It would be more trouble-making if whole Biome will damage entity or give it negative effects.
So in those biomes just spawn Conditions. Thats what I call them.
Some Conditions are opposite for each other and will first target its opposite then player/mobs.
Conditions affect(attack, heal, (de)buff) everyone in sight except other Conditions. If condition is of the same type it will just continue to affect mobs. If it is not opposing but somehow unrelated like wetness to heat or dryness to frost it also continues to do the work.
And if it meets opposite condition(wetness-dryness or heat-frost) it will attack and 1HKO the opposing condition. Further it fires each other at the same time, and kill is guaranteed.
They are form of ghast 2x2x2 cubes with 100% transparency, and thereby cannot be physically damaged.
There are ways to damage them. Some include blocks(like cacti to humans and mobs) some include potions(like to splash dryness with thrown potion) or fire(frost-repellant). I will further describe each 4.
And Environment real effects. Frost:
Special: Cannot be ignited by contact of fire or flint N steel, cannot be damaged by cacti, cannot take fall damage or drowning/suffocation/physical damage.
Has individual stat called Intensity instead of most part of health.
Without intensity it has 2 hearts of health.
Actual Stats:
40 Intensity bars ■
2 hearts of health
It Changes environment:
It freezes water to ice if it has more than 30 intensity
It cools lava to obsidian(but destructs himself too)
It will make your crops freeze their growth once exposed
It is changed by environment:
It is destructed by lava, taking twice as damage as overworld mobs do 5 full heart/sec or 7 full heart/sec(1HKO once touch)
It is quickly defocused by fire, taking -5 ■/sec
It is slowly defocused by netherrack as it resides some heat -1 ■/sec
It is slowly defocused by bricks as they reside some heat from furnace -1 ■/sec
It is slowly defocused by vines because of heat residue -1 ■/sec
It is medium focused and healed by ice(or packed) as it is cold +1/2 health/sec and +2 ■/sec
It is somewhat focused by snow block as it heals +1 ■
It is demolished by lit furnace, loses 5 heart/sec.(1HKO once touched)
If it is exposed to moving mobs it loses 1 ■/second
Spawning conditions:
Ice Plains
Tundra/Taiga
The End
Aslo over snow or ice blocks
(In cold season - plains, swamp)
Attacks:
1. Glacier - Scales with intensity(Total attack damage x intensity percentage) Total damage is 4 full hearts.
Inflict slowness II and Dullness II
2. Frostwork - Total damage 2 hearts. Scales with intensity. Inflicts weakness and slowness I.
3. Condition - Attack Heat(opposing condition), Blaze or Magma Cube(totally opposing mobs). Inflicts 15 hearts. Light speed. Guaranteed to kill. Cant target other targets.
4. Same blood - Affects any snow, frost or ice mob and gives them Strength V and Regeneration IIII
Heat
Special:
Cannot be ignited by contact of fire or flint N steel, cannot be damaged by cacti, cannot take fall damage or drowning/suffocation/physical damage. Fire heals. Physical damage taken adds Intensity(physic law - friction generates heat) Stats: 40 Intensity bars▲ 2 Hearts of health It changes environment
It heats obsidian which doesnt have any contact with nether portal bleck. Requires full ▲.
It heats ice and snow, converting them to water(self destruction)
It evaporates water
It ignites blocks if there arent any water source 30 blocks away
It make your crops to slowly decay - 1 growth decay in 3 days if at least 20 ▲
It is changed by environment
It is 1HK once touched ice(7 hearts/turn and 19 ▲/turn it loses 5 ▲/turn once exposed to snow
It slowly regenerates ▲ once exposed to unlit furnace, any brick blocks, netherrack, vines +1 ▲/sec
It quickly regenerates health and ▲ once exposed to fire or lit furnace 5▲/sec
It quickly regenerates health and ▲(7 hearts and 7 ▲/sec)
Once taken physical attack regains 1 ▲
Once taken hot explosion damage regains 4 ▲
Spawning conditions:
Desert, Jungle, Mesa, nether dimesnions
over Lava blocks or lit Furnace, VERY rarely sand in hot biomes.
In plains or swamp in hot season
Attacks: 1. Ignition - attacks enemy for 2 their hearts and ignites them for 2-3 sec. Requires 3 ▲ 2. Fate - attacks enemy for 3 hearts and causes Nausea and Swiftness for 30 seconds. Requires 16 ▲ 3. Overheat - hits enemy for 2,5 heart and causes Weakness and Dullness for 16 seconds. Requires 10 ▲ 4. Conditional attack - Attack Frost and Snow golems with lightspeed ray, draining 15 health and 19 intensity and igniting them. Cannot target other mobs. 5. Same temperature - fully heal Blazes and Magma Cubes with 2 ▲ (required) and cause them to get regeneration III and swiftness II for 10 seconds.
