Let's face it: The ocean is very boring. Aside from ocean monuments, there is absolutely nothing but dirt, gravel, sand and stone as far as the eye can see, which isn't very far considering it's underwater, usually in complete darkness. That's why I decided to make a series of suggestions in hopes of building a following and, not necessarily getting these specific ideas into the game, but hopefully inspire Mojang to put work into their own plans for oceans. These suggestions will spread across multiple threads because the other ideas require much more thorough explanation and detail. The ideas in this thread are basically all the small suggestions to form a basis. I understand many of these ideas very likely have mods associated with them and that these ideas have likely been suggested before, but the existence of said mods and suggestions only goes to show that these are ideas other players are willing to support. Furthermore, I'd like to preface this by saying that none of these ideas are inspired by mods or other people's suggestions (unless the post is edited in the future with said suggestions, in which case credit will be provided there). Any similarities are purely coincidental.
TL;DR - Please do not respond to this thread saying anything along the lines of "There's a mod for that" or "That's been suggested already."
Coral
Coral is basically the flower of the Ocean, in more ways than one. We'll get to that in a bit. Typically, when a transparent block is placed underwater, it results in a very ugly blocked of pocket of air. This isn't the case with coral. Coral can only be placed inside water source blocks and coral blocks are treated as water source blocks (water flows from it, it can be turned into cobblestone, etc.) If the water is removed (by bucket or by being turned into cobbelstone/obsidian), the coral will pop off as an item. If the water is not removed and the coral is instead mined, it will also pop off as an item without the need for a tool, much like flowers and mushrooms. The block will be reverted back to a normal water source block, rather than air, as well.
Types of Coral
Coral comes in a variety of shapes and sizes. I do not personally have the artistic capability of spriting out each type of coral in pixel art and it's not exactly the most interesting aspect of my suggestion, so I'm mostly just going to call them by their most defining feature: Their color. You can use your imagination to figure what they look like, just imagine them appearing in an intersecting, flat, X-shaped texture just like saplings. Each type of coral can be smelted in a furnace to yield three dyes of its color. You may notice new colors of dyes, more on those in a bit. The types of coral are listed below in order of rarity, from most common to rarest:
Green Coral - Light Green Dye (3)
Blue Coral - Blue Dye (3)
Yes, before we go anywhere, I realize I listed "Blue Dye" and yes, I know we already have Lapis Lazuli. However, as the game currently stands, Lapis is the only dye the player cannot farm and for good reason: It is the only dye that has uses outside of just being a dye. Because Lapis has such a practical use as enchanting, I've always felt that using it as a dye was a massive waste of resources. As such, I suggest that Lapis, rather than being a dye in itself, can be crafted into Blue Dye (2).
As for the new colors, these colors are based on colors of wool that were available in Minecraft Classic. Keep in mind that these are textures ripped straight from the wiki, the colors could easily be modified to fit better or to simply be more different from existing colors. This image is just to provide a basic idea:
All of these colors except for Green-Yellow can be obtained from corals, but they can all be obtained by mixing colors:
Crimson - Rose Red + Ink Sack
Deep Pink - Pink Dye + Ink Sack
Fuscia - Pink Dye + Purple Dye
Azure Dye - Light Blue Dye + Blue Dye
Turquoise - Light Blue Dye + Ink Sack
Teal - Turquoise Dye + Light Green Dye
Light Green - Cactus Green + Bone Meal
Green-Yellow - Light Green Dye + Dandelion Yellow
Along with these new dyes and coral come some new flowers as well, just to make some of the once more rare colors more accessible:
Violet - Purple Dye (1)
Blue Iris - Blue Dye (1)
Both of these flowers can generate in Plains, Sunflower Plains, and Flower Forest biomes like most other flowers.
The Azure Bluet should also receive a new texture to more closely resemble the Azure color, as well as its real life counterpart, and it should yield Azure dye instead of Light Gray.
Coral Generation
Much like placement, Coral can only generate inside Water Source Blocks. They will only generate in Ocean and Deep Ocean biomes and can be found about as commonly as mushrooms in caves. Coral also spreads very similarly to mushrooms, allowing it to be farmed. It can generate and spread in any light level. Wet Sponges also have a rare (about 1/60) chance of generating instead of coral.
