This is pretty great, however i don't believe i can disable the droplets on lens effect that starts when it rains
I would like to be able to remove that because it doesn't make sense in deserts
Is there a way to edit it to give me that option?
This is pretty great, however i don't believe i can disable the droplets on lens effect that starts when it rains
I would like to be able to remove that because it doesn't make sense in deserts
Is there a way to edit it to give me that option?
In 1.9 glass was changed so that water didn't leave a streaky flowing image across it. The same change should be added to ice. Ice occurs naturally in the water, so it is very easy to run into an example of this.
If you have ever tried to build underwater with ice (because they are both water- its a theme) you end up with a hideous streaky mess.
Changes should be made, it limits building potential.
I reposted this thread on reddit, be sure to vote there!
Support on Reddit Here
This sounds good. It not the generic "UNDERgrounD BIoMES GUYesSS!!!", this is a focus on improving the underground structures and diversity! This is a focus on generated structures, not specifically biomes.
I hope a mod comes out that does this, to really prove the concept.
Because why would they get trapped in their own resin? They can't spring their own trap, and that sort of thing.
Anyways what I noticed is that, the ants have genders, mainly the queen ant because, queen. That doesn't really negate any support from me but I feel like it must be said "mobs in minecraft have no gender,".
“In 2009, it was demonstrated that the largest Japanese, Californian and European Argentine ant supercolonies were in fact part of a single, global "megacolony".”
- Ant Colony, Wikipedia
Ok, this suggestion includes a new type of mob, with new items as drops, found in a new dungeon, and also some new blocks.
First off, the mobs.
Basicly, they will be giant ants. There are three varieties. All ants would randomly spawn inside the area the tunnels occupy. This would be similar to the mechanic guardians have. Ants spawn when there is a solid block beneath them, and at any light level. Furthermore, no other mobs would spawn in this area because the ants “already got ‘em”.
Along with the ants spawned naturally, ants will also spawn with monster spawners in special rooms within the dungeon. This would make specific types of ants be more common in specific places, and make ants appear from seemingly nowhere.
More in Depth spawning- Thanks to Ouatcheur!
So it would require Pack Spawning to check if the chunk contains an "Ant Tunnel" tag, and if it does, no hostile or passive mobs will spawn in that chunk, and ants will spawn instead. This is like the pack spawning with Ocean Monuments where only guardians can spawn (a dark, hollowed out monument won't have mobs spawn in it). So there is a bounding box over the ant dungeons that allows ants to spawn there.
Pack spawning would also further divide the ant dungeon into separate, ant dungeon chunks. Each chunk could choose to have a different ant type weight (like one has 50% each ant type, one has 25% worker, 75% soldier, ect), so different ants spawn more commonly in different chunks. Rooms inside the dungeon can spawn based on chunk as well, so that there is always the correct proportion of ants in the correct room.
Anyway, these are the mobs....
ALL ANTS ARE EFFECTED BY BANE OR ARTHROPODS ENCHANTMENT
All ants drop random amounts of resin droplettes () and red sand, similar to guardians dropping prismarine shards and fish (so 1-3 resin nuggets, 0-2 red sand)
Note- Some ant colonies would be Polygyny, or have multiple queens.
The dungeons the ants spawn in appear in any type of Mesa Biome. They have a 1/150 chance to spawn around any specific chunk within Mesa Biome.
It looks similar to caves, but always connects to the surface, and with hardened resin blocks and red sandstone mixed with the naturally occurring hardened clay.
The caverns would look like this.
Please forgive me for my terrible cave making skills…...
At the end of each dead end in the tunnels generated like this, there would be one of several specific rooms that can form. All rooms have a weight value, which will help the game determine which room has what probability to spawn.
Notice! Room weight values are prone to change.
Resin blocks are like the combination of a slime block, sand, and cobweb. It looks like a amber colored slime block and has the slowing effect of one, is affected by gravity like sand, and you fall into it and are slowed like a cobweb.
There are also two types of resin blocks, those found naturally in the dungeon, and those you can craft. Naturally generated resin does not dry out (more on that later), but crafted resin does.
"Soft" Resin can only be picked up with a shovel, and can be crafted with a 2x2 crafting grid filled with resin nuggets.
