https://piratepad.ca/p/DqEHOKVBK7 Etherpad link, so we can discuss and edit it together until we send it to Mojang (xD) Dokuwiki export of that draft: **__Map Generation and Biomes__** **Continents and Oceans** * Two basic map types: Oceanic/Continental maps (based on [[https://mojang.com/2013/08/minecraft-world-generator-update/]] ) * Oceanic: old, as until 1.6 * Continental: new, like 1.7 proposition * Regardless of the basic type and the seed, the Ocean/Continent ratio can be set: * Sea/land in 10% steps between 20:80 and 80:20 * Standard: 40:60 * Biomes get replaced by Ocean, or Ocean by other Biomes * Scalable Biome size: can be set in steps (0.5x, 1x = current standard, 2x, 3x, 4x = large biomes as included now) **Biome Types** * Smoother transitions between biomes (//"Biomes will avoid getting placed next to a biome that is too different to itself"//) * Biome categories (and transitions) should also consider humidity (similarly to the system until beta 1.7) * Example: The transition between Jungle and Desert would require a Savannah in between * Other biomes a Jungle could border: Forest (including Birch and Roofed Forests), Swamp * Allow sharper transitions by putting Extreme Hills in between * Tundra biomes should be somewhat smaller * Island biomes * More larger islands and archipelagos * Less random distribution of islands all over the sea * Less tiny islands that aren't part of any archipelago * Technical "Island" biome (on Oceans) * Main Biome depending on the climate of the nearest/surrounding areas * "Plains" islands should still be the standard * Possible variations: Savannah, Jungle, Forest, Tundra, Hill/Rock Island (similar to Extreme Hills with more Gravel), Mushroom **Other** * You can set an average temperature/humidity to change this (make a colder/hotter or wetter/drier map) * this will affect the biome distribution * drier map: more desert, less jungle/swamps for example * converts, for example, some Swamps/Forests/Jungles into Plains or Plains to Desert * Rivers are less random; have a source and a mouth now * they are also continuous, no longer segmented by dry patches of land; perhaps they should be broader too * Technical biomes: * Flat Jungle * Jungle Pond instead of River patches * Desert Oasis with palm-like trees (in normal Deserts), as a variation of Jungle trees * Also, Desert River with similar vegetation * Rivers (including the grass colour) always fit the surrounding biomes * Less ravines and mineshafts * Abandoned Mineshafts are found near NPC Villages, rarely somewhere else **__Mobs and Related__** * Villagers (or one type of them) can work for someone (like harvest/replant fields or cut trees) * Must either trust someone or be paid in Emeralds (or something else) * Make Saddles more common (depends on the intended game balance though) - multiple options * Distinguish between Horse and Pig saddles * Make Pig Saddles craftable * Horse Saddles only found in Dungeons or sold by Villagers * No distinction, but somewhat better availability * Make Saddles craftable or more commonly available for sale from Villagers * Saddles found in Dungeons would be enchanted, with additional effects * Hostile mobs in the water * Sharks in Oceans (rare, like Endermen?) * Piranhas in Jungle lakes/rivers * Seagulls roaming the Oceans in small flocks * purely decorative, like bats * Zombies and Skeletons wear/drop colored instead of enchanted random Leather Armor * Block that prevents Slimes from spawning in a certain radius or chunk * Example: Something made of Lapis/Glowstone/Redstone **__Blocks and Items__** **Food and Potions** * Sandwich **Burger** (to make Bread more useful again) * Example: 4 Bread + Raw or Cooked Porkchop (-B-/BPB/-B-) -> 4 Sandwiches * Heals 7 points (3.5 hearts) * Saturation: 8.4 or slightly better (higher than Baked Potatoes, but lower than Steaks/Cooked Pork) * Apples and Poisoned Potatoes as Potion ingredients * Fortune tools used on Oak Leaves increase Apple drop rate * Jungle trees drop Golden Apples (very rarely) **Building Materials** * Gravel craftable from Cobblestone * 2x Cobblestone -> 1x Gravel * Sandstone variations * Smooth Sandstone (4x, square) -> 4x Sandstone Brick * Texture: Variation of Stone Brick * Smooth Sandstone (3x, row) -> 6x Smooth Sandstone Slab * Dirty Sandstone (somebody please come up with a better name) * 2x Sand + 2x Gravel = 1x Dirty Sandstone * Texture: Mix of Stone, Sandstone and Gravel, "dirty" light brown * Example: [[http://abload.de/img/dirty_sandstone_57zswx.png]] * Just to get the general idea, at least the colour should be similar to that * Dirty Sandstone (4x, square) -> 4x Dirty Sandstone Brick * With Slab/Stairs/Pillar variations * Brown Stone * 2x Red Sand (or Netherrack) + 2x Gravel = 2x Brown Stone * Texture: Basically a medium/dark brown stone * Should not be too similar to Hardened Clay * Example: [[http://abload.de/img/brown_stone_37ts47.png]] * Brown Stone (4x, square) = 4x Brown Stone Brick * With Slab/Stairs/Pillar variations * Stone Slabs (with a normal Smoothstone texture) * Rename: Stone Slab -> Light Stone Slab (somebody please come up with a better name) * Stone (3x, row) -> 6x Stone Slab * Texture: Stone texture * Stone Slab -> Light Stone Slab (convertible) * Light Stone Slab (2x, column) -> Light Stone (Double Slab, like 43.8 now) * Add Stone and Light Stone stairs * Pillar block variations * Craft 2 blocks of the same material in a column (like Quartz) * Possible with: Stone, Sandstone, Dark/Dirty Sandstone, Brown Stone * Textures depend on the direction the block is facing when placed * Like Wood/Quartz Pillars now * Should also apply to the top side of different Bricks and Wooden Planks (nope, too complicated and messy) * Tinted Glass * Crafted from eight Glass blocks and one Dye, like Hardened Clay * Tinted Glass blocks can be crafted into Tinted Glass Panes * Coloured Birch Planks * Crafted from eight Birch Plank blocks and one Dye, like Hardened Clay * Coloured Birch Planks can be crafted into Coloured Birch Slabs/Stairs **Other** * Ferns appear when using Bone Meal on grass in Jungles/Forest/Swamps * Lily Pads can be farmed (spread like mushrooms in swamps under certain conditions) * Two different Book types: * (Normal) Book: Like the older recipe; usable to craft cheaper Bookshelves (for decoration purposes) * Leather Book: Like the current recipe; usable for Enchantment Tables, Enchantments and Written Books * Stronghold Bookshelves drop Enchanted Books when destroyed * Something like an Anvil/Chest/Furnace which allows to edit blocks * Example: Stone Brick -> Mossy Stone Brick or Oak/Birch Sapling -> Dead Bush * Costs Exp, Emeralds and/or something else, for example Vines for Cobblestone -> Moss Stone * Mob Spawners: more easily restorable (using damage values or different block types, unlike the current solution) * Reason: can be griefed (destroyed) too easily on SMP, with little chances of restoration