Detritovores in the taiga biome

For everything Toradora!

2012.08.12 04:06 ikadono18 For everything Toradora!

Toradora is a Japanese manga/anime series, featuring the kind but scary looking Ryuji Takasu who is in love with Kushieda Minori (Minorin), a care-free softball loving girl, who is friends with Aisaka Taiga (Tenori Taiga), a rich, tsundere that is in love with Kitamura (Takasu's best friend)
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2017.03.09 16:26 joshopoke Biome Memes

come on down to the SUBREDDIT
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2012.12.10 06:37 fatblackninja Home of Best Girl Taiga

Subreddit for the one and only Palmtop Tiger of Ohashi High: Taiga Aisaka.
[link]


2024.05.14 17:41 AEDyssonance The Biome Chart for Wyrlde

TLDR: i posted some things previously about how I was developing out my biomes, and thought I would share the chart that came out of it.
So, here is the revision to the overall biomes I did, as part of the larger project of determine the number and type of larger life forms present and how they all fit into the broader ecology of Wyrlde.
The chart lists the Biomes that are present (revised from even my prior note), and organizes them according to the latitude that they exist in (or how they affect the surrounding biome, in some cases).
It then gives the Biomass for that region (which is "grams of carbon per cubic meter over a year net"), the general temperature range information, the amount of rainfall, and then, because I not only am using the world fro an active game, I also like to roll dice when writing so that I have the sense of randomness for certain things, it also includes a relatively random chance for an encounter with a "Critter" or large lifeform, as well as the chances for the storm. I use a 30 sided die for this, because I like to work in 3's, and the die is decent enough.

Biome Chart

BiomeBiomass ProductivityEncd30Avg Yearly LowMax Yearly LowAvg Yearly TempAvg Yearly HighMax Yearly HighAvg Yearly RainfallStorm D30
Frigid These biomes are always very cold, and are based in altitude or proximity to the Arctic Circle. Note that passes in Wyrlde through Mountains are often in Alpine areas.
Arctic501-20-30-15-10011 Alpine5004-40-50-30-20-10105 Taiga34023025404538754 Tundra140120-20253038102
Steppe Cold, Cool, Warm, and Hot Steppes. These are generally rough country, hilly, rocky, and windy; transitional areas.
Moor1,00095040505060502 Scrubland1,100105545586070603 Chaparral1,200106555687080603 Veldt1,300117565788090603
Grassland Cold, Cool, Warm, and Hot Grasslands. They may have small thickets or stand alone trees near riparian areas or where water is easily reached.
Heath1,500123020305060452 Prairie1,750143525506070653 Meadow1,800150-10406575854 Savanna1,6501370607580901106
Forest Cold, Cool, Warm, and Hot Wooded biomes. Wyrlde does not appear to have any temperate rainforests.
Timberland340230254045381754 Woodland1,25011423249556520012 Rainforest2,00018706070809027518 Jungle2,50021706070809032523
Wetland Cold, Cool, Warm, and Hot Wetlands.
Bog1,500125040556070704 Fen2,000185545606575756 Marsh2,500216050687590805 Swamp3,000256555738095905
Sylvan Sometimes called Mediterranean, these are areas where the weather is much kinder to the needs of people.
Arcadian1,480122525505565453 Bucolic1,750143525506070453 Idyl1,750143525506070454 Sylvan1,980184535506575455
Sheltered Small pockets where the unique terrain creates a distinct microbiome.
Glen78066050606070252 Dale96586050606070252 Vale1,327116050606070252 Cove1,480126050606070252
Riparian Where water meets the land, the biome is always different fro the area around it.
Stream1,80015-10-15-5-2+5---- Lake2,00017-10-15-5------25 Oasis1,75014-10-15-5-2+5---- Shoreline1,85015-10-15-10-5-5252
Deserts Cold, Cool, Warm, and Hot Arid regions, divided bytheir underlying nature.
Barrens201-40-50-30-20-1021 Badlands40145407010011051 Aridlands30150457595120102 Sand Sea10140357310513061
Croft Areas settled and impact by the presence of people.
Agrarian2,000-5-------5------ Range1,560-2-5-----10------ Settled650-7--+3+5+3+3---- Ruined1,100+1-5----+2+2----
Agarthan Underground Spaces
Caverns650+26555656575---- Agartha1500+3706580100110--1
Oceanic Surface and below, by general climate.
Ocean, Littoral, F5004-10-15-10-5-5252 Ocean, Littoral, C125010-10-15-5-4-4504 Ocean, Littoral, W160014-10-15+5-3-3758 Ocean, Littoral, H225018-10-15+5-2-210016 Ocean, Benthic, F5004-10-15-10-5-525-- Ocean, Benthic, C125010-10-15-5-4-450-- Ocean, Benthic, W160014-10-15+5-3-375-- Ocean, Benthic, H225018-10-15+5-2-2100--
Now, I did things this way because as I go through the animals, I am generally seeking to establish a few broad "types" of animal, and then demonstrate a bit of variation according to the latitude of the biome. What that means is that I want to have "foxes" -- so there will be a version of a fox that exists in most of the biomes, adapted to the particular biome (so I have a larger speciation profile).
That will carry over in a lot of ways, across trophic levels and throughout the foodwebs, which are also being created as a whole. For the food webs, i am going to use a variation on the larger model, with a 20 part web and 5, 7, or 9 trophic levels.
For those wondering what the hell those are, well, a foodweb is "the circle of life" -- what eats what, in a cycle. The parts are based in that, and I will have 20 creatures in each foodweb and at least three foodwebs in most biomes. The trophic level is the stuff that gives us Predators and prey, and where they sit within a foodweb -- the apex predator concept comes from that. Also, I am not an ecologist, so if an ecologist corrects me, they are probably right, but I am doing this for world and this is how it works there.
Since my world is a fantasy style one, I also have magical creatures and assorted horrible stuff out there, and this is going to help me to determine when and how they appear, as well, so that I have a stronger sense of how the ecology of the planet works, even with the disruptive influence of these problem critters.
I know it’s boring, but I just feel really good about, so thought I would share.
submitted by AEDyssonance to worldbuilding [link] [comments]


