I don’t understand why flat worlds need to be all a single biome… this would solve so many issues It would all still be just grass, but you would get different mobs and structures depending on the biome.
This times alot. Further this also would allow for nether, end and other dimensions to be made superflat and still allow 100% of the content to be accessed. Its what I've hoped for for superflat since its conception!
Honestly I reckon the Elder Guardian should always drop a heart of the ocean. It would give the item some kind of origin and make the guy way more worth fighting. Plenty of people aren’t even aware it’s a boss, so a unique drop would really help
@@billywhizz09 I'm 90% sure they list it as one, but like you I'm unsure why. They should make it a better fight and give it a unique drop to make it feel more like one
Oh yes this would great for the upcoming 1.20 as a feature you also could add maybe a villager who sells potion ingredients and stuff you know adds a idea where witches come from.
Void worlds allow for multiple biomes, it would make sense to allow an option for superflat that allows you to have different biomes instead of just plains. So you would have access to the loot tables that only pop up in specific biome types
-Prismarine Shards, Crystals & Corals: Could be added to fishing or drowned loot table -Double tall flowers: Generate as decorations in villages -Heart of the sea: Drops from elder guardians which are summoned when pufferfish are struck by lightning -Ores: Can be found in blacksmith chests / furnaces
These are all gold ideas. The double tall flowers generating in villages is so obvious! Same with the ores in blacksmith chest. And the Pufferfish lightning idea is really really cool
i was reading that list and the moment i read the pufferfish one my mind just went out the window. like it makes sense....but its so dumb that its funny
None of these make sense other than the double flowers (maybe). Prismarine Shards/Crystals are Guardian drops (why Ocean Monuments are useful at all) + lumping these onto Drowned is not a good idea, Hearts of the Sea are rare loot items specifically designed for buried treasure, and ores generating in blacksmith chests doesn't really make sense.
@@catcadev ok so heart of the sea being a rare drop.... Now think for a second how hard it would be to get a puffer fish have it get struck by lightning and then fight the elder guardian. Now yes channeling exists but think about getting a trident then. Regardless of how you look at it its a lot of things needed for something
The ocean themed items (like prismarine, trident, heart of the sea) could be fishing loot (with small chances obviously) to upgrade the fishing mechanic a bit
I think changing the result of stone generation to deepslate below y=0 feels a bit off. How about similar to regular stone from lava on top of water, it generates deepslate when water and lava mix on bedrock. This limits it to the very bottom of the world and is block based instead of arbitrary position.
@@egon3705 It may not be arbitrary but it would be somewhat restrictive. I agree with Mason Barber, it should depend on some other block-based factor in the process rather than location. It would be impossible to make a cobblestone or stone generator below y=0 if that were the case, and equally impossible to make a deepslate generator above y=0. Similar to generating basalt in the Nether using blue ice and soul soil, generating deepslate should use some other block in the process.
Making deepslate generators on bedrock is honestly a bad idea, because then people will use the overworld portal or end gateways... and it would be really difficult to properly code it out
In bedrock edition you can actually get the coral fans/dead coral fans. They spawn by bone mealing dirt underwater regardless of biome. The 2 tall flowers can also be obtained via the wandering trader pre 1.19. Cocoa beans can be found in the bonus chest at the start of the game. Great video btw, I don't play java, but this list helped me see what else I can still get in my world :D edit: bedrock edition isn't called superflat. It's just flat worlds and no structures of any kind spawn, only grass dirt and bedrock so the bonus chest is a must if you want to make any progress
To answer the question: Mojang employees, ever since they rebranded with the modern logo, have confirmed that it is now officially pronounced "Mo-jang!" Before, they called it a myriad of things and the original pronounciation was "Moyang" because it's the Swedish word for "gadget." But now they have officially made it "Mo-jang."
In the past, if you changed the Minecraft Launcher language to LOLCAT, Mojang would be spelled Moyang (or something to that accord), basically confirming that for me, but now, if I try it today, everything is spelled Mojang.
Some of these I like, like the deepslate and dead bush ideas.. But thinking in terms of regular survival, a lot of these would take away from the exploration aspect of the game. E.g if you can get mycelium outside of the mushroom biome then that biome has no unique blocks, same with the lush caves and the spore blossom.
Yeah I thought about that a lot. It's definitely tough, especially for items that are renewable once you have them, like mycelium. Personally, I like when they make it so that it's EASIER to get something from exploring, but not impossible otherwise. Like how you could always mine for clay to get terracotta, but it's much better to find a mesa biome. I don't mind doing things the hard way, I just want access!
Idea for unobtainable mobs: Let the biomes change in superflat, while not changing the blocks. It allows for different village variants and for different mobs to be spawnable. Though this would likely not include cave biomes, but I think this would be a good idea to add new mobs.
Quite a few of these issues are caused by biomes, I'd love a mechanic similar to the one Terraria uses where you could place lots of a biomes "type of block" and once you hit a certain amount the area around the blocks becomes that biome. Which then the area follows that biomes usual rules like creature spawns and fishing loot n stuff. TLDR Place jungle based blocks to create artificial jungle biome etc. Edit: Could be strange for builders though when they are building and suddenly their plains turns into a desert, so more thought needed :D
I've heard this suggestion a few times and it's really cool. But I also think it could cause some issues if builders unintentionally end up changing a biome. I loved the solution someone came up with in my comments- you could have a special type of beacon that changes the biome within its range instead of applying a status effect. Maybe rather than feeding the beacon ingots, you feed it the block associated with that biome (sand, jungle leaves, etc)
@@Mogswamp Ooh yeah that's very clever, I wonder if it would be a new type of beacon. Ender dragon gives access to flight, Wither gives access to beacons and maybe the Warden could give "Biome Bender Pieces" or the ability to change biome could be incorporated into the sculk catalyst as that can already spread a certain biome. i.e. transform it into a jungle catalyst
@@KingGumbly I'd much prefer not to involve the deep dark in any way for a biome spreading mechanic. As the deep dark, or more specifically the Warden, is supposed to be something to be avoided rather than hunted or farmed for any particular purpose. That's the reason they chose to make it drop nothing. I think it would be cool if certain biomes just naturally spread on their own, and could be helped by players. World generation would take this into account, and put natural borders between different biomes, like rivers or mountains. I could see forests, birch forests, roofed forests, flower forests, taigas, jungles, savanna, and mushroom shores all spreading naturally until they reach something they can't spread into, such as a river, mountain, ocean/beach etc. Plains would be protected by rivers, as they quite often already are. Similarly, if you were to plant enough of a biome's natural flora in an area, it could seed that biome there. Plant enough spruce trees in an isolated plains biome and it'll start converting into a taiga forest. Similarly, deforest an area and it reverts back to a default plains biome. This could even differentiate between sub-biome types. Such as if you deforested a forest hills area, it converts to plains hills, then if you covered it in mega-spruce trees, it becomes an old growth spruce or pine hills. Some biomes that could not spread, however, include deserts, extreme hills, swamps, mangrove swamps, badlands, all mountain types (including groves and meadows), rivers, beaches, all oceans, all cave biomes, all nether and end biomes. This would be due to different ore spawn rates (dripstone cave(copper), badlands(gold), extreme hills(emerald)), unique terrain generation(badlands, ocean, swamps, mountains, deserts) or due to a lack of unique flora(rivers, beaches). This idea might work better as a mod, however, since the added processing needed to simulate biomes spreading might be too much to add to the vanilla game. Though, it would only work within the player's simulation distance so might not be that bad.
@@MGSLurmey Maybe we can just have biome variance in superflat. The warden does drop a sculk catalyst, and this is actually the only way to renewably get them. Edit: Typo
This might’ve already been mentioned, but I’ve always liked the idea of making sponges renewable in a normal world by making it so that if a guardian is struck by lightning, it turns into an elder guardian
Another interesting idea would be to take an idea from Terraria and give the player the ability to make artificial biomes. It wouldn't solve the issue of getting enough of the biome-specific block to create one (like getting snow for example) but in tandem with some of the ideas presented in the video it'd make certain mobs like the mooshroom or wolf available (have enough mycelium/spruce tree blocks in a certain radius) as well as generally giving the player more power to shape and change the world to their liking!
