• 12

    posted a message on Nether Biome: Wither Forests
    So, I was reading a thread about something called an Ash Forest, and it inspired me to work on something similar. The Wither Forest!


    You can find the original thread that inspired this one by ROFLbukkit here: http://www.minecraft...t#entry19603808
    The idea of adding it to the Nether was from Amosfriend. Their post can be found on the thread above.
    Mind that I am not just copying the original idea, but I am making it my own.
    Yes, I do have permission to use the ideas.


    This will expand the Nether, and make it more fun to explore. It would also provide a place for Wither Skeletons to spawn more frequently in the Nether. Also, as Nether means “from below”, I believe that it should have a darker side. This would relate to the fire by being burned, and to darkness by the dark colors.

    This also fits the theme of the 1.7 update as well! :D


    Summary:
    This would be a moderately rare biome in the Nether, and would resemble to a burned forest. The forest would likely expand from floor to ceiling, and resemble a cavern. There would be dead trees made of WitherWood with charred leaves (WitherWood leaves). The floor would consist mainly of Soul-Sand and Tephra. The Tephra would expand out beneath the biome in a root-like fashion. Beneath would be reservoirs of lava, and layers of NetherRack will resume. Springs of lava will also generate. Finally, ash would occasionally fall from the ceiling much like snow, but thinner and lighter (idea thanks to the creativity of ROFLbukkit.)


    Biome Resources:


    Soul Sand


    - Soul Sand would be ample in Wither Forests due to its relation to the Wither Boss and its construction.

    Tephra


    - Tephra would be similar to dirt. (As it is in reality a type of volcanic soil.) When mined, it will drop Tephra. Crops will grow faster on Tephra, slightly decreasing the number of ticks per stage of growth. It would however be difficult to collect, because reservoirs of lava would often be just beneath the first few layers, often being the first.

    - Tephra would have a similar texture to sand, however it would be composed of blacks, dark greys, and ash whites.

    WitherWood (Withered Wood or Hollow Wood as Alternates)


    - WitherWood would be obtained from Wither Trees, which resemble oaks. When mined, it will drop charcoal, but WitherWood would be obtainable through silk touch. WitherWood can be crafted into WitherWood planks, and it burns for longer in a furnace, and produces more charcoal if cooked as opposed to regular wood. Its leaves will be charred leaves, and can be obtained by using shears. Otherwise, it will occasionally drop ash. Which when planted in Tephra, it would result in a WitherWood sapling. It would eventually grow into a new Wither Tree.

    - WitherWood would have blacks and greys for texture, resembling a normal wood block.

    - WitherWood Planks would be primarily black and grey as well. Can only be obtained through silk touch, and be crafted. This puts greater use to silk touch on axes.

    - The Charred Leaves would be similar to normal leaves, but would be black.

    - Ash would be an ash white, and would share the same image as redstone, sugar, glowstone dust, etc. . .

    - Wither Tree saplings would resemble desert bushes, but black/grey to have the appearance of being burned.

    Wither Shrooms!


    - These could potentially be a new type of mushroom, and it could also potentially be combined with a rare mob drop to make wither potions! :D

    Mobs:


    Wither Skeleton spawning would be increased here. Magma Cubes would spawn as normal. Zombie Pigmen spawning would be reduced. Ghasts would not spawn in the area to prevent out of control destruction, just as they don’t spawn by Nether Fortresses.


    Possibly Wither Spiders. This was brought up by a poster on page 3/4, and I thought it was a rather good idea. :D

    Other Notes & Popular Suggestions:


    WitherWood Planks could possibly be used to make lava-proof boats.

    Parts of the biome would glow or emit spark particles to suggest that they are burning.

    Tephra could act like watered farmland.

    This would be a very useful thing to implement. It has much potential, and could be an essential part of the Nether's expansion. Check out this Nether Stone thread by brinjal66: http://www.minecraft...ith-netherrack/

    A type of Wither moss was suggested, I will examine it, work on it, and see if it has potential.

