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  • Decided to open a new thread because the last one was overrun with spambots. Any further suggestions are appreciated.

    "Hello. As we all know, this mod has a decent amount of Egyptian culture present in its archeology half (half in relative terms). But other than an Aztec temple, a weapon shop, an easter island head, and a longshp, that is about as diverse as it gets.

    What kind of ideas do you all have? What cultures would you like to see, and how would you implement them?"

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    • Guess I'll start.

      Egyptians

      The desert civilization. The very first civilization in the mod, the one with the most special items, but strangely the one with no structure. Here are my ideas for it.

      Egyptian Pyramid

      I don't know how this hasn't been added yet. It's the most famous ancient building in the world, and the most impressive. It's the only one of the original seven wonders still standing. I know, there's already a bland tiny pyramid in vanilla, but there's also a temple and fossils now in vanilla, so...

      • Description
      2017-01-17 16.37.00

      Roughly 139 blocks

      It should be very rare, only spawn in deserts and be around 140 blocks tall (as the pyramid of giza, the best pyramid, is 139 meters tall and 1 meter is 1 (or nearly 1) block. Imagine the full size pyramid counting however many hundreds of blocks the length and the width would be; it would be bigger than Anu's Castle. It would probably cover like 1/10th of a desert biome. We don't really have any giant grand structures in the mod yet aside from the castle which is only made for Anu, and this could be the first truly awesome naturally spawning one. You know what they say, go big or go home.

      The outside of the pyramid should be made with some kind of ancient cracked sandstone, and towards the top it could be randomly caved in in places (the damage should be random when it spawns like with ships). The inside should be very expansive, but have many trapped, crumbling, or dead-end hallways. Some traps could be lava pits, tar pits (not realistic but would fit with the mod), rooms full of arrow dispensers, pistons that could suffocate you, random holes in the floor, rooms filled with water that try to drown you, obsidian spikes, etc. It also shouldn't be lit at all so mobs can spawn, and this could also be a good time to reintroduce the Dead Bones (this time in Egyptian clothing) that have been deactivated longer than most people have played the mod. Though dangerous, the inside should also be fit with Egyptian decoration like tablets over the walls, statues (anubites!), new pottery, etc. At the bottom of the pyramid there should be a tomb where all the treasure is, a big T. Rex fossil model (a reference to the tablet stories about the egyptians taming a Rex) and a golden sarcophagus. When you right-click the sarcophagus it slowly opens to reveal... nothing, because I'm not doing a cliched mummy suggestion (though to any dev reading who does want that, it would be pretty cool).

      Sphinx

      • Description

      The sphinx would spawn rarely in the desert, be made of an ancient cracked sandstone, and be about 20 blocks tall. Sorta like the Egyptian version of the Moai's. I'm not going to suggest something like the sphinx coming alive because I don't want to go too far, so *shrug* (though to any dev reading who does want that, it would be pretty cool too).

      Egyptian Temple

      • Description

      Based off the Luxor Temple, an Egyptian Temple would basically be like an Aztec Temple but on the outside. It would spawn in the desert and consist of several ruined bits of walls, many pillars, some ruined some not, and statues strewn all over the place.

      Desert River

      • Description

      I don't know if this is technically archaeology, but it is Egyptian themed. Based off the nile, a desert river could spawn somewhat uncommonly in deserts, and be mostly similar to jungle rivers, at maybe 10-15 blocks across. It would be a few hundred blocks long, or at least enough that it could go through the whole desert biome.

      Weapons

      The ancient sword and the swords that the anubites use are basically magic Kopesh's, which could be added as an in-between of stone and iron swords, and could be crafted into an ancient sword with volcanic rock or something. Another weapon could be an Egyptian Bow, which would have slightly slower drawback than a normal bow unless riding something, where the drawback would become twice as fast.

      I'll do Aztec next.

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    • I'd like to start this out by saying, yes, I am a dev, but the stuff I'm posting here is my personal ideas, and no, none of it is confirmed to be in future updates. I'm simply contributing to the thinktank.