2024.05.14 16:42 grimattic Trying to find a slightly specific Plains + Taiga seed. More info in body text (Java 1.20.1)

Trying to find a slightly specific Plains + Taiga seed. More info in body text (Java 1.20.1)
I'd love to find a plains biome with a bordering taiga. Though it isnt possible i believe, so a river winding through would be lovely. A village in the plains would be nice but isnt necessary as i can build my own. I'm also extremely tired of traversing and terraforming these huge mountains so if it were flat id be super happy. I've spent so long going through worlds and i cant find this. If anyone could, id literally be eternally grateful!!!
submitted by grimattic to minecraftseeds [link] [comments]


2024.05.14 15:27 MinimumImagination69 Does anyone know a large biome Old Growth Pine Taiga forest seed for 1.20

I'm looking for a old growth pine taiga forest in the large biome setting but I can't find it anywhere online. any help would be appreciated, Thanks.
submitted by MinimumImagination69 to minecraftseeds [link] [comments]


2024.05.12 13:11 RainbowFox13 Cold and Hot Weather

I know there are probably ways to fix this (relatively new player here haha) but I find it absolutely hilarious when guests complain about the cold weather in like taiga biomes/cold countries or hot weather in deserts/hot countries. Like bruh you're telling me that you didn't expect your own country to be that hot or cold 🤣🤣🤣
submitted by RainbowFox13 to PlanetZoo [link] [comments]


2024.05.12 01:29 Alphastorm2180 Kopions Deserve to Have Fur

When the kopions were first revealed something was off about them and I couldn't quite place my finger on what it was. Then it dawned on me. They live on a cold planet in sub alpine/taiga biomes and they are completely skinny and have no fur whatsoever! This doesn't look right at all! They should be fluffy and have a thick coat of fur to keep them warm!
submitted by Alphastorm2180 to starcitizen [link] [comments]


2024.05.10 19:43 AlexGamerRobloxTv The murder of cokeandmentos

The murder of cokeandmentos submitted by AlexGamerRobloxTv to CivMC [link] [comments]


2024.05.08 19:25 CounterSubstantial22 New Mob Idea: The Grizzly Bear!

Keeping in line with the bears that inhabit biomes, and Mojang's silly names for things, the Grizzly Bear is a neutral mob that is another type of offshoot foxes. Spawns in Taiga or Forest.
submitted by CounterSubstantial22 to Minecraft [link] [comments]


2024.05.08 03:54 sarahswain86 Trying to write lore for my world. No idea where to start!