    That is all there is so far.

    Please comment and share your ideas. The more minds working on this the better. I greatly appreciate feedback, but please, if you are to criticize, please explain your reasoning or use constructive criticism.

    Thank you.

    . . . And special thanks to: Amosfriend and ROFLbukkit for inspiring ideas.
    Posted in: Suggestions
  • 1

    posted a message on New Door
    In order to create specific keys, how about you could rename the key and door in an anvil. Then the key and lock could be uniquely attuned to each other.

    I like this. Support.
    Posted in: Suggestions
  • 1

    posted a message on Lances.
    With the addition of horses, lance angles and knock backs could be tweaked to knock mobs/players off of mounts. This could be used for a PVP jousting sport. I presented a similar idea in a thread of mine.
    Posted in: Suggestions
  • 1

    posted a message on Tamable Pigs
    Hmmm. . . pigs wearing helmets? I like it! It just seems to fit so much for some reason.

    I think that maybe the pig could head-but things, but otherwise I think steering should remain the way it is. It is a unique, fun, and silly challenge for hardcore minecrafters.

    Maybe feeding golden carrots could have some effect of the sort. Heck, you could add golden carrots on sticks as a more durable and propelling incentive for the pig. That way they would move faster, and begin to rival horses.
    Posted in: Suggestions
  • 3

    posted a message on The Spear - A Single Tiered Weapon with Fishing Functions
    I believe that one of the Minecraft workers mentioned physical fish, and this got me thinking.

    :Flint: + :|: + :|: = Spear

    Combat

    It would be a single tier weapon used to throw at fish, or occasionally other mobs. It would do slightly more damage than arrows, have less durability, and less range. It would have a durability of 60 (a wooden sword, the preferred amount), or 132 (a stone sword.)

    A normal attack, or thrust would consist of a left click, and it will deal damage similar to that of an iron/stone sword (5-6 damage/2.5-3 hearts). You would also have slightly expanded range, or an extended reach, say one block bonus or so, for melee. The damage and range is balanced by its low durability. The spear's melee attack could possibly apply a knockback effect due to its reach. The reach could also cause a slight delay in its attack cool down.

    A right click would result in throwing the spear. In this state, it would do more damage, and it would have the range slightly longer than a splash potion. When used in this state, it would do about 9-10 damage (about five hearts), or slightly more, say, 10-11 damage. When used like this however, it takes up two durability points, to balance the range, and high damage.

    Retrieving the spear could happen in a variety of ways:
    1. The spear could drop as a weapon when it hits a target, (except for fish.) This could be counterproductive however, as zombies could then potentially pick it up.
    2. It would have the ability to pierce through all mobs, and would stick in the ground like an arrow when thrown. It would slow down/loose its momentum for each mob it flies through, (except for fish), to balance this retrieval method.

    It would be difficult to fish with, but it would provide the challenge and variety that some of us believe that we need. If used properly, it could potentially catch multiple fish at a time. The spear could strike faster than other weapons as well when thrown, to make it more practical/efficient for catching fish.

    This makes it an excellent tool that would be fun to use.

    Some of the Minecraft team also discussed a spike block, or something pointy that would come out of dispensers as well. I believe that this would fit the bill. This would make an adequate retractable spike trap to the game.

    *Jousting

    Now with the addition of Horses, spears could be used as javelins and/or lances for a jousting sport. :D

    Fish possibilities

    Some people also discussed new fish types, which had me thinking carps, or large neutral fish mobs.
    These have been hinted at, and are a potential for 1.6.

    If normal fish where implemented, then they would likely just spawn in rivers, shorelines, or small bodies of water. Or even, to keep it simple, the first few top layers of any group of water. This is because it is a rather hands-on activity, and this way, the tedious work of having to fetch your spears at the bottoms of lakes and oceans.