      So, we've already publicly declared that we do not want anymore bosses because we don't want the archeology side of the mod to become too "Indiana Jones-esque" while we strive for the paleontology side to be super accurate. So no matter how awesome Quetzalcoatl sounds as a boss, unfortunately we won't be going in that direction. However, I think it would be really interesting combining these sort of mythological deities and dinosaurs together in art, like we did with the rex and mosa with the Egyptian pigmen culture. So it could be really cool to see Quetzalcoatl and quetzalcoatlus pictured together in some sort of Aztec art (yes, I know quetz isn't added yet but we've already confirmed him). Also, we could have things like elasmotheriums as Asian unicorns or quagga depicted alongside African cultures. 

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    • Mesoamerica

      The jungle civilization, the one with the most amount of structures but strangely just about no items. This one technically covers the Aztecs, Mayans, and Inca, but we all know the Aztecs are the cover of Mesoamerica, and there were few civilizations more terrifying then them. My suggestions:

      Aztec Pyramid

      This one is sort of confusing when combined with the Aztec Temple (just called temple in the mod). It looks a lot like an Aztec pyramid... but it's not nearly as big as a pyramid. So, I'm going to assume the temple is just a random building.

      • Description

      There are many different Aztec pyramids to base this off of, but I chose the Pyramid of the Sun (because Chicken Itza looks exactly like the mod's Temple). It should only spawn in jungles, be about half the size of an Egyptian pyramid at around 70 blocks, and made out of some kind of ancient cracked stone brick. Instead of being a straight triangle like the Egyptian one, it should look something like this except more ruined. At the very top of the pyramid should be an altar made of obsidian (where the Aztecs sacrificed people), and an entrance into the pyramid. It shouldn't be trapped like the Egyptian pyramid, but it should still act more or less like a maze with collapsed hallways. There should be several important rooms such as an area with several bedrooms that are blocked by iron doors, a treasure room, and a barracks where all the weapons are held.

      Also, Dead Bones in Aztec clothing.

      Machuu Picchu

      We all know this one.

      • Description

      Made with ancient stone and grass, it should look pretty much exactly like this. That one was easy.

      I have no idea how the hell this would be properly coded into a mountain. If the mountain becomes part of the naturally spawning structure, or if it's just random and we hope for the best.

      Weapons and Items

      The Macuahuitl, an obsidian sword. Should have very low durability, but very high damage and cause the weakness effect on anything it hits. It should be crafted with a wooden sword and two obsidian spikes on either side. For a ranged weapon, the blowgun. It would operate like a javelin in that the darts would bounce off, but it would cause a poison effect on whatever it hits. Also Ocelot Warrior armor (get it? Jaguar Warriors, but with Ocelots... why do I have the feeling I already made this joke?)

      For items, Aztec mosaics. They should operate just like the Egyptian tablets in that they would be found ruined and have to be fixed through the Archeology Workbench. When fixed, they, like the tablets, could be placed on walls like paintings, and would portray several random ancient stories that give background to the mod. The tablets show Anu and what happened to him and the T. Rex, and the mosaics could show the Aztecs taming Quetzalcoatlus with the help of the Pteranodon and Microraptor and the other to-be added flying mobs. Another could be an "end of days" story, or one about a Compy, or one about an eagle with a rattlesnake in its beak while on a cactus (bonus to anyone who gets that). And, as ADSF said above, one about the God Quetz (I'd rather have a boss but meh). Basically little stories like that that could give hints. Other items:

      • Engraved Skulls

      Similar to normal skull blocks, this would be those but with mosaic Aztec engravings on them.

      An edible skull item made from sugar that could be found in all Aztec buildings.

      Next, Norse.

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    • BRUH. Macuahuitl and mosaics would be awesome. Need.

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    • I'd like to see buried, ruined versions of villages just under the surface, with most of the walls and rooves missing. Perhaps some chests and pottery in some buildings too. Mostly useless, but it would be fun when you manage to find one. They might have some buildings, such as the towers, which still show partially above the ground. All buildings are most likely flooded with dirt.

