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Ok, to start with let me introduce you to my adaptation of hardcore mode. I am well aware that there have been a decent
amount of suggestions for this idea but I will attempt to make mine as clear cut, descriptive and informal as possible.
Just fair warning this may end up being fairly long so if you can endure it, I appreciate the effort.
Also fair warning a lot of this could be viewed as micromanagement, if you are not interested in such things save yourself
the trouble and go ahead and skip this one, no hard feelings.
To begin the overall enviroment is meant to be based on surviving and thriving but even hard mode lacks any true
difficulty, so we need to start with the actual enviroment to get a more difficult but enjoyable game. Some of these things
have been suggested before and every time they are met with bad reviews to which most OPs end up saying "it could be
hardmode only" so I feel I am doing them a favor in this by bringing it to life to begin with in hardcore mode.
In deserts there are sandstorms that sweep across the sands and blazing heat, in cold biomes there are blinding blizzards
and blistering cold temperatures. In the forests rain accumulates in ponds and rivers. On the plains a cool breeze sweeps
across the land as a brewing thunderstorm approaches. On the mountains snow builds and collects and unleashes a
massive avalanche, covering a nearby valley in snow.
Sandstorms occur in desert biomes rarely don't worry, it does NOT move any blocks. While outside a sandstorm you can gaze a few blocks
in but after that it becomes a sandy cloud to dense to see through. On the inside your vision is restricted to 10 blocks
you will also take 1 heart of damage every 10 seconds while inside the sandstorm.
Blizzards occur in cold biomes semi rarely. During blizzards snow can accumulate from a regular snow patch up to 4 blocks
deep. After the 4 block deep max is reach no further snow will accumulate even from sequencial blizzards. From the outside
you can see through a blizzard up to 25 blocks. Inside a blizzard your vision is restricted to 30 blocks. While traveling
through a blizzard your speed is reduced by 1/8 and running inside a blizzard restricts your vision to 15 blocks.
How heat impacts the player, in hot biomes such as deserts and savannahs you suffer a hydration penalty of 1/2 faster
dehydration and 1/4 less hydration from water.
How cold impacts the player, in cold biomes such as frozen oceans, taiga/mega taiga, snowy forests, extreme hills, mountains
and any others I forgot. You will suffer a starvation penalty of 1/4 faster starvation and 1/2 less hunger restored from any
uncooked items such as raw varients, rotten flesh, spider's eye, bread, carrots and melon slices.
Now that we have focused on the enviroment it is time to add a bit of micromanagement. The idea here is to encourage
the player to go beyond the norm and even seek new ways to fill these needs. The first and foremost is thirst. By far
one of the more disliked suggestions because of micromanagement but has seen some heavy support recently.
Thirst is really quite simple, dehydration occurs 2x slower than starvation and the effects of hydration last 1.5x longer.
While dehydrated, which would be 3 or less hydration bars, your mining speed is reduced by 50%. Note that if you are
dehydrated while near a guardian temple there will only be one mining fatigue buff active, they do not stack.
While fully hydrated, at least 10 bars, your mining speed is increased 25% along with base movement speed 10%, does not
effect running.
To prevent dehydration there are numerous items you can consume
Apples- restore 1 hydration bar
Carrots- restores 1/2 hydration bar
Water in a bottle- restores 4 hydration bars
Watermelon slice- restores 2.5 hydration bars
Spider's eye- restores 2 hydration bars
The second micromanagement system does not see much attention and usually doesn't generate much support but I
will do my best to give it a place here. The weight system. This system applies to worn armors and carried items either
in hand, hotbar or inventory. To be generous we will start out with a 200lb limit after which you can still carry more but lose
the ability to run or jump while over-encumbered.
Armors will offer the most divese impact as they are directly on your body.
Leather Armon-
Protects you from the elements offering 1/2 resistance to cold and 1/4 resistance to sandstorm damage. It also improves
visual distance in sandstorms and blizzards.
Leather armor weighs 1lb per piece.
Iron armor-
Exposes you further to the elements giving 1/4x the amount of dehydration in hot biomes and 1/4 the amount of
starvation in cold biomes.
Iron armor weighs 5lbs per piece
Gold armor-
Offers imperviousness to sandstorms but restricts vision in blizzards even further down to 5 blocks. The armor set does
boost your speed by 20% while running.