Reefs
Reefs are structures that generate in Ocean biomes. They are basically mounds of moss stone upon which coral is three times more likely to generate. Wool is used in the picture below to represent coral, not necessarily an accurate representation of how much coral would show up.
As seen in the image above, reefs generate in both large and small sizes. The small ones are much more common (About 1 in every 5 chunks) while the large ones are significantly rarer (About 1 in every 30 chunks). They are entirely randomly generated.
Mobs
This is probably the section of the suggestion I have put the most thought into. These are just a basic list of mobs. More may be added to this list in the future, but right now I am focusing on basic sea life. I have even gone so far as to build statues to represent what these mobs might look like. Keep in mind the statues are not to any particular scale. No, the Jellyfish is not as massive as the Shark. I merely made the statues as big or small as necessary to show off their details.
Fish The obvious one should be gotten out of the way first: Fish. I know this is basically the oldest idea in the book, but for good reason. When you need to add life to your oceans, what's the first thing you think to add? Fish of course! I believe all types of fish that are currently catchable in-game should be given small 3D models. Each with their own spawn conditions and locations. Killing any of the fish will result in being able to collect them as an item (Eg. Salmon has a 100% chance of dropping 1 salmon when killed).
Basic Fish
HP: 3 (<3<)
Size: Tiny, about the same size as a bat
Spawn: Same conditions as squid. Usually spawn in schools of 4-6.
Alignment: Passive
Behavior: Swims around randomly, swims away from you if you try to approach it. Fishing near it increases your chance of catching Basic Fish by 25%.
Clownfish
HP: 4 (<3<3)
Size: Slightly Larger than Basic Fish
Spawn: Only in Ocean and Deep Ocean Biomes, only spawn near Reefs in schools of 2-4. Any light level.
Alignment: Passive
Behavior: Similar to Basic Fish, increase your odds of catching Clownfish if you fish near them.
Salmon
HP 6 (<3<3<3)
Size: 1/8x1/4x1 (roughly, slightly smaller)
Spawn: Ocean and Deep Ocean in schools of 2-4. Any light level.
Alignment: Passive
Behavior: Similar to Basic and Clown fish. Increases chance of catching Salmon when fishing near them.
Pufferfish
Do not mock my artistic ability.
HP: 6 (<3<3<3)
Size: Passive: about the same size as a clownfish. Puffed up: slightly smaller than 1x1x1.
Spawn: In Oceans and Deep Oceans, only near Reefs, usually alone.
Alignment: Neutral
Behavior: Usualy behaves passively, but if you or any other mob gets too close, rather than swimming away, it will puff up, damaging any nearby mobs and a chance of inflicting 0:30 of poison.
Damage:
Easy 1 HP (<) and 30% chance of poison
Medium 3 HP (<3<) and 40% chance of poison
Hard 5 HP (<3<3<) and 60% chance of poison
Fishing near them increases your chances of catching a Pufferfish.
Shark
Another idea that I understand has been beaten to death but I believe is long overdue. They drop Shark Meat and Shark Teeth, items will be elaborated on later.
HP: 18 (<3<3<3<3<3<3<3<3<3)
Size: About 1.5x1.5x3
Spawn: Rare in beaches, Uncommon in Ocean, Common in Deep Ocean. Any light level.
Alignment: Hostile
Behavior: Lunges at you with great speed as soon as it sees you. Approach with caution.
Damage:
Easy: 5 (<3<3<)
Normal: 6 (<3<3<3)
Hard: 8 (<3<3<3<3)
Drops:
Shark Meat (0-2)
Shark Tooth (0-3)
Jellyfish
My personal favorite idea: The color-changing bio-luminescent Jellyfish. I know the term "bio-luminescent" may raise some skepticism, but hear me out, I'll go over it in more detail soon.
HP: 10 (<3<3<3<3<3)
Size: .5x.5.x.5
Spawn: Uncommon in Deep Ocean, low light levels only.