Hey everyone! I was recommended this sub from my hubby and hoping what I’m about to ask/my situation is allowed. If not, if someone can point me in the right direction to get help, that’d be awesome!
I play a lot of Minecraft but I find myself getting burnt out often, the one time that has not been a problem has been when I had some loose lore to keep me going/guide me in the direction of my builds and whatnot. Essentially I’m at the point now where it’s hard to keep pushing. I have a million and one ideas but I’m lost how it all matters, if that makes sense. This brings me to where I’m at now, where I’m trying to write some lore but I’m unsure where to begin. I’m not trying to go super in depth with a currency/creatures or anything, just really want a story for the buildings/a purpose for them to exist.
For some context, I’m building in a taiga biome, and the style I’m kinda going for it medieval cabincore (best way I can describe it. Lots of stones and woods for the architecture.) I plan on having multiple “districts” for slight variation in style/color choice. Anyone have ideas how to start/ideas for what kinda civilization would live in these types of buildings? Maybe any ideas on why there’d be multiple settlements nearby? I honestly am not sure what I’m looking for, I’m desperate to get writing but my mind is blank with any ideas. Thanks in advance!
submitted by sarahswain86 to worldbuilding [link] [comments]


2024.05.07 00:55 RAMDRIVEsys Scylla and Chabyrdis - a strange double planet [OC]

Scylla and Chabyrdis - a strange double planet
Hello, so this is very incomplete so far and I will post more stuff on it when I am home but just leaving this out here.
Scylla and Chabyrdis
submitted by RAMDRIVEsys to SpeculativeEvolution [link] [comments]


2024.05.06 17:15 RAMDRIVEsys Scylla and Chabyrdis - a strange double planet

Hello, so this is very incomplete so far and I will post more stuff on it when I am home but just leaving this out here.
Scylla and Chabyrdis
EDIT 1:
Here are pictures of them in Universe Sandbox:
https://imgur.com/a/2xf59Rl
Scylla's surface gravity is 2.03 g while Charybdis's is 0.734 g. Scylla's surface pressure is 9.07 atmospheres while Charybdis's is 0.684 atmospheres at time of screenshot but fluctuates as it undergoes its climate cycles.
EDIT 2:
Charybdis in its different climatic states:
https://imgur.com/a/VS1tZ3P
EDIT 3:
Working on another planet in the system now too. Cypris is an ocean planet at the verge of exiting the habitable zone due to luminosity of its parent star increasing over time. Superficially, it resembles Scylla, with its dense, cloudy atmosphere and hot oceans, however, they are very much not alike. Scylla has, despite its eccentricities, a healthy biosphere and its heat is due to a thick, blanketing atmosphere rather than the blaze from its parent star. Cypris, getting 1.17x as much sunlight as Earth, with a failing carbon cycle and a 30 bar atmosphere of steam, abiotic oxygen and carbon dioxide, is in a deep moist greenhouse and is rapidly losing water - it started much like Scylla with extremely deep oceans and no landmasses but nowadays, pieces of dry land actually pop out of its oceans as water is split into its constutuent elements and hydrogen escapes. The average temperature is 125°C and can get as hot as 140°C. A few wanderers in the form of hyperthermophilic prokaryotes have been brought here from Scylla by meteorites, but this is a doomed pressure cooker world. The atmosphere not only contains suffocating amounts of carbon diozide and steam, but also a dangerously high abiotic oxygen content. If you lit of a piece of wood on Cypris, it would deflagerate much like a fireworks fuse.
submitted by RAMDRIVEsys to worldbuilding [link] [comments]


2024.05.04 01:40 MakoMary Mammoth Steppe vs Tundra and regular grasslands

I’ve been debating on the biomes on my map; More specifically, I’m thinking of having a temperate grassland region segue directly into a mammoth steppe biome. The last remnants of the mammoth steppe are around the Eurasian steppe, so I assumed there wouldn’t be too much of a gap.
Would this be logical? Or would there be a taiga region in between instead? How different was the mammoth steppe to our modern grasslands, aside from being colder and having more megafauna?
submitted by MakoMary to worldbuilding [link] [comments]


2024.05.02 18:29 AEDyssonance My approach to Biomes.