I liked the idea where geodes spawn in the end. If they did, it would probably be rare and have a different shape to fit the end. Also calcite could be crafted like tuff, using diorite and quartz
Yeah I definitely agree a lot of these probably make most sense as wandering trader trades. I mostly just wanted to come up with some unique alternatives so I wasn't just giving EVERYTHING to him.
Amethyst geodes in the end is such a good idea, i want a mod for it. Would give the islands more purpose than just having terrain and chorus plants. You could have some mechanic like the azalia trees that signal it, making thrm easier to find but still hard to get to. Also since they are in a different ecosystem you could have outward facing gems on the bottom of islands
Aboveground dungeons should be a thing. Like, a dungeon that looks like a dungeon and not just a cobblestone box, with iron bars and an iron door to cover it. Then you have surface-level spawners, a few more structures to pepper the surface with, and a reason for the dungeons below to exist: they used to be on the surface, but sediment built up around and those dungeons got buried.
First the most interesting idea: kind of like on Halloween with the pumpkin mobs, villagers should spawn snow golems instead of iron golems in the villages on New Year. As for other ideas, I think most plant based and biome specific items listed here should just be a wandering trader trade, because then it would help out in super flat AND make it more exciting to see a wandering trader even in a normal world. Another idea on top of that, make another wandering trader kind of mob that only spawns below y=0, let's say a wandering goblin trader. He would sell various cave related items in limited quantities, such as glow lichen, amethysts, raw ores and maybe scaffolding. Cobbled deepslate should be available through a stone mason villager, tuff should be crafted out of 2 deep slate and 2 andesite, and calcite (since it seems to be related to bones) should be made with quartz and bones.
@@imEden0 yeah but they already have christmas in the game, it seems weird to add a separate thing on new year's when they could just add it to all the christmas stuff that's already there
@@einootspork I was going off the guys comment saying that it would make more sense on Christmas, and assumed that there wasn’t anything added christmas.
I feel like deepslate should be able to be crafted by from two pieces of flint and two smooth basalt. It makes since you can already make basalt from blue ice and lava and it sort of look close to deepslate and would also need to double heat the stone to make cobble deepslate. Alternative have a a block inbetween smooth basalt and deepslate to heat a third time to make deepslate but idk I think it would make sense.
It doesn’t make sense at all, both logic wise and game design wise. Logic wise, if you dig a hole closer to the earth where it’s deep enough where stone is compressed to the point it’s significantly stronger than surface stone, how does it make sense that just because you’re there now that if you solidify some lava it just becomes more compressed and therefore stronger? And gameplay wise I can see why they don’t want to add renewable deepslate so easily, because if the only way to obtain deepslate is by mining, then it really emphasizes deepslate’s un-instamineable characteristic even further
@@CaliSPICY "logic wise" has never applied to minecraft at all. Gameplay wise, why wouldn't it make sense? Deepslate is not instamineable because they don't want eff 5 haste 2 to be a solution to all problems, and adding moss-mining/sculk mining as a way to instamine it makes it more variated. This does not mean mojang is against making resources renewable, dripstone is renewable, powder snow is renewable, moss is renewable, clay will soon be renewable. There is no reason for deepslate to not be, and cobble generators below y0 could be an option, or something like basalt generators where it's the same mechanic but they added blue ice to mix it up a little.
@@dfelipeg first of all, it’s wrong to say games are always illogical. Games should or should not be logical for the right reason, and I’m saying that this illogical mechanic is too glaring and takes at least me out of the game
And my point isn’t against renewable deepslate entirely. I do agree with you that that can be added, though I believe they should be careful with that idea
I’m just saying if deepslate is renewable IN THIS WAY then it makes mining for deepslate useless compared to it, which isn’t good because it retracts from deepslate’s difficult-to-mine characteristic
Maybe Mojang will add a feature where the temperature varies over time, so powder snow becomes available. It would be extra cool if powder could be used for deepslate generators. It would also be cool if villagers could the item they are holding when killed
I'm so glad Wattles showed your channel! I've been binging since! Never thought about superflat before now, but it really does give this unique perspective of the game! Keep doing what you do, man!
True, slime is all you can get out of a super flat world on Bedrock edition. The only other things are just mob drops like from cows, pigs, sheep, chickens, zombies, skeletons, creepers, spiders, wandering traders/llamas, and a few other things. Main reason is because Mojang has made no way to customize flat worlds on Bedrock Edition
Pretty sure you could get the Stray. Cauldron at a high enough y coordinate, get the powdered snow after it rains (snows since it's high up), and trap a skeleton in it. Correct me if I'm wrong
hol' up not even 20k subs!? This guy has been doing a flat world for 9 years. I think this challenge is incredible, I don't understand how this guy doesn't have more recognition. He deserves it!
You can get anything you want on the console edition if you bought it before they canceled it. You can create custom super flat worlds. And you can set it to any biome. You can then convert it to Bedrock edition from there.
man 1.21 is CRAZY for superflat, trial chambers make tridents, strays, and EVERY TYPE OF SNOW BLOCK available. excited for you to return and get those items!!
Here's an idea for the unobtainable mobs! The Wandering trader could spawn with an animal on a leash and a single Llama, or a spawn egg trade could be added for the Wandering trader.
I think some of these ideas are pretty cool but also part of the appeal of doing a super flat series like this is the limitations and working around them to see what you can create. If you wanted everything you’d do a normal playthrough y’know
If you edit the preset of your superflat world on creation you can change the biome of the world when it initially generates. I changed mine to forest, which had little effect over things like mob spawning (aside from horses) and rain cycles, but did give me access to wolves and dogs, which was great.
I feel like you need to consider that a lot of these would intrude on regular survival gameplay which would still be the priority. Like the bamboo for example, its nice for items to be biome specific, removing that would just make bamboo less special.
I would rather Deepslate generators have a special combination that causes it, like how you can make Basalt from soul sand and blue ice. Then you wouldn't be so limited when making generators... You could put a cobblestone and deepslate generator side by side.
i really liked the geode in the end idea! theres literally 0 reason to dig down in the end and i think adding geodes there would be really cool! Plus it does match the purple vibe of the end!
I’ve done it a few times It’s a fun challenge. Not on bedrock though. For some reason, the bedrock flat world I made didn’t have villages, which is required for it to be possible to thrive. Not survive though, because you can still kill animals to get food
i know its two years late, but this video has been a great resource for my personal data pack Since im on bedrock, theres a ton more that I cant access, especially 2 years later with more things. This video got the ball rolling about where to even start in terms of what to sort out first. Aside from the obvious lack of nether and end (solvable via craftable end portal frames and wandering traders selling lava buckets), its really daunting to try and figure out what you can and cant get. I still gotta do alot of reading on the wiki for the new things, and cover the things not accessible without structures, but this gave me a starting list to tackle first, and theres so few things online actually talking about the things you can get in superflat worlds, especially in the all too neglected bedrcok version. Seriously, thank you for being a beacon for this aimless superflat lover, a pillar at 0,0 to give me some semblance of orientation in the endless flats that are ever disorienting.
Some basic ideas I had: > Make the grindstone able to 'dull' ingots into their raw forms (resulting in both the raw ores and the ore blocks being attainable). > I'd like to change your 'florist' villager to 'herbalist'. That way they can sell all kinds of different plants (all the flowers, bamboo, berries, coco beans, glow lichen, spore blossoms, ect). > Change the stone mason to add two trades: Trade emeralds and cobblestone to make deepslate, calcite, or tuff, and have him trade emeralds and a type of ore drop to give you the ore itself (example: Trading an emerald and a diamond gives you a diamond ore block). > Make the weapon smith trade tridents (idk why this isn't in the game already). A requirement could be prismarine, as to not make it an easy way to get tridents early game (You would obviously need to get a way to get prismarine as well). > Speaking of the blue stuff, make it a very low chance for drowned to hold prismarine shards and crystals when they are converted (obvs they could also hold them when spawning naturally). You could also make them a rare drop from fishing. > any kind of fish in buckets should be craftable with the fish and a water bucket. > Have the fisherman sell coral and coral fans at high levels. He could even sell turtle eggs, though that could be too much. > Another idea for turtle eggs is that they could be extremely rare loot in fisherman villager house chests. That way they you have to explore to find them. This could also work with other water themed loot, like prismarine and hearts of the sea. > I think it's reasonable to have the wandering trader sell snow and powdered snow. Alternatively, lightning striking a golem could convert it to the other type (iron golems convert to snow golems, and snow golems convert to iron). > Make it so when lightning strikes a cow when it's near a mycelium, it gets turned into a mooshroom.