    ALSO, if this has already been posted on another thread, rather than giving me a hard time, please just send me a link. My search resulted with no relevant threads. Thank you. :)


    Original "Spike Block" Page:
    http://www.minecraft...iki/Spike_Block


    Other small threads:
    Skellys and Fire: http://www.minecraft.../#entry21480253
    A Simple Stacking Feature: http://www.minecraft.../#entry20964300
    Setting Spawnpoints in Other Dimensions: http://www.minecraft.../#entry21331245
    XP Expansion: http://www.minecraft...-now-with-poll/
    Posted in: Suggestions
  • 1

    posted a message on Enchantment System Change (W/ Pictures)
    Quote from Sourishlegstraps

    I'll add you to the list :)

    Ok. :D
    Posted in: Suggestions
  • 1

    posted a message on Setting Spawnpoints in Other Dimensions
    As of right now, you can only spawn in the Overworld. If you try to use a bed in the other dimensions. . . BOOM! Well, here is a potential way to set your spawnpoint in other dimensions:

    Crying Obsidian was introduced, but never implemented. It was the original idea to set your spawnpoint, but was scrapped when beds were introduced. Well, what if it was a tool for setting spawnpoints in other dimensions?

    Usage:
    With beds, you must wait until night to set your spawnpoint, which has the cost of patience. Since the other dimensions have no night/day cycle, setting your spawnpoint in other dimensions must have a cost. Some solutions are experience, a time limit, or some kind of GUI that accepts items, much like the beacon. Depending on the method, it is possible that this could also be used in the Overworld. If the block was destroyed, then the spawnpoint would be reset, and you will either spawn in the last slept in bed, or at your original spawnpoint.

    Once you activate the Crying Obsidian Block, it will mark your current location as your spawn point. The respawning will either automatically take you back to that spot in the dimension no matter where you are, or it will only take you back there if you die in that dimension. In other words, you could either have a separate spawnpoint in each dimension, or only one for them all.

    This would be very handy for those who like to live elsewhere, for instance, you may never have to leave a certain dimension (that is, if you stock up on enough supplies). So if you would like to live in the Nether, or just chill with some endermen for a while, this would be all possible.

    This would also come in handy for adventure maps, and would also enable the /spawnpoint command to be fully functional in every dimension.

    Crafting:
    The Crying Obsidian Block would be craftable with Obsidian and Lapis, giving that mineral a more useful purpose. Obsidian does actually fit very well, as it is used to get to the Nether, and is naturally found in the End. Therefore, in a sense, it is inter-dimensional.

    Links:
    Beds: http://www.minecraftwiki.net/wiki/Beds
    Crying Obsidian: http://www.minecraft...Crying_Obsidian

    Afternote:
    Please use constructive criticism if you are to criticize. Unsupported criticism is not appreciated.
    If you have any ideas or concerns, please contribute to the thread.
    Make sure to use the poll.

    Thanks! :D

    Other small threads:
    Skellys and Fire: http://www.minecraft.../#entry21480253
    A Simple Stacking Feature: http://www.minecraft.../#entry20964300
    Spears: http://www.minecraft.../#entry21662951
    XP Expansion: http://www.minecraftforum.net/topic/1683254-xp-rewards-expansion-now-with-poll/
    Posted in: Suggestions
  • 1

    posted a message on A Simple Stacking Feature
    For those of you who are updated with Minecraft, you know that item drops stack together in groups when in entity form. Well, this is a simple yet sensible feature, that may work out nicely for aesthetic purposes.

    When you hold items they are displayed. Well, what if when you hold stacked items, they might show up in groups in your hand relative to how they are displayed in regular item entity stacks. This means that the amount of items in your stack would be displayed in your hand.

    Item_entities.png
    (like the torches/sand in the pic, but in your hand instead.)

    This is mainly for aesthetics and could probably be toggled through graphics options (fast/fancy).
    This may also be a neat additive to 1.6, as the combat system may be upgraded. This means potential dual wielding, and the use of two arms is applied in both.

