• 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Wonderful mod! I really enjoy all the variety it adds to the world! Here's an idea for a new fantasy biome: Lunar! A bunch of giant craters with vegetation in the center, kinda like how they thought the Moon was back in the 19th century when they thought there was life on it! Perhaps you could have green cheese grow in it!
    Posted in: Minecraft Mods
  • 0

    posted a message on Vertical Biomes
    Quote from Deltatrooper

    huh?


    Put in simplest terms, biomes would change as you dig deeper.

    Quote from Supermutant6112

    I like the idea of the giant cave network and the sea of lava at the core, but not the idea of being able to burrow into the Nether...


    Why not? It would be about as hard to reach as the nether is currently, if not more so. You would loose the 1/8 travel distance though making it somewhat less functional.
    Posted in: Suggestions
  • 0

    posted a message on Vertical Biomes
    With Jeb changing the save format to something resembling the cubic chunks mod, higher z values in the thousands seem possible in future updates. This offers an awesome opportunity to expand Minecraft in the z direction, hence the idea: vertical biomes. Biomes can change along the x-y plane, why not make them change along z as well? While I am no expert at modding or developing Minecraft it seems that the new save format could be modified to support far greater vertical heights like in the cubic chunks mod. This would add a ton of content and a whole new dimension and feel to the game.

    Here is roughly what I have in mind. The top 64 layers would be "bedrock," smooth stone with limited caves and crevices, rich in iron and coal. This top layer would be similar to the underground right now but with fewer caves, diamonds, gold, redstone, and lapis. Below this we get the "underdark" an epic system of massive cavern systems with underground lakes, rivers, fungi, and a few small lava pools. Redstone, lapis, and gold are abundant in this layer and diamond is present in concentrations similar to the present. As you dig below the “underdark” lava becomes more common, but so do diamonds and gold. This “mantle” layer should have a porous stone structure injected with magma. The idea is that the rewards of extra diamonds are balanced by the increased risk of being incinerated. Finally, you eventually reach the magma sea - a magma ocean biome. If you somehow breach the magma sea you emerge in the Nether - no longer a separate world but now the lowest layer of the map. To reach the nether would be substantially harder, you must now dig though the underdark and the mobs within, ad go through the porous magma layer and the magma sea.

    To give the levels more flavor I would also suggest adding more types of stone like in Dwarf Fortress, but not as many. Granite, Marble, and a dark colored rock would be excellent additions. This has two benefits: first it increases the variety of stone available for building allowing for different colors and styles without relying on wool, and second it can add flavor to the z biomes. Each level can have a dominant stone in it, differentiating them and making the materials abundant for surface construction.

    Thoughts? Comments?
    Posted in: Suggestions
  • 1

    posted a message on Ocean Biomes. Are they too big or just right?
    Quote from KyoShinda


    Oceans are 47x larger then any other biome.
    Anyone find this stupid?


    Agreed, the other biomes clearly need to be made larger by a factor of at least 10 :tongue.gif:

    Please don't replace oceans with lakes, I remember the alpha and beta days when it was only lakes and it was frustrating as hell! The oceans allow for fast coastal travel via boats, a real asset that disconnected lakes don't allow.
    Posted in: 1.1 Update Discussion
  • 0

    posted a message on Biome sizes and these new desert wells
    I think a biome size selector would be a good solution that would please everyone. It should be rather simple to implement and jeb has already started adding world gen options. Yes, sliders are not the solution to everything, but in this case I think it's the best answer. Personally I need giant biomes (a la 1.0) and hate the current sizes.
    Posted in: 1.1 Update Discussion
  • 0

    posted a message on Ocean Biomes. Are they too big or just right?
    I like the current ocean size, it adds a proper sense of scale to the game and can lead to epic continental colonization quests. As others have mentioned I also think that the current biome sizes are way to small. As of 1.1 and 1.2betas I can literally see 2-3 different biomes from one spot! The 1.0 size was much better, but still slightly too small for my tastes. When the size of your planned building is bigger than the average biome size... bad things happen. Perhaps a biome size selector could be added when creating a new world? small, medium, large, and FRICKIN HUGE!!!
    Posted in: 1.1 Update Discussion
  • 0

    posted a message on [1.0.0]Robinton's Mods
    Robinton - congratulations on having so many of your ideas implemented into Minecraft! The game will only get better for them! I was wondering what impact these developments will have on the future of cubic chunks. It seems to me that Jeb is implementing them but capping the height to 256. Will the new format make 4000+ worlds easier to implement?
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.0.0]Robinton's Mods
    Been away for a bit, but great work! I've suspended my Minecraft playing until things settle down a bit (i.e. after 1.9 and Skyrim) but I can't wait to start again with this mod! Notch really should add this to the game.