So, I have no idea why, but I felt a need to explain and describe how I set up biomes in Wyrlde. So, sorry -- brevity is not a strong suit of mine.
Part of why this matters is that I am creating a list of critters for each biome (including birds, fish, insects, and even monsters) and determining how it works. I get to do this because rather than being an 'evolved' world, it is a terraformed planet at its underlying core, and the wildlife that inhabits it is derived from the seed material that arrived long long ago in an age lost to time.
I already know the basic biomass metrics (did them in January) so the overall process of doing this is giving me a lot of stuff t think on, since I am not planning to "keep to the basics of earth" in terms of the natural world.
But I am going to stay "somewhat close" -- lions will still be around in areas that lions are, tigers in tiger areas, beas in bear areas, etc.
So, for my biomes, the first thing I did was define my climate regions: Cold, Cool, Warm, and Hot -- translatable to Arctic, Temperate, Sub-Tropical, and Tropical. this was key since I am simplifying in many respects.
next, I needed my core biome groups: Tundra/Alpine, Grasslands, Forests, Wetlands, Deserts, Steppe, Oceanic, Riparian, and Mediterranean are pretty common, but I also like to add in a "Cove" and a "croft" -- areas that are marked changes from the surrounding area like sheltered valleys and then any place where people have an active influence on the ecology (such as farms, towns, cities, etc).
I also needed terms for them that worked for the world, lol. So I have Frigid, Grasslands, Forests, Wetlands, Steppe, Deserts, Oceanic, Riparian, Sylvan, Sheltered, and Croft.
Now, Frigid areas are fairly limited -- only going to find them on mountains and then north of the Arctic Circle. The same applies to the Sylvan areas -- they are mostly going to be along the border area between temperate and Sub-tropical.
But the rest can happen in different areas. And so for the rest of them, there is a Cool, Cold, Warm, and Hot version of each, and they all have their own names. Swamp, Bog, Moor, Chaparral, etc.
This gives me:
Frigid -- Arctic, Alpine, Taiga, Tundra
Sylvan -- Sylvan, Idyl
Grasslands -- Moor, Meadow, Prairie, Savanna
Forests -- Forest, Woodland, Rainforest, Jungle
Wetlands -- Bog, Fen, Marsh, Swamp
Steppe -- Highland, Scrubland, Shrubland, Veldt
Deserts -- Barrens, Chaparral, Desert, Sand Sea
Riparian -- Lake, River, Oasis, Spring; (this is always close in to the area)
Sheltered -- Glen, Dale, Vale, Cove/Grotto
Oceanic -- Littoral, Benthic, Pelagic, Bathylgic, Benthic (Set up by proximity to shore and Depth; The Oceans on Wyrlde are comparatively shallow, settling in at 6400 feet deep maximum)
Agarthan -- this is set up for the "underworld', and includes Caves, Caverns, and Agarthan.
Croft -- Crop, Range, Orchard, Settled, Ruined
So we have just under 50 distinct Biomes.
As I collect my animal listings, i should note that I am sorting them according to the category, not the specific biome. So an animal that is found in temperate areas can be found across all the world within that range. A sub tropical animal the same -- provided they can be fit into the ecology of that area.
It also means I get to have some fun -- what does a Fen Badger look like? How did they adapt to the swampy conditions? What does a Desert Wolf survive on?
By having a really good idea of the particulars of each of my areas, I am able to start applying creativity that still works within the structure to do things like have a Sand Crocodile, or a Bog Raven, and so forth.
And my examples show some of the limitations that this will help me overcome -- By ignoring "continent of origin", and looking strictly at the biome and the types of animals that exist there, I can mix and match things much more effectively, such as having Lions, and Wolves, and Bears all be a real threat in a Woodland, Scrubland, or Meadow.
So, that's an example of how I approach world building in general -- a bit of grounding and then a lot of imagination -- but I work to create the foundation, the infrastructure, to support my imagination as I go.
submitted by AEDyssonance to worldbuilding [link] [comments]


2024.05.02 15:57 -Sashiro- Experience Minecraft like Never Before with Expanded World Mod/Datapack!

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submitted by -Sashiro- to ModdedMinecraft [link] [comments]


2024.04.30 02:23 Purple_Griffin-9 Fantellus Biome Map

Fantellus Biome Map
Derived the biome zones from the ocean currents & topography, some of them got messed up a bit or ended up in locations they shouldn’t quite be, but I’m fairly satisfied with the overall look, just need to tweak details.
1 - Tropical Rainforest 2 - Savannah 3 - Desert 4 - Marsh 5 - Mediterranean 6 - Steppe 7 - Temperate Forest 8 - Marine Forest 9 - Taiga Forest 10 - Alpine Forest 11 - Peatland 12 - Prairie 13 - Tundra 14 - Arctic
submitted by Purple_Griffin-9 to mapmaking [link] [comments]


2024.04.29 18:57 MCjossic Wild Variants of Farm Animals and their Domestication

TL;DR: You can no longer find cows, sheep, and pigs in the wild (but you can still find them in villages). Instead, you find aurochs, mouflons, and boars respectively, which must be domesticated over a few generations to get the domesticated variant.
Something that's been on my mind for a while is that you can find domesticated farm animals roaming in the wild. In the real world many domesticated animals do very poorly in the wild, or don't stay domesticated. Pigs go feral and basically become boars, cows starve, sheep overheat, etc.
I think that you shouldn't be able to find farm animals roaming in the wild. I would like to see new mobs added that reflect that animals wild ancestor, that can be domesticated over time to obtain the domesticated version.
You can still find the domesticated variants in villages. This serves an an easy source of domesticated animals if you can't be bothered with all the breeding (which I totally understand).

