The castle would be made out of cobble stone and stone brick but it's all crumbled down and missing parts, with piles of rock. You could find ghosts, zombies and skeletons there. If you go to the top of the highest tower, you could find something really valuable like diamonds or even netherite!
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I support ruined structures with loot and mobs. Small ruined houses would provide shelter.
And maybe some abandoned camps with unlit campfires in forests, without beds or wool tends.
Just a nice little resting place to cook some food.
Becouse generated structures make exploring more fun. The overworld could be filled with lots of ruined structures for ambient.
They don't need to have loot in them.
But then this creates more work for Mojang, the benefit vs cost needs to be taken to consideration in my honest opinion,
you're free to have yours, and you'd like naturally generated ruined castles.
However don't forget in the Nether, we have fortresses and bastions, in Overworld we have Ocean Monuments, Pillager Outposts and desert and jungle temples.
we have naturally generated structures that we can explore.
I do believe some things should be left up to the player, because that's part of what Minecraft is about,
I'd appreciate more ambient structures- I think we're fine on big, rare finds- but things that would make the world more atmospheric, (Such as occasional ruins), would be appreciated. Consider the desert well- wouldn't biome specific variants of an equal rarity be sort of cool to come across? Ruins would could have a small bit of loot, value towards the admittedly vague lore of the game, and, uh, would look cool? (Sandy ruins for arid biomes, overgrown for jungle, etc.) Maybe some rarer large ruins, but I don't think more large structures are strictly necessary. (Even if they would be cool, I think the likelihood of them being implemented is pretty low.)
It's a good idea,but ruins and ruins alone would kinda *cough* ruin the medieval vibe of the game.Active castles would seem like villages.Some battered ,others still alive.If we just had ruins,it would feel so dreary and isolated.Armed guard villagers guarding turrets,animals barking and meowing,and the ringing of tower bells would add someplace lively and almost like home for players to stay and live happily,with crocodile mobs guarding a moat and even stables.The villagers would finally get their woodland mansion, styled and made grandly just for them. : D
For me Minecraft has post-apoc vibe where the only sane and negotiable folks are shoved into some relatively rare and mediocre villages which are prone to raids and zombie sieges, and every other place is either pure, untouched nature, ruined remnants of once great fallen civilization whose citizens were raised from dead and assault you every night or in rarer cases some suspiciously militant marauders who typically shoot first and ask questions later.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
For me Minecraft has post-apoc vibe where the only sane and negotiable folks are shoved into some relatively rare and mediocre villages which are prone to raids and zombie sieges, and every other place is either pure, untouched nature, ruined remnants of once great fallen civilization whose citizens were raised from dead and assault you every night or in rarer cases some suspiciously militant marauders who typically shoot first and ask questions later.
I don't feel that post apocalyptic vibe. The overworld hostile mobs that come out at night remind me more of halloween.
The world feels indeed very untouched. That's exactly why i'd vote for more structures.
Rollback Post to RevisionRollBack
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
Archaeology underground kind of means ruins anywhere, just not on the surface.
The ideas in this thread sound to me like strongholds and ocean ruins.
In my eyes, we have enough structures in the game by now, especially if you are near ocean bodies or deserts.
I will give some support, but not especially excited.
I don't feel newer structures are justified unless there are newer hostile mobs to battle, as well as unique loot to find within them.
The thing that made Bastions great in the Nether is the Snout Banner and Pigstep discs, rare loot, but are pretty much trophies for completing these quests. Also you can find diamond armour plates, gold blocks, Soul Speed III books or gold boots, and netherite scraps or ancient debris.
Having a structure that generates in the Overworld for the sake of it without anything new to find within it, makes its existence pointless.
The castle would be made out of cobble stone and stone brick but it's all crumbled down and missing parts, with piles of rock. You could find ghosts, zombies and skeletons there. If you go to the top of the highest tower, you could find something really valuable like diamonds or even netherite!
That sounds pretty cool! But instead of cobblestone, it would be a mixture of stone bricks and mossy stone bricks. If it is to have some OP loot, it has to be super rare and should have a new mob guard it. I like the idea of Agtrigormortis's vampire. It would make sense and these vampires would burn in daylight (bc they are vampires, duh) and would spawn from the basement since there would be a spawner there. Overall, this idea is a wonderful and original idea that I would love to see implemented in a future update.
