- Can only be found in Ocean biomes.
- Players have a 33.3% (1/3) chance of receiving a Hunger I effect for 0:10 when drinking Bottled Sea water.
- Can be boiled into Fresh Water via Furnace.
- Has a mercy dark blue appearance / Moderately difficult see through.
- Spawns: Sea Bass, Clownfish, Salmon, Red Snapper, Squid, Bone Fish, Large Jaw, Puffer fish, Jelly Fish, and Sea Horse.
- Can only be found in Swamp biomes.
- The Player will receive Poison I for 0:10 when drinking Bottled Swamp Water.
- Can be boiled into Fresh Water via Furnace.
- Can be crafted with any Bucket of Water plus Vines in a Crafting GUI.
- Has a brownish green appearance / Very hard to see through.
- Spawns: Piranhas, Catfish, Sucker, and Lagoon Snapper.
- Commonly found in Swamps, Roofed Forests, and rarely in other Forests.
- Acts like both a Water Block and a Slab: You will sink, but only half way.
- Does not flow, and does not need to be picked up a with Bucket or Bottle.
- Best mined with a Shovel. Mine-speed comparable to Dirt.
- Slows players and mobs more than regular water.
- Can be crafted with Dirt and any Bucket of Water in a Crafting GUI.
- Can be Smelted into Dirt in a Furnace GUI.
- Has a think brown appearance / Impossible to see through.
- Spawns Pigs more commonly than Grass.
- Additional fished Treasure / Junk: Zombie Head.
- Excluded fished Treasure / Junk: Lily Pad, Ink Sack, any Water bottle, Lilly Pad.
- Common fished Treasure / Junk: Bones, Leather Boots, Stick.
Shift Sand:
- Can only be found rarely in Desert bimoes.
- Acts like a Water Block, except for the fact that you cannot swim upwards in it.
- Dose not flow, and does not need to be picked up with a Bucket or Bottle.
- Best mined with a shovel. Mine-speed comparable to Sand.
- Slows players and mobs more than regular water.
- Can be crafted with Sand and any Bucket of Water in a Crafting GUI.
- Can be smelted into Sand in a Furnace GUI.
- Looks exactly like Sand, except its pixels shift about slowly, hence the name / Impossible to see through.
- Has a Red Sand variant with the same properties, excluding its colour.
- Can only be found in lakes, ponds, and rivers.
- It is safe to drink, but provides no effect.
- Can be boiled into Spring Water via Furnace.
- Has a clear blue appearance / Easily seen through.
- Spawns: Gold Fish, Angle fish, Trout, Pike, and Carp.
- Cannot be found, and can only be "crafted".
- Fresh Water turns into Spring Water after a duration of 1:00 when in the presence of a heat source (Lava, Torch, etcetera) underneath the block bellow it, and Fresh Water can also be turned into Spring Water via being boiled in a Furnace.
- Any player / mob (excluding those damaged by water) will receive 1 health point (0.5 Hearts) when standing in Spring Water after a duration of 0:10 (like a healing sauna).
- Will revert back into Fresh Water after a duration of 1:00 when in the absence of a heat source.
- Players will have their negative effects only removed when drinking bottled Spring Water, making it better than Milk, however, Bottled Spring Water will revert back into Bottled Fresh Water after a duration of 1:00, making it worse than Milk.
- Has a clear light blue appearance / Easily seen through, and gives off steam particles above it.
- Can only be found in places where water can freeze, commonly bordering Water and Ice blocks.
- Is the first step of water turning to Ice. Water will freeze into Ice water, whereas Ice water will freeze into Ice.
- Slows players and mobs more than regular water.
- Can be crafted with Ice and any Bucket of Water in a Crafting GUI.
- Can be boiled into Fresh Water in a Furnace GUI.
- Has an appearance of broken apart ice in water.
Note: Pearls are used in enchanting to greatly better the chances of higher enchantments in the Enchanting table GUI where Lapis is used, or it can be thrown at the ground for a large sum of XP.
