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    posted a message on Nether biomes should be separated by respective y-coordinates

    I guess that is a fair point that generating the lava ocean above an entire other biome would be a pretty daunting and difficult to design thing to do, I guess I wasn’t thinking about the design practicality when making this suggestion.


    I still think the order of biomes is a good idea, because when I first saw the pictures and video of the soul sand valley, I got pretty excited, and imagined it as this spooky cave that made you feel like you were slowly crawling though the rotting corpse of some part of the nether. If it would be more of a cave than an area that just has lots of soul sand, I would have to be in the lower areas of the nether for it to work, being separated from the giant caverns of the upper part of the nether with a huge lava ocean that you couldn’t be sure what lay underneath. This would make finding the biome a lot more special, seeing as the only way to get down there is through either digging through a pillar of netherrack jutting through the ocean into the lower depths of the area, or through exploring another cave that just as surely leads you down there. The soul sand valley wouldn’t even be visible from up above.


    Ghasts don’t need to be exclusive to the biome at all, either. Honestly, I think that the biome shouldn’t have ghasts at all, they should just stay in the spacious nether wastes.


    Lastly, for the concerns with portal linking, they would link the exact same as always. The only thing I think would change is where is generates in the nether when making a new portal in the overworld, as to not make someone spawn in the valley or right next to the lava ocean. When making it in the nether, I would either link to a portal in the overworld or make a new overworld portal in the same way it a works in 1.15.


    also, there may be new biomes announced soon for the new update, if so I will update this.

    Posted in: Suggestions
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    posted a message on Nether biomes should be separated by respective y-coordinates

    Reiterating this suggestion because it's much more relevant than it was a couple months ago.


    Nether biomes should be separated by respective y-coordinates. I feel this needed, because honestly, flying through the nether, through soulsand valleys immediately to nether wart forests doesn't sit right with me. The biomes would instead by separate, with the soul sand valley being deep in the lowest, darkest reaches of the nether, with it's access restricted by an expansive lava ocean, overlooked by nether wart forests high above on terraces and plateaus.


    The soul sand valley should be deep underground because, if soul sand really is the congealed souls of the damned, that have sunken all the way down to the nether, as suggested by their design, they would sink to the very bottom reaches of the dimension. This would also make collecting netherite more treacherous, with the ghast and skeleton ridden nature of the biome (along with the soul sand), and the nether ocean above it would further complicate getting the rare resource.


    Also, nether portals would only generate on the uppermost layer of the nether. And to make to vertically expansive nether design proposed in this post possible, the nether roof would have to be raised another 100 blocks or so.

    Posted in: Suggestions
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    posted a message on The Netherforge, a furnace to make nether living more practical.

    Pretty simple concept, it’s a furnace similar to the blast furnace that is made with 7 nether bricks and 1 nether scrap. It smells the same stuff as the blast furnace, (and at the same speed) along with netherrack and other nether items, but it can’t smelt overworld ores (this is meant to be exclusively useful for living sustainably in the nether).


    This is could also just be called the hellforge, but that would kinda rip off terraria.

    Posted in: Suggestions
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    posted a message on The Smithing Table and 1.16

    Mojang has said that there would be a use for the smithing table at some point, (along with the fletching table) but this is a cool suggestion and a provides a reasonable hurdle to get past the drawback of not being able to keep enchantments when upgrading gear to netherite.


    Full support.

    Posted in: Suggestions
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    posted a message on Enchanted golden apple to make tools unbreakable

    No support, the golden apple is good as it is as a commodity that is really exciting to find and satisfying to keep in storage to get that dopamine rush from seeing your accomplishments. Making it have an additional use as making tools overpowered would break the endgame for most players, and would make players even more overpowered than before, jacking up multiplayer environments and letting hackers get away with stuff for an indefinite amount of time. Falling into the void would be even more infuriating, overall it would just make the endgame more boring.

    Posted in: Suggestions
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    posted a message on Nether biomes should be separated into respective y-coordinates.