@@wigiot1273 XP farms are restricted by location. Imagine flying thousands of blocks out and only needing 1 inventory slot to fully heal your elytra, no matter where you landed
@@nexttwonextone it would take so much time that I don’t think it would be an issue. Also, a shucker box of enchanting bottles also takes up only one inventory slot . . . Regardless, the problem can easily be solved by making fish not drop so at all
While I think the end does need a proper update some time in the next few versions of the game I don't think it's going to be any time soon. I do think that we could use more variations of trading and The Wild update is a good excuse to add more villager specializations like a mountaineer or some other form of explorer which could have things like the prismarine, snow/ice, and cocoa/bamboo trades. For the ores maybe some kind of miner? Maybe some kind of diver? It's hard to think of a new villager profession that keeps in line with the fact that they're all meant to be pretty stupid.The wandering trader sells podzole, I think it should also sell Mycellium and Grass (I know grass isn't that hard to get in survival but it would be a bit of internal consistency). Unrelated to getting new these items in superflat: I agree that The End needs a proper update again. The Nether and Overworld have their own forms of trading so it would be interesting to see if there becomes some kind of peaceful/passive mob in the end that plays a similar role for that mechanic. Maybe a fusion of trading and bartering where you can't see the offers but there are different professions so you can throw them (just as an example) ender pearls and there could be some kind of potion maker who will give you slow falling 1 or strength but maybe there's a hunter who will give you gear you'd find in an end city loot chest?
Why not add a new "Alchemist Workbench", that, at the cost of a certain resource and/or XP, lets you "Transmute" one thing into another. The cost would be dependent on the transmutation. (It could be crafted similarly to an enchanting table, but with an end crystal instead of a book) Purpur into prismarine (and vice versa) Tuff into granite/diorite/andesite Flowers into other flower types Berries into glowberries Seeds into other types of seeds Bucket of tropical fish into bucket of axolotl Chicken eggs into frog spawn, frog spawn into turtle eggs, turtle eggs into sniffer eggs As for ore blocks, it could have a sort've "material downgrade" option Diamond block into gold ore blocks Emerald block into amethyst source block Gold blocks into iron ore blocks Iron blocks into copper ore blocks Copper blocks into coal ore blocks Just an idea at least.
Lots of these things can be gotten from trial chambers if you do the structure glitch including tridents, scaffolding, bamboo planks, snow and snow layers, and amethyst shards,
actually its proper swedish pronounciation is moo-yeng /mʊ:jεŋ/ but who cares, everyone uses the english pronounciation anyway so its easier to understand
I’m pretty sure you can get snow in a super flat you just need to build a platform high enough about rain because it turns into snow Which combine with a carved pumpkin will give you a snow golem and use silk-touch on a shovel and you get tiles of snow you can also get snowballs too place a cauldron outside at that hight when it’s snowing to get powdered snow combine the powdered snow with a skeleton and you have a stray Pretty sure you can trade with villagers for those maps even though theyed be useless The trident can be found by turning zombies into drowns by trapping them in water Id test the snow one but right now my tv isn’t working so you’d have to try that yourself but the rest of the list are obtainable
Sadly it snows at y=600 which is way above build limit. It's never been possible to build high enough for snow, at least on Java edition. The maps don't show up as trades if the structure is not present within the world. And the trident thing works on Bedrock edition, but on Java only naturally spawned Drowned can have tridents. Conversions never get them. Probably should have mentioned at the beginning of the video that this only applies to Java 😂
If you set the preset to “overworld” you can get villages and surface lakes as well as trees, ores, water, lava and strongholds (so you can still beat the game) and it’ll also generate mineshafts and dungeons so you can also make XP/string farms if you use a mapmaking program to find them (which is otherwise pretty much impossible for dungeons with no caves). Tunneler’s dream is fun if you like burrowing (as it also has most of these things) but in that case you’d need to find a zombie dungeon to get villagers. Additionally, these presets make the map thicker so you’ll be able to play without constantly being chased by slimes. But even on these presets it can be very hard to find all the animal species since they’ll pretty much only appear at world generation at the area around spawn and then never again unless you find a village.
I found it very weird that biome restrictions were so important to this when it's super easy to create superflat worlds with different biomes, and even the presets have multiple biomes And for the deepslate in particular, why not create your own superflat world with a layer of bedrock, a layer of deepslate, a layer of stone, a layer of dirt, and a layer of grass?
There's a superflat world setting that allows you to have ~250 blocks of stone between the dirt and bedrock. I started a superflat world on that and it expanded what items you can get because ores, tuff, deepslate, etc. can spawn! Also, really great ideas to implement everything else into the game!
I totally sympathize with Mogswamp and anyone else who chooses to play in a survival superflat world, but I think maybe sometimes we forget what they're really for. The superflat world type is meant for a sort of blank pallet, meant to be a wide open, empty, plain area for someone to build in. It's for testing builds, experimenting with things, stuff like that, and I think filling it with more block and item variety defeats that purpose somewhat. Isn't that the whole reason anyone like Mogswamp even uses a flat world anyway? He did actually say that in the video, that that's why he plays superflat; because of the fun challenge it presents with the limitations compared to regular survival. He started it and continues it because it's unique. It's a special challenge, sort of feels like playing the game the wrong way. So it's completely counterintuitive to wish that the game was more suited to playing that style. I think if every block and item was obtainable in a flat world, and there were biomes and mobs and stuff like people are suggesting, it would ruin the whole point of the flat world. Players who wanted to use it as a blank canvas would be faced with tons of random stuff getting in the way of their builds, screenshots, etc., people who use flat worlds to make custom maps would have to deal with grass all being different shades of green. So IMHO, it's better to acknowledge that superflat is different that regular survival, and playing in a flat world is strange and often difficult, instead of trying to make it basically just regular-survival-with-no-elevation-changes. Also, if anyone still really wants a world that's all flat and level, but has everything in the game like normal, you can literally do that in the regular custom world creator. You can pick stuff like block types, ground level, biomes, structure spawns, etc. At least last time I used that feature, it had all that stuff. Maybe it's changed, but if it has, there are datapacks and such that will do the same thing as well.
Here’s something I found out, with the Trial Chambers update, if you do the version swapping when creating a new world, trial chambers can actually spawn and if you are lucky some dispensers might actually have snow balls in them, allowing you to craft snow and therefore have an infinite snow farm!
I think players can get Maps because you can get sugar cane from wandering traders and make paper then get 4 iron ingots from a black smith and get red stone after that craft a compass then simply a map. I just think I am not too sure, I still love your content 😆😆😆keep up the good work!
Yes maps are possible! The image was referring specifically to the "treasure maps" that lead you to the Woodland Mansion, Buried Treasure, etc. The cartographer villager normally sells these, but the trade will not appear if the structure is not in the world.
imo there just should be an option to set the biome to mixed, so it can generate all existing biomes normally mainly for all those single-biome settings maybe even allow for structure/feature generation, but idk
I think snow could be obtained if you go far back in versions. before 1.9 was announced, if you opened a super flat world (I don't remember what version) it would snow, creating a QR code to reveal what 1.9 was. you could use the snow from the QR code
I think it would be cool if they added end biomes alongside the end guardians. My idea for the elder Guardian is to make it so that Beacons can give water breathing at tier 2 if you put a prismarine shard in them. Activating a prismarine shard on a gold block beacon summons the elder Guardian
idk if this vid is relevant anymore BUT the idea for the end guardians is nice, specifically the purple water. HOWEVER, i do think to tie into minecraft dungeons, including the void blocks/whatever the "void" stuff is made of, would function well for this purpose. the expansions to the end in dungeons make the actual minecraft end look very unimportant in comparison.
These make sense mechanically, but they kinda throw off the regular survival game. For example, scaffolding being locked behind bamboo, which is locked behind a jungle, makes it so that scaffolding is like a reward and forces the player to work and explore for easier building.
