Wow there's a lot to unpack here, so I'll just cover a few things:
I think more passive mobs should be added with their own unique functions for two reasons: populate the world with more diverse life, and make a player choose which animals to farm and in what amount, since farming all the animals at max capacity would become unmanageable and thus encourage a player to choose what resource they want more of.
Beavers would be a neat addition if they didn't have too much function. I think flooding rivers is a bit much, but it would be neat to come across a 1-4 block pile of sticks in a river (so found in river biomes only) with beavers coming and going from them like bees do with hives. What function would they serve? Don't know yet. But as a potential addition I like this idea. The dams would be able to hold back water, but water going over them would cause them to pop into a few sticks.
I don't know if we need any more mobs giving us items (villagers and cats for example already do this), but I don't necessarily think any mob needs to have a big new function in order to be considered. Bear variants that go for hives and cause the bees to get temporarily annoyed and drop the honey value to zero sounds reasonable to me. Birds that fly with modified bat AI would be another nice addition. They wouldn't do much of anything outside of making the world look more pretty and dynamic, but that's the point of most of the animals I can see being added.
I just think this would give beavers a purpose in the game instead of them just being dumb NPC's existing in the game for the sake of existing.
and 5 blocks really isn't much, many river surfaces are actually deeper than this from the rest of the terrain, so this wouldn't have any effect on most builds or villages. Plus the floods can be prevented by, you know, leaving the beavers to do their work instead of slaughtering them.
Under the suggestion I made for this a while back, it would be entirely preventable, and flooded villages or player bases would be the fault of the player who decided to kill beavers when they were an important part of the ecosystem, and not repairing the dam when it became damaged. Leave the beavers upstream to maintain their dam, or give them a chance to respawn if one was accidentally killed, and no flood happens.
I don't agree that beavers should be able to cut down trees though, as that is straight up griefing and potentially biome destroying.
If the beavers deforested your nearby biome getting wood becomes too much work, and I think it is unfair.
Orangutan is meant to passivly give you food for a perioid of times, not just one. If you give the orangutan their favorite food they will continuously give you food for a day or two.
If I want food right now, I eat food right now.
If I have plenty of food, but need a reliable long-term source, I just set up a farm. It's especially easy in Jungle, because of how melons work.
In fact, with enough resources, it's possible to be fully automatic.
Responses and feedback in Bold. I currently do not like these ideas so far as they are either lacking in important details or the mobs are useless. Please add more details and if possible find ways to make these mobs unique and useful.
I don't support the ideas in the post as much as you, but I don't agree with what you say about making all real life animals passive or neutral. Making Beavers chop down wood in Minecraft is in no way, shape, or form going to encourage people in real life to kill Beavers.
Then there is the other problem, people will not be as careful when facing beavers IRL.
And they are damn vicious when you harass them.
Stop being so jelous forreal. If you scroll up you can see people liking this idea. You´re the only one here being jelous.
No beavers are neautral i never planned them to chop all this forest down and give it to me no. I said chop the tree down and you can collect it for yourself.
Orangutangs works the same. You give them an apple and they give you a random item back, can be a rare item. So yes both these ideas a great
I have seen your profile and you seem to only attack people ideas most likely due to envy.
Doing everything personally with tools is better than both manual Orangutan trade and beaver woodcutting. Automatic beaver wodcutting is broken.
Envy or not, when he shows you rational arguments you gotta reply in rational argument. And what I see is that he just doesn't want broken ideas to litter the game. The more reptitive assets that do the same thing, the messier the game feels.
And he not the only person criticizing these two concepts. I'm another case.
And by the way, flooding would be one massive mechanic in game. And it would ruin plains near river biome, turning it into massive swamp or lake.
And now try to imagine how destructive it would be if lava happened to kill the beavers or someone just used /kill @e command.
All this together is biome-killing I say.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
If I want food right now, I eat food right now.
If I have plenty of food, but need a reliable long-term source, I just set up a farm. It's especially easy in Jungle, because of how melons work.
In fact, with enough resources, it's possible to be fully automatic.
