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    posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!
    I absolutely love the way this texture pack looks!
    Posted in: Resource Packs
  • 128

    posted a message on Geocraft - A Minecraftian Geology
    GEOCRAFT

    Minecraft is a game of infinite creativity where the world is literally a standing resource for the whims and desires of the player. The possibilities are nearly endless in what can be created in this world where everything is a potential building material or decoration. That is why the acquisition, distribution, and selection of resources is an extremely important aspect to the game's overall design. Despite the seemingly endless array of possibilities already available to the Minecraft player, there is still one very important and essential element that needs to be expanded on: the geology of Minecraft.

    Currently, there isn't much to Minecraft geology outside of the spectacular formations the player is treated to on the surface. Once underground, and especially in artificial mines, the landscape of Minecraft degenerates into an endless expanse of "rock" broken only by pockets of dirt, gravel, and much sought after resources. What can be done to add more interest and variety in the "mine" part of "Minecraft", and how can improvements here also help with the "craft" side of the game?

    The first stage is to turn an eye onto real world geology. This might sound tediously boring (and it is, trust me!), but hidden in the obscure language of geologists lies the secret to making a good game about mining. The following are a list of suggestions that not only bring Minecraft more in line with real world geology, but also create elements that improve the beauty and creative potential of the game itself.

    1. Split "stone" up into two different materials. The first material would appear near the surface, with the second being deep underground.
    - Material 1 would be some sort of sedimentary rock, such as limestone. Limestone, in particular would have the advantage of not only being a new common building material, but it could house beds of marble as well. With limestone and marble available to players, the construction of places like Egypt, Athens, or Rome would be possible. Limestone might not even require a pick to be able to gather.
    - Material 2, which would lie deeper, would be some sort of igneous rock, such as granite. Granite is a great building material, and would allow players to create magnificent ancient and modern structures. Granite might be very similar to the current "rock", which is essentially a generic granite-like material already.
    - Coal could be moved up into the sedimentary layer only. Not only would this be a turn towards realism, but it would also begin to help direct players to the right place when looking for particular resources. Obviously, iron, gold, diamonds, and other ores wouldn't be found in limestone.

    2. Split up the sedimentary layer into 3 types of materials. This would change the distribution of materials in this first section of strata from "veins" to "layers" or "beds". What this means is that the three sedimentary layers would appear in strips, or planes, that could be parallel to the ground, inclined, or even vertical. These planes of rock layers could be as massive as an entire biome or just a small area.
    - Change gravel into "sandstone". This could still contain flint (in fact, flint could probably be found just about anywhere in the sedimentary or dirt layers). This would mostly be a name change to avoid over-complicating the issue.
    - Add "shale", a dark material that forms in sheets. This material could, then, be forged into "slate", another common building material (especially in cobblestone roads and flooring). This could give more diversity to half-step blocks, which now could be potentially composed of granite, marble, and slate.

    3. Add a second igneous rock; basalt. Basalt is a black, hard material usually found around volcanic islands. As such, it could appear as the dominate rock layer in aquatic biomes or as pockets in granite as "intrusions". Basalt is another fantastic building material, which could potentially act similar to obsidian now.
    - Obsidian, unlike basalt, forms very quickly (as it does in Minecraft), but is crystalline and perhaps more useful as an upgraded flint. Because of this, obsidian's properties could change from a building material into a resource for arrowheads or tool materials, leaving basalt behind as a building material.

    4. As I continue, the suggestions become more and more difficult to implement, and also less important for Minecraft other than making the world reflect a predictable regularity that would give indications to players as to where to dig for what they need. The following are some of these difficult to implement "signs" that would guide players to what they are looking for.
    - Faults. Most valuable resources mined from the Earth are mined along faults, where the high pressures and temperatures give rise to metals and other materials. Implementing fault lines and putting most of the valuable materials around them would give players a guiding line to what they seek as well as adding realism. These ores would obviously form in other places, still.
    - Folding. Materials folded into a dome (anticlines) often trap less dense materials underneath them. This is one of the most common strategies for finding oil in the ground. If oil is ever implemented, this would be a great sign post for finding it. I didn't suggest adding oil into the game, but if it ever is, then this suggestion stands.
    - Volcanism. Who doesn't like volcanoes? Lava trapped deep underground often attempts to rise to the surface. This also adds to the danger of mining, as lava could be rising from just about anywhere!
    - Erosion. Flowing water will eventually carve a path. Why not give flowing water the ability to mine through certain materials if it is already moving (such as dirt, clay, limestone, and sandstone)?
    - Earthquakes. Rare, but destructive. These would occur on occasion around fault lines, making players rethink about building too close. Also, they could shift certain materials around deep underground, adding to the danger of mining.

    I know that these suggestions focus less on the crafting side of Minecraft and more on the mining side, but I think they take some steps in this direction will not only improve the quality of gameplay during mining, but also give the players direction and more building materials to use in the construction of their own online world. It would also add some danger to the game without even needing to invoke zombies, spiders, or hell. As a side benefit, it would introduce players to ideas and concepts that are applicable to the real world, and might even be somewhat educational. I know that's a sin in videogames, but I tend to think it's a good thing.

    Quote from Spikeylord »
    I also did this picture of what it may be a bit like (with a dungeon):


    Further Reading
    Part 2 of the Suggestion
    How this Affects Biomes
    Clarifications on Clay
    The Accessibility of Rock
    Implementation Step 1
    How this Affects Saves

    Signatures

    [url=http://www.minecraftforum.net/viewtopic.php?f=1&t=66801][img]http://img267.imageshack.us/img267/338/geocraft.png[/img][/url]



        [url=http://www.minecraftforum.net/viewtopic.php?f=1&t=66801][img]http://i51.tinypic.com/29oir10.png[/img][/url]




        [url=http://www.minecraftforum.net/viewtopic.php?f=1&t=66801][img]http://i51.tinypic.com/2ykkr47.png[/img][/url]
    Posted in: Suggestions
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