Gold armor weighs 7lbs per piece
Diamond armor-
Offers imperviousness to both heat and cold but restricts vision in sandstorms and blizzards to 5 blocks. Attack speed is
also reduced by 1/8.
Diamond Armor weighs 12lbs per piece
Chain Armor-
Offers 1/2 protection in sandstorms and increases movement speed 1.5x when walking on snow. Ofers 1.5x mining speed.
Chain Armor weighs 4lbs per piece
Horse armors
Iron- reduces jump height but increases running speed both by 1/4 weighs 8lbs
Gold- Increases jump height and walking speed both by 1/4 weighs 15lbs
Diamond- reduces jump height, walking and running speed by 1/4 weights 22lbs
Blocks-
All block form items weigh 1lb except endstone and obsidian which both weigh 2lbs
Fences, slabs, doors and stairs, trapdoors
All wood varients of these weigh 1lb each
iron varient weighs 3lbs each
Nerher varients weigh 1.5lbs
Misc. Items
Most items weigh .5 lbs except diamond, nether star and any type of meat which weigh 1lb or melon slices, cookies, arrows
or feathers which weigh .25lbs.
Now that micromanagement is done lets focus on mob AI. I am not referring to making them spamtastic but rather smarter.
See that small dip over there? perfect place for a creeper mine. Or how about that dark forest over there? Prime
example for the ever so cliche zombie ambush.
The principle behind this idea is to improve how hostile mobs perceive and survey the surroundings. Being able to
strategically mount an attack and even coupling with other hostiles to generate further horrifying plans. Just to be
clear I do not endorse a zombie/creeper combo right at your front door but under this suggestion it could happen.
The only add-on here I suggest is that spiders should be able to place webs to prevent pursuit or fleeing depending
on the circumstance.
That about wraps this up. Thank you for reading the whole thing, you're a real trooper. As always be sure to leave a support
if you like it. If you don't, let me know what you would like to see.
Youtube-eonwolfx9, Twitter @eonwolfx9
I really like this idea, it would add a good bit of challenge to hardcore. Support
Also, first
Ok, to start with let me introduce you to my adaptation of hardcore mode. I am well aware that there have been a decent
amount of suggestions for this idea but I will attempt to make mine as clear cut, descriptive and informal as possible.
Just fair warning this may end up being fairly long so if you can endure it, I appreciate the effort.
Also fair warning a lot of this could be viewed as micromanagement, if you are not interested in such things save yourself
the trouble and go ahead and skip this one, no hard feelings.
To begin the overall enviroment is meant to be based on surviving and thriving but even hard mode lacks any true
difficulty, so we need to start with the actual enviroment to get a more difficult but enjoyable game. Some of these things
have been suggested before and every time they are met with bad reviews to which most OPs end up saying "it could be
hardmode only" so I feel I am doing them a favor in this by bringing it to life to begin with in hardcore mode.
In deserts there are sandstorms that sweep across the sands and blazing heat, in cold biomes there are blinding blizzards
and blistering cold temperatures. In the forests rain accumulates in ponds and rivers. On the plains a cool breeze sweeps
across the land as a brewing thunderstorm approaches. On the mountains snow builds and collects and unleashes a
massive avalanche, covering a nearby valley in snow.
Sandstorms occur in desert biomes rarely don't worry, it does NOT move any blocks. While outside a sandstorm you can gaze a few blocks
in but after that it becomes a sandy cloud to dense to see through. On the inside your vision is restricted to 10 blocks
you will also take 1 heart of damage every 10 seconds while inside the sandstorm.
Blizzards occur in cold biomes semi rarely. During blizzards snow can accumulate from a regular snow patch up to 4 blocks
deep. After the 4 block deep max is reach no further snow will accumulate even from sequencial blizzards. From the outside
you can see through a blizzard up to 25 blocks. Inside a blizzard your vision is restricted to 30 blocks. While traveling
through a blizzard your speed is reduced by 1/8 and running inside a blizzard restricts your vision to 15 blocks.
How heat impacts the player, in hot biomes such as deserts and savannahs you suffer a hydration penalty of 1/2 faster
dehydration and 1/4 less hydration from water.
How cold impacts the player, in cold biomes such as frozen oceans, taiga/mega taiga, snowy forests, extreme hills, mountains
and any others I forgot. You will suffer a starvation penalty of 1/4 faster starvation and 1/2 less hunger restored from any
uncooked items such as raw varients, rotten flesh, spider's eye, bread, carrots and melon slices.
Now that we have focused on the enviroment it is time to add a bit of micromanagement. The idea here is to encourage
the player to go beyond the norm and even seek new ways to fill these needs. The first and foremost is thirst. By far
one of the more disliked suggestions because of micromanagement but has seen some heavy support recently.
Thirst is really quite simple, dehydration occurs 2x slower than starvation and the effects of hydration last 1.5x longer.
While dehydrated, which would be 3 or less hydration bars, your mining speed is reduced by 50%. Note that if you are
dehydrated while near a guardian temple there will only be one mining fatigue buff active, they do not stack.
While fully hydrated, at least 10 bars, your mining speed is increased 25% along with base movement speed 10%, does not
effect running.
To prevent dehydration there are numerous items you can consume
Apples- restore 1 hydration bar
Carrots- restores 1/2 hydration bar
Water in a bottle- restores 4 hydration bars
Watermelon slice- restores 2.5 hydration bars
Spider's eye- restores 2 hydration bars
The second micromanagement system does not see much attention and usually doesn't generate much support but I
will do my best to give it a place here. The weight system. This system applies to worn armors and carried items either
in hand, hotbar or inventory. To be generous we will start out with a 200lb limit after which you can still carry more but lose
the ability to run or jump while over-encumbered.
Armors will offer the most divese impact as they are directly on your body.
Leather Armon-
Protects you from the elements offering 1/2 resistance to cold and 1/4 resistance to sandstorm damage. It also improves
visual distance in sandstorms and blizzards.
Leather armor weighs 1lb per piece.
Iron armor-
Exposes you further to the elements giving 1/4x the amount of dehydration in hot biomes and 1/4 the amount of
starvation in cold biomes.
Iron armor weighs 5lbs per piece
Gold armor-
Offers imperviousness to sandstorms but restricts vision in blizzards even further down to 5 blocks. The armor set does
boost your speed by 20% while running.
Gold armor weighs 7lbs per piece
Diamond armor-
Offers imperviousness to both heat and cold but restricts vision in sandstorms and blizzards to 5 blocks. Attack speed is
also reduced by 1/8.
Diamond Armor weighs 12lbs per piece
Chain Armor-
Offers 1/2 protection in sandstorms and increases movement speed 1.5x when walking on snow. Ofers 1.5x mining speed.
Chain Armor weighs 4lbs per piece
Horse armors
Iron- reduces jump height but increases running speed both by 1/4 weighs 8lbs
Gold- Increases jump height and walking speed both by 1/4 weighs 15lbs
Diamond- reduces jump height, walking and running speed by 1/4 weights 22lbs
Blocks-
All block form items weigh 1lb except endstone and obsidian which both weigh 2lbs
Fences, slabs, doors and stairs, trapdoors
All wood varients of these weigh 1lb each
iron varient weighs 3lbs each
Nerher varients weigh 1.5lbs
Misc. Items
Most items weigh .5 lbs except diamond, nether star and any type of meat which weigh 1lb or melon slices, cookies, arrows
or feathers which weigh .25lbs.
Now that micromanagement is done lets focus on mob AI. I am not referring to making them spamtastic but rather smarter.
See that small dip over there? perfect place for a creeper mine. Or how about that dark forest over there? Prime
example for the ever so cliche zombie ambush.
The principle behind this idea is to improve how hostile mobs perceive and survey the surroundings. Being able to
strategically mount an attack and even coupling with other hostiles to generate further horrifying plans. Just to be
clear I do not endorse a zombie/creeper combo right at your front door but under this suggestion it could happen.
The only add-on here I suggest is that spiders should be able to place webs to prevent pursuit or fleeing depending
on the circumstance.
That about wraps this up. Thank you for reading the whole thing, you're a real trooper. As always be sure to leave a support
if you like it. If you don't, let me know what you would like to see.
Youtube-eonwolfx9, Twitter @eonwolfx9
I really like this idea, it would add a good bit of challenge to hardcore. Support
Also, first