Then there is the other problem, people will not be as careful when facing beavers IRL.
And they are damn vicious when you harass them.
Doing everything personally with tools is better than both manual Orangutan trade and beaver woodcutting. Automatic beaver wodcutting is broken.
Envy or not, when he shows you rational arguments you gotta reply in rational argument. And what I see is that he just doesn't want broken ideas to litter the game. The more reptitive assets that do the same thing, the messier the game feels.
And he not the only person criticizing these two concepts. I'm another case.
And by the way, flooding would be one massive mechanic in game. And it would ruin plains near river biome, turning it into massive swamp or lake.
And now try to imagine how destructive it would be if lava happened to kill the beavers or someone just used /kill @e command.
All this together is biome-killing I say.
Lava would need to be coded to be exempt from the flooding mechanics, clearly.
Lava would need to be coded to be exempt from the flooding mechanics, clearly.
Excellent! I will torch everything down with weaponised lava buckets!
While endangering to user and rather unhandy, they are a really lethal close range weapon... that might be also used to bring down wooden structures and petrify the water.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
What does polar bears do in minecraft? absolute nothing. Same with foxes, squid, pig. They littery do nothing besides killing them. A beaver or oranguang whould give a uniquye mechanic to the game....
Pigs were one of the first passive mobs, along with Chickens, Cows, and Sheep. Pigs are like a base (not building, but like term) food source, they don't give renewable resources (minus meat) unlike the others, but, they can be ridden (but this is just a joke mechanic). Squids give Inc Sacks.
I said chop the tree down and you can collect it for yourself.
If you intend for players to take the wood that the beavers drop then that is a feature intended to help the player. Also, why would I wait for a mob to chop down the wood and then have to go collect it when I can just chop down a tree?
Then there is the other problem, people will not be as careful when facing beavers IRL.
And they are damn vicious when you harass them.
Again, this still wouldn't encourage people to not be afraid around Beavers. I've grown up around Minecraft for a lot of my life, and during that time, I've killed Chickens, Pigs, Cows, and Sheep. I made a thing that lets cows get shot out if you spawn like 100 of them into a small cannon like space. I've inbred pigs on purpose when I was younger because I thought it was hilarious. Hell, I've killed Villagers in Minecraft a lot. Despite having done all of those things in Minecraft at a young age, I don't want to at all go out and kill cows and chickens in real life.
The misconception that hostile real life mobs in Minecraft are going to encourage kids to go out and kill those animals in real life is basically the same misconception that violent video games are going to encourage kids to grow up to be violent.
Rollback Post to RevisionRollBack
Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
Again, this still wouldn't encourage people to not be afraid around Beavers. I've grown up around Minecraft for a lot of my life, and during that time, I've killed Chickens, Pigs, Cows, and Sheep. I made a thing that lets cows get shot out if you spawn like 100 of them into a small cannon like space. I've inbred pigs on purpose when I was younger because I thought it was hilarious. Hell, I've killed Villagers in Minecraft a lot. Despite having done all of those things in Minecraft at a young age, I don't want to at all go out and kill cows and chickens in real life.
The misconception that hostile real life mobs in Minecraft are going to encourage kids to go out and kill those animals in real life is basically the same misconception that violent video games are going to encourage kids to grow up to be violent.
Uh, the movie Jaws somehow managed to increase worldwide fear of sharks.
Despite the fact that coconuts falling from trees kill more people.
And Mojang was quite clear on their hostile mob policies.
But I know about the difference between game and real life hostility too, one day I burn alive entire village with flamethrowing tanks in Tiberian Dawn for terrorist organisation, and another I am disgusted by China not giving the working class enough rights IRL.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Uh, the movie Jaws somehow managed to increase worldwide fear of sharks.
Despite the fact that coconuts falling from trees kill more people.
And Mojang was quite clear on their hostile mob policies.
But I know about the difference between game and real life hostility too, one day I burn alive entire village with flamethrowing tanks in Tiberian Dawn for terrorist organisation, and another I am disgusted by China not giving the working class enough rights IRL.