If Mojang makes an official data pack on their market place to patch all the missing loot in the super flat world, it will probably be the most popular sale item on the marketplace bar none! Or just bring back the customize biome setting from the old version of minecraft!
As a perma skyblock player I'd love it if mobs that drop ingots also had a chance to drop the raw version of that metal like raw gold from piglings (cos i really need raw gold blocks, please mojang, even if it's just for one snapshot)
I had an idea for how you should be able to get the spore blossom in super flat. If you bone meal a moss block and there’s enough space underneath the block it will grow one. Kinda like how you get flowers with bone meal but it’s under the block
I think converted drowned not spawning tridents was a deliberate thing so that copper farms could be cleaner? Many of these mechanics are fine for superflat where say, prismarine block is super super rare by that possible standard, but being able to generate sponge out of light prismarine and piglin trade loot would be kinda breaking the game a little for ordinary worlds, where ocean monuments generate thousands of blocks of them without even making it a farm after draining and disassembling them, making tanks with bubble elevators and dropping the guardians from kill heights. Isnt the draw of superflat survival that its a monoculture and that surprisingly very few of the blocks in the game can be unobtainable in them? Like the whole gimmick is that its not quite the right way to play the game, yet it can be surprisingly satisfying? Wait, how do you obtain dripstone in superflat? That is indeed how you make lava renewable, from villager smithing huts, but i just realized its not on the list there....
Totally agree that not all of these should be added and that the restrictions are what makes the game mode special. It was kind of just a fun thought experiment for me :-) Dripstone is sold by wandering trader and dripstone blocks can also be obtained from mason villagers.
I come at this from a slightly different perspective as someone loves skyblock, but there are a lot of similar issues. I also like looking at things using real world science, so I have a couple of ideas for calcite and tuff. 1st, in reality calcite is the mineral form of calcium carbonate. Speleothems, the technical term for what MC calls dripstone, consist largely of calcium carbonate with a few impurities due to silt, rust, copper etc. So similar to the furnace removing impurities in ores you could smelt dripstone blocks to get calcite. 2nd, tuff is a soft, porous rock formed from the volcanic ash of almost any other rock. From rhyolitic (same composition as granite) to andesitic, to basaltic. Obviously smelting basalt gives smooth basalt, but I don't think that's important, since in game it replaces granite, diorite and andesite, so just smelting any of them should result in tuff. I'm working on similar logic for deepslate, assuming its chemical composition to be similar to most other slate, but it's a bit harder.
I have an idea for the End geodes: 4 amethyst shards make an amethyst block. 4 amethyst shards and 4 end stone could make a Purpur block. Alternatively, 4 or 8 end stone surrounding an amethyst block, or 4 end stone and 4 amethyst blocks like gravel, leading to dyed purpur. Just an idea, tho.
I kinda wish there was a small layer of stone in flat worlds, maybe around 5 - 10 blocks for some stuff like ore blocks, tuff, amethyst geodes, and also making the strongholds and mineshafts make a bit more sense
you have to keep in mind that the features have to make sense and add new things to the minecraft lore/story, so something like geodes in the end dimension is a big stretch
When using bone meal on dirt, coarse dirt, sand, red sand, gravel, or clay in any biomes, as long as bone meal is used in a water source above the solid block, coral generates in place of some of the seagrass in Bedrock Edition.
I wish there was something like superflat that had full underground and regular biomes and structures on the surface, just all really flat. Like finding an abandoned mine except everything inside it is very symmetrical and even with no random variance and exactly 2 levels every time. Basically how super flat villages are but to the max
If you want to do something different, checking of you knowledge of drops and functions in minecraft; Play superflat without any structure spawn, going all the way to building your own village. I've done this quite a while ago and even though is was grind heavy at times, I did enjoy the journey. :)
I think a neat way to spruce up the end would be to just kinda take chunks of existing biomes and plunk them down there. It could be around the outer portals, like they're pulling parts of the overworld through into the End
I don’t understand why flat worlds need to be all a single biome… this would solve so many issues
It would all still be just grass, but you would get different mobs and structures depending on the biome.
At least give us an option to pick if we want multiple biomes.
Right now it has a stack of likes, now just 5 more people need to like it...
@@nonametoseehere1005 lol
your pfp is very cute ^w^
This times alot. Further this also would allow for nether, end and other dimensions to be made superflat and still allow 100% of the content to be accessed. Its what I've hoped for for superflat since its conception!
duuuuuude those charts are clean 🤤
Hello wattles!
Graphic design is my passion 🐸
@@Mogswamp and your major right?
Agreeeed
yoooooo its wattles
Honestly I reckon the Elder Guardian should always drop a heart of the ocean. It would give the item some kind of origin and make the guy way more worth fighting. Plenty of people aren’t even aware it’s a boss, so a unique drop would really help
It is a bit dumb that you get like 1 sponge from an Elder Guardian when you get like 30 from the structure it self
How is it a boss
@@billywhizz09 This is my exact point, they say it's a boss but it doesn't feel like one and we don't know why it is
@@HusbandofLois who says it’s a boss? Mojang? Where have they said that?
@@billywhizz09 I'm 90% sure they list it as one, but like you I'm unsure why. They should make it a better fight and give it a unique drop to make it feel more like one
the florist idea is actually really cool, i always thought beekeeper/florist villagers should’ve been added to the bee update
Oh yes this would great for the upcoming 1.20 as a feature you also could add maybe a villager who sells potion ingredients and stuff you know adds a idea where witches come from.
Void worlds allow for multiple biomes, it would make sense to allow an option for superflat that allows you to have different biomes instead of just plains. So you would have access to the loot tables that only pop up in specific biome types
-Prismarine Shards, Crystals & Corals: Could be added to fishing or drowned loot table
-Double tall flowers: Generate as decorations in villages
-Heart of the sea: Drops from elder guardians which are summoned when pufferfish are struck by lightning
-Ores: Can be found in blacksmith chests / furnaces
These are all gold ideas. The double tall flowers generating in villages is so obvious! Same with the ores in blacksmith chest. And the Pufferfish lightning idea is really really cool
i was reading that list and the moment i read the pufferfish one my mind just went out the window. like it makes sense....but its so dumb that its funny
None of these make sense other than the double flowers (maybe). Prismarine Shards/Crystals are Guardian drops (why Ocean Monuments are useful at all) + lumping these onto Drowned is not a good idea, Hearts of the Sea are rare loot items specifically designed for buried treasure, and ores generating in blacksmith chests doesn't really make sense.
@@catcadev ok so heart of the sea being a rare drop.... Now think for a second how hard it would be to get a puffer fish have it get struck by lightning and then fight the elder guardian. Now yes channeling exists but think about getting a trident then. Regardless of how you look at it its a lot of things needed for something
@@catcadev ore in black smith chest does make sense
The ocean themed items (like prismarine, trident, heart of the sea) could be fishing loot (with small chances obviously) to upgrade the fishing mechanic a bit
Or an enchantment that give you the same change to get it
The fishing mechanic should be remake from scratch, nowadays it's trash
@@omegaefran5876 true its pretty much useless
@@omegaefran5876 only thing it's good for is nametags
@@perryiscool and enchanted books and pufferfish
Cool project, grateful I could help!
You forgot the wet sponge, and the splash and lingering potion of the turtle master
Thorough as always ;-) Thanks again for the help man
i think he mentioned the wet sponge when talking about the elder guardian
@@marjan732 yeah he iust forgot to add it to the chart
@@Mogswamp No problem haha
Can't you get snow by building up to max build height and waiting for it to rain? I thought that was a feature
Edit: Ah just tested it, sad
I think changing the result of stone generation to deepslate below y=0 feels a bit off. How about similar to regular stone from lava on top of water, it generates deepslate when water and lava mix on bedrock. This limits it to the very bottom of the world and is block based instead of arbitrary position.
it's not arbitrary, there's a clear level of separation at which deepslate replaces stone
Because then there would hardly be any deepslate in the world and the generation would basically be the same...
@@egon3705 It may not be arbitrary but it would be somewhat restrictive. I agree with Mason Barber, it should depend on some other block-based factor in the process rather than location. It would be impossible to make a cobblestone or stone generator below y=0 if that were the case, and equally impossible to make a deepslate generator above y=0.
Similar to generating basalt in the Nether using blue ice and soul soil, generating deepslate should use some other block in the process.
