Reiterating this suggestion because it's much more relevant than it was a couple months ago.
Nether biomes should be separated by respective y-coordinates. I feel this needed, because honestly, flying through the nether, through soulsand valleys immediately to nether wart forests doesn't sit right with me. The biomes would instead by separate, with the soul sand valley being deep in the lowest, darkest reaches of the nether, with it's access restricted by an expansive lava ocean, overlooked by nether wart forests high above on terraces and plateaus.
The soul sand valley should be deep underground because, if soul sand really is the congealed souls of the damned, that have sunken all the way down to the nether, as suggested by their design, they would sink to the very bottom reaches of the dimension. This would also make collecting netherite more treacherous, with the ghast and skeleton ridden nature of the biome (along with the soul sand), and the nether ocean above it would further complicate getting the rare resource.
Also, nether portals would only generate on the uppermost layer of the nether. And to make to vertically expansive nether design proposed in this post possible, the nether roof would have to be raised another 100 blocks or so.
It would have to be done really well in order to function well since the nether landmasses are so random and broken up, but I do like this idea. Partial support.
Also partial support for the nether portal location thing. I personally think the spawn mechanic of 1:8 ratio on X and Z and 1:1 on Y should be a hard correlation to prevent portals from linking accidentally, and the game should clear out a small area like the end's spawn location does. If you build one at bedrock and the portal spawns in lava, you'll still survive if you don't move because of the cleared area deleting the lava. Just a thought.
I like this idea im theory, but putting each of the 4 biomes on a separate layer would flatten them down too much imo. If it was two layers and each layer had multiple biomes I would like this better. That said I completely disagree with the order you put them in. I think the Nether Wastes (new name for original Nether biome) and Crimson Forest should be on the lower level and Warped Forest and Soulsand Valley should be in the top half. This makes more sense to me from a mechanics standpoint, for these reasons:
Trying to generate lava oceans in mid-air would be complex without separating the layers with Netherrack or some other block, which would take away from the impressive views you would get without a barrier
This keeps the two "cooler" biomes (based on the blue fog/glow effects) in the top layer and the more hellish and hazardous Nether Wastes (including Lava Seas) and Crimson Forest biomes in the lower part.
Ghasts need open areas to spawn and move around in, so putting them up top makes more sense to me. Plus this keeps Ghasts and Skeletons a constant threat from above. If they spawned on a lower level you could easily ignore them most of the time because they couldn't see you.
This keeps Lava Seas a greater threat when hunting for the new ore, as it would be generating right next to lava more often.
No need to completely change how chunks work to add a larger height limit to accommodate more than 2 layers, it can just be an even 128/128 split.
As far as limiting Nether Portals to the top layer, I agree but with the caveat that it aligns with the "2 layer" proposal I gave above. Because I somewhat agree with powerwindows83's concerns about portal linking, but I think compressing the y axis scaling to 1/2 of the current system makes more sense then trying to compress it to 1/3 or 1/4 due to there being more than 2 layers.
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I guess that is a fair point that generating the lava ocean above an entire other biome would be a pretty daunting and difficult to design thing to do, I guess I wasn’t thinking about the design practicality when making this suggestion.
I still think the order of biomes is a good idea, because when I first saw the pictures and video of the soul sand valley, I got pretty excited, and imagined it as this spooky cave that made you feel like you were slowly crawling though the rotting corpse of some part of the nether. If it would be more of a cave than an area that just has lots of soul sand, I would have to be in the lower areas of the nether for it to work, being separated from the giant caverns of the upper part of the nether with a huge lava ocean that you couldn’t be sure what lay underneath. This would make finding the biome a lot more special, seeing as the only way to get down there is through either digging through a pillar of netherrack jutting through the ocean into the lower depths of the area, or through exploring another cave that just as surely leads you down there. The soul sand valley wouldn’t even be visible from up above.
Ghasts don’t need to be exclusive to the biome at all, either. Honestly, I think that the biome shouldn’t have ghasts at all, they should just stay in the spacious nether wastes.
Lastly, for the concerns with portal linking, they would link the exact same as always. The only thing I think would change is where is generates in the nether when making a new portal in the overworld, as to not make someone spawn in the valley or right next to the lava ocean. When making it in the nether, I would either link to a portal in the overworld or make a new overworld portal in the same way it a works in 1.15.
also, there may be new biomes announced soon for the new update, if so I will update this.
I love the idea but yeah it would be a small space. I think Glacidus or a later dimension in Divine RPG have 4 biomes stacked on top of each other and they do a good job spacing them out with world gen for trees and other tall/typical aspects of the biomes. While it's complex I think if they were to engineer it similar to horizontal or as an original dimension that can do it might be more suitable. I'm no expert but they could work it out some way with islands rather than larger biomes.