    Lol, that’s cool then 👌. It would have done a little good to look into that a little more into that I guess but it’s good to hear that Mojang though it through more than just having biomes randomized by x-z-coordinates.

    Posted in: Suggestions
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    posted a message on Nether biomes should be separated into respective y-coordinates.

    With the new Nether update being the next thing to be introduced to Minecraft, some large changes will be needed for it to be functional and still look visually pleasing. The thought of walking from a netherwart forest, to a soul sand valley, to a lava ocean really doesn’t seem... right, to put it simply, so I think these 3 respective biomes should all be in their own respective y-levels.

    The souldsand valley will will generate in the very bottom the Nether. This makes sense to me because if soul sand really is the congealed souls of the damned that have sunk to the bottom of hell, as it may suggest, they would show up at the very bottom pits of the nether.

    Above that would be the expansive lava ocean. There would be pillars and vertical slabs of netherrack allowing the player to dig down past and through the lava and into the valley. This would make it harder to access along with whatever rare materials or enemies it may have.


    Far above the ocean you would find plateaus and terraces with nether wart Forrest’s, and piglins and hoglins would spawn there too.


    Nether portal generation would also change in that the portal cannot spawn in the valley or lava ocean areas, regardless of overworld y-location.

    Posted in: Suggestions
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    posted a message on New dimension: The Moon

    That could work, an idea a came up with was a sort of end-staff that would teleport you to where you pointed it at, (it would have a huge cooldown and take XP to use) and if you pointed at the moon you would get teleported there (Portal 2 vibes). You could make it using the meteorite, an eye of ender and and a couple other items.

    Posted in: Suggestions
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    posted a message on New dimension: The Moon

    This would be a cool idea, but I think a portal wouldn’t fit as a way to get to the moon very well as the moon isn’t technically in another dimension (it’s just in space). The nether and end are completely unique areas that have no way to reach them outside of using a magic portal. Instead of using meteorites for a portal, they could probably be used to make weapons with unique effects, and the craters would be found in abundance on the moon. A rocket doesn’t fit the fantasy theme of Minecraft, so I don’t know how you would reach it. This is an interesting idea that has a lot of potential though.

    Posted in: Suggestions
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    posted a message on A completely revamped system determining to aggressiveness of piglins with a new "grudge" system

    This suggestion is going to go over a complete rework to the aggression system of the piglins that are going to be added in the 1.16 update (before they are even added). I will also try to include a new "grudge" system to determine how aggressive piglins are to the player and for how long.


    The grudge system, put simply, is a system for piglins determining how and for how long they will be aggressive to you depending on how much you pissed them off via thievery and how many times you have killed them.


    You will start off with 0 grudge counters, if you don't attack them and don't barter with them at all. I think that piglins should by default be completely neutral to the player character, only attacking them if provoked. If you do manage to annoy them in some way, (attacking them, stealing from them, exc.) your counter will move from 0 to 1. This will give you a grudge potion effect that will last 30 minutes, and make it so if you walk within 5 blocks of a piglin, it will automatically become aggressive to you. This won't trigger any other piglin in the area unless you fight back, and if you run away it will be very fast to forget you ever existence and go back to poking the netherrack with it's sword or whatever piglins do for fun. If you do fight back, your counter won't go up, but every piglin in the area will become hostile and try to chase you down.


    When you're counter is above 0 piglins will refuse to barter with you. Should you kill a piglin, or steal from a piglin, your counter will then be increased by one until it reaches a maximum of 20.(this number is inflated as it is fairly easy to find your self in a situation where fighting your way out of danger is the only foreseeable option) killing any sort of elite variation of the piglin, ( not that any have been announced yet, but an example would be the pyromancer mob I suggested a few days ago here https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/2998048-1-16-mob-suggestion-pyromancer ) your counter will increase by 3.