Alignment: Neutral
Behavior: The Jellyfish changes color every 10 seconds as it swims around randomly. It never actively tries to attack you, but if you make contact with it, you will be inflicted with Nausea for 10 seconds on easy, 15 on normal, and 30 on hard. The sting does not actually inflict any damage. Randomly, the Jellyfish will stop moving and begin to glow for a few seconds, temporarily becoming a bright light source (strength of 10). The light reflecting the color the Jellyfish currently is. Perhaps if/when the lighting system is changed to a more dynamic system, the Jellyfish will have the ability to glow without stopping, but with the current engine this would likely be an impossibility without severe framerate droppage.
Drops:
Jellyfish Tentacles (0-3)
Jellyfish Bell (0-1)
Dolphin Swimming is such a pain, and if I expect you to explore the ocean, surely I have a plan for swimming faster, right? Well, you're in luck! The Dolphin is tameable and basically functions as an underwater horse! The best part? It doesn't even require a saddle! Just hop on and get ready to glide through the water!
Spawn: Rare in beaches, Uncommon in Ocean, Common in Deep Ocean. High light levels. Usually in pods of 2-3.
Alignment: Passive, Tameable
Behavior: Dolphins usually remain close to the surface and for good reason. Unlike most sea mobs, Dolphins have to surface for air. They can hold their breath for twice as long as the player naturally can, but still have to surface every once in a while. Like horses, they can be tamed by right-clicking on them with an empty hand. They may buck you off if you try this. You may also lower their temper by feeding them raw sea foods (Shark Meat and any type of fish except Pufferfish). A tamed Dolphin will follow you wherever you go as long as you remain underwater. When you return to the surface, it will wait for you wherever you left it. While riding the Dolphin, you can see its health as well as its air gauge. You can heal it by feeding it any meat, though raw sea foods heal the most. Dolphins swim three times as fast as the player can, and you can control it by pointing the mouse in whatever direction you want to go. You can also use Dolphins' speed to your advantage and use it to jump more than two blocks above the surface with enough momentum.
Drops (Why would you kill a dolphin, what is WRONG with you?):
Fish (0-3)
Salmon (0-1)
Items This section is both for items with new uses as well as new items
Clownfish
Potion Ingredient
Used to brew a new type of potion: Potion of Swimming
Potion of Swimming
Multiplies Swim Speed by 1.5 for 3 minutes. Can be upgraded with Redstone to Potion of Swimming + which lasts 8 minutes or with Glowstone to Potion of Swimming II which multiplies swim speed by 2 for 1:30. Can be corrupted with Fermented Spider Eye to create Potions of Drifting, which divide swim speed instead.
Shark Meat
Food item
Raw: 3 Hunger, 2 Saturation, 60% chance of hunger when consumed
Cooked: 8 Hunger, 13 Saturation
Shark Tooth
Crafting Ingredient
Used to craft Shark-Tooth Arrows (3) as well as Bone Meal (1)
Shark-Tooth Arrows Crafted from the same recipe as arrows, only with Shark Teeth instead of flint. Deals 1.5 times the damage as a regular arrow but functions like a tipped arrow in that it is still consumed even with Infinity. Shark-Tooth Arrows cannot be tipped with a potion, either and when fired from a bow with the Power enchantment, it only a 12.5% boost per level as opposed to the usual 25%.
Jellyfish Tentacles
Potion Ingredient
Used to brew a new type of potion: Potion of Nausea
Potion of Nausea
Inflicts a less intense variation of Nausea for 30 seconds. Can be upgraded with redstone to Potion of Nausea + for 1 minute, or corrupted with Fermented Spider Eye to create a Potion of Focus, which causes all mobs to be outlined in white while in direct sight (allowing the player to see mobs even if they would otherwise be blending in or barely visible.) the Potion of Focus lasts for 3:00 and the Potion of Focus + lasts for 8 minutes. Note, the Nausea effect also would now affect Mob AI by preventing them from being able to auto-path toward you or avoid hazards such as lava.
Jellyfish Bell Crafting Ingredient
Used to craft Jelly Torches (1)
Jelly Torch
A somewhat unique block, basically a Jellyfish head wrapped around a torch. The Jelly Torch can be placed underwater. It can also be dyed to change the color of the light it provides. By default, the bell is transparent and the jelly torch simply has the normal torch light color.
This concludes the first suggestion of this series, what do you all think? Is there anything you'd change? Please try to help me improve this idea to be as fair and balanced as possible. If you have any of your own ideas, feel free to share them as well!