If the nether was much taller than it would work and making the biomes have exclusive aspects like fluids, ores, mobs, structures and so on could be good. At the moment it is pretty good. Maybe we get The End with vertical biomes as it's a sky dimension?
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Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Reiterating this suggestion because it's much more relevant than it was a couple months ago.
Nether biomes should be separated by respective y-coordinates. I feel this needed, because honestly, flying through the nether, through soulsand valleys immediately to nether wart forests doesn't sit right with me. The biomes would instead by separate, with the soul sand valley being deep in the lowest, darkest reaches of the nether, with it's access restricted by an expansive lava ocean, overlooked by nether wart forests high above on terraces and plateaus.
The soul sand valley should be deep underground because, if soul sand really is the congealed souls of the damned, that have sunken all the way down to the nether, as suggested by their design, they would sink to the very bottom reaches of the dimension. This would also make collecting netherite more treacherous, with the ghast and skeleton ridden nature of the biome (along with the soul sand), and the nether ocean above it would further complicate getting the rare resource.
Also, nether portals would only generate on the uppermost layer of the nether. And to make to vertically expansive nether design proposed in this post possible, the nether roof would have to be raised another 100 blocks or so.
It would have to be done really well in order to function well since the nether landmasses are so random and broken up, but I do like this idea. Partial support.
Also partial support for the nether portal location thing. I personally think the spawn mechanic of 1:8 ratio on X and Z and 1:1 on Y should be a hard correlation to prevent portals from linking accidentally, and the game should clear out a small area like the end's spawn location does. If you build one at bedrock and the portal spawns in lava, you'll still survive if you don't move because of the cleared area deleting the lava. Just a thought.
I like this idea im theory, but putting each of the 4 biomes on a separate layer would flatten them down too much imo. If it was two layers and each layer had multiple biomes I would like this better. That said I completely disagree with the order you put them in. I think the Nether Wastes (new name for original Nether biome) and Crimson Forest should be on the lower level and Warped Forest and Soulsand Valley should be in the top half. This makes more sense to me from a mechanics standpoint, for these reasons:
As far as limiting Nether Portals to the top layer, I agree but with the caveat that it aligns with the "2 layer" proposal I gave above. Because I somewhat agree with powerwindows83's concerns about portal linking, but I think compressing the y axis scaling to 1/2 of the current system makes more sense then trying to compress it to 1/3 or 1/4 due to there being more than 2 layers.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
I guess that is a fair point that generating the lava ocean above an entire other biome would be a pretty daunting and difficult to design thing to do, I guess I wasn’t thinking about the design practicality when making this suggestion.
I still think the order of biomes is a good idea, because when I first saw the pictures and video of the soul sand valley, I got pretty excited, and imagined it as this spooky cave that made you feel like you were slowly crawling though the rotting corpse of some part of the nether. If it would be more of a cave than an area that just has lots of soul sand, I would have to be in the lower areas of the nether for it to work, being separated from the giant caverns of the upper part of the nether with a huge lava ocean that you couldn’t be sure what lay underneath. This would make finding the biome a lot more special, seeing as the only way to get down there is through either digging through a pillar of netherrack jutting through the ocean into the lower depths of the area, or through exploring another cave that just as surely leads you down there. The soul sand valley wouldn’t even be visible from up above.
Ghasts don’t need to be exclusive to the biome at all, either. Honestly, I think that the biome shouldn’t have ghasts at all, they should just stay in the spacious nether wastes.
Lastly, for the concerns with portal linking, they would link the exact same as always. The only thing I think would change is where is generates in the nether when making a new portal in the overworld, as to not make someone spawn in the valley or right next to the lava ocean. When making it in the nether, I would either link to a portal in the overworld or make a new overworld portal in the same way it a works in 1.15.
also, there may be new biomes announced soon for the new update, if so I will update this.
I love the idea but yeah it would be a small space. I think Glacidus or a later dimension in Divine RPG have 4 biomes stacked on top of each other and they do a good job spacing them out with world gen for trees and other tall/typical aspects of the biomes. While it's complex I think if they were to engineer it similar to horizontal or as an original dimension that can do it might be more suitable. I'm no expert but they could work it out some way with islands rather than larger biomes.
If the nether was much taller than it would work and making the biomes have exclusive aspects like fluids, ores, mobs, structures and so on could be good. At the moment it is pretty good. Maybe we get The End with vertical biomes as it's a sky dimension?
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Wikis I Maintain: https://modwiki.miraheze.org/wiki/User:SuntannedDuck2
I really like this idea!
Full Support!
Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.