[!!expedition:Worldgen]
Should: motivate exploration, create interesting landscapes, biomes & flora; Landscape should encourage primarily construction, but also transport(rivers, flying) •Trees - Forests that grow, spread, change over time(grow); Trees can be cut down from bottom block; Trees have branches; cacti and mushrooms; •Flora - More variety, more colors, more dyes •Biomes - More variety, inspire exploration and construction •Terrain - More variety, inspire exploration and construction •Rivers - Wider, longer, connecting to oceans •Seasons - Should change leaf colour, snowfall, rain etc.; Should also introduce challenge/ease in farming(need greenhouses, more rain)
Worldgen
Tectonic|Dynamic Trees|Terralith|Traverse|Serene Seasons|
Cavegen
Should: make cave exploration more challenging, create use for other tools(ladders, buckets, bridging), vertical, yet more rewarding. This is achieved by making the generation much more varied, but also wide open. If the area is open, more mobs spawn, more mobs fall from above and you fall below, but also in an open area more ores are visible. Should also encompass interesting dungeons and structures, as well as worldgen(underground rivers, lava rivers).
Dungeons
Should: be rewarding with useful items for all game loops. Should be very challenging, people need to go in prepared. Should be resource intensive, to motivate other gameloops. Should be fun, should be varied
•Newdungeons -
•Reworkeddungeons - Yungs Better Dungeons
[!!tip:Nether]
Should: truly be much more difficult than the overworld. This is where you bring your potions and gear. This should be a step in progression, with useful items for any type of playstyle. Should be very difficult yet rewarding to explore. Should also inspire transport, since it is faster. This has to be a necessary step, before going to the End. Should truly feel like you entered a different dimension, hell. Also all mobs should get their time, ghasts are far too easy to avoid, one must focus on spawning them.
Nether
[!!crystallize:End]
Should: be the end of the (vanilla) game. Incredibly difficult, respawnable raid boss essentially. Islands should have stuff of value.
End
[!!Home:Villages]
Should: be intertwined with gameplay. Villagers should react to what the player is building(use the structures), they should plant and eat what the player gives them(even modded). Should give the player engagement(trade, combat, growth), should not be OP and should not replace entire gameloops, should motivate exploration(maps etc). #Villages
Regrowth|Guard villagers|Smarter farmers|
[!!vault:Dimensions]
Should: be a whole new adventure, with a very different feel and provide unique challenges to the default gameloops.
Dimensions