    What do you think?
    (If this thread is redundant, rather than bashing me, redirect me to another thread. Thanks.)


    Other Small Ideas:

    Skellys and Fire: http://www.minecraft...ple-suggestion/
    Spears: http://www.minecraft...-spear-fishing/
    Setting Spawnpoints in Other Dimensions: http://www.minecraft.../#entry21331245
    XP Expansion: http://www.minecraftforum.net/topic/1683254-xp-rewards-expansion-now-with-poll/
    Posted in: Suggestions
  • 6

    posted a message on Pigmen - Raiders of the Overworld (Version 3)
    Throughout the past of the suggestion forums, there have been countless suggestions for pigmen - the mysterious living forms of our Nether friends. And although we all probably have our own ideas of how we would like to see them in vanilla, believe that mine is fairly unique. (Or at least to the point where it will not be locked by a moderator any time soon.)

    The main question is; What would a normal pigman be like? Well, it is generally agreed that nobody wants another type of villager (but this one drops bacon! :D ) So pigmen would have to be fairly unique, so that they bring a freshness and diversity to the game.


    Zombie Pigmen and Pigmen Comparison

    It would be ideal to include similarities between the two iconic mobs. For instance, many questions would need to be answered. Such as; Why do they go to the Nether when they die? And; What’s with the gold? These would be essential for the two mobs to resemble each other, or at least in behavior.

    When Overworld humans and testificates die, they stay in the Overworld. But when it happens with pigmen, (the third major race of the Overworld,) they decide to “chill” out in the Nether instead. Why? Well, what if in the Overworld, pigmen would have an obsession with fire. They would also have an obsession with gold, as they seem to like it as suggested by their appearance and drops.

    Another trait that Overworld pigmen could have, is the group life aspect. They stick together, and fend for each other.



    Appearance & Behavior

    As concluded in the previous section, pigmen would have two obsessions: gold, and fire. They would also stay in groups, just like their doppelgangers. These behaviors may suggest things however.

    Their craving for gold may suggest that they are pirates, raiders, or brigands. Their obsession with fire will also greatly contribute to this. Also, they could resemble pirates in appearance with scars, eyepatches, and piglegs (pun intended.) Essentially they would be rough-looking NPCs.

    Pigmen would live in tribes, and these tribes are (theoretically) the spawning groups for zombie pigmen.



    Pigmen: The Mob

    Pigmen would ideally be as strong, or a little less strong as their counterparts. They would be neutral mobs, meaning that they would not be hostile unless provoked. When one is provoked, all others in their tribe will also become hostile.

    They would have twenty health. As for starting gear, they will spawn with wooden or gold swords (on rare occasion). As well as no armor, leather armor, and gold armor (also on rare occasion). When pigmen spawn with enchanted armor or an enchanted weapon, it would likely have a fire resistance, or fire aspect. It is possible for pigmen to pick up a bow and use it. Much like how skeletons can pick up a sword.

    Pigmen would come in two main types:

    Warrior Pigman: Is equipped with a sword, sometimes armor, and are the basic infantry units of the pigman tribes. (It is a potential that they could also be armed with flint and steel.)

    Pigman Jockey: This is a Warrior Pigman mounted on a pig. They use a saddle, but they do not require the use of a carrot on a stick. If the pig they are mounted on is attacked, or any pig nearby that has a saddle on is attacked, the pigmen will become hostile.


    Pigmen would be able to access chests. They will also occasionally take gold items from them. This would be result of the fact that they are brigands. They would run off within active chunks, searching for chests. They could take from underground structures, villagers, and even you if you do not properly store your gold. Pigmen can also open doors, and fence gates.

    Self-Defense: Pigmen would likely have to defend themselves during the night, as zombies and a few other mobs will be hostile towards them. If they take enough damage from a zombie, they will turn into zombie pigmen.

    Trading Possibility: Pigmen may be able to trade with gold for simple items, but trading is a feature probably best kept in villagers alone.