@@MGSLurmey fine, flowing lava below powder snow (w/ snow height being reduced so you can get powder snow)
Making deepslate generators on bedrock is honestly a bad idea, because then people will use the overworld portal or end gateways... and it would be really difficult to properly code it out
In bedrock edition you can actually get the coral fans/dead coral fans. They spawn by bone mealing dirt underwater regardless of biome. The 2 tall flowers can also be obtained via the wandering trader pre 1.19. Cocoa beans can be found in the bonus chest at the start of the game. Great video btw, I don't play java, but this list helped me see what else I can still get in my world :D
edit: bedrock edition isn't called superflat. It's just flat worlds and no structures of any kind spawn, only grass dirt and bedrock so the bonus chest is a must if you want to make any progress
P sure the bedrock edition has wandering traders that trade coral
@@YvngKrishna ya
To answer the question: Mojang employees, ever since they rebranded with the modern logo, have confirmed that it is now officially pronounced "Mo-jang!" Before, they called it a myriad of things and the original pronounciation was "Moyang" because it's the Swedish word for "gadget." But now they have officially made it "Mo-jang."
aw man im gonna miss the "mo-yang"
It was also moyang because j in swedish sounds more like y in english
Im going with mo-jang in English, moyang in every other language
In the past, if you changed the Minecraft Launcher language to LOLCAT, Mojang would be spelled Moyang (or something to that accord), basically confirming that for me, but now, if I try it today, everything is spelled Mojang.
Good, because that's how it should be spoken.
I never really thought that minecraft on youtube needed someone to represent superflat communities.
Great to see it MogSwamp!
MAKE ONE FOR SKYBLOCK 1.18 WHAT ITEMS ARE IMPOSSIBLE TO GET?!
Some of these I like, like the deepslate and dead bush ideas.. But thinking in terms of regular survival, a lot of these would take away from the exploration aspect of the game. E.g if you can get mycelium outside of the mushroom biome then that biome has no unique blocks, same with the lush caves and the spore blossom.
Yeah I thought about that a lot. It's definitely tough, especially for items that are renewable once you have them, like mycelium. Personally, I like when they make it so that it's EASIER to get something from exploring, but not impossible otherwise. Like how you could always mine for clay to get terracotta, but it's much better to find a mesa biome. I don't mind doing things the hard way, I just want access!
@@Mogswamp Yeah definitely. Ideally they could make separate rules for superflat players but I suppose that's unlikely to happen haha
@@Mogswamp same with bamboo
Maybe they could make a structure that has mycelium in it. Superflat players could get it and exploration is still needed for obtaining it.
well it has unique mobs and properties. Hostile mobs can't spawn there, for example.
Idea for unobtainable mobs:
Let the biomes change in superflat, while not changing the blocks. It allows for different village variants and for different mobs to be spawnable. Though this would likely not include cave biomes, but I think this would be a good idea to add new mobs.
Yeah, I don't know why it wouldn't be that way by default. Its convenient for creative uses as well.
Perhaps in the future, we will just have to see what mojang updates.
I remember playing my superflat world in Minecraft a long time ago, and would always get squids in the pool I built. Didn't know they changed it lol.
Quite a few of these issues are caused by biomes, I'd love a mechanic similar to the one Terraria uses where you could place lots of a biomes "type of block" and once you hit a certain amount the area around the blocks becomes that biome. Which then the area follows that biomes usual rules like creature spawns and fishing loot n stuff.
TLDR Place jungle based blocks to create artificial jungle biome etc.
Edit: Could be strange for builders though when they are building and suddenly their plains turns into a desert, so more thought needed :D
I've heard this suggestion a few times and it's really cool. But I also think it could cause some issues if builders unintentionally end up changing a biome. I loved the solution someone came up with in my comments- you could have a special type of beacon that changes the biome within its range instead of applying a status effect. Maybe rather than feeding the beacon ingots, you feed it the block associated with that biome (sand, jungle leaves, etc)
@@Mogswamp Ooh yeah that's very clever, I wonder if it would be a new type of beacon. Ender dragon gives access to flight, Wither gives access to beacons and maybe the Warden could give "Biome Bender Pieces" or the ability to change biome could be incorporated into the sculk catalyst as that can already spread a certain biome. i.e. transform it into a jungle catalyst
@@KingGumbly I'd much prefer not to involve the deep dark in any way for a biome spreading mechanic. As the deep dark, or more specifically the Warden, is supposed to be something to be avoided rather than hunted or farmed for any particular purpose. That's the reason they chose to make it drop nothing.
I think it would be cool if certain biomes just naturally spread on their own, and could be helped by players. World generation would take this into account, and put natural borders between different biomes, like rivers or mountains. I could see forests, birch forests, roofed forests, flower forests, taigas, jungles, savanna, and mushroom shores all spreading naturally until they reach something they can't spread into, such as a river, mountain, ocean/beach etc. Plains would be protected by rivers, as they quite often already are.
Similarly, if you were to plant enough of a biome's natural flora in an area, it could seed that biome there. Plant enough spruce trees in an isolated plains biome and it'll start converting into a taiga forest. Similarly, deforest an area and it reverts back to a default plains biome. This could even differentiate between sub-biome types. Such as if you deforested a forest hills area, it converts to plains hills, then if you covered it in mega-spruce trees, it becomes an old growth spruce or pine hills.
Some biomes that could not spread, however, include deserts, extreme hills, swamps, mangrove swamps, badlands, all mountain types (including groves and meadows), rivers, beaches, all oceans, all cave biomes, all nether and end biomes. This would be due to different ore spawn rates (dripstone cave(copper), badlands(gold), extreme hills(emerald)), unique terrain generation(badlands, ocean, swamps, mountains, deserts) or due to a lack of unique flora(rivers, beaches).
This idea might work better as a mod, however, since the added processing needed to simulate biomes spreading might be too much to add to the vanilla game. Though, it would only work within the player's simulation distance so might not be that bad.
@@MGSLurmey Maybe we can just have biome variance in superflat. The warden does drop a sculk catalyst, and this is actually the only way to renewably get them.
Edit: Typo
@@Mogswamp this idea seems similar to the azalia flower emitting particles based on thr block above
Really nice ideas! Once again, another great video! 😄
Thanks so much!
omg ur the pixel gun 3d youtuber from back then !!
This might’ve already been mentioned, but I’ve always liked the idea of making sponges renewable in a normal world by making it so that if a guardian is struck by lightning, it turns into an elder guardian
Another interesting idea would be to take an idea from Terraria and give the player the ability to make artificial biomes. It wouldn't solve the issue of getting enough of the biome-specific block to create one (like getting snow for example) but in tandem with some of the ideas presented in the video it'd make certain mobs like the mooshroom or wolf available (have enough mycelium/spruce tree blocks in a certain radius) as well as generally giving the player more power to shape and change the world to their liking!
"Did you know you can get snow by building high up?"
No. No you can't.
th-cam.com/video/CZNI_GagpCg/w-d-xo.html
Yeah...
Yes I do I actually can fly up so high the rain turns to snow
if you can get snow from high up, and you can get pumpkins from mobs on halloween...can't you get snow golems?
@@boobehry technically yes
@@A320_Enthusiast you can only get it to snow withing cold biomes, so yeah, not obtainable in superflat
And the berries or bamboo could be also obtained trading with wandering villager, he already trades lots of plants, so it would make sense
I remember that you can buy mycilium and in video it was "unobtainable"
@@archniki_ no you can't
I liked the idea where geodes spawn in the end.
If they did, it would probably be rare and have a different shape to fit the end.
Also calcite could be crafted like tuff, using diorite and quartz
Love this idea
@@Mogswamp Thanks
it's funny that it's the same recipe i created to craft calcite in skybedrock
I think the glow lichen and turtle eggs would make more sense as a wandering trader trade. In fact, I think I will add that to my data pack right now
Yeah I definitely agree a lot of these probably make most sense as wandering trader trades. I mostly just wanted to come up with some unique alternatives so I wasn't just giving EVERYTHING to him.
So wandering traders are poachers now?
And in Bedrock Edition, you can get the cocoa beans too. From starter chests and I think WTs
@@Mogswamp Why is snow and ice not available???