"Shark-Tooth Arrows. Deals double the damage as a regular arrow"
Overpowered / Redundant due to "Power" enchantments.
"Potion of Nausea"
People do not like Nausea; it is too punishing, which it why it shouldn't be applicable via potion.
Everything else is okay by me.
I wouldn't consider the Potion of Swimming redundant because of Depth Strider. It's a better effect that only lasts temporarily as opposed to a semi-permanent effect that isn't as good. The Depth Strider effect not only takes more effort to obtain, but it doesn't increase your vertical speed. The Potion of Swimming is easier to obtain and also increases your vertical speed. It also has the bonus that, rather than using exp to get it, you gain exp since you're brewing.
As for the Shark Tooth Arrows, I suppose you're right about double damage being a bit too much if the effect can stack with Power. Perhaps I could nerf it to where it only does x1.5 damage and the Power enchantment increases its strength by 12.5% with each level rather than 25%. That would mean with a Power V bow shooting a fully charged Shark-tooth arrow, you would deal a maximum of 26.25 HP as opposed to the 25 of a normal arrow fired by a Sharpness V bow. The redundancy argument is debatable since getting Sharpness V legitimately is a very difficult task that takes a massive amount of levels. And with each lower level of Sharpness, the Shark-Tooth arrow gets progressively better in comparison. (Sharpness IV bringing it to 24.38 vs. 22.5, and no enchantment increasing the gap to 15 vs 10.)
As for the potion of nausea, I suppose that's true. Perhaps there could be a less drastic nausea effect for the potion? It would also probably help to prevent motion sickness issues.
Rollback Post to RevisionRollBack
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Mobs are too non-blocky in appearance. Also, jellyfish should appear to glow similarly to how spiders eyes glow, not emit light.
Furthermore, I think that coral should look like grass (in the cross shape) and act as water source blocks, maybe have a dry variant that does not (to be placed on land).
Finally, no new colors unless you suggest a complete set of 16.
Mobs are too non-blocky in appearance. Also, jellyfish should appear to glow similarly to how spiders eyes glow, not emit light.
Furthermore, I think that coral should look like grass (in the cross shape) and act as water source blocks, maybe have a dry variant that does not (to be placed on land).
Finally, no new colors unless you suggest a complete set of 16.
The statues are not direct representations of what the mods would look like, just an idea of what they would look like. The fish only look that way because they're basically 3D representations of the sprites.
The Jellyfish would glow, their stopping to emit light is just an aspect of their behavior. It gives them a purpose as a source of light deep in the ocean where there is very little light, plus it is accurate to reality as bio-luminescence is very common in deep-ocean marine life.
That's the idea, though Coral would die if it were out of water, which is why it cannot be placed on land, much like flowers cannot be placed on stone.
I don't see any reason to restrict myself from making colors without a "complete set of 16 colors." Why specifically 16?
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The Meaning of Life, the Universe, and Everything.
Join Date:
5/7/2013
Posts:
310
Member Details
I like everything in here. Traversing oceans, whether by choice or by circumstance, is incredibly boring. And visible fish have been long overdue, and sharks would add some credible marine threat. I really hope Mojang adds this stuff.
I like everything in here. Traversing oceans, whether by choice or by circumstance, is incredibly boring. And visible fish have been long overdue, and sharks would add some credible marine threat. I really hope Mojang adds this stuff.
Mostly what EN7 said.
Ocean are plain and uneventful, as the only thing there is squids and Ocean Temples.
The blue dye is amazing, as I can never find lapis when I'm looking for it. I like to dye my armor and sheeps, (and hopefully beds in the future) so saving my lapis for enchanting would help tremendously. I do think the potion of swimming would be cool, because there's aqua affinity and efficiency, which could be argued do the same thing (albeit in different situations), and they aren't considered redundant.