Breaking a soft resin block will drop 3-4 resin nuggets as well, similar to snow or glowstone.
Similar to how crops grow, resin blocks have a timer. After a random period (similar to crops), the crafted Soft Resin will harden into Hardened resin, which is mined with a pickaxe. These have a dull amber color, and are useful for decoration.
Similar to farmland, a water block close-by to a crafted resin block will prevent it from becoming a hardened resin block. Hardened resin blocks however will not revert back into “squishy” resin blocks if close by to water.
Hardened resin can also be put into a furnace to create an Amber Block.
Amber blocks can be put into a crafting table in a 2x2 configuration to create Amber bricks. They can also be made into slabs and stairs, and have a “chiseled” variant similar to stone bricks. Crafted with two slabs over each other in a crafting table.
Amber is just another decoration block, until you surround it with four glowstone dust, which will create an Amber Lamp. This would be a new light source.
The blocks look like this….
Wanna banner? Try this!
[p][url=../forums/minecraft-discussion/suggestions/2505707-ant-dungeon-found-in-mesa-biomes-now-with-banners][img width='728' height='100' alt='http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2505707-ant-dungeon-found-in-mesa-biomes-now-with-banners']http://i.imgur.com/TXu7cIk.png[/img][/url][/p]
*Special Thanks to Cerroz for suggesting useful things and Endergirl00 for telling me my Ant texture looked okay*
Thanks For Reading!
Thanks for reading!
Granted, the entire state suddenly hovers a mile above the ground and flies toward you at Mach 1. Immense amounts of people are killed and billions of dollars worth of goods and property are destroyed. A state of emergency is falls over the entire country and the resulting earthquakes and dust storms kill even more. You have doomed the country.
I wish that things exist.
DO NOT SKIM THIS THREAD! YOU WILL LOSE INFORMATION!
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Good Morning MineCrafters! Welcome to Day... 1625+ of the suggestion
(Name Changed From: OFFICIAL GOLD GOLEM THREAD)
Quote from Sacheverell.Surprisingly solid idea you have there. Not sure how much work it would be for Mojang to program it, but definitely interesting.
When I found a pyramid it was just too easy to get my 11 gold, 2 emeralds, 3 diamonds, 12 iron, and 9 TNT. there needs to be something more to protect it. Such as "Desert Guardians" AKA "Gold Golems".
200 (x100) (Debatable)
Armor 4 ()
-Includes Boss Health Bar
-They do not: Take fall damage, Drown in Water or Burn in fire/Lava
-Slow healing factor so that you can't attack then wait a long time then attack again
-High resistance to ranged attacks
(see info below)
-In Desert Temples
-Only ONE Gold Golem will spawn in the temple
-If a Gold Guardian generated as part of a Pyramid is killed, another will NOT spawn to take its place.
-The Golem WILL spawn in peaceful, but will stay inactive.
(5-10)(Why Gold? Because Ancient Egypt used Gold Plating on it's statues))
(3-6)(Why Lapis? EXCELLENT QUESTION! The golem has blue glyphs on it and i like Lapis)
( 1 )( Mob Head. Trophy/Used to create Inanimate Statues) (more info below)
( 1 )("Power Core". An Item Used To Revive The Fallen Boss) (more info below)
(Not so strange to think about now-a-days since the dragon can be re-summoned with a single purpose item)
(Iron Golems Drop 0)
(Wither Drops 50)
(Dragon Drops 1,200)
Rather slow unless charging
(more info below)
Does not need to jump to move up 1 block
-The golem will stand dormant in the Pyramid like a statue until a player gets within it's line of sight
(10 Blocks), then it will "Wake Up" and attack the player.
(It will also awake if any chests within a 20 block radius are interacted with. Eyes are dark while Inactive)
Once awake, it's awareness of the player will extend 32? blocks.
If the player manages to escape, the Gold Golem will give up the chase and go back to its spawn point (or if target is killed).
It moves slowly, but when it gets close (5-8 blocks Ish?), it will begin its attack pattern:
-Attempting to Melee the player three times, raising it's arms for a moment then brings them down, giving about half a second to react and move away.
-After that, Its jaw will drop, the Eyes Glow Red and it will charge the player, making a low Roar as it attacks. This sprint can only be stopped by a wall (of at LEAST 2m tall) OR if the golem has charged for a distance of 10 blocks, causing a sort of bull fighter effect.