Amethyst geodes in the end is such a good idea, i want a mod for it. Would give the islands more purpose than just having terrain and chorus plants.
You could have some mechanic like the azalia trees that signal it, making thrm easier to find but still hard to get to.
Also since they are in a different ecosystem you could have outward facing gems on the bottom of islands
Feel like we need an end update, plus i want purple wood soooo bad
If you use the overworld version of superflat you can get tuff, I got a few blocks of it in a superflat world I made recently
Aboveground dungeons should be a thing. Like, a dungeon that looks like a dungeon and not just a cobblestone box, with iron bars and an iron door to cover it. Then you have surface-level spawners, a few more structures to pepper the surface with, and a reason for the dungeons below to exist: they used to be on the surface, but sediment built up around and those dungeons got buried.
Love that clever addition to the lore
You would also need to change up regular dungeons to make it look more ruined
First the most interesting idea: kind of like on Halloween with the pumpkin mobs, villagers should spawn snow golems instead of iron golems in the villages on New Year. As for other ideas, I think most plant based and biome specific items listed here should just be a wandering trader trade, because then it would help out in super flat AND make it more exciting to see a wandering trader even in a normal world. Another idea on top of that, make another wandering trader kind of mob that only spawns below y=0, let's say a wandering goblin trader. He would sell various cave related items in limited quantities, such as glow lichen, amethysts, raw ores and maybe scaffolding. Cobbled deepslate should be available through a stone mason villager, tuff should be crafted out of 2 deep slate and 2 andesite, and calcite (since it seems to be related to bones) should be made with quartz and bones.
Maybe instead of new year, on Christmas. I think it would make more sense yk
@@carsynhester1709 I think it would be better for an April fools snapshot, since snowgolems kinda suck you know?
@@carsynhester1709 new year is less christian-centric
@@imEden0 yeah but they already have christmas in the game, it seems weird to add a separate thing on new year's when they could just add it to all the christmas stuff that's already there
@@einootspork I was going off the guys comment saying that it would make more sense on Christmas, and assumed that there wasn’t anything added christmas.
The amythest idea actually makes a lot of sense lol. And it would be a super fun challenge to tear apart random end islands hoping for a geode.
I feel like deepslate should be able to be crafted by from two pieces of flint and two smooth basalt. It makes since you can already make basalt from blue ice and lava and it sort of look close to deepslate and would also need to double heat the stone to make cobble deepslate. Alternative have a a block inbetween smooth basalt and deepslate to heat a third time to make deepslate but idk I think it would make sense.
the piglins stealing eggs would double as a genius angry birds reference too
i've been thinking about renewable deepslate for so long and the cobble generator for below y0 just makes too much sense!!!
It doesn’t make sense at all, both logic wise and game design wise. Logic wise, if you dig a hole closer to the earth where it’s deep enough where stone is compressed to the point it’s significantly stronger than surface stone, how does it make sense that just because you’re there now that if you solidify some lava it just becomes more compressed and therefore stronger?
And gameplay wise I can see why they don’t want to add renewable deepslate so easily, because if the only way to obtain deepslate is by mining, then it really emphasizes deepslate’s un-instamineable characteristic even further
@@CaliSPICY "logic wise" has never applied to minecraft at all. Gameplay wise, why wouldn't it make sense? Deepslate is not instamineable because they don't want eff 5 haste 2 to be a solution to all problems, and adding moss-mining/sculk mining as a way to instamine it makes it more variated. This does not mean mojang is against making resources renewable, dripstone is renewable, powder snow is renewable, moss is renewable, clay will soon be renewable. There is no reason for deepslate to not be, and cobble generators below y0 could be an option, or something like basalt generators where it's the same mechanic but they added blue ice to mix it up a little.
@@dfelipeg first of all, it’s wrong to say games are always illogical. Games should or should not be logical for the right reason, and I’m saying that this illogical mechanic is too glaring and takes at least me out of the game
And my point isn’t against renewable deepslate entirely. I do agree with you that that can be added, though I believe they should be careful with that idea
I’m just saying if deepslate is renewable IN THIS WAY then it makes mining for deepslate useless compared to it, which isn’t good because it retracts from deepslate’s difficult-to-mine characteristic
Maybe Mojang will add a feature where the temperature varies over time, so powder snow becomes available. It would be extra cool if powder could be used for deepslate generators. It would also be cool if villagers could the item they are holding when killed
I'm so glad Wattles showed your channel! I've been binging since! Never thought about superflat before now, but it really does give this unique perspective of the game!
Keep doing what you do, man!
True, slime is all you can get out of a super flat world on Bedrock edition. The only other things are just mob drops like from cows, pigs, sheep, chickens, zombies, skeletons, creepers, spiders, wandering traders/llamas, and a few other things. Main reason is because Mojang has made no way to customize flat worlds on Bedrock Edition
Pretty sure you could get the Stray. Cauldron at a high enough y coordinate, get the powdered snow after it rains (snows since it's high up), and trap a skeleton in it. Correct me if I'm wrong
Sadly you can't build high enough or snow in java. Currently on plains it starts snowing at like y = 600
hol' up not even 20k subs!? This guy has been doing a flat world for 9 years. I think this challenge is incredible, I don't understand how this guy doesn't have more recognition. He deserves it!
haha now he does have 20k
@@Speedwars ayo nice. only took an hour
soon 500k
Incredible how this comment and every reply is majorly outdated, even though the last reply is only 3 months old. A million now, what a journey!
1.44 million now
You're soo heavy underrated my dude, good job! keep it up!
You can get anything you want on the console edition if you bought it before they canceled it. You can create custom super flat worlds. And you can set it to any biome. You can then convert it to Bedrock edition from there.
You can also do that on Java, but that would be boring
man 1.21 is CRAZY for superflat, trial chambers make tridents, strays, and EVERY TYPE OF SNOW BLOCK available. excited for you to return and get those items!!
Here's an idea for the unobtainable mobs! The Wandering trader could spawn with an animal on a leash and a single Llama, or a spawn egg trade could be added for the Wandering trader.
we need someone to make a datapack or somethin' that adds all of this because this is genius
What's a datapack? Can it be used on bedrock edition (console)
If it gets approved for the store
Man every time you post I’m unbelievably tempted to play a superflat world
Do it you won't
THIS IS WHAT IVE BEEN WAITING FOR!
Hopefully it's useful for you! I'm probably going to use my own guides a ton going forward :P
@@Mogswamp it definitely will be!
I think some of these ideas are pretty cool but also part of the appeal of doing a super flat series like this is the limitations and working around them to see what you can create. If you wanted everything you’d do a normal playthrough y’know
If you edit the preset of your superflat world on creation you can change the biome of the world when it initially generates. I changed mine to forest, which had little effect over things like mob spawning (aside from horses) and rain cycles, but did give me access to wolves and dogs, which was great.
I feel like you need to consider that a lot of these would intrude on regular survival gameplay which would still be the priority. Like the bamboo for example, its nice for items to be biome specific, removing that would just make bamboo less special.
I think it should be a Wandering Trader trade like the other saplings.
8:56 I've always thought it would be fun if Nitwits would trade flowers for soup or other unexpected items
That's actually a really neat idea! That way they wouldn't have to add a new villager, they could give him a use.
I use datapacks for quality of life things, so I could enable those structures if I wanted to, although Ig it'd be a little less vanilla.
I would rather Deepslate generators have a special combination that causes it, like how you can make Basalt from soul sand and blue ice. Then you wouldn't be so limited when making generators... You could put a cobblestone and deepslate generator side by side.
i really liked the geode in the end idea! theres literally 0 reason to dig down in the end and i think adding geodes there would be really cool! Plus it does match the purple vibe of the end!
youtube is spamming me so hard with your videos lately, you're about to have some explosive channel growth lol
(should probably clarify that i don't mind at all, if i did then i wouldn't have watched it :P)
Bro I saw wattles made a superflat video inspired by you Ggs man
Wattles is the man!