Domestication

The process of domestication is the same for all the following new mobs. The mobs that spawn naturally, upon world generation and such, are always the wild variant. Each mob has a "domestication chance" that controls how likely their child is to be the wild or domesticated variant. Naturally spawned mobs have low domestication chances, only 0-5%.
When breeding: * The child's chance of being the domesticated variant is the average of it's parents' domestication chance. * If the chance succeeds, the child is domesticated and that's that. It's a normal sheep/cow/pig and that's the end of the story. * If the chance fails, the child is still wild, but it's domestication chance is the average of it's parents + 1-20%.
You can breed wild and domesticated variants together, in which case the domesticated variant's domestication chance is assumed to be 100% for the purposes of calculating the parents' average chance.

Wild Variants

Aurochs (cows)

The wild ancestor of modern domestic cattle is called an aurochs. Aurochs are large, black, horned bovines which are extinct IRL. They would be neutral rather than passive, attacking when attacked or to defend their young. They spawn mostly in plains and possibly in savannas and sparse jungles too, though I'm undecided on those; I don't know enough about the IRL aurochs to be sure.
They would drop beef and leather like cows, but they would drop less. They could also drop their horns, which can be placed as decorative blocks or worn in the head slot, as fashion items.

Mouflons (sheep)

The mouflon is thought to be the ancestor of all modern domesticated sheep. It's a brown animal, with large curled horns. When attacked it will counter-attack once before running away. They spawn in plains, savannas, meadows, the windswept biomes, and wooded badlands.
Mouflons drop mutton and a new item called fluff. Four fluffs can be crafted into a wool. Perhaps fluff can be dyed, but I'm undecided if it's necessary. They also drop their horns, which work just like aurochs horns.

Boars (pigs)

Boars are the wild counterpart for pigs. Basically just a pig, but much hairier and with tusks. They can be hostile if approached too closely, but they'll leave you alone otherwise, and won't approach too closely themselves. They spawn in most forested biomes, including taigas, jungles, swamps, and mangrove swamps.
They drop pork chops, but less than pigs.
Boars will occasionally root around in the ground like sniffers, but their findings are much more mundane. Things like seeds, mushrooms, roots. Mundane, but not useless. Somewhat rarely they can also find potatoes and carrots.
P.S. I wanted to do chickens as well, but apparently feral chickens do decently well for themselves, and frankly the chicken's wild ancestor, the junglefowl, doesn't look all that different.
P.P.S. What else could you do with the fluff from mouflons? I feel like there's potential there, but my brain is blanking on it.
submitted by MCjossic to minecraftsuggestions [link] [comments]


2024.04.29 01:09 -PepeArown- Maple Forests, and all the Features that Come with them