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    • Norsemen

      The tundra civilization that was sorta kinda in the mod as a civilization as a longship but I honestly don't know anymore. The difference with this one is that most ancient buildings there have been destroyed, so this is a decent bit harder. Also keep in mind that these are all from pre-Christian pagan times. My suggestions:

      Norse Greathall

      • Description

      Norse greathalls should spawn semi-rarely in tundras and be completely made out of ancient wood. The outside of the greathall should surrounded by two short circle (or at least as circular as you can get) wood walls with dirt packed behind them. The greathall itself should be about 30 - 35 blocks tall. The inside of the structure should be much more weapon-focused then the previous civilizations (cause vikings). Armor stands with stone swords and javelins, leather armor and chain armor, the items below, mob heads on pikes, skull lanterns, etc. Also, mammoth wool.

      Also, dead bones in Norse clothing.

      Valhalla

      Nah, just kidding :(.

      Weapons and Items

      A Norse Greataxe, a giant axe with runes carved into the side. Due to the massive size, it should have a range of one more block than usual (kinda sorta makes sense with the new combat update), more knockback, and as much damage as a diamond sword.

      Runestones should be the Norse version of tablets (found ruined, have to be remade, etc), but instead of being placed on walls, they should act as a standing entity like scratching posts and placed on the ground. Their stories should be more ice age focused, maybe with them taming a mammoth after saving it from a pride of smilodon, defeating a basilosaurus, something about direwolves (reference to fenrir), and various things like that. An end of days story could be literally how the world ended in Norse mythology with Ragnarok, or a few about how the Norse gods treated the actual Norse people. I'm just throwing out ideas.

      As for decoration objects:

      • Horn

      A hollowed out horn used for trumpeting. I'm not sure what the use could be (maybe a special way to make ice age animals do commands or something like that), but it should, like everything else, have runes inscribed in it. It could be found in all Norse buildings, and also made through crafting a mammoth tusk with any sword (to hollow it out).

      • Norse Cauldron

      Based off the Gundestrup cauldron, it should be able to be placed down like the other pottery and act like a normal minecraft cauldron but with the various Norse runes inscribed.

      • Valknut

      An ornament of the most famous Norse symbol, it should act like tablets and be able to be placed on the walls. Not really any other use than for decoration.

      Next, either Roman or Chinese.

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    • I like your ideas. Maybe you could add a colonial village that's in shambles. With broken walls and houses, with chain mail and leather armor inside shops, and different items in each house depending on the job and wealth of the former owners. Fancier stuff in a wealthy man's home, simpler things in a poorer man's home. Different types, like a colony based on farming, and then one based on sea trade. A British colony in the Americas should do. Just some ideas.

      -RaporRex606

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    • I'll go into detail in about 4-5 hours. Not enough time now.

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    • Walls: Made of oak/spruce logs. Some have collapsed, others are greatly decayed/damaged. A whole section of wall could be gone. 

      Fancy House: Made up from ancient wood, spruce wood planks, and mossy and regular cobblestone. There would be carpets, bookshelves, and wooden tables and chairs. In chests you could find pence, wool, and old musket bullets. Random damage.

      Normal house: Made from same materials as fancy house, except with dirt damage. A few scattered logs, with a small fire place. Chests contain dirt and flower pot. Random damage.

      Church: Made with ancient stone/wood, cobblestone, and oak planks. Pews lead up to the alter. Chests contain holy water and bread. Minimum damage.

      Brewery: Made of mossy/regular cobblestone, oak wood planks. Basicly a dirty and run down bar. Chests contain potions and pence/gold nuggets. Brewing stands lay scattered, 10% of which have potions. Maximum damage.

      Farm: field with waterholes, grass, tall grass, wheat, and potatoes. Chest with poison potatoes and seeds.

      Bakery: Same size and blocks as fancy house, except chests  full of poison potatoes, seeds, pumpkins, cakes, pence, gold nuggets, ginger bread. Random damage.


      Blacksmith: a charded building made with ancient stone and coal blocks. In chests are damaged weapons/tools/armour, pence, musket barrel, silver. Signs of fire. Maximum damage.

      Fort: Made up of ancient stone, and mossy/regular cobblestone. Very little inside except for chairs. Chests contain damaged weapons/armour, cracked cannon balls, musket bullets, rotten flesh. Minimum damage.

      Trade station: A build like the bakery except with trading as the main purpose. Chests contain random loot. Random damage.

      Tavern: Made of ancient stone/wood and wool. Chairs and tables everywhere. Chests contain cake, potions, rotten flesh, bread, hard tac, pence. Random damage.

