Hm....
The economics-related thing a while back was a really good idea.
I don't like the idea of a tiered ship design too much. Ships should be relatively customizable (I need to link that topic!)
How would you suggest handling the game's vertical scale? If oceans were made deeper, wouldn't that require a rethinking of the height range between bedrock and the cloud layer, and the range of heights at which certain ores occur?
How would you suggest handling the game's vertical scale? If oceans were made deeper, wouldn't that require a rethinking of the height range between bedrock and the cloud layer, and the range of heights at which certain ores occur?
Um, no it wouldn't. The bedrock would be at the same level. Its just that terrain in the oceans would be changed. Its just that some trenches would reaching down near to the bedrock.
How would you suggest handling the game's vertical scale? If oceans were made deeper, wouldn't that require a rethinking of the height range between bedrock and the cloud layer, and the range of heights at which certain ores occur?
Um, no it wouldn't. The bedrock would be at the same level. Its just that terrain in the oceans would be changed. Its just that some trenches would reaching down near to the bedrock.
What if it reaches down to a hole in the bedrock? what an unfortunate end to be pulled by an undersea current right into the void...
Rollback Post to RevisionRollBack
I once saw a chicken push a creeper off of a cliff. I never looked at chickens the same way ever again. That is of course until I needed feathers.
Water Body Sizes. It's require the implemention of bigger Landmark Method than Chunks. So, if chunks taking X tiles square, the Region layer must be placed before them during first map generation and wide explorations, taking X chunks square. These are High Ground, Med Ground, Low Ground, Shallow Water, Average Water and Deep Water altilude characters. That will allow to create more separated continental landmasses.
Generator must first place random points of highest/lowest altitudes, then add average altitudes between in a gradient form (valid transition). During exploration, chunks will first refer to these Region rules, before generating Biome landmasses, with some level of randomness to still preserve the beauty of randomized landforms we have now. That rule must help to create proper beaches, cliffs, humped mountains, canyons, volcanoes and even rivers (which are oddly currently not exist). Separated landmasses (continents) can also inhibit their exclusive biome setting.
Besides, that will generate different levels of Ocean levels, each taking their natural inhabitants and recources:
Shallow will generally grant Clay and Sponge (beign placed consuming up to N blocks of water-source and turning into passive building block after that, helpful to build underwater stuff) blocks over the sand/dirt base with fishes, turtles and crabs.
Average will grant Glow crystals(which glow high but only when inbound of water),weeds (to make water-breath consumable) and Black clay (giving more chares to tools/weapons) protected by sharks and jellyfish over dirt/gravel base.
Deep water offer most dangerous mobs like stingrays and octopi guarding underwater treasure chests and rare decoration items like column blocks, marble blocks and statues, over gravel/stone base, some mossy stone also can be added.
Well, if speaking of ships, i don't really believe there are need for anything more than an ordinary ship like 10-12 blocks long with single 2-sized cargo hold and a single mast 5-6 blocks high. Otherwise it's will become spammend and bugged with fruition of huge ships all around. A single ship type will just give an ability to travel in parties, store equipment and travel further. If you want to fight, you just need a flintlock rifle of flint/wood/iron receipt using iron/gunpowder capsule ammo, and that's all. Sunken ship is just the same sized object underwater, lying straight or (at very most) on it's side with some blocks removed from hull. lying on 45 degrees will make it looking realy odd.
Bigger ships also will make it too difficult to construct, while with single ship you'll got only several receipts (6 hull sections, mast, sail and chest) to make parts of it and will have to combine them.
Well, if speaking of ships, i don't really believe there are need for anything more than an ordinary ship like 10-12 blocks long with single 2-sized cargo hold and a single mast 5-6 blocks high. Otherwise it's will become spammend and bugged with fruition of huge ships all around. A single ship type will just give an ability to travel in parties, store equipment and travel further. If you want to fight, you just need a flintlock rifle of flint/wood/iron receipt using iron/gunpowder capsule ammo, and that's all. Sunken ship is just the same sized object underwater, lying straight or (at very most) on it's side with some blocks removed from hull. lying on 45 degrees will make it looking realy odd.
Bigger ships also will make it too difficult to construct, while with single ship you'll got only several receipts (6 hull sections, mast, sail and chest) to make parts of it and will have to combine them.
There is no such thing as too difficult to construct.
Even if there are such things, I'm not seeing it here.
Brilliant, I think that this would be a nice thread for all ocean related ideas, so that we could cut down on the number of posts labeled "HEY GUYZ! BRILLIANT IDEA: DIVING BELLS!".
I'm in!, this could definitely be something cool to see added in future. Right now there is a lot of other things I'd like to see fixed/added first, but this could be like an "expansion" pack sorta later. Notch should definitely check this thread out when deciding to jump into implementing something like this!
The economics-related thing a while back was a really good idea.
I don't like the idea of a tiered ship design too much. Ships should be relatively customizable (I need to link that topic!)
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Scuba tank
Or
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Um, no it wouldn't. The bedrock would be at the same level. Its just that terrain in the oceans would be changed. Its just that some trenches would reaching down near to the bedrock.
have 2
http://www.minecraftwiki.net/wiki/Jack-O-Lantern
http://www.minecraftwiki.net/wiki/Lightstone
Let me rephrase. Light sources that aren't hard to obtain, or really inefficient in gathering.
Tada! Underwater lantern.
Old Default | Minecraft with an old flavour
What if it reaches down to a hole in the bedrock? what an unfortunate end to be pulled by an undersea current right into the void...
Water Body Sizes. It's require the implemention of bigger Landmark Method than Chunks. So, if chunks taking X tiles square, the Region layer must be placed before them during first map generation and wide explorations, taking X chunks square. These are High Ground, Med Ground, Low Ground, Shallow Water, Average Water and Deep Water altilude characters. That will allow to create more separated continental landmasses.
Generator must first place random points of highest/lowest altitudes, then add average altitudes between in a gradient form (valid transition). During exploration, chunks will first refer to these Region rules, before generating Biome landmasses, with some level of randomness to still preserve the beauty of randomized landforms we have now. That rule must help to create proper beaches, cliffs, humped mountains, canyons, volcanoes and even rivers (which are oddly currently not exist). Separated landmasses (continents) can also inhibit their exclusive biome setting.
Besides, that will generate different levels of Ocean levels, each taking their natural inhabitants and recources:
Shallow will generally grant Clay and Sponge (beign placed consuming up to N blocks of water-source and turning into passive building block after that, helpful to build underwater stuff) blocks over the sand/dirt base with fishes, turtles and crabs.
Average will grant Glow crystals(which glow high but only when inbound of water),weeds (to make water-breath consumable) and Black clay (giving more chares to tools/weapons) protected by sharks and jellyfish over dirt/gravel base.
Deep water offer most dangerous mobs like stingrays and octopi guarding underwater treasure chests and rare decoration items like column blocks, marble blocks and statues, over gravel/stone base, some mossy stone also can be added.
Bigger ships also will make it too difficult to construct, while with single ship you'll got only several receipts (6 hull sections, mast, sail and chest) to make parts of it and will have to combine them.
There is no such thing as too difficult to construct.
Even if there are such things, I'm not seeing it here.
neutral in the water can be lowered, by right klicking you give it a 3 block boost upwards.
can be placed near reed underwater to make a farm.
slime ball =
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triples your oxygen
http://www.minecraftforum.net/viewtopic.php?f=1&t=76439
Ok, I'll put it in right now =P