    Here's an interesting thought: Biomes change horizontally; could they also be made to change vertically? That way as you go down you could get a cavern biome, then a lava biome, and then the nether underneath that. It may also help with mountain regions.
    Posted in: Minecraft Mods
  • 0

    posted a message on How would you like to dragons to be?
    Very high health, strong melee attacks, AOE fire attacks and fireballs which have higher velocity than fast fireballs. It would be cool if they could pick you up and drop you too! Furthermore they should be resistant to non-enchanted weapons and fly very fast. However, they should be slow on the ground. I think I recall notch talking about adding damage zones, and this would be perfect for dragons. Cripple the wings to ground them, then finish them off!

    They shouldn't destroy blocks, but they should be able to light wooden objects on fire. If you can't fight them, RUN AWAY!!! For balance, they should be super rare or located in dungeons with lots of gold and diamonds!
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on Ideas to kill dragons?
    True, but it would make for a good challenge for advanced players; something you can't kill without substantial preparation.

    Enderman vs Dragon? pfft.

    Enderman teleports on dragon!
    Enderman uses punch!
    it's not very effective...
    Dragon looks at enderman!
    Enderman is paralyzed in fear!
    Dragon uses FLAMETHROWER!
    IT'S SUPER EFFECTIVE!
    ENDERMAN IS INCINERATED!
    Dragon gets 2xp
    Dragon picks up enderpearl!
    Posted in: 1.0 Update Discussion
  • 6

    posted a message on Ideas to kill dragons?
    There is only one reasonable way: enchanted swords. Nothing else should hurt them. This will give the enchanting table a use while making them very, very scary endgame bosses!
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on This was the exact change endermen needed
    I'm happy about the changes too, restricting them to only moving sand, dirt, gravel, and plants was a great move which fixes all of my issues with them. The increased difficulty is awesome too, as is the new use for the enderpearls!
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on Endermen Nerf
    The thing is, it doesn't. It is not widespread or focused enough to endanger the player (may I point out that it is impossible to build a sand house without MCEdit). The only possible positive is that some people enjoy seeing random blocks missing because they find it "spooky." This is clearly not a good enough reason to keep a feature that slowly demolishes the terrain and forces the player to completely enderproof ALL buildings or watch them slowly disintegrate. The benefits clearly don't outweigh the costs. Upkeep of buildings that you may not even be using is not a good idea, it has no "fun" factor.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on Endermen Nerf
    Bloody hell I thought we were over this **** already! Endermen block moving is simply a bad feature in its current form. It seriously annoys builders, defaces terrain, and doesn't give any substantial benefit to anyone's minecraft experience. In short it is far more annoying than fun. To all those telling us to shut up, I ask you: what do you get from the endermen and how does that outweigh our disadvantages? As has been pointed out MANY times before it doesn't put the player at risk, and the "oooh it's creeeeepy" factor is simply laughable.

    Finally, Notch agrees with us. If you read his twitter posts you'll notice that he never talks about nerfing it because of community complaints, but because HE THINKS IT WAS A BAD IDEA TOO! We don't like it, notch doesn't like it, so please stop trying to defend a useless, annoying feature which doesn't even affect your gampelay.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on Why mobs in 1.9 dont sit well with me
    I like the new nether mobs, but the mooshrooms and snowmen look juvenile and dumb to me. However, since this is mostly a discussion about aesthetics, there is no right answer to how new mobs should look. Personally I'd like them to be more serious and fantasy like, but obviously notch has different ideas.
    Posted in: 1.0 Update Discussion
  • To post a comment, please or register a new account.