    Pigmen Tribes/Encampments

    As stated earlier, pigmen would spawn in groups, known as tribes. It is ideal that pigmen spawn in more harsh biomes. I typically imagine them in Jungles, but an alternate could be Extreme Hill biomes. They would also spawn less frequently than villages.

    Their structures would not be nearly as diverse as villages, with their encampments probably being only two-to-three buildings max. Potentials are:

    Pigman Hut: A hut is a low-ceilinged building with a fence gate as an entrance. It will typically spawn one pigman of non-jockey preference. It will also have a chance of including a chest. (This would be a tree-hut in case of a Jungle Tribe.) Two-to-three of these structures could spawn per camp.

    Large Pigman Hut: A larger version on a pigman hut, but about twice as long, and a bit higher. Up to two pigmen could spawn in one of these, one very rarely being a jockey. Up to two could spawn per camp. It would include a chest, often times with better goodies than the others.

    Pig Stables: A pig stable will usually spawn one-sometimes two pigman jockey, and sometimes a normal pigman. It will consist of fences, fence gates, and wooden overheads. One-to three pigs-with-saddles would spawn per stable. Up to two pig stables could spawn per settlement. The structure may have a chest.

    Nether Altar: This structure would likely not spawn any pigmen, but more of just resemble their hostile/fire obsessed side. It would be a jagged spike-like formation, that consists of either quartz pillars, netherrack, or both. This structure would also likely spawn on fire. (This however would be problematic in jungles.)

    Chest Loot
    - Common Finds: Gold nuggets, carrots, leather, flint.
    - Uncommon Finds: Gold ingot, saddles, wooden sword/piece of leather armor, flint and steel, golden carrots.
    - Rare Finds: Pieces of gold armor, enchanted book (Fire protection I-II), golden sword.
    - Very Rare: Enchanted Armor/Bow/Sword, golden apple, enchanted book (Fire Protection III+, Fire Aspect, Flame.)

    Overall, about four pigmen would spawn in a small camp, and up to eight pigmen total in a larger camp.




    I hope that these pigmen are not overpowered, and are separate enough from zombie pigmen. I am doing my best to make them unique NPCs without going overboard.

    That is about it, or at least, as of right now. Please use constructive criticism, and share your thoughts. If you have any questions or concerns regarding the thread, do not hesitate to contact me (via thread comment or personal message.)

    Thank You. :D
    Posted in: Suggestions
  • 2

    posted a message on A Full Set of Biome-Specific Generated Structures
    Ok, so I was thinking about rare, pre-generated structures on the Overworld surface, when I realized that not all biomes had structures that spawn in them. I found it unfair/unfortunate, so I thought up of a few more to suggest to the game.

    Here is a recap on the current biomes and their generated structures:
    [spoiler]
    Desert: Desert Wells, Desert Villages, and Desert Temples.
    Plains: Villages.
    Jungle: Jungle Temples.
    Swamp: Witch Huts.
    Forest: Nothing!
    Taiga: Nothing!
    Tundra: Nothing!
    Extreme Hills: Nothing!

    The Ocean biome and sub-biomes are not a major concern, therefore I will not include details for them.
    [/spoiler]

    So, I have devised a few structures for these biomes:

    Tundra Villages:

    As most of us know, desert and normal villages will spawn in generally flat areas. As of right now, the normal villages exist in moderate temperature biomes. The desert villages cover the heat extreme, as they spawn in hot, sandy deserts. Now, what if the other extreme was covered? The cold extreme. Tundras are pretty flat on average anyway. It may settle for a very nice Dwarven/Eskimo feel.

    [spoiler]

    There are a few problems with this however. For instance, the water in normal farms and the well in villages would freeze over. And that does not do much good for them as you may expect. There are a few replacements that I see logical though:

    [spoiler]

    Animal Farms/Stables as Opposed to Crops:

    Well, they are both farms. The animal farms (no reference to the book) would contain mostly cows, but some sheep, chickens, and pigs as well. In normal villages, you are rewarded by finding carrots and potatoes, which are at first hard to obtain. In these, you can find rare colors of sheep that would be hard to find naturally spawned, such as pink and brown sheep.

