it will never tame it, and may even make it hostile towards you if you pester it too often. Heavy bones have nearly 100% success rate when used on regular Wolves. Heavy Bones can be smelted to make Demon(or Blackened) Bones.
Demon(or Blackened) Bone -
Heavy Bones are dropped by some of the larger mobs, like Salamanders and Trolls, while regular bones may be dropped by Gluttons, Brands, Grimhounds, and even Spiked Grems.
Demon Bones cannot be reverted to bones or bonemeal, nor can they be used to tame any wolves or grimhounds. These bones can only be used, and are the only material that can be used, with Blood Gems to create Blood Tools. Demon Bones can be thrown by hand, will travel roughly 10-15 blocks, and will do roughly 2 HP of damage. It has roughly a 25% chance of breaking if it hits a mob, and will otherwise drop to the ground where it can be picked back up. This can be used with Wolves to play fetch. Grimhounds don't do "fetch".
Portal Compass -
The Portal Compass points to the location of the last Portal that the Player ARRIVED through, even if it has since been destroyed. This is specific to the player who is holding the compass at the time, so players who came through different portals will see a different direction displayed while holding the same compass.
The compass is specifically updated when the player has used a Portal to move between the Nether and Overworld, so using an Emergency Port can allow the player to keep from resetting which Portal the compass is pointing to. If the player has not arrived in their current realm through an actual Portal, then a Portal Compass will only spin randomly as if in the Nether.
Though designed for use in the Nether, it is not entirely immune to the distortion of time and space that causes Compasses and Watches to malfunction in the Nether. The Portal Compass will only point to the Portal in the Nether for one second at a time, with 1-15 seconds of random spinning between. (Alternately, the Portal Compass could be made to only point to the Portal in the Nether if the player is standing on a Non-Nether block)
Emergency Port -
The Emergency Port allows the player to have an immediate route to escape from Overworld to Nether, or Nether to Overworld, however no Portal is actually generated at either location. This means that the trip will always be one way and that the player can even wind up trapped in solid rock. Using this method will also keep the Portal Compass from updating the last portal you came through, so this is a must-have item for creating waypoints through the nether to specific locations.
The item is consumed upon use.
Blood Gem Tools -
Blood Gems cannot be found by mining. They can only be obtained as rare drops from specific hard to kill Mobs like Salamanders, Trolls, and Netherwurms, and found in Treasure Chests. Blood Gems cannot be stacked.
Blood Gem Tools takes normal damage while in the Nether, unlike Overworld tools, which take double, but Blood Gem tool will take double durability damage when used in the Overworld.
All Blood Gem Tools have Diamond durability when used in the Nether, and count as a standard use when used as weapons.
- Blood Sword -
Nether Damage = 1.5xDiamond (7.5HP), Overworld/Aether Damage = Diamond (5HP)
Nether Durability = Diamond in Overworld, Overworld/Aether Durability = Diamond in Nether
Right click to sacrifice HP to charge next attack (-1HP = +.5 Damage, capped at 12 in Nether and 9.5 in Overworld)
If player switches to another quickslot or opens inventory, then charge will be lost, BUT bonus damage will only be used on a targeted mob if the standard amount of damage does not kill them, and only leftover damage from the charge can be applied to the next attack. (attacking a glutton only takes 6 damage, which doesn't go over 7.5, so charge remains intact.
(the "charged damage" is applied in rapid .5 increments, that do no knockback and ignore damage immunity, AFTER the initial attack. As soon as the target mob dies, the charged damage that remains is left for the next attack to use so, provided the player doesn't switch off of the sword or open their inventory)
Players CAN kill themselves by being greedy and sacrificing all 10HP.
Blood Axe -
Nether Damage = 1.5xDiamond (4.5HP), Overworld/Aether Damage = Diamond (3HP)
Nether Durability = Diamond in Overworld, Overworld/Aether Durability = Diamond in Nether
Mines all Nether "wood" blocks instantly. Mines other blocks at same speed as Diamond.
Blood Pickaxe -
Nether Damage = 1.5xDiamond (rounded to 4HP), Overworld/Aether Damage = Diamond (2.5HP)
Nether Durability = Diamond in Overworld, Overworld/Aether Durability = Diamond in Nether
Mines all Nether "stone" blocks instantly and Obsidian in 5 seconds instead of 15. Mines other blocks at same speed as Diamond.
Blood Shovel -
Nether Damage = 1.5xDiamond (3HP), Overworld/Aether Damage = Diamond (2HP)
Nether Durability = Diamond in Overworld, Overworld/Aether Durability = Diamond in Nether
Breaks all Nether "dirt" blocks instantly. 100% success rate at Mining Fright Bulbs without activating them. Mines other blocks at same speed as Diamond.
Blood Hoe -
Nether Damage = 1.5xDiamond (IF hoes do more damage than fists), Overworld/Aether Damage = Diamond
Nether Durability = Diamond in Overworld, Overworld/Aether Durability = Diamond in Nether
Returns no seeds if used on grass, but will instantly grow and harvest wheat at any stage beyond the initial grass seed. 100% success rate at Mining Fright Bulbs without activating them.
Netherraze Tools -
- Raze Sword -
Damage = Diamond w/ 25% chance to set mob on fire(if flammable)
Durability in Nether= 2xIron, Durability in Overworld/Aether = Iron.
Ignites any block or mob when right clicked, returns Cooked Porkchop if used to kill a Pig, and Cactus Green if used on a Cactus.
Raze Axe -
Damage = Diamond w/ 20% chance to set mob on fire(if flammable)
Durability in Nether= 2xIron, Durability in Overworld/Aether = Iron.
Breaks all wooden blocks instantly, but gets no drops from wood planks. Log blocks and Workbench drop Charcoal, Chest drops 2 Charcoal. Gloomwood drops 3 Gloomshards.
Raze Pickaxe -
Damage = Diamond w/ 20% chance to set mob on fire(if flammable)
Durability in Nether= 2xIron, Durability in Overworld/Aether = Iron.
Speed = Iron on Overworld Blocks, Diamond on Nether Blocks. (regardless of location)
Smooth Stone is returned upon mining Stone/Cobblestone/Mossy Cobble. Ingots are returned when mining Iron/Gold Ore. Mining Coal Ore has 50% chance of failing to mine. Cannot mine Obsidian.
Raze Shovel -
Damage = Diamond w/ 20% chance to set mob on fire(if flammable)
Durability in Nether= 2xIron, Durability in Overworld/Aether = Iron.
Speed = Iron on Overworld Blocks, Diamond on Nether Blocks. (regardless of location)
Glass is returned when used on Sand, 4 Brick when used on Clay blocks, and Flint when used on Gravel.
Snow Blocks turn into Water Source blocks when mined, and Snow (Layer) returns nothing.
Raze Hoe -
Damage = Diamond w/ 20% chance to set mob on fire(if flammable)
Only tool capable of tilling Soulsand for Grimwood shard to be planted in. Grass and Wheat that are tilled gives no seeds, dirt that is tilled will take much longer to turn damp from being next to water.
Soul Glass Tools -
- Soul Sword -
Damage = Iron, and will cause all mobs hit to move as if walking on slowsand, and if they have any attacks, the interval between attacks will be lengthened by a similar proportion
Durability in Nether= 2xStone, Durability in Overworld/Aether = Stone.
Speed = Wood or Gold (whichever is slower) on all blocks regardless of location. When the player clicks to swing, there will be a delay of one second after each click before the tool will be swung.
Anything that the block or mob drops on breaking or death will automatically be sucked into the player's inventory (and dropped only if the player's inventory is full)
Soul Axe -
Damage = Iron, and will cause all mobs hit to move as if walking on slowsand, and if they have any attacks, the interval between attacks will be lengthened by a similar proportion
Durability in Nether= 2xStone, Durability in Overworld/Aether = Stone.
Speed = Wood or Gold (whichever is slower) on all blocks regardless of location. When the player clicks to swing, there will be a delay of one second after each click before the tool will be swung.