@@Mogswamp indeed I've been watching him 3 years now
Mojang will never add them because they dont think anyone plays survival on flat worlds
I’ve done it a few times
It’s a fun challenge. Not on bedrock though. For some reason, the bedrock flat world I made didn’t have villages, which is required for it to be possible to thrive. Not survive though, because you can still kill animals to get food
i know its two years late, but this video has been a great resource for my personal data pack
Since im on bedrock, theres a ton more that I cant access, especially 2 years later with more things. This video got the ball rolling about where to even start in terms of what to sort out first. Aside from the obvious lack of nether and end (solvable via craftable end portal frames and wandering traders selling lava buckets), its really daunting to try and figure out what you can and cant get.
I still gotta do alot of reading on the wiki for the new things, and cover the things not accessible without structures, but this gave me a starting list to tackle first, and theres so few things online actually talking about the things you can get in superflat worlds, especially in the all too neglected bedrcok version.
Seriously, thank you for being a beacon for this aimless superflat lover, a pillar at 0,0 to give me some semblance of orientation in the endless flats that are ever disorienting.
the methods for getting dead bushes, spore blossoms and glow lichen are really nice ideas. lovin' this video fr fr
I think itd be cool if baboo was in flower pots in villager homes just like cacti sometimes are
I mean, in deserts they have sea pickles in flower pots, so it'd make a lot of sense.
Some basic ideas I had:
> Make the grindstone able to 'dull' ingots into their raw forms (resulting in both the raw ores and the ore blocks being attainable).
> I'd like to change your 'florist' villager to 'herbalist'. That way they can sell all kinds of different plants (all the flowers, bamboo, berries, coco beans, glow lichen, spore blossoms, ect).
> Change the stone mason to add two trades: Trade emeralds and cobblestone to make deepslate, calcite, or tuff, and have him trade emeralds and a type of ore drop to give you the ore itself (example: Trading an emerald and a diamond gives you a diamond ore block).
> Make the weapon smith trade tridents (idk why this isn't in the game already). A requirement could be prismarine, as to not make it an easy way to get tridents early game (You would obviously need to get a way to get prismarine as well).
> Speaking of the blue stuff, make it a very low chance for drowned to hold prismarine shards and crystals when they are converted (obvs they could also hold them when spawning naturally). You could also make them a rare drop from fishing.
> any kind of fish in buckets should be craftable with the fish and a water bucket.
> Have the fisherman sell coral and coral fans at high levels. He could even sell turtle eggs, though that could be too much.
> Another idea for turtle eggs is that they could be extremely rare loot in fisherman villager house chests. That way they you have to explore to find them. This could also work with other water themed loot, like prismarine and hearts of the sea.
> I think it's reasonable to have the wandering trader sell snow and powdered snow. Alternatively, lightning striking a golem could convert it to the other type (iron golems convert to snow golems, and snow golems convert to iron).
> Make it so when lightning strikes a cow when it's near a mycelium, it gets turned into a mooshroom.
These are all such excellent ideas, loved reading them. Thanks for taking the time to type this out!
if fish and bucket were craftable you would be able to get infinite exp from literally 1 item
@@nexttwonextone Infinite XP farms already exist in Minecraft. This exploit will be insignificant compared to them.
@@wigiot1273 XP farms are restricted by location. Imagine flying thousands of blocks out and only needing 1 inventory slot to fully heal your elytra, no matter where you landed
@@nexttwonextone it would take so much time that I don’t think it would be an issue. Also, a shucker box of enchanting bottles also takes up only one inventory slot . . .
Regardless, the problem can easily be solved by making fish not drop so at all
While I think the end does need a proper update some time in the next few versions of the game I don't think it's going to be any time soon. I do think that we could use more variations of trading and The Wild update is a good excuse to add more villager specializations like a mountaineer or some other form of explorer which could have things like the prismarine, snow/ice, and cocoa/bamboo trades. For the ores maybe some kind of miner? Maybe some kind of diver? It's hard to think of a new villager profession that keeps in line with the fact that they're all meant to be pretty stupid.The wandering trader sells podzole, I think it should also sell Mycellium and Grass (I know grass isn't that hard to get in survival but it would be a bit of internal consistency).
Unrelated to getting new these items in superflat: I agree that The End needs a proper update again. The Nether and Overworld have their own forms of trading so it would be interesting to see if there becomes some kind of peaceful/passive mob in the end that plays a similar role for that mechanic. Maybe a fusion of trading and bartering where you can't see the offers but there are different professions so you can throw them (just as an example) ender pearls and there could be some kind of potion maker who will give you slow falling 1 or strength but maybe there's a hunter who will give you gear you'd find in an end city loot chest?
Why not add a new "Alchemist Workbench", that, at the cost of a certain resource and/or XP, lets you "Transmute" one thing into another.
The cost would be dependent on the transmutation. (It could be crafted similarly to an enchanting table, but with an end crystal instead of a book)
Purpur into prismarine (and vice versa)
Tuff into granite/diorite/andesite
Flowers into other flower types
Berries into glowberries
Seeds into other types of seeds
Bucket of tropical fish into bucket of axolotl
Chicken eggs into frog spawn, frog spawn into turtle eggs, turtle eggs into sniffer eggs
As for ore blocks, it could have a sort've "material downgrade" option
Diamond block into gold ore blocks
Emerald block into amethyst source block
Gold blocks into iron ore blocks
Iron blocks into copper ore blocks
Copper blocks into coal ore blocks
Just an idea at least.
honestly you are way to underrated
Mojang should make a superflat be its own biome
You can spawn drowned using reinforcements. They are commonly used for copper farms and I don’t remember if they can spawn with tridents
They can't
@@Mogswamp that sucks, I wonder why they did that.
Lots of these things can be gotten from trial chambers if you do the structure glitch including tridents, scaffolding, bamboo planks, snow and snow layers, and amethyst shards,
not going to lie, I had so much fun playing/beating super flat survival
It is "mo-yang" as its Swedish but I think Microsoft have unofficially made the other pronunciation acceptable also
Hmm sounds like they are just TRYING to confuse us all! haha
@@Mogswamp even tho I know it's yang I still say jang so you're good anyway my dude lol. Keep up the good videos ✌
actually its proper swedish pronounciation is moo-yeng /mʊ:jεŋ/ but who cares, everyone uses the english pronounciation anyway so its easier to understand
I’m pretty sure you can get snow in a super flat you just need to build a platform high enough about rain because it turns into snow
Which combine with a carved pumpkin will give you a snow golem and use silk-touch on a shovel and you get tiles of snow you can also get snowballs too place a cauldron outside at that hight when it’s snowing to get powdered snow combine the powdered snow with a skeleton and you have a stray
Pretty sure you can trade with villagers for those maps even though theyed be useless
The trident can be found by turning zombies into drowns by trapping them in water
Id test the snow one but right now my tv isn’t working so you’d have to try that yourself but the rest of the list are obtainable
Sadly it snows at y=600 which is way above build limit. It's never been possible to build high enough for snow, at least on Java edition.
The maps don't show up as trades if the structure is not present within the world.
And the trident thing works on Bedrock edition, but on Java only naturally spawned Drowned can have tridents. Conversions never get them.
Probably should have mentioned at the beginning of the video that this only applies to Java 😂
You’ve inspired me to try super flat survival!!!
That's the whole reason I started my channel! This makes me so happy!
Only ogs remember when you could custom super flat to have any biome
If you set the preset to “overworld” you can get villages and surface lakes as well as trees, ores, water, lava and strongholds (so you can still beat the game) and it’ll also generate mineshafts and dungeons so you can also make XP/string farms if you use a mapmaking program to find them (which is otherwise pretty much impossible for dungeons with no caves). Tunneler’s dream is fun if you like burrowing (as it also has most of these things) but in that case you’d need to find a zombie dungeon to get villagers. Additionally, these presets make the map thicker so you’ll be able to play without constantly being chased by slimes.
But even on these presets it can be very hard to find all the animal species since they’ll pretty much only appear at world generation at the area around spawn and then never again unless you find a village.
I found it very weird that biome restrictions were so important to this when it's super easy to create superflat worlds with different biomes, and even the presets have multiple biomes
And for the deepslate in particular, why not create your own superflat world with a layer of bedrock, a layer of deepslate, a layer of stone, a layer of dirt, and a layer of grass?
Mogswamp: *exists*
My brain: WHAT ARE YOU DOING IN MY SSAAAWWWMMMPPP!?!?!??!!?!?
