I have to admit though that I really like the liveliness of the Nether as well as new mobs from the last 3 updates liveing up the overworld.
Caves could still use some work though, it seems that all things people wanted updated have been so far EXCEPT caves... (villages, other dimensions, combat, more animals, oceans, glitchfixing, and block variety/ stair-make-ability. And of course, crafting has been massively diversified with more explanations offered).
But isn't mining and exploring caves the other main goal of the game besides crafting and resource management? Doesn't seem like there's been much new here for many updates, other than going back and forth between 'swiss cheese' and 'isolated' caves between updates.
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A code fix is better than adding a new arrow type which people will beg, hack, or mod to have for themselves.
"The computer is a cheater" is a better look than "magical macguffin that will never be yours".
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Bro legit deleted all posts to prove a point, RIP reading thread ig
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Try again.
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Eustace
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Nah.
You again.
(I gave him a week to be fair but I don't think he checks off-topic too much).
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Cool story.
In this revival of ancient games, you take the above game's quote and edit it.
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32404: reply not found0
Too many to list, but I make my own music now and I prefer it because I express what feelings I want to express through it.
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I'm a Portal 1 guy tbh.
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That's totally opposite of what senior year is supposed to be like lol?
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How much time did this take?
And are you planning to implement it?
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I had a forum I was active on when it was still big, and tell you something, sometimes it is better being slow...but not *this* slow. There are more active places that strike a decent balance depending on what content you search out.
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By default the app hides lists nowadays, but also big servers will only show online members (not sure what the threshold is, 1000+ maybe?)
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Giant iron ore?
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Frozen deserts are snowy cold biomes with desert ground (sand+sandstone, or red sand+red sandstone), or sometimes mountain (just stone, or gravel and stone). They have no wildlife or vegetation, not even dry bushes most of the time, and will spawn both husks and strays at night.
You won't find desert wells, tundra or desert villages in them, as they are inhospitably cold, but you may still find desert pyramids very rarely in the sand ones, and mesa mineshafts semi-rarely in the red-sand ones. Cold ocean ruins should not spawn on or near this biome as often either, but shipwrecks and buried treasure should be more common here because of the challenge navigating them and the realistic chance of crashing into a wasteland.
Lastly, dungeons that are surfaced like in pre 1.7 deserts should appear in this biome rarely, to add a unique trap and treasure source.
You should not be able to spawn in one of these biomes naturally, and they should be relatively rare and not too expansive, only found through other cold biomes, not through the warm version of the biomes they represent.
The underground of these biomes should have silverfish among the rock naturally, but also higher rates of biome-specific ores. Frozen sand deserts should have more fossils than usual deserts (so more coal and diamond too as part of them), frozen red sand deserts more gold than mesas, frozen stone shore/mountains more emeralds than usual mountains, and frozen gravel beaches can have a higher chance of a unique cave biome under them or something.
Actually, that's a good tangential idea. These biomes guarantee finding specific cave biomes under them. Frozen deserts will always have regular caves in pre 1.18 generation and amethyst geodes. Frozen mesas will always have dripstone. Frozen mountains will always have deep dark, although with a reduced chances of ancient city spawning perhaps, and frozen gravel beach will always have lush biomes under.
As another bonus, zombie villagers will not spawn naturally in these biomes' surfaces as only husks will spawn, but any zombie villager cured in one of these biomes will maintain pre 1.20.2 trading mechanics - i.e. random trade offerings every time you give them a new workplace. Since it will be hard to get them or keep them in such conditions.
Given its rarity and hostile living conditions, this biome could also have a higher chance of seeing some rare mobs spawn - for instance, more chance for trap horses to occur via more frequent thunderstorm chance while inside them, despite the lack of rain. Perhaps unused mobs could also be incorporated in here as rare finds to give a magic touch (illusioners wandering like a pillager group, giants behind mountains, killer rabbits and zombie horses spawning at random).
Although I said earlier that these biomes should not have villages, it may make sense for zombie villages to spawn (but probably without any zombies or animals most of the time, just the bare-empty houses and structures, maybe zombie and skeleton horses only or rarely zombie piglins).
As an additional challenge to these biomes, there should be a 'permafrost' effect that hardens the ground near the surface to make it harder to start digging for that extra treasure/those extra structures. This might be a regional mining fatigue effect, for instance. Perhaps at night, there should be darkness or blindness effects applied automatically as well.
In addition, I think both a gravel and a sand variant of trail ruins and even gravel-laden jungle pyramids in these biomes would be interesting to see.