On my current server, here's my base, which doubles as our mostly-public spawn complex.
And here are some zoomed-in bits with explanations.
This is the spawn plaza, with spawn point for the server in its center. Vines grow on the walls around the plaza, and just outside its walls are a public manual farm with pumpkins, melons, sugarcane, potatoes, carrots, wheat, and beetroots. The manual farm is mostly decorative these days, because we have autofarms operational now, but they fed me and a few other players in the early days of the server. The walls around the plaza also hold the entrances to the underground portions of the base.
This is the central of three towers for my iron grinder, which is my own design I have dubbed the "Mallgrinder". It has in total 9 village pods, one of which is underground and hidden from view. At surface level at the base of this central tower is the villager breeder farm, which has two chambers where a farmer picks carrots and shares them with a priest to make babies together. Babies fall through several open-trapdoor traps and are carried to one of two holding cells in the mall below, where they can be easily sorted and checked for good trades. Those with good trades get put in a trading cell in the outer walls of the trading mall which encircles the iron golem flush chamber for the one underground "village". Those with bad trades get dumped into a shaft leading to the lava-blade golem kill chamber below. On the inner walls of the mall hallway are various chests of tradeable goods, all of which are automatically filled by minecarts from the various autofarms nearby. Thus our mall has nigh-infinite free potatoes, carrots, wheat, pumpkins, melons, and sugarcane (for paper) available for any player to sell to the villagers for emeralds. There are also underground chicken, cow, and pig semi-automatic breeder/cooker machines, which can provide both leather and raw meat for sale to butcher villagers, as well as cooked meat for eating by players. Finally, there's a potion brewing lab and enchanting library that I keep stocked with enchanted books bought from the librarian villagers in the mall, free for any player to use.
Here are two of the autofarm towers. Partly obscured behind the iron grinder tower in the foreground is the main autofarm tower, which has three UnaryBit-style* carrot farms, three potato farms, and four wheat farms of my own design. All production from all seven farms is automatically collected and sent to the mall free-stuff chests by underground chest-minecart tunnels. Excess items beyond storage capacity (5 double chests at mall end, one at autofarm tower end, for each item type) are automatically disposed of into lava to prevent the system from backing up. Two double chests worth of wheat seeds are also collected and stored at tower end, with excess beyond that tossed into lava. On the right half of the pic you can see the pumpkin/melon autofarm building, with similar automated system to send the collected items to the mall for storage/sale, and toss any excess into lava. Just behind the pumpkin/melon autofarm is the surface entrance to the skeleton-dungeon grinder, which is actually under the sea beyond.
And here's the only other visible part of the skeleton grinder, the top of the water ladder that carries skeletons up, and the top of the drop tube where they fall back down again to their doom. This grinder can be used in several mods, either for XP or for drops only, either manually or AFK, and is capable of being used with pet wolves to do the killing for you, manual kill, or completely automated killing via drowning. Drops are automatically collected, arrows and bones sent to a large storage system a level below the kill chamber, but you do still have to manually remove the armor and bows and sort them into storage chests yourself.
Here's the Portal Tower...which is actually a relic of a failed design. See, the main autofarm tower was originally designed to have a system based on a subsystem from the Iron Titan grinder design. I borrowed the mechanism from that grinder, which flung excess poppies into a nether portal to keep the nearby villagers active and thus the 32-64 villages overlapped, to keep the villagers active and crops growing in my autofarm tower. Only to find out that a recent game update shortened the interval during which a portal acts like a player to keep nearby chunks loaded and mobs active, meaning I'd need a LOT more items flung through the portal to make it worthwhile...and that my proposed fix for that, an elaborate system to catch the flung wheat seeds on the nether side and fling them right back, wouldn't work because an active nether portal did NOT cause the nether side chunks to also load and redstone to be active. Anyways, because I planned to have this portal in the middle of the autofarm tower, the main spawn-complex portal had to be above the autofarm tower to properly link to the nether-side portal in our nether rail hub station up in the ceiling of the nether. Otherwise, people coming through the portal from the nether to spawn would likely end up in the redstone mechanism for the autofarm tower rather than in a passenger/freight portal room. There's ladder, minecart track, and a cartavator to get up to the portal level of the tower at y=110, and ladder up to the very top of the tower at max build height, where there's a small platform for players to practice their Elytra flying from. Underground, the ladder and cartavator also reach down to bedrock for some mining tunnels, as well as to my personal work/crafting/smelting area, bedroom, and storage room. There's also a public netherwart and chorus fruit farm down there, and access to underground sheep pens and a tunnel over to the trading mall.
