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New biome suggestion for version 3
Opened this issue ยท 14 comments
Hi there. I had an idea for a new biome for the next main version of EBXL, that being mud flats.
Name: Mudflats
Details:
Temperature - moderate to high
Humidity - high/very high
Height variation - low
Soil type - somewhere between standard dirt and clay, but too moist for grass to grow. Maybe occasional seeds though. I'd say wetter than tilled soiled would work quite nicely.
Hope there's enough information there as I can't really think of any more specifics.
This is possible "Yellowstone Park" idea that I have already started a design document for....mud flats would incorporate nicely with that.
The mudflats idea is part of the Yellowstone document on the Google drive. This will be implemented in a future release.
hey hello there i am a huge fan of ExtrabiomesXL
i have an idea for a biome magmalands or volcano type biome
temperature high (maybe an idea to make a soil type that hurt when you walk on it like add fire damage)
maybe it is an idea to add smoke as a special effect from some types blocks also natural spawning volcano's (like in tropicraft) also some kind off new mob if you can make that like a fire zombie or spawning lava slimes in that biome it would also be very nice to see burnt down villages whit another type off block that looks like stone but has the specs off netherrack
hieght variation the biome itself would i do low but the volcano's normal or high :) hope i gave you some ideas looking forward to the version for 1.3.x :) success
Hmm...volcanic might be interesting. I really like the Basalt that RedPower uses, which leads me to wonder if Basalt is defined in Forge Ore Dictionary, and if not whether we can talk to Eloraam about doing so. Something we've been discussing for the wastelands might be adaptable to having hot blocks, maybe even deposits of volcanic ash...hmm indeed.
Firerock that hurts?
High magma chambers?
In this biome, lava blocks are able to "set fire" to stone blocks; this is actually a "setting heat". The rule is simple: If that stone block was air, and could be turned into fire by the lava, then that stone block can become "hot rock". Hot rock has an internal temperature value; exposed to air, it will go down; exposed to lava or hot rocks, it will go up.
Walking on hot rocks gives you damage. This damage is mitigated by your boots, only; metal boots have no inherent protection except for fire protection and normal protection. Note that leather boots do provide their normal protection.
Walking into a hot rock (on the wall) hurts in the same way, and both chest and leggings (only) provide protection
Amount of damage depends on the heat level of the rock. Hot rocks glow -- heat levels of 1-8 correspond to light levels of 1-8. This means that really, really hot rocks will keep mobs out :-).
Would it be possible to add other blocks with this temperature dynamic such as dirt/mud --> bubbling mud pits and water source blocks --> hot springs in the magma/geothermal biome?
For the mud flats, I like the idea of sinking/getting stuck in the mud. There could also be clams to dig for and edible plants like cattails, rice and sugar cane.
Also, would it be possible to split this topic up into two, one for each biome?
Sinking/getting stuck in the mud would probably be too much like quicksand. Walking slower could be a possibility though (and would make sense, wouldn't want to be slipping over in all that mud :D !)
Hmm... yeah, you wouldn't want a whole biome to be made of a quicksand-like block. Perhaps just giving the mud an effect like soul sand, the player sinks just slightly & has a movement reduction. Maybe there could be a custom squishy footsteps sound to go with it. I do think some scattered patches of quicksand would fit the theme of the biome.
Yeah that would make sense just as long as it was possible to distinguish between the quicksand and the mud. So the mud would probably need to be slightly darker than the quicksand I would expect.