Together with the combat and end update, a further exploration of sculk’s origin has also been requested, then why not combining the three without much effort? Adding a new dimension would probably be difficult for a drop system. So to fix that, the end outer islands could host sculk biomes.The first would be the skulk forest. This would be the rarest end biome, to maintain the overall desert-ness. It would feature short trees. The biome would be filled with sculk veins and be home to an enderman variant which would have a slightly taller head, dark blue splashes on a default enderman skin and their eyes would be either dark blue or completely white. Although the logs of the trees would be dark blue-ish, their planks would have a minty green colour. Moreover, the second sculk biome would be more common. It would be a desert which would feature purpur sculk (like purpur blocks) spread randomly, but not as commonly as sculk in the forest would. This biome would have less chorus plants but would be home to endermites, as they would spawn naturally and more commonly there. Finally, endermen wouldn’t spawn on this biome. In addition, some parts of Jeb’s experimental combat test snapshots could be implemented into the main game. This would bridge the gap between 1.8 players, bedrock combat and 1.9+ java players. Another thing I think should be added is minecart experimental commands and the speed of minecarts should be doubled. This would provide balance compared to the elytra.
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