#ivys hypothetical updates
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ivys-garden · 5 months ago
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Hivy, This is Ivy!
Throughout my time on Tumblr one of my favourite things to do has been to create hypothetical Minecraft updates, I've done this twice before with The Pigeon update and The Pond Update, but a few weeks ago I let you lot chose what geographic area I should turn into a hypothetical update
Yall chose Celtic Europe (and Oceania but that's for later) AKA, Ireland, Scotland, Whales and Cornwall. I was very glad with this outcome as I myself am Scottish and I had a lot of ideas for this…..too many ideas…. So many ideas that I had to cut an entire section and now some stuff feels barebones….whoops. (but hey now I can work on a full portion update later…yay.)
But, enough of that, let's move on to:
The Fae Update!
New Biomes + Structures
There are 6 new biomes in this hypothetical update, each referring a different local found in celtic europe these are: The White Cliffs,The Glacial Pass, The Wisteria Forrest The Heather Moorlands/Peat Bogs (take your pick), The Highland Forests, and… you'll see ;3
The White Cliffs
The White Cliffs are a new coastal biome, consisting of grass topped cliffs, sandy bays and rock structures jutting out of the water. Suspicious sand and gravel generates naturally here and loot from it follows the fishing loot table, though with an increased chance to find nautilus shells and a rare chance to find sniffer eggs
This biome is based on the White Cliffs of Dover and the Jurassic Coast
The White Cliffs has only three new features:
Puffins
A new passive abiant mob, they drop Feathers when killed. Instead of the normal birds nest (introduced in the pigeon update) puffins lay there eggs in “wall nests” grey nests that attach to walls, these can be used as a decorative block
Seagulls
A neutral mob who drops Feathers and fish when killed, they spawn both in the White Cliffs and on beaches and open Seas. Seagulls will attack the player if they are holding any food item in their hand, stealing it.
Seagulls serve no other purpose.
Chalk
Chalk is a new stone block. It has the blast resistance of wood and is exclusive to the white cliffs, making up the cliffs themselves.
Chalk can be dyed any of the dye colours in the game, creating a softer, more Pastel variant of that colour (queers rejoice). Chalk can be made into slabs, stairs and walls in the stone cutter.
The Glacial Pass
A cold mountainous biome, the Glacial past is mainly made of stone and deeplate, with ice and snow also being common. Dipstone spikes can be found here as well as gravel structures resembling Eskers and Terminal Moraines (yes my favourite subject is geography how can you tell?). Suspicious gravel can be found here as well as suspicious snow, which can also be found in the igloo. Strays, Polar Bears, Foxes and Rabbits Spawn in this environment
This biome is based on glaciated uplands
Seals
Seals can be found in all cold environments. Seals will follow the player when they swim, upon coming on to land Seals will bob in the afternoon expectantly.
Seals can be fed fish, clapping after this is done
Seals drop blubber when killed. Blubber can be crafted into blubber blocks, when lit on fire these blocks burn light yellow. Blubber can be used to make torches, lanterns and campfires.
Blubber can also be crafted into a chest plate, the blubber chest plate reduces projectile damage and prevents Frost damage in powdered snow, but it slows you down while on land
The Wisteria Forest
A replacement for the old flower Frocester, this is a rare forrest in which all natural flowers spawn
Purified water (a type of water introduced in the pond update that can cure harmful status effects and restore hunger permanently for a short time) would spawn here too, as well as unicorns and kelpies (introduced in the pond update, will be discussed later)
Other Mobs that Spawn here will be discussed later
Wisteria Trees
Wisteria trees are a new wood type. The wood itself is a pale green with a purplish grey bark. Wisteria leaves are pale lavender. Wisteria trees also have hanging leave variants, much like willow leaves (pond update) that grow in the same way as glow berries
Butterflies and Moths
Passive ambient mobs that spawn in all biomes, though moths are most common in dark oak forests and butterflies are most common here. Both come in many colours, much like tropical fish. These mobs are as large as the bees (traditional dictates that all Minecraft arthropods must be massive, also yes bane of arthropods works on these, but do you actually care?)
Butterflies and Moths drop their respective wings when killed, these can be grafted onto the elytra (using the dragonfly carapace, an mob drop from the dragon fly as introduced in the pond update, speaking of that, the Toad from that update will also eat Moths and Butterflies) grafting these wings on changes the electable texture to resemble the wings of these Mobs (Note: despite both having many textures the electric will always adopt The Lunar Moth and Monarch Butterfly texture respectively)
Crann Bethadh Sprout
The sprout of a legendary tree, this is a two tall plant with ever changing leaf colours, shifting throughout all the pastel colour variants
The player can take a cutting of this plant using shears
This plant can only be dug up by the sniffer
Flower Crowns
By combining any 4 flowers in a circular pattern in the crafting table players can make flower crowns. Flower crowns adopt the colours of whatever flowers were used to craft it. Flower crowns can be worn on the head and serve no purpose other than to make people look pretty ;3
Wisteria Grass
Wisteria grass is a new grass type block that is pale lavender. It behaves the same as grass. It is only found in the Wisteria forest
The Heather Moorlands
Heather Moorlands are made up of water, grass, mud and a new block. No trees and few other plants spawn here, but cattails, reeds (pond update), sea grass and lily pads would be common here.
Bogs would spawn here
Toads, Frogs and Dragonflies would spawn here
Heather Moorlands are based on….Heather Moorlands.
Peat
Peat is a new powered snow-like block. It is brown in colour and makes up most of the ground in the Heather moorlands. Any plant can be planted on it.
Falling through peat takes notably longer than it does for powdered snow, players cannot freeze in peat, only suffocate. Peat can be safely traversed with leather boots.
When broken, peat will break into Peat Logs, peat logs can be burned in the furnace as an effective fuel
When lit on fire, Peat burns Bright Red, peat logs can be used to make peat lanterns, campfires and torches.
Combining 4 peat logs together makes a peat block, smelting a peat block creates Hardened Peat. Harmed peat can be made into Smooth Peat, Chiselled Peat, Peat Bricks, Cut Peat, Peat Pillar and Peat Tiles
Gortach
The Gortach are a new Undead mob. They spawn in swamps and peat bogs and resemble Bog bodies. They hide in dirt, mud, sand, gravel and peat and jump out of the ground to attack.
Gortach inflicts poison with their attacks. Gortach can carry swords, axes, and spears
Gortach drop their weapon, peat logs or Rotten flesh when killed
Spears
Spears are crafted either with one iron ingot and two sticks in a diagonal pattern, or are dropped by the Gortach
Spears are weaker than the sword but have a better reach, can be thrown (though this isn't good for their durability) and completely bypass shields and armour, hitting the opponent as if they had nothing at all
Spears have all the same enchantments as the Sword + Loyalty
Heather
Heather is a new purple flower exclusive to the Heather Moorlands. It gives purple dye when ground up.
The Highland Forest
Made up of rolling hills and Birch trees, all normal passive Mobs can spawn here, but sheep, goats,bees and cows are most common. All normal hostile Mobs can spawn here
Loch Lurkers (a rare UnderWater horse-like mob from the pond update) also spawn in the lakes here
Birch Updates
Yep. This is a secret Birch forest update.
A new form of Birch tree “Silver Birch” that grows much taller and has yellow leaves can be found here. This form gets its own sapling
The Birch block would also get a minor update to make the black segments more like stripes and not ugly blobs
Leave Updates, Packed Leaves and Thatching
Players and Mobs can now walk and fall through leaves.
When breaking leaves with anything other than shears or silk touch leaf blocks will drop leaf items (except wisteria and Spruce, which drop Petals and Needles)
By placing 9 of these in the crafting bench the player can create packed leaves, a new solid version of the leaf block
Thatching is a new block of greyish colour that is crafted with 6 wheat on the top and bottom and 3 leaves of any type in the centre of the crafting bench. Thatching looks the same as a Hale Bale, only without the string holding it together.
Goosegrass, Nettles, and Thistle
Goosegrass is a plant that grows in any forest, but is most common in the Highlands. Walking through goosegrass results in it sticking to you, taking up one of your unoccupied armour slots and slowing you down. Walking through it at all also slows you down, much like cobwebs, making this plant dangerous when fighting mobs
Nettles can only spawn in Dark oak and Highland forests. Nettles stay low to the ground, if they are walked on by a player they are inflicted with Poison. Nettles can be collected and made into a healthy soup
Thistles are a new type of two high flowers. They can be ground into purple dye. They hurt the player if walker through
Deer
Deer are a new mob found in all forested environments, much like Wolf's they have different textures depending on the biome
When killed, Deers drop Venison, a new edible meat
Like Goats, Deers will try to charge the player. Also like Goats, after hitting a block deer will drop and antler
Fog
Fog is a new weather type, lowering the amount the player can see for a short time and allowing a few Mobs to spawn, particularly endermen
Shelf Fungus
A new decorative block that grows on trees
Wildcats
Wildcats are a new ambient Mob, they share a model with Ocelots and Cats and they drop string when killed
The Mushroom Grotto
Oh yes. A new forest of giant mushrooms and mycelium. This biome is very rare. The Mobs that Spawn here will be discussed later
Mushroom Wood
Much like the nether mushrooms, overworld mushrooms are now a woodtype. The mushroom stem can be stripped and converted into all wood blocks. Mushroom wood is white in colour.
New Mushrooms
Yep. There is now a mushroom for every colour of dye in the game. Mushrooms can also now be ground into dye
Here's what all those mushrooms could look like (minus brown and red of course):
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(Note: this is based on design, not colour)
Before moving on, sniffers don't just get the Crann Bethadh Sprout. They get a new plant for every dye type in the game
Plus, they can dig up two new mushrooms exclusive to them, when ground these mushrooms become two new dye types… Well, not quite. They Become Rose Dye and Spring Green Dye, the two removed wool colours. This is the only way to get these mushrooms and these dyes. This would make the sniffer more worth the work put in to get one and create a lot of more strange decoration choices
Here's what they COULD look like (note: again, colours don't line up)
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Mushroom bricks
Smelting the Mushroom blocks (not the stem, the block itself) creates mushroom bricks: multicoloured bricks taking on the patterning of the mushroom used to make them
Mushroom bricks can be made into stairs, slabs and walls
Puffball Mushrooms and Faerie Rings
Both exclusive to the mushroom forest.
Puffball mushrooms are brown in colour and are plants that stay on the ground, when walked over they release spores that inflict harmful status effects such as Poison, blindness, slowness, weakness, nausea, lethitatvia, and mining fatigue
Faerie Rings are Rings of mushrooms that take up one block on the ground (they also come in all colours)
If a player steps on one it is like they are walking through cobwebs, and upon getting out they will be inflicted with slowness.
If a mob steps in one they completely freeze and their AI is disabled until they are knocked out or the ring is broken.
This would help allow players to use Mobs as decoration without lagging there game
New Structures
Bothies
A bothy is a public structure found typically in the Highlands, there small houses for folks to take shelter in.
Bothines can spawn in any woodland biomes, they'll appear as a simple wooden house. Inside Bothies will have a chest with low level loot and a bed.
Occasionally, suspicious sand,mud, gravel or snow will spawn outside the bothy (depending on the biome), these typically have low level loot but items such as armour Trims or record disks can be dug up
Stone Works
Based on the numerous palaeolithic celtic stoneworks,these are small abiant structures spawning in the Dark Oak, Highland and Wisteria forests, as well as Heather Moorlands, Snowy Tundras, Wetlands and Mushroom Grottos
There would be many variants of these structures resembling stone circles, stone henges, standing stones, stone portals and cobbled walls.
All of these are made from base stone blocks, though sometimes other blocks can be found like chalk flooring or trees/water spawning in the centre of a stone circle
Sometimes, though rarely, these structures could spawn with a “Stone Holder” a new block that holds a tool or weapon (similar to the myth of the sword and the stone) these can be moved with silk touch. The player can remove the weapon, which will always be made of iron (that's important for later) and could have some low-level enchamtmants
Occasionally, these can also structures spawn with suspicious dirt, which can be dug up with the brush. Pottery sherds are more common in these structures, but apart from that, they exist only as set dressing ;)
Castle Ruins
A more substantial ruin, Castle Ruins can spawn basically anywhere, but are most common in Highland forests.
Castle Ruins are winding structures, they have a Dungeon below with Gortach or Bog spawners in the cells. The main ruin itself is made up of narrow passageways, imagine a smaller version of the bastion.
There would be numerous loot chests around, but upon opening one, a new mob would be summoned called a ■■■■■■
This mob will be discussed later :)
The Beast's Lair
An underground structure most common under the mountains or Highland forests
Made up of narrow passages leading to open rooms filled with gold blocks, loot chests containing riches and even some new vaults. There's also a shocking amount of skulls littered around
And of course the new boss here: The Wyvern
The Wyvern is a draconic boss mob spawning only hear, it has 4 legs and two wings and is bright red (Note: no. Wyvern never meant a dragon with only 4 limbs. That is a modern addition. Wyvern and dragons were different because of what they breathed)
The Wyvern is very powerful up close and can attack from far away with its poisonous breath
Upon its defeat the Wyvern will drop copious amounts of gold and emeralds that it ate, perhaps even some diamonds if your lucky
Faerie Mounds
Spawning exclusively in the Wisteria Forests, Highland Forests and Mushroom Grottos, these are small dirt hills with a spawner inside and a handful of loot chests
They are essentially fae Dungeons
The mobs that Spawn here will be: you guessed it, discussed later
Clochan + The Dubnos Tunnels
Clochans are typically just an abiant structures common in the Highlands, small cobblestone huts with nothing interesting about them.
But occasionally, they lead to something greater. Some of them spawn with holes leading to a second structure made up of 5 rooms, oriented in this pattern:
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In the centre room are 5 stones, each baring a carving of one of the 5 element symbols (note: these are taken from the unused painting textures, with a new one added for wood), at the base of all these stones is a new kind of Vault “The Fae Vault” exclusive to this structure and the beast's lair
The carvings look like this:
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The goal of this structure would be to go to each of the challenge rooms, each of with have there own stone with a carving, right click on said carving to indicate you have completed the room, and once all 4 rooms are complete return to the centre room to click on the craving that was not represented by one of the carvings in the other rooms. Getting this right results in the appearance of 5 Fae keys from the stones. These keys can be used on the fey vaults to claim the structures loot
Failure to complete the structure will be indicated by the carvings glowing Red and numerous waves of Mobs spawning
The challenge rooms each contain a challenge pertaining to their element: the fire room is filled with fire, the water room is flooded, the air room requires parkour, the earth room is a Maze and the plant room is filled with Sweet Berries, Goosegrass, Nettles, Thistles, Puffball mushrooms and Faerie Rings (yes I know mushrooms aren't plants, shush.)
On top of that, there are several spawners for the fae in this structure, with various types appearing to attack you. Though these spanners will be deactivated upon completing a room
(Note: carved stones can be moved with silk touch)
They fae Mobs that Spawn in these will be discussed later.
These structures would create unique challenges for the player and would bring more life to these biomes, encouraging exploration.
(Part 1/5)
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sohotthateveryonedied · 4 years ago
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I’ve Never Felt So Helpless
Read here on AO3!
Summary:
“Tim.”
“In fact, I think we’ve both earned a quiet night in with food and shitty movies and snuggles and—”
“Tim!”
“What?”
“You’re bleeding.”
Tim looks down where she points at a spot on his neck, and—was that stinging sensation always there? He touches the part of his cowl that covers his neck. His glove comes away covered in blood. “Oh.” Now that he’s aware of it, he can feel the blood rushing from the wound at a speed that he’s fairly certain wounds aren’t supposed to bleed at. “That’s not good.”
Tim is a simple man, no matter what anyone else says. Does he fight crime in tights? Yes, and proudly. Does he guiltily watch the occasional Riverdale episode because he had a crush on Cole Sprouse growing up and owes this to his prepubescent self? Obviously. Would he like to enjoy a relaxing night every once in a while, devoid of supervillains and near-death experiences? One hundred percent. Tim has stated this precise case upwards of a dozen times tonight, yet here he is, exhausted and covered in plant matter from a fight with Poison Ivy. All because Steph wanted to handle Ivy’s escape from Arkham themselves despite the fact that she and Tim specifically asked for tonight off so they could have some alone time for the first time in weeks. Tim bought sparkling cider, dammit. “You are way too hung up on this,” Stephanie says, wringing out her hair from when Ivy chucked her into a pond. They stand together on a rooftop, watching the final squad car pull away from the scene. It is not nearly as satisfying as it should be. “I wanted one night. One.” “There will be other nights, Tim. Besides, we caught Ivy before she could do any major damage. I call that a job well done.” “At the cost of our date night!” “Oh, like you’ve never canceled plans to fight crime. You’ve blown me off for supervillains plenty of times. So have I. But this time, we got to do it together, which I think counts as a date night.” “It doesn’t, actually. Normal people do things like going out to dinner, catching a movie, taking romantic walks on the beach. I want to be like that.” Steph turns to face him. She plants her hands on her hips. “Tim.” “And, you know, I can’t remember the last time we got to have a date night that didn’t involve punching someone. Do you know how insane that is?” “Tim.” “In fact, I think we’ve both earned a quiet night in with food and shitty movies and snuggles and—” “Tim!” “What?” “You’re bleeding.”
