https://piratepad.ca/p/DqEHOKVBK7 Etherpad link, so we can discuss and edit it together until we send it to Mojang (xD)
Dokuwiki export of that draft:
**__Map Generation and Biomes__**
**Continents and Oceans**
* Two basic map types: Oceanic/Continental maps (based on [[https://mojang.com/2013/08/minecraft-world-generator-update/]] )
* Oceanic: old, as until 1.6
* Continental: new, like 1.7 proposition
* Regardless of the basic type and the seed, the Ocean/Continent ratio can be set:
* Sea/land in 10% steps between 20:80 and 80:20
* Standard: 40:60
* Biomes get replaced by Ocean, or Ocean by other Biomes
* Scalable Biome size: can be set in steps (0.5x, 1x = current standard, 2x, 3x, 4x = large biomes as included now)
**Biome Types**
* Smoother transitions between biomes (//"Biomes will avoid getting placed next to a biome that is too different to itself"//)
* Biome categories (and transitions) should also consider humidity (similarly to the system until beta 1.7)
* Example: The transition between Jungle and Desert would require a Savannah in between
* Other biomes a Jungle could border: Forest (including Birch and Roofed Forests), Swamp
* Allow sharper transitions by putting Extreme Hills in between
* Tundra biomes should be somewhat smaller
* Island biomes
* More larger islands and archipelagos
* Less random distribution of islands all over the sea
* Less tiny islands that aren't part of any archipelago
* Technical "Island" biome (on Oceans)
* Main Biome depending on the climate of the nearest/surrounding areas
* "Plains" islands should still be the standard
* Possible variations: Savannah, Jungle, Forest, Tundra, Hill/Rock Island (similar to Extreme Hills with more Gravel), Mushroom
**Other**
* You can set an average temperature/humidity to change this (make a colder/hotter or wetter/drier map)
* this will affect the biome distribution
* drier map: more desert, less jungle/swamps for example
* converts, for example, some Swamps/Forests/Jungles into Plains or Plains to Desert
* Rivers are less random; have a source and a mouth now
* they are also continuous, no longer segmented by dry patches of land; perhaps they should be broader too
* Technical biomes:
* Flat Jungle
* Jungle Pond instead of River patches
* Desert Oasis with palm-like trees (in normal Deserts), as a variation of Jungle trees
* Also, Desert River with similar vegetation
* Rivers (including the grass colour) always fit the surrounding biomes
* Less ravines and mineshafts
* Abandoned Mineshafts are found near NPC Villages, rarely somewhere else
**__Mobs and Related__**
* Villagers (or one type of them) can work for someone (like harvest/replant fields or cut trees)
* Must either trust someone or be paid in Emeralds (or something else)
* Make Saddles more common (depends on the intended game balance though) - multiple options
* Distinguish between Horse and Pig saddles
* Make Pig Saddles craftable
* Horse Saddles only found in Dungeons or sold by Villagers
* No distinction, but somewhat better availability
* Make Saddles craftable or more commonly available for sale from Villagers
* Saddles found in Dungeons would be enchanted, with additional effects
* Hostile mobs in the water
* Sharks in Oceans (rare, like Endermen?)
* Piranhas in Jungle lakes/rivers
* Seagulls roaming the Oceans in small flocks
* purely decorative, like bats
* Zombies and Skeletons wear/drop colored instead of enchanted random Leather Armor
* Block that prevents Slimes from spawning in a certain radius or chunk
* Example: Something made of Lapis/Glowstone/Redstone
**__Blocks and Items__**
**Food and Potions**
* Sandwich **Burger** (to make Bread more useful again)
* Example: 4 Bread + Raw or Cooked Porkchop (-B-/BPB/-B-) -> 4 Sandwiches
* Heals 7 points (3.5 hearts)
* Saturation: 8.4 or slightly better (higher than Baked Potatoes, but lower than Steaks/Cooked Pork)
* Apples and Poisoned Potatoes as Potion ingredients
* Fortune tools used on Oak Leaves increase Apple drop rate
* Jungle trees drop Golden Apples (very rarely)
**Building Materials**
* Gravel craftable from Cobblestone
* 2x Cobblestone -> 1x Gravel
* Sandstone variations
* Smooth Sandstone (4x, square) -> 4x Sandstone Brick
* Texture: Variation of Stone Brick
* Smooth Sandstone (3x, row) -> 6x Smooth Sandstone Slab
* Dirty Sandstone (somebody please come up with a better name)
* 2x Sand + 2x Gravel = 1x Dirty Sandstone
* Texture: Mix of Stone, Sandstone and Gravel, "dirty" light brown
* Example: [[http://abload.de/img/dirty_sandstone_57zswx.png]]
* Just to get the general idea, at least the colour should be similar to that
* Dirty Sandstone (4x, square) -> 4x Dirty Sandstone Brick
* With Slab/Stairs/Pillar variations
* Brown Stone
* 2x Red Sand (or Netherrack) + 2x Gravel = 2x Brown Stone
* Texture: Basically a medium/dark brown stone
* Should not be too similar to Hardened Clay
* Example: [[http://abload.de/img/brown_stone_37ts47.png]]
* Brown Stone (4x, square) = 4x Brown Stone Brick
* With Slab/Stairs/Pillar variations
* Stone Slabs (with a normal Smoothstone texture)
* Rename: Stone Slab -> Light Stone Slab (somebody please come up with a better name)
* Stone (3x, row) -> 6x Stone Slab
* Texture: Stone texture
* Stone Slab -> Light Stone Slab (convertible)
* Light Stone Slab (2x, column) -> Light Stone (Double Slab, like 43.8 now)
* Add Stone and Light Stone stairs
* Pillar block variations
* Craft 2 blocks of the same material in a column (like Quartz)
* Possible with: Stone, Sandstone, Dark/Dirty Sandstone, Brown Stone
* Textures depend on the direction the block is facing when placed
* Like Wood/Quartz Pillars now
* Should also apply to the top side of different Bricks and Wooden Planks (nope, too complicated and messy)
* Tinted Glass
* Crafted from eight Glass blocks and one Dye, like Hardened Clay
* Tinted Glass blocks can be crafted into Tinted Glass Panes
* Coloured Birch Planks
* Crafted from eight Birch Plank blocks and one Dye, like Hardened Clay
* Coloured Birch Planks can be crafted into Coloured Birch Slabs/Stairs
**Other**
* Ferns appear when using Bone Meal on grass in Jungles/Forest/Swamps
* Lily Pads can be farmed (spread like mushrooms in swamps under certain conditions)
* Two different Book types:
* (Normal) Book: Like the older recipe; usable to craft cheaper Bookshelves (for decoration purposes)
* Leather Book: Like the current recipe; usable for Enchantment Tables, Enchantments and Written Books
* Stronghold Bookshelves drop Enchanted Books when destroyed
* Something like an Anvil/Chest/Furnace which allows to edit blocks
* Example: Stone Brick -> Mossy Stone Brick or Oak/Birch Sapling -> Dead Bush
* Costs Exp, Emeralds and/or something else, for example Vines for Cobblestone -> Moss Stone
* Mob Spawners: more easily restorable (using damage values or different block types, unlike the current solution)
* Reason: can be griefed (destroyed) too easily on SMP, with little chances of restoration