      Ranch: Made of ancient wood and fences. Scattered stables and fences everywhere. Chests contain leather, feathers, saddles, carrots, sticks. Maximum damage.

      Just a little more in-depth about my idea! Hope you guys like it!

      -RaptorRex606

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    • P.S. Everything will be overgrown as well.

      -RaptorRex606

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    • 75.104.140.225 wrote:
      P.S. Everything will be overgrown as well.

      -RaptorRex606

      Small critique on your ideas above: The details you're proposing include a lot of new items that would have to be added; what would be the logic behind adding them? Would they have any use?

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    • ASDFGirl wrote:
      75.104.140.225 wrote:
      P.S. Everything will be overgrown as well.

      -RaptorRex606

      Small critique on your ideas above: The details you're proposing include a lot of new items that would have to be added; what would be the logic behind adding them? Would they have any use?

      Chairs and tables would just be vanilla blocks that are oriented like chairs and tables. Pence would be a villager trading item. Ginger cake is a food item similar to a cake. Hard tac is also a food item, though not as nutritious and can heal tamed zombie pigmen when they eat it. When I said silver I meant iron. Musket barrels would be used to smelt down into iron ingots. Cracked cannon balls would be a trade items and a toy for large creatures. Old musket bullets would be a trade item and a substitute in basic redstone recipes. Holy water has effects much like a golden apple when drunk. These structures are something cool players could find and get loot from.

      -RaptorRex606 

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    • I actually like the idea of a sort of 'Pre-Revolution America' civilization even if it isn't ancient at all. Depending on how you view the word 'ancient', the only truly ancient civ in the mod so far is technically Egypt, as the Aztecs, Norse and Polynomials were relatively recent in the grand scheme of things.

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    • Thanks I like your ideas too. Especially the Norse stuff.

      -RaptorRex606 

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    • As i read this thread...



      Be carefull with your wishes and what is realy good for mod as is.  We have a proverb "Like  when the cat and the dog  baking  cake. Cat added sugar, dog added salt".  If you add too much good stuffs to one pot, it doesn't mean the whole product  is edible. 



      May be...



      Maybe it is time to consider dividing mod to smaller parts. It is depend i Ilibrary, after  Ilibrary is instaled may come the fossile core mod, and after it may come (one, many, all) specific implementations. eg. Dinosaurs (in  files  Paleozoic Mesozoic Cenozoic ), Cultures (dividen in files Egypt Aztecs Norse Polynomials) etc.



      Reason...



      Dividing into files make each file smaller.  The player can decide what he realy wants to play. If he want to play dinos, but not keen on cultures, it is an option. Or if he wants to play Paleozic dinos, and Norse culture, may be it is a weird combination, but it is then also an option. 

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    • [Loud click with the mouth] "Nice"

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    • 193.86.154.226 wrote:
      As i read this thread...


      Be carefull with your wishes and what is realy good for mod as is.  We have a proverb "Like  when the cat and the dog  baking  cake. Cat added sugar, dog added salt".  If you add too much good stuffs to one pot, it doesn't mean the whole product  is edible. 



      May be...



      Maybe it is time to consider dividing mod to smaller parts. It is depend i Ilibrary, after  Ilibrary is instaled may come the fossile core mod, and after it may come (one, many, all) specific implementations. eg. Dinosaurs (in  files  Paleozoic Mesozoic Cenozoic ), Cultures (dividen in files Egypt Aztecs Norse Polynomials) etc.



      Reason...



      Dividing into files make each file smaller.  The player can decide what he realy wants to play. If he want to play dinos, but not keen on cultures, it is an option. Or if he wants to play Paleozic dinos, and Norse culture, may be it is a weird combination, but it is then also an option. 

      ... huh? This isn't food, it's a mod. As long as any new content doesn't change the core stuff of the mod (dinosaurs basically), adding new content won't ruin the whole thing. You could make the case that there would be way too many structures spawning, but my suggestion would be to turn down their spawn rate as more are added so there would only be maybe 1 per biome if that.

