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Minecraft Mob Enhancement and other tidbits - Idea!

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jafhar's Avatar jafhar
Level 6 : Apprentice Crafter
4
Minecraft
Mob Enhancements



I encourage viewers to read the entire thing, especially judges. As some parts of the idea may appeal to some more than others.




The primary goals of these ideas to the game would be to provide positive aesthetic feel and to provide less linear gameplay!!!


There are a variety of different ways to do this, but changing the mob AI and things related to mobs seem the most effective way to accomplish this, so I put together a bunch of modifications that make up one large mod:


All sections are split into two parts; An overview and a more detailed list of components making up the section.


Village changes:
--_____png


Enhanced Villages
-Villages smoothly flattening out the land they're generated on.
-Interior decorations. That is all.
-Better designed buildings, with more variations of buildings to fit into varying surroundings.


Village Variations
-Forts (Very rare)
-Villages varying in size, also directly affecting the types/size of buildings.
-Villages spawn rate increased near forts, but require flat ground. They're usually huge villages if spawned next to a fort. (40% chance with a fort maybe?)
-Walls around some (Usually much larger) villages. If they have a fort the walls should be stone, if they don't then a palisade/stakewall should suffice.


Enhanced Testificates
-Witch burning.
-No building swarming unless siege occurs.
-Villagers manning place of employment.
-Only merchant/shopowner/other villagers will sell items.
-Villager interaction with other villagers.
-Villager noises. (A muffled, groaning voice would fit villagers when they talk, methinks)
-Villagers moving around along roads and paths as if they're traveling somewhere, often stopping to admire flowers/trees or have a chat with a neighbor.



Village Guard Addition
-Addition of Guards.
-Moving Iron Golems away from villages(?)


Hostile mob changes:
--_____png



Enhanced Hostile Mobs
-Zombie/Skeleton/Spider mobs avoiding sunlight and seeking shade during the day.
-Lowered detection range during the day, unless in extremely dark areas.
-Better/More advanced/more interesting pathing for hostile mobs


Click to reveal
-When zombies encounter each other, they merge together and move as a group. When they come across another group, the groups merge. etc. (See 'moving mobs' section)


Moving Mobs
-Read above: Hostile mobs moving in more general directions rather than random movement in area.

Mob Sieges
-Mobs remember where they last saw you and try to get to that location. (Note spiders scaling walls a lot)
-Mobs will look for a way around to get to you, even if there isn't any, and will travel large distances to find one.
-If Creepers can't find a reasonably quick way to get to you they will get 'frustrated', get as close to you as possible, and do their thing. BAM.
-Skeletons and Creepers will loosely follow zombie hordes during these attacks.
-I'm leaving this bit open for suggestions.


Passive mob changes:

--_____png
Moving Mobs
-Read above: Passive mobs moving in more general directions rather than random movement in area.


Sleeping Passive Mobs
-Animals sleeping in comfortable looking locations; Under trees, in small sheltered areas, on plains of grass after grazing.
-Testificates going to sleep at night in their fully furnished homes with beds. (See 'Enhanced Villages' above)
-Animals and testificates go to sleep a random intervals nearing night, and wake up in a similar manner.




Other Changes:
Click to reveal



Enhanced Terrain Generation
Now, this is how I envision a more advanced terrain generation system to work:
-Two types of categorization: Biome and landscape.
Landscapes are: Mountains, Hills, Plains, Plateau, Gully, Valleys etc.
Biomes include: Grassland, Forest, Snowy forest, Jungle, swampland etc.
-Some are more compatible with other, for example, a swamp biome rarely (If ever) appears on a mountain.
-More erratic, unpredictable terrain generation. Think pre-1.8.
-Deserts don't appear next to Taigas, they are reasonably placed!
(Maybe categorizing them into temperature and humidity, then never placing a
wet biome next to a dry and cold next to a hot?)

Performance Optimization
-I don't know enough about JavaScript to know how to optimize the program, but I'm sure others do. It has been proven that it can be done with various mods (Worth mentioning: Optifine) but it should be done, soon!
-Higher memory allocation. (See above)


Command Block Commands
-If someone 'kills' certain/any mob.
-If someone 'places' certain/any block.
-if someone 'breaks' certain/any block.
-if someone 'uses' certain/any item.
-if someone does something then 'Output'.


Notes:

If against the rules as more than one idea, as they're technically a bunch of ideas, please disregard the 'Other' idea area.
If still against the rules, could I get a more specific set of constraints? I'm not sure whether a various mob improvements are one idea or various.

These are all SUGGESTIONS, if you have anything you think should be removed/added from/to a specific section, please leave in a comment or pm me! As long as they're not new ideas entirely.

Also, if you like(Or dislike) the ideas, feel free to leave a positive (Or even negative) comment.
All is welcome!
CreditJafhar
Tags

1 Update Logs

First enhancement! : by jafhar 12/14/2012 10:11:57 pmDec 14th, 2012

Just refined a few sections and re-thought a few sections.
-Added mob sleeping/waking up times.
-Added terrain generation refinements.

Among others.

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1
12/15/2012 1:23 am
Level 6 : Apprentice Warrior
Nico589
Nico589's Avatar
Your ideas are simple and practical. I like that! I would truly love to one day stand at the gates of a fort, armored squidwards by my side, ready to defend the people from the beasts of the night. +1
1
12/15/2012 5:10 am
Level 6 : Apprentice Crafter
jafhar
jafhar's Avatar
Your response is simple and inspiring, may you forever know that I love you.
1
12/14/2012 3:40 pm
Level 23 : Expert Dolphin
APBritt98
APBritt98's Avatar
Nice, I hate how there can be a desert biome right next to a tundra next to a jungle all in sight.
1
12/14/2012 9:21 pm
Level 6 : Apprentice Crafter
jafhar
jafhar's Avatar
Haha, yeah you get the idea!
1
12/14/2012 1:05 pm
Level 6 : Apprentice Crafter
jafhar
jafhar's Avatar
Share your thoughts on the ideas people!!!!
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