Speaking of the underground sheep pens, over at this end of the complex is the surface entrance to the livestock ramp down to the underground pens for horses, donkeys, and sheep, as well as my private cat and dog kennels. Nearby are the oak and birch tree farms, while the jungle, spruce, and dark oak tree farms are on the opposite side of the complex, between the iron grinder towers and the Temple of Creepus. Some Acacia trees are around the base of the Autofarm Towers as well.
Finally, here is the aforementioned Temple of Creepus. On an old server I used to play on, we had a whole mythology we invented, revolving around four deities: Notch, the Creator God....his son Jebus, the Preserver...Creepus, the Destroyer...and his son Ender, god of Annihilation. On this server, I plan to eventually have a different temple to each of them, as of these pics, I'd only finished the one to Creepus. That's a giant-scale statue of a creeper made almost entirely out of emerald blocks on top of the mossy-stonebrick pyramid. It does have some jackolanterns-behind-slimeblocks to keep it lit up at night, but otherwise it's entirely emerald blocks.
A world download of our server as of early February 2017 is available here.
*Well, technically it's my own design, but heavily inspired by UnaryBit's design, as seen here in updated form.
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Really nice bases! A whole lot more interesting than mine.
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I think luck potions should be craftable in Survival. They seem incredibly useful and can be used for the better for some. If you don't know what a luck potion does or is, see this Minecraft Wiki article: http://minecraft.gamepedia.com/Potion#Potion_of_Luck
Basically, it increases the drop chances of rarer items, such as wither skulls, fishing drops and chest items (although in Survival all chests are generated by the seed) by raising the luck attribute of the player by 1 point. So, it seems really useful and if craftable it would be very unique and interesting.
What should the luck potion be made of, and what should the durations be of it? A good suggestion might be the Clownfish - rare and practically useless - could be used to craft luck potions from an Awkward Potion. The duration would be quite small, possibly only a minute (1:00) unextended and two minutes (2:00) extended or even less for both. The times already set in place should be changed. It also can be reverted to a Potion of Bad Luck through the use of a Fermented Spider Eye, which is also in the game but uncraftable in Survival.
If the Clownfish isn't a good crafting ingredient, maybe a new flower or combination of flowers can be a good candidate. A clover flower rarely spawned in Plains or Roofed Forest biomes is a nice suggestion. However, this could make the Potion harder to make. To know it's value it has to be used and discussed, so over time and discussion will mark out which suggestion is best, or if the Potion should even be obtainable.
Edit: As I was already skeptical, the Potion of Luck only affects Fishing loot. But if it would increase chances of mob loot and chest loot it would make the potion more exciting.
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This is a actually a really cool feature. Most people won't see this, but if you had a Silk Touch Sword and the drop rate of a creeper egg is 1/200, there's a lot of negatives and positives. A few positives is that you have transportable eggs and monsters. A neutral thing is that if you use (for example) a mob farm with a lot of creeper spawning, you're going to get more creepers from the mob farm. A negative is that this could be overpowered in some way, but it would be hard to get a lot eggs since the player has to kill the entity. This means a loss of durability on the sword, and in fact might be even more.