Anything that the block or mob drops on breaking or death will automatically be sucked into the player's inventory (and dropped only if the player's inventory is full)
Soul Pickaxe -
Damage = Iron, and will cause all mobs hit to move as if walking on slowsand, and if they have any attacks, the interval between attacks will be lengthened by a similar proportion
Durability in Nether= 2xStone, Durability in Overworld/Aether = Stone.
Speed = Wood or Gold (whichever is slower) on all blocks regardless of location. When the player clicks to swing, there will be a delay of one second after each click before the tool will be swung.
Anything that the block or mob drops on breaking or death will automatically be sucked into the player's inventory (and dropped only if the player's inventory is full)
Soul Shovel -
Damage = Iron, and will cause all mobs hit to move as if walking on slowsand, and if they have any attacks, the interval between attacks will be lengthened by a similar proportion
Durability in Nether= 2xStone, Durability in Overworld/Aether = Stone.
Speed = Wood or Gold (whichever is slower) on all blocks regardless of location. When the player clicks to swing, there will be a delay of one second after each click before the tool will be swung.
Anything that the block or mob drops on breaking or death will automatically be sucked into the player's inventory (and dropped only if the player's inventory is full)
Soul Hoe -
Damage = Iron, and will cause all mobs hit to move as if walking on slowsand, and if they have any attacks, the interval between attacks will be lengthened by a similar proportion
Durability in Nether= 2xStone, Durability in Overworld/Aether = Stone.
Speed = Wood or Gold (whichever is slower) on all blocks regardless of location. When the player clicks to swing, there will be a delay of one second after each click before the tool will be swung.
Anything that the block or mob drops on breaking or death will automatically be sucked into the player's inventory (and dropped only if the player's inventory is full)
Current Debated Topic -
What type of Weather, or Natural Disasters should be in the Nether? A fair amount of these suggestions will probably be kicked off if they're too complicated to code, so the simpler the suggestion the more likely it would survive.
Old topic:
[size=xx-large][color=#FF0000]These ideas are not yet part of the full proposal. They need to be discussed, tweaked, and balanced, SO ADD YOUR TAKE ON THE SUBJECT[/color][/size] [img]http://images1.fanpop.com/images/image_uploads/Hellhound-urban-legends-856566_495_539.jpg[/img] [quote=GreyAcumen][quote=sabata2]It was probably next on the list of mobs to make it, but we were already past the agreed upon quota for monsters. Plus, it wouldn't have been tameable. Every mob in the Nether is either neutral or out to get you.[/quote] Hey, Sabata, I just realized that we have been overlooking a very important "threat" angle here: Traitors. Go ahead, add in the Hellhounds. They always spawn in a pack minimum of 2. Hellhounds are actually Neutral by default, however if a PACK LEADER(slightly larger variant, minimum 1 per pack; more mane? bigger fire? darker color?) targets something, they will also turn hostile towards that target until the pack leader is killed. Once a pack leader dies, they'll turn Neutral,(not friendly) and if you have Demon Bones, you can feed them to the remaining Hell hounds in order to take them on as allies. HOWEVER. Unlike Wolves, Hellhounds are fickle Allies. the more enemies that a particular Hellhound takes down gives it more experience, and if a Hellhound gets enough Experience, it can grow into a Pack Leader, and can lead the other Hellhounds to rebel and turn hostile towards you again (the chance of a hellhound turning on you when a Pack leader is present is 100% by default. If they are completely happy then that chance can be reduced by up to 25%, and if they are badly injured, then the chance can be reduced by up to a further 25% The best chance they have of not turning is 50%)[/quote] [quote=GreyAcumen]I think Hellhounds should need a "fear" meter rather than a happiness meter. Basically if you have personally killed more mobs (hostile mobs worth more) than they have while they are in the party, then they will "fear" you by an appropriate amount, but if they have close to the same kill level as you, or more, then their fear level will decrease. If their fear level gets too low, they will start to occasionally attack you without going hostile. Once they attack, you have a limited amount of time in which to retaliate in order to raise their "fear" level back up. The more damage you do, the more it will fear you, but if you kill it (BEFORE the retaliation period ends) then the other Hellhounds will have their fear levels raised. Hellhounds require grilled pork to eat in order to recover health, but if this is given during the retaliation period, then it will lower their fear of you, so you have to weigh carefully if it's more important to have their fear up, or if you need their health up so they don't die if a skirmish starts.[/quote] [quote=GreyAcumen][quote=sabata2]Another quesion, if YOUR pack happens by another pack that has a Cerboss, should you lose your pack to the Cerboss' leadership qualities? (To try to handle 2 Cerboss trying to spawn in your group at once)[/quote]Basically, yes. Cerbros don't love you, they fear you. If they think they can get away with it, they'll turn on you. If there are 2 Cerboss, then they should actually start competing with each other, and the Cerbros should remain neutral until they sort out differences.[/quote]
I would give you guys a Sig image, but I do not have one. Make one for us, and you'll have your image.
Modding Path - (For those daring enough to try)
Quote from GreyAcumen
one thing to keep in mind is that not everything needs to be implemented at once.
Start out just by updating the Zombie Pigmen and Ghasts, Mushrooms growing on walls, and update Soul Sand to Sticky Soul sand here (then at least it would have SOME sort of useful purpose) Glowstone Sand should also be introduce towards the beginning.
Then update to let the player use different sized portals, and throw in Portal Compass and Emergency Port, and the ability to melt Obsidian with Lava, and bone tools. This is probably a good place to add in the Gluttons.
Then update minecarts working in Lava, and updating lava so it can form volcanoes, and update the level generation process to occasionally generate natural volcanoes. Add in the Salamanders and Netherafts shortly after.
After that, you can throw in the Netherrack that can have its flames move from block to block, along with this, update the snowballs, see about adding in the corruption of blocks, and add in Spiked Grems.
From here you move onto adding in Gloomwood and Fright Bulbs, along with Tunnel Mites, and the ability to use Gloomwood in furnaces for freezers.
then you have the stage set to start adding in Netherraze Ore, Demon Bones, Blood Gems, Raze and Blood tools, add in the blight effect on regular tools and also regular plants, throw in the Netherwurm, and possibly the Troll or Brand.
Then add in Mushraves, Dungeons, and Grimhounds, Midas Tears, Golden Buckets, Deadbrush (or whatever it will be called) and the Troll or Brand if they didn't make the previous update.
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Strottinglemon posted a message on Did the Terrain Become BORING? (UPDATE 6/5/13 - 1.7 is a biome update?)The problem I have with it is: EVERY. WORLD. LOOKS. EXACTLY. THE. SAME.Posted in: Discussion -
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qwertyz posted a message on OceancraftThere is a modding team starting up in order to make these ideas happen. Join if you're interested! http://www.minecraftforum.net/topic/317467-oceancraft-wip-modding-has-begun/Posted in: Suggestions
As mentioned in the Creeperspodcast #2: viewtopic.php?f=3&t=75588 Around 19:28
And this review by the people at Terracraft
http://www.terracraft.net/deeper-oceans-yes-please/
ATTENTION!
I made a Get Satisfaction post for Oceancraft.
Oceans. They aren't very impressive at the moment. Simply flat, moderately sized, pools of water, or channels. No sea mounts, no life, and incredibly dark a few blocks down into the water. I find this a shame, as oceans should be vibrant, full of life, danger, and in all, somewhat like a brand new world, under the waves.
Post! I don't care if its little as, "Yes! I like this idea!"
TL;DR at bottom. But seriously, read it anyways, its not that long. OK, that was a lie, but w/e.
Firstly, here is a disclaimer:
-----DISCLAIMER-----This thread is a collection of ideas. Not all ideas have to be added. So if you see a certain idea you don't agree with, remember, I'm sure most of them can be done separably.
1. Water depth, and ocean size
For any of my idea to come to fruition, oceans MUST become larger and much deeper than they are currently. Without it, none of my following ideas could work. Assume this is now the case. This will become clearer as you read my post.
2. Water, and Lighting
OK. So if you ever so much have set foot into an ocean, you know light and water do not mix well, at all. It becomes near pitch black after a small amount of blocks. This discourages a great amount of underwater exploration, and in all, makes the seas very depressing.