(Anything weaker than blast resistance 30 EXCEPT for sandstone/sandstone variants will be broken on impact. stones/sandstone will show damage cracks but never break from impact.)
-Finally, After it has come to a stop, It will look at the player, after a few seconds will shoot a beam from its mouth in a horizontal line with the player in the midpoint, causing a sort of sweep attack from left to right. (This laser will be able to break the same blockset as the charge attack, igniting any Mob/Player in its path as well as any blocks it comes in contact with. The point of this is to clear out possible barricades the player has built around it, or used to hide.)
-If the player cannot be reached for Melee attacks (Like, being stuck in a hole or a small doorway) The Golem will go strait to using its Charge (To break a wall that's possibly blocking it), Then continue with the Laser.
Gold Golems do not attack random monsters because random monsters don't want to steal treasure. A Gold Golem's primary purpose is to defend Pyramids from raiding players
(But using one as a guard in your prison/gladiatorial battle/boss for your dungeon, is also GREAT!)
(And Because they only target players they cant be used to make mob grinders to get items easier.)
WHY ATTACK PLAYERS?:
Gold Guardians are meant to protect Pyramids from THIEVES (Players) As Iron Golems protect Villagers from zombies.
(And YES, Players are thieving from the pyramid, there is no way to sugar coat it. You tomb raiding player you......)
Gold Guardians do not attack random monsters because random monsters don't want to steal treasure.A Gold Guardian's primary purpose is to defend Pyramids from raiding players (But using one as a guard in your prison/gladiatorial battle/boss for your dungeon, is also GREAT!)
And Because they target players they cant be used to make mob grinders to get items easier.
They do not; Take fall damage, Drown in Water or Burn in fire/Lava
The Guardian Can NOT Be Tamed!
(The Purpose of the Golem is to attack players. NOT RANDOM MONSTERS! If you want that then make IronGolems. Not Going To Debate It.)
Crafting A Statue/Reviving the Boss.
To craft An Inanimate statue place the dropped boss's head onto a T of gold blocks.
To revive, use the "Power Core" on the statue to bring it back to life with a mighty roar and a short "Boot up" time
Here is a Concept model done by
If you have been to one of these temples. you will see THIS BLOCK all over. It is the reason for the creeper faces and the Lapis bands. There ya have it.
I will not make a poll. This thread has had a number of polls, each having up to a thousand "yes" votes, so I don't find much of a reason to make one.
THESE MODELS AND TEXTURES ARE JUST EXAMPLES, GIVEN BY THE COMMUNITY AND MAY NOT BE HOW IT ACTUALLY LOOKS IN VANILLA GAME!
Thank you for your time and patience!
(Copy This Into Your Signature To Show Your Support!^)
-A Larger/Alternate Temple Just for the boss? Up To Mojang.
(Open to Suggestions)
Found an error? Something I forgot to change? Tell me! I'll fix the problem!
COMMENTS? QUESTIONS? CONCERNS? POST BELOW!
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Found A Modder!
Facebook:Dingo Winterwolf Skype:DingoWinterwolf Or HERE On The Forum
On the surface, we have a reasonable variety of terrain i.e. a good variety of Biomes. Not enough to my tastes, sure, but still a reasonable amount, and to get more I use Biomes O Plenty mod or something like that.
But underground, we have next to no variety. Basically, after mining for a while it all seems more of the same, same old same old. Sure, each cavernous tunnel network is "unique", but that is the kind of randomness that is generated the same way everywhere. If the surface was generated like that, imagine a single surface biome with all kinds of trees spread out more or less randomly but everywhere. Sure, each part would be "unique", but after a while you'd feel the "lack" of overall change. If you picked a random 1000x1000 blocks area at the surface, and you'd feel its the same kind of environment everywhere. Well, that is exactly what is happening underground right now.
Sure, we also have ravines and abandoned mineshafts and strongholds, but those structures are only a couple hundred blocks wide, and that is basically "it" for the entire variety we get. Considering the game has also a big focus on mining, I feel that we need much more.
Biome means "habitat of a community of flora and fauna", which is close enough that what is it in the game. It derives from "biology" after all, so it makes sense that it includes terrain elevation and plants and everything.