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    • Adsper wrote:

      ... huh? This isn't food, it's a mod. As long as any new content doesn't change the core stuff of the mod (dinosaurs basically), adding new content won't ruin the whole thing. You could make the case that there would be way too many structures spawning, but my suggestion would be to turn down their spawn rate as more are added so there would only be maybe 1 per biome if that.

      THANK you

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    • Moving on.

      Cavemen

      The proto-civilization that we all know, this covers pretty much everything from 10,000BC and beyond, with cro-magnon and neanderthal. Now that I think about it, out of all of the old awesome cultures (go roman empire!), this one may be my new most wanted one. After all, the first thing people really think of when you say 'archeology' is cavemen, and they're the ones that lasted by far the longest. Probably longer then all the others combined. 200,000 (or whatever it is now) to about 10,000 BC (or whenever the cutoff date to civilization > cavemen is).

      Bone Huts

      Spawning in grasslands, savannah, and other open biomes, bone huts would be made out of the new vanilla bone block, which could be made with any other type of bone item. Two new blocks that could be added just for this structure could be place-able probably broken mammoth tusks (which would be upright entities and about 3 blocks tall) and rotten pelts (which would be straight blocks I guess and could be laid out on the ground with the size depending on the animal), both of which could be repaired. The bone buildings would spawn maybe 3 or more at a time close by each other. The huts would all be very small and short (about 3 by 3), and the floor would just be made up of grass. Inside could be a very small ice age animal skeleton model, and some form of ancient chest (an ancient pack?). Inside the chest could be various items such as wooden/stone javelins, bowls, more bones, fishing rods and new items that I will get to later.

      Ancient Caves

      2017-06-12 23.22.24

      Couldn't be bothered to replace every bit of stone with yellow stone

      This is really where they shine. Ancient caves should be a huge underground structure lit by skull lanterns and made up entirely of ancient stone that spawn much like mineshafts do. Also, if they spawn in tundras, there should be a chance of permafrost spawning as a section of the wall, if in a desert a chance of dense sand, if in grasslands volcanic rock, and so on. The entrance of the caves should be several expansive tunnels that generally lead into the open central area. In the central area should be an open room with a ring of ancient stone slabs (which cavemen actually have been recorded to do, except with stalagtites). In the ring should be broken tusks, rotten pelts, broken figurines, more small fossil models, broken (rotten?) drums, and ancient packs (I guess I'll stick with the packs). In the ancient packs should be the usual stuff (bones, string, skull sticks, petrified palaeoraphe, empty shell, bucket of tar, maybe a ball? Neanderthals need entertainment too. etc), as well as more of the below items. Also cave paintings.

      In addition, random neanderthal and cavemen skulls that, when placed in a culture vat... return dead bones in caveman clothes!

      That's pretty much it for structures. If you have any more to add then I'd be glad to add it. I was thinking about adding in caveman burial sites or something like that but I'm not sure if it'd fit.

      Weapons and Items

      • Weapons

      Ancient spears could be found in the structures broken and would have to be repaired in an arch bench. There should be two types/modes of spears: one would be projectile spears like javelins except they could be thrown much further, and the other would be normal melee spears. They'd both have the same durability and damage as a stone sword, except they wouldn't have as much knockback. Also, with the new combat update, spears should have a range 1.5 blocks longer than normal. Made with two sticks and a spearhead diagnally, and the spearhead itself could be found or made with just two stone side by side.

      Clubs, pretty simple. It would have the same durability as a wooden sword and they would be found broke and would have to be repaired. It'd be crafted from two sticks, a stone, and two string on either side. In the combat update they would have a much longer charging time than normal (say, 2.5 seconds? I've barely ever used it) but it would have the damage of an iron sword and a larger knockback than normal.

      Slings would be like a more mobile bow. It'd be found broken and bla bla bla, when repaired it would be a ranged weapon but much faster than a bow. The drawback would be that it would do only small damage and low knockback. It'd be crafted with two sticks and string surrounding them.

      • Pelt Armor

      Pelt armor would be found ruined (rotten?) and have to be repaired like everything else, it would have about the same protection as leather armor and the durability of chain. It would be created in the usual shapes with my other suggestion of mammal pelts.