Dryness
Special:
immune to fall, suffocation, physical or cacti damage. Vulnerable to potions. Stats:
40 Intensity bars ▩
2 hearts of health
It changes environment:
It decays crops.(1 growth rate down/3 days of exposure)
It dehydrates farmland blocks It is changed by environment
It is 1HKO once touched water
It loses 1 ▩/2 sec once exposed to leaf block or vines
It gains 1 ▩/sec once exposed to sand or gravel
It gains 1 ▩/sec once exposed to dead bushes or shrubs
It is killed by rain
It loses 5 ▩/sec in snowfall
Spawning conditions:
Desert, Ice plains, The end, Nether dimension Attacks: 1. Collapse - Attack for 1 heart and inflict Strength II and Poison I for 7 seconds. Needs 7 ▩ 2. Dehydration - Attack for 1,5 heart and inflict Nausea, Slowness and Haste for 5 sec. Needs 14 ▩ 3. No water no matter - Fully heal Ghasts and Creepers and get them strength IV. 4. Diffusion - attack Squids and Wetness for 15 hearts.
Wetness
Special:
Cannot be affected by potions, beside they heal(water content). Cannot take physical, suffocation, cacti damage. Boosts growth. Doesnt attack overworld mobs nor player. Stats:
2 hearts
40 intensity bars ●
It changes environment:
It boosts growth of crops by additional 1 rate/day
It hydrates farmland
It is changed by environment:
It gains 1 ●/sec exposed to vines or growing stuff also by moving overworld mobs(not undead)
It gains full heal and 40 ●/sec once exposed to water source/flowing block
It gains 5 ●/sec once exposed to ice and snow
Spawning conditions:
Ocean, any water source block.
Ice Plains, Jungle, Plains, Swamp
Attacks:
1. Water Cannon - Attack any non-overworld mob for 5 hearts and huge knockback. Requires 7 ●
2. Osmosis - attack Dryness and Ghasts for 15 hearts and drain all its intensity. 3. Life Force - heal overworld living(not undead, not creepers) mobs for 3 hearts and get them Regen V and Strength III for 5 seconds. Requires 18 ●
Marks:
Their ALL attacks have 7 second cooldown and all heals got 5 second cooldown.
Intensities(■,▲, ▩, ●) are like Health but they scale with attacks. 100% is 40 intensity. Its total capacity is infinite, so you can meet one with 240 Intensity with attack and heals total damage scaling with 600%. But they are quickly drained as Conditions are flying mobs and rarely touch any block at all. If they are out of intensity they cannot attack, and lose 1 health per 2 seconds, slowly vanishing away. All blocks to Conditions are treated non-solid as they fly through anywhere like invisible ghosts.
Do I need to get an instant positive buff from a frost mob?
And as said by ZeWind: This is too complex, and imagine all the work Mojang would have to do...
So in those biomes just spawn Conditions. Thats what I call them.
Some Conditions are opposite for each other and will first target its opposite then player/mobs.
Conditions affect(attack, heal, (de)buff) everyone in sight except other Conditions. If condition is of the same type it will just continue to affect mobs. If it is not opposing but somehow unrelated like wetness to heat or dryness to frost it also continues to do the work.
And if it meets opposite condition(wetness-dryness or heat-frost) it will attack and 1HKO the opposing condition. Further it fires each other at the same time, and kill is guaranteed.
They are form of ghast 2x2x2 cubes with 100% transparency, and thereby cannot be physically damaged.
There are ways to damage them. Some include blocks(like cacti to humans and mobs) some include potions(like to splash dryness with thrown potion) or fire(frost-repellant). I will further describe each 4.
And Environment real effects.
Frost:
Special: Cannot be ignited by contact of fire or flint N steel, cannot be damaged by cacti, cannot take fall damage or drowning/suffocation/physical damage.
Has individual stat called Intensity instead of most part of health.
Without intensity it has 2 hearts of health.
Actual Stats:
40 Intensity bars ■
2 hearts of health
It Changes environment:
It freezes water to ice if it has more than 30 intensity
It cools lava to obsidian(but destructs himself too)
It will make your crops freeze their growth once exposed
It is changed by environment:
It is destructed by lava, taking twice as damage as overworld mobs do 5 full heart/sec or 7 full heart/sec(1HKO once touch)
It is quickly defocused by fire, taking -5 ■/sec
It is slowly defocused by netherrack as it resides some heat -1 ■/sec
It is slowly defocused by bricks as they reside some heat from furnace -1 ■/sec
It is slowly defocused by vines because of heat residue -1 ■/sec
It is medium focused and healed by ice(or packed) as it is cold +1/2 health/sec and +2 ■/sec
It is somewhat focused by snow block as it heals +1 ■
It is demolished by lit furnace, loses 5 heart/sec.(1HKO once touched)
If it is exposed to moving mobs it loses 1 ■/second
Spawning conditions:
Ice Plains
Tundra/Taiga
The End
Aslo over snow or ice blocks
(In cold season - plains, swamp)
Attacks:
1. Glacier - Scales with intensity(Total attack damage x intensity percentage) Total damage is 4 full hearts.
Inflict slowness II and Dullness II
2. Frostwork - Total damage 2 hearts. Scales with intensity. Inflicts weakness and slowness I.
3. Condition - Attack Heat(opposing condition), Blaze or Magma Cube(totally opposing mobs). Inflicts 15 hearts. Light speed. Guaranteed to kill. Cant target other targets.