I have wanted most of these things for a while and just never bothered to suggest them because I knew i wasn't able to do it well enough to get any support but well done this was done beautifully and I give
Let's face it: The ocean is very boring. Aside from ocean monuments, there is absolutely nothing but dirt, gravel, sand and stone as far as the eye can see, which isn't very far considering it's underwater, usually in complete darkness. That's why I decided to make a series of suggestions in hopes of building a following and, not necessarily getting these specific ideas into the game, but hopefully inspire Mojang to put work into their own plans for oceans. These suggestions will spread across multiple threads because the other ideas require much more thorough explanation and detail. The ideas in this thread are basically all the small suggestions to form a basis. I understand many of these ideas very likely have mods associated with them and that these ideas have likely been suggested before, but the existence of said mods and suggestions only goes to show that these are ideas other players are willing to support. Furthermore, I'd like to preface this by saying that none of these ideas are inspired by mods or other people's suggestions (unless the post is edited in the future with said suggestions, in which case credit will be provided there). Any similarities are purely coincidental.
TL;DR - Please do not respond to this thread saying anything along the lines of "There's a mod for that" or "That's been suggested already."
Coral
Coral is basically the flower of the Ocean, in more ways than one. We'll get to that in a bit. Typically, when a transparent block is placed underwater, it results in a very ugly blocked of pocket of air. This isn't the case with coral. Coral can only be placed inside water source blocks and coral blocks are treated as water source blocks (water flows from it, it can be turned into cobblestone, etc.) If the water is removed (by bucket or by being turned into cobbelstone/obsidian), the coral will pop off as an item. If the water is not removed and the coral is instead mined, it will also pop off as an item without the need for a tool, much like flowers and mushrooms. The block will be reverted back to a normal water source block, rather than air, as well.
Types of Coral
Coral comes in a variety of shapes and sizes. I do not personally have the artistic capability of spriting out each type of coral in pixel art and it's not exactly the most interesting aspect of my suggestion, so I'm mostly just going to call them by their most defining feature: Their color. You can use your imagination to figure what they look like, just imagine them appearing in an intersecting, flat, X-shaped texture just like saplings. Each type of coral can be smelted in a furnace to yield three dyes of its color. You may notice new colors of dyes, more on those in a bit. The types of coral are listed below in order of rarity, from most common to rarest:
Green Coral - Light Green Dye (3)
Blue Coral - Blue Dye (3)
Red Coral - Crimson Dye (3)
Deep Pink Coral - Deep Pink Dye (3)
Lime Coral - Lime Dye (3)
Pink Coral - Pink Dye (3)
Magenta Coral - Magenta Dye (3)
Azure Coral - Azure Dye (3)
Fuscia Coral - Fuscia Dye (3)
Orange Coral - Orange Dye (3)
Turquoise Coral - Turquoise Dye (3)
Purple Coral - Purple Dye (3)
Cyan Coral - Cyan Dye (3)
Teal Coral - Teal Dye (3)
New Dyes
Yes, before we go anywhere, I realize I listed "Blue Dye" and yes, I know we already have Lapis Lazuli. However, as the game currently stands, Lapis is the only dye the player cannot farm and for good reason: It is the only dye that has uses outside of just being a dye. Because Lapis has such a practical use as enchanting, I've always felt that using it as a dye was a massive waste of resources. As such, I suggest that Lapis, rather than being a dye in itself, can be crafted into Blue Dye (2).
As for the new colors, these colors are based on colors of wool that were available in Minecraft Classic. Keep in mind that these are textures ripped straight from the wiki, the colors could easily be modified to fit better or to simply be more different from existing colors. This image is just to provide a basic idea:
All of these colors except for Green-Yellow can be obtained from corals, but they can all be obtained by mixing colors:
Crimson - Rose Red + Ink Sack
Deep Pink - Pink Dye + Ink Sack
Fuscia - Pink Dye + Purple Dye
Azure Dye - Light Blue Dye + Blue Dye
Turquoise - Light Blue Dye + Ink Sack
Teal - Turquoise Dye + Light Green Dye
Light Green - Cactus Green + Bone Meal
Green-Yellow - Light Green Dye + Dandelion Yellow
Along with these new dyes and coral come some new flowers as well, just to make some of the once more rare colors more accessible:
Violet - Purple Dye (1)
Blue Iris - Blue Dye (1)
Both of these flowers can generate in Plains, Sunflower Plains, and Flower Forest biomes like most other flowers.
The Azure Bluet should also receive a new texture to more closely resemble the Azure color, as well as its real life counterpart, and it should yield Azure dye instead of Light Gray.