    They would generate as fenced-off perimeters (using fences or cobblestone walls) roughly the same size as small and large farms respectively in normal villages.

    Hearths as Opposed to Wells:

    The central hearth would be a 2x2 area closed off by a 4x4 guard of iron bars and cobblestone. It would include Netherrack (or another infinite burning material in the middle, probably blocks of coal). If it where Netherrack, I assure you that there are plenty of other things that villagers have that we have no idea of how they obtained them.
    [/spoiler]

    Possible new Item:
    [spoiler]
    Coal Blocks for the hearth:

    These could be crafted respectively by coal or charcoal by the player. They could also be crafted into many designs, such as chisels and pillars as suggested by Rex1900Roblox.
    He also suggested that the fire be put on them by smelting them, where they would also glow a hot orange.
    [/spoiler]

    The Village Appearance:

    The Village would be composed of spruce wood, spruce wooden planks, and cobblestone. Some structures however, (such as huts or small houses,) could be replaces with block igloos made out of snow. The roads would be made of either cobblestone, stone bricks, or most likely; gravel. The lamp posts would be the same.

    Diversity Among Villagers:

    Since the addition of this would add more diversity to villages, it is logical to tweak the villagers slightly as well. The villagers could potentially dress in different robes depending on which biome their village is in. The normal robes would stay among plains villages, but desert villagers might dress in looser clothing, and tundra villagers in fleece to keep warm.

    Also, the trades could differ slightly, some villagers would pay more for meat/leather, sandstone, gravel, etc. . .
    [/spoiler]

    Vampire Towers:

    Vampire towers/citadels would spawn in the forest and taiga biomes. They would be equally as rare as witch huts, and the Vampire(s) would spawn there the same way. Meaning that they will continuously spawn in/by the structure so long as the player is not nearby. In addition, bats would spawn quite frequently in this area.

    [spoiler]

    The Tower/Citadels Appearance:

    This structure would consist mainly of cobblestone, mossy cobblestone, cobblestone walls, and mossy cobblestone walls. It would have about two stories, and a coffin in one of the rooms in the tower. It would have a few chests, including some loot, such as bones (common), zombie flesh (common), emeralds (uncommon), book and quill (uncommon), enchanted book (rare), and other loot that would fit, and that isn’t overpowered either. The citadel will use ladders, and include a courtyard/porch thing in front.

    Vampire Mob Details:
    [spoiler]
    Vampires would be nice and snug in the theme of Minecraft. The undead mobs are diverse, including Zombies, Zombie Villagers, Skeletons, Wither Skeletons, Zombie Pigmen, and the Wither. It would not at all be out of place among these mobs.

    NPC Vampires:

    Testificates (or villagers,) have been commonly used recently among mobs. This includes the Zombie Villager, and the Witch. Therefore, it would be fitting for the Vampire to be a testificate. This vampire would be a play on Dracula, just as the Witch is a play on Baba Yaga. He would be pale, and have a long pointed collar. It would also probably have some sort of hair, and a fancy coat with whites and purples, and a cape. The Vampire would have fangs, and when it would bite, its nose would wiggle funny.

    Vampires would be a somewhat powerful mob, with about twenty-eight health, (or fourteen hearts,) but it would get much of its beef from a leaching effect, or a “life drain.” This ability would enable the vampire to “steal” a the amount of health that he dealt damage to the player. The vampire could drop a fang, and this could be used to create “life drain” potions. Vampires would act like other undead mobs, meaning that it is vulnerable to smite, and it burns in daylight. (I’m a poet!)