Aquatic mobs:
Sea Bass:
- Heath: 8 Hit points (4 Hearts).
- Behaviour: Passive / Swims away from player.
- Spawn: Common / Seawater / 2-6.
- Size: 1x1x1.
- Drops: 1-3 Raw Fish / 4XP.
Salmon:
- Health: 8 Hit points (4 Hearts).
- Behaviour: Passive / Swims away from player.
- Spawn: Common / Seawater / 2-6.
- Size: 1x1x1.
- Drops: 1-3 Raw Fish / 4XP.
Red Snapper:
- Health: 12 Hit points (6 Hearts).
- Behaviour: Passive / Swims away from player.
- Spawn: Rare / Seawater / 2-3.
- Size: 1x1x1.5
- Drops: 2-5 Raw Fish / 6XP.
Clown Fish:
- Health: 4 Hit points (2 Hearts).
- Behaviour: Passive / Swims away from player.
- Spawn: Rare / Seawater / 1-2.
- Size: 0.5x0.5x0.5.
- Drops: 1 Raw Fish / 12XP.
Angle Fish:
- Health: 4 Hit points (2 Hearts).
- Behaviour: Passive / Swims away from player.
- Spawn: Rare / Freshwater / 1-2.
- Size: 0.5x0.5x0.5.
- Drops: 1 Raw Fish / 12XP.
Gold Fish:
- Health: 4 Hit points (2 Hearts).
- Behaviour: Passive / Swims away from player.
- Spawn: Rare / Freshwater / 2-3.
- Size: 0.5x0.5x0.5.
- Drops: 1 Raw Fish / 2-5 Gold Nuggets / 6XP.
- Note: Is literally made of Gold.
Squid:
- Health: 20 Hit points (10 Hearts).
- Behaviour: Passive-Neutral / Squirts blinding Ink (duration of 0:10) at attacker then swims away.
- Spawn: Rare / Seawater / 3-5.
- Size: 1.5x1.5x2
- Drops: 2-3 Raw Fish / 0-1 Ink Sac / 6XP.
Bone Fish:
- Health: 16 Hit points (8 Hearts).
- Behaviour: Hostile / -2 hit points on Easy, -3 hit points on Normal, and -4 hit points on Hard.
- Spawn: Common / Seawater / Night time / De-spawns during day time / 1-4.
- Size: 1x1x1.
- Drops: 2-3 Raw Fish / 0-2 Bones / 6XP.
Large Jaw:
- Health: 40 Hit points (20 Hearts)
- Behaviour: Neutral-Hostile / -6 hit points on Easy, -9 hit points on Normal, -12 hit points on Hard / Will attack if too close.
- Spawn: Rare / Seawater / 1.
- Size: 2x2x2.5.
- Drops: 5-10 Raw Fish / 0-1 Pearl (rarely) / 20XP.
- Note: Looks like a really fat shark beast.
Puffer Fish:
- Health: 8 hit points (4 Hearts)
- Behaviour: Passive-Neutral / Puffs out when attacked / -2 hit points on Easy, -3 hit points on Normal, and -4 hit points on Hard.
- Spawn: Rare / Seawater / 1-3.
- Size: 1x1x1 / 2x2x2 (Upon puffing)
- Drops: 2-3 Raw Fish / 1 Puffer sac (New Potion of Water Breathing ingredient) / 6XP.
Jelly Fish:
- Health: 4 Hit points (2 Hearts)
- Behaviour: Passive-Neutral / if touched, -2 hit points on Easy, -3 hit points on Normal, and -4 hit points on Hard.
- Spawn: Only in Jelly Fish biomes / Seawater 10-20.
- Size: 1x1x1.
- Drops: 5XP.
Sea Horse:
- Health: 20 Hit points (10 Hearts)
- Behaviour: Passive.
- Spawn: Very rare / Seawater / 2-6.
- Size: 2x1x1.
- Drops: 5XP.
- Note: Is Tame-able and ride-able via Saddle (Pretty much the Horse of the sea)
Piranha:
- Health: 6 Hit points (3 Hearts)
- Behaviour: Hostile / -1 hit points on Easy, -2 hit points on Normal, and -3 hit points on Hard.