Coral Generation
Much like placement, Coral can only generate inside Water Source Blocks. They will only generate in Ocean and Deep Ocean biomes and can be found about as commonly as mushrooms in caves. Coral also spreads very similarly to mushrooms, allowing it to be farmed. It can generate and spread in any light level. Wet Sponges also have a rare (about 1/60) chance of generating instead of coral.
Reefs
Reefs are structures that generate in Ocean biomes. They are basically mounds of moss stone upon which coral is three times more likely to generate. Wool is used in the picture below to represent coral, not necessarily an accurate representation of how much coral would show up.
As seen in the image above, reefs generate in both large and small sizes. The small ones are much more common (About 1 in every 5 chunks) while the large ones are significantly rarer (About 1 in every 30 chunks). They are entirely randomly generated.
Mobs
This is probably the section of the suggestion I have put the most thought into. These are just a basic list of mobs. More may be added to this list in the future, but right now I am focusing on basic sea life. I have even gone so far as to build statues to represent what these mobs might look like. Keep in mind the statues are not to any particular scale. No, the Jellyfish is not as massive as the Shark. I merely made the statues as big or small as necessary to show off their details.
Fish
The obvious one should be gotten out of the way first: Fish. I know this is basically the oldest idea in the book, but for good reason. When you need to add life to your oceans, what's the first thing you think to add? Fish of course! I believe all types of fish that are currently catchable in-game should be given small 3D models. Each with their own spawn conditions and locations. Killing any of the fish will result in being able to collect them as an item (Eg. Salmon has a 100% chance of dropping 1 salmon when killed).
Basic Fish
HP: 3 (<3<)
Size: Tiny, about the same size as a bat
Spawn: Same conditions as squid. Usually spawn in schools of 4-6.
Alignment: Passive
Behavior: Swims around randomly, swims away from you if you try to approach it. Fishing near it increases your chance of catching Basic Fish by 25%.
Clownfish
HP: 4 (<3<3)
Size: Slightly Larger than Basic Fish
Spawn: Only in Ocean and Deep Ocean Biomes, only spawn near Reefs in schools of 2-4. Any light level.
Alignment: Passive
Behavior: Similar to Basic Fish, increase your odds of catching Clownfish if you fish near them.
Salmon
HP 6 (<3<3<3)
Size: 1/8x1/4x1 (roughly, slightly smaller)
Spawn: Ocean and Deep Ocean in schools of 2-4. Any light level.
Alignment: Passive
Behavior: Similar to Basic and Clown fish. Increases chance of catching Salmon when fishing near them.
Pufferfish
Do not mock my artistic ability.
HP: 6 (<3<3<3)
Size: Passive: about the same size as a clownfish. Puffed up: slightly smaller than 1x1x1.
Spawn: In Oceans and Deep Oceans, only near Reefs, usually alone.
Alignment: Neutral
Behavior: Usualy behaves passively, but if you or any other mob gets too close, rather than swimming away, it will puff up, damaging any nearby mobs and a chance of inflicting 0:30 of poison.
Damage:
Easy 1 HP (<) and 30% chance of poison
Medium 3 HP (<3<) and 40% chance of poison
Hard 5 HP (<3<3<) and 60% chance of poison
Fishing near them increases your chances of catching a Pufferfish.
Shark
Another idea that I understand has been beaten to death but I believe is long overdue. They drop Shark Meat and Shark Teeth, items will be elaborated on later.
HP: 18 (<3<3<3<3<3<3<3<3<3)
Size: About 1.5x1.5x3
Spawn: Rare in beaches, Uncommon in Ocean, Common in Deep Ocean. Any light level.
Alignment: Hostile
Behavior: Lunges at you with great speed as soon as it sees you. Approach with caution.
Damage:
Easy: 5 (<3<3<)
Normal: 6 (<3<3<3)
Hard: 8 (<3<3<3<3)
Drops:
Shark Meat (0-2)
Shark Tooth (0-3)
Jellyfish
My personal favorite idea: The color-changing bio-luminescent Jellyfish. I know the term "bio-luminescent" may raise some skepticism, but hear me out, I'll go over it in more detail soon.