    It would deal 3-4 hearts damage, and it is stealthy, and fast. It would be a "you never saw it coming" mob, sort of like creepers coming up from behind you. It would rely on its 'life drain" to put a larger distance between your health and his every time he attacks. Unless you are lucky enough to gain the advantage of seeing him first, then you have quite a foe on your hands!
    [/spoiler]

    There are a few new items that would be added because of this:
    [spoiler]
    Vampiric Fangs and their respective “life drain” potions.

    The Coffin would be partially for aesthetic purposes. But it could also serve as the opposite of a bed, meaning that nocturnal players would not have to wait out the tedious day.

    [/spoiler]
    [/spoiler]

    Pigmen Huts:

    These would be huts with, you guessed it, Pigmen in them. They would be a small select group of structures that could spawn in harsh biomes, most likely Extreme Hills, and/or Jungles. This section is a sample of my pigman thread.

    [spoiler]
    Pigmen would spawn in groups, known as tribes. It is ideal that pigmen spawn in more harsh biomes. I typically imagine them in Jungles, but an alternate could be Extreme Hill biomes. They would also spawn less frequently than villages.

    Their structures would not be nearly as diverse as villages, with their encampments probably being only two-to-three buildings max. Potentials are:

    Pigman Hut: A hut is a low-ceilinged building with a fence gate as an entrance. It will typically spawn one pigman of non-jockey preference. It will also have a chance of including a chest. (This would be a tree-hut in case of a Jungle Tribe.) Two-to-three of these structures could spawn per camp.

    Large Pigman Hut: A larger version on a pigman hut, but about twice as long, and a bit higher. Up to two pigmen could spawn in one of these, one very rarely being a jockey. Up to two could spawn per camp. It would include a chest, often times with better goodies than the others.

    Pig Stables: A pig stable will usually spawn one-sometimes two pigman jockey, and sometimes a normal pigman. It will consist of fences, fence gates, and wooden overheads. One-to three pigs-with-saddles would spawn per stable. Up to two pig stables could spawn per settlement. The structure may have a chest.

    Nether Altar: This structure would likely not spawn any pigmen, but more of just resemble their hostile/fire obsessed side. It would be a jagged spike-like formation, that consists of either quartz pillars, netherrack, or both. This structure would also likely spawn on fire. (This however would be problematic in jungles.)

    Chest Loot
    - Common Finds: Gold nuggets, carrots, leather, flint.
    - Uncommon Finds: Gold ingot, saddles, wooden sword/piece of leather armor, flint and steel, golden carrots.
    - Rare Finds: Pieces of gold armor, enchanted book (Fire protection I-II), golden sword.
    - Very Rare: Enchanted Armor/Bow/Sword, golden apple, enchanted book (Fire Protection III+, Fire Aspect, Flame.)

    Overall, about four pigmen would spawn in a small camp, and up to eight pigmen total in a larger camp.

    For more info, check out the original thread: http://www.minecraftforum.net/topic/1600133-pigmen-raiders-of-the-overworld-version-3/

    [/spoiler]

    And More:

    There are probably plenty of biome-specific generated structures that would fit in vanilla Minecraft, feel free to share!

    [spoiler]
    webkit-fake-url://A846182B-C8FE-42A9-91A6-75ED32F1F90D/2013-02-16_123301_zpsa4b84203.png
    [/spoiler]
    [spoiler]
    webkit-fake-url://367768AC-F367-4503-946F-32996217C07C/2013-02-16_123309_zps41de2a0f.png
    [/spoiler]
    [spoiler]
    webkit-fake-url://C0338310-20D7-4068-A5B6-2AF59E3F290C/2013-02-16_123318_zps9f1b185d.png
    [/spoiler]
    [spoiler]
    webkit-fake-url://6E9BE162-4962-4547-944F-E685E18DEF24/2013-02-16_123332_zps201f6e65.png
    [/spoiler]



    Well, that about sums it up. If you have any questions or concerns, feel free to ask. Constructive criticism is appreciated, as well as any other contribution you would like to make.

    Thank you.
    Posted in: Suggestions
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