Have you ever wondered why these so-called Guardians have been seen murdering innocent Squids? Well I am here representing the CAF (Cephalopod Armed Forces) with our next advancement in Guardian Warfare! I present to you, the Marauder!
Marauder Alignment: Neutral Health Points: 25 Heart Attack Strength: Ink: Peaceful; None Easy-Normal; Poison Effect for 7 sec (2 :heart:) Hard; Poison Effect for 15 sec (6 :heart:) Drill: Peaceful; None Easy; 2 :heart: Normal; 3.5 :heart:. Hard; 6 :heart: Spawn: Overworld; Ocean and Deep Ocean Biomes Drops: 1-2 Prismarine Shard, 0-1 Prismarine Crystal, and 1-5Tentacles Experience: 3-9
This mob is specifically designed to fight against the Guardian threat (and the occasional player). It has a hard shell made of Prismarine not only for protecion, but also for offense and camouflage. They spawn rarely anywhere in the Ocean and Deep Ocean Biomes, but are most common near Ocean Monuments. They have 2 attacks; A charge attack where they turn their stone shells at you, and in one fluid motion, launch themselves at you! The other attack is a ink cloud that causes Blindness I for 10 seconds and Poison I (time varies on difficulty). The ink is mainly used as an escape mechanism or as a way to disrupt Guardian Beams. They drop Prismarine from their shells and Tentacles. Tentacles can be eaten raw to restore 2 Hunger Units (1 Bar), and can be cooked into Calamari to restore 6 Hunger Units (3 Bars). This Mob is being implemented in a Mod.
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With cooperation with Cubic Chunks, the biome thing might work, or have mobs spawn on a certain Y-axis, or, like you said, a generated structure.
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The blocks that make up these floating islands could be special, like sunlight could ignore these blocks and pass right through them.
As you said, there are mods that only allow mobs to spawn on certain areas of the y-axis. I'd say maybe make it so no mobs below maybe 10 blocks of the island itself (say the island spawns at y:100; mobs can spawn from y:90 to y:256). That way no matter how dark it is under the island, you won't have a constant influx of mobs spawning down there.
This could also prove a bit cheaty (although mushroom island biomes are worse) having an entire chunk where no mobs can spawn at one height, but can at another. But to each person their own.
First of all: Thanks for all of your support and suggestions! Much appreciated.
I think to a degree the critique of being too vague is justified. The reason for this is pretty simple: The idea of more Underground Variety (according to the biome above) deviates from the fact that all biomes look the same below y 63. There's not the one mastersolution to change this. It is up to us (the players/the community) to collect ideas how to solve this and add some more 'life' and variety to the non-sunlit-places in MC.
I'll gladly concretise the wish for more interesting caves and sub-sea-level layers by summerizing the suggestions made til now here. I could imagine doing so regularly (like once a week) to keep up with all of your great suggestions and make feedback a bit easier. Also: Feel free to build underground structures (not meaning buildings) for certain biomes (in creative) and show your work here with a despription of what you did and why. I hope to find to find some time soon to do that as well myself.
I think it doesn't make much sense to demand new blocks, mobs or items from mojang, so try to realize the underground transformation with the (biome) given stuff. For example: I don't think there will ever be bears living in the forest caves, but why not having variations of the existing mobs, like cave-pigs, or -ocelots?
Ok, so here's a rough summary of ideas from the first week (some tweaked)
icicles (packed ice pillars), stalagmites and stalagtites (in snowy biomes or respectively mountain-biomes), patches of ice on floors and walls
more coal in biomes with a lot of plantlife (swamp/jungle etc..), maybe even coal-blocks
roots growing into cave-ceilings
mushroom caverns, (frozen) undergound lakes (with cave-squid), bat caves
more iron in mesa-biomes (the reason for red sand)
different cave-sizes, depending on the nature of the biome (f.e. larger in deserts)
mossy stone connecting the overground with the cave entrances
humanly structures in proximity to villages (finding a mineshaft could hint to a village above, or vice versa)
I hope this makes it less vague, keep your wishes and suggestions coming. I'll try to maintain the thread in a sensefull way.