That sounds pretty cool! But instead of cobblestone, it would be a mixture of stone bricks and mossy stone bricks. If it is to have some OP loot, it has to be super rare and should have a new mob guard it. I like the idea of Agtrigormortis's vampire. It would make sense and these vampires would burn in daylight (bc they are vampires, duh) and would spawn from the basement since there would be a spawner there. Overall, this idea is a wonderful and original idea that I would love to see implemented in a future update.
It wasn't actually my idea, somebody else on this forum made this suggestion in a different thread, I don't remember the username but I agreed with it nonetheless because it adds another undead mob variant, and gives Smite 5 enchantment another valid use.
Also I added to the suggestion by recommending that vampires continue to spawn every night within a given chunk radius until the Count at the local castle has been defeated, and the Count could be the new boss vampire, having much more health than the rest in addition to having the ability to transform into a bat and back again at will to escape being hit by players.
If any vampire kills a player, after they respawn, their corpse which they left behind previously causes another vampire to spawn, meaning the player is given a penalty for failing to kill a vampire and dying while fighting one, this adds difficulty and makes them more engaging to fight because the player has a reason to do whatever they can to avoid being killed by vampires.
They can burn in daylight, but inside the castles they'd obviously be shielded from daylight.
Meaning the only fast or effective way to kill them would be to use Smite enchanted swords with or without fire aspect,
or use splash potion of holy water, a new potion type.
I like where these new ideas are going, however, if this structure can spawn randomly while having a boss tier mob or mobs, it had better not be super common. Monuments and mansions are prized because they are rare.
I like where these new ideas are going, however, if this structure can spawn randomly while having a boss tier mob or mobs, it had better not be super common. Monuments and mansions are prized because they are rare.
The vampire castle idea could be called the Halloween update, Mojang could schedule its release in October 31st post development.
And holy water potion could be used against other undead mobs, causing them to burn to death.
In order for the holy water to burn the undead mob to death in one shot, it could need its potency to be boosted by glowstone
and become Holy Water II.
However Holy Water could be exclusively as a trade option by Clerics
or a placed Cauldron within their vicinity.
Holy Waters texture would be identical to regular water,
but when scooped up by bottles it will show up as Holy Water if it was recently blessed by the Cleric.
Drinking Holy Water could grant the player temporary immunity to Potion of Decay and Potion of Harming,
but not immunity to poison or burning, which can only be nullified by milk.
Edit: or in the case of burning, also nullified by water or fire resistance or protection 4 etc.
I like where these new ideas are going, however, if this structure can spawn randomly while having a boss tier mob or mobs, it had better not be super common. Monuments and mansions are prized because they are rare.
Like I said before, these should be as rarer than ocean monuments and woodland mansions because it has even better loot than those two structures. And that is if the loot in castle ruins is super OP (ie. netherite/diamond tools, Notch apples). Also, we are brainstorming a possible vampire mob that will spawn from four mob spawners in the basement and in the middle room. These vampires would also be super stealthy, lashing out in the silent dark at its victims.
Like I said before, these should be as rarer than ocean monuments and woodland mansions because it has even better loot than those two structures. And that is if the loot in castle ruins is super OP (ie. netherite/diamond tools, Notch apples). Also, we are brainstorming a possible vampire mob that will spawn from four mob spawners in the basement and in the middle room. These vampires would also be super stealthy, lashing out in the silent dark at its victims.
I'd like to add about the vampire castle update thing
if holy water is to be added and grant players temporary immunity to decay and harming potions when the player drinks them
Wither should not count, for the sake of not making the player too OP.
Wither causing wither status effect to players should override the wither immunity of the holy water
if players were to become entirely immune to wither status against this boss, the game would be broken.
Like I said before, these should be as rarer than ocean monuments and woodland mansions because it has even better loot than those two structures. And that is if the loot in castle ruins is super OP (ie. netherite/diamond tools, Notch apples). Also, we are brainstorming a possible vampire mob that will spawn from four mob spawners in the basement and in the middle room. These vampires would also be super stealthy, lashing out in the silent dark at its victims.
I like it, let's not make it too much rarer than mansions though as those are already a pain.
Also, should vampires look like villagers at all, since they are tall and thin, and since likely you'd need cartographer maps to find these structures?
Okay, yes monuments are found by maps too (sometimes) and guardians look nothing like villagers, but they're not humanoids.
I'd like to add about the vampire castle update thing
if holy water is to be added and grant players temporary immunity to decay and harming potions when the player drinks them
Wither should not count, for the sake of not making the player too OP.
Wither causing wither status effect to players should override the wither immunity of the holy water
if players were to become entirely immune to wither status against this boss, the game would be broken.
...okay, well, it wasn't brought up but yeah.