- Spawn: Common / Swamp Water / 4-7.
- Size: 0.5x0.5x0.5.
- Drops: 1 Raw Fish / 5XP.
Catfish:
- Health: 20 Hit points (10 Hearts)
- Behaviour: Passive / Swims away from player.
- Spawn: Common / Swamp Water / 1-2.
- Size: 1x1x1.5
- Drops: 3-6 Raw Fish / 6XP.
Sucker (A big leech):
- Health: 14 Hit points (7 Hearts)
- Behaviour: Hostile / Slow / Short sighted / Attaches itself on to you / Steals your health / -1 hit points on Easy, -2 hit points on Normal, and -3 hit points on Hard.
- Spawn: Common / Swamp Water / 2-4.
- Size: 1x1x1.5.
- Drops: 5XP.
Lagoon Snapper:
- Health: 20 Hit points (10 Hearts)
- Behaviour: Hostile / -2 hit points on Easy, -4 hit points on Normal, and -6 hit points on Hard.
- Spawn: Rare / Swamp Water / 1.
- Size: 1x1.5x2.
- Drops: 3-6 Raw Fish / 8XP.
- Note: Has an elongated, jagged jaw, similar to a crocodiles.
Trout:
- Health: 8 Hit points (4 Hearts)
- Behaviour: Passive / Swims away from player.
- Spawn: Common / Freshwater / 1-4.
- Size: 1x1x1.
- Drops: 1-3 Raw Fish / 4XP.
Pike:
- Health: 16 Hit points (8 Hearts)
- Behaviour: Passive / Swims away from player.
- Spawn: Rare / Freshwater / 1-2.
- Size: 1x1x2.
- Drops: 2-6 Raw Fish / 8XP.
Carp:
- Health: 8 Hit points (4 Hearts)
- Behaviour: Passive / Swims away from player.
- Spawn: Common / Freshwater / 1-5.
- Size: 1x1x1.
- Drops: 1-3 Raw Fish / 4XP.
Note that Raw Fish provides the player with one hunger point, whereas Cook Fish provides the player with 2 hunger points.
Bait:
Worms:
- Found in Dirt and Mud blocks.
- A new Item.
- Can be feed to chickens and Fish for breeding.
- Can be combined with a Fishing Rod to craft a Baited Fishing Rod in a Crafting GUI.
- Used to attract Fish.
Magnets:
- Crafted like such:
- Can be combined with a Fishing Rod to craft a Magnet on a Stick.
- Used to greater the chances of acquiring Treasure / Junk via fishing.
- Can be used to slowly attract nearby items when holding it.
- Magnet on a Stick can also attract items it's throw nearby.
Fishing changes:
- Fish are only attracted to Baited Fishing Rods, but fish are still kinda short sighted when it comes to bait.
- Fish can be caught by a normal fishing rod if you happen to drag your liner over one.
- You have to reel in the hook by holding right click.
- Once a fish is snagged, you must keep clicking right click to reel the fish in, otherwise it'll get away.
- Once a fish is snagged, a bar will appear with a moving point on it. Right clicking when the moving point is over the centre of the bar will greater your chances of not losing the fish that is snagged.
- When your hook lands in water, it will sink, but will rise every time you reel in.
- When your hook lands in water, there will be a fairly sizeable ripple animation, which will scare away any fish nearby.
- Treasure can only be hooked when your hook hits "the bottom" (where a Water block is resting above a solid block).
- Once Treasure is snagged, your hook is stuck, and must be reeled in via click clicking (tugging), instead of simply holding down right click.
- Fish will flop around when fished out of water. It is then you must attack it to get their drops.
- Fish can only get stuck into boats when fished into one (now that 2 entities can be in one).
- A Chest can be placed in a boat (now that 2 entities can be in one) , which will collect the fish caught.
What is the point of most of those aquatic mobs? And any of the kinds of waters? Why should I want them in the game?
- Bone Fish play the role of the night time enemy for seas, since we don't have one.