It feels great seeing some of my ideas were included here, and to see the amazing ideas that others have suggested!
The section I bolded is something I believe could be added on to. As many of you know, Villages have been known to spawn on or near hills in the Biomes they generate in. I though that if a village generated in a set vicinity of a hill, there would be a chance (20%?) that the opening to an abandoned mineshaft would generate with a stair-like walkway that leads down to an abandoned mineshaft under or near the village.
I had also wanted to mention something about underground mushrooms in Mushroom Island Biomes in my origianl post, but forgot to, and obviously someone beat me to it! I would imagine mushrooms would be more common in tunnels, and caves and ravines could generate with giant versions of potentially new mushrooms (give a bit of variety to the two types above ground; possibly bio-luminescent mushrooms).
I would also like to ask if I, with your permission, could integrate any ideas you put into the OP (First Thread Post) into a mod I am developing.
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Marauder
Alignment: Neutral
Health Points: 25 Heart
Attack Strength:
Ink: Peaceful; None Easy-Normal; Poison Effect for 7 sec (2 :heart:) Hard; Poison Effect for 15 sec (6 :heart:)
Drill: Peaceful; None Easy; 2 :heart: Normal; 3.5 :heart:. Hard; 6 :heart:
Spawn: Overworld; Ocean and Deep Ocean Biomes
Drops: 1-2 Prismarine Shard, 0-1 Prismarine Crystal, and 1-5Tentacles
Experience: 3-9
This mob is specifically designed to fight against the Guardian threat (and the occasional player). It has a hard shell made of Prismarine not only for protecion, but also for offense and camouflage. They spawn rarely anywhere in the Ocean and Deep Ocean Biomes, but are most common near Ocean Monuments. They have 2 attacks; A charge attack where they turn their stone shells at you, and in one fluid motion, launch themselves at you! The other attack is a ink cloud that causes Blindness I for 10 seconds and Poison I (time varies on difficulty). The ink is mainly used as an escape mechanism or as a way to disrupt Guardian Beams. They drop Prismarine from their shells and Tentacles. Tentacles can be eaten raw to restore 2 Hunger Units (1 Bar), and can be cooked into Calamari to restore 6 Hunger Units (3 Bars).
This Mob is being implemented in a Mod.
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As you said, there are mods that only allow mobs to spawn on certain areas of the y-axis. I'd say maybe make it so no mobs below maybe 10 blocks of the island itself (say the island spawns at y:100; mobs can spawn from y:90 to y:256). That way no matter how dark it is under the island, you won't have a constant influx of mobs spawning down there.
This could also prove a bit cheaty (although mushroom island biomes are worse) having an entire chunk where no mobs can spawn at one height, but can at another. But to each person their own.
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With your permission, I would like to incorporate this into a mod I am working on.
I will most likely release a mini-mod of sorts containing this idea
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It feels great seeing some of my ideas were included here, and to see the amazing ideas that others have suggested!
The section I bolded is something I believe could be added on to. As many of you know, Villages have been known to spawn on or near hills in the Biomes they generate in. I though that if a village generated in a set vicinity of a hill, there would be a chance (20%?) that the opening to an abandoned mineshaft would generate with a stair-like walkway that leads down to an abandoned mineshaft under or near the village.
I had also wanted to mention something about underground mushrooms in Mushroom Island Biomes in my origianl post, but forgot to, and obviously someone beat me to it! I would imagine mushrooms would be more common in tunnels, and caves and ravines could generate with giant versions of potentially new mushrooms (give a bit of variety to the two types above ground; possibly bio-luminescent mushrooms).
I would also like to ask if I, with your permission, could integrate any ideas you put into the OP (First Thread Post) into a mod I am developing.
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Then I'll put it in a mod.
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That means you gotta update the Original Post with the ideas that are given to ya XD
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Let the Hunt Begin! - Not you Average Deer Suggestion!
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Why do you put those pictures in the comment and not in your signature?
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Even if it does, would I be able to have permission to use anything you put into the OP in my mod?
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When you mentioned it, I thought of the one from Harry Potter but with like 15-Prong horns or something.