I like how htey are trying to say they put in the swamp biome when the swamp biome is already in the game. It is just kind of rare since how small the biomes are and how small it is on the "biome scale".
however I am happy they are updating it a little bit.
I wish they kindof went a bit farther and maybe did special types of trees that grows in the water. Special "bog water" which slows you down more then normal water due to the general ammount of algee and debre that is in swamp water. Oh and Fog.
Maybe just make fog a "weather" that any biome above 25 units of rainfall can have, though it gets "thicker" if the biome has more rainfall and happens more often.
Ok, this is hard for me. My work is creating and restoring wetlands..
Many of the things people are describing aren't technically a swamp, nor is the suggestion I am going to make. So to make myself feel better about it. I'm going to start calling this a "Wetland Biome".
It needs a giant Venus Fly trap plant that tries to eat you if you get to close to it.
Random plumes of swamp gas igniting spontaneously! Nah, that would be too insane.
Realistic Idea: I like the idea of mud, but it shouldn't do the same thing as soul sand. You should sink into it slowly. Soul sand just slows you down and makes it look like you sank in because it's 15/16 normal block size. This would make a swamp a tad more hazardous and, in my opinion, make up for the lack of a banjo playing bigfoot mob.
*No Sand
*Dirt turns into Mud when near water
*Mud makes you sink slightly and slows you slightly
*Increased coal, decreased iron
*Many little pools of murky water
*Fallen trees with moss growing on them
*Dense plants on the ground
*Forced Fog
*Increased Skeletons and Zombies, Average Spiders, No Creepers(see note 1)
*Trees with much more vines than normal
*Mud can be made into Peat, which can be used as a fuel equivalent to wood, or as a fertilizer.
*Trees can generate in water.
*If a large tree spawns, it has a 25% chance every 7 days to die, where it looses all leaves and turns its wood blocks into dead wood blocks, which are uncollectable.
*Player-Placed stone, cobblestone, wood and planks have a small chance to grow moss on them.
*Naturally spawned stone that is exposed to the air turns into mossy stone.(see note 2)
*Lily-Pads and other aquatic plants
*New Plants, including Cattails, Ferns, and Skunk Cabbage.
*Increased Rain
Note 1- Notch has said that creepers are dry, like leaves. Unless he retcons this, it makes no sense for creepers to be in such a wet, muddy place.
Note 2- For instance, if the dirt has eroded away when the chunk spawned, this will become mossy stone. If a player digs down to the stone, then this will not instantly become moss stone, instead, it will have a small chance to become moss stone.
however I am happy they are updating it a little bit.
I wish they kindof went a bit farther and maybe did special types of trees that grows in the water. Special "bog water" which slows you down more then normal water due to the general ammount of algee and debre that is in swamp water. Oh and Fog.
Maybe just make fog a "weather" that any biome above 25 units of rainfall can have, though it gets "thicker" if the biome has more rainfall and happens more often.
omg this rocks. If only they would do this.
o3o I've sent it to on twitter! hopefully he'll see it >,..,>
Many of the things people are describing aren't technically a swamp, nor is the suggestion I am going to make. So to make myself feel better about it. I'm going to start calling this a "Wetland Biome".
It needs a giant Venus Fly trap plant that tries to eat you if you get to close to it.
1. More bluish-greenish grass (or just dirt)
2. Lots of logs and trees
3.Diffrent water. :sleep.gif:
Realistic Idea: I like the idea of mud, but it shouldn't do the same thing as soul sand. You should sink into it slowly. Soul sand just slows you down and makes it look like you sank in because it's 15/16 normal block size. This would make a swamp a tad more hazardous and, in my opinion, make up for the lack of a banjo playing bigfoot mob.
Click it! You know you want to!
Looks like a log, snaps at you when you're within 2 blocks and chases you.
Also Mud blocks should cause you to sink gradually into the biome surface when you stand still.
maybe murky water
and a lot of spiders
*No Sand
*Dirt turns into Mud when near water
*Mud makes you sink slightly and slows you slightly
*Increased coal, decreased iron
*Many little pools of murky water
*Fallen trees with moss growing on them
*Dense plants on the ground
*Forced Fog
*Increased Skeletons and Zombies, Average Spiders, No Creepers(see note 1)
*Trees with much more vines than normal
*Mud can be made into Peat, which can be used as a fuel equivalent to wood, or as a fertilizer.
*Trees can generate in water.
*If a large tree spawns, it has a 25% chance every 7 days to die, where it looses all leaves and turns its wood blocks into dead wood blocks, which are uncollectable.
*Player-Placed stone, cobblestone, wood and planks have a small chance to grow moss on them.
*Naturally spawned stone that is exposed to the air turns into mossy stone.(see note 2)
*Lily-Pads and other aquatic plants
*New Plants, including Cattails, Ferns, and Skunk Cabbage.
*Increased Rain
Note 1- Notch has said that creepers are dry, like leaves. Unless he retcons this, it makes no sense for creepers to be in such a wet, muddy place.
Note 2- For instance, if the dirt has eroded away when the chunk spawned, this will become mossy stone. If a player digs down to the stone, then this will not instantly become moss stone, instead, it will have a small chance to become moss stone.
Join Diamonyia