HP: 10 (<3<3<3<3<3)
Size: .5x.5.x.5
Spawn: Uncommon in Deep Ocean, low light levels only.
Alignment: Neutral
Behavior: The Jellyfish changes color every 10 seconds as it swims around randomly. It never actively tries to attack you, but if you make contact with it, you will be inflicted with Nausea for 10 seconds on easy, 15 on normal, and 30 on hard. The sting does not actually inflict any damage. Randomly, the Jellyfish will stop moving and begin to glow for a few seconds, temporarily becoming a bright light source (strength of 10). The light reflecting the color the Jellyfish currently is. Perhaps if/when the lighting system is changed to a more dynamic system, the Jellyfish will have the ability to glow without stopping, but with the current engine this would likely be an impossibility without severe framerate droppage.
Drops:
Jellyfish Tentacles (0-3)
Jellyfish Bell (0-1)
Dolphin
Swimming is such a pain, and if I expect you to explore the ocean, surely I have a plan for swimming faster, right? Well, you're in luck! The Dolphin is tameable and basically functions as an underwater horse! The best part? It doesn't even require a saddle! Just hop on and get ready to glide through the water!
HP: Untamed: 10 (<3<3<3<3<3); Tamed: 20 (<3<3<3<3<3<3<3<3<3<3)
Size: 1.5x1x3
Spawn: Rare in beaches, Uncommon in Ocean, Common in Deep Ocean. High light levels. Usually in pods of 2-3.
Alignment: Passive, Tameable
Behavior: Dolphins usually remain close to the surface and for good reason. Unlike most sea mobs, Dolphins have to surface for air. They can hold their breath for twice as long as the player naturally can, but still have to surface every once in a while. Like horses, they can be tamed by right-clicking on them with an empty hand. They may buck you off if you try this. You may also lower their temper by feeding them raw sea foods (Shark Meat and any type of fish except Pufferfish). A tamed Dolphin will follow you wherever you go as long as you remain underwater. When you return to the surface, it will wait for you wherever you left it. While riding the Dolphin, you can see its health as well as its air gauge. You can heal it by feeding it any meat, though raw sea foods heal the most. Dolphins swim three times as fast as the player can, and you can control it by pointing the mouse in whatever direction you want to go. You can also use Dolphins' speed to your advantage and use it to jump more than two blocks above the surface with enough momentum.
Drops (Why would you kill a dolphin, what is WRONG with you?):
Fish (0-3)
Salmon (0-1)
Items
This section is both for items with new uses as well as new items
Clownfish
Potion Ingredient
Used to brew a new type of potion: Potion of Swimming
Potion of Swimming
Multiplies Swim Speed by 1.5 for 3 minutes. Can be upgraded with Redstone to Potion of Swimming + which lasts 8 minutes or with Glowstone to Potion of Swimming II which multiplies swim speed by 2 for 1:30. Can be corrupted with Fermented Spider Eye to create Potions of Drifting, which divide swim speed instead.
Shark Meat
Food item
Raw: 3 Hunger, 2 Saturation, 60% chance of hunger when consumed
Cooked: 8 Hunger, 13 Saturation
Shark Tooth
Crafting Ingredient
Used to craft Shark-Tooth Arrows (3) as well as Bone Meal (1)
Shark-Tooth Arrows
Crafted from the same recipe as arrows, only with Shark Teeth instead of flint. Deals 1.5 times the damage as a regular arrow but functions like a tipped arrow in that it is still consumed even with Infinity. Shark-Tooth Arrows cannot be tipped with a potion, either and when fired from a bow with the Power enchantment, it only a 12.5% boost per level as opposed to the usual 25%.
Jellyfish Tentacles
Potion Ingredient
Used to brew a new type of potion: Potion of Nausea
Potion of Nausea
Inflicts a less intense variation of Nausea for 30 seconds. Can be upgraded with redstone to Potion of Nausea + for 1 minute, or corrupted with Fermented Spider Eye to create a Potion of Focus, which causes all mobs to be outlined in white while in direct sight (allowing the player to see mobs even if they would otherwise be blending in or barely visible.) the Potion of Focus lasts for 3:00 and the Potion of Focus + lasts for 8 minutes. Note, the Nausea effect also would now affect Mob AI by preventing them from being able to auto-path toward you or avoid hazards such as lava.