For the underground, we don't really to focus so much biology as to more about rocks and tunnels formations, which is closer to geology, so I came up with the name "Geome" instead.
A Geome would be a big X-Z area filling the entire Y underground generation, basically as big as a surface biome. But Geomes would not be "lined up" at all with the surface Biomes. A Geome would present distinctive features, making it clearly different from other underground Geomes.
This suggestion is not about adding new types of main stones that would form (replace) normal underground stone, like the UndergroundBiomes/UndergroundBiomesConstructs mod currently does. While I find that such a feature would also be desirable, as it would make detecting when you cross into a new geome very easy to see, this suggestion here is more about changing the shape of caves and tunnels generation itself.
The amount of ravines/abandoned mineshafts could either be the same in all Geomes, or could vary per Geome type, I don't care much about that.
Here are the Geomes I could quickly come up with:
- Tunnels (Common):
This is the current underground world generation. Caves and networked mazes of tunnels.
Basically, the current underground would just be ONE of the types of areas underground, no more or no less common than any other type of "common" Geome.
- Tunnels M (Uncommon)
Overall like Tunnels Geome, but more "epic" in feeling. More huge caves, wide tunnels, bigger ravines. Cave networks would be less numerous overall, but each would be bigger, occupying more area. Given the amount of extra exposed stone in this Geome, ore veins would be a bit less numerous here to compensate.
- Shield (Common):
This is like the Canadian Shield/Laurentian Plateau: massive stone-filled volume with very few caves/tunnels except around the lava layer where it opens back up to near normal. Perfect for building huge underground bases without the fear of constantly digging into a new open tunnel (that you must then close off) every few minutes. Identifying such a biome is relatively easy, as the areas of "flat exposed stone" on the surface are much more numerous (but not almost everywhere!). But they would not be bigger stone flats, in fact most of these flat exposed stony areas would be much smaller than when you find them elsewhere. This "surface indicator" is needed because a player wanting to go mining doesn't want to end up in a place without tunnels, and a player wanting to find a good spot to build an underground base "without constantly hitting tunnels" also want to know where such areas are located. Other geome types have a more reasonable amount of exposed stone and open areas, and thus do not need this special surface generation exception.
Ideally, all other "big" underground structures such as ravines and mineshafts should also be rarer, with the exception of dungeons, which could be the same amount or maybe even more numerous. Dirt/Gravel veins are also less numerous. Basically, while not a "perfect" slate of smooth stone, it would be what is closest to it without having to make a custom flat world.
Give the little exposed stone, I thought about adding more ore veins. However, this is the kind of Geome where people would just branch mine, which is already the best way to mine anyway, so I feel it best if the amount of ore veins stays the same per chunk.
- Paths (Common)
Cave networks here would be relatively sparse, but VERY spread out, and would tend to eventually turn back on themselves or connect to another such network, instead of having tons of dead-ends like in the "normal" Tunnels Geome. And while each network is relatively sparse, they would tend to overlap a lot, meaning hat basically this Geome would probably connect to the underground of all nearby adjacent Geomes (if you can figure out the maze paths). Instead of tunnels that are constantly twisting around in a relatively small area, you'd have tunnels that SLOWLY turn around or even are more or less straight, sometimes over hundreds of blocks. Caves would actually be like "grapes", as in they would be replaced by pockets of multiple caves horizontally linked directly or by very short tunnels. Basically, the tunnels here would almost feel more like natural roads that are "going somewhere", with a node of several thightly knit together caves in the center of each cave network. Paths Geome would also layout it's tunnels and caves very horizontally, in 3 successive distinct "Paths" layers between the surface and the lava layers, each only about 12 blocks thick. A few giant vertical shafts here and there would connect 2 or more rarely all 3 successive layers to each other. This Geome is the one that is closest in feeling to the normal tunnels, yet still has a quite distinctive feel. Traveling the individual tunnels is much less of a maze locally, but the maze is just bigger at a far bigger scale.
- Underrivers (Technical Geome)
At Y=36, flat rivers could generate at Geome boundaries, in large tubular tunnels. Overall these rivers would be a bit smaller and much less deep than their surface counterparts, but still allow travel by boat over long distances. Some would loop on themselves, others reach dead ends, or connect to other underrivers or watery geomes.