      • Cave Paintings

      Basically the mascot of archeology. Cave paintings would be the caveman equivalent of the tablets. They'd be found all over the ancient caves and could be obtained by hitting them off, or being remade with caveman dye or something like that. The paintings could range from the usual individual animal hunts that we all know, to telling stories. For example, caveman-steves taming direwolves, caveman-steves and wolves vs. neandersteves, cavemen-steves riding a mammoth, cavemen-steves making fire for the first time, cavemen-steves getting trapped in tar pits, and so on.

      • Bone Flute

      Bone flutes would operate kind of like item jukeboxes. When repaired and right-clicked, they'd give a shrill sort of music note. Not sure if there would be any further use for it or if it would mainly be for just decoration. Inspired from this video: https://www.youtube.com/watch?v=InV2vogeiec

      Anything I should add in or change?

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    • Cool ideas! What about something kind of like Greece? I like the idea of Greece more than Rome because they were older. Also, China would be AMAZING.


      Another thought:

      With this many ancient cultures, it seems like war is inevitable. Maybe large battlefields, defensive fortifications, and other battle related stuff?

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    • Adsper:


      "For items, Aztec mosaics. They should operate just like the Egyptian tablets in that they would be found ruined and have to be fixed through the Archeology Workbench. When fixed, they, like the tablets, could be placed on walls like paintings, and would portray several random ancient stories that give background to the mod. The tablets show Anu and what happened to him and the T. Rex, and the mosaics could show the Aztecs taming Quetzalcoatlus with the help of the Pteranodon and Microraptor and the other to-be added flying mobs. Another could be an "end of days" story, or one about a Compy, or one about an eagle with a rattlesnake in its beak while on a cactus (bonus to anyone who gets that). And, as ADSF said above, one about the God Quetz (I'd rather have a boss but meh). Basically little stories like that that could give hints."


      Ah, the story of Tenochitlan. I like your idea of Queztacoatlus. Maybe instead of a god Quetzalcoatl, they worship the creature? You could show them making sacrifices and feeding it.

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    • I keep on seeing people say polynomial. Is this a joke or something?

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    • Raptorofwar wrote:
      Cool ideas! What about something kind of like Greece? I like the idea of Greece more than Rome because they were older. Also, China would be AMAZING.


      Another thought:

      With this many ancient cultures, it seems like war is inevitable. Maybe large battlefields, defensive fortifications, and other battle related stuff?


      Right now my ideas for remaining cultures are: Rome, Greece, China, Ethiopia, Mesopotamia/Persia, and that's basically it for the ancients. Other potential ideas could be Native Americans that would have totems, Celts with their stonehenge and druids, perhaps ancient India or Tibet/Nepal (though I've researched and for the life of me I cannot find any particularily special structures), and maybe even Middle Age Europe with castles but, as the name says, that isn't ancient whatsoever.

      Raptorofwar wrote:
      I keep on seeing people say polynomial. Is this a joke or something?


      Yep. It's supposed to be Polynesian, but it's polynomial.

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    • Like how you have the Nether as Egyptian Hell. I think the End would be a good place to involve Chinese Mythology.

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    • Greek Buildings..... Maybe Temple of Hera, or Parthenon....

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    • Instead of doing a whole civilization, for this suggestion I'm just gonna talk about expanding the tablets with one small thing.

      So, the confirmed animal Arsinoitherium's name translates to "Arsinoe's Beast". It is named after Arsinoe the First, who was an ancient Egyptian Queen, the wife of the Pharaoh. Well, there's actually two of them, I'm pretty sure it was the first that it was named after. But anyways, guess what? In the Egyptian tablets, there's already a random pigman princess/queen that sort of(?) tames the first tyrannosaurus.

      Pigmanqueen

      So basically, my suggestion would be to add another tablet story consisting of one or two more tablets about this pigman queen and an arsinoitherium, as inspiration from Queen Arsinoe. Not exactly sure what the tablets would show, maybe the arsinoi would be aggressive at first and the queen would feed the arsinoi over time and tame it, since all of the tablets show off one hint or another, and she already tamed the rex?

      Fin

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    • I know this is a bit out there but I’m thinking for the dimension part of the mod there be an ancient race of lizard men who were lost in time or something with there own temples villages and structures dotted around the landscape

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    • A FANDOM user
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