Tim looks down where she points at a spot on his neck, and—was that stinging sensation always there? He touches the part of his cowl that covers his neck. His glove comes away covered in blood. “Oh.” Now that he’s aware of it, he can feel the blood rushing from the wound at a speed that he’s fairly certain wounds aren’t supposed to bleed at. “That’s not good.” Steph is in front of him in an instant, one hand pressed against his neck and making him hiss. “How does the world’s greatest detective not realize he’s got a giant gash in his neck?” Should Tim be feeling this woozy already? It must be the adrenaline rushing out, leaving him a puppet without strings. “There was a razor vine, but I thought it missed me.” His legs shake, dangerously close to giving out. Steph takes notice and helps lower him to the ground so they’re on their knees, facing each other. “Clearly, it didn’t. Take your cowl down, let me see.” Tim obeys. Steph has to let go of the wound for a moment so he can loosen the cape from around his neck. It’s only a second, but Tim already feels warm blood seeping down his collar, soaking into the fabric of his uniform. “Shit,” Steph hisses when she gets a good look. Her hands fly back to press against the wound. “How bad is it?” “Bad.” She fumbles in her belt for a pad of gauze. She pins it to his throat, trying to keep the blood inside of him where it belongs. “It didn’t hit an artery, did it?” That would...well, it would be pretty damn bad. Life-threatening, if it isn’t already. “I don’t think so. The gash is too low.” She presses harder when blood leaks from a gap in her fingers. “It shouldn’t be bleeding this much, should it? The wound isn’t even that big. I don’t think your blood is clotting like it should.” Tim goes even paler than he already is. “Oh.” “Oh?” “Ivy. She sprayed me with something.” He winces as the wound throbs. “During the fight.” “Are you kidding me? You couldn’t have mentioned that earlier?” “I was busy! And I felt fine, so I figured I would run a blood test when we got back to the cave. I didn’t think she would do something to my blood.” “Damn it. Okay.” Steph closes her eyes, thinking. “Can you reach your communicator?” “Yeah, I think so.” Tim reaches for his utility belt, tilting his head to see better. That small motion causes Steph’s hand to slip, allowing another gush of blood to spurt from his neck. “Shit, shit, shit.” She repositions, gets a better grip on the wound. “Don’t move your head.” Tim swallows nervously. “We good now?” “I think so. Just...be careful, okay? Small movements. You’ve already lost too much blood, so I want to keep you as plugged up as possible.” “Kinky.” “Shut up.” Tim manages to locate the communicator and turn it on. Just in time, too. It’s getting harder and harder to focus, the blood drying on his neck and sticking to his skin. If he wasn’t anemic before, he certainly is now. The communicator crackles. “You’ve got Oracle. I thought you and Batgirl were off duty tonight.” “We are,” Steph says. “Listen, can you patch me through to whoever can hypothetically get me and Red Robin to the cave as fast as humanly possible?” “What happened?” “We had a run-in with Ivy. She’s taken care of, but she did something to Red. Something to keep his blood from clotting. He’s got a laceration on his throat and I’m trying to stop the bleeding, but I don’t know how much longer we have.” “Sending an ambulance to your location.” “Negative. His face is uncovered, so a regular hospital is off the table. It needs to be the Batcave.” “Got it, I’ll transfer you to Batman. He can take you in the Batmobile. I’ll call Leslie Thompkins and have her meet you guys there.” “Tell her to hurry.” Steph’s voice wavers, anxious. Tim wants to reassure her that he’ll be fine, but it’s getting more and more difficult to concentrate, like he’s a radio trying to tune to the right station. He tips forward and presses his forehead against Steph’s shoulder, his body sagging. She keeps him upright, careful not to loosen her grip on the gauze. Finally, the communicator beeps. “Batman here. What is it?” Steph runs through their situation again, leaving Tim free to drift as he pleases. Steph is warm against him, like a fresh latte. There’s blood in her hair. Tim runs his fingers through the bloody patches, trying to separate the clumps. Something prods his shoulder. “Hm?” “I asked how you’re doing.” Bruce doesn’t sound nervous—he never does. But Tim knows him better than most. He can tell when he’s worried. “I’m hanging in,” Tim manages. “How long ‘til you get here?” “I’m ten minutes out. You think you can hold on until then?” “Mm-hm.” Honestly, Tim isn’t sure if he can. But at least Bruce won’t worry as much if he thinks Tim is going to be okay. “Batgirl, do either of you have an Ivy antidote on you?” “I have a couple for her general toxins, but I don’t know how they’d do with this one. Should I give it a shot anyway?” “No, it might make things worse. Keep me updated on his condition. I’ll be there as fast as I can. Batman, out.” A click. Tim tosses aside the communicator, uncaring of whether he turned it off properly or not. The ground rocks beneath him, like the rooftop is floating on a roiling ocean. Steph’s free hand runs through his hair, soothing on his scalp. “Sweetie, are you still with me?” “Mm.” “Stay awake, okay? Just for a little longer.” Tim nods against her shoulder. Steph releases a breath. “Good. Now, do you think you can reach into my belt and get some more gauze? This one is soaked through.” Already? That’s a bad sign. Tim doesn’t move his head from her shoulder. “Which pocket?” “Uh...second one on the left of my right hip, I think? I usually go by muscle memory.” Tim checks the pocket and finds no gauze, but there is a stick of gum and a few rubber bands. “Next to that one, maybe?” Still nothing. “Steph, do you actually know what you’re doing?” “Look, it’s easier when I can see it, okay? Here, bunch up your cape. I can use that for now until Bruce gets here.” It takes some careful maneuvering for Tim to reach his cape without moving his head or neck, but he manages to fold it the best he can. He hands it to Steph, so brings it close to the wound. “Okay,” she says. “I’m going to switch off now. Ready?” Tim nods. “Do it.” She’s quick about it. She yanks away the soiled gauze and replaces it with the cape in seconds, but blood eagerly spills out as soon as it’s free. Tim’s vision goes blotchy, the darkness behind his eyelids sprinkled with stars. He hisses when Steph crams the fabric against the wound hard enough to make him want to jerk away. He doesn’t, though, just digs his fingers into her shoulder and takes deep breaths through his teeth. “Sorry, sorry,” she murmurs. “It’ll stop hurting in a bit.” She presses a kiss to his hair. “I’ve got the bleeding under control, I think.” “You think or you know?” “I think.” That’s not at all reassuring. Even so, Tim finds that he doesn’t mind as long as it’s Steph with him. He would gladly put his life in her hands, and now that he’s here, he’s content. He trusts her. “Tim?” “Hm?” “I changed my mind.” “On what?” “We should have done a date night instead.” Tim snorts, but it’s weak. More a huff than anything. “This isn't so bad. ‘Least we’re together.” “Yeah, covered in blood on a freezing rooftop. Very romantic.” Tim hums, presses his nose to her neck and closes his eyes. She smells like lavender. “You’re pretty.” “Stop that.” “Stop what?” “Stop talking like you’re dying.” “‘m just making an observation. You’re pretty.” There is blood covering both of their uniforms, smeared across the bat symbol on Steph’s chest. Her face glistens with sweat from the fight, and there’s a bruise on the side of her jaw. She’s still gorgeous. “You’re a dork.” Tim hums. His stomach rolls and his heart picks up until he can feel it throbbing in his skin, like his pulse is racing to get out. He closes his eyes. “I don’t feel good.” “Bruce is going to be here in a few minutes. Hang in there, alright?” How much blood has he lost by now? Two pints? Three? How much longer does he have before the point of no return? Even as Steph keeps pressure against the wound, he can feel rivulets running down his neck. She can’t keep the bleeding at bay forever. “I love you...y’know that?” “Don’t say that. I’m not kidding.” “Someone should...should feed m’cat. Ruby’s tiny, but she eats a lot.” “Bruce is on his way, Tim. You’re gonna be fine. Don’t fall asleep yet.” “I’m losing blood,” he mumbles against her shoulder. “Humans...need blood to survive. ‘m gonna go into hypovolemic shock soon, and then it’s over.” He can barely lift his head now. There are weights attached to his eyelids. “Stay awake, Tim. You hear me?” Steph’s voice trembles, and Tim feels awful for putting her through this. She deserves better. “You’re not dying. I won’t let that happen.” Tim wants to reassure her, to tell her she’s right, if only to keep her from making those shaky crying noises. There are tears dripping on his shoulder. He wants to stick around, keep Stephanie from feeling the hurt that’s about to come, but his pulse is racing too quickly to keep up with blood it can’t circulate. He hears Steph’s voice somewhere above, calling his name, but she’s too far away. Tim lets himself sink into the darkness.
------------------------------------------------------------------------
Steph hasn’t changed out of her uniform yet. She knows she should. She’s sticky, covered in blood that dries on her suit in rusty red flakes. The blood is thick in her hair, on her hands, soaked into the fabric over her knees. Tim’s blood.
She can still feel it—feel Tim’s fluttering pulse under her fingertips, growing weaker and weaker with every passing second. The weight of him against her shoulder, slumped as if he was already dead. And then the agonizing moment where she felt him let go, sagging against her like a corpse. She wants to forget it. To forget this entire night, wipe it clean from her memory. Pretend that everything is still okay, even when it isn’t. “How are you doing?” Steph looks up at Bruce. She didn’t even hear him come in. He hands her a cup of coffee, which she takes in cold hands. “I’m fine.” Her voice suggests otherwise. “He’s going to be okay.” Steph looks back at Tim asleep on the medical cot, his skin as pale as a cadaver's. A bag of O-negative hands beside the bed, pumping blood into his body through an IV. Another IV pricks his other arm, delivering the antitoxin. He looks dead. He was unconscious for a full three minutes before Bruce arrived on that rooftop, lifeless in Steph’s arms. It was the most terrifying three minutes of her life. “Stephanie.” Bruce’s face is stern but sympathetic, his eyes gazing into her own. “You did good tonight.” “He nearly died.” “But he didn’t. You saved his life. And for what it’s worth, I’m proud of you.” Steph can count on one hand the number of times Bruce has said that to her. He puts a hand on her shoulder. “Alfred prepared a room for you upstairs. You look like you could use some sleep.” Steph shakes her head. “I think I’ll stay here for a while. Just until he wakes up.” Bruce nods and leaves, his footsteps echoing off the cave walls. Steph reaches out and grasps one of Tim’s cold hands in her own. His fingertips were pale before, almost blue, but they are slowly returning to their rightful shade. She sighs. Fuck it. She leaves the coffee on her chair and climbs into the bed beside Tim, pulling herself close and resting her head on his chest. She can hear his heartbeat under her ear, steady and unfaltering. She closes her eyes. “Don’t do that again, okay?” she whispers. “Or I’ll resurrect you just to kill you myself.”
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incoherentbabblings · 6 years ago
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Unspoken Promises
Sitting on the car roof waiting for Zatanna to show up, Stephanie became acutely aware of how their leaving home must have looked to the rest of the family, and makes her think about what want from the future, especially after everything had come crashing down in the aftermath of Brother Eye and the Batman of Tomorrow.  Tim for once isn’t thinking too deep about it.  
2,500 words on Tim and Steph cuddles from YJ #5. AO3 Link here!
So for all my doubt about Bendis (He also liked my tweet I sent him thanking him for making TimSteph so cute so like… that gave me a whump of validation right there) I was so over the moon with his interpretation of Tim and Stephanie’s relationship that it actually got me to write fanfiction for the first time in about a decade (ooft).  I am following in the grand DC tradition of what is continuity in that I am writing as if the Bat’s History is all in tact, but YJ and Teen Titans is just what had been established in the New 52.  How does that work? It doesn’t but never mind that I wanted to write mush
Anyway here is Tim I look at my girlfriend as if she hung the stars at night Drake and Stephanie We have 100% ran away from home which means we are 100% eloping which means yes I will marry you no you don’t even have to ask Brown.
There are like…so many references to past and current stories and dialogue in this, as well as my previous babblings on their relationship.  
Anyway, enjoy!!!
He had a habit, she’d noticed, ever since they’d been together, of holding her face. His fingers had always been cold, but dry, and his palm fit neatly along her jawline. He was always soft with her, and she wouldn’t dare have it otherwise.  When she isn’t talking, and he isn’t smiling and humming indulgently at her wittering on, he seemed to be nothing more than quite content to just hold and stare at her. Like the sun is infused in her hair. Like her and her alone is immune to the anti-life equation, like she is life’s meaning. Like she is so precious that she might be gone the next morning.
 Because that did happen once, when she was left to die without him. Does Tim hate me? She had asked Batman. No. Bruce had replied. He adores you. Always has.
Only now with them lying on the bonnet of Tim’s red car, his stare so openly reverent, Stephanie found herself trusting Bruce’s statement to the dying girl with a broken body (and heart).
He’d been taken from her too, violently and so suddenly that she had found herself talking to a clay program of his, so starved for his face and hungry for his advice… Then again Stephanie had heard from other sources that he’d considered throwing what he’d thought was her corpse into a Lazarus Pit, so maybe they were both reliant on the other to act as a guide.
Those Batmen she’d seen, first the one from a future where she was either dead or under what seemed like permanent house arrest (it wasn’t clear), and then one made of corrupt dreams and corrupt computer programs… They were ones she’d silently promised herself that she would reel in within Tim whenever they reared their ugly, twisted heads. She’d remind him, remind them why they wanted to help people. The two of them didn’t know any other way, not anymore.
How stubborn they were that they scraped their way back to each other.
Stephanie soon grew shy being gazed at by Tim and leaned forward.  One hand tightened in his sweater, whilst the other cupped the back of his head. He quickly got the idea and leaned forward, their lips touching briefly for a moment before she readjusted her position, straddling one his legs to get a firm pressure between her own.
Tim’s smile turned cheeky then, and he began to push up into a sitting position.  Stephanie gave a slight grunt, and forced him back down, hand slipping down his top to grip at his hip. She kissed him deeply.
A bird took off near the car, disturbing some fallen leaves on the ground.  It was still warm enough at sunset to not have to wear a coat, and both of them had opted for oversized sweaters, Steph in her customary purple, Tim in his usual green.  They had been travelling for a few weeks now, enough for the new school year to have started, and yet here they both were, several states down, in DC, nowhere near Ivy University in New England.  The thought made Stephanie giggle.
“Now you have to admit it!” She exclaimed, thumping her head down to rest on Tim’s chest, listening to his heart beat.  Solid.  Warm.
Tim meanwhile was looking awfully smug, one arm cradling her shoulders, pressing their already entangled bodies closer, the other arm thrown up behind his head.  His eyes were shut, and he was smirking.
“I don’t have to admit anything.” 
“Admit it!”
“I was raised by Batman, Stephanie,” – and right on que her eyes rolled up to her skull.  Batman Batman Batman – “I am a stubborn master.”
“Admit we ran from home!”
That got him to open his eyes and stare at her once more.  He was indulging her again, she knew, and she let him do so.
“A Batgirl and a Robin told everybody we were going off to college and then we drove the other way.”
“Because we’re in the middle of an investigation into the –”
She interrupted him, whispering the phrase “Nobody knows where we are!” conspiratorially, as if they weren’t sitting outside one of the most heavily monitored buildings in the county.  But sure, they were definitely back in New England, studying at one of the country’s most prestigious universities.
Not that they didn’t leave with the purest intentions, this investigation into timelines and universes…  However neither had the foggiest clue where to start.  Tim had recalled Dick and Bruce talking of Wally, the idea that something or someone been messing with time or memories. To avoid Bruce catching wind of what they were up to, they had asked Black Canary, and Dinah had suggested magic, which had led them to Zatanna.
Tim knew Bruce knew they weren’t at college.  He just didn’t want Bruce to know why.  This trip was partially for him and Steph to be alone.  Properly.  Without Bruce and his weird secrets and mind games. Without the pressure of fighting crime each night with all its mental and physical traumas.
Without Cassandra bursting through their window with takeout after a night of training, catching Steph in her nightshirt and Tim with his pyjama bottoms halfway up his legs. 
It had been going well, as well as could be expected of two seventeen-year olds going on a targetless road trip.  Tim had enough money to his name to keep them going for more than enough time, and Stephanie didn’t want for much regardless. 
Still, this trip had a purpose, and they both hoped that speaking with Zatanna would orient them in the right direction. 
“I’m just saying,” Stephanie continued, now grinning back at Tim’s softening smile “The only thing missing is the circus for us to join.”
It was almost funny how their conversations always came back to their future together.  They were still so young but they always spoke of what their lives would be, could be, five, ten, fifteen years down the line. 
Not that the circus was a serious suggestion, but it made her point all the same.  They had split off from the family back home, deliberately gaining some distance.  They’d not spoken to Bruce since he’d waved them off, hearing that they’d get the official wedding invite ‘any day now’ (any day now had been going on for weeks at this point, both were afraid to enquire for an update).  They’d not heard from Dick in even more time (something was going on with the Titans, on and off the field, but Tim hadn’t chased it).  Damian and Jason were enigmas as usual to them (coming and going as they pleased).  They’d get the odd photo and message sent from Cass and Duke and Barbara, the three of them seemed to be forming a little huddle, but for the most part, it was radio silence.  Maybe Bruce had encouraged it for once.  Leave them alone.  Let them be teenagers.  They can figure it out if they want to do the superhero gig on their own.
Or maybe that was too forgiving of an assumption of Bruce.
The other day Stephanie had been filming Tim being a dweeb, and she had muttered about making their (hypothetical) children watch this so they could be assured that their (hypothetical) father was never once cool ever.  Tim had just laughed and argued that she was just as bad as he, she was only better at covering it up.  He didn’t flush at the mention of children, and he didn’t call out at her statement at all.  It was a quiet assumption between them, the idea of children (plural.  Both had been so lonely growing up they couldn’t bear the thought of repeating their parents’ mistakes).  An unspoken promise never confirmed aloud.
Seventeen years old and they were already thinking of when they’d be thirty five.  Maybe one near (actual?) death experience each made them grip to that future tightly.  They would have it all.  They would help people until there was no longer a need for them to do so anymore, upon which they could bow out, ready to drop the double-faced world they occupied.
It had been temporary for Tim, initially.  He didn’t so much as want to be Robin as he was at the only one who could be Robin. 
It had been temporary for Stephanie, initially.  She couldn’t let her father go on hurting people, and she was at first the only one who knew what weird, over the top schemes he’d managed to cobble together. 
It was supposed to be temporary, for both of them. 
I can make it all work.  I can make a system that can sustain itself… After all that, I can take care of myself.  Take care of us.  I promise.
 And yet that promise he’d made aloud, mere hours before everything had blown up in their faces – literally – had been a rude awakening that their line of work didn’t allow easy early retirements, not truly. 
That was okay though, not today didn’t mean not ever, or at least, that’s what they had both told themselves at night sleeping in assorted cheap hotels.  The receptionists had always given them funny looks, no doubt Tim and Stephanie probably did look like young eloping teenagers.  Tim had surprised Stephanie in his reaction to their expressions, putting his foot down when affirming yes we want a double bed no not twin singles.  When checking out in the morning Tim defiantly left the bed an unmade mess, as if they were a pair of rabbits who couldn’t get enough of each other, as if trying to earn that slightly disapproving look from across the counter. 
She thought maybe he was tired of people giving their opinion on the two of them being together. 
And ultimately, that is what they were wasn’t it?  Teenage sweethearts running away from home.
And to the circus, if that’s what it came down to.
Stephanie’s buzzing phone and Zatanna’s arrival had brought an end to the feeling of joviality.  Stephanie’s thoughts were being torn in two directions.  She couldn’t stand the thought of her father running around doing as he pleased, and she had a sudden sharp stab of fear for her mother, but she had just reaffirmed that she was staying with Tim come hell or high water.  Tim made the decision for her.  He knew she wouldn’t be focused going forward unless she chased down her father, so gave the both of them a three day deadline. 
“You’ll be focused and I’ll have a start.” He stated.  He was dressed in his uniform, looking somehow both dashing and fragile at once.  What he thought he knew had been shaken again, except for the blonde girl standing in front of him.  The one who was looking at him with a slightly befuddled but still endeared smile. 
“I love you Tim Drake.” She said, ignoring for a moment where they were and what he was dressed as. 
There was a beat of silence.  Enough to make Stephanie uncomfortable.  He had usually always been the first to declare it to her.  Now that she had uttered it first, he seemed at a loss on how to respond.  She decided to prompt him, trying not to sound too desperate when she asked:
“Did you hear –?”
“I’m madly in love with you, Steph.”  He blurted out.  His smile widened until he looked overjoyed.  “I was just about to tell you that.  I was going to tell you I was so happy you were in my repressed memories, too, because I didn’t want – ”
A life without you was how he was going to finish his declaration before she threw herself at him, smacking a kiss on his lips, and Tim saw his world go pink for a moment.
He had been relieved that she’d been in those memories.  She had to have been.  She was the only one, for so long, who knew him as both Robin and Tim.  The Teen Titans had asked and asked but he’d always been so reluctant to cave in, whilst part of his fear of leaving the title of Robin would mean losing Bruce and Dick and Barbara, for what possible reason could Tim Drake have to associate with them?  It was different now, he was Bruce’s adopted son, so their connection could not be severed regardless of him wearing a mask or not, and he had opened up to his friends, slowly but surely. 