4. Same blood - Affects any snow, frost or ice mob and gives them Strength V and Regeneration IIII
Heat
Cannot be ignited by contact of fire or flint N steel, cannot be damaged by cacti, cannot take fall damage or drowning/suffocation/physical damage. Fire heals. Physical damage taken adds Intensity(physic law - friction generates heat)
Stats:
40 Intensity bars ▲
2 Hearts of health
It changes environment
It heats obsidian which doesnt have any contact with nether portal bleck. Requires full ▲.
It heats ice and snow, converting them to water(self destruction)
It evaporates water
It ignites blocks if there arent any water source 30 blocks away
It make your crops to slowly decay - 1 growth decay in 3 days if at least 20 ▲
It is changed by environment
It is 1HK once touched ice(7 hearts/turn and 19 ▲/turn
it loses 5 ▲/turn once exposed to snow
It slowly regenerates ▲ once exposed to unlit furnace, any brick blocks, netherrack, vines +1 ▲/sec
It quickly regenerates health and ▲ once exposed to fire or lit furnace 5▲/sec
It quickly regenerates health and ▲(7 hearts and 7 ▲/sec)
Once taken physical attack regains 1 ▲
Once taken hot explosion damage regains 4 ▲
Spawning conditions:
Desert, Jungle, Mesa, nether dimesnions
over Lava blocks or lit Furnace, VERY rarely sand in hot biomes.
In plains or swamp in hot season
Attacks:
1. Ignition - attacks enemy for 2 their hearts and ignites them for 2-3 sec. Requires 3 ▲
2. Fate - attacks enemy for 3 hearts and causes Nausea and Swiftness for 30 seconds. Requires 16 ▲
3. Overheat - hits enemy for 2,5 heart and causes Weakness and Dullness for 16 seconds. Requires 10 ▲
4. Conditional attack - Attack Frost and Snow golems with lightspeed ray, draining 15 health and 19 intensity and igniting them. Cannot target other mobs.
5. Same temperature - fully heal Blazes and Magma Cubes with 2 ▲ (required) and cause them to get regeneration III and swiftness II for 10 seconds.
Dryness
Special:
immune to fall, suffocation, physical or cacti damage. Vulnerable to potions.
Stats:
40 Intensity bars ▩
2 hearts of health
It changes environment:
It decays crops.(1 growth rate down/3 days of exposure)
It dehydrates farmland blocks
It is changed by environment
It is 1HKO once touched water
It loses 1 ▩/2 sec once exposed to leaf block or vines
It gains 1 ▩/sec once exposed to sand or gravel
It gains 1 ▩/sec once exposed to dead bushes or shrubs
It is killed by rain
It loses 5 ▩/sec in snowfall
Spawning conditions:
Desert, Ice plains, The end, Nether dimension
Attacks:
1. Collapse - Attack for 1 heart and inflict Strength II and Poison I for 7 seconds. Needs 7 ▩
2. Dehydration - Attack for 1,5 heart and inflict Nausea, Slowness and Haste for 5 sec. Needs 14 ▩
3. No water no matter - Fully heal Ghasts and Creepers and get them strength IV.
4. Diffusion - attack Squids and Wetness for 15 hearts.
Wetness
Special:
Cannot be affected by potions, beside they heal(water content). Cannot take physical, suffocation, cacti damage. Boosts growth. Doesnt attack overworld mobs nor player.
Stats:
2 hearts
40 intensity bars ●
It changes environment:
It boosts growth of crops by additional 1 rate/day
It hydrates farmland
It is changed by environment:
It gains 1 ●/sec exposed to vines or growing stuff also by moving overworld mobs(not undead)
It gains full heal and 40 ●/sec once exposed to water source/flowing block
It gains 5 ●/sec once exposed to ice and snow
Spawning conditions:
Ocean, any water source block.
Ice Plains, Jungle, Plains, Swamp
Attacks:
1. Water Cannon - Attack any non-overworld mob for 5 hearts and huge knockback. Requires 7 ●
2. Osmosis - attack Dryness and Ghasts for 15 hearts and drain all its intensity.
3. Life Force - heal overworld living(not undead, not creepers) mobs for 3 hearts and get them Regen V and Strength III for 5 seconds. Requires 18 ●
Marks:
Their ALL attacks have 7 second cooldown and all heals got 5 second cooldown.
Intensities(■,▲, ▩, ●) are like Health but they scale with attacks. 100% is 40 intensity. Its total capacity is infinite, so you can meet one with 240 Intensity with attack and heals total damage scaling with 600%. But they are quickly drained as Conditions are flying mobs and rarely touch any block at all. If they are out of intensity they cannot attack, and lose 1 health per 2 seconds, slowly vanishing away. All blocks to Conditions are treated non-solid as they fly through anywhere like invisible ghosts.
This might be a good mod though.
i quit
And as said by ZeWind: This is too complex, and imagine all the work Mojang would have to do...