- The rest is all for aesthetics reasons to make underwater look more lively - Everyone complains about there being hardly anything in Oceans.
- They enhance the fishing experience.
- Sea Horses allow you to travel underwater quicker.
- Large Jaws give a sense of eeriness when underwater, as this big thing looms over you, yet doesn't see you.
- Considering that Fish are now mobs, one could catch 'em all, slap a name tag on 'em and places 'em in self made aquariums, if they're into that sort of thing. Maybe there should be an achievement for it.
- Water can also be a decoration block. Giving the players more water colours / types will give players and mapmakers more options to build with.
- Shift Sand is suppose to be a trap in deserts when the player isn't mindful of their surroundings, and is a prime source to fish Treasure out of. Same thing with Mud.
Why would you not want these?
And what's your opinion about the other half of the suggestion?
A lot of those fish pretty much do the same thing but look different. Right now the squid sits above all of them because he has the originality-saving-grace of the blinding ink thing (though some others are still okay). Adding fish are fine, but they should at least have a uniqueness between them. That's also a lot of mobs.
I like the concept of different water, but sounds super complicated if it has to blend in with other waters. I guess that's for Mojang to worry about and not me. I don't see a big point in boiling water when I can just easily find normal water.
I don't know how I feel about bait. Enchantments would do this job just fine, though maybe it could work in getting a higher chance of getting a specific fish. I don't know, I just ball-parked that one. Moderate support I guess.
Rollback Post to RevisionRollBack
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
The water mix result could be determined by boolean logic:
-snip-
Yeah... Rereading the waters part, there's a ton of "rules" that players will hurt their heads trying to remember...
Rollback Post to RevisionRollBack
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
- Bone Fish play the role of the night time enemy for seas, since we don't have one.
- The rest is all for aesthetics reasons to make underwater look more lively - Everyone complains about there being hardly anything in Oceans.
- They enhance the fishing experience.
- Sea Horses allow you to travel underwater quicker.
- Large Jaws give a sense of eeriness when underwater, as this big thing looms over you, yet doesn't see you.
- Considering that Fish are now mobs, one could catch 'em all, slap a name tag on 'em and places 'em in self made aquariums, if they're into that sort of thing. Maybe there should be an achievement for it.
- Water can also be a decoration block. Giving the players more water colours / types will give players and mapmakers more options to build with.
- Shift Sand is suppose to be a trap in deserts when the player isn't mindful of their surroundings, and is a prime source to fish Treasure out of. Same thing with Mud.
Why would you not want these?
And what's your opinion about the other half of the suggestion?
Without anything in oceans except Ocean Monuments, I still have no reason to go there. None of these mobs make me want to explore under the sea. And in any other biome, they're clutter.
"Enchance" the fishing experience, by adding a bunch of unnecessarily complicated elements? Fishing should be simple. It's already something I don't really want to do; this would make me want to do it even less.
Because they're a bunch of copy/paste mobs that don't really do anything but clutter up the water. Their existence is something that would be obnoxious at worst and uninteresting at best.
The waters are ridiculous. Aesthetics are not enough of a reason for complicating mechanics. And none of the other mechanics attached to them are appealing, as they make some biomes unlivable. They are also unfitting, as nothing in the game has properties that would act as precedents, and they don't make sense, given game world logic.
Bait and magnets are worse than useless. They make fishing more complicated for no apparent reason other than to make it complicated. I'm not even going to get into the actual mechanics proposed for fishing, which are similar.
So why should I want them in the game? It's your job to convince me of your suggestion. And make sure to actually use a strong argument that involves the game mechanics you're trying to mess with.
New types of Water:
Sea Water:
- Can only be found in Ocean biomes.
- Players have a 33.3% (1/3) chance of receiving a Hunger I effect for 0:10 when drinking Bottled Sea water.
- Can be boiled into Fresh Water via Furnace.
- Has a mercy dark blue appearance / Moderately difficult see through.