- Underriver M (Technical Geome):
Basically the same as an Underriver, but it's a lava river, at Y=10. Note that each network, water and lava, are generated independently from each other. However, because both follow the geome boundaries, it is possible for a lava underriver to be right under a water underriver.
- Underoceans W (Common)
Underoceans tend to be one the small-size, no bigger than a typical biome (unless several adjacent Geomes happen to each generate into an Underocean, forming a bigger one there). The water level is also at Y=36, thus allowing connecting to the underrivers.
Underocean is one huge water formation in a big cave. Compared to normal ocean, the water level is not too deep. A few very thick stone pillars here and there seem to "support" the entire cave. There are also a few small to medium "islands" in there. The ceiling is relatively low, though, about 8 blocks above the water surface.
Both above and below the ocean proper, the stone is filled with the normal amount of tunnels/ravines/mineshafts like in the Tunnels Geome.
Normal small mushrooms tend to grow along the few shores. Navigation by boat is easy as that area is relatively open and wide.
There is also another light-providing block here a bit everywhere, allowing this Geome to really give a spectacular view:
Looks like vapory yellow vines. Emits light at Light Level 5. Grows down like vines. Spawn at the ceiling and all the way down to the ground or water surface, and can grow only in interior areas: if natural skylight level 1 so much as touches Cavines, they are immediately destroyed (not even a drop). They are also extremely fragile, just passing through them destroys them. When in a boat, hitting them slows down the player but just a tiny bit. They can be harvested only with Silk Touch.
- Underoceans M (Uncommon)
Basically like Underocean, but here the underground ocean is at Y=10 and is made of lava. There are no cavines here either, but maybe a Fire Elemental mob would be something hot to meet here.
The caves above would tend to have a lot of vertical shafts and ravines. Tunnels would tend to be very sloped.
- Pillary Underlakes (Uncommon)
Also at Y=36, and a bit similar to underoceans, but here we have multiple connected caves instead of one huge pillar-supported cavern. The caves are connected by either direct contact or by short "river" tunnels.
Also, about half of the caves are much, much higher than an underocean cave, and the number of pillars here is very high. Each pillar however is kind of a thin "wall" or merged pillars, or more often only a solitary thin "pillar". Navigation these lakes is pretty difficult given that each lake probably has a score of such pillars in it, meaning you constantly need to change direction. there are no "islands", but many of the lakes have some parts of their sides with more or less flat "beaches", sometimes gravel, sometimes dirt, sometimes sand, sometimes even clay.
Under the underlakes, there are the normal tunnels. Above though, a good part of the entire area is the continuation of the lakes with the tall caverns. Here, the pillars continue going up, and they sometimes have protrusions tat connect (or disconnect) them, forming a near-maze of columns/stalagtites /stalagmites that often reaches all the way to Y=56.
Contrary to underoceans, there are no cavines here. The entire mazey area is very dark.
Spiders seem to like living here a lot, and there are many spider webs around, ready to trap unwary travelers. the pillars have many tiny protrusions, so it is not uncommon for monsters to spawn on these tiny ridges and jump down or shoot at unsuspecting players.
- Pillary Underlakes M (Rare)
Like Pillary underlakes, however here the "lakes" are of lava, at Y=10. Like in Underoceans M, the above tunnels would tend to be greatly sloped.
- Shroom Forest (Uncommon)
This entire area is a network of tightly connected caves, forming a maze of caves with next to no tunnels, but many of these caves follow each other like beads on a string, often each successive cave is a bit lower than the one before it, and there is water flowing down from each cave to the next. Or the caves are so tightly close to each other that they form bigger caves separated by thin walls or by stalagmites and/or stalagtites or thin pillars. The ceiling is usually around 12 blocks higher at the center.
The main feature is the mushrooms. Lots of them, and lots of giant mushrooms. Any given "network" of caves, is of one of three types : brown shrooms only, red shrooms only, and mixed. The ground has a lot of dirt, and many of the caves are centered around a central pond of still water.
The interconnected caves of a network of Shroom Forests Geome tend to slope down gently around a central open shaft, always clockwise, so locally traveling is more or less vertical, but with a gentle sloping, but the entire forest takes up almost all the height of the underground. It tapers out near the top and bottom, though, thus connections with the surface and the lava layers are few and far between.