So here is what I propose, allow light to go through undiluted for, say, 30 blocks(See point #1). By 35 blocks then, it will be pitch black. This allows for a greater range of activities underwater, because now you can see a good amount of space underwater.
3. Terrain
The oceans currently under the seas in MC are flat, and uninteresting. This should not be the case. In fact, there should be fantastic under water formations, ranging from sea mounts, to trenches, leading nearly to the bedrock level. With improved lighting, these formations give the impression of a varied landscape under water, making it look very nice indeed. While I do admit most of the oceans in real life are simply sand plains, it they should only exist deep out in the ocean, or not at all, if Notch chooses to do something like this.
4. Life, and Danger
The seas are not without life. While I'll mostly be concentrating on lifeforms that make it so that the underwater would look nice, I think other suggestions for sea monsters, and things of the such would fit nicely too.
Anyways, kelp, coral, and sponge, they all are a part of the ocean, and they add a splash of color to the otherwise sandy terrain. I think some people have already suggested such items, but I will add my opinions on them. Kelp would be like underwater reeds, but wavy. Coral could have fish spawning abilities. They also come in reefs, and multiple colors! Sponges could be.. sponges. While they don't seem to have much function(as I put it anyways, no doubt some other person came up with ideas for them), they add character to the oceans. Fish also need to become visible, it makes me sad how I can't see all the fish swimming around in the water.
Quote from MagicM »Okay so heres how i would implent the sponge because obviously - drying a house by filling everything with blocks and breaking them again is really boring.
So basically there are to sponges -> wet and dry. The only sponge that can spawn is the wet one. It simply spawns randomly in the ocean. By putting the sponge into a furnace you can get a dry sponge which has an actual use.
If you place the dry sponge it sucks up all water in a 3x3 space (not sure where in that space the sponge will be). Also no more water can flow into that space. The sponge also turns into a wet sponge by doing this.
Some ideas:
Different kinds of shark: viewtopic.php?f=1&t=67138 By: charle88
Sea Serpent: viewtopic.php?f=1&t=52990 By: Rhinocerosity
Lamantises: viewtopic.php?f=1&t=66196 By: Blablah99
Octopus: viewtopic.php?f=1&t=59316 By: FireHazurd
Eels: viewtopic.php?f=1&t=76439 By: Blablah99
Lurkers: viewtopic.php?f=1&t=76647 By: charle88
Various others: viewtopic.php?f=1&t=219082 By: lemonnater
GHOST PIRATES! Note this is more of a fun idea, than an ABSOLUTE addition. I still think it's cool though.
Quote from BombJoe »Ghost Pirates would be awesome. They'd spawn at night on dark, wide oceans and would just sail around the seas on big, blue-ish transparent, glowing ships and don't bother if you where close to them. If you sailed into the ship you'd be transported into it, like with The Nether. The inside would be like a big dungeon with chests all over the place and Ghost Pirate Mob Spawners. It would be like the ghost ship in LoZ: Wind Waker, with the weird music when it's near and stuff, see?
The Ghost Pirate mobs would have 2 modes, cutlass and pistol.
With the cutlass they'd fly around and swoop down on you ones when they see you. After they swoop down they'd land and attacking you on ground, which would allow Mojang to add awesome sword duels with epic fight music!
With the pistol they'd also fly around but shoot on you, and after shooting a shot they'd have to reload for 5 seconds and would slowly fall to the ground while doing this, which would give you a chance to hit them with your sword.
There could also be a boss mob inside, the Captain.
The Captain would shoot a shot at you when he sees you but would throw a bottle of rum at you that'd put a block on fire. If you got to close he'd bring out his cutlass and fight you in close combat. If he had less than 4 hearts he'd start yelling after his crew who'd come to help him (maybe 1-3 ones each time).
What do you think? Is it a good or a bad idea?
5. Resources and materials
While I personally do not have any idea for this, I think it should be possible for new materials to be generated in the oceans, or more of an existing material should generate there, such as clay.
Quote from Blue_vision »If rivers ever get added, deltas around rivers abundant in clay and dirt would be great. Also, if the ocean floor is made really, really deep, then perhaps the abyssal plain could be made up of solid clay layer.
6. Deep sea exploration/Extended exploration
We can only hold our breaths for so long. And without a form of extending our air supply, there is no way we will be able to stay underwater for very long to admire the sights, or wrestle with the sharks. I already know there are multiple ideas for something like this, so all I'm saying is, if this thread ever comes to fruition, Notch should pick an idea, and throw it in with the update too. Also, for deep sea explorers, we'll need a water-proof light source. Again, I'll leave this up to someone else, but we NEED them if this idea is to work.
viewtopic.php?f=1&t=97744-Scuba gear by xelnos21.
Ideas:
Quote from zophah »I was thinking about the whole diver suit / scuba gear, and realized a few ideas in their implementation. (any similar ideas were borrowed from and identical ideas I did not see) I sorted them into 7 underwater clothes. In all these crafting recipes = leather, = string, and = wool.
Scuba tank:
[]
It looks and acts as a leather armor but adds a cylinder to the back of the player. When holding your breath underwater (the bubble indicators) and you run out of air, the scuba tank will automatically refill the air and then loose durability. This means if you fight too much underwater your tank will deteriorate and you will start to drown. It also means that if you don't pay attention to the durability (as a air indicator), it might break on you.
Scuba mask:
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Again it holds up as a piece of leather armor, but with an opaque visor over the face. When holding your breath you will have an additional 2 bubble indicators. not only does this work well alone, but it also greatly magnifies the duration of the scuba tank (as your breath lasts longer between tank durability losses).
Scuba flippers:
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[]
[]
Just like the other 2 items in the scuba set these work as a piece of leather armor. The benefit is that while wearing these the player's horizontal movement though water moves at normal speed. And of course the player's normal speed is limited to the equivalent of walking through water. (essentially switching the 2 movement speeds)
Diver's Helmet:
It works just like an upgraded version of the scuba mask. It functions as a steel helmet and grants 4 (or 5 if that is what everyone wants) extra bubble indicators. A counter for its effectiveness however is that it limits your vision to a circular view port, making it dangerous to use if you can't see monsters.
Diver's Suit:
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Again, an upgraded version of the scuba tank. It functions as a steel chest plate and looses durability in the same way as the tank. However, an added feature to using the diver's suit is that your mining speed is not penalized for being underwater, allowing for quick and easy underwater excavation!
Flotation gear:
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Functions as a pair of leather pants, but has the effect that the player will sink slower and rise faster while in water. This does still mean that the player will have to jump or use a boat to stay afloat, but that it will be easier to return to the surface. The drawback is that you will be more susceptible to any knock back effects such as water currents, arrows, or explosives (creepers too).
Diver's weights:
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[]
The opposite of flotation gear, it has the use and durability of steel leggings. A useful tool but difficult to master, it makes jumping and falling through water as if it was on normal ground, effectively allowing you to walk on the bottom of the water. As an added bonus any knock back effects are reduced as well. The difficulty is that falling damage on land increases much more quickly, damaging you even from smaller drops and easily becoming lethal.
And I know about Lightstone and Jack-o-lanterns. But they do not fit for the purpose. They are either hard to obtain, or extremely inefficient in gathering. That doesn't make it a very good underwater light source.
7. Tides
Quote from FunnnnyDrake »Here's two more ideas:
1. Tides: If the moon gets phases, the ocean gets tides. Tides go up and down depending on the phase of the moon. 'nuff said.
2. Waves: Exclusive to the ocean (maybe on lakes IF we got weather), like tides but much, much more short term. A quick little splash and It is done. Possibly surfing? Also, tsunamis. If we get disasters, after an earthquake a tsunami has a 30% chance of appearing on the beaches, declining 5% every 30 seconds after the shaker. This would not be a large wave, this would be a WALL. It would blast away every thing and that includes players, trees, dirt (to some lengths) and even stone.
Also, this video is the best video I have ever seen. It also relates!
Oh, hey! Lookie! http://twitter.com/#!/jeb_/status/25458949939535872
8. Boats
On the topic of boats, the quote I listed below is just one variation. If you wish to post a link to another boat idea, feel free. I shall add that too. If you see a ------- line, it means the following link/quote is a separate idea.