At this point, I don't think we're getting actual seasons in Minecraft, as the changes they'd cause to your world would be too abrupt and out of the players' control, perhaps ruining the experience regardless of what biome you're in.
Already, it seems like we have "season locked" biomes, mainly with "winter biomes" like snowy plains, cold taigas, etc. and cherry groves, which arguably act as a spring biome. The next obvious step would be to add in maple trees to act as an autumn biome.
Maple Forests
These'd be a new biome that generates in the overworld. Not as rare as things like cherry groves or jungles, but a little less common than normal oak, birch, or roofed forests. As their name implies, they'd be dominated by a new tree: maple trees, as well as a couple of extra decorative blocks I'll get into. Realistically, I can see Mojang getting away with not adding unique mobs to this biome, but I think rabbits, wolves, and the usual domestic mobs would fit in here.
Plants
Maple Trees
These'd be the singular tree to generate in this biome, having a similar height and leaf shape to large oaks and cherry trees. Their trunk would be gray, but with some thicker indentations or other changes to separate it from acacia. You could then craft all the usual wood items with them, which would take on a caramel brownish orange color, which I think would be unique enough to justify existing.
In order to help these trees to stand out, maples will come in three variants: red, yellow, and orange. The shape of the maples will stay the same, but their leaf colors will be different, making for three unique maple leaf blocks. Like with cherry leaves, they'd produce particles underneath them that look like falling leaves.
So, in these biomes, you'll find all the same trees, but with three different leaf colors. This also means that there'll be three maple saplings: one for each color I mentioned. (Likewise, they'd drop from their corresponding leaves.) This'll help builders not get frustrated with trying to plant the right color they want, since they have three saplings to chose from. The logs themselves stay the same regardless of leaf color, though.
Leaf Litter
This'd be a new podzol-like block that blankets the biome's grass, like snow. There'd be leaf litter carpets, and the occasional full blocks. They'd both take on an ashy brown color scheme, producing a distinct crunchy sound when stepped on.
Both the carpets and full blocks could be composted, and plants can be placed on the full blocks. Carpets can be renewed by growing under newly planted maples, and the full blocks could be crafted with multiple carpets.
Leaf Piles
These'd be this biome's replacement for flowers. Kind of like pink petals, but, since these'd be maples losing their leaves, and not blossoming like cherry trees, you can't bonemeal them or use them for dye. Each color has their own pile, which would appear on the front end of a block like sculk veins or glow lichen. These'd be flat textures, not a carpet like leaf litter. And, have three distinct, colored variants.
Completely cosmetic outside of composting, much like leaf litter, but you can renew them by having them grow beneath their corresponding maple color.
Both leaf litter and leaf piles could be harvested by tapping on them with a hoe, to simulate raking leaves. Using any other tool will drop nothing, including breaking them with a hoe.
And, a bit of an etxra use for these trees to set them further apart from the rest:
Copper Taps
A faucet like block that could be crafted with a few copper ingots. It would go through all stages of oxidation.
You could just use it for sink or shower faucets, but they also would have a functional use.
If you attach a copper tap to an unstripped maple log (it can be from a tree, or placed by yourself), and put a cauldron beneath the tap, the cauldron will slowly fill up with syrup. The less oxidation, the faster this'll happen, so it's important to wax taps.
This'll be a slow process, taking maybe 20 minutes or so to fill 1/3 of a cauldron with syrup. You also can't "double tap" on the same log. Only one tap will function when attached to a maple log, so you need multiple logs for multiple taps to work.
Syrup Bottles
Tapping on a cauldron filled with syrup will yield a syrup bottle. A cauldron can store three bottles worth of syrup at once, but will fill up with more once a full cauldron is emptied.
Like with honey, you can drink syrup, but only to restore two hunger points instead of six, and you can't use it to cure poison. However, it can still be drunk at h=full hunger.
Syrup Blocks
As you'd expect, these are crafted with four syrup bottles, taking on a translucent brown coloration.
Like honey blocks, they are rather sticky and slow to move through, but with some noticeably different properties. For one, if you're falling and get caught in a syrup block, you won't fall down it slowly. Instead, you'll stick in place, so you're forced to move away from the syrup to fall. This may be an interesting method to trap mobs, including phantoms.
Also, you'll fall through syrup blocks like powdered snow, but slower because of how sticky it is. This also means that you can "drown" in syrup, if you stay in it too long, and walk through syrup walls, albeit slowly.
Most importantly, however, it'll act as a third sticky block for redstone, which doesn't connect to slime or honey. I'm sure this'd be a rather useful addition for contraptions that may need three sticky blocks for whatever reason.
Pancakes
My last major suggestion for this biome. Crafted with 6 wheat, and a syrup bottle.
Pancakes would try to resolve the monopoly steak, pork, and golden carrots have on the Minecraft eating meta, by giving you an alternative that restores even more hunger: 12 hunger points to be exact: the equivalent of eating two pieces of bread, and drinking a syrup bottle. They could be stacked to 64.
If pancakes get added and restore that much hunger, I believe Mojang should fix rabbit stew, because it restores way less hunger than the sum of its parts. It should restore 16 hunger points, not just 10.
I feel like all these things would be the most realistic approach Mojang could give to this biome, while catering to builders, survival players, and redstoners, all at once.
submitted by -PepeArown- to minecraftsuggestions [link] [comments]