- Shroom Forest M (Rare)
A much more epic version of Shroom Forest. Really big caves. 2x2 Mushrooms going over 20 blocks tall and they have vines too. The mushroom are very compact in places, making a kind of vertical maze. Vines grow down from the mushrooms and many of the caves have lava ponds in the middle of them. There is also both lots of water and lava, and thus cobblestone where they meet each other.
- Shroom Forest F (Rare)
Much lower ceilings here than in Shroom Forest, meaning almost no giant mushrooms here. You tend to have wide but very low-ceilinged caves, for an overall feeling of vertical claustrophobia. There is no slope, either. Many of the caves are like underground water ponds connected to each other, with the mushrooms only non the very thin shores on the sides.
- Crystal Caves (Rare)
These caves (and some tunnels but mostly caves) tend to line up parallel and perpendicular to each other, in an almost gridlike pattern. you tend to find 3-way and 4-way intersections extremely often. There are TONS of dead-ends, though.
A new block, Crystal, illuminates parts of the tunnels and cave, but not everywhere. It is also a dangerous block to mine. In the tunnels, it only comes in 1 block "insets" into the exposed stone (never fully inside the stone, but not jutting out of it either). In the caves, it appears as entire "vertical trees" of blocks, maybe 12 blocks total, that comes up of the ground or down from the ceiling.
A few of the caves are much bigger and contain a huge "starlike" structure of crystal in their middle, floating in the center. the structure is 5x5x5 in the middle with 14 pointy protrusions, for each side and each corner. It is said that there is often treasure in the middle of these big star-shaped crystals, in the form of 3x3 veins of gold ore.
Crystal: This is "natural crystal", not "Ender Crystal". Full block, transparent, pale white color. Light Level 6. Kind of hard block, requires iron pickaxe or better to break at full speed. Requires Silk Touch to harvest correctly, otherwise it not only breaks, but will actually make an explosion 1 tick later. The damage is not big, but enough to cause a chain reaction, exploding adjacent Crystal blocks too. This explosion has the special property of destroying any adjacent ore block.
- Porous Caves (Rare)
Tons and tons of tiny caves, going in many directions in 3D, many caves NOT directly connected to each other, but with thin walls in between them.
LOTS of gravel here, too. Lots of "floating bits of stone not connected to anything". Occasionnally, some of the caves are really huge, filled with tons of floating bits of stone and stuff, some parts even big enough to contain their own tiny caves.
There are also "thin pockets" of pure uncolored glass here, where some of the thin walls between caves would be.
The overall feeling is being in a world of bubbles, and of bubbles within bubbles.
- Termite Tunnels (Rare)
Claustrophobic players, beware the Termite tunnels. Imagine a classical tunnel network, but with thin tunnels, just big enough to pass through and often needing a bit of mining to allow passage. Similarly, actual caves have very low ceiling, often hey are only 1 high ! On top of that, Silverfish Egg blocks abound here. Apparently, the only redeeming feature is that Emerald Ore exists here, even if the surface Biome is not Extreme Hills.
- Tall Caves (Uncommon)
The tunnels and caves here tend to be on the tall side. Not super-tall, like ravines. Just about 2 to 3 times their normal height. Maybe 75% of the normal width, making passages them a bit on the thin side, but not too much. Caves also are more like elongated ovals than circles. There is a major "stretching along some direction of travel" for tunnels (basically, anything moving radially away from the center of the tunnel network), for most connections, which thus determines which side of the caves is the elongated one, to give the feeling of "thin but longer and higher" tunnels and caves along most of the paths. Occasionally there will be a giant mushroom, but this will be rare. Overall the tunnel networks are a bit more sparse, but there is an abundance of vertical shafts. Tunnel sloping tend to be accentuated too, with less distance before the next slope, and higher grade slopes.
Tall Caves Geomes also have some Cavines (described above) in them.
- Flat Caves (Uncommon)
The very opposite of Tall Caves. Slightly lower ceiling for both saves and tunnels, but much wider. Again caves shaped more like ovals than circles, but here it is "oval along the "width" of the path. Again, some preferred "direction of travel" but this time things are compressed instead of elongated in that direction,m again with most connections radially away from the center of the network, to give the impression of "lower tunnels and caves that are much wider and shorter". Tunnel sloping is much reduced too.
- Spiral Caves (Rare):
The tunnels and caves form a network of spirals around central solid vertical shafts of stone, with their center filled lava. The network of tunnels around each shaft can be clockwise or counter-clockwise, sometimes both at once. The connections and prefential direction of tunnels is definitely along those spirals. What makes the spiral caves unique that they have a lot of of veins of Lapis Lazuli all the way to relatively near the surface, and that most tunnel connections into/out of bigger cavers is through the ceiling and roof of those caverns. Very dense cave network all the way from surface to lava, but not much in terms of connections to nearby other networks. Bats seem to like it here and are much more common than normal.
- Wind Tunnels (Rare):
Tunnels here tend to be much straighter, rarely looping back on themselves, rather forking in Y side tunnels back and forth a lot. These tunnels also VERY often form "chokepoints" that are only 1x1 block openings, and tend to connect the surface, go down, then straight, then back up, back to another surface area a few hundred blocks away. From the side it form a kind of big U shape, always oriented east-west. In fact, of several U shapes, as there is also vertically several layers of such tunnels.
There is much verticality here, with some largish caves spanning scores tens of blocks, often connecting several levels together, but there is also separation in the form of tons of "thin plates" of stone ground that tend to fill these caves a lot (though not everywhere), forming a kind of "multiple floors" structure, a bit like the fins of a heat sink that was put on its side. With many small holes in it. In a few case, these "fins" are vertical, along the overal direction of the wind (east-west)
What makes the entire area unique is that when within such a tunnel complex, you always hear the wind flowing. In a few spots, the sound is become quite loud, but most places is it just a background hum.
- Floating Caves (Rare):
A gigantic cave filled with big blobs of floating stone (which are big enough to contain caves and tunnels), which tend to be more or less flat topped, and with a more or less conical underside, kind of like floating islands. Tons of archway "bridges" connecting them. The blobs of stone are numerous and big enough that in many spots you can almost touch the next floating island, yet there are still quite open areas. Nevetherless, finding a place where you could just jump down all the way to the bottom without hitting one of those floating islands first is quite rare.
Vines and Cavines growing down in tons of places, further enchancing vertical movement capability and offering the lighting necessary for such astounding views.
- Pilllared Caves (Common):
Usually with a bit bigger and wider tunnels and caves than normal Tunnels Geome, much of these would be filled with Staglamites, Stalagites, Pillars, or any combination of these. Instead of a total randomness, it would be more like each of these features appears often within some sub-area, with potential overlap. So some places you'd see nothing specific, other places only stalamites, only stalagtites, or only thin pillars, and other places some combo of two or all three. Pillared caves also tend to have a lot more water source blocks in them.
- Needle Caves (Sub-Genome) (Uncommon):
Wether in caves or tunnels, they are taller than normal and 2/3 of their height is mostly 1x1 thin pillars, sometimes the pllars are bit wider and/or longer but that is just because 2 pillars are adjacent. Top of pillars makes for is a relatively flat area. This goes down several blocks everywhere to a very uneven bottom. So basically every tunnel or cave in here is a "two-layers" thing: you can walk along the bottom, constantly having to jump up or down or even do something to cross a 2+-high blocks spot. Or you can walk along the "top" of the pillars near the ceiling, constantly needing to jump from pillar to pillar, or place slabs or something. While there is more exposed stone, there is also tons of dark corners and places for mobs to hide in too.
Very difficult and annoying to cross, Needle Caves are relatively smaller in size than nrmal Geomes because they appear only as a sub-Geome (kinda like Plains biomes often have these small forested areas near their middle ? Those are a type of sub-biome).
- Honeycomb Caves (Sub-Genome) (Uncommon):
Caves tend to be hexagonal shaped, like the hexes in hex paper. Tunnels would tend to be relatively straight with clear points where they turn about 120 degrees, kinda like the lines between the hexes on hex paper. Some of the caves are "small", with the tunnels passing between the caves, while other caves are "big", basically as if they extended straight past the width of the tunnels, right up to the next cave. The overall layout is relatively flat, but not totally flat. The bigger caves can be 2 or 3 "floors" high, with a big central hexagonal pillar with sloped cobble stairs twisting around it, with a "cobblestone bridge" linking to any exit at the upper level. Most dead-ends are the tunnels finishing in a small hexagonal cave, not just the tunnel ending in a mere dead end. Creepers abound here.
And those are just taken from the top of my head. Basically, using completely different world generation to define very different looking underground mining areas.
Well then. Had considered doing a water-themed survival map until I saw this. Got beat to the punch by a longshot. :c
I never said it was the cause of them being killed for their fins, I just said it adds to our antipathy and thus our inaction in saving them to have movies where they're portrayed as more than just predatory hunters who need to eat, I highlighted "definning" because it's one of the most inhumane, wasteful practices (like killing an elephant for just its tusks)... large numbers also get fished up in nets too. Anyways, I just meant it makes it worse when it comes down to us defending them from an animal activism standpoint.
I also mentioned it because I don't think a lot of people are aware of just how many sharks die each year so I wanted to call it out (so I used your post as a segue).
EDIT: Can I edit?
They're practically the equivalent of a boring gore-fest movie. That is, if they even show the gore in it.
Practically every shark movie has almost the exact same plot:
-Prolouge of 1-dimensional characters near a body of water, one or all of them end up dying to antagonist/the shark.
-Opening title with letters popping out in front of your face or bite marks or blood on it.
-Main characters talking or doing stuff in the first scenes.
-Hot female characters in bathing suits splashing around, drinking beer, or tanning in sun.
-Boy characters doing beach-related sports, or drinking beer.
-Shark eventually arrives.
-Main characters unable to leave the situation they are in.
-Every character dies off gradually throughout the movie until one, two, or no characters are left.
-Source of problem resolved after a majority of characters are dead.
-Final scene that hints to future movie that will never happen (Unless it's Jaws)
-Terrible ratings on Rotten Tomatoes.
*Bonus adding another source of conflict to make the movie seem more "original"
A little while back, just after 1.9 was released, I had an idea for
a new banner design using the new Dragon Head item.
I wanted the dragon emblazoned on the banner somehow.
My original idea was something akin to the dragon on the Flag of Wales.
What I've come up with is the dragon's face instead, but anything that symbolizes the dragon would do.
Here is my example.
First in the actual banner texture size of 20 x 40 pixels.
And enlarged to show detail.
Earlier today I had an additional idea for a new banner.
A symbol that's been used the world over quiet often.
Here is my 20 x 40 version.
Enlarged for detail.
For the dragon symbol, the crafting recipe would be created by placing the banner in the middle
of the crafting box with the dragon head to it's left.
That would give you the default black version.
To get a colored version would work like oxeye daisy or creeper head designs
where you place the banner in the bottom middle and the color dye you want in the middle box.
For the Fleur-de-lis, since it's a stylized lily to begin with, I suggest using a lily in the crafting recipe in the same manner as the dragon head.
I would like stone pillars.
Simply done, just like with quartz pillars, stack two stone slabs
on top of one another and get the pillar style.
Why is this not a thing already?
I can make stone brick slabs into chiseled stone, which
is nice and fancy for corners of things, but I would like a pillar that matches my building material.
Actually, sandstone pillars would be nice as well.
Only difficulty there is that sandstone slabs already
turn into chiseled sandstone.
However, this is remedied if you add SMOOTH sandstone slabs.
Currently both sandstone and smooth sandstone both turn into the same sandstone slab.
Make a smooth sandstone slab, and THAT can become pillars.
Alternatively, just turn two whole smooth sandstone blocks into pillars.
The lack of pillars can be tacked onto that update you give us the slabs and stairs we want as well.
Seriously, all these building blocks we have now, but limited options with them.
I'd suggest Ender poles that would function like ladders, but if you right click the top, it would teleport you to the bottom (and vice versa). It would save time so you don't take a minute or longer to just climb a ladder.
Haven't thought of what the crafting recipe would be...
My solution would be that flowers be plantable on farmland.
Flowers on grass = non-centered. Looks natural for natural patches of flowers.
Flowers on farmland = 1 pixel lower and centered. proper looks for a row of flowers besides a house.
I'd also go with flowers being farmable. i.e. when you bonemeal a flower that is on farmland, it works would like bonemealing 2-high-tall flowers: you get one flower item.