Jellyfish Bell
Crafting Ingredient
Used to craft Jelly Torches (1)
Jelly Torch
A somewhat unique block, basically a Jellyfish head wrapped around a torch. The Jelly Torch can be placed underwater. It can also be dyed to change the color of the light it provides. By default, the bell is transparent and the jelly torch simply has the normal torch light color.
This concludes the first suggestion of this series, what do you all think? Is there anything you'd change? Please try to help me improve this idea to be as fair and balanced as possible. If you have any of your own ideas, feel free to share them as well!
This is a test, this is only a test.
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"Potion of Swimming"
Redundant due to "Depth Strider" enchantments.
"Shark-Tooth Arrows.
Deals double the damage as a regular arrow"
Overpowered / Redundant due to "Power" enchantments.
"Potion of Nausea"
People do not like Nausea; it is too punishing, which it why it shouldn't be applicable via potion.
Everything else is okay by me.
BA
I wouldn't consider the Potion of Swimming redundant because of Depth Strider. It's a better effect that only lasts temporarily as opposed to a semi-permanent effect that isn't as good. The Depth Strider effect not only takes more effort to obtain, but it doesn't increase your vertical speed. The Potion of Swimming is easier to obtain and also increases your vertical speed. It also has the bonus that, rather than using exp to get it, you gain exp since you're brewing.
As for the Shark Tooth Arrows, I suppose you're right about double damage being a bit too much if the effect can stack with Power. Perhaps I could nerf it to where it only does x1.5 damage and the Power enchantment increases its strength by 12.5% with each level rather than 25%. That would mean with a Power V bow shooting a fully charged Shark-tooth arrow, you would deal a maximum of 26.25 HP as opposed to the 25 of a normal arrow fired by a Sharpness V bow. The redundancy argument is debatable since getting Sharpness V legitimately is a very difficult task that takes a massive amount of levels. And with each lower level of Sharpness, the Shark-Tooth arrow gets progressively better in comparison. (Sharpness IV bringing it to 24.38 vs. 22.5, and no enchantment increasing the gap to 15 vs 10.)
As for the potion of nausea, I suppose that's true. Perhaps there could be a less drastic nausea effect for the potion? It would also probably help to prevent motion sickness issues.
This is a test, this is only a test.
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Agreed that the vast majority of your suggestions would stand to benefit content and gameplay. Support
Mobs are too non-blocky in appearance. Also, jellyfish should appear to glow similarly to how spiders eyes glow, not emit light.
Furthermore, I think that coral should look like grass (in the cross shape) and act as water source blocks, maybe have a dry variant that does not (to be placed on land).
Finally, no new colors unless you suggest a complete set of 16.
System.out.err("Nope");
The statues are not direct representations of what the mods would look like, just an idea of what they would look like. The fish only look that way because they're basically 3D representations of the sprites.
The Jellyfish would glow, their stopping to emit light is just an aspect of their behavior. It gives them a purpose as a source of light deep in the ocean where there is very little light, plus it is accurate to reality as bio-luminescence is very common in deep-ocean marine life.
That's the idea, though Coral would die if it were out of water, which is why it cannot be placed on land, much like flowers cannot be placed on stone.
I don't see any reason to restrict myself from making colors without a "complete set of 16 colors." Why specifically 16?
This is a test, this is only a test.
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I like everything in here. Traversing oceans, whether by choice or by circumstance, is incredibly boring. And visible fish have been long overdue, and sharks would add some credible marine threat. I really hope Mojang adds this stuff.
Mostly what EN7 said.
Ocean are plain and uneventful, as the only thing there is squids and Ocean Temples.
The blue dye is amazing, as I can never find lapis when I'm looking for it. I like to dye my armor and sheeps, (and hopefully beds in the future) so saving my lapis for enchanting would help tremendously. I do think the potion of swimming would be cool, because there's aqua affinity and efficiency, which could be argued do the same thing (albeit in different situations), and they aren't considered redundant.
so much support
Inactive account. See Bio.
I have wanted most of these things for a while and just never bothered to suggest them because I knew i wasn't able to do it well enough to get any support but well done this was done beautifully and I give
Full Support