Buffing up the wandering trader would make it all the more useful, atleast early game. Dude's being underrated
husks, strays, and snow golems are now obtainable in superflat
Man I would love to see an updated version of this with the trail chambers in the mix.
There's a superflat world setting that allows you to have ~250 blocks of stone between the dirt and bedrock. I started a superflat world on that and it expanded what items you can get because ores, tuff, deepslate, etc. can spawn! Also, really great ideas to implement everything else into the game!
the thing is that being able to mine for ores kinda kills the point of superflat
I totally sympathize with Mogswamp and anyone else who chooses to play in a survival superflat world, but I think maybe sometimes we forget what they're really for. The superflat world type is meant for a sort of blank pallet, meant to be a wide open, empty, plain area for someone to build in. It's for testing builds, experimenting with things, stuff like that, and I think filling it with more block and item variety defeats that purpose somewhat. Isn't that the whole reason anyone like Mogswamp even uses a flat world anyway? He did actually say that in the video, that that's why he plays superflat; because of the fun challenge it presents with the limitations compared to regular survival. He started it and continues it because it's unique. It's a special challenge, sort of feels like playing the game the wrong way. So it's completely counterintuitive to wish that the game was more suited to playing that style. I think if every block and item was obtainable in a flat world, and there were biomes and mobs and stuff like people are suggesting, it would ruin the whole point of the flat world. Players who wanted to use it as a blank canvas would be faced with tons of random stuff getting in the way of their builds, screenshots, etc., people who use flat worlds to make custom maps would have to deal with grass all being different shades of green. So IMHO, it's better to acknowledge that superflat is different that regular survival, and playing in a flat world is strange and often difficult, instead of trying to make it basically just regular-survival-with-no-elevation-changes. Also, if anyone still really wants a world that's all flat and level, but has everything in the game like normal, you can literally do that in the regular custom world creator. You can pick stuff like block types, ground level, biomes, structure spawns, etc. At least last time I used that feature, it had all that stuff. Maybe it's changed, but if it has, there are datapacks and such that will do the same thing as well.
Here’s something I found out, with the Trial Chambers update, if you do the version swapping when creating a new world, trial chambers can actually spawn and if you are lucky some dispensers might actually have snow balls in them, allowing you to craft snow and therefore have an infinite snow farm!
I think players can get Maps because you can get sugar cane from wandering traders and make paper then get 4 iron ingots from a black smith and get red stone after that craft a compass then simply a map. I just think I am not too sure, I still love your content 😆😆😆keep up the good work!
Yes maps are possible! The image was referring specifically to the "treasure maps" that lead you to the Woodland Mansion, Buried Treasure, etc. The cartographer villager normally sells these, but the trade will not appear if the structure is not in the world.
@@Mogswamp Oh I couldn't make the difference thank you very much :)!
imo there just should be an option to set the biome to mixed, so it can generate all existing biomes normally
mainly for all those single-biome settings
maybe even allow for structure/feature generation, but idk
Alphas: Iron Tools are non-renewable.
1.14+: Diamond Tools can be obtained infinitely through trading.
I think snow could be obtained if you go far back in versions. before 1.9 was announced, if you opened a super flat world (I don't remember what version) it would snow, creating a QR code to reveal what 1.9 was. you could use the snow from the QR code
i loved how informative this video was, yet interesting to watch from start to finish
I think it would be cool if they added end biomes alongside the end guardians. My idea for the elder Guardian is to make it so that Beacons can give water breathing at tier 2 if you put a prismarine shard in them. Activating a prismarine shard on a gold block beacon summons the elder Guardian
idk if this vid is relevant anymore BUT the idea for the end guardians is nice, specifically the purple water. HOWEVER, i do think to tie into minecraft dungeons, including the void blocks/whatever the "void" stuff is made of, would function well for this purpose. the expansions to the end in dungeons make the actual minecraft end look very unimportant in comparison.
these were some really good ideas that Mojang should definitely add and not just for superflat.
These make sense mechanically, but they kinda throw off the regular survival game. For example, scaffolding being locked behind bamboo, which is locked behind a jungle, makes it so that scaffolding is like a reward and forces the player to work and explore for easier building.
If Mojang makes an official data pack on their market place to patch all the missing loot in the super flat world, it will probably be the most popular sale item on the marketplace bar none! Or just bring back the customize biome setting from the old version of minecraft!
As a perma skyblock player I'd love it if mobs that drop ingots also had a chance to drop the raw version of that metal like raw gold from piglings (cos i really need raw gold blocks, please mojang, even if it's just for one snapshot)
I like that he explains all we need and for what we clicked on this video in 4 minutes, and only then starts the unnecessary talk.
I had an idea for how you should be able to get the spore blossom in super flat.
If you bone meal a moss block and there’s enough space underneath the block it will grow one.
Kinda like how you get flowers with bone meal but it’s under the block
you can get a snow golem. get a pumpkin drop from a mob on halloween and build a high up platform for snow to form on.
I think converted drowned not spawning tridents was a deliberate thing so that copper farms could be cleaner?
Many of these mechanics are fine for superflat where say, prismarine block is super super rare by that possible standard, but being able to generate sponge out of light prismarine and piglin trade loot would be kinda breaking the game a little for ordinary worlds, where ocean monuments generate thousands of blocks of them without even making it a farm after draining and disassembling them, making tanks with bubble elevators and dropping the guardians from kill heights.
Isnt the draw of superflat survival that its a monoculture and that surprisingly very few of the blocks in the game can be unobtainable in them? Like the whole gimmick is that its not quite the right way to play the game, yet it can be surprisingly satisfying?
Wait, how do you obtain dripstone in superflat? That is indeed how you make lava renewable, from villager smithing huts, but i just realized its not on the list there....
Totally agree that not all of these should be added and that the restrictions are what makes the game mode special. It was kind of just a fun thought experiment for me :-)
Dripstone is sold by wandering trader and dripstone blocks can also be obtained from mason villagers.
I come at this from a slightly different perspective as someone loves skyblock, but there are a lot of similar issues. I also like looking at things using real world science, so I have a couple of ideas for calcite and tuff.
1st, in reality calcite is the mineral form of calcium carbonate. Speleothems, the technical term for what MC calls dripstone, consist largely of calcium carbonate with a few impurities due to silt, rust, copper etc. So similar to the furnace removing impurities in ores you could smelt dripstone blocks to get calcite.
2nd, tuff is a soft, porous rock formed from the volcanic ash of almost any other rock. From rhyolitic (same composition as granite) to andesitic, to basaltic. Obviously smelting basalt gives smooth basalt, but I don't think that's important, since in game it replaces granite, diorite and andesite, so just smelting any of them should result in tuff.
I'm working on similar logic for deepslate, assuming its chemical composition to be similar to most other slate, but it's a bit harder.
Very cool ideas, I love the scientific aspect
I have an idea for the End geodes:
4 amethyst shards make an amethyst block.
4 amethyst shards and 4 end stone could make a Purpur block.
Alternatively, 4 or 8 end stone surrounding an amethyst block, or 4 end stone and 4 amethyst blocks like gravel, leading to dyed purpur. Just an idea, tho.
I kinda wish there was a small layer of stone in flat worlds, maybe around 5 - 10 blocks for some stuff like ore blocks, tuff, amethyst geodes, and also making the strongholds and mineshafts make a bit more sense
you have to keep in mind that the features have to make sense and add new things to the minecraft lore/story, so something like geodes in the end dimension is a big stretch
Then simply add amethysts in end city chests
When using bone meal on dirt, coarse dirt, sand, red sand, gravel, or clay in any biomes, as long as bone meal is used in a water source above the solid block, coral generates in place of some of the seagrass in Bedrock Edition.
The god tier of a thumbnail
I wish there was something like superflat that had full underground and regular biomes and structures on the surface, just all really flat.
Like finding an abandoned mine except everything inside it is very symmetrical and even with no random variance and exactly 2 levels every time. Basically how super flat villages are but to the max
If you want to do something different, checking of you knowledge of drops and functions in minecraft; Play superflat without any structure spawn, going all the way to building your own village.
I've done this quite a while ago and even though is was grind heavy at times, I did enjoy the journey. :)
I think a neat way to spruce up the end would be to just kinda take chunks of existing biomes and plunk them down there. It could be around the outer portals, like they're pulling parts of the overworld through into the End