- Spawns: Sea Bass, Clownfish, Salmon, Red Snapper, Squid, Bone Fish, Large Jaw, Puffer fish, Jelly Fish, and Sea Horse.
- Additional fished Treasure / Junk: Pearl, Gold Nugget, Prismarine Shard, Wet Sponge.
- Excluded fished Treasure / Junk: Lily Pad, Rotten Flesh, String.
- Common fished Treasure / Junk: Tools.
Swamp Water:
- Can only be found in Swamp biomes.
- The Player will receive Poison I for 0:10 when drinking Bottled Swamp Water.
- Can be boiled into Fresh Water via Furnace.
- Can be crafted with any Bucket of Water plus Vines in a Crafting GUI.
- Has a brownish green appearance / Very hard to see through.
- Spawns: Piranhas, Catfish, Sucker, and Lagoon Snapper.
- Additional fished Treasure / Junk: Vine, Zombie Head.
- Excluded fished Treasure / Junk: Ink Sack.
- Common fished Treasure / Junk: Lily Pad, Vine.
Mud:
- Commonly found in Swamps, Roofed Forests, and rarely in other Forests.
- Acts like both a Water Block and a Slab: You will sink, but only half way.
- Does not flow, and does not need to be picked up a with Bucket or Bottle.
- Best mined with a Shovel. Mine-speed comparable to Dirt.
- Slows players and mobs more than regular water.
- Can be crafted with Dirt and any Bucket of Water in a Crafting GUI.
- Can be Smelted into Dirt in a Furnace GUI.
- Has a think brown appearance / Impossible to see through.
- Spawns Pigs more commonly than Grass.
- Additional fished Treasure / Junk: Zombie Head.
- Excluded fished Treasure / Junk: Lily Pad, Ink Sack, any Water bottle, Lilly Pad.
- Common fished Treasure / Junk: Bones, Leather Boots, Stick.
Shift Sand:
- Can only be found rarely in Desert bimoes.
- Acts like a Water Block, except for the fact that you cannot swim upwards in it.
- Dose not flow, and does not need to be picked up with a Bucket or Bottle.
- Best mined with a shovel. Mine-speed comparable to Sand.
- Slows players and mobs more than regular water.
- Can be crafted with Sand and any Bucket of Water in a Crafting GUI.
- Can be smelted into Sand in a Furnace GUI.
- Looks exactly like Sand, except its pixels shift about slowly, hence the name / Impossible to see through.
- Has a Red Sand variant with the same properties, excluding its colour.
- Spawns: Nothing.
- additional fished Treasure / Junk: Golden Nugget, Skull, Zombie Head.
- Excluded fished Treasure / Junk: Lily Pad, Ink Sack,
- Common fished Treasure / Junk: Bone, Leather Boots, Rotten Flesh.
Fresh Water:
- Can only be found in lakes, ponds, and rivers.
- It is safe to drink, but provides no effect.
- Can be boiled into Spring Water via Furnace.
- Has a clear blue appearance / Easily seen through.
- Spawns: Gold Fish, Angle fish, Trout, Pike, and Carp.
- Additional fished Treasure / Junk: Unchanged.
- Excluded fished Treasure / Junk: Lily Pad, Ink sack.
- Common fished Treasure / Junk: Unchanged.
Spring Water:
- Cannot be found, and can only be "crafted".
- Fresh Water turns into Spring Water after a duration of 1:00 when in the presence of a heat source (Lava, Torch, etcetera) underneath the block bellow it, and Fresh Water can also be turned into Spring Water via being boiled in a Furnace.
- Any player / mob (excluding those damaged by water) will receive 1 health point (0.5 Hearts) when standing in Spring Water after a duration of 0:10 (like a healing sauna).
- Will revert back into Fresh Water after a duration of 1:00 when in the absence of a heat source.
- Players will have their negative effects only removed when drinking bottled Spring Water, making it better than Milk, however, Bottled Spring Water will revert back into Bottled Fresh Water after a duration of 1:00, making it worse than Milk.
- Has a clear light blue appearance / Easily seen through, and gives off steam particles above it.
- Additional fished Treasure / Junk: Unchanged.
- Excluded fished Treasure / Junk: Lily Pad, Ink sack.
- Common fished Treasure / Junk: Unchanged.
Ice Water:
- Can only be found in places where water can freeze, commonly bordering Water and Ice blocks.
- Is the first step of water turning to Ice. Water will freeze into Ice water, whereas Ice water will freeze into Ice.
- Slows players and mobs more than regular water.
- Can be crafted with Ice and any Bucket of Water in a Crafting GUI.
- Can be boiled into Fresh Water in a Furnace GUI.
- Has an appearance of broken apart ice in water.
- Additional fished Treasure / Junk: Unchanged.
- Excluded fished Treasure / Junk: Lily Pad, Ink sack.
- Common fished Treasure / Junk: Unchanged.
Note: Pearls are used in enchanting to greatly better the chances of higher enchantments in the Enchanting table GUI where Lapis is used, or it can be thrown at the ground for a large sum of XP.
Aquatic mobs:
Sea Bass:
- Heath: 8 Hit points (4 Hearts).
- Behaviour: Passive / Swims away from player.
- Spawn: Common / Seawater / 2-6.
- Size: 1x1x1.
- Drops: 1-3 Raw Fish / 4XP.
Salmon:
- Health: 8 Hit points (4 Hearts).
- Behaviour: Passive / Swims away from player.
- Spawn: Common / Seawater / 2-6.
- Size: 1x1x1.
- Drops: 1-3 Raw Fish / 4XP.
Red Snapper:
- Health: 12 Hit points (6 Hearts).
- Behaviour: Passive / Swims away from player.
- Spawn: Rare / Seawater / 2-3.
- Size: 1x1x1.5
- Drops: 2-5 Raw Fish / 6XP.
Clown Fish:
- Health: 4 Hit points (2 Hearts).
- Behaviour: Passive / Swims away from player.
- Spawn: Rare / Seawater / 1-2.
- Size: 0.5x0.5x0.5.
- Drops: 1 Raw Fish / 12XP.
Angle Fish:
- Health: 4 Hit points (2 Hearts).
- Behaviour: Passive / Swims away from player.
- Spawn: Rare / Freshwater / 1-2.
- Size: 0.5x0.5x0.5.
- Drops: 1 Raw Fish / 12XP.
Gold Fish:
- Health: 4 Hit points (2 Hearts).
- Behaviour: Passive / Swims away from player.
- Spawn: Rare / Freshwater / 2-3.
- Size: 0.5x0.5x0.5.
- Drops: 1 Raw Fish / 2-5 Gold Nuggets / 6XP.
- Note: Is literally made of Gold.
Squid:
- Health: 20 Hit points (10 Hearts).
- Behaviour: Passive-Neutral / Squirts blinding Ink (duration of 0:10) at attacker then swims away.
- Spawn: Rare / Seawater / 3-5.
- Size: 1.5x1.5x2
- Drops: 2-3 Raw Fish / 0-1 Ink Sac / 6XP.
Bone Fish:
- Health: 16 Hit points (8 Hearts).
- Behaviour: Hostile / -2 hit points on Easy, -3 hit points on Normal, and -4 hit points on Hard.
- Spawn: Common / Seawater / Night time / De-spawns during day time / 1-4.
- Size: 1x1x1.
- Drops: 2-3 Raw Fish / 0-2 Bones / 6XP.
Large Jaw:
- Health: 40 Hit points (20 Hearts)
- Behaviour: Neutral-Hostile / -6 hit points on Easy, -9 hit points on Normal, -12 hit points on Hard / Will attack if too close.
- Spawn: Rare / Seawater / 1.
- Size: 2x2x2.5.
- Drops: 5-10 Raw Fish / 0-1 Pearl (rarely) / 20XP.
- Note: Looks like a really fat shark beast.
Puffer Fish:
- Health: 8 hit points (4 Hearts)
- Behaviour: Passive-Neutral / Puffs out when attacked / -2 hit points on Easy, -3 hit points on Normal, and -4 hit points on Hard.
- Spawn: Rare / Seawater / 1-3.
- Size: 1x1x1 / 2x2x2 (Upon puffing)
- Drops: 2-3 Raw Fish / 1 Puffer sac (New Potion of Water Breathing ingredient) / 6XP.
Jelly Fish:
- Health: 4 Hit points (2 Hearts)
- Behaviour: Passive-Neutral / if touched, -2 hit points on Easy, -3 hit points on Normal, and -4 hit points on Hard.
- Spawn: Only in Jelly Fish biomes / Seawater 10-20.
- Size: 1x1x1.
- Drops: 5XP.
Sea Horse:
- Health: 20 Hit points (10 Hearts)
- Behaviour: Passive.
- Spawn: Very rare / Seawater / 2-6.
- Size: 2x1x1.
- Drops: 5XP.
- Note: Is Tame-able and ride-able via Saddle (Pretty much the Horse of the sea)
Piranha:
- Health: 6 Hit points (3 Hearts)
- Behaviour: Hostile / -1 hit points on Easy, -2 hit points on Normal, and -3 hit points on Hard.
- Spawn: Common / Swamp Water / 4-7.
- Size: 0.5x0.5x0.5.
- Drops: 1 Raw Fish / 5XP.
Catfish:
- Health: 20 Hit points (10 Hearts)
- Behaviour: Passive / Swims away from player.
- Spawn: Common / Swamp Water / 1-2.
- Size: 1x1x1.5
- Drops: 3-6 Raw Fish / 6XP.
Sucker (A big leech):
- Health: 14 Hit points (7 Hearts)
- Behaviour: Hostile / Slow / Short sighted / Attaches itself on to you / Steals your health / -1 hit points on Easy, -2 hit points on Normal, and -3 hit points on Hard.
- Spawn: Common / Swamp Water / 2-4.
- Size: 1x1x1.5.
- Drops: 5XP.
Lagoon Snapper:
- Health: 20 Hit points (10 Hearts)
- Behaviour: Hostile / -2 hit points on Easy, -4 hit points on Normal, and -6 hit points on Hard.
- Spawn: Rare / Swamp Water / 1.
- Size: 1x1.5x2.
- Drops: 3-6 Raw Fish / 8XP.
- Note: Has an elongated, jagged jaw, similar to a crocodiles.
Trout:
- Health: 8 Hit points (4 Hearts)
- Behaviour: Passive / Swims away from player.
- Spawn: Common / Freshwater / 1-4.
- Size: 1x1x1.
- Drops: 1-3 Raw Fish / 4XP.
Pike:
- Health: 16 Hit points (8 Hearts)
- Behaviour: Passive / Swims away from player.
- Spawn: Rare / Freshwater / 1-2.
- Size: 1x1x2.
- Drops: 2-6 Raw Fish / 8XP.
Carp:
- Health: 8 Hit points (4 Hearts)
- Behaviour: Passive / Swims away from player.
- Spawn: Common / Freshwater / 1-5.
- Size: 1x1x1.
- Drops: 1-3 Raw Fish / 4XP.
Note that Raw Fish provides the player with one hunger point, whereas Cook Fish provides the player with 2 hunger points.
Bait:
Worms:
- Found in Dirt and Mud blocks.
- A new Item.
- Can be feed to chickens and Fish for breeding.
- Can be combined with a Fishing Rod to craft a Baited Fishing Rod in a Crafting GUI.
- Used to attract Fish.
Magnets:
- Crafted like such:
- Can be combined with a Fishing Rod to craft a Magnet on a Stick.
- Used to greater the chances of acquiring Treasure / Junk via fishing.
- Can be used to slowly attract nearby items when holding it.
- Magnet on a Stick can also attract items it's throw nearby.
Fishing changes:
- Fish are only attracted to Baited Fishing Rods, but fish are still kinda short sighted when it comes to bait.
- Fish can be caught by a normal fishing rod if you happen to drag your liner over one.
- You have to reel in the hook by holding right click.
- Once a fish is snagged, you must keep clicking right click to reel the fish in, otherwise it'll get away.
- Once a fish is snagged, a bar will appear with a moving point on it. Right clicking when the moving point is over the centre of the bar will greater your chances of not losing the fish that is snagged.
- When your hook lands in water, it will sink, but will rise every time you reel in.
- When your hook lands in water, there will be a fairly sizeable ripple animation, which will scare away any fish nearby.
- Treasure can only be hooked when your hook hits "the bottom" (where a Water block is resting above a solid block).
- Once Treasure is snagged, your hook is stuck, and must be reeled in via click clicking (tugging), instead of simply holding down right click.
- Fish will flop around when fished out of water. It is then you must attack it to get their drops.
- Fish can only get stuck into boats when fished into one (now that 2 entities can be in one).
- A Chest can be placed in a boat (now that 2 entities can be in one) , which will collect the fish caught.
BA
What is the point of most of those aquatic mobs? And any of the kinds of waters? Why should I want them in the game?
If you are planning to make a suggestion, please read this.
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- Bone Fish play the role of the night time enemy for seas, since we don't have one.
- The rest is all for aesthetics reasons to make underwater look more lively - Everyone complains about there being hardly anything in Oceans.
- They enhance the fishing experience.
- Sea Horses allow you to travel underwater quicker.
- Large Jaws give a sense of eeriness when underwater, as this big thing looms over you, yet doesn't see you.
- Considering that Fish are now mobs, one could catch 'em all, slap a name tag on 'em and places 'em in self made aquariums, if they're into that sort of thing. Maybe there should be an achievement for it.
- Water can also be a decoration block. Giving the players more water colours / types will give players and mapmakers more options to build with.
- Shift Sand is suppose to be a trap in deserts when the player isn't mindful of their surroundings, and is a prime source to fish Treasure out of. Same thing with Mud.
Why would you not want these?
And what's your opinion about the other half of the suggestion?
BA
this is a nice suggestion that has potential
Please check out my mod, which is based on the Spiderwick Chronicles book series, NOT the movie.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2736508-wip-xcodecs-fantastical-world-around-you-need-an
i am a... Weavile?
i Support Sea Expansion
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2734184-sea-expansion
i Support Summoners
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2736792-necromancer-or-summoner#c1
A lot of those fish pretty much do the same thing but look different. Right now the squid sits above all of them because he has the originality-saving-grace of the blinding ink thing (though some others are still okay). Adding fish are fine, but they should at least have a uniqueness between them. That's also a lot of mobs.
I like the concept of different water, but sounds super complicated if it has to blend in with other waters. I guess that's for Mojang to worry about and not me. I don't see a big point in boiling water when I can just easily find normal water.
I don't know how I feel about bait. Enchantments would do this job just fine, though maybe it could work in getting a higher chance of getting a specific fish. I don't know, I just ball-parked that one. Moderate support I guess.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
Yeah... Rereading the waters part, there's a ton of "rules" that players will hurt their heads trying to remember...
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
Without anything in oceans except Ocean Monuments, I still have no reason to go there. None of these mobs make me want to explore under the sea. And in any other biome, they're clutter.
"Enchance" the fishing experience, by adding a bunch of unnecessarily complicated elements? Fishing should be simple. It's already something I don't really want to do; this would make me want to do it even less.
Because they're a bunch of copy/paste mobs that don't really do anything but clutter up the water. Their existence is something that would be obnoxious at worst and uninteresting at best.
The waters are ridiculous. Aesthetics are not enough of a reason for complicating mechanics. And none of the other mechanics attached to them are appealing, as they make some biomes unlivable. They are also unfitting, as nothing in the game has properties that would act as precedents, and they don't make sense, given game world logic.
Bait and magnets are worse than useless. They make fishing more complicated for no apparent reason other than to make it complicated. I'm not even going to get into the actual mechanics proposed for fishing, which are similar.
So why should I want them in the game? It's your job to convince me of your suggestion. And make sure to actually use a strong argument that involves the game mechanics you're trying to mess with.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.