Jaws managed to cause worldwide fear of sharks because it's a well made scary movie, designed to make you afraid of the movie's shark. I'm guessing seeing that in a movie theater just further amplified the fear factor (Big screen). Minecraft is a block video game, and if sharks were added, or beavers, they would also be blocky. If Mojang won't allow sharks, why do they allow automatic animal farms, where tons of animals are cramped into tiny spaces?
Rollback Post to RevisionRollBack
Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
Jaws managed to cause worldwide fear of sharks because it's a well made scary movie, designed to make you afraid of the movie's shark. I'm guessing seeing that in a movie theater just further amplified the fear factor (Big screen). Minecraft is a block video game, and if sharks were added, or beavers, they would also be blocky. If Mojang won't allow sharks, why do they allow automatic animal farms, where tons of animals are cramped into tiny spaces?
Because industrial slaughter does not have nice covering of self-defense.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Jaws managed to cause worldwide fear of sharks because it's a well made scary movie, designed to make you afraid of the movie's shark. I'm guessing seeing that in a movie theater just further amplified the fear factor (Big screen). Minecraft is a block video game, and if sharks were added, or beavers, they would also be blocky. If Mojang won't allow sharks, why do they allow automatic animal farms, where tons of animals are cramped into tiny spaces?
Given that shark attacks on humans are rare the Jaws movie sensationalized the problem.
"But there is no real evidence that sharks are actively hunting humans, according to the scientists who study them. Great whites in the North Atlantic, for example, show seasonal movement patterns, migrating thousands of miles to warmer waters further south during the winter months. Some mature adults will venture out into the open ocean for months at a time, covering tens of thousands of miles and diving to depths of 1,000m as they seek prey.
“We are like helpless little sausages floating around in the water,” says Naylor. But despite being potentially such an easy meal, sharks are really not that interested in hunting humans. “They generally just ignore people. I think if people knew how frequently they were in water with sharks, they would probably be surprised.”
However, Naylor believes that the official statistics on shark attacks are probably an underestimate. Most reports come from highly developed countries with large populations and highly active news media. Attacks on remote islands or in less developed communities probably go unreported.
Looking at the statistics for the number of shark attacks last year can reveal some fascinating trends. Last year, there were just 66 confirmed, unprovoked attacks, roughly a 20% fall compared to previous years. Just four of these were fatal according to the International Shark Attack File, although another database of shark attacks records seven deaths. So far in 2019, there have been four fatal shark attacks."
"Réunion Island in the Indian Ocean – renowned for its beautiful, unspoiled marine habitats – has seen a dramatic rise in tourism but in recent years it has also suffered a growing number of shark attacks by the bull and tiger sharks that live in the surrounding waters. Since 2011, there have been 11 fatal attacks on Reunion, mainly on surfers. Those who survive often lose limbs. Researchers have found that around two-thirds of the Reunion attacks have occurred in turbid water and swells of more than two metres – the favoured environment for bull sharks, which are thought to be responsible for most of the attacks.
Naylor believes that in most cases, sharks bites are a case of mistaken identity.
“If these animals are chasing bait fish, the flash of the white sole of a foot from someone kicking on a board might cause them to dart at it,” he says. “When you have a large animal like a tiger or a white shark, which move quickly, a bite is far more likely to be fatal.”
Great whites typically attack from below, delivering a massive catastrophic bite. In some cases they will withdraw while their prey bleeds to death before returning to eat.
“A great white in full predatory mode is quite a sight,” says Greg Skomal, a marine biologist with the Massachusetts Division of Marine Fisheries who has been tagging and tracking great white sharks since 2009. He should know – last year, as he was leaning over the pulpit on the bow of a research vessel while trying to tag a shark, .