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I was talking to one of my friends and was inspired from one of my classes at school. Glaciers in Minecraft would seem pretty cool I said to one of my friends, and he vouched. I thought about the number of things being added to the game and I thought glaciers would seem like a nice addition to world generation other than new mobs. Although we did get the new wood mansion, which is awesome and a great product of the development team, I believe a simple, and new very large naturally generating region of ice, snow and water seems really cool. Glaciers could be dynamic but I could see it being very hard to pull off, so static glaciers would probably exist. In glaciers too, I think the addition of slush blocks would be pretty neat, with more to add the the ice variant of blocks. Glaciers could spawn in most cold biomes, primarily mountains but they could spawn in ice spikes and be present. More to add as well, they could even be their own seperate biomes, allowing places for new mobs to spawn or currently existing ones. Despite my numerous ideas in a few minutes I don't have enough time to notion new mobiles, so I'll leave it here for feedback from the forums.
Thanks for reading!
Edit: read on in the thread and don't base critique on this post, as the idea changes quickly.
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Rarity would probably just be as common as to follow the Perlin noise generation of biomes, meaning that it would be closer to colder biomes. Seeing two different ways of generation:
- if it's a biome, it would be slightly less rare than Mesa biomes.
- if it's naturally generated, I think it would be reasonable for rarity to approach 1 glacier for 2 snow biomes.
People would want to go there to see it's vastness, and like previously mentioned, ice regeneration is plausible. I am thinking too of ice caverns within the glacier. Also, since glaciers typically pick up sediment, known as moraine, gravel and cobblestone could generate randomly within the glacier. Not exactly randomly though since glaciers are typically seen with layers of sediment within it's thickness of ice.
I feel as though new mobs are UNnecessary but the new mob like the Stray would spawn more common within this biome (typically underground).
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Thread has been moved through granted ownership.
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I agree with this very well written and thorough post.
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After reading this thread, I have to make this post about the immediate assumptions about how Minecraft PVP is. This philosophy only little children dislike the new combat system is outright stupid. The new system is extremely confusing, not to mention the overpowered abilities that came with the update. I'd also like to mention that nobody is deprived in 1.7 or 1.8 PVP to whoever clicks faster or has the better mouse or better setup. It's simply a placebo and everyone thinks it gives an advantage. The only thing that deprives anyone from become better are hacked clients and ghost clients (and it can't be stopped in 1.9 since you can still use hacks for a major advantage).
It seriously is extremely ignorant to think that Minecraft PVP is at all easy and meant for kids. Sure, all you have to do is press left click. However there are many strategies involved that require extremely precise movement with WASD (including spacebar), that being said it was removed in 1.9 due to the new mechanics.
Although I didn't want to get on-topic with the features of the update, I realized after writing some time on this post I realized I needed to explain the features and how broken they are to support my argument. First of all the Chorus Fruit is immediately broken and overpowered; bases once protected can immediately be raided through eating a chorus fruit. Second of all is the spectral arrow, and I think it's pretty obvious what is wrong here. One feature that doesn't negatively affect PVP but makes it more confusing is the shields and dual-wielding; such a useless addition in the game that replaces a simple right click with the sword. I didn't see a point in making this feature in the game but it is the least of my worries. Although not added in 1.9, 1.10 added the Auto-jump feature. Although I don't believe it's at all useful (since timed jumping would be more useful in PVP) some sort of advantage is present in botting how the player jumps. Also the multi-attack feature with the fully charged attacks is also broken since it adds literally forcefield to the game, a known and simple cheat. These features affect many gamemodes and styles in Minecraft PVP.
I guarantee this is the worst Minecraft update released through my 6 year experience with Minecraft and the developers.
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The recent updates. 1.9 was unneeded and made the game more confusing. 1.10 was mediocre and absolutely depressing of an update.
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I'm pretty sure it asks you "Are you sure???" if you are about to change your name. It asks you that so you don't make a mistake, not just to stall you.