Holy water seems very specific and niche to me, however. It also sounds a lot like healing potions, and I don't know about adding anything relating to religion in the game, although we do have village temples.
Also, I am hesitant about ideas like coffins, stakes, and garlic, as additional weapons or entities.
I like it, let's not make it too much rarer than mansions though as those are already a pain.
Also, should vampires look like villagers at all, since they are tall and thin, and since likely you'd need cartographer maps to find these structures?
Okay, yes monuments are found by maps too (sometimes) and guardians look nothing like villagers, but they're not humanoids.
And the Count Dracula could have the black suit, white shirt and bow tie, and cape, pale skin textures, but otherwise look like a villager.
Just before they attack players or villagers, the vampires could have an animation that shows them opening their mouths as they are about to bite.
they could cause hunger status as they're draining your life, blood loss entails loss of nutrients so this makes sense.
The key to defeating them is to avoid being bitten too many times or for too long once they've gotten a hold of you, when bitten you'd need to move away.
And the Count Dracula could have the black suit, white shirt and bow tie, and cape, pale skin textures, but otherwise look like a villager.
Just before they attack players or villagers, the vampires could have an animation that shows them opening their mouths as they are about to bite.
they could cause hunger status as they're draining your life, blood loss entails loss of nutrients so this makes sense.
The key to defeating them is to avoid being bitten too many times or for too long once they've gotten a hold of you, when bitten you'd need to move away.
It's starting to feel a bit Hollywood-esque or stereotypical, but sure.
The castle would be made out of cobble stone and stone brick but it's all crumbled down and missing parts, with piles of rock. You could find ghosts, zombies and skeletons there. If you go to the top of the highest tower, you could find something really valuable like diamonds or even netherite!
Support. Already thought of something highly similar, though with no ghosts and netherite but other features instead. Here's my old thread:
https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/3030896-new-structure-idea-castles-of-the-dead
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Why not just build your own castle?
If there are to be naturally generated castles added to the game, then I'd suggest adding it with a new undead mob, vampire.
But that is worthy of its own thread imo.
I support ruined structures with loot and mobs. Small ruined houses would provide shelter.
And maybe some abandoned camps with unlit campfires in forests, without beds or wool tends.
Just a nice little resting place to cook some food.
Becouse generated structures make exploring more fun. The overworld could be filled with lots of ruined structures for ambient.
They don't need to have loot in them.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
But then this creates more work for Mojang, the benefit vs cost needs to be taken to consideration in my honest opinion,
you're free to have yours, and you'd like naturally generated ruined castles.
However don't forget in the Nether, we have fortresses and bastions, in Overworld we have Ocean Monuments, Pillager Outposts and desert and jungle temples.
we have naturally generated structures that we can explore.
I do believe some things should be left up to the player, because that's part of what Minecraft is about,
your world, your rules.
I'd appreciate more ambient structures- I think we're fine on big, rare finds- but things that would make the world more atmospheric, (Such as occasional ruins), would be appreciated. Consider the desert well- wouldn't biome specific variants of an equal rarity be sort of cool to come across? Ruins would could have a small bit of loot, value towards the admittedly vague lore of the game, and, uh, would look cool? (Sandy ruins for arid biomes, overgrown for jungle, etc.) Maybe some rarer large ruins, but I don't think more large structures are strictly necessary. (Even if they would be cool, I think the likelihood of them being implemented is pretty low.)
Cooking with Mindthemoods ~ Biomes ~ Archeology
---
~ My Portfolio ~ Skindex ~ Test ~ Discs ~
Archaeology underground kind of means ruins anywhere, just not on the surface.
The ideas in this thread sound to me like strongholds and ocean ruins.
In my eyes, we have enough structures in the game by now, especially if you are near ocean bodies or deserts.
I will give some support, but not especially excited.
For me Minecraft has post-apoc vibe where the only sane and negotiable folks are shoved into some relatively rare and mediocre villages which are prone to raids and zombie sieges, and every other place is either pure, untouched nature, ruined remnants of once great fallen civilization whose citizens were raised from dead and assault you every night or in rarer cases some suspiciously militant marauders who typically shoot first and ask questions later.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I don't feel that post apocalyptic vibe. The overworld hostile mobs that come out at night remind me more of halloween.
The world feels indeed very untouched. That's exactly why i'd vote for more structures.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
I don't feel newer structures are justified unless there are newer hostile mobs to battle, as well as unique loot to find within them.