“It gave me some idea of what a seal feels like,” he says. “I’ve seen that behaviour a couple of times over the years we have been doing this. Most of the time we put a camera in the water and the sharks are completely complacent. We must have done it thousands of times. But on a handful of occasions they attack straight away, breaking the pole and the camera. It is like they are in a heightened predatory state where their senses lock onto any kind of stimuli."
and if these animals were to be put into Minecraft someday, surely it would make sense to only have sharks occasionally come after the player? in the event they do bite, upon player death, all meat items (i.e fish, mutton, beef etc) dropped from the player inventory should disappear (because naturally, they'd be eaten). I think this would be an interesting mechanic.
The weapon used for hunting them being the trident, or alternatively introduce spears, a weapon crafted with wood, to kill them with.
Armour would provide some protection while fighting them in the ocean although the player still risks dying, but the only way to truly avoid sharks is to either stay out of the water, use a boat or use frostwalker enchantment on boots and run across the sea. If players had taken none of these precautions just to save a few resources, then that's the risk they take.
Given that shark attacks on humans are rare the Jaws movie sensationalized the problem.
"But there is no real evidence that sharks are actively hunting humans, according to the scientists who study them. Great whites in the North Atlantic, for example, show seasonal movement patterns, migrating thousands of miles to warmer waters further south during the winter months. Some mature adults will venture out into the open ocean for months at a time, covering tens of thousands of miles and diving to depths of 1,000m as they seek prey.
“We are like helpless little sausages floating around in the water,” says Naylor. But despite being potentially such an easy meal, sharks are really not that interested in hunting humans. “They generally just ignore people. I think if people knew how frequently they were in water with sharks, they would probably be surprised.”
However, Naylor believes that the official statistics on shark attacks are probably an underestimate. Most reports come from highly developed countries with large populations and highly active news media. Attacks on remote islands or in less developed communities probably go unreported.
Looking at the statistics for the number of shark attacks last year can reveal some fascinating trends. Last year, there were just 66 confirmed, unprovoked attacks, roughly a 20% fall compared to previous years. Just four of these were fatal according to the International Shark Attack File, although another database of shark attacks records seven deaths. So far in 2019, there have been four fatal shark attacks."
"Réunion Island in the Indian Ocean – renowned for its beautiful, unspoiled marine habitats – has seen a dramatic rise in tourism but in recent years it has also suffered a growing number of shark attacks by the bull and tiger sharks that live in the surrounding waters. Since 2011, there have been 11 fatal attacks on Reunion, mainly on surfers. Those who survive often lose limbs. Researchers have found that around two-thirds of the Reunion attacks have occurred in turbid water and swells of more than two metres – the favoured environment for bull sharks, which are thought to be responsible for most of the attacks.
Naylor believes that in most cases, sharks bites are a case of mistaken identity.
“If these animals are chasing bait fish, the flash of the white sole of a foot from someone kicking on a board might cause them to dart at it,” he says. “When you have a large animal like a tiger or a white shark, which move quickly, a bite is far more likely to be fatal.”
Great whites typically attack from below, delivering a massive catastrophic bite. In some cases they will withdraw while their prey bleeds to death before returning to eat.
“A great white in full predatory mode is quite a sight,” says Greg Skomal, a marine biologist with the Massachusetts Division of Marine Fisheries who has been tagging and tracking great white sharks since 2009. He should know – last year, as he was leaning over the pulpit on the bow of a research vessel while trying to tag a shark, .
“It gave me some idea of what a seal feels like,” he says. “I’ve seen that behaviour a couple of times over the years we have been doing this. Most of the time we put a camera in the water and the sharks are completely complacent. We must have done it thousands of times. But on a handful of occasions they attack straight away, breaking the pole and the camera. It is like they are in a heightened predatory state where their senses lock onto any kind of stimuli."
and if these animals were to be put into Minecraft someday, surely it would make sense to only have sharks occasionally come after the player? in the event they do bite, upon player death, all meat items (i.e fish, mutton, beef etc) dropped from the player inventory should disappear (because naturally, they'd be eaten). I think this would be an interesting mechanic.
The weapon used for hunting them being the trident, or alternatively introduce spears, a weapon crafted with wood, to kill them with.