    Increasing your grudge counter will result in a gradually increasing level of aggressiveness from the piglins. From a grudge level of 1-10, the radius in which piglins will attack you will be f(x)=1.5x+5, with x being your current grudge counter. From 11-19 the same rule will apply, with the radius will increase by f(x)=x+10. (Ex: at 5 grudge you will have a 12.5 block radius; 10 grudge is 20 radius; 11 grudge is 21 radius. This decrease in radius gain will nerf the ridiculous detection range piglins could gain for killing too many of them.) A piglin will not under become aggressive to the player if it cannot see them. After your grudge reaches 11, piglins all piglins in the area will attack you if you agro one of them, and it will take much longer for them to stop chasing you after you agro them.


    At 20 grudge, an event very similar to the raid will occur. Your grudge will not change until the event ends, but will be set to 10 afterwards. When the event starts, a bar identical to the raid meter will appear at the top of your screen will the title "piglin army", or something along those lines. A group of of about 30-35 piglins of varying types will spawn close to the player's location and immediately be aggroed to the player character and make their way to the player. To end the event, the player must kill every enemy in the army ( to help the player track down any piglins that have spawned in any unusual places, the remaining piglins will be highlighted if only 5 are remaining or the event has lasted over 10 minutes.) If the player dies, the event also ends and their grudge is set to 10.


    That's about it. Thanks for reading this excruciatingly long post. I'd appreciate to hear any thoughts or criticism to any of the ideas I made.

    Posted in: Suggestions
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    posted a message on 1.16 mob suggestion: pyromancer

    Sure! I suppose due to the mob itself being very similar in design to the evoker, it would be fitting for it to have 24-26 health. It's fire trail attack spawns normal fire with no special properties, and the fireball has the exact same properties as a ghast fireball (however, thinking about it, due to the smaller nature of the mob, the fireball should be about 30% smaller and deal 30% less damage and block damage). The AOE blast should do about 8-10 blast damage, as it is meant to be a very punishing attack meant to discourage close combat and have the player resort to more unconventional means, such as using a bow or hitting back the fireballs.

    Posted in: Suggestions
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    posted a message on 1.16 mob suggestion: pyromancer

    This an idea I came up with and though over for while, which is to add a new type of piglin called the pyromancer. (Before reading, it may be fairly obvious this acount is far less than a day old, but I assure you that is only because this is my first post on this forum. Im not a robot)

    The pyromancer would be powerful and more rare variation of the piglin, wearing a red robe and holding a special item looking similar to a flint and steel that allows it to do 3 different types of spells.

    The first spell is a fireball, that is summoned by the pyromancer after doing a little hand wave like the evoker that spawns one and a half blocks above it and then homes in on it's target. It behaves exactely like a ghast ball and can be delfected.

    The second spell, apon being casted will spawn a snake of fire that will rapidly create a trail of fire to the player's location (then trailing on a few blocks before stopping). This fire behaves normally after being lit.

    The third attack has a very short casting time. It will be activated when the player gets too close to the pyromancer, and will make an AOE explosion that will not damage blocks, but will set fire to nearby blocks, set fire to the player, and knock them back a considerable distance. This will force the player into used different means to take down the pyromancer instead of getting on close and just nuking it with a sword.


    Apon death, the pyromancer will drop it's tool. I dont know of a name, but you could go with Hellfire, or Cursed flint and steel, idk. You can use this item by charging it like a trident, and apon release will fire a fireball in the direction of your cursor(it spawns above your head as well) to destroy your enemies.


    It is important to note the pyromancer will be immune to fire damage, and would not be aggroed until the correct requirements to do so have been filled. I feel as though this mob would be a good and interesting addition to minecraft, as it would make the existing piglins more interesting than they currently are, (piglins are just neutral enemies with crossbows; pillagers still pose a much greater and immediate threat due to their presence in the overword, and the early game in some cases, where piglins are optional enemies that pose a smaller danger) and it could open the dorr to interesting concespts such as nether raids (which I think is an incredibly good idea! Along with having a harder late game chalenge). This new mob may be easily comparable to the evoker, maybe making it slightly redundant, and possibly affecting piglins as a whole, but the inclusion of this mob may not only open doors to new random raid-like events, but also to magical items with unique effects.

    Thanks for reading and considering to include this!

    Posted in: Suggestions
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