The thing that made Bastions great in the Nether is the Snout Banner and Pigstep discs, rare loot, but are pretty much trophies for completing these quests. Also you can find diamond armour plates, gold blocks, Soul Speed III books or gold boots, and netherite scraps or ancient debris.
Having a structure that generates in the Overworld for the sake of it without anything new to find within it, makes its existence pointless.
That sounds pretty cool! But instead of cobblestone, it would be a mixture of stone bricks and mossy stone bricks. If it is to have some OP loot, it has to be super rare and should have a new mob guard it. I like the idea of Agtrigormortis's vampire. It would make sense and these vampires would burn in daylight (bc they are vampires, duh) and would spawn from the basement since there would be a spawner there. Overall, this idea is a wonderful and original idea that I would love to see implemented in a future update.
Subscribe to my YouTube channel for Hypixel content: DragonAnimators - YouTube
It wasn't actually my idea, somebody else on this forum made this suggestion in a different thread, I don't remember the username but I agreed with it nonetheless because it adds another undead mob variant, and gives Smite 5 enchantment another valid use.
Also I added to the suggestion by recommending that vampires continue to spawn every night within a given chunk radius until the Count at the local castle has been defeated, and the Count could be the new boss vampire, having much more health than the rest in addition to having the ability to transform into a bat and back again at will to escape being hit by players.
If any vampire kills a player, after they respawn, their corpse which they left behind previously causes another vampire to spawn, meaning the player is given a penalty for failing to kill a vampire and dying while fighting one, this adds difficulty and makes them more engaging to fight because the player has a reason to do whatever they can to avoid being killed by vampires.
They can burn in daylight, but inside the castles they'd obviously be shielded from daylight.
Meaning the only fast or effective way to kill them would be to use Smite enchanted swords with or without fire aspect,
or use splash potion of holy water, a new potion type.
I like where these new ideas are going, however, if this structure can spawn randomly while having a boss tier mob or mobs, it had better not be super common. Monuments and mansions are prized because they are rare.
The vampire castle idea could be called the Halloween update, Mojang could schedule its release in October 31st post development.
And holy water potion could be used against other undead mobs, causing them to burn to death.
In order for the holy water to burn the undead mob to death in one shot, it could need its potency to be boosted by glowstone
and become Holy Water II.
However Holy Water could be exclusively as a trade option by Clerics
or a placed Cauldron within their vicinity.
Holy Waters texture would be identical to regular water,
but when scooped up by bottles it will show up as Holy Water if it was recently blessed by the Cleric.
Drinking Holy Water could grant the player temporary immunity to Potion of Decay and Potion of Harming,
but not immunity to poison or burning, which can only be nullified by milk.
Edit: or in the case of burning, also nullified by water or fire resistance or protection 4 etc.
Like I said before, these should be as rarer than ocean monuments and woodland mansions because it has even better loot than those two structures. And that is if the loot in castle ruins is super OP (ie. netherite/diamond tools, Notch apples). Also, we are brainstorming a possible vampire mob that will spawn from four mob spawners in the basement and in the middle room. These vampires would also be super stealthy, lashing out in the silent dark at its victims.
Subscribe to my YouTube channel for Hypixel content: DragonAnimators - YouTube
I'd like to add about the vampire castle update thing
if holy water is to be added and grant players temporary immunity to decay and harming potions when the player drinks them
Wither should not count, for the sake of not making the player too OP.
Wither causing wither status effect to players should override the wither immunity of the holy water
if players were to become entirely immune to wither status against this boss, the game would be broken.
I like it, let's not make it too much rarer than mansions though as those are already a pain.
Also, should vampires look like villagers at all, since they are tall and thin, and since likely you'd need cartographer maps to find these structures?
Okay, yes monuments are found by maps too (sometimes) and guardians look nothing like villagers, but they're not humanoids.
...okay, well, it wasn't brought up but yeah.
Holy water seems very specific and niche to me, however. It also sounds a lot like healing potions, and I don't know about adding anything relating to religion in the game, although we do have village temples.
Also, I am hesitant about ideas like coffins, stakes, and garlic, as additional weapons or entities.
And the Count Dracula could have the black suit, white shirt and bow tie, and cape, pale skin textures, but otherwise look like a villager.
Just before they attack players or villagers, the vampires could have an animation that shows them opening their mouths as they are about to bite.
they could cause hunger status as they're draining your life, blood loss entails loss of nutrients so this makes sense.
The key to defeating them is to avoid being bitten too many times or for too long once they've gotten a hold of you, when bitten you'd need to move away.
It's starting to feel a bit Hollywood-esque or stereotypical, but sure.