Armour would provide some protection while fighting them in the ocean although the player still risks dying, but the only way to truly avoid sharks is to either stay out of the water, use a boat or use frostwalker enchantment on boots and run across the sea. If players had taken none of these precautions just to save a few resources, then that's the risk they take.
What is this even supposed to do?
Punish players even harder for exploring shipwrecks and underwater ruins?
Promote poaching out of sheer fear of "this shark may want to kill me, so I'll kill it first" or even "I want these drops"?
It would be better for water to slowly kill player in all non-warm biomes due to hypothermia, it kills several thousand times more people than sharks, and would teach a lot about hazards of the cold and winter safety. It would additionally be very helpful for mob grinders, freezing creepers and spiders to death.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Cave update mole: neutral but is territorial of its burrow only if you steal something from their burrow in their line of sight, live in burrows in the mountains or in caves will attack if you steal from their burrows they collect items such as ores, rare cave treasures usually shiny objects if they are found with a partical effect white=common, gold=rare, light blue=exotic, means they have an item you can feed them to get said item but it's random the can also drop used pickaxes that can help you get out of a tricky situation if you are trapped in a mine...
They will steal anything that you drop that is either an ore, pickaxe or something shiny and if you don't catch them fast enough they will take your item and put it in the burrow..
there very territorial about their burrows and if catch you stealing from their burrows they'll all rally up and try to attack you..
Baby moles can be raised and can be taught to dig cracked stone to find treasures and Random loot..
moles can also sniff and find ore clusters, the best tamed pet to bring mining, the only way to tame one is to get a baby and feed it mole milk which is produced by adult moles also can be used in a potion to find ores and burrows. (The potion Acts by making a particle trail to the closest or you're near to)
To get mole milk you can find it in their burrows but you'll have to wait for them not be around to take it or it can be found in a trade for feeding an adult mole...
Moles eat worms (can be found as a bi-product from digging large amounts of dirt) worms can also be used as bait to attract bigger fish..
along with the update there could be a new type of villager called the archaeologist that will collect cave treasures found in caves. you can sell them all the treasures you find from moles or just by mining in general..
fishing villagers will be updated to have worms as bait as a purchase..
redstone golem from Minecraft dungeons put into ravines and giant caverns and especially in ruins the update will also add random abandon ruins in random cave systems that will have small chests with different golems protecting them..
some ruins will have a lapis golems ,some will have an emerald golem when killing the golem of whatever ore you will,e droget large drops of that ore also they're composed of also depending on the golem type will depend the rarity of items found in the chest at the back of the room.. so if the chest is being guarded by a diamond golem, you can get some pretty rare stuff in the chest..
Ruins (typically made of stone bricks looks like a rooms from the strong hold) but failed attempts or old buildings left behind, it has a random ore type golem at the center guarding the chest..
Along with this update should be added that the following creatures should have bioluminescence inside caves: cave spiders and slimes killing these mobs can drop bioglow which can be used to make glowing dyes and natural glowing colored blocks in all the dye colors, also dyed armor that can be used to make a glow sticks effect on armor also to make glow sticks that can be thrown and last for 1 hour of light so miners who aren't planning to make that mine permanent can save the resources..
random glowing blocks found in caves to add atmospheric light, fog found in caves to add mystery and a spooky feel when searching around in big mining shafts..
what ever biome you are in the cave walls will represent it, example if mining in a jungle biome you will find moss on the stone walls and find lots of plant life underground..
with this cave update will be a new type of glowing mushroom that provides the player with haste but the mushrooms are very rare to find and can only be found in bioluminescent areas...
New procedurally generated caves would have to be added to support all of this also procedurally generated burrows for the moles and a new building for the archaeologist villager I feel like this would make a great cave update and it is exactly what Minecraft is missing to make cave adventures exciting
Cave update mole: neutral but is territorial of its burrow only if you steal something from their burrow in their line of sight, live in burrows in the mountains or in caves will attack if you steal from their burrows they collect items such as ores, rare cave treasures usually shiny objects if they are found with a partical effect white=common, gold=rare, light blue=exotic, means they have an item you can feed them to get said item but it's random the can also drop used pickaxes that can help you get out of a tricky situation if you are trapped in a mine...