Quote from qwertyz »Supporters of big-boats, rejoice!
http://twitter.com/#!/notch/status/13314124024909824
"I'm going to try to make fancy huge customizable boats, but it's far from certain it can be done!"
-Notch
At least he'll try to do so! :biggrin.gif:
viewtopic.php?f=1&t=52908 By GreyAcuman
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viewtopic.php?f=1&t=142196
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More Customizable boats: viewtopic.php?f=1&t=19455&hilit=mystify
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Quote from H.P.Love2Craft »I came here to post some recipe ideas for multiple tiers of ships. But before I do, must say thanks for this post. Oceans definitely need work. Must be as you say Bigger (ALL biomes need to be at least 4x bigger IMO), Deeper and have the light filter down a little bit more.
That said, the multiple tiers of ships.
We already have boat (non stackable object):
[] [] []
[]
Now add the following (object type and additional possible uses for components included in parentheses):
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[*:300xeveb]Component: Sail (inventory stackable sprite) (hot air balloons are suggested elsewhere and sails could be used in their fabrication as well. maybe kites and tents too?) ( = cloth):
[] []
[]
[] = 1 sail ( = sail)
[*:300xeveb]Component: Rope (inventory stackable tile) (can be used like a ladder but much slower movement) ( = string) ( = plant hemp-basic resource not in game yet):
[]
[]
[]
or
[]
[]
[] = 1 rope ( = rope)
[*:300xeveb]Component: Rope Coil:
= 1 rope coil ( = rope coil)
[*:300xeveb]Component: Medium Hull (nonstackable object. = iron block. = boat):
[] [] []
= 1 medium hull ( = medium hull)
[*:300xeveb]Component: Large Hull (nonstackable object. = gold block):
[] [] []
= 1 large hull ( = large hull)
[*:300xeveb]Component: Large Mast (nonstackable object) (other than being used as a component, can be placed anyplace with 3 squares tall of space and can double architecturally as a flagpole or spire--could even be used in a simple recipe for flags or banners if we ever get those):
[] []
[] []
[] [] = 1 large mast ( [>>-i>] = large mast)
Then start putting these together into boats with various speeds, storage areas, deck sizes, # of players it can accommodate. And looking forward to types of mplayer, even number of defensive stations?
(Note that row boat speed should be MASSIVELY reduced for any of these to make sense!)
Some suggestions (substitute symbols from above are still in effect!):-
[*:300xeveb]Simple Sailboat (slightly larger boat than we have now with a spot you click to pilot as well as small 3 x 3 built in storage. moves at the speed of our current boats. yes I suggest the nerf to our current boats :tongue.gif: Hate me.):
[] []
[]
[] []
[*:300xeveb]Large Sailboat (same as above, but 6 x 3 storage and room for up to two more passangers):
[*:300xeveb]Small Cargo Ship (large ship with space on deck and below deck. 3 built in storage points the size of 1 small chest on deck. 2 storage points the size of 2 chests below decks. Up to 7 players can board the ship at any given point. Boarding ladder on one side. Can only travel and be placed in water that is 4 squares deep.):
[]
[>>-i>]
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[*:300xeveb]Large Cargo Ship (very large ship. 5 built in storage points on deck size of small chest. two decks below deck. 6 storage points the size of double chests below deck. 1 furnace on deck. Up to 15 players can board and ride the ship. Boarding ladder on both sides. Can only travel and be placed in water that is 5 squares deep.):
[>>-i>] [>>-i>]
[*:300xeveb]War Ship (whaling ship?!?) (large ship designed for combat. has gunnery points that are like single square windows, open with barrels next to each one providing 3 x 3 storage for weapons and ammo. Limited cargo with only 2 storage points the size of single chests. 1 Furnace on board below deck. Can only travel and be placed on water that is 4 squares deep.) ( = Iron Block):
[>>-i>] [>>-i>] []
So those are some ideas for shipwright recipes as well as some loose ideas of what ships could travel where and how. If the recipes seem sort of resource intensive, they should. If they don't, well those component recipes need to be revised towards the more expensive.
I also realize that ships of this magnitude would represent an entire new game system. But still, if we're going to get big big vast oceans, we should have the vessels suitable for crossing them!
9. Weaponry
Quote from Razre »UNDERWATERCOMBATCONCEPT GO!!
SINCE the seas would become significantly more dangerous under your idea, namely with the sharks and octopuses and sea-monsters and what not, one should be able to wield significantly more dangerous sea weaponry.
I GIVE YOU HARPOONS:
Harpoon point:
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harpoon point( ]" title="-<->" /> )
Harpoon:
[] [] ]" title="-<->" />
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EXPLOSIVE HARPOON:
[] [] ]" title="-<->" />
[]
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The advantage of a harpoon would be that it would serve the dual purpose of a sword and a bow and arrow underwater. Because of the physics of water, a heavy harpoon would fly farther and with more force than a flimsy arrow underwater, but would fly far shorter on dry land. Advantages of the harpoon would be that it does more damage than a standard arrow, and the explosive harpoon would detonate after a certain amount of time, making it an effective method of fighting sea monsters. Other perks include: picking up harpoons from the suggested rare 'sea phantoms', and the jagged tip making the harpoon visibly stay stuck in your enemy, like what arrows do for regular blocks above the waves. this would result in you standing a chance to re-collect your harpoons from a defeated enemy, rather than losing all that flint, and impaling an enemy with an explosive harpoon would make them a 'suicide bomber' if you manage to hit one that happens to be part of a group. The other perk of an explosive harpoon would be that it would serve the purpose of regular TNT, but if you miss, the AoE of the blast will compensate for your shoddy aim.
10. Natural Hazards
Just some ideas to make oceans a little more interesting by adding some naturally spawned hazards.
Whirlpools - Ranging to tiny, to humongous, they are a series of currents whirling together in a downwards-clockwise/counter clockwise motion. Thus, they can suck you in, and drown you if you are not prepared.
-Inspired by Jasonaris.
Currents - Huge, underwater highways of moving water. They aren't that dangerous, but if you are caught in one, you could drift off quite a distance.
Quote from MrBaCoNZz »I had an idea: Icebergs!
In a snow biome, icebergs could be generated on the water. They would be much larger under the water, but would only work if the deeper oceans are implemented. To make these best, however, there would have to be less ice on snow biome water, so to make it a sailing hazard rather than a pretty sight.
It would be like this:
= Ice
11. Scenarios where this idea is beneficial in game
- You want to build an underwater house. You always get frustrated by the lack of light, and you either get supremely slowed down by the lack of light, or you quit. If this idea works, you will be able to see underwater, breath underwater, and when you are finished, you could have a spectacular view of an underwater volcano or something
- You need clay for your fire place. You travel, travel, and travel, and don't find enough of it on the surface. If this idea gets added, you can see underwater, and you will be able to find much more clay underwater too.
- You have an urge to wrestle with sea serpents. If this idea gets added, you will be able to do so.
Also, suggestion banners, by Jampp!
Quote from Jampp »Okay, here are the banners
The code:
[url=http://www.minecraftforum.net/viewtopic.php?f=1&t=67089][img]http://img337.imageshack.us/img337/7317/oceancraftbig.png[/img][/url]
And the code for smaller one:
[url=http://www.minecraftforum.net/viewtopic.php?f=1&t=67089][img]http://img249.imageshack.us/img249/6932/oceancraft.png[/img][/url]
TL;DR:
Deeper oceans, better lighting, more terrain, life underwater, new and more resources underwater, some form of extending our air supply, water proof lanterns and some scenarios where this idea makes possible. And a plethora of other ideas too. Make sure to post.
Now go back and read it anyways.
And SEACRAFT! A partner thread that I was asked to integrate into my thread. Here is a link to the original post: viewtopic.php?f=1&t=147999, if you care for it, and here is the post itself.
Quote from Nazerb »I renamed this idea seacraft since everyone else calls them ...craft
Water is used for all sorts of things like traps to rides. All Minecraft players know how the water sytem works and how it cant get more than one block high and stack exept in the sea. This does not destroy your base and you can happily fill in the block and carry on. I do see the advantages against greifers as they can't flood a map. This is too easy though and you never have to worry about it like lava. I have a new water idea which would make you have to keep on your toes and Notch did say that he would rather have a harder game then an easy one. So here are my ideas;
There would be two types of water Salt water which could be more whiteish green and Fresh water, with salt water only being able to be spawned at a certain hight range on the world meaning that is only in the sea and the fresh water would be in the lakes that occur in minecraft.
The Fresh water would behave as water does currently where the water cannot stack and does not destroy your torches leaving you to plug the gap and carry on.
The salt water on the other hand would behave as the water on minecraft classic being able to stack on other blocks of water flooding your base and destroying your torches :biggrin.gif: but this is the punishment for mining into the sea and would make water a much more scary thing :smile.gif: meaning you would have to have devices to stop it.
If fresh water and salt water mix then the fresh water would change into salt water as long as there is no waterfall as salt water can go above a certain hight in the minecraft world to stop mass flooding.
To stop greifers just taking a bucket of salt water upto a mountain and flooding the whole map, as soon as it is gathered by the bucket it would be purified and turn into fresh water so this cant be possible.
This would put an end to the easy unlimited water as the fresh water would never respawn and can only be used once so this will be harder to do unless you can get the sea into your base!
So these are my ideas. Please Post your ideas and suggestions for my idea.
Thanks for helping(otherwise i hope that creeper blows up your base!)
Notes/Edits/Good Suggestions:
1. That this feature could be toggled on and off.
2. Sea water could move slower so have time to react.
3. Sponges needed
Add this to your Signature to support this post:
[url=http://www.minecraftforum.net/viewtopic.php?f=1&t=147999][img]http://www.nazerb.talktalk.net/pics/Wateridea1.png[/img][/url]
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Mojango posted a message on Inventing the [square] WheelThere have been several posts that immediately discarded this idea because wheels are round. Surely this means there are several readers who have done likewise but not commented. I implore you to read the entire post and open this post by saying this: The wheel would only be round in the inventory. Any model showing a wheel would have that wheel be square.Posted in: Suggestions
If you still are not convinced, redpine has brought up quite the valid point. Snowballs, slimeballs, ghastballs, and records are all circular! :tongue.gif:
I think Minecraft is missing two important things. A way to carry more items and an alternate source of string. My proposed solution for these problems comes in a circular form.
Yes a wheel! It would not take much resources but would then be used in other crafting recipes, like the following.
I imagine the wheelbarrow would look similar to this:
Ahaha! Yes a square wheel. XD I think it would look both awesome and hilarious, especially when it begins to spin. Anyhow, the wheelbarrow would be a vehicle controlled much like a boat. You would have the option to hold shift to pivot the wheelbarrow about on a fixed axis. While manning the wheelbarrow you would not be able to jump, that means anywhere you want to use a wheelbarrow must be accessible via stairs, half-blocks, or just plain old flat ground.
You would also not be able to craft while using a wheelbarrow, your hands are full. Instead you would see this:
Using the wheel you would also be able to make a Spinning Wheel!
I picture something similar to this being placed like any other block:
This would finally give a use to wool and allow players to make string. The Spinning Wheel would only work while you are interacting with it and would convert one block of wool to nine pieces of string. Right clicking on the Spinning wheel would give you a screen like the next picture. Several people have posted that they feel 9 string is way too many to be receiving from one piece of wool. Many have also posted that they think the player should not be able to make string at all. The number is variable and ultimately would be the choice of Notch. There has been a suggestion I would like to mention however. Mystify has suggested that there be a division made between string and spider silk. Depending on which you used it would alter the quality of the item in the same way that a diamond sword is better than a wooden sword.
Problems?
"I am not comfortable with circles..." Don't worry, its only like that in the inventory. Any model in game would have a square shaped wheel :biggrin.gif:
"This changes the whole value of string. It is supposed to be difficult to get. Players have to hunt down spiders for it. It makes a bow very valuable." Alright lets examine this for a second. Minecraft is based more or less on real life. String is a very very basic commodity. Ancient civilizations made it all the time. You do not have to kill a deer and rip out its tendons to make string, though that is a viable option. People have been making lashings for millenniums. Now for the second part of that. A Spinning Wheel still requires a string to make it, so a player will have had to kill some spiders to get it. String becomes a much more easily obtained resource, but you do still need to have killed a spider or two to get it. Happy?
"Now wait a minute! What is a player to do with all the string that will suddenly become available to him?" This is the part I like. String suddenly becomes as common and an item as wood, and could become as crucial, leaving Notch plenty of room to expand the tech-tree of crafting. I know many players have really been wanting to see ropes. Players could create a loom to convert string into cloth; and from there? Sails, bags, more decor like clothing, curtains, rugs.
"This still leaves the players with a lot of string and not much to do with it. How do you propose to fix that?" Simple, Redstone. Redstone is an endgame item that has incredible uses. If you have the resources to acquire redstone, you are going to have the resources to make string. Now many of you are not going to like this, but hear me out. Redstone in dust form can no longer be used as wire. Instead, players will actually make wire. With increased discussion on this topic, I think having dust and wire coexist would be the preferable choice.
"Are you mad?! Why would you compound the cost of redstone?! It will break all my existing machines too! Burn him!" No no no no, Perhaps we can leave the dust as an option. I do not like that idea as much but its not my call. My suggestion is that all redstone 'wire' that is already placed will become the new redstone wire. "Ha, but that is similar to giving players hundreds of strings." Yes well, they would have had the strings before if the Spinning Wheel had been implemented earlier. "I am still not convinced. Why make redstone more difficult to use?" Ah, now we come to the exciting part. The new redstone wire, would be wire, not dust. In this way you could put wire on walls and ceilings! :biggrin.gif: I love this idea. It means a lot of work for Notch, but hey, its his job isn't it?
"Why would I make a wheelbarrow when I can make a minecart and put a chest in it. Geez! This is already in the game." No its not! I should smack you people! Minecarts take iron, and the tracks take even more. Not only that but if you wish to travel with your goods, it takes another cart and likely another propulsion system... or you could use the glitch to have them propel each other.. but that would take twice as much track, and therefor iron! This is not a minecart copy! Comparing the two is ridiculous. Stop the ridiculousness. Stop it now.
Any more questions? Ridicule? Comments? Concerns?
Also! If we ever want this to reach the eyes of we are going to have to make this thread well known. If you are reading this and like the idea of it, post something! Even if it is as simple as.
"I think this would be a great addition to the game. Please add this Notch!"
Try to keep the thread alive!
Also! ...again. I made a little banner. If you could put it in your signature it would help spread knowledge, and hopefully support, about the wheel in Minecraft.
[url=http://www.minecraftforum.net/viewtopic.php?f=1&t=315185][img]http://i188.photobucket.com/albums/z197/BigDub_PMN/WheelSupport.png[/img][/url]
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Nihilias posted a message on Drainage Grates [Poll Added]Now on Get Satisfaction! Link at the bottom of this post~Posted in: Suggestions
Iron and Ceramic Grates
something i thought about since i first started playing Minecraft.
a real picture of a drainage grate:
minecraft version i drew up:
Half Grates
And a Full Block Grates
Crafting Suggestion:
where = a half grate
[] [] []
[] [] [] = x 2
[]
and to craft a full block grate:
[] [] []
[] [] = x 1
[] []
Clay Bricks would be used in crafting Ceramic Grates.
Use and Purpose:
Oddly enough, they have a very practical use o.o
Liquids (water and lava) and items can pass through them.
- like dropped items, or blocks in item form.
The player and mobs cannot!
Falling blocks like sand and gravel will filter through by turning into item form when they touch a grate, and fall through accordingly. Very much like when they fall on a placed Torch
Shouldn't be a block mobs can see through, for the sake of not getting shot at by Skelies.
EDIT: half and full grate blocks will act as any solid block would to Boats.
Say you want, for whatever reason, a waterfall with a cave/home behind it. And you want to make a bridge that leads from the outside of the waterfall to the cave/home on the inside without having water going all over the place on the bridge. The Iron Grates will allow the water to just pass through the bridge and you can still walk on it without falling through as well.
Or say you have a trap, and you want to be able to safely collect the loot that drops from the mobs you've killed, but its not safe to go into the trap and collect. Items can fall through the Iron Grates for you to collect underneath without worry of being harmed by the mobs above!
Ever sick of your boats breaking after you try to climb out, rather it be in a dock you've made, or at any other shore? Want a cooler looking style of a dry dock instead of using dirt, sand, or stone? Grates could be your solution!
example:
where = you + in a boat
and = water flowing into a grate
[] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
[] [] []
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you can just slide your boat in, and the grate will act like a stopper, and hold the boat in place. You can climb out without your boat shooting out from under you. And all you have to do to head back to sea, is turn around and push it back into the water, right click it just before it takes off on its own to climb back in. ^^
Just having read this, im sure some of you have already thought of other uses ^^
Many others already have! Read through some of the comments here, and you'll find a lot! :biggrin.gif:
Placement:
Kinda like half stone slabs, but are placed at the 'top' of a blocks space. Flush with the top surfaces of surrounding blocks. However, doesn't stack on themselves like stone slabs.
EDIT: Although the half grates will take up the top portion of a blocks space, they will act as an empty space from underneath, allowing you to walk under them, but will still block you from coming up through them.
As for the Full block Grates:
example in use: Where water is flowing from left to right, through a grate you can stand on.
[] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
[] [] [] [] [] [] []
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Placement for these is pretty much just like any other block.
Other thoughts:
Note a 'grand' idea, or something completely out of this world that will change the face of Minecraft forever, but definitely a sound proposal. Just another crafting block, doesn't hold an irritation factor passed what the player does with it. The possibilities are limited, but not under appreciative.
As for the creative ones of us, can you imagine the decorative factor these can have in your structures? Like an underground molten forge with Iron Grate scaffolds passing by or through lava falls. Or a corridor floor paneling in what can look like a spaceship style design.
image made by raiu_tree
IMPORTANT: I also remember something about Flood Gates having been an idea for Minecraft that hasn't been implemented yet, but RouvenT brought up the idea of having the Grates have an on and off function, letting in and out liquids/items. Which reminded me about the Flood Gates. RouvenT made a fine point that if both Grates and Flood Gates would be considered and implemented, that it would be more efficient to combine the two instead. Using Redstone as a means to turn them On (open) or Off (closed). Grates are by default set to 'ON', requiring nothing to turn them on to use them. Applying redstone, or any other source of a charge, will reset its ON/OFF state accordingly. Diagram below.
example:
where = redstone wire charged
and = redstone wire uncharged
water flow is from left to right
ON
[] [] [] [] [] []
OFF
[] [] [] [] [] []
[] [] []
EDIT: This can be completely up to Notch n' Team to decide, but some others have suggested making Ceramic Grates always 'ON' and not effected by redstone or other devices. Thus bringing a little more difference between the two.
Hopefully you all will like this idea and not think of it as absolute crap. ^^ Thank you for your time!
Credits:
Sid Bowman and some others mentioned a Full Block version of the grates and having a liquid flow in from the sides which i hadn't even though about :biggrin.gif: So that's why those exist in this suggestion now.
Electrk brought up the concept with the crafting, and Xuro helped with flushing it out to its current state ^^
Xuro for quality control, Great Ideas and Uses!
raiu_tree for the Support Signature image and code, the Concept Art, and the concept of being able to walk under half blocks!
MechaMage for lots of awesome uses of grates!
Orion-Pyro for the Forum Icon, and Landmine for having me go and ask for it xD
If i've missed someone, please say so, im short on time with Work and all. So im not able to do as much as id like with this thread, but i wont let it die D:
Support:
If you guys want to help show everyone your support of our idea here, here's the signature code!
[url=http://www.minecraftforum.net/viewtopic.php?f=1&t=159637][img]http://nihilias.webs.com/allgratessig02.png[/img][/url]
Or Orion-Pyro's Forum Icon!
[url=http://www.minecraftforum.net/viewtopic.php?f=1&t=159637][img]http://i79.servimg.com/u/f79/13/39/46/49/grates10.png[/img][/url]
NOW ON GOOGLE MODERATOR!
http://goo.gl/mod/Dpcw
AND GET SATISFACTION!
http://getsatisfaction.com/mojang/topics/drainage_grates
Since Get Satisfaction is where Notch n' Team look for what we think, just post a reply about what you think there, and hopefully if it gets popular enough, they'll notice it :biggrin.gif:
THANK YOU SO MUCH FOR YOUR SUPPORT!!~
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GreyAcumen posted a message on The Aether(Anti-Nether Realm) Current Topic: New NetherPosted in: SuggestionsAether Realm
Maintained/Organized/Edited by Grey Acumen
All Original Artwork by Firehazurd
Inspired by ChromE
Notch has stated that he MAY officially include the Aether, but to do so, he'll need to improve the Nether first.
With that in mind I have teamed up with Sabata to put together a comprehensive and balanced improvement to the Nether:
The New Nether
The main thing to understand is that, yes, The Aether is a "Heavenly" wide open dimension of Light, Air, and Water that exists above the Overworld, and functions as an opposite of the Nether that is a "Hellish" enclosed dimension of Darkness, Rock, and Fire that exists below the Overworld. BUT THAT DOES NOT MEAN IT IS SAFE
TABLE OF CONTENTS:
- Accessing the Aether
- Features of the Aether
- New Blocks- - Aetherock
- Galestone
- Flowvein
- Floatsand
- Quicksoil
- Cold Cloud
- Crystal
- Gloomwood
- "Sticky" Soul Sand
Accessing the Aether - (Primary access will be through a parallel method to Nether's access)
Materials:
- Glowstone Dust must be gathered and formed into blocks, which prevents people from accessing Aether until first going to Nether. I believe this creates staging that is essential for keeping players from being bogged down by all the different worlds to access right from the start of the game, while using resources already present in the game, and additionally draw connection to Aether being a "light" realm.
Marble is the most common alternate suggested, but would require Marble to be added to the Overworld, or possibly Chalk with which to make the Marble from. This would allow the players to access Aether directly from the Overworld, but I don't feel this allows the staging that I mentioned Glowstone offering.
- These blocks must then be placed in a Portal configuration(10-14 blocks), the same way that obsidian must be placed to create a Nether Portal.
An alternate configuration is a horizontal 5x5 square that is flat on the ground with a 3x3 empty square inside, corners can be missing(12-16 blocks) or a horizontal 4x4 square with a 2x2 empty square inside, corners can be missing(8-12 blocks)Unfortunately this method would not allow the player to be fully encased in the actual "portal" area, and also loses the "Heavenly Gates" effect of having the portal remain vertical.
- Water must be poured into portal interior section the same way that Fire must be started in the Nether Portal to activate it. This is important to prevent Aether portals being created in the Nether. Light yellow portal blocks(opposite in the color wheel to Nether's dark purple portal blocks) will fill the interior section of the Aether portal when it activates, and when the player stands in this section, they will be transported to the Aether.
- It has been proposed that with an inclusion of Airships, they should be the primary means of accessing the Aether. This method is more plausible, but depends on airships, or at least Hot Air balloons, being implemented. I also feel this makes the Aether too accessible too early on (depending on how easily craftable hot air balloons are, but they shouldn't require too many difficult to acquire pieces) Further issues with this are that it also depends on Aether existing explicitly above the Overworld, which is still up in the air.(no pun intended)
Even if implemented, it should still be done alongside Aether Portals to retain parallel attributes between Nether and Aether.
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Features of the Aether -
Heavenly:
- The Aether is a wide open dimension of Light, Air, Ice, and Water that exists "above" the Overworld, and contrasts with how the Nether is a "Hellish" enclosed dimension of Darkness, Rock, Fire, and Lava that exists "below" the Overworld. It consists primarily of open area of sky, clouds and floating islands, some small, some massive. These consist primarily of sand, gravel, water, and ice towards their surface, stone or mossy cobblestone towards their base, and a number of specialty blocks that are only found in the Aether spread throughout(these will be discussed further down)
- The Aether does not have a "floor" since it exists in open sky, and falling to the bottom will drop you back into the very top level of the overworld, at which point you would either fall to your doom or, if lucky, land in a lake or water source. While some might argue that Nether is not physically located below the Overworld, and therefor Aether should not be physically above the Overworld, this issue can rendered moot simply by not assuming a physical connection is needed for the player to drop into the Overworld when falling from Aether.
I am personally hoping that when the Aether is first generated on teleporting to it, that a 2d render of the overworld from above can be made and used as the texture for the "floor" of the Aether. This would allow you to see rough image of approximately where you would land if you fall into it. If the player wandered past what was covered by the 2d render, the rest would simply be covered over by a "cloud" texture to explain why nothing further was visible.
- There will actually be few, if any, directly hostile mobs. This does not mean the Aether is at all safe, but merely that the danger present stems mostly from natural hazards or mobs that are indirectly dangerous (more on them later as well) Currently the only active threat to the player is the passive aggressive Zephyr who will attempt to blow the player off cliffs/ledges, and the Swet that will try to drown the player or drag them off cliffs/ledges
- Aether is a world of light. Its "nighttime" is as bright as daytime is in the overworld, and is referred to as "Aether night" or simply "Day". Aether's day is even brighter, reaching blinding levels of light that can make it nearly as difficult to see in as the overworld's night. This period of time is referred to as "Aether day" or simply "Daey" and has more dangers associated with it than just lack of visibility. Shade can only be provided by completely enclosed rooms and blocks or items made of Darkwood.
Some people have expressed concerns about the brightness level of Aether. Rest assured that no one is demanding the entire screen be nothing but white. Simply that bloom and glare will be present and will impede the player's ability to see and observe details in a similar manner to trying to see at night. The actual brightness level itself should still be low enough to allow for the player's comfort.
- Aether is also the opposite of Nether in other respects, while water can flow freely, lava placed in the Aether will instantly convert to obsidian (with a rare chance of only converting to cobblestone) and Fire cannot be started at all which makes it just as impossible to create Nether portals in the Aether as it is to create Aether portals in the Nether. This can also make running regular furnaces problematic as well.
Because of the elevation of the Aether, the temperature on many of the floating islands dips down just below freezing, and is only offset by its daily cycle of solar warming. During Daeytime, water in areas that would normally be frozen will thaw, allowing water to freeze and thaw naturally throughout the Day/Daey light cycle that Aether runs on. Water can be kept frozen during Daeytime by using Darkstone, but alternately may be melted during daytime using glass crystal that magnifies and focuses daylight into Daeylight levels.
Note: whether water freezes during daytime depends on individual island sections, but all ice melts during Daeytime unless Darkwood is used.
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Blocks of the Aether -
Aetherock (credited to Firehazurd)
- Characteristics:
- Stone
Takes on the appearance of whatever block it is initially placed against
Inventory icon is
- Most commonly found on the underside of floating islands with extensions that can reach up to the surface of the island(rarely in completely straight vertical columns)
- Gold Pickaxe (other gold tools also can mine using double durability)
Diamond Pickaxe (and other diamond tools at double durability) and explosions can break it, but not mine it.
Fists, Wooden, Stone, and Iron pickaxe, and all other tools cannot break it. (If griefing is an issue, then these will be able to break very slowly, but not mine)
- Copy - mimics appearance of adjacent block. If placed adjacent to more than one type of block, it will use this priority to choose appearance: South, Up, North, Down, East, West - SUNDEW) If placed against block X, and then block X is removed and replaced with block Y, the Aether block will retain the appearance of block X until the Aetherock is mined again. Aetherock mimicking soil will not grow grass or be tillable)
Methods of identifying Aetherock are - water placed on the ground will treat Aetherock as an empty space and flow towards it accordingly, Items tossed at Aetherock will fall through, using a fist or other non-gold/diamond tool will not generate any "mining progress cracks" decals, torches placed behind Aetherock will still cast light onto spaces that would normally be blocked if the Aetherock was solid.
Insubstantial - will allow items/mobs/players/water/lava to pass through as if the block were empty. Wearing Gold Boots will prevent the player from falling through Aetherock, but will still sink down similar to walking over Soul Sand without the loss of speed.
- Can be used to build secret passages in walls, and pitfalls in floor.
- Aetharmor - Offers no protection, but acts as a chameleon-like camouflage outfit that helps player to hide from enemies. (Credit to Provocative Ambulance for inspiring camouflage idea, and Popitop for suggesting Aetherock's applications towards this feature.
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Galestone (Credited to Firehazurd)
- Characteristics:
- Stone
- Clusters buried just under the surface of the edges of floating islands
- Any pickaxe
Fists and other tools can break, but not mine
Does NOT drop Galestone; Drops Flowvein when mined
- Wind - Can blow player, mobs, items, and lose blocks like Sand, Gravel, and Floatsand. Stacking blocks together generates higher wind.
- Blow Mobs, Blocks, Player to new positions
Provide updrafts for Gliders to use
Note Blocks placed on G will generate a flute/pipe sound
- Provide power to minecarts, Boats & Airships
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Flowvein
- Characteristics:
- Stone
(Image pending)
One side is Output, opposite side is Standard Input, remaining 4 sides are Potential Inputs
- Obtained when mining Galestone
- Any pickaxe
Fists and other tools can break, but not mine
- Wind - Can blow player, mobs, items, and lose blocks like Sand, Gravel, and Floatsand. Stacking blocks together generates higher wind.
Transport - Can "move" items, fire, and liquids like lava and/or water through its "pipes"
1input and 1 output are on opposite sides from each other, and the remaining 4 sides act as POTENTIAL inputs. The Breezeblock can be turned(through 6 different orientations) by right clicking on it, provided it has a power of 0.
The power of the output face of a Breezeblock starts at 0 if all input and potential input faces are adjacent to solid blocks.
A Breezeblock's power is increased by 1 if its input is facing a non-solid block (Aetherock, water, lava, empty)
A Breezeblock will "carry" whatever non-solid block is adjacent to its input face, which makes its output face recognized as the block it is carrying by other Breezeblocks.
If a Breezeblock's output face is directly touching an input face of another Breezeblock, then the output Breezeblock's power is added to the Input Breezeblock's power
If a Breezeblock's output face is directly touching a potential input face of another Breezeblock, AND the output Breezeblock is carrying the same block as the input Breezeblock, then the output Breezeblock's power is added to the input Breezeblock's power.
If a Breezeblock is carrying lava or water and its output face is facing a mobile block, then the mobile block will be pushed away from the breezeblock and a full (non-spring) lava or water block will be placed in front of the breezeblock's output face. Lava/Water combinations will result in obsidian/cobblestone which will likely result in a blockage of the breezeblock's output.
If the output face of a Breezeblock is covered by an immobile block, or if there is a redstone current being applied to the Breezeblock, its power will be overridden to 0.
There's are more rules to it, which should allow items to be sucked through a breezeblock system(but will get burned if they get sucked into a lava system) as well as a crafting idea to allow for a vacuum chest that can suck up any item that is placed in front/on top of it, provided the chest has room in its inventory, but I need to sleep and come back to this.
- Blow Mobs, Blocks, Player to new positions
Provide updrafts for Gliders to use
Note Blocks placed on Breezeblocks will generate a flute/pipe sound
- Provide power to minecarts, Boats & Airships
Create Vacuum Chests that will automatically suck nearby items into its inventory
- Smelts into Galestone
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Floatsand (Credited to Connour)
- Characteristics:
- Dirtor
- Typically at the peaks and edges of floating island masses, making them more difficult to mine without knocking them away. Occasionally can be found underwater.
- Gold Shovel (striking with a gold shovel does not activate floatsand)
Any shovel, provided it is first trapped against a block harder than sand
fists and other tools can break, but not mine
- When struck, (or activated via redstone dust) Floatsand will attempt to travel in the opposite direction from which it was struck. It's path will continue indefinitely until stopped by a physical block, or is stopped by reaching the ceiling in the sky or the edge of the currently loaded map section. NOTE: A moving Floatsand block will not change directions when struck.
When floatsand hits a block while moving, it will "strike" that block hard enough to break a sand block before stopping. If it "strikes" another Floatsand block, that block will then begin to move via the same rules.
Floatsand will break torches, ladders, flowers and other miscellaneous placed items, as well as water or lava, without stopping.
- Elevators, moving platforms, water gates, etc
- FloaTNT - When struck, the TNT block will move in the direction struck during the countdown before it explodes.
more airship material?
Maybe floating armor - offers no protection, adds no height to jump, but extends length of jump while jump is held (extra time in air drains durablity)
- When run through furnace, smelts into Hoverglass. Hoverglass functions the same as Floatsand, except all Hoverglass pieces that are adjacent to each other will act as a single unit and move in the same direction when any block of Hoverglass is struck (Note: Fragile!)
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Quicksoil (Credited to Chemist98)
- Characteristics:
- Dirt
- Often found along the fringes of floating islands (making it easy to fall off) and in pools of water/ice, just along the surface.
- Any shovel
Fists and other tools will break, but not drop
- Instead of increasing the player's speed by a fixed amount, Quicksoil continually accelerates the player for every consecutive block they travel over. While on foot, once a high enough speed is reached, players will begin losing oxygen in proportion to their speed, only regaining oxygen after returning to standard walking speed. Jumping in this situation will cause a spike in the oxygen consumption rate, which balances out the fact that oxygen is not consumed while midair.
Jumping while moving faster than walking speed will also increase the jumping height of the player by 1/2 block of height. It will also increase the jumping height of other mobs, but whether they will be able benefit from it is unknown.
NOTE: When the player is accelerated faster than normal walking speed, Sneaking is completely disabled. Even at slower speeds, Sneaking will not prevent the player from falling off the edge of a Quicksoil block.
Minecarts will also have their acceleration increased while traveling on tracks built over quicksoil, but do not cause the player to lose oxygen while riding them. However Minecarts do have their speed capped to prevent overtaking the map chunk generation rate, and when traveling at full speed will jump the tracks rather than follow a turn.(Soul Sand will slow Minecarts down, even if they don't currently, so placing a few blocks under tracks right before a turn can prevent jumping)
Trees and other plants that are planted in Quicksoil or Tilled Quicksoil will grow approximately twice as fast as plants grown in normal dirt or tilled dirt.
- Paths for high speed travel
runways to build momentum and jump farther.
Boosters for Minecarts
Growing crops/trees faster
- instant TNT? Place, wait for enemy, shoot with arrow? encase (normal) furnace to create quick furnace, finishes smelting twice as fast, but requires twice as much fuel per block.
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Cold Cloud (Credited to Josh)
- Characteristics:
- Ice - has appearance of a more opaque cloud block
- Found scattered in small to large clusters between islands, forming crude segmented "bridges" between nearby islands. They also occasionally form "plates" below floating islands.
- Bucket.
In order to "gather" Cold Cloud, the player must "break" a Cold Cloud into its insubstantial form, at which point it can be gathered in a bucket like water.
- If Cold Cloud is touched by a player or mob, it will turn insubstantial a few seconds after the initial touch, and then revert back to solid 5-10 seconds after disappearing.
If the player or other mob hits the block with fast enough speed to cause any damage, the cloud block will turn insubstantial immediately, and reduce some of the speed of the mob that landed on it.
- Safe landing spots to drop down from great heights from. Temporary bridges that disappear after being walked on (get rid of pursuing mobs)
Bumpers to keep boats from breaking on contact, and also to keep boats docked so they wont move while the player isn't in them.
- Pillows for more restful beds
Use as more efficient fuel for powering hot air balloons
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Crystal (Credited to various posters)
- Characteristics
- Glass/Plant - Looks similar to glass with multiple facets
- Found in place of leaves on trees that have grown entirely within the Daey light cycle. Also occurs where other plants would normally be found growing(Flowers & Mushrooms) as well as along the surface of walls.
- Diamond Pickaxe - 20% chance of Crystal, otherwise Glass
Enchanted Pickaxe - 50% chance of Crystal, no chance of Glass
Gold Pickaxe - 20% chance of Crystal, no chance of Glass
Wood, Stone, Iron Pickaxe - Glass only
Fists and other tools will break, but not drop anything
- Intensifies Light & Heat
Redirects Light?
Functions as cross between leaves, gravel and glass. Grows like leaves and can "wither", but instead of breaking, drops like gravel, if dropping more than 3 blocks the Crystal block will break, unless it lands in water, or on sand, snow, cloth, or any plant growth. When breaking from a fall in this manner, there is a 10% chance of dropping Crystal and will otherwise drop glass.
- Natural Lighting, melt ice without fire
- Light/Motion sensors, Crystal Furnaces(works in the Aether, good in Daey, Poor in day, not at night)
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Blocks not of the Aether -
- Gloomwood (Credited to Connour)
- "Sticky" Soul Sand (Credited to AndrewJohn)
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Mobs of the Aether -
Aerwhale by Firehazurd
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Zephyr by Firehazurd
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Swets by Grey Acumen
Swets look like slimes that are the same color as water. They do not split when cut, and in fact cannot be harmed unless with gold tools/weapons, explosion, fire(they will put out the fire as they touch it, but will take damage at the same time. they cannot be set on fire directly) or if they are first frozen (either in a snow or cold area or by Darkwood) and then shattered.
Rather than injuring the player directly, they will attempt to capture the player in their body, at which point they will be able to carry the player with them, and will try to either dive underwater and drown the player, or jump from a great height and let the player die from taking damage in the fall. If the player has gold tools then they can injure the Swet from within, but otherwise they must press jump rapidly to break free from the Swet.
Swets are never found underground and spawn during daylight, and even more often during Daeylight. They can usually be found at high elevations, and near bodies of water that are large enough for them to hide in.
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Phygs(Pigasus) (Mockup Art by Soul_Cake_Duck) Edited by me.
Phygs are flying pigs, and simply look like regular pigs with a pair of wings. They spawn in herds, drop feathers when hit, drop meat when killed, and can even be saddled to be ridden.
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Sheepuffs (Mockup Art by Soul_Cake_Duck) Edited by me.
Sheepuffs look like regular sheep, and spawn in herds the same way, except they can jump dozens of blocks high, and then puff out their wool to the point that you can only see the front of their face and tips of their legs. While doing this, they fall at a much slower rate, allowing them to float between islands. Attacking a Sheepuff will shear it the same as a regular sheep, and if a sheepuff is puffed and floating when this occurs they will revert to a regular sheared sheep and plummet out of the sky.
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Sentries (Credited to Razre)
Instead of Dungeons, the Aether has temples for the player to find treasure in. Sentries act as the guardians/curators of these temples. They do not move, but can fire light beams at the player to disintegrate any blocks that the player places, and can also use them to blind the player temporarily(similar visual effect to the screen wobble that takes place when going through a portal) and knock them back if the player attempts to get near the treasure, the sentries, or try to break any blocks in the temple.
Navigating the Aether -
Airships
Gliders (inspired by Razre)
[]
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It would work, though I had another idea, How about the Finder points to the point at which it was created? Then, use the anvil to change the name of the Finder to the name of the location it is linked to.
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I don't like the terrain now, and I wanna see changes, but some of those threads are out of control, I would rather see them combined into a mega-thread.
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Also, biome features, clearings in forests? REAL waterfalls? Snow mountains? I think everyone would like to see some change. With forest biomes, there are trees everywhere! I cant find a good spot for a house because there's no clearings! In the jungle biome code, its possible for lakes to spawn a little higher than see level, I say, think about this, a large hill, probably 35+ block high that plateaus at the top, and on that there is a lake, that lake has a waterfall that flows into a nearby river. Why limit that to jungles? Why not mountains, jungles, forests (with hills)? I think that alone would make some people happy. and why not make a a mountain in a mountain biome generate higher than the surrounding ones? Then is one breaks the cloud layer, have and ice be on top of it. I think that would be pretty cool. More I think a few more biomes like shrub land savannah and REAL island biomes would make a great addition to the game. And the small biome features that i discussed earlier don't even have to be coded, they could be their own "sub biome" class, like rivers.
I'm sure that if both of the generators were mixed that would be the best way to get the most people happy. Since the next major update will be the Halloween Update 2.0 I think that the next one should be world generation based.