2024.04.28 04:17 Chippy_the_Monk GIANT redwoods forest biome

GIANT redwoods forest biome
While most takes on this concept usually just have a reskinned mega taiga, I want to approach from a fundamentally different angle. Instead of the player interacting with it like a forest, the redwoods biome would be formatted more like a cavernous cliff face, just made of wood instead of stone.
The trunks of the trees would be massive, 7 blocks in diameter, 60-70 blocks tall, with branches connecting to form multiple layers of canopy. (imagine old school nether wastes but made of leaves.)
Between the GIANT redwoods would be normal redwood trees, similar in size to giant jungle trees. These "small" trees help fill the space between the GIANT trees as well as provide smaller, lower canopies to help the player reach the main canopy levels up above.
Made in the editor preview. It was my first time using the editor so be nice.
The canopy connecting the branches have a special leaf block called a redwood thicket. Thicket is a solid block, able to have mobs spawn on it. They are best mined with an axe and have a higher chance to drop saplings and sticks than normal leaves. Thickets can support leaves from decomposing, but they still need to be connected to a log in order to not decompose themselves. Thickets are intended to let mobs spawn on the canopy as well as make chopping a whole tree less annoying, there wouldn't random logs in the canopy to stop leaves from disappearing, thickets would be a middle ground. This way you could just mine the main trunk and the directly connected branches without having the random flying logs, like those cursed big oaks.
As viewed from on top of the canopy. Mobs spawn throughout the canopy. Is reasonably connected enough for the player to run around without much bridging or mining.
Throughout the canopy, small abandoned tree houses can be found. Tree houses contain bows, arrows (some tipped), bow related enchanted books, and some average treasure loot, and a fletching table. Tree houses spawn frequently, about a dozen per biome, so each tree house only has one chest with loot. Each tree house has a banner on top with a random color and a random pattern applied, just to make each one a little bit unique.
https://preview.redd.it/45qomywao4xc1.png?width=1920&format=png&auto=webp&s=120da2803e0efedefedf0d2d296381493def86ad
Redwood saplings can be grown into the "small" redwoods in a 2x2 pattern. There is no 1x1 redwood tree, like dark oak. The GIANT trees cannot be grown by the player, as they are simply far too old to be grown in a single players lifetime (but mostly to prevent hella griefing with it). I used mangrove and acacia when making these pictures, but redwoods would of course have their own wood set, like a less orange acacia.
The forests themselves would obviously be a great place to chop wood at, as well as giving the player some training for traversing the nether in a safe(er) environment. I think a unique mob for the canopy leaves would be appropriate, but I don't have any good ideas myself. Feel free to drop some down below.
submitted by Chippy_the_Monk to minecraftsuggestions [link] [comments]


2024.04.26 23:57 AncalagonTheBlack42 Clockwise Earth WWF Biomr map by Molotovsnowman

Clockwise Earth WWF Biomr map by Molotovsnowman
A sequel to the previous post on my profile regarding Koppen maps and climate simulation, this is a WWF style biome map designed by Molotovsnowman who used to be a user here for a Retrograde Earth timeline as shown on my last post about a backward spinning Earth.
This one shows the more “functional” side of different climates, a world where certain biomes now are radically different in distribution to our own timeline. This isn’t as nuanced as the videos or Koppen classification, but it does show the environments as they would appear in biological terms. This is a map of reality for a comparison.
As you can see, taiga’s go considerably further south in west coasts and less so in east coasts, and the distribution of resources would be very different here.
submitted by AncalagonTheBlack42 to geography [link] [comments]


2024.04.24 08:21 chungyn Villager skin color gradients

Villagers in Minecraft are basically always pale skin like real-life white people. It's kind of weird on a perspective that this is the only type in all of Minecraft.
It might be neat if villagers would spawn in with different skin color hues, especially through a probability based on biome temperature. In real-life, human populations have evolved to have dominant skin tones based primarily on latitude on the planet; black skin near the equator, and white skin nearer the poles, with gradients of all kinds in between.
In Minecraft, latitude doesn't make any sense, but biome temperatures might be a good guideline for how to spawn in villagers with skin tones. In cold biomes (eg, taiga), villagers may have upwards 95% chance to be white skinned; in hot biomes (eg, desert and savannah), villagers may have upwards 95% chance to be black skinned.
Making sure to not make these chances 100% encourages the idea that villagers might actually migrate around the world and shows cooperation between people that don't look exactly the same. Biomes that aren't the extreme cold and hot ends of the scale may warrant people to have a majority tone of somewhere "in-between" (so to speak), like how people around the Mediterranean region look.
I know, Jeb has written that villagers aren't actually human, but I think biological and evolutionary sciences would promote that they'd share many of the same properties. Minecraft villagers can have diversity and be equals. :)
I would leave illagers alone. They're already an unnatural sickly appearance. It works.
submitted by chungyn to minecraftsuggestions [link] [comments]