They will steal anything that you drop that is either an ore, pickaxe or something shiny and if you don't catch them fast enough they will take your item and put it in the burrow..
there very territorial about their burrows and if catch you stealing from their burrows they'll all rally up and try to attack you..
Baby moles can be raised and can be taught to dig cracked stone to find treasures and Random loot..
moles can also sniff and find ore clusters, the best tamed pet to bring mining, the only way to tame one is to get a baby and feed it mole milk which is produced by adult moles also can be used in a potion to find ores and burrows. (The potion Acts by making a particle trail to the closest or you're near to)
To get mole milk you can find it in their burrows but you'll have to wait for them not be around to take it or it can be found in a trade for feeding an adult mole...
Moles eat worms (can be found as a bi-product from digging large amounts of dirt) worms can also be used as bait to attract bigger fish..
along with the update there could be a new type of villager called the archaeologist that will collect cave treasures found in caves. you can sell them all the treasures you find from moles or just by mining in general..
fishing villagers will be updated to have worms as bait as a purchase..
redstone golem from Minecraft dungeons put into ravines and giant caverns and especially in ruins the update will also add random abandon ruins in random cave systems that will have small chests with different golems protecting them..
some ruins will have a lapis golems ,some will have an emerald golem when killing the golem of whatever ore you will drop large amounts of that ore they're composed of also depending on the golem type will depend the rarity of items found in the chest at the back of the room.. so if the chest is being guarded by a diamond golem, you can get some pretty rare stuff in the chest..
Ruins (typically made of stone bricks looks like a rooms from the strong hold) but failed attempts or old buildings left behind, it has a random ore type golem at the center guarding the chest..
Along with this update should be added that the following creatures should have bioluminescence inside caves: cave spiders and slimes killing these mobs can drop bioglow which can be used to make glowing dyes and natural glowing colored blocks in all the dye colors, also dyed armor that can be used to make a glow sticks effect on armor also to make glow sticks that can be thrown and last for 1 hour of light so miners who aren't planning to make that mine permanent can save the resources..
random glowing blocks found in caves to add atmospheric light, fog found in caves to add mystery and a spooky feel when searching around in big mining shafts..
what ever biome you are in the cave walls will represent it, example if mining in a jungle biome you will find moss on the stone walls and find lots of plant life underground..
with this cave update will be a new type of glowing mushroom that provides the player with haste but the mushrooms are very rare to find and can only be found in bioluminescent areas...
New procedurally generated caves would have to be added to support all of this also procedurally generated burrows for the moles and a new building for the archaeologist villager I feel like this would make a great cave update and it is exactly what Minecraft is missing to make cave adventures exciting
I just think this would give beavers a purpose in the game instead of them just being dumb NPC's existing in the game for the sake of existing.
and 5 blocks really isn't much, many river surfaces are actually deeper than this from the rest of the terrain, so this wouldn't have any effect on most builds or villages. Plus the floods can be prevented by, you know, leaving the beavers to do their work instead of slaughtering them.
Under the suggestion I made for this a while back, it would be entirely preventable, and flooded villages or player bases would be the fault of the player who decided to kill beavers when they were an important part of the ecosystem, and not repairing the dam when it became damaged. Leave the beavers upstream to maintain their dam, or give them a chance to respawn if one was accidentally killed, and no flood happens.
I don't agree that beavers should be able to cut down trees though, as that is straight up griefing and potentially biome destroying.
If the beavers deforested your nearby biome getting wood becomes too much work, and I think it is unfair.
If I want food right now, I eat food right now.
If I have plenty of food, but need a reliable long-term source, I just set up a farm. It's especially easy in Jungle, because of how melons work.
In fact, with enough resources, it's possible to be fully automatic.
Then there is the other problem, people will not be as careful when facing beavers IRL.
And they are damn vicious when you harass them.
Doing everything personally with tools is better than both manual Orangutan trade and beaver woodcutting. Automatic beaver wodcutting is broken.
Envy or not, when he shows you rational arguments you gotta reply in rational argument. And what I see is that he just doesn't want broken ideas to litter the game. The more reptitive assets that do the same thing, the messier the game feels.
And he not the only person criticizing these two concepts. I'm another case.
And by the way, flooding would be one massive mechanic in game. And it would ruin plains near river biome, turning it into massive swamp or lake.
And now try to imagine how destructive it would be if lava happened to kill the beavers or someone just used /kill @e command.
All this together is biome-killing I say.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Lava would need to be coded to be exempt from the flooding mechanics, clearly.
Excellent! I will torch everything down with weaponised lava buckets!
While endangering to user and rather unhandy, they are a really lethal close range weapon... that might be also used to bring down wooden structures and petrify the water.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Pigs were one of the first passive mobs, along with Chickens, Cows, and Sheep. Pigs are like a base (not building, but like term) food source, they don't give renewable resources (minus meat) unlike the others, but, they can be ridden (but this is just a joke mechanic). Squids give Inc Sacks.
If you intend for players to take the wood that the beavers drop then that is a feature intended to help the player. Also, why would I wait for a mob to chop down the wood and then have to go collect it when I can just chop down a tree?
Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
Again, this still wouldn't encourage people to not be afraid around Beavers. I've grown up around Minecraft for a lot of my life, and during that time, I've killed Chickens, Pigs, Cows, and Sheep. I made a thing that lets cows get shot out if you spawn like 100 of them into a small cannon like space. I've inbred pigs on purpose when I was younger because I thought it was hilarious. Hell, I've killed Villagers in Minecraft a lot. Despite having done all of those things in Minecraft at a young age, I don't want to at all go out and kill cows and chickens in real life.
The misconception that hostile real life mobs in Minecraft are going to encourage kids to go out and kill those animals in real life is basically the same misconception that violent video games are going to encourage kids to grow up to be violent.
Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
Uh, the movie Jaws somehow managed to increase worldwide fear of sharks.
Despite the fact that coconuts falling from trees kill more people.
And Mojang was quite clear on their hostile mob policies.
But I know about the difference between game and real life hostility too, one day I burn alive entire village with flamethrowing tanks in Tiberian Dawn for terrorist organisation, and another I am disgusted by China not giving the working class enough rights IRL.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Jaws managed to cause worldwide fear of sharks because it's a well made scary movie, designed to make you afraid of the movie's shark. I'm guessing seeing that in a movie theater just further amplified the fear factor (Big screen). Minecraft is a block video game, and if sharks were added, or beavers, they would also be blocky. If Mojang won't allow sharks, why do they allow automatic animal farms, where tons of animals are cramped into tiny spaces?
Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
Because industrial slaughter does not have nice covering of self-defense.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Given that shark attacks on humans are rare the Jaws movie sensationalized the problem.
"But there is no real evidence that sharks are actively hunting humans, according to the scientists who study them. Great whites in the North Atlantic, for example, show seasonal movement patterns, migrating thousands of miles to warmer waters further south during the winter months. Some mature adults will venture out into the open ocean for months at a time, covering tens of thousands of miles and diving to depths of 1,000m as they seek prey.
“We are like helpless little sausages floating around in the water,” says Naylor. But despite being potentially such an easy meal, sharks are really not that interested in hunting humans. “They generally just ignore people. I think if people knew how frequently they were in water with sharks, they would probably be surprised.”
However, Naylor believes that the official statistics on shark attacks are probably an underestimate. Most reports come from highly developed countries with large populations and highly active news media. Attacks on remote islands or in less developed communities probably go unreported.
Looking at the statistics for the number of shark attacks last year can reveal some fascinating trends. Last year, there were just 66 confirmed, unprovoked attacks, roughly a 20% fall compared to previous years. Just four of these were fatal according to the International Shark Attack File, although another database of shark attacks records seven deaths. So far in 2019, there have been four fatal shark attacks."
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"Réunion Island in the Indian Ocean – renowned for its beautiful, unspoiled marine habