I question the decision to release this on a monday.
But that aside; HYPE
I question the decision to release this on a monday.
But that aside; HYPE
In fact, considering that Mojang has their office in Sweden and that it is the middle of the day here right now I find it hard to believe that they are sleeping.... XD
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About the actual implementation though, I couldn't exactly figure out how it could be done either, adding them as you said, Ouatcheur, would make these blocks unmovable by pistons, a great issue indeed. Hopefully we are indeed looking forward towards the implementation of what BadprenupBadprenup was talking about, which in turn would also open the floodgates for a lot of other good suggestions.
Again, glad to see all the positive feedback. Should I add a poll?
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Indeed. That would be the other recent source of inspiration to start this topic. If I remember correctly it was you who started the original topic regarding more consistency in how there should be various stone-types to begin with. Can't remember which one of us that came up with the idea of making this stone replace the original stone for specific biomes, but in the end that is what I hope will come of this suggestion. It would be a great and well needed face-lift for all of the underground, with regular shifts in stone-base as you approach new biomes.
But more on topic, another aspect of this worth mentioning is that it will break some of the current "rule-setters", like when you find a dirt-patch and just avoid it since you know that there can be no goodies inside of it. This would dispatch equal amounts of ore and reward all around the underground, as well as being more aesthetic and open-minded.
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-The idea is to make ores instead of a separate block appear as an additional texture overlapping existing blocks, essentially enabling ores to generate in all the new types of stone without the texture being in the way, since it currently only matches with one of the existing stone-types, namely "stone".
By doing this the new stone-types wouldn't have to be bound to exist in the form of "dirt-type"-pockets due to unmatching textures, and instead maybe be biome-bound, meaning different stone-types for different biomes? This would flesh out the need for exploration a bit, and greatly favor greater mining-expeditions. We could then have full-scale Granite-caverns and the likes, without the ore-generation ruining the appearance.
And one wouldn't have to stop there. This could lead to Ores appearing inside dirt-pockets, gravel-beaches, even in the base of desserts, with proper balancing of course.
This could over time be a very worthwhile implementation if there exists a good way of implementing it. This is why I need feedback and comments, so we can figure out how or whether it is possible.
EDIT: I realize that I forgot to mention this, but a block containing ore could drop both the ore and the block itself, post below what you think?
EDIT2: Maybe we could have gravel get its own texture for when it contains flint? It shouldn't be able to appear in the inventory as it would cause separate stacking, but when you place a block of gravel instead of it having a random chance of dropping Flint instead have it a random chance to be placed with visible traces of Flint and a guaranteed drop if so. Tell me what you think below.
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... I will loose so much spare-time to this addition... ._.
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Good idea! I would love to see it implemented.
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Though I wish to see all of these ideas added as well at some point, good job on this suggestion, I have been thinking in the same direction for quite some time now, glad someone finally decided to give it a topic.
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Strongholds on the other hand is something I always thought needed something special to really stand out in difficulty. Funny that you mentioned Endermen seeing as I always thought of the strongholds as being the Endermen's. If you think about it it really makes sense both because it provides an explanation for the presence of Endermen in the overworld, as well as giving us a founder of these underground complexes. The fact that they are called strongholds only supports this claim, seeing as the only thing worth holding is the threshold for Endermens entrance to our world, the portal itself.
The idea of an increased spawn-rate always struck me as a good idea too, but I think that this place should also make the Endermen more uncomfortable with the presence of the Player, maybe even invoke direct hostility on sight, seeing as you are attempting to destroy their potential leader and invade their home. THIS would really turn the difficulty up a notch, yet it would be far from impossible, just make sure to lower the roof wherever you go, to avoid their reach and you would be fine.
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And SVGK, the aspect that these villagers will in some ways be a rip-off of regular villagers is unavoidable, and hardly even a problem to begin with. I think that with a new type of villager unique for this area only we already have set some degree of difference, maybe if this potion-brewer cancelled out say the librarian for example, seeing as that proficiency has little relevance for the Nether, because none of his trades are possible in there. -Then there will be a specific reason to go to either of the types, other than the exclusive trades available only at one of the types.
And instead of seeing this village-type as a comfyfier of the Nether, maybe see it as another one of the reasons to even search through the Nether? It would be an alternative source for whatever blocks we are going to find there, and it would offer good deals for gold-wares, not to mention the new appearances, maybe som will transport them out of the Nether and house them in the houses in the regular world? The Nether shouldn't be tamable, but it SHOULD be rewarding to raid. Maybe even make Zombie-pigmen near this village directly hostile? That should spice the visits up a bit?
And Ghost, even though there is a suggestion being made elsewhere, maybe consider adding a golden-golem-type for these villages? One that is not buildable outside of the Nether, and whose only difference would be that instead of targeting zombies it would target zombie-pigmen? It could maybe have a pig-snout instead of a big nose?
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Just like that could these villages both stand out more as well as feeling like a more accurate nether-version of something in the overworld, thus making it feel more like vanilla. It could also give a more comfy and safer feeling than just making houses out of basically dirt, and yet feel somewhat alien and different. I will however try this out myself before fully backing up this last idea, combining quartz and netherbrick might just end up looking weird... Maybe I will also give some alternate textures for the furniture a spin later, we will see.
EDIT: I realize that I basically just re-stated what was mentioned just one post above... More power to you, Hikaro...
Another idea would be to individualize the trades with these villagers. Like instead of regular-world-ores they would sell things like quartz, and offer more regular deals with glowstone, seeing as this is just everyday-stuff for them. An interesting idea would be if they payed more for gold than regular villagers, seeing as at least the zombies seem to enjoy this luxorious mineral quite a lot. If anything, their trading with gold could actually be an explanation for ALL the gold we see in the Nether, even your doors and anvils, seeing as you probably aren't the first one to trade them.