She was still the person he wanted to be with him every step of the way.  She’s never cared what title he’d held, she’d cared more about the way he held her.  This was his chance though.  She had always been stuck on the fringes of their generation, not having many close friends outside of Gotham.  If his friends and family could become hers… he just wanted her with him every step of the way.  It was selfish of him he knew, but she deserved a better family than the one she’d been born into, and he had the opportunity to give it to her.
She was gripping the front of his uniform tightly, and he was holding her shoulders.  Leaning forward, he put their foreheads together with a gentle thunk.  Still smiling, he reminded her of the three day deadline.
“Two days.” She pushed.
“Promise?” He looked at her, and she smiled guiltily.  How many broken promises had they made to each other?  How many had they kept?  How many had remained unspoken, for fear of them never coming true? 
“I can’t.” Stephanie exhaled unsteadily, her eyes tearing up. 
He didn’t sound disappointed when he responded, “I know.”  He understood.  Better than anyone he understood the danger of promises and oaths. 
For a brief moment she longed for them to forget responsibilities and be utterly selfish.  Run away to the circus like she’s joked.  Confirm every suspicious look those receptionists had given them for the past four weeks.  Leave behind broken families who didn’t know what good communication meant between the lot of them and start a newer better family in its place.  It was a whim that would remain in her head, but she answered the question she would sit and wait for over the next twenty years if need be out loud, as both a promise to Tim and to herself.
“…But I do.”
Tim didn’t say anything more in response, but looked up at her, his forehead still pressed to hers, and breathed a laugh.  He knew what she’d meant when she’s said I do, of course he figured it out, but he also knew to let it remain out of context.  Another unspoken promise. 
They’d be fine.  More than fine.  He would find his friends and he would take care of them.  They’d scraped their way back to each other for a reason. He couldn’t let her, or Conner or Cassie or Bart or any of the others, slide by any longer.
Another unspoken promise. 
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liamins · 3 years ago
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The big list of oc info, including names/pronouns/birthdays/ages and the names+synopses of their stories, updated as I think of things
The Soulsverse
All of these stories take place in the same universe (housed inside of my robot lizard persona Alder (he/him)) and have the same soul-energy-based power system, just in different timelines, places, and time periods.
(A * by the character's name indicates they are a main character. Parentheses around pronouns means they're used before a character comes out, ie not permanent pronouns but ones that do get used directly in canon.)
(currently unnamed) - A sci-fi adventure series about a pair of twins harboring a magical princess while trying to keep themselves afloat by various, often dubiously moral means as 'Freelancers'.
*Liz - she/her - August 27th
*Zil - he/him - August 27th
*Vrn - she/her - October 31st
Ava - she/her
(currently unnamed) - Mostly here because the first two appear in the above series as side characters, but has a story about androids from a human colony on mars that fight for their autonomy connected to it that I'm unsure about truly making (I thought of this before the D*vid C*ge game that sounds similar came out and the story is more about capitalism stripping workers of autonomy and identity than trying to parody civil rights movements, but it is still a very complex issue rooted in societal biases I do not experience/unwillingly benefit from, which is why I am wary of producing a full series for it).
*Quinn(by) Pax - he/him - January 6th
*Jamie Aldophac - (he/him), they/them - July 8th
Lilac - she/her
Maverick - they/them
(currently unnamed) - Just some extra space pirates that may or may not get their own mini-series, but appear in several stories.
Jas - she/her
Gor - she/her, he/him, they/them
Geralt (Geri) - he/him
Altus Raianak - he/him, she/her
Tai - he/him
Storm - they/them, she/her
Roxie Diam - she/her
Marble Cook - they/them
Spike Cook - they/them, he/him
The Climb - a hypothetical sci-fi 'choose your own adventure' visual novel/turn-based rpg where you try to climb your way through the space pirate underworld.
*Nella - any - 17 - Human
Steph - xey/xem, they/them - 17
Puzz - they/them - 17
Stiriaco - he/him - 34
Monte - he/him, she/her, they/them - 30 - Human
Giuseppe (Gus) - he/him - 22 - Granarian
Mel - they/them - 20
(currently unnamed) - A hypothetical point-and-click/visual novel sci-fi/mystery game where you work as a private investigator trying to solve crimes around a city in space.
*Selachidimus Parry (P.) ‘Sharky’ Chomps - he/him
*Therin Zenos (Z.) Nosorus - they/them
Megalosa Donna ‘Don’ Chomps - she/her
'Tiny' - he/him - 32 - Aliurian
Scorpia - she/her
Husks - a sci-fi drama series about a group of ex-soldiers and magic 'clones' hunting for war criminals, including the scientist that created the clones, while also trying to work out their personal problems and identity issues.
*Randall Hasan - they/them - 40 - Human - November 9th
*Ivan ‘Ivy’ Hasan - (he/him), she/her, they/them - 30 - Human - December 17th
*Arven Hasan - he/him, they/them - 25 - Human - August 29th
*Sebastian 'Sebby' - (he/him), they/them - 25 - Constructed Human - October 5th
*Thomas Cecil ‘TC’ - (he/him), any? - 25 - Constructed Human - May 18th
*Ram(ona Starlight) - (he/him), she/her - 25 - Constructed Human - June 11th
Odelia ‘Odi’ - she/her - 74 - Human
Acting Captain - An adventure comedy about an actor and his roommate who get beamed onto the ship of a space pirate crew who just lost their captain in an accident and, seeing that the actor looks almost exactly like him, have him assume the identity of said captain to maintain their influence until they find a proper replacement.
*Ricardo 'Rico' Estivez - he/him - 32 - Human - February 9th
*Sora Ito - they/them - 26 - Human - December 4th
*Carrion Tarnak - he/him, they/them - 41
*Aquavi 'Avi' Quarary - any - 42
*Ventirus, or just Ven / Rus - they/them, xe/xim - 25
*Catarina 'Cat' Drasti - she/her - 23 - Human/
(currently unnamed) - The origin story of Eye and Castor, before they became god-like beings. Technically takes place before both Chimeric Ouroborus and Infinitesimal due to timeline bullshit.
*Cassius - he/him - Human (mutated)
*Issac - he/him, they/them - Human (mutated)
*Paulina - she/her - Equine Construct
Infinitesimal - a surreal horror fantasy series about a man dying and ending up in the home of a god-like being that promises to let him return to his life if he weeds out the monsters in their reality-warping mansion.
*Stan(ley) Aarons - he/him, she/her - 28 - Human (mutant) - November 11th
*Ryan Wilson - he/him - 28 - Human (mutant) - September 6th
*Jc Ramirez - any - 28 - Human (mutant) - March 13th
*Alecc Noland - he/him - 28 - Human (mutant) - October 27th
*The Clairvoyant Eye or 'Eye' - he/him, they/them - Ascended
*The Relentless Castigator or 'Castor' - he/him - Ascended
(currently unnamed) - A direct sequel to the above story following Stan and Ryan's son as he goes to college and tries to figure out the secrets of the city's magical underground. All while living near Alecc, who is trying to solve a mystery of his own.
*Jin Wilson - he/him - Human (mutant) - February 19th
*Loretta Duvall - she/her - Human (mutant) - September 15th
Brave the Dark - A fantasy adventure series about a teen boy venturing into a mysterious underground world full of spirit creatures called Constructs to save his best friend, only to learn that the world at large is in danger and he's the only one that can save it with his newly-awakened powers.
*Denzel 'Denny' - he/him - 17 - Human/Construct - April 6th
*Adel 'Addy' - she/her - 18 - Human - March 3rd
*Ratool - they/them - 42 -Serpentine Construct
*Quisco - he/him - 45 - Arachnid Construct
Rosa - she/her, they/them - 18 - Arachnid Construct
Chimeric Ouroboros - A post-apocalyptic fantasy adventure series about a man who is possessed by the cursed spirit of his father and, with the aid of family and friends, must find a way to rid himself of the spirit before all the components necessary to complete the revival are found....or worse.
*Elliot Velasco - he/him, they/them - Human/Construct - September 16th
Marina Velasco - she/her - Avian Construct
*Liko Ka’uhane - he/him, they/them - Human (mutant) - May 20th
Puanani Ka’uhane - she/her - Human (mutant) - September 18th
*Rupert Blitzbär - any - Human (mutant) - June 25th
*Conroy - he/him - Human (mutant) - May 14th
Freya - (he/him), she/her - Human (mutant) - April 17th
*Kosmy - he/him, she/her, they/them - Human (mutant) - July 23rd
*Sterrick Monev - he/him - Void Soul, formerly Human (mutant) - December 18th
Solas (Monev) - he/him - Human (mutant)
*Selena (Monev) Maher - she/her, they/them - Human (mutant)
Desdemona (Monev) Maher - she/her - Human (mutant)
*Darren Maher - he/him - Human (mutant)
The 'Recoded'-verse
These stories all take place in a different universe from the Soulsverse, where there isn't magic naturally present in the world. But there is an elusive magical being simply known as The Gamemaster (it/its), who either brings life to video games or sends life (people) into the worlds of the game. Just because it thinks it would be more interesting.
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sebotech-blog · 8 years ago
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Ivy Bridge MacBook Air highlights modified SSD module iFixit teardown uncovers it's as yet not perfect with mSATA, though.
The do-it-without anyone else's help repair enthusiasts at iFixit have investigated the most recent Ivy Bridge-fueled MacBook Air and discovered not very many changes. Nonetheless, Apple has amended the basically custom SSD module the ultraportable uses for capacity. The change implies that present outsider substitutions intended for the 2010 and 2011 MacBooks Airs won't work, and it additionally shows up Apple hasn't embraced the undeniably well known mSATA standard, either.
The battery arrangement, rationale board, speakers, trackpad, console, and show are about indistinguishable to the past era MacBook Air. Truth be told, as indicated by iFixit, the Broadcom remote module, which underpins 802.11n WiFi and Bluetooth 4.0, is indistinguishable with the exception of some repositioned stickers. Indeed, even the fans are the same symmetrical plan utilized as a part of past Airs, and not the hilter kilter configuration found in the Retina MacBook Pro.
The Sandy Bridge processor has been swapped for an Ivy Bridge substitution, the controller chip is in like manner overhauled, and the RAM has been enhanced to 1600MHz. Apple additionally refreshed the Thunderbolt controller to the four-channel Cactus Ridge variation, which bolsters two DisplayPort yields and could hypothetically drive two outside screens with the coordinated Intel HD4000 GPU. In any case, Apple just guarantees that one outside screen will work with the new Air.In a push to squeeze out yet more execution from the custom, NAND streak based SSD modules utilized as essential stockpiling, Apple has obviously embraced a somewhat updated connector with an alternate pinout contrasted with past MacBook Air SSD modules. Sadly, that implies there will be a noteworthy postponement before outsider choices are accessible, however Apple does now offer a 512GB choice—twofold the past most extreme.
"Apple changed the SSD frame component and changed to an alternate blaze controller," iFixit CEO Kyle Wiens told Ars. "The new unit depends on a SandForce SATA-III controller chip, however stamped with Toshiba markings. While the board bears visual similitudes to mSATA, it is not utilizing a similar connector."
It's too soon to tell without a doubt, however it likewise creates the impression that Apple is utilizing an alternate shape figure for the SSDs the new Retina MacBook Pro. Despite the fact that the pinout might be the same as the new Air (both still utilize the most recent modification of the SATA convention), the design of the chips and the greatest 768GB limit recommend an alternate physical board measure.
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telecloud-blog · 8 years ago
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Survey: Who needs Windows RT? Acer's Iconia W510 runs the genuine article There are a few issues, yet Intel's Atom conveys the full Windows 8 experience.
When Microsoft declared Windows on ARM route back in mid 2011, it unquestionably seemed well and good—ARM-based processors were, then, the most ideal approach to manufacture a tablet that would have the size, weight, and battery life it expected to prevail against the iPad and the rising tide of Android tablets.
Quick forward to late 2012, and we at long last know everything to think about the working framework that came to be known as Windows RT. It would seem that Windows 8, it feels like Windows 8, yet in one particularly pivotal perspective it is not Windows 8: in spite of including a desktop domain, a port of the desktop variant of Microsoft Office, and the basic suite of first-gathering desktop applications you may expect in a Windows PC, Microsoft rendered it totally unequipped for running desktop applications by outsiders. Along these lines, one of Windows 8's greatest hypothetical offering focuses—the capacity to get a decent tablet encounter and a decent portable workstation encounter from a similar gadget—was totally extracted from Windows RT.
Something else occurred in that two-year hole, as well: Intel began quitting any and all funny business about fitting its processors into tablets. Intel processors bring the full Windows 8 experience (and the greater part of your heritage applications) to a tablet, however tablets in view of Ivy Bridge processors have their own particular downsides, specifically measure; warm; and diminished battery life contrasted with their ARM-based partners (see both our Acer Iconia W700 and Microsoft Surface Pro audits for solid confirmation).
In any case, behind low-voltage Ivy Bridge hides an even lower-voltage option: Intel's Atom. The CPU has progressed significantly since the netbook fever, not really in execution (however that has expanded relentlessly) yet certainly in power productivity. The Atom in Acer's Iconia W510 tablet, codenamed Clover Trail, is a SoC that guarantees to join ARM-like execution and battery existence with the capacity to run the greater part of your general Windows 8 applications. Does the processor experience its guarantee, and assuming this is the case, is the W510 the correct Windows tablet for you? How about we discover.
Body and assemble quality
The W700 was made essentially of a light-yet solid aluminum, counterbalanced by a couple white plastic accents. The W510 gets this shading plan, yet not the materials—its back is made altogether out of silver plastic, with some white plastic trim around the tablet's edges. This prompts a tablet that isn't as strong as we'd like. It is in fact light, yet it's conceivable to twist it without applying excessively compel on it. While the plastic is as yet heftier than the unstable stuff utilized by Samsung's Galaxy Note 10.1, The W510 is surely not too developed as its all the more intense, more costly cousin.
That perception additionally reaches out to the tablet's 10.1-inch, 1366x768 five-point touchscreen, which watches somewhat washed-out contrasted with the 11.6-inch 1080p show of the W700. The survey points are still great, however the hues are somewhat paler and less immersed than on the W700 and different IPS shows we've seen. The touch info is pleasant and responsive, however, and we experienced no difficulty writing on the show.
There are a couple of territories where the W510 is desirable over the W700—its Atom processor is slower than the W700's Ivy Bridge chip, yet it additionally empowers a considerably more slender tablet that needn't bother with fans. The back right half of the tablet gets truly warm notwithstanding amid light utilize, yet its size and quiet are substantially more reminiscent of an iPad, Android tablet, or Windows RT tablet than the Ultrabook-in-a-tablet's-body that is the W700.The W510's weight and thickness really contrasts positively and different tablets—it's more slender and lighter than both the Surface RT and the fourth-era iPad. Without a doubt, you surrender some form quality contrasted with both of those tablets, however that Acer and Intel have fit an Atom processor and a full Windows 8 establishment into something practically identical to ARM-based tablets is a specialized deed in and of itself.The rest of the tablet's equipment specs aren't unpleasantly energizing—stereo speakers are situated on the lower left and right edges (where, unexpectedly, they're effectively hindered by your hands), and keeping in mind that they get sensibly uproarious, they're typically tinny. A front-confronting webcam gives a grainy yet usable picture for video visits (however very little else); the eight megapixel raise camera brings average photographs with here and there wrong hues—it's best utilized as a part of instance of crisis.
Dock, console, and trackpad
The W510 utilizes its dock (a $150 additional buy) to go from tablet to portable workstation. The dock includes a console, trackpad, and additional battery to the condition. This makes the W510 in "portable PC" frame somewhat chunkier and less exquisite than a portion of the convertibles we've seen, moderately, however by and large we have a tendency to lean toward plans with particular consoles while utilizing these gadgets in tablet mode. When we inspected Asus' VivoTab RT and its console dock, we left away inspired by the general form nature of both, yet the littler than-typical keys and trackpad gave us netbook flashbacks. The W510's dock sadly tolls far more detestable than that.
How about we begin with the look and feel: The dock is made for the most part of a similar silver plastic utilized for the body of the tablet, highlighted by white keys and the white locking instrument and pivot. Two little elastic strips on the base of the dock shield it from sliding around a lot on your desk.Since it likewise needs to fill in as maintenance component for the tablet, the pivot is entirely massive, and it utilizes a chintzy-looking example that breaks into the generally smooth surfaces of whatever is left of the tablet and dock. The tablet wobbles marginally while appended to the console, however the pivot itself is firm and adaptable—it twists in reverse to an approximately 45 degree edge to take into account use as a tablet remain of sorts, however the tablet's flimsiness (and the entire machine's inclination to slide around a bit in this mode) makes it feel somewhat temperamental.
The console is still unmistakably netbook-esque, with not-exactly full-sized keys that you endure as opposed to love—even after you soften it up, you'll likely wind up committing a bigger number of errors than you ordinarily do when writing. While Acer has been known to utilize some beautiful weirdo console designs before—check its S7 Ultrabook for a current case—the W510's key format is refreshingly free of any such unpredictable choices. Some keys (the bolts, the correct Shift and capacity keys, and a couple others) are more contracted down than others, yet you have a full line of capacity keys and things are, in any event, where should be. Key travel is less shallow than it was on the S7, however the keys do have a modest plastic feeling that makes them somewhat less satisfying.We had no issues with off base development or palm dismissal on the trackpad, yet it's somewhat hardened and difficult to click all through, and for reasons unknown either the drivers or the equipment doesn't bolster multitouch. This applies to Windows 8's helpful trackpad signals, as well as to fundamental things like two-fingered looking over (or even the more established "move finger down the correct edge of the trackpad to scroll). There don't have all the earmarks of being trackpad drivers on Acer's site for the W510, so we expect you'll have no plan of action however to live with these inadequacies. In the event that you need to utilize the full scope of multitouch signals, you'll need to utilize the tablet's screen.A word on the specs before we hop into execution assessments and benchmarks: notwithstanding the double center 1.8GHz Intel Atom Z2670, this tablet likewise accompanies 2GB of RAM, 32 or 64GB of capacity, Bluetooth 4.0, and double band Wi-Fi. This specific Atom isn't equipped for running 64-bit guidelines (and 2GB of RAM is somewhat light for 64-bit Windows, in any case), so the form of Windows 8 that accompanies the tablet is 32-bit. In the event that Microsoft follows through on its guarantee to quit shipping 32-bit Windows in a future form, the W510 could end up without a Windows update way in only a couple of years.
From multiple points of view, the 1.8GHz double center Intel Atom CPU at the heart of the W510 is very unique in relation to the main Atoms that appeared in netbooks in 2008 or something like that. Huge numbers of these progressions have been constrained to the chip's energy utilization and the real measure of space it takes up inside a gadget, however—the real CPU engineering is very like those first Atoms, as is execution.
That Atom CPU in the W510 is extremely discernible. In spite of being focused with the ARM chips utilized as a part of Windows RT tablets, an Atom is as yet a long ways from the Ivy Bridge silicon utilized as a part of the W700. Desktop applications, particularly, can take a couple of additional seconds to open notwithstanding the tablet's strong state stockpiling, however for general utilize execution it is sensibly predictable. You'll feel the frail equipment the most intensely while looking over—Windows itself and the vast majority of its implicit applications (Internet Explorer, to name an unmistakable illustration) scroll rapidly and easily, yet substitute Web programs like Chrome are slower and choppier, recommending that some more Windows 8-particular programming improvement might be inside.
So, the CPU's inadequacies are nothing contrasted with Clover Trail's GPU, a solitary center Imagination Technologies PowerVR SGX545. This representation processor misses the mark concerning the 3D execution of Intel's later in-house coordinated illustrations items, and also the Imagination GPUs utilized as a part of Apple's A5 and A6 SoC families or the Exynos 5 utilized as a part of the Nexus 10. In any case, it has a few elements (OpenGL 3.2 and Direct3D 10.1 support) not present in the variations that Apple utilizes; it wouldn't astonish me if Intel picked better API bolster over better 3D execution.
The upshot of the GPU choice is that the W510 isn't a gaming tablet by any extend of the creative energy. It has just a little issue with essential touch recreations like Cut the Rope, Jetpack Joyride, Fruit Ninja, and Microsoft Solitai.
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ivys-garden · 5 months ago
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The Wizard
OK a short one but a big one, and slightly controversial.
One, a change I didn't mention earlier: the Brewing stand is no longer the Clerics profession block, the Lectern is. The Librarians now get a new profession block, The Writing Desk, looks similar to a lectern though is darker and can't hold any books, instead the top texture shows a parchment and quill. It would be crafted using 4 wood slabs in the same way as a lectern, only either the Bookshelf replaced by a wood block
Now the big change: Clerics no longer trade enchanted books. Enchanted books can only be found in generated structures.
Now, to be clear, books could spawn in ANY structure or be obtained via fishing and archeology, and there would be some structures were obtaining enchanted books is guaranteed, those being the Old Library, Stronghold Library, and The Woodland Mansion Library, were enchanted books can be found in Chiselled Shelves
Once you have an enchanted book, place it in a lectern to turn the Celric into a Wizard who will begin to trade that enchanted book, as the Wizards skill increases they will be able to make stronger variants of that enchantment (eg a Sharpness 1 wizard slowly becoming a Sharpness 5 wizard)
Wizards will also start to experiment, and start trading enchanted books that can be applied to whatever tool/amour the first enchanted book pertained to (eg a Infinty wizard could start also trading Punch and Flame books once there level is high enough)
This means mending is still easy to get, as mending can be applied to almost every tool in the game, you just need to find a book by exploring first.
If you have any enchanted gear you can also give these to the Wizard, they'll take the gear, remove the enchantments, and return the gear and enchanted books with said enchantments too you (so if you found a gold sword with sharpness 4, the wizard would take it and give you sharpness 4 book in return)
Giving a Wizard a cursed piece of amour (e.g. banishing or binding) The wizard will remove said curse while leaving the other enchantments on it.
There's also a few changes to make gathering books from fishing and archeology easier too, two new fishing rods can be crafted, The Treasurer Rod and The Angler Rod (crafted in the same way as a fishing rod, but Treasurer uses a gold nugget and Angler uses a copper nugget)
Anger makes it so you only catch fish
Treasurer makes it so you only catch treasure, making getting a book a lot more likely
(Note: These would replace Luck Of The Sea and Lure)
As for Archeology, the brush can now be enchanted with looting, increasing the chance to find Sherds, Banner Patterns, Firework Charges, Music Disks, Templates and of course, Enchanted Books.
Enchanted books are also loot in trial chambers
This change would make these books feel more earned, encourage exploration and Dungeon crawling, all while not making it surely tedious to obtain
The Grimoire
For those hoping looting a library for its books would be easy, I'm afraid not.
The Grimoire is a new Vex-like mob that spawns exclusively in The Old Library, Stronghold Library and Woodland Mansion Library. They appear like a flying book with its pages making up a large gaping maw.
Grimoires hide inside chiselled shelves, when a book (or other object) is taken from the shelve they jump to life and attack whoever took the book
Upon its death a Grimoire will usually drop a normal book, but rarely they could drop an enchanted book
Grimoires and enchanted books now have a slight texture change while in chiselled bookshelves to different them
This would introduce another challenge to the woodland mansion and stronghold, well also being worth it due to the reward gained form deafening it
The Old Library
The Old Library is a new generated structure that can spawn anywhere in the overworld. It is constructed entirely out of peat, sorta looking a bit like this:
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The interior would have two mirrored floors and would be full of chiselled shelves containing books and bookshelves, with other decorations like loot chests, writing disks, Skeleton skulls, paintings, cobwebs and candles scattered around. The Main threat in this structure would be the Grimoires with them being in several Bookshelves and possibly even a spawner for them hidden behind one of the Bookshelves or paintings in a secret room, said room also contains suspicious mud and loot chests.
On top of the enchanted books that can be found on the shelves, there are also several lectures around that have a new Pictogram Book on them
The Pictogram Boom is a book full of Pictograms and text in the enchanting script that help hint towards various game features that don't have clear explanations in game. As Minecraft gets ever bigger this sort of book becomes more and more needed, but to avoid the need to translate it into hundreds of languages, pictogram are used to make it simpler and to add to the mystery
The Old Library is a new Dungeon that contains valuable rewards, adds to the tames world building and helps introduce new players to mechanics they may not know how to use
(Part 3/5)
Hivy, This is Ivy!
Throughout my time on Tumblr one of my favourite things to do has been to create hypothetical Minecraft updates, I've done this twice before with The Pigeon update and The Pond Update, but a few weeks ago I let you lot chose what geographic area I should turn into a hypothetical update
Yall chose Celtic Europe (and Oceania but that's for later) AKA, Ireland, Scotland, Whales and Cornwall. I was very glad with this outcome as I myself am Scottish and I had a lot of ideas for this…..too many ideas…. So many ideas that I had to cut an entire section and now some stuff feels barebones….whoops. (but hey now I can work on a full portion update later…yay.)
But, enough of that, let's move on to:
The Fae Update!
New Biomes + Structures
There are 6 new biomes in this hypothetical update, each referring a different local found in celtic europe these are: The White Cliffs,The Glacial Pass, The Wisteria Forrest The Heather Moorlands/Peat Bogs (take your pick), The Highland Forests, and… you'll see ;3
The White Cliffs
The White Cliffs are a new coastal biome, consisting of grass topped cliffs, sandy bays and rock structures jutting out of the water. Suspicious sand and gravel generates naturally here and loot from it follows the fishing loot table, though with an increased chance to find nautilus shells and a rare chance to find sniffer eggs
This biome is based on the White Cliffs of Dover and the Jurassic Coast
The White Cliffs has only three new features:
Puffins
A new passive abiant mob, they drop Feathers when killed. Instead of the normal birds nest (introduced in the pigeon update) puffins lay there eggs in “wall nests” grey nests that attach to walls, these can be used as a decorative block
Seagulls
A neutral mob who drops Feathers and fish when killed, they spawn both in the White Cliffs and on beaches and open Seas. Seagulls will attack the player if they are holding any food item in their hand, stealing it.
Seagulls serve no other purpose.
Chalk
Chalk is a new stone block. It has the blast resistance of wood and is exclusive to the white cliffs, making up the cliffs themselves.
Chalk can be dyed any of the dye colours in the game, creating a softer, more Pastel variant of that colour (queers rejoice). Chalk can be made into slabs, stairs and walls in the stone cutter.
The Glacial Pass
A cold mountainous biome, the Glacial past is mainly made of stone and deeplate, with ice and snow also being common. Dipstone spikes can be found here as well as gravel structures resembling Eskers and Terminal Moraines (yes my favourite subject is geography how can you tell?). Suspicious gravel can be found here as well as suspicious snow, which can also be found in the igloo. Strays, Polar Bears, Foxes and Rabbits Spawn in this environment
This biome is based on glaciated uplands
Seals
Seals can be found in all cold environments. Seals will follow the player when they swim, upon coming on to land Seals will bob in the afternoon expectantly.
Seals can be fed fish, clapping after this is done
Seals drop blubber when killed. Blubber can be crafted into blubber blocks, when lit on fire these blocks burn light yellow. Blubber can be used to make torches, lanterns and campfires.
Blubber can also be crafted into a chest plate, the blubber chest plate reduces projectile damage and prevents Frost damage in powdered snow, but it slows you down while on land
The Wisteria Forest
A replacement for the old flower Frocester, this is a rare forrest in which all natural flowers spawn
Purified water (a type of water introduced in the pond update that can cure harmful status effects and restore hunger permanently for a short time) would spawn here too, as well as unicorns and kelpies (introduced in the pond update, will be discussed later)
Other Mobs that Spawn here will be discussed later
Wisteria Trees
Wisteria trees are a new wood type. The wood itself is a pale green with a purplish grey bark. Wisteria leaves are pale lavender. Wisteria trees also have hanging leave variants, much like willow leaves (pond update) that grow in the same way as glow berries
Butterflies and Moths
Passive ambient mobs that spawn in all biomes, though moths are most common in dark oak forests and butterflies are most common here. Both come in many colours, much like tropical fish. These mobs are as large as the bees (traditional dictates that all Minecraft arthropods must be massive, also yes bane of arthropods works on these, but do you actually care?)
Butterflies and Moths drop their respective wings when killed, these can be grafted onto the elytra (using the dragonfly carapace, an mob drop from the dragon fly as introduced in the pond update, speaking of that, the Toad from that update will also eat Moths and Butterflies) grafting these wings on changes the electable texture to resemble the wings of these Mobs (Note: despite both having many textures the electric will always adopt The Lunar Moth and Monarch Butterfly texture respectively)
Crann Bethadh Sprout
The sprout of a legendary tree, this is a two tall plant with ever changing leaf colours, shifting throughout all the pastel colour variants
The player can take a cutting of this plant using shears
This plant can only be dug up by the sniffer
Flower Crowns
By combining any 4 flowers in a circular pattern in the crafting table players can make flower crowns. Flower crowns adopt the colours of whatever flowers were used to craft it. Flower crowns can be worn on the head and serve no purpose other than to make people look pretty ;3
Wisteria Grass
Wisteria grass is a new grass type block that is pale lavender. It behaves the same as grass. It is only found in the Wisteria forest
The Heather Moorlands
Heather Moorlands are made up of water, grass, mud and a new block. No trees and few other plants spawn here, but cattails, reeds (pond update), sea grass and lily pads would be common here.
Bogs would spawn here
Toads, Frogs and Dragonflies would spawn here
Heather Moorlands are based on….Heather Moorlands.
Peat
Peat is a new powered snow-like block. It is brown in colour and makes up most of the ground in the Heather moorlands. Any plant can be planted on it.
Falling through peat takes notably longer than it does for powdered snow, players cannot freeze in peat, only suffocate. Peat can be safely traversed with leather boots.
When broken, peat will break into Peat Logs, peat logs can be burned in the furnace as an effective fuel
When lit on fire, Peat burns Bright Red, peat logs can be used to make peat lanterns, campfires and torches.
Combining 4 peat logs together makes a peat block, smelting a peat block creates Hardened Peat. Harmed peat can be made into Smooth Peat, Chiselled Peat, Peat Bricks, Cut Peat, Peat Pillar and Peat Tiles
Gortach
The Gortach are a new Undead mob. They spawn in swamps and peat bogs and resemble Bog bodies. They hide in dirt, mud, sand, gravel and peat and jump out of the ground to attack.
Gortach inflicts poison with their attacks. Gortach can carry swords, axes, and spears
Gortach drop their weapon, peat logs or Rotten flesh when killed
Spears
Spears are crafted either with one iron ingot and two sticks in a diagonal pattern, or are dropped by the Gortach
Spears are weaker than the sword but have a better reach, can be thrown (though this isn't good for their durability) and completely bypass shields and armour, hitting the opponent as if they had nothing at all
Spears have all the same enchantments as the Sword + Loyalty
Heather
Heather is a new purple flower exclusive to the Heather Moorlands. It gives purple dye when ground up.
The Highland Forest
Made up of rolling hills and Birch trees, all normal passive Mobs can spawn here, but sheep, goats,bees and cows are most common. All normal hostile Mobs can spawn here
Loch Lurkers (a rare UnderWater horse-like mob from the pond update) also spawn in the lakes here
Birch Updates
Yep. This is a secret Birch forest update.
A new form of Birch tree “Silver Birch” that grows much taller and has yellow leaves can be found here. This form gets its own sapling
The Birch block would also get a minor update to make the black segments more like stripes and not ugly blobs
Leave Updates, Packed Leaves and Thatching
Players and Mobs can now walk and fall through leaves.
When breaking leaves with anything other than shears or silk touch leaf blocks will drop leaf items (except wisteria and Spruce, which drop Petals and Needles)
By placing 9 of these in the crafting bench the player can create packed leaves, a new solid version of the leaf block
Thatching is a new block of greyish colour that is crafted with 6 wheat on the top and bottom and 3 leaves of any type in the centre of the crafting bench. Thatching looks the same as a Hale Bale, only without the string holding it together.
Goosegrass, Nettles, and Thistle
Goosegrass is a plant that grows in any forest, but is most common in the Highlands. Walking through goosegrass results in it sticking to you, taking up one of your unoccupied armour slots and slowing you down. Walking through it at all also slows you down, much like cobwebs, making this plant dangerous when fighting mobs
Nettles can only spawn in Dark oak and Highland forests. Nettles stay low to the ground, if they are walked on by a player they are inflicted with Poison. Nettles can be collected and made into a healthy soup
Thistles are a new type of two high flowers. They can be ground into purple dye. They hurt the player if walker through
Deer
Deer are a new mob found in all forested environments, much like Wolf's they have different textures depending on the biome
When killed, Deers drop Venison, a new edible meat
Like Goats, Deers will try to charge the player. Also like Goats, after hitting a block deer will drop and antler
Fog
Fog is a new weather type, lowering the amount the player can see for a short time and allowing a few Mobs to spawn, particularly endermen
Shelf Fungus
A new decorative block that grows on trees
Wildcats
Wildcats are a new ambient Mob, they share a model with Ocelots and Cats and they drop string when killed
The Mushroom Grotto
Oh yes. A new forest of giant mushrooms and mycelium. This biome is very rare. The Mobs that Spawn here will be discussed later
Mushroom Wood
Much like the nether mushrooms, overworld mushrooms are now a woodtype. The mushroom stem can be stripped and converted into all wood blocks. Mushroom wood is white in colour.
New Mushrooms
Yep. There is now a mushroom for every colour of dye in the game. Mushrooms can also now be ground into dye
Here's what all those mushrooms could look like (minus brown and red of course):
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(Note: this is based on design, not colour)
Before moving on, sniffers don't just get the Crann Bethadh Sprout. They get a new plant for every dye type in the game
Plus, they can dig up two new mushrooms exclusive to them, when ground these mushrooms become two new dye types… Well, not quite. They Become Rose Dye and Spring Green Dye, the two removed wool colours. This is the only way to get these mushrooms and these dyes. This would make the sniffer more worth the work put in to get one and create a lot of more strange decoration choices
Here's what they COULD look like (note: again, colours don't line up)
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Mushroom bricks
Smelting the Mushroom blocks (not the stem, the block itself) creates mushroom bricks: multicoloured bricks taking on the patterning of the mushroom used to make them
Mushroom bricks can be made into stairs, slabs and walls
Puffball Mushrooms and Faerie Rings
Both exclusive to the mushroom forest.
Puffball mushrooms are brown in colour and are plants that stay on the ground, when walked over they release spores that inflict harmful status effects such as Poison, blindness, slowness, weakness, nausea, lethitatvia, and mining fatigue
Faerie Rings are Rings of mushrooms that take up one block on the ground (they also come in all colours)
If a player steps on one it is like they are walking through cobwebs, and upon getting out they will be inflicted with slowness.
If a mob steps in one they completely freeze and their AI is disabled until they are knocked out or the ring is broken.
This would help allow players to use Mobs as decoration without lagging there game
New Structures
Bothies
A bothy is a public structure found typically in the Highlands, there small houses for folks to take shelter in.
Bothines can spawn in any woodland biomes, they'll appear as a simple wooden house. Inside Bothies will have a chest with low level loot and a bed.
Occasionally, suspicious sand,mud, gravel or snow will spawn outside the bothy (depending on the biome), these typically have low level loot but items such as armour Trims or record disks can be dug up
Stone Works
Based on the numerous palaeolithic celtic stoneworks,these are small abiant structures spawning in the Dark Oak, Highland and Wisteria forests, as well as Heather Moorlands, Snowy Tundras, Wetlands and Mushroom Grottos
There would be many variants of these structures resembling stone circles, stone henges, standing stones, stone portals and cobbled walls.
All of these are made from base stone blocks, though sometimes other blocks can be found like chalk flooring or trees/water spawning in the centre of a stone circle
Sometimes, though rarely, these structures could spawn with a “Stone Holder” a new block that holds a tool or weapon (similar to the myth of the sword and the stone) these can be moved with silk touch. The player can remove the weapon, which will always be made of iron (that's important for later) and could have some low-level enchamtmants
Occasionally, these can also structures spawn with suspicious dirt, which can be dug up with the brush. Pottery sherds are more common in these structures, but apart from that, they exist only as set dressing ;)
Castle Ruins
A more substantial ruin, Castle Ruins can spawn basically anywhere, but are most common in Highland forests.
Castle Ruins are winding structures, they have a Dungeon below with Gortach or Bog spawners in the cells. The main ruin itself is made up of narrow passageways, imagine a smaller version of the bastion.
There would be numerous loot chests around, but upon opening one, a new mob would be summoned called a ■■■■■■
This mob will be discussed later :)
The Beast's Lair
An underground structure most common under the mountains or Highland forests
Made up of narrow passages leading to open rooms filled with gold blocks, loot chests containing riches and even some new vaults. There's also a shocking amount of skulls littered around
And of course the new boss here: The Wyvern
The Wyvern is a draconic boss mob spawning only hear, it has 4 legs and two wings and is bright red (Note: no. Wyvern never meant a dragon with only 4 limbs. That is a modern addition. Wyvern and dragons were different because of what they breathed)
The Wyvern is very powerful up close and can attack from far away with its poisonous breath
Upon its defeat the Wyvern will drop copious amounts of gold and emeralds that it ate, perhaps even some diamonds if your lucky
Faerie Mounds
Spawning exclusively in the Wisteria Forests, Highland Forests and Mushroom Grottos, these are small dirt hills with a spawner inside and a handful of loot chests
They are essentially fae Dungeons
The mobs that Spawn here will be: you guessed it, discussed later
Clochan + The Dubnos Tunnels
Clochans are typically just an abiant structures common in the Highlands, small cobblestone huts with nothing interesting about them.
But occasionally, they lead to something greater. Some of them spawn with holes leading to a second structure made up of 5 rooms, oriented in this pattern:
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In the centre room are 5 stones, each baring a carving of one of the 5 element symbols (note: these are taken from the unused painting textures, with a new one added for wood), at the base of all these stones is a new kind of Vault “The Fae Vault” exclusive to this structure and the beast's lair
The carvings look like this:
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The goal of this structure would be to go to each of the challenge rooms, each of with have there own stone with a carving, right click on said carving to indicate you have completed the room, and once all 4 rooms are complete return to the centre room to click on the craving that was not represented by one of the carvings in the other rooms. Getting this right results in the appearance of 5 Fae keys from the stones. These keys can be used on the fey vaults to claim the structures loot
Failure to complete the structure will be indicated by the carvings glowing Red and numerous waves of Mobs spawning
The challenge rooms each contain a challenge pertaining to their element: the fire room is filled with fire, the water room is flooded, the air room requires parkour, the earth room is a Maze and the plant room is filled with Sweet Berries, Goosegrass, Nettles, Thistles, Puffball mushrooms and Faerie Rings (yes I know mushrooms aren't plants, shush.)
On top of that, there are several spawners for the fae in this structure, with various types appearing to attack you. Though these spanners will be deactivated upon completing a room
(Note: carved stones can be moved with silk touch)
They fae Mobs that Spawn in these will be discussed later.
These structures would create unique challenges for the player and would bring more life to these biomes, encouraging exploration.
(Part 1/5)
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ivys-garden · 5 months ago
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Alright, enough beating around the over padded bushes. Let's get to the main thing
The Fae
Faeries are a type of mob people have wanted in Minecraft for a long time now, usually as small little sprites. While this approach is OK for a fantasy setting like Minecraft, as this Hypothetical update takes from celtic Mythology, this will not be the approach taken.
The fae are a new mob classification, neither alive nor undead. The fae are diverse but they all share some key characteristics, notably they can only be hurt by Iron weapons, Fire or Poison.
The fae range from passive, to neutral, to fully hostile.
Fae can spawn naturally or in structures such as the Fairy Mounds or Dubnoss Tunnels
Most fae upon their death will drop ���Fae Essence” combining 5 of this in a crafting table with a flower crown, Crann Bethadh Cutting, and Two deer antlers creates the Faerie Crown
When worn, the Faerie crown passifies most fae, and even causes some to attack others on your command like Wolf's. Though it should be noted that most fae cannot be Tamed and the crown must be Worn constantly for this to work. The crown gives no armour points and has notable low durability.
The crown itself appears Emerald green, covered in flowers and with two large antlers protruding from each side.
There are 23 fae, though not all of them are new
Fomorian
Named after a Monstrous - maybe fae - race from Irish Mythology, the fomorians here are basically just Fae Zombies. Entirely hostile, typically weak, and uncomplicated.
Fomorians are slightly stronger and more durable than Zombies, but apart from that nothing is different about them.
Fomorians stand at roughly half the players height and appear as a blue, muscular and malformed humanoid figure with bulging yellow eyes
Fomorians drop bones and Fae Essence when killed
Fomorians spawn naturally in the Mushroom forest and Highland Forest, as well as in the Beast's Layer and Dubnos Tunnels as well as being the most common kind of fae in the Faerie Mounds
Fomorians can be controlled by the Faerie Crown
Blights
These were discussed earlier.
They have a notable insectoid appearance, looking like a jet black humanoid locus.
When killed Blights drop Poisoned Potatoes, Carrot, Turnips, Beetroot or Wheat
Blights do not spawn in any structures
Blights are not susceptible to Poison
Blights are one of the few fae not to recognise the power of the crown
Pixies
These are what is stereotypically seen as a faerie, they are small, Winged, agenda glowing.
Pixies spawn in Mushroom Grottos, Highland Forests and Wisteria Forests
Pixies are very curious and will fly around the player. Pixies will only become hostile if attacked or if their land is trespassed upon.
Pixies will inflict the player with negative status effects (all the same ones as puffball mushrooms) when they attack
Pixies will spawn in Dubnos Tunnels and Fairy Mounds and will become instantly hostile once the player enters, though they will return to be calm when their spawner is broken or the carvings in Dubnos Tunnels are tapped.
When killed Pixies drop fae essence and Faerie Wings, same as butterfly and Moth wings, Faerie wings can be grafted to the elytra to change its appearance (note: this is also true of feathered, resulting in angel wings, phantom membranes and bat wings, resulting in vampiric wings)
Pixies also drop Pixie Dust (this was going to be used in potions, but I cut the Potion section. Whoopsie)
Pixies can be controlled by the Faerie Crown
(Note: Bogs and Gortach also can be spawners in Dubnos Tunnels)
Vex
Vex have now been reclassified to fae. Vex can be controlled by the Faerie Crown, even if summoned by the Evoker, allowing the player to use his Minions against him.
Vex drop Faerie wings and Fae Essence
Vex receive no other changes
But, as simply being fae makes Vex even more infuriating to fight, the loot of the woodland mansion would be improved to compensate
Vex can also spawn in Faerie Mounds and Dubnos Tunnels
Allays
Allays are now fae. They drop Faerie Wings when killed. They can spawn naturallybin Wisteria Forrests. They receive no other changes.
Mooshrooms
Mooshrooms now come in all the mushroom colours. Shaved Mooshrooms no longer become cows, just shaved Mooshrooms. Planting a different kind of mushroom on a shaved Mooshroom changes its colour (this is the only way to get Spring Green and Rose Mooshrooms as those mushrooms are not naturally occurring) this also allows for the creation of Warped and Crimson Mooshrooms
Each mooshroom drops the mushroom growing on there back
Mooshrooms are exclusive to the Mushroom Islands and Mushroom Grotto
Mooshrooms have no other changes.
Mooblooms
What's this? A mob vote loser!? Mooblooms now have a variant for all flower types, much like Mooshrooms you can shave them to change there flower
Mooblooms drop the flower growing in them when killed.
Mooblooms and bees are friends, having a Moobloom around increases the rate bees pollinate.
When milked, Mooblooms give out suspicious stew, the Potion effect may or may not be tied to the flower type
Leprechaun
The Leprechaun is a mischievous fae heralding from Ireland. much different from modern interpretations, Leprechauns are hard working and smart, but also trouble makers. They also like, made shoes?
In Minecraft leprechauns are small fae, only a block tall, with a ginger beard and dressed in bright green clothes
Getting too close to a Leprechaun will result in them running up to you and stealing Something from your inventory, leprechauns will then goad the player into a chase, after a while of chasing they will drop the item and leave the player alone. Though, for putting up with them, they pay the player in gold.
If the player carries gold near a Leprechaun they will approach slowly and not attempt to steal anything, players can then barter with leprechauns like they would piglins.
Leprechauns can give out various rewards, like enchanting books, emeralds, sherds, Banner Patterns, Firework Charges, Music disks, books for curse of binding and vanishing (only way to obstain them without any other enchantments) and one exclusive item: Faerie Clogs
Faerie clogs allow the player to walk across blocks like peat, powdered snow and leaves, but if the player walks off of a drop while wearing these shoes, they will walk across the air on the same level they were before. However this requires the player to always be moving forward, as when they stop they will begin to fall back down to earth, though they will have mild spowfalling and the clogs do come with free feather falling
Now, with the Faerie Crown, Blubber Chestplate, Kilt and Faerie Clogs, you can make yourself look like a bloody loon!
Leprechauns spawn in the Wisteria Forrest, Highland Forest and Mushroom Grottos
Leprechauns can spawn in the Dubnos Tunnels and Faerie mounds
Leprechauns drop gold when killed.
Leprechauns do respect the crown, though all that means is that they won't steal from you
Selkies
Selkies are a type of fae that can switch between the appearance of a seal and person
In Minecraft, Selkies would be a neutral fae spawning in the same area as seals, if a seal is hurt when a selkie is present, they will quickly chase down the player and attack them with surprising strength.
When killed, Selkies drop fish, bones and blubber
Seal Skin can be gathered by giving fish to selkies while in there seal form, causing them to shift into their human form and bestow it upon the player
Players can take 8 seal skin, arranged the shape of a chest plate, and craft a Seal Costume
While wearing the seal costume, a player's model, stats and health is changed to reflect that of a seal. The seal costume allows for greater water manoeuvrability (especially when given dolphins grace) but makes the player very slow on land. The player also can't use weapons/tools or wear any other armour while they have the costume on
While in the water, selkies look identical to seals, but when out of the water they appear similar to a noiseless villager/witch Minus the nose and crossed arms and with beady black eyes, Grey skin, and their seal skin tied around them like clothing.
Selkies are one of the few fae who don't respect the power of the crown
Haggis
Ah wild Haggis, every Scots favourite gaslight.
Though in Minecraft they are very much real, spawning exclusively in the Highland Forest Haggis is a small passive fae roughly half the size of a pig and Brown in colouration
When killed they drop Haggis, Haggis is a new meat that can be cooked and eaten, though when combined with Turnip and Mash Potatoes you get Haggis, Neeps and Tatties, a food item that can be eaten 3 times, freeing up inventory space spent on food.
Kelpies
Information for this mob is taken from the pond update, the only change is that they are now fae and drop fae essence. They also will be controlled by the Faerie Crown (though not tamed)
Kelpies Spawn along river banks, in Highland Forests and in Wisteria Forests
Kelpies will attack any player they see, inflicting them with a status effect called suffocation, which causes them to drown on land, forcing them to say in the water as they do not drown normally while under this effect, while on the water the kelpie is faster and has more hearts
If a player can saddle a kelpie without being seen by it, the kelpie will be Tamed
Kelpies can be used to ride across the surface of water, doing so is faster than a boat, but kelpies can hold no items and can only carry one person
Kelpies are as fast as Horse on land, but get a speed increase over water
Unicorns
Information for this mob is taken from the pond update, the only change is that they are now fae.
The Unicorn is a passive mob spawning in the Highland Forest and Wisteria Forrest
Unicorns come in 4 colours (pink, blue, white and black)
Unicorns take longer to tame than horses, but have more health.
Riding a Unicorn gives the player a status called “Unicorns Grace” ; this status heals the player. Unicorns grace only lasts for 5 seconds while the player is not on the Unicorn
A player with Unicorns grace who swims through water will purify it, this is the only way to create Purified water outside of naturally occurring structures
When Unicorns mature from baby to adult they will drop a Unicorn horn, this can be worn in place of a helmet. It has no use other than cosmetics
Loch Lurker
Information for this mob is taken from the pond update, the only change is that they are now fae.
Loch Lurkers are a rare mob, spawning in lakes very rarely, with more of a chance to spawn in Highland Forest Lakes
Loch Lurkers act like underwater horses, are able to carry two people and hold inventory space like a Donkey or Mule.
Loch Lurkers come in the colours Black, Green, Blue, Grey and Lime
Loch Lurkers look like depictions of the Loch Ness Monster
Gnomes
I should not need to badly explain what a gnome is to you.
Gnomes are a fully passive fae spawning exclusively in Mushroom Grottos*
Gnomes themselves resemble tiny humanoid mushrooms. There are Gnomes for each type, including two Nether variants for Crimson and Warped Fungus.
A Gnomes type can be changed simply by giving it a different type of mushroom (this is the only way to get Spring Green and Rose Gnomes)
Gnomes are naturally creative, give them some balls of clay and they will Sculpt replicas of themselves for your decorative purposes, one for each colour
Gnomes, rarely, can spawn in Faerie Mounds in place of a spawner for anything harmful.
Gnomes drop mushrooms when killed
Gnomes will not attack for you if you wear the crown, but they will follow you around.
The Pooka
The Pooka is a shape-shifting fae from irish Folklore
The Pooka is a small, black, furry creature. It disguises itself as the most common peaceful mob in its environment. When attacked (which won't actually harm it unless it was attacked with iron) it reveals itself and begins attacking. It will give up if the player is out of its line of sight for 20 seconds.
Pooka drop fae essence when killed
The Pooka can be ordered to attack of you wear the crown, but it will not break disguise before doing so. Meaning that it could very well look like you've just stuck a very angry chicken on someone.
If you attack a pookas disguise while wearing the crown, they will reveal themselves and start giggling loudly before disguising Themselves again
Red Caps
Red Caps are a species of very angry Goblins that haunt castles in the Highlands. There Caps are Red with the blood of the people they killed :3
Red Caps are small hostile fae with bright red hats, bushy white beards and brown clothes. They spawn exclusive in structures such as Castle Ruins, Faerie Mounds and Dubnos Tunnels
Red Caps stay entirely invisible until a chest is opened in their vicinity or the player is hurt by another mob. Upon their home being looted or smelling Blood, they attack as a pack viciously.
Red Caps drop bones and their weapons when killed
Red Caps can be controlled by the Faerie Crown
Calliach
The calliach is an old hag, (but was most likely a celtic god before being retconned to not exist by the Christians) that controls the weather and shapes the land.
Very rarely the Calliach will spawn in Stone Works, they will appear as a white dressed old hag.
The Calliach can be traded a rare item such as a sherd, trim or Curse Book for a special wand that can Summon weather (there are 5 wands, one for rain, sun, thunder, snow and fog) after the trade the cailleach disappears in a plume of smoke
If attacked, the calliach will Summon fog, duplicate herself like the illusionist and begin attacking from all angles
The cailleach drops nothing when killed
The Calliach will not respect the crown. She's old enough to remember the first fae queen.
She knows you're not worthy.
Green Men
The green man is a stone carving motif made to represent nature.
Green Men are a type of fae that Spawn within trees, a tree housing a green man will be visually distinct as one of the logs will bear the image of its face.
If a tree is damaged in the vicinity of a green man then the green man will wake up and begin attacking the player. The green man itself is a floating circle of leaves arranged to resemble a face.
Green Men can be pacified by planting a sapling before every tree you cut down. This can also allow you to cut down the green man's tree, gaining the green man's log for decorative - or prank - purposes
Green Men drop leaves when killed
Green Men will be controlled by the Faerie Crown
Will O’ Wisps
Will o wisps were small fire like spirits that led people astray in the woods
Will O’ Wisps are hostile fae that look like balls of fire that resemble a face, they come in Yellow, Orange, Blue and Red. They spawn in heather moorlands, swamps and Highland forests
Staring at a Will O’ Wisp will cause the player's camera to start involuntarily zooming in on it, lowering the field of vision and making it harder to see your surroundings. Being attacked by the will o’ wisp has an equal chance to do nothing, inflict nausea or inflict blindness
Will O Wisps drop fae essence when killed
Will O’ Wisps can spawn in Dubnos Tunnels and Faerie Mounds
Will O’ Wisps can be controlled by the Faerie Crown
The Ghillie Dhu
The Ghillie Dhu was a fae Banished from Faerie land who hung out around human settlements, he's what the ghillie suit is named after
The Ghillie Dhu is a neutral fae spawning exclusively in Highland forests, they appear as a large shadowy figure with glowing yellow eyes and a green moss Cloak covered in flowers. This mob can often be seen Wandering around giving flowers to other fae
If the player gets to close And is spotted by the ghillie dhu it will begin attacking furiously
The Ghillie Dhu drops fae essence, Leaves and moss when killed
The Ghillie Dhu has bad hearing, the player can sneak up on it from behind to shear it, gathering Ghillie Grass
8 ghillie grass in the arrangement of a chestplate creates a Ghillie Suit, a new piece of clothing that offers no protection but stops all hostile and neutral Mobs from being able to see you until you attack first, including the fae (note: no other armour can be worn with the ghillie suit)
There is one mob who will recognise you in the suit: the ghillie dhu. They'll come up to you and give you a flower.
Perhaps all they wanted was a friend.
The Mimic
The Mimic is a new passive mob that spawns in all overworld generated structures. A Mimic can hide within any of the following:
● A Chest
● A Chest Minecart
● A Trapped Chest
● A Ender Chest
● A Barrel
● A Pot
● A Shulker Box
A Mimic will remain dormant in a structure until one of two actions occurs, 1) a player interacts with the block it's inhabiting, either by opening it or starting to break it. This will cause the Mimic to attack the player. Or 2) a player crouches while holding any Ore other than iron, this will cause the Mimic to come out of hiding and slowly approach the player.
When a Mimic attacks a player it will also eat and consume whatever item the player currently has in their hand. This item will be dropped by the Mimic upon its disguise breaking
When attacked all damage the Mimic takes will be inflicted into the block it hides within, this means that a Mimic can be attacked by non Iron weaponry while still in its disguise. When the disguise is broken the Mimic will quickly run away to hide, dropping low level loot that matches the loot table of the structure it is in as it does so. If a Mimic successfully escapes the player and hides in another object it will become passive again, not attacking the player unless their disguise is discovered again. If the player kills the Mimic before they get into a new disguise then the Mimic will drop high level loot from the loot table of the structure it resides in
If the player crouches and feeds the Mimic any of the aforementioned items then the Mimic will consume them and spit out an item of loot in return, doing this enough times with the same Mimic then said Mimic will be Tamed by the player.
A Tamed Mimic will follow the player, the Mimic can take damage from Mobs or the environment but this will be inflicted to the block it inhabits, if this block is broken it will stop following the player to find another.
All mimics regardless of block can be opened by the player via a right click and can store a full double chest worth of items within them (note: a Mimic inhabiting an Ender Chest will not Link up to any preexisting Ender Chest)
If the Mimics disguise is broken then most of the items will fall onto the ground but some will be lost. Items stored within the Mimic for more than ten in game days will be consumed by the Mimic. A Mimic can be fed directly by the player via crouching first and then right clicking on the Mimic. Either way of feeding heals the Mimic and/or its disguise
If a Mimics owner dies the Mimic will consume all the items and xp said player dropped and store them until the player comes back, preventing them from despawning. A player can retrieve their items and xp from the Mimic by right clicking on them. All items previously stored within the Mimic will still be inside it when the player regains the items they lost after death.
A Mimic can be sat down via being fed any food item, including ones that are harmful to the player
While sitting the Mimic will once again appear as a normal block until the owner opens it again, if a non owner player opens the Mimic then it will become agitated and bite the their, stealing whatever item was in there hand and fleaing back to its owner
A Mimic will never teleport to its owner
The block a Mimic will inhabit next is always the closest block to it
A Mimic will be hurt and become agitated if anything made of iron is fed or stored within it. If the Mimic is wild it will attack relentlessly and if the Mimic is tamed it will attack once before returning to being passive
(Note: a Mimic can take damage from ANY means, but this damage will be applied to its block, when the block breaks everything the Mimic was carrying will fall on the ground.)
A Mimic will appear much like a Strider, only lacking eyes and with a large gaping Maw in front that almost completely bisects the head.
While disguised the mimics legs will stick out from the block and its mouth will occasionally poke through with an animation of the chest or shulker box opening, for pots and barrels this will instead show the block breaking across the middle before closing again.
There is no way to tell if a block is a Mimic or not.
In short: the Mimic is a new threat that players must get creative to fight, not only in being impervious to most damage but also in its ability to consume weapons not made of iron. But it is also a loyal companion and a solution to inventory management and players losing there xp and items due to adventuring too far
It's also inspired directly by Terry Pratchett, to create a more original solution to inventory management that is more in keeping with a magical setting than a simple backpack
Brownies
Brownies are Scottish house Goblins, they help with cleaning. Though if you abuse their kindness they will beat the shit out of you in your sleep.
Brownies are a neutral fae spawning in villages and bothies. They appear like little big eared Goblins with grey skin and wearing only rags.
Brownies will pick up items off the floor and put them into chests. They'll put them into the chest nearest to them that has the most of that item (eg, give them a seed, they will put it in a chest with a stack of seeds over a chest with just one)
Brownies can also be given items to sort directly by the player.
Brownies will become enraged and attack the player if the player intentionally drops items near them, making a mess. Droppers are fine though.
Brownies also become enraged wlif they are made to sort any wearable item or anything made of iron.
Brownies drop nothing when killed
Brownies are very fond of mimics, often playing with them. Brownies will automatically take items out of Tamed mimica and begin sorting them automatically (leaving behind anything iron or clothing)
Brownies cannot be made to attack others by the crown, but they won't attack you for making a mess if you wear it.
The Dullahan
The Dullahan is a spectre of death in Irish Folklore and likely inspired the American Headless Horseman
The Dullahan is a replacement for 4 the horsemen
Spawning during a thunderstorm or or fog, the Dullahan is a hostile fae appearing as a Headless knight wielding a crossbow and sword, dressed in black armour with wispy blue smoke emanating from his knock, riding atop a skeletal horse. All attacks from the Dullahan inflict the target with withering
The Dullahan drops fae essence and bones when killed
The Skeleton horse remains after its master is vanquished, it does not need to be Tamed and requires no saddle to control. While on the Skeleton horse any attacks the player delivers inflict withering on the target
The Dullhan can not be controlled by the Faerie Crown
The Fae would be a diverse new mob class with multiple uses to spice up combat, decoration and inventory management
(Part 5/5)*
Hivy, This is Ivy!
Throughout my time on Tumblr one of my favourite things to do has been to create hypothetical Minecraft updates, I've done this twice before with The Pigeon update and The Pond Update, but a few weeks ago I let you lot chose what geographic area I should turn into a hypothetical update
Yall chose Celtic Europe (and Oceania but that's for later) AKA, Ireland, Scotland, Whales and Cornwall. I was very glad with this outcome as I myself am Scottish and I had a lot of ideas for this…..too many ideas…. So many ideas that I had to cut an entire section and now some stuff feels barebones….whoops. (but hey now I can work on a full portion update later…yay.)
But, enough of that, let's move on to:
The Fae Update!
New Biomes + Structures
There are 6 new biomes in this hypothetical update, each referring a different local found in celtic europe these are: The White Cliffs,The Glacial Pass, The Wisteria Forrest The Heather Moorlands/Peat Bogs (take your pick), The Highland Forests, and… you'll see ;3
The White Cliffs
The White Cliffs are a new coastal biome, consisting of grass topped cliffs, sandy bays and rock structures jutting out of the water. Suspicious sand and gravel generates naturally here and loot from it follows the fishing loot table, though with an increased chance to find nautilus shells and a rare chance to find sniffer eggs
This biome is based on the White Cliffs of Dover and the Jurassic Coast
The White Cliffs has only three new features:
Puffins
A new passive abiant mob, they drop Feathers when killed. Instead of the normal birds nest (introduced in the pigeon update) puffins lay there eggs in “wall nests” grey nests that attach to walls, these can be used as a decorative block
Seagulls
A neutral mob who drops Feathers and fish when killed, they spawn both in the White Cliffs and on beaches and open Seas. Seagulls will attack the player if they are holding any food item in their hand, stealing it.
Seagulls serve no other purpose.
Chalk
Chalk is a new stone block. It has the blast resistance of wood and is exclusive to the white cliffs, making up the cliffs themselves.
Chalk can be dyed any of the dye colours in the game, creating a softer, more Pastel variant of that colour (queers rejoice). Chalk can be made into slabs, stairs and walls in the stone cutter.
The Glacial Pass
A cold mountainous biome, the Glacial past is mainly made of stone and deeplate, with ice and snow also being common. Dipstone spikes can be found here as well as gravel structures resembling Eskers and Terminal Moraines (yes my favourite subject is geography how can you tell?). Suspicious gravel can be found here as well as suspicious snow, which can also be found in the igloo. Strays, Polar Bears, Foxes and Rabbits Spawn in this environment
This biome is based on glaciated uplands
Seals
Seals can be found in all cold environments. Seals will follow the player when they swim, upon coming on to land Seals will bob in the afternoon expectantly.
Seals can be fed fish, clapping after this is done
Seals drop blubber when killed. Blubber can be crafted into blubber blocks, when lit on fire these blocks burn light yellow. Blubber can be used to make torches, lanterns and campfires.
Blubber can also be crafted into a chest plate, the blubber chest plate reduces projectile damage and prevents Frost damage in powdered snow, but it slows you down while on land
The Wisteria Forest
A replacement for the old flower Frocester, this is a rare forrest in which all natural flowers spawn
Purified water (a type of water introduced in the pond update that can cure harmful status effects and restore hunger permanently for a short time) would spawn here too, as well as unicorns and kelpies (introduced in the pond update, will be discussed later)
Other Mobs that Spawn here will be discussed later
Wisteria Trees
Wisteria trees are a new wood type. The wood itself is a pale green with a purplish grey bark. Wisteria leaves are pale lavender. Wisteria trees also have hanging leave variants, much like willow leaves (pond update) that grow in the same way as glow berries
Butterflies and Moths
Passive ambient mobs that spawn in all biomes, though moths are most common in dark oak forests and butterflies are most common here. Both come in many colours, much like tropical fish. These mobs are as large as the bees (traditional dictates that all Minecraft arthropods must be massive, also yes bane of arthropods works on these, but do you actually care?)
Butterflies and Moths drop their respective wings when killed, these can be grafted onto the elytra (using the dragonfly carapace, an mob drop from the dragon fly as introduced in the pond update, speaking of that, the Toad from that update will also eat Moths and Butterflies) grafting these wings on changes the electable texture to resemble the wings of these Mobs (Note: despite both having many textures the electric will always adopt The Lunar Moth and Monarch Butterfly texture respectively)
Crann Bethadh Sprout
The sprout of a legendary tree, this is a two tall plant with ever changing leaf colours, shifting throughout all the pastel colour variants
The player can take a cutting of this plant using shears
This plant can only be dug up by the sniffer
Flower Crowns
By combining any 4 flowers in a circular pattern in the crafting table players can make flower crowns. Flower crowns adopt the colours of whatever flowers were used to craft it. Flower crowns can be worn on the head and serve no purpose other than to make people look pretty ;3
Wisteria Grass
Wisteria grass is a new grass type block that is pale lavender. It behaves the same as grass. It is only found in the Wisteria forest
The Heather Moorlands
Heather Moorlands are made up of water, grass, mud and a new block. No trees and few other plants spawn here, but cattails, reeds (pond update), sea grass and lily pads would be common here.
Bogs would spawn here
Toads, Frogs and Dragonflies would spawn here
Heather Moorlands are based on….Heather Moorlands.
Peat
Peat is a new powered snow-like block. It is brown in colour and makes up most of the ground in the Heather moorlands. Any plant can be planted on it.
Falling through peat takes notably longer than it does for powdered snow, players cannot freeze in peat, only suffocate. Peat can be safely traversed with leather boots.
When broken, peat will break into Peat Logs, peat logs can be burned in the furnace as an effective fuel
When lit on fire, Peat burns Bright Red, peat logs can be used to make peat lanterns, campfires and torches.
Combining 4 peat logs together makes a peat block, smelting a peat block creates Hardened Peat. Harmed peat can be made into Smooth Peat, Chiselled Peat, Peat Bricks, Cut Peat, Peat Pillar and Peat Tiles
Gortach
The Gortach are a new Undead mob. They spawn in swamps and peat bogs and resemble Bog bodies. They hide in dirt, mud, sand, gravel and peat and jump out of the ground to attack.
Gortach inflicts poison with their attacks. Gortach can carry swords, axes, and spears
Gortach drop their weapon, peat logs or Rotten flesh when killed
Spears
Spears are crafted either with one iron ingot and two sticks in a diagonal pattern, or are dropped by the Gortach
Spears are weaker than the sword but have a better reach, can be thrown (though this isn't good for their durability) and completely bypass shields and armour, hitting the opponent as if they had nothing at all
Spears have all the same enchantments as the Sword + Loyalty
Heather
Heather is a new purple flower exclusive to the Heather Moorlands. It gives purple dye when ground up.
The Highland Forest
Made up of rolling hills and Birch trees, all normal passive Mobs can spawn here, but sheep, goats,bees and cows are most common. All normal hostile Mobs can spawn here
Loch Lurkers (a rare UnderWater horse-like mob from the pond update) also spawn in the lakes here
Birch Updates
Yep. This is a secret Birch forest update.
A new form of Birch tree “Silver Birch” that grows much taller and has yellow leaves can be found here. This form gets its own sapling
The Birch block would also get a minor update to make the black segments more like stripes and not ugly blobs
Leave Updates, Packed Leaves and Thatching
Players and Mobs can now walk and fall through leaves.
When breaking leaves with anything other than shears or silk touch leaf blocks will drop leaf items (except wisteria and Spruce, which drop Petals and Needles)
By placing 9 of these in the crafting bench the player can create packed leaves, a new solid version of the leaf block
Thatching is a new block of greyish colour that is crafted with 6 wheat on the top and bottom and 3 leaves of any type in the centre of the crafting bench. Thatching looks the same as a Hale Bale, only without the string holding it together.
Goosegrass, Nettles, and Thistle
Goosegrass is a plant that grows in any forest, but is most common in the Highlands. Walking through goosegrass results in it sticking to you, taking up one of your unoccupied armour slots and slowing you down. Walking through it at all also slows you down, much like cobwebs, making this plant dangerous when fighting mobs
Nettles can only spawn in Dark oak and Highland forests. Nettles stay low to the ground, if they are walked on by a player they are inflicted with Poison. Nettles can be collected and made into a healthy soup
Thistles are a new type of two high flowers. They can be ground into purple dye. They hurt the player if walker through
Deer
Deer are a new mob found in all forested environments, much like Wolf's they have different textures depending on the biome
When killed, Deers drop Venison, a new edible meat
Like Goats, Deers will try to charge the player. Also like Goats, after hitting a block deer will drop and antler
Fog
Fog is a new weather type, lowering the amount the player can see for a short time and allowing a few Mobs to spawn, particularly endermen
Shelf Fungus
A new decorative block that grows on trees
Wildcats
Wildcats are a new ambient Mob, they share a model with Ocelots and Cats and they drop string when killed
The Mushroom Grotto
Oh yes. A new forest of giant mushrooms and mycelium. This biome is very rare. The Mobs that Spawn here will be discussed later
Mushroom Wood
Much like the nether mushrooms, overworld mushrooms are now a woodtype. The mushroom stem can be stripped and converted into all wood blocks. Mushroom wood is white in colour.
New Mushrooms
Yep. There is now a mushroom for every colour of dye in the game. Mushrooms can also now be ground into dye
Here's what all those mushrooms could look like (minus brown and red of course):
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(Note: this is based on design, not colour)
Before moving on, sniffers don't just get the Crann Bethadh Sprout. They get a new plant for every dye type in the game
Plus, they can dig up two new mushrooms exclusive to them, when ground these mushrooms become two new dye types… Well, not quite. They Become Rose Dye and Spring Green Dye, the two removed wool colours. This is the only way to get these mushrooms and these dyes. This would make the sniffer more worth the work put in to get one and create a lot of more strange decoration choices
Here's what they COULD look like (note: again, colours don't line up)
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Mushroom bricks
Smelting the Mushroom blocks (not the stem, the block itself) creates mushroom bricks: multicoloured bricks taking on the patterning of the mushroom used to make them
Mushroom bricks can be made into stairs, slabs and walls
Puffball Mushrooms and Faerie Rings
Both exclusive to the mushroom forest.
Puffball mushrooms are brown in colour and are plants that stay on the ground, when walked over they release spores that inflict harmful status effects such as Poison, blindness, slowness, weakness, nausea, lethitatvia, and mining fatigue
Faerie Rings are Rings of mushrooms that take up one block on the ground (they also come in all colours)
If a player steps on one it is like they are walking through cobwebs, and upon getting out they will be inflicted with slowness.
If a mob steps in one they completely freeze and their AI is disabled until they are knocked out or the ring is broken.
This would help allow players to use Mobs as decoration without lagging there game
New Structures
Bothies
A bothy is a public structure found typically in the Highlands, there small houses for folks to take shelter in.
Bothines can spawn in any woodland biomes, they'll appear as a simple wooden house. Inside Bothies will have a chest with low level loot and a bed.
Occasionally, suspicious sand,mud, gravel or snow will spawn outside the bothy (depending on the biome), these typically have low level loot but items such as armour Trims or record disks can be dug up
Stone Works
Based on the numerous palaeolithic celtic stoneworks,these are small abiant structures spawning in the Dark Oak, Highland and Wisteria forests, as well as Heather Moorlands, Snowy Tundras, Wetlands and Mushroom Grottos
There would be many variants of these structures resembling stone circles, stone henges, standing stones, stone portals and cobbled walls.
All of these are made from base stone blocks, though sometimes other blocks can be found like chalk flooring or trees/water spawning in the centre of a stone circle
Sometimes, though rarely, these structures could spawn with a “Stone Holder” a new block that holds a tool or weapon (similar to the myth of the sword and the stone) these can be moved with silk touch. The player can remove the weapon, which will always be made of iron (that's important for later) and could have some low-level enchamtmants
Occasionally, these can also structures spawn with suspicious dirt, which can be dug up with the brush. Pottery sherds are more common in these structures, but apart from that, they exist only as set dressing ;)
Castle Ruins
A more substantial ruin, Castle Ruins can spawn basically anywhere, but are most common in Highland forests.
Castle Ruins are winding structures, they have a Dungeon below with Gortach or Bog spawners in the cells. The main ruin itself is made up of narrow passageways, imagine a smaller version of the bastion.
There would be numerous loot chests around, but upon opening one, a new mob would be summoned called a ■■■■■■
This mob will be discussed later :)
The Beast's Lair
An underground structure most common under the mountains or Highland forests
Made up of narrow passages leading to open rooms filled with gold blocks, loot chests containing riches and even some new vaults. There's also a shocking amount of skulls littered around
And of course the new boss here: The Wyvern
The Wyvern is a draconic boss mob spawning only hear, it has 4 legs and two wings and is bright red (Note: no. Wyvern never meant a dragon with only 4 limbs. That is a modern addition. Wyvern and dragons were different because of what they breathed)
The Wyvern is very powerful up close and can attack from far away with its poisonous breath
Upon its defeat the Wyvern will drop copious amounts of gold and emeralds that it ate, perhaps even some diamonds if your lucky
Faerie Mounds
Spawning exclusively in the Wisteria Forests, Highland Forests and Mushroom Grottos, these are small dirt hills with a spawner inside and a handful of loot chests
They are essentially fae Dungeons
The mobs that Spawn here will be: you guessed it, discussed later
Clochan + The Dubnos Tunnels
Clochans are typically just an abiant structures common in the Highlands, small cobblestone huts with nothing interesting about them.
But occasionally, they lead to something greater. Some of them spawn with holes leading to a second structure made up of 5 rooms, oriented in this pattern:
Tumblr media
In the centre room are 5 stones, each baring a carving of one of the 5 element symbols (note: these are taken from the unused painting textures, with a new one added for wood), at the base of all these stones is a new kind of Vault “The Fae Vault” exclusive to this structure and the beast's lair
The carvings look like this:
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The goal of this structure would be to go to each of the challenge rooms, each of with have there own stone with a carving, right click on said carving to indicate you have completed the room, and once all 4 rooms are complete return to the centre room to click on the craving that was not represented by one of the carvings in the other rooms. Getting this right results in the appearance of 5 Fae keys from the stones. These keys can be used on the fey vaults to claim the structures loot
Failure to complete the structure will be indicated by the carvings glowing Red and numerous waves of Mobs spawning
The challenge rooms each contain a challenge pertaining to their element: the fire room is filled with fire, the water room is flooded, the air room requires parkour, the earth room is a Maze and the plant room is filled with Sweet Berries, Goosegrass, Nettles, Thistles, Puffball mushrooms and Faerie Rings (yes I know mushrooms aren't plants, shush.)
On top of that, there are several spawners for the fae in this structure, with various types appearing to attack you. Though these spanners will be deactivated upon completing a room
(Note: carved stones can be moved with silk touch)
They fae Mobs that Spawn in these will be discussed later.
These structures would create unique challenges for the player and would bring more life to these biomes, encouraging exploration.
(Part 1/5)
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ivys-garden · 5 months ago
Text
The Other Stuff
Usually at the end I go over Achievements, but honestly almost everything could give an achievement and I don't have any ideas for fun achievement names, so feel free to imagine your own I guess
Instead, this will be going over the things that seem like they'll be getting a new addition every update: Sherds, Banner Patterns, Trims, and Disks (plus paintings and fireworks since I changed how they work)
Sherds and Banner Patterns
Much like the tricky trials update, these two share the same designs.
“Swirl” and “Leaf” are new patterns that look like the celtic swirl and green man. They can be gathered from the Leprechaun, or more commonly from Dubnos Tunnels
(Side Note: why don't Banner patterns stack? That's getting changed too.)
Trims
The new armour trip would be “Brave” . It would give the armour patterning similar to steroidal celtic body paint (Braveheart style, even though that movie sucks.)
This can be found exclusively in the Dubnos Tunnels
Disks
There would be two new disks: “Jig” and “Mountain”
Jig would be an Irish music track
Mountain would be a Scottish music track
These are exclusive to the Dubnos Tunnels
Firework Charge
Yeah guess I have to add a new one of these since I changed how charges worked
“Countdown” is inspired by Hogmanay fireworks. It starts with 5 bursts of white, then 4, then 3, them 2 then finally a massive burst the player can choose the colours of
This can be obtained from the Leprechaun, Pyrotechnic, Dubnos Tunnels or Faerie Mounds
Paintings
Paintings likely won't be updated every single update, but since the carvings in the Dubnos Tunnels are inspired by the unused element paintings (Earth, Fire, Water, Air + Plant) it would be a perfect time to actually introduce them
People also want a way to choose paintings, so what if putting wool in the crafting recipe still keeps it random, but you can specify what painting you want by putting a different item in the middle in place of wool
I won't go over every painting since that would take too long and…
OK yeah f*ck it I'm this far Deep, here's how to get every painting:
●Earth - Dirt Block
●Fire - Torch
●Water - Water Bottle
●Air - Wind Charge
●Plant - Sapling, Any Type
●Alban - Daffodil
●Aztec1 - Stone Block
●Aztec2 - Cobblestone Block
●Bomb - TNT
●Kebab - Raw Chicken
●Plant - Seeds
●Wasteland - Rotten Flesh
●Graham - Wood, Any Kind
●Wanderer - Ender Pearl
●Creebert - Gunpowder
●Courbet - Cheese
●Fighters - Wooden Sword
●Pool - Water Bucket
●Sea - Sand
●Sunset - Daylight Senser
●Donkey Kong - Mushroom,Any Kind
●Skeleton - Bone
●Burning Skull - Campfire
●Bust - Smooth Stone
●Match - Flint and Steel
●Pointer - Stick
●Pigscene - Raw Pork Chop
●Skull and Roses - Rose Bush
●Stage - Spider Eye
●Void - Eye Of Ender
●Wither - Soul Sand
●Humble - Emerald
●Baroque - Clay
●Prairie Horse - Glue
●Meditative - Poppy
●Emboss - Chiselled Stone
●Tide - Seagrass
●Fern - Fern
●Sunflower - Sunflower
●Taunt - Glistering Melon
●Quay Bird - Feather
●Bouquet - Tulip, Any Colour
●Owl Lemons - Birds Nest
●Passage - Door, Any Kind
●Changing - Leaf, Any Kind
●Finding - Pottery Sherd, any kind
●Lowness - Deep Slate
●Backyard - Terracotta Bricks
●Pond - Lily Pad
●Orb - Fae Essence
●Unpacked - Golden Apple
Annnnd that's it done. This is definitely the update that would change the most about the game if even a quarter of the stuff proposed was added.
But what did you think? Did you like the additions and changes?, did you not?, let me know either way!
And what could YOUR geographical area bring to Minecraft if it was the inspiration for an update?
Now if you'll excuse me I'm gonna take a break for a week to lie down and let the Ivy claim me fully
Bye-By now!
Hivy, This is Ivy!
Throughout my time on Tumblr one of my favourite things to do has been to create hypothetical Minecraft updates, I've done this twice before with The Pigeon update and The Pond Update, but a few weeks ago I let you lot chose what geographic area I should turn into a hypothetical update
Yall chose Celtic Europe (and Oceania but that's for later) AKA, Ireland, Scotland, Whales and Cornwall. I was very glad with this outcome as I myself am Scottish and I had a lot of ideas for this…..too many ideas…. So many ideas that I had to cut an entire section and now some stuff feels barebones….whoops. (but hey now I can work on a full portion update later…yay.)
But, enough of that, let's move on to:
The Fae Update!
New Biomes + Structures
There are 6 new biomes in this hypothetical update, each referring a different local found in celtic europe these are: The White Cliffs,The Glacial Pass, The Wisteria Forrest The Heather Moorlands/Peat Bogs (take your pick), The Highland Forests, and… you'll see ;3
The White Cliffs
The White Cliffs are a new coastal biome, consisting of grass topped cliffs, sandy bays and rock structures jutting out of the water. Suspicious sand and gravel generates naturally here and loot from it follows the fishing loot table, though with an increased chance to find nautilus shells and a rare chance to find sniffer eggs
This biome is based on the White Cliffs of Dover and the Jurassic Coast
The White Cliffs has only three new features:
Puffins
A new passive abiant mob, they drop Feathers when killed. Instead of the normal birds nest (introduced in the pigeon update) puffins lay there eggs in “wall nests” grey nests that attach to walls, these can be used as a decorative block
Seagulls
A neutral mob who drops Feathers and fish when killed, they spawn both in the White Cliffs and on beaches and open Seas. Seagulls will attack the player if they are holding any food item in their hand, stealing it.
Seagulls serve no other purpose.
Chalk
Chalk is a new stone block. It has the blast resistance of wood and is exclusive to the white cliffs, making up the cliffs themselves.
Chalk can be dyed any of the dye colours in the game, creating a softer, more Pastel variant of that colour (queers rejoice). Chalk can be made into slabs, stairs and walls in the stone cutter.
The Glacial Pass
A cold mountainous biome, the Glacial past is mainly made of stone and deeplate, with ice and snow also being common. Dipstone spikes can be found here as well as gravel structures resembling Eskers and Terminal Moraines (yes my favourite subject is geography how can you tell?). Suspicious gravel can be found here as well as suspicious snow, which can also be found in the igloo. Strays, Polar Bears, Foxes and Rabbits Spawn in this environment
This biome is based on glaciated uplands
Seals
Seals can be found in all cold environments. Seals will follow the player when they swim, upon coming on to land Seals will bob in the afternoon expectantly.
Seals can be fed fish, clapping after this is done
Seals drop blubber when killed. Blubber can be crafted into blubber blocks, when lit on fire these blocks burn light yellow. Blubber can be used to make torches, lanterns and campfires.
Blubber can also be crafted into a chest plate, the blubber chest plate reduces projectile damage and prevents Frost damage in powdered snow, but it slows you down while on land
The Wisteria Forest
A replacement for the old flower Frocester, this is a rare forrest in which all natural flowers spawn
Purified water (a type of water introduced in the pond update that can cure harmful status effects and restore hunger permanently for a short time) would spawn here too, as well as unicorns and kelpies (introduced in the pond update, will be discussed later)
Other Mobs that Spawn here will be discussed later
Wisteria Trees
Wisteria trees are a new wood type. The wood itself is a pale green with a purplish grey bark. Wisteria leaves are pale lavender. Wisteria trees also have hanging leave variants, much like willow leaves (pond update) that grow in the same way as glow berries
Butterflies and Moths
Passive ambient mobs that spawn in all biomes, though moths are most common in dark oak forests and butterflies are most common here. Both come in many colours, much like tropical fish. These mobs are as large as the bees (traditional dictates that all Minecraft arthropods must be massive, also yes bane of arthropods works on these, but do you actually care?)
Butterflies and Moths drop their respective wings when killed, these can be grafted onto the elytra (using the dragonfly carapace, an mob drop from the dragon fly as introduced in the pond update, speaking of that, the Toad from that update will also eat Moths and Butterflies) grafting these wings on changes the electable texture to resemble the wings of these Mobs (Note: despite both having many textures the electric will always adopt The Lunar Moth and Monarch Butterfly texture respectively)
Crann Bethadh Sprout
The sprout of a legendary tree, this is a two tall plant with ever changing leaf colours, shifting throughout all the pastel colour variants
The player can take a cutting of this plant using shears
This plant can only be dug up by the sniffer
Flower Crowns
By combining any 4 flowers in a circular pattern in the crafting table players can make flower crowns. Flower crowns adopt the colours of whatever flowers were used to craft it. Flower crowns can be worn on the head and serve no purpose other than to make people look pretty ;3
Wisteria Grass
Wisteria grass is a new grass type block that is pale lavender. It behaves the same as grass. It is only found in the Wisteria forest
The Heather Moorlands
Heather Moorlands are made up of water, grass, mud and a new block. No trees and few other plants spawn here, but cattails, reeds (pond update), sea grass and lily pads would be common here.
Bogs would spawn here
Toads, Frogs and Dragonflies would spawn here
Heather Moorlands are based on….Heather Moorlands.
Peat
Peat is a new powered snow-like block. It is brown in colour and makes up most of the ground in the Heather moorlands. Any plant can be planted on it.
Falling through peat takes notably longer than it does for powdered snow, players cannot freeze in peat, only suffocate. Peat can be safely traversed with leather boots.
When broken, peat will break into Peat Logs, peat logs can be burned in the furnace as an effective fuel
When lit on fire, Peat burns Bright Red, peat logs can be used to make peat lanterns, campfires and torches.
Combining 4 peat logs together makes a peat block, smelting a peat block creates Hardened Peat. Harmed peat can be made into Smooth Peat, Chiselled Peat, Peat Bricks, Cut Peat, Peat Pillar and Peat Tiles
Gortach
The Gortach are a new Undead mob. They spawn in swamps and peat bogs and resemble Bog bodies. They hide in dirt, mud, sand, gravel and peat and jump out of the ground to attack.
Gortach inflicts poison with their attacks. Gortach can carry swords, axes, and spears
Gortach drop their weapon, peat logs or Rotten flesh when killed
Spears
Spears are crafted either with one iron ingot and two sticks in a diagonal pattern, or are dropped by the Gortach
Spears are weaker than the sword but have a better reach, can be thrown (though this isn't good for their durability) and completely bypass shields and armour, hitting the opponent as if they had nothing at all
Spears have all the same enchantments as the Sword + Loyalty
Heather
Heather is a new purple flower exclusive to the Heather Moorlands. It gives purple dye when ground up.
The Highland Forest
Made up of rolling hills and Birch trees, all normal passive Mobs can spawn here, but sheep, goats,bees and cows are most common. All normal hostile Mobs can spawn here
Loch Lurkers (a rare UnderWater horse-like mob from the pond update) also spawn in the lakes here
Birch Updates
Yep. This is a secret Birch forest update.
A new form of Birch tree “Silver Birch” that grows much taller and has yellow leaves can be found here. This form gets its own sapling
The Birch block would also get a minor update to make the black segments more like stripes and not ugly blobs
Leave Updates, Packed Leaves and Thatching
Players and Mobs can now walk and fall through leaves.
When breaking leaves with anything other than shears or silk touch leaf blocks will drop leaf items (except wisteria and Spruce, which drop Petals and Needles)
By placing 9 of these in the crafting bench the player can create packed leaves, a new solid version of the leaf block
Thatching is a new block of greyish colour that is crafted with 6 wheat on the top and bottom and 3 leaves of any type in the centre of the crafting bench. Thatching looks the same as a Hale Bale, only without the string holding it together.
Goosegrass, Nettles, and Thistle
Goosegrass is a plant that grows in any forest, but is most common in the Highlands. Walking through goosegrass results in it sticking to you, taking up one of your unoccupied armour slots and slowing you down. Walking through it at all also slows you down, much like cobwebs, making this plant dangerous when fighting mobs
Nettles can only spawn in Dark oak and Highland forests. Nettles stay low to the ground, if they are walked on by a player they are inflicted with Poison. Nettles can be collected and made into a healthy soup
Thistles are a new type of two high flowers. They can be ground into purple dye. They hurt the player if walker through
Deer
Deer are a new mob found in all forested environments, much like Wolf's they have different textures depending on the biome
When killed, Deers drop Venison, a new edible meat
Like Goats, Deers will try to charge the player. Also like Goats, after hitting a block deer will drop and antler
Fog
Fog is a new weather type, lowering the amount the player can see for a short time and allowing a few Mobs to spawn, particularly endermen
Shelf Fungus
A new decorative block that grows on trees
Wildcats
Wildcats are a new ambient Mob, they share a model with Ocelots and Cats and they drop string when killed
The Mushroom Grotto
Oh yes. A new forest of giant mushrooms and mycelium. This biome is very rare. The Mobs that Spawn here will be discussed later
Mushroom Wood
Much like the nether mushrooms, overworld mushrooms are now a woodtype. The mushroom stem can be stripped and converted into all wood blocks. Mushroom wood is white in colour.
New Mushrooms
Yep. There is now a mushroom for every colour of dye in the game. Mushrooms can also now be ground into dye
Here's what all those mushrooms could look like (minus brown and red of course):
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(Note: this is based on design, not colour)
Before moving on, sniffers don't just get the Crann Bethadh Sprout. They get a new plant for every dye type in the game
Plus, they can dig up two new mushrooms exclusive to them, when ground these mushrooms become two new dye types… Well, not quite. They Become Rose Dye and Spring Green Dye, the two removed wool colours. This is the only way to get these mushrooms and these dyes. This would make the sniffer more worth the work put in to get one and create a lot of more strange decoration choices
Here's what they COULD look like (note: again, colours don't line up)
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Mushroom bricks
Smelting the Mushroom blocks (not the stem, the block itself) creates mushroom bricks: multicoloured bricks taking on the patterning of the mushroom used to make them
Mushroom bricks can be made into stairs, slabs and walls
Puffball Mushrooms and Faerie Rings
Both exclusive to the mushroom forest.
Puffball mushrooms are brown in colour and are plants that stay on the ground, when walked over they release spores that inflict harmful status effects such as Poison, blindness, slowness, weakness, nausea, lethitatvia, and mining fatigue
Faerie Rings are Rings of mushrooms that take up one block on the ground (they also come in all colours)
If a player steps on one it is like they are walking through cobwebs, and upon getting out they will be inflicted with slowness.
If a mob steps in one they completely freeze and their AI is disabled until they are knocked out or the ring is broken.
This would help allow players to use Mobs as decoration without lagging there game
New Structures
Bothies
A bothy is a public structure found typically in the Highlands, there small houses for folks to take shelter in.
Bothines can spawn in any woodland biomes, they'll appear as a simple wooden house. Inside Bothies will have a chest with low level loot and a bed.
Occasionally, suspicious sand,mud, gravel or snow will spawn outside the bothy (depending on the biome), these typically have low level loot but items such as armour Trims or record disks can be dug up
Stone Works
Based on the numerous palaeolithic celtic stoneworks,these are small abiant structures spawning in the Dark Oak, Highland and Wisteria forests, as well as Heather Moorlands, Snowy Tundras, Wetlands and Mushroom Grottos
There would be many variants of these structures resembling stone circles, stone henges, standing stones, stone portals and cobbled walls.
All of these are made from base stone blocks, though sometimes other blocks can be found like chalk flooring or trees/water spawning in the centre of a stone circle
Sometimes, though rarely, these structures could spawn with a “Stone Holder” a new block that holds a tool or weapon (similar to the myth of the sword and the stone) these can be moved with silk touch. The player can remove the weapon, which will always be made of iron (that's important for later) and could have some low-level enchamtmants
Occasionally, these can also structures spawn with suspicious dirt, which can be dug up with the brush. Pottery sherds are more common in these structures, but apart from that, they exist only as set dressing ;)
Castle Ruins
A more substantial ruin, Castle Ruins can spawn basically anywhere, but are most common in Highland forests.
Castle Ruins are winding structures, they have a Dungeon below with Gortach or Bog spawners in the cells. The main ruin itself is made up of narrow passageways, imagine a smaller version of the bastion.
There would be numerous loot chests around, but upon opening one, a new mob would be summoned called a ■■■■■■
This mob will be discussed later :)
The Beast's Lair
An underground structure most common under the mountains or Highland forests
Made up of narrow passages leading to open rooms filled with gold blocks, loot chests containing riches and even some new vaults. There's also a shocking amount of skulls littered around
And of course the new boss here: The Wyvern
The Wyvern is a draconic boss mob spawning only hear, it has 4 legs and two wings and is bright red (Note: no. Wyvern never meant a dragon with only 4 limbs. That is a modern addition. Wyvern and dragons were different because of what they breathed)
The Wyvern is very powerful up close and can attack from far away with its poisonous breath
Upon its defeat the Wyvern will drop copious amounts of gold and emeralds that it ate, perhaps even some diamonds if your lucky
Faerie Mounds
Spawning exclusively in the Wisteria Forests, Highland Forests and Mushroom Grottos, these are small dirt hills with a spawner inside and a handful of loot chests
They are essentially fae Dungeons
The mobs that Spawn here will be: you guessed it, discussed later
Clochan + The Dubnos Tunnels
Clochans are typically just an abiant structures common in the Highlands, small cobblestone huts with nothing interesting about them.
But occasionally, they lead to something greater. Some of them spawn with holes leading to a second structure made up of 5 rooms, oriented in this pattern:
Tumblr media
In the centre room are 5 stones, each baring a carving of one of the 5 element symbols (note: these are taken from the unused painting textures, with a new one added for wood), at the base of all these stones is a new kind of Vault “The Fae Vault” exclusive to this structure and the beast's lair
The carvings look like this:
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The goal of this structure would be to go to each of the challenge rooms, each of with have there own stone with a carving, right click on said carving to indicate you have completed the room, and once all 4 rooms are complete return to the centre room to click on the craving that was not represented by one of the carvings in the other rooms. Getting this right results in the appearance of 5 Fae keys from the stones. These keys can be used on the fey vaults to claim the structures loot
Failure to complete the structure will be indicated by the carvings glowing Red and numerous waves of Mobs spawning
The challenge rooms each contain a challenge pertaining to their element: the fire room is filled with fire, the water room is flooded, the air room requires parkour, the earth room is a Maze and the plant room is filled with Sweet Berries, Goosegrass, Nettles, Thistles, Puffball mushrooms and Faerie Rings (yes I know mushrooms aren't plants, shush.)
On top of that, there are several spawners for the fae in this structure, with various types appearing to attack you. Though these spanners will be deactivated upon completing a room
(Note: carved stones can be moved with silk touch)
They fae Mobs that Spawn in these will be discussed later.
These structures would create unique challenges for the player and would bring more life to these biomes, encouraging exploration.
(Part 1/5)
67 notes · View notes
ivys-garden · 5 months ago
Text
Farming
Farming is a big industry In celtic Europe, but Minecraft farming gets boring quickly. A Farming update is dearly needed, and while this isn't that, I'm proud of some of the ideas I've come up with.
Small Changes
1. Pumpkins now have multiple faces when carved
2.Animals now eat crops, reverting them to the previous phase of growth
3. Animals now have multiple textures, like Wolves (EG Potbelly, Saddlebags, Kunekune and Boars for pigs, Cochin and Anaconda for Chickens, Bulls, Dairy, Buffalo, Aberdeen Angus and Highland Cattle for Cows and Black and Brown face sheep)
3.Jack O'Lanterns now have peat fire, Blubber fire and soul fire variants
4.The white flowers now gives white dye
6.Bread now requires you to make dough (Flour + Water Bottle) and cook it
6.The pie and cake crafting recipes now create Batter, which must be cooked
Turnips
Turnips are a newly introduced plant that grows in the same way as carrots or potatoes. However, Turnips can also be placed down on the ground as a full block, allowing for their use in decoration. Turnips can also be carved much like Jack O’Lanterns.
Wheat Updates
Wheat gets a notable change in that it can now grow two tall, gaining an extra 3 growth stages. The one block tall Wheat still produces Wheat, but two tall wheat will produce more wheat the more it is allowed to grow.
More wheat is definitely necessary for what comes next
The Mortar and Pestle
Crafted with a bowl and one Flint, the Mortar and Pestle is a new workstation that the player can use to grind up resources. (This feature was more useful in the Potion update but its still somewhat relevant here)
Items the Mortar and Pestle can make are
● Bones > Bone Meal
●Blaze Rods > Blaze Powder
● Breeze Rods > Breeze Powder (which would now be used for wind charges)
● Potatoes > Mashed Potatoes
● Glow Ink Sacks > Glow Ink
● Chorus Fruits > Ground Chorus Fruit (replacement for Popped Chorus Fruit)
● Nether Wart > Ground Nether Wart (used to make Red Netherrack)
● Spider Eye > Ground Spider Eye (replacement for Fermented Spider Eye)
● Sugar Cane > Sugar
● Ink Sacks, Bone Meal, Cactus, Lapis Lazuli, Flowers and Mushrooms > Dye
●Wheat > Grain
● Grain > Flour (replacement for wheat in baked goods crafting recipes)
Animal Updates
This part of the update seeks to change how rearing animals is done in a way that incentivizes taking care of animals while not alienating industrial redstone farms
So, Animals will produce more when given more space on access to grass (note: previous drop rates for animal resources have not changed, they remain the same. The player can simply undertake more measures to increase them)
The Trough
Animals will also produce more when fed grain, which is made easier by the trough (made with 5 wood in the same configuration as the minecart)
The trough can be filled with grain and the animals will eat from it, this requires no player input apart from filling the trough, which can also be done via hopper
Animals fed on grain will begin breeding naturally and have an increased chance of producing more than one offspring.
Animals fed on grain and with access to space are healthier and take less damage
Animal behaviour is received some updates, and new animal products are added. These behaviours are more likely to happen if the animal is fed on grain
these will be grouped into the 5 main animal classes
1. Cows (And Goats)
Milk Buckets don't exist anymore. Milk must now be obtained via bottles. Typically the player can fill 3 bottles before the cow runs out of milk, but a cow with more space and being fed grain will have increased milk production
Goats can now also be milked. Both Goats Milk and Cow's Milk cure Potion effects.