2024.04.23 17:39 BlaivasPacifistas Creatures search for my custom world

Like in the title, Im creating a custom world and would like to get some creture ideas from fellow pf2e enthusiasts.
World theme: Fantasy Pangea, a prehistoric fantasy world. (Starting in big taiga (some wetland also) biome island. Well that island would be 81 square miles big) Tribes are the only civilisations.
Prefered creature ideas (must satisfy all): 1. Fit's taiga biome, or atleast cold swamp. 2. Fit's fantasy prehistoric fantasy theme 3. Is in archives of nethys pf2e
Secondary creature ideas (must satisfy all): 1. Fit's fantasy prehistoric theme 2. Any biom if pf2e creature / Pf1e creature if it fits taiga or cold swamp biom
Tertiary creature ideas (must satisfy all): 1. Fit's fantasy prehistoric theme 2. Any biom pf1e creature / Any creature idea with art if it fits taiga or cold swamp biome
P.S. would realy apeciate if you would write in replies wich requirements does creture satisfy (prefered/secondary/tertiary). Thank you all!
submitted by BlaivasPacifistas to Pathfinder2e [link] [comments]


2024.04.22 21:06 Rich-Solid-6595 Lush Caves Seeds? Bedrock Edition

Looking for any good Lush Caves seeds. Was hoping for some flat or flattish areas within the caves to build structures in. I’m also hoping for the caves to be just narrow enough that the vines and their glow berries can reach the bottom reaches of the caves. In other words, I would prefer that the caverns aren’t extremely massive things where the vines pretty much only cling to the upper reaches and can’t naturally reach the floor.
Found a decent seed with some large, exposed, and easily accessed Lush Caves: 2096009748807035055. The caves I’m talking about are at 797, 29, 623, but there is another (but much smaller) exposed Lush Cave whose entrance is at the coordinates 578, 64, 449. The nearby biomes are snowy taiga, taiga, old growth taiga, etc. There’s also a Pillager Outpost at coordinates 324, 85, 311. There’s an axolotl in the bigger cave!
submitted by Rich-Solid-6595 to Minecraft [link] [comments]


2024.04.18 17:43 ItsChris_8776_ Minecraft needs to take an Update to fix outdated features of the game

Basically what the title says. There are countless features in Minecraft still in the game that were developed over a decade ago. I think Mojang should devote the next update to updating existing features in the game, including the following:
-Structure upgrades. It’s very noticeable that the older structures like the Dungeons and Strongholds are not as impressive or developed as the newer ones. I would mainly want Mojang to remake the Desert Temple, Jungle Temple, Dungeon, Desert Wells, and Stronghold. For example, rather than dungeons being a small cobblestone room, they could actually be a large, combat area that players could run through to get unique loot and kill unique mobs. The Desert temple could be a massive pyramid with a randomly generated Labyrinth inside containing traps and treasure. I just think that the older structures have the potential to be so much better if they were updated.
-Biomes. Mojang has been so busy implementing various new features that the world generation feels a bit outdated now. Just look at newer biomes like the tall spruce forest or snowy mountain biomes compared to older ones, the difference in quality is astonishing. By giving biomes like the desert, plains, and Taiga the same upgrade treatment that Mountains, Oceans and Caves got, the world would look infinitely more impressive.
-Mobs/Animations. I’ve always thought that the animations of many mobs in the game were simply boring. A lot of animals and creatures feel lifeless and dull simply because their animations are outdated. Mobs like the Sniffer or Breeze have a lot more personality due to their smoother and unique animations compared to the rest of the mobs. Mojang should take inspiration from the Fresh Animations mod to give the creatures in game more vibrant and creative animations that are similar to how they move in the trailers. Villagers have facial expressions, animals have a unique panicked running animation instead of just speeding up, zombies bob and stalk towards you instead of just slowly gliding. Fresh Animations would do a lot to make the world feel more alive.
So why should Mojang do this? Well, fixing these issues would not be very difficult, and due to there being no brand new features to work on, this would be a relatively smaller update, which is actually a good thing.
The Nether Update is many people’s favorite update of all time, and yet the update before that was the Buzzy Bees Update, and update in which Mojang just like catch-up with outdated bugs and other issues in the game. They also used this extra time during the Buzzy Bees development to work on the Nether Update, essentially giving themselves almost double the time to develop a massive and fan-favorite update.
Mojang has the chance to do the same here. By giving us a smaller but incredibly important update like Buzzy Bees, they could spend more time developing the next bigger update like they did with the Nether.
submitted by ItsChris_8776_ to minecraftsuggestions [link] [comments]


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