Milk bottles can be used to fill a Cauldron for safe keeping. Milk left in a Cauldron for 3 in game days will spoil, becoming curds and whey (these will have more use in the Potion update)
Curds float on top of the whey and can be collected by right clicking the Cauldron with an open hand.
Combining 4 curds in the crafting table creates cheese. Cows cheese gives a small boost to Defence, Restores Hunger and Removes Potion Effects and Goats Cheese does the same, only Defence is replaced by strength.
Whey can be collected in bottles.
The Butter Churner is a new block that is crafted with 7 wood in the crafting bench and 2 sticks filling the 2 middle slots
Whey can be poured into the Butter churner and the Whey can be turned into butter.
Butter can be applied to blocks to make them slippery for Mobs. Butter can be applied to the sides and bottom of blocks too. Butter has Durability.
2. Sheeps
“Wild” sheep have thinner wool. When spawned in sheep will now appear like the shaved sheep texture, only entirely white, and will only drop one wool when killed or sheared.
As sheep are fed by the player their wool will slowly grow. This process is sped up if the sheep is fed on grain. The maximum wool level a sheep can get to is 10, but after 5 they become uncomfortable and start taking damage, sheep need to be sheared regularly to keep them happy
Players can now make Kilts by filling the top 2 rows of the crafting bench with wool. Up to 3 different coloured stripes can be used to make a kilt, creating lots of different customisation opportunities
Kilts half the damage taken from projectiles and give a mild speed boost
3. Chickens
Chickens have the smallest change. If a bird's nest (introduced in the pigeon update) is near the chicken, the chicken will lay its legs in the nest instead.
Chickens fed on grain will be more likely to lay mutable eggs in the nest
Chickens will occasionally prune their fathers, dropping them. This can be increased by feeding them grain
(Note: All other birds also perform this behaviour)
4. Pigs
Pigs have a new behaviour in which they'll occasionally dig for Mushrooms. Occasionally they can dig up other items like maps
This behaviour is more likely when a pig is on mud
This behaviour can be increased by feeding pigs grain
(Note: pugs now also roll around in mud)
5. Horses (Mules and Donkeys two. Actually everything with hooves not already mentioned)
When walking or running Horses, Donkeys and Mules have a chance to drop hoof shavings, these can also be brushed off by the player using the brush, doing so makes said animal easier to tame
Hoof shavings can be smelted into glue.
Glue can be applied to a block, temporarily sticking a mob to it and giving the slowness when they break free
If a Block is placed on top of a glued block the blocks will be glued together, and if a piston pushes one of the blocks both blocks will move together (but only 3 glued blocks can be pushed at once by one piston)
(Note: now that entities can walf though leaves, you can actually use a horse in the forrest without killing yourself!)
Rotten Crops
All crops have poised variants (like the potato) however instead of being random, these can only be gathered from Rotten Crops
Rotten Crops appear randomly and only produce Poisoned variants of food, this encourages farmers to keep more active care of their crops
Rotten Crops can attract Blights, a new Fae mob (more about the Fae will be explained later). Blights will Rot any crop the touch, and will even kill leaves and grass around them. They are hard to get rid of manually as they have vex like behaviour (and due to other reasons that will be explained later) Blights will go ways naturally after one in game days or until or the crops are Rotten, whatever happens first
Bees in a farm will decrease the chance of Rotten crops developing
Farmers villagers will try to remove any Rotten crops they come across and replace them
Abandoned Farms
These are new generated structures. They take the form of an Abandoned animal pen, a crop field, and a windmill that houses a bed and a loot chest.
This structure also houses a spawner for Blights.
The Scarecrow
The Scarecrow is the best defence against the Blights. Spawning exclusively in the Abandoned Farm a Scarecrow will lie dormant, they can be picked up with an Axe and moved while in this state. Feeding a Scarecrow an Emerald (one of which would be in an item frame inside the windmill) will cause it to awaken. When awoken the Scarecrow will defend the patch of crops it is on from anyone who seeks to harm it, whether that is Animals, Blights or other Players trampling crops. Much like Farmers Scarecrows will remove Rotten crops, but will not replace them.
Theses changes seek to make farming more of an active activity in Minecraft and less of an afterthought
(This was where the Potion stuff was going to go but that's big enough on its own to warrant it's own discussion)
(Part 4/5)
Hivy, This is Ivy!
Throughout my time on Tumblr one of my favourite things to do has been to create hypothetical Minecraft updates, I've done this twice before with The Pigeon update and The Pond Update, but a few weeks ago I let you lot chose what geographic area I should turn into a hypothetical update
Yall chose Celtic Europe (and Oceania but that's for later) AKA, Ireland, Scotland, Whales and Cornwall. I was very glad with this outcome as I myself am Scottish and I had a lot of ideas for this…..too many ideas…. So many ideas that I had to cut an entire section and now some stuff feels barebones….whoops. (but hey now I can work on a full portion update later…yay.)
But, enough of that, let's move on to:
The Fae Update!
New Biomes + Structures
There are 6 new biomes in this hypothetical update, each referring a different local found in celtic europe these are: The White Cliffs,The Glacial Pass, The Wisteria Forrest The Heather Moorlands/Peat Bogs (take your pick), The Highland Forests, and… you'll see ;3
The White Cliffs
The White Cliffs are a new coastal biome, consisting of grass topped cliffs, sandy bays and rock structures jutting out of the water. Suspicious sand and gravel generates naturally here and loot from it follows the fishing loot table, though with an increased chance to find nautilus shells and a rare chance to find sniffer eggs
This biome is based on the White Cliffs of Dover and the Jurassic Coast
The White Cliffs has only three new features:
Puffins
A new passive abiant mob, they drop Feathers when killed. Instead of the normal birds nest (introduced in the pigeon update) puffins lay there eggs in “wall nests” grey nests that attach to walls, these can be used as a decorative block
Seagulls
A neutral mob who drops Feathers and fish when killed, they spawn both in the White Cliffs and on beaches and open Seas. Seagulls will attack the player if they are holding any food item in their hand, stealing it.
Seagulls serve no other purpose.
Chalk
Chalk is a new stone block. It has the blast resistance of wood and is exclusive to the white cliffs, making up the cliffs themselves.
Chalk can be dyed any of the dye colours in the game, creating a softer, more Pastel variant of that colour (queers rejoice). Chalk can be made into slabs, stairs and walls in the stone cutter.
The Glacial Pass
A cold mountainous biome, the Glacial past is mainly made of stone and deeplate, with ice and snow also being common. Dipstone spikes can be found here as well as gravel structures resembling Eskers and Terminal Moraines (yes my favourite subject is geography how can you tell?). Suspicious gravel can be found here as well as suspicious snow, which can also be found in the igloo. Strays, Polar Bears, Foxes and Rabbits Spawn in this environment
This biome is based on glaciated uplands
Seals
Seals can be found in all cold environments. Seals will follow the player when they swim, upon coming on to land Seals will bob in the afternoon expectantly.
Seals can be fed fish, clapping after this is done
Seals drop blubber when killed. Blubber can be crafted into blubber blocks, when lit on fire these blocks burn light yellow. Blubber can be used to make torches, lanterns and campfires.
Blubber can also be crafted into a chest plate, the blubber chest plate reduces projectile damage and prevents Frost damage in powdered snow, but it slows you down while on land
The Wisteria Forest
A replacement for the old flower Frocester, this is a rare forrest in which all natural flowers spawn
Purified water (a type of water introduced in the pond update that can cure harmful status effects and restore hunger permanently for a short time) would spawn here too, as well as unicorns and kelpies (introduced in the pond update, will be discussed later)
Other Mobs that Spawn here will be discussed later
Wisteria Trees
Wisteria trees are a new wood type. The wood itself is a pale green with a purplish grey bark. Wisteria leaves are pale lavender. Wisteria trees also have hanging leave variants, much like willow leaves (pond update) that grow in the same way as glow berries
Butterflies and Moths
Passive ambient mobs that spawn in all biomes, though moths are most common in dark oak forests and butterflies are most common here. Both come in many colours, much like tropical fish. These mobs are as large as the bees (traditional dictates that all Minecraft arthropods must be massive, also yes bane of arthropods works on these, but do you actually care?)
Butterflies and Moths drop their respective wings when killed, these can be grafted onto the elytra (using the dragonfly carapace, an mob drop from the dragon fly as introduced in the pond update, speaking of that, the Toad from that update will also eat Moths and Butterflies) grafting these wings on changes the electable texture to resemble the wings of these Mobs (Note: despite both having many textures the electric will always adopt The Lunar Moth and Monarch Butterfly texture respectively)
Crann Bethadh Sprout
The sprout of a legendary tree, this is a two tall plant with ever changing leaf colours, shifting throughout all the pastel colour variants
The player can take a cutting of this plant using shears
This plant can only be dug up by the sniffer
Flower Crowns
By combining any 4 flowers in a circular pattern in the crafting table players can make flower crowns. Flower crowns adopt the colours of whatever flowers were used to craft it. Flower crowns can be worn on the head and serve no purpose other than to make people look pretty ;3
Wisteria Grass
Wisteria grass is a new grass type block that is pale lavender. It behaves the same as grass. It is only found in the Wisteria forest
The Heather Moorlands
Heather Moorlands are made up of water, grass, mud and a new block. No trees and few other plants spawn here, but cattails, reeds (pond update), sea grass and lily pads would be common here.
Bogs would spawn here
Toads, Frogs and Dragonflies would spawn here
Heather Moorlands are based on….Heather Moorlands.
Peat
Peat is a new powered snow-like block. It is brown in colour and makes up most of the ground in the Heather moorlands. Any plant can be planted on it.
Falling through peat takes notably longer than it does for powdered snow, players cannot freeze in peat, only suffocate. Peat can be safely traversed with leather boots.
When broken, peat will break into Peat Logs, peat logs can be burned in the furnace as an effective fuel
When lit on fire, Peat burns Bright Red, peat logs can be used to make peat lanterns, campfires and torches.
Combining 4 peat logs together makes a peat block, smelting a peat block creates Hardened Peat. Harmed peat can be made into Smooth Peat, Chiselled Peat, Peat Bricks, Cut Peat, Peat Pillar and Peat Tiles
Gortach
The Gortach are a new Undead mob. They spawn in swamps and peat bogs and resemble Bog bodies. They hide in dirt, mud, sand, gravel and peat and jump out of the ground to attack.
Gortach inflicts poison with their attacks. Gortach can carry swords, axes, and spears
Gortach drop their weapon, peat logs or Rotten flesh when killed
Spears
Spears are crafted either with one iron ingot and two sticks in a diagonal pattern, or are dropped by the Gortach
Spears are weaker than the sword but have a better reach, can be thrown (though this isn't good for their durability) and completely bypass shields and armour, hitting the opponent as if they had nothing at all
Spears have all the same enchantments as the Sword + Loyalty
Heather
Heather is a new purple flower exclusive to the Heather Moorlands. It gives purple dye when ground up.
The Highland Forest
Made up of rolling hills and Birch trees, all normal passive Mobs can spawn here, but sheep, goats,bees and cows are most common. All normal hostile Mobs can spawn here
Loch Lurkers (a rare UnderWater horse-like mob from the pond update) also spawn in the lakes here
Birch Updates
Yep. This is a secret Birch forest update.
A new form of Birch tree “Silver Birch” that grows much taller and has yellow leaves can be found here. This form gets its own sapling
The Birch block would also get a minor update to make the black segments more like stripes and not ugly blobs
Leave Updates, Packed Leaves and Thatching
Players and Mobs can now walk and fall through leaves.
When breaking leaves with anything other than shears or silk touch leaf blocks will drop leaf items (except wisteria and Spruce, which drop Petals and Needles)
By placing 9 of these in the crafting bench the player can create packed leaves, a new solid version of the leaf block
Thatching is a new block of greyish colour that is crafted with 6 wheat on the top and bottom and 3 leaves of any type in the centre of the crafting bench. Thatching looks the same as a Hale Bale, only without the string holding it together.
Goosegrass, Nettles, and Thistle
Goosegrass is a plant that grows in any forest, but is most common in the Highlands. Walking through goosegrass results in it sticking to you, taking up one of your unoccupied armour slots and slowing you down. Walking through it at all also slows you down, much like cobwebs, making this plant dangerous when fighting mobs
Nettles can only spawn in Dark oak and Highland forests. Nettles stay low to the ground, if they are walked on by a player they are inflicted with Poison. Nettles can be collected and made into a healthy soup
Thistles are a new type of two high flowers. They can be ground into purple dye. They hurt the player if walker through
Deer
Deer are a new mob found in all forested environments, much like Wolf's they have different textures depending on the biome
When killed, Deers drop Venison, a new edible meat
Like Goats, Deers will try to charge the player. Also like Goats, after hitting a block deer will drop and antler
Fog
Fog is a new weather type, lowering the amount the player can see for a short time and allowing a few Mobs to spawn, particularly endermen
Shelf Fungus
A new decorative block that grows on trees
Wildcats
Wildcats are a new ambient Mob, they share a model with Ocelots and Cats and they drop string when killed
The Mushroom Grotto
Oh yes. A new forest of giant mushrooms and mycelium. This biome is very rare. The Mobs that Spawn here will be discussed later
Mushroom Wood
Much like the nether mushrooms, overworld mushrooms are now a woodtype. The mushroom stem can be stripped and converted into all wood blocks. Mushroom wood is white in colour.
New Mushrooms
Yep. There is now a mushroom for every colour of dye in the game. Mushrooms can also now be ground into dye
Here's what all those mushrooms could look like (minus brown and red of course):
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(Note: this is based on design, not colour)
Before moving on, sniffers don't just get the Crann Bethadh Sprout. They get a new plant for every dye type in the game
Plus, they can dig up two new mushrooms exclusive to them, when ground these mushrooms become two new dye types… Well, not quite. They Become Rose Dye and Spring Green Dye, the two removed wool colours. This is the only way to get these mushrooms and these dyes. This would make the sniffer more worth the work put in to get one and create a lot of more strange decoration choices
Here's what they COULD look like (note: again, colours don't line up)
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Mushroom bricks
Smelting the Mushroom blocks (not the stem, the block itself) creates mushroom bricks: multicoloured bricks taking on the patterning of the mushroom used to make them
Mushroom bricks can be made into stairs, slabs and walls
Puffball Mushrooms and Faerie Rings
Both exclusive to the mushroom forest.
Puffball mushrooms are brown in colour and are plants that stay on the ground, when walked over they release spores that inflict harmful status effects such as Poison, blindness, slowness, weakness, nausea, lethitatvia, and mining fatigue
Faerie Rings are Rings of mushrooms that take up one block on the ground (they also come in all colours)
If a player steps on one it is like they are walking through cobwebs, and upon getting out they will be inflicted with slowness.
If a mob steps in one they completely freeze and their AI is disabled until they are knocked out or the ring is broken.
This would help allow players to use Mobs as decoration without lagging there game
New Structures
Bothies
A bothy is a public structure found typically in the Highlands, there small houses for folks to take shelter in.
Bothines can spawn in any woodland biomes, they'll appear as a simple wooden house. Inside Bothies will have a chest with low level loot and a bed.
Occasionally, suspicious sand,mud, gravel or snow will spawn outside the bothy (depending on the biome), these typically have low level loot but items such as armour Trims or record disks can be dug up
Stone Works
Based on the numerous palaeolithic celtic stoneworks,these are small abiant structures spawning in the Dark Oak, Highland and Wisteria forests, as well as Heather Moorlands, Snowy Tundras, Wetlands and Mushroom Grottos
There would be many variants of these structures resembling stone circles, stone henges, standing stones, stone portals and cobbled walls.
All of these are made from base stone blocks, though sometimes other blocks can be found like chalk flooring or trees/water spawning in the centre of a stone circle
Sometimes, though rarely, these structures could spawn with a “Stone Holder” a new block that holds a tool or weapon (similar to the myth of the sword and the stone) these can be moved with silk touch. The player can remove the weapon, which will always be made of iron (that's important for later) and could have some low-level enchamtmants
Occasionally, these can also structures spawn with suspicious dirt, which can be dug up with the brush. Pottery sherds are more common in these structures, but apart from that, they exist only as set dressing ;)
Castle Ruins
A more substantial ruin, Castle Ruins can spawn basically anywhere, but are most common in Highland forests.
Castle Ruins are winding structures, they have a Dungeon below with Gortach or Bog spawners in the cells. The main ruin itself is made up of narrow passageways, imagine a smaller version of the bastion.
There would be numerous loot chests around, but upon opening one, a new mob would be summoned called a ■■■■■■
This mob will be discussed later :)
The Beast's Lair
An underground structure most common under the mountains or Highland forests
Made up of narrow passages leading to open rooms filled with gold blocks, loot chests containing riches and even some new vaults. There's also a shocking amount of skulls littered around
And of course the new boss here: The Wyvern
The Wyvern is a draconic boss mob spawning only hear, it has 4 legs and two wings and is bright red (Note: no. Wyvern never meant a dragon with only 4 limbs. That is a modern addition. Wyvern and dragons were different because of what they breathed)
The Wyvern is very powerful up close and can attack from far away with its poisonous breath
Upon its defeat the Wyvern will drop copious amounts of gold and emeralds that it ate, perhaps even some diamonds if your lucky
Faerie Mounds
Spawning exclusively in the Wisteria Forests, Highland Forests and Mushroom Grottos, these are small dirt hills with a spawner inside and a handful of loot chests
They are essentially fae Dungeons
The mobs that Spawn here will be: you guessed it, discussed later
Clochan + The Dubnos Tunnels
Clochans are typically just an abiant structures common in the Highlands, small cobblestone huts with nothing interesting about them.
But occasionally, they lead to something greater. Some of them spawn with holes leading to a second structure made up of 5 rooms, oriented in this pattern:
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In the centre room are 5 stones, each baring a carving of one of the 5 element symbols (note: these are taken from the unused painting textures, with a new one added for wood), at the base of all these stones is a new kind of Vault “The Fae Vault” exclusive to this structure and the beast's lair
The carvings look like this:
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The goal of this structure would be to go to each of the challenge rooms, each of with have there own stone with a carving, right click on said carving to indicate you have completed the room, and once all 4 rooms are complete return to the centre room to click on the craving that was not represented by one of the carvings in the other rooms. Getting this right results in the appearance of 5 Fae keys from the stones. These keys can be used on the fey vaults to claim the structures loot
Failure to complete the structure will be indicated by the carvings glowing Red and numerous waves of Mobs spawning
The challenge rooms each contain a challenge pertaining to their element: the fire room is filled with fire, the water room is flooded, the air room requires parkour, the earth room is a Maze and the plant room is filled with Sweet Berries, Goosegrass, Nettles, Thistles, Puffball mushrooms and Faerie Rings (yes I know mushrooms aren't plants, shush.)
On top of that, there are several spawners for the fae in this structure, with various types appearing to attack you. Though these spanners will be deactivated upon completing a room
(Note: carved stones can be moved with silk touch)
They fae Mobs that Spawn in these will be discussed later.
These structures would create unique challenges for the player and would bring more life to these biomes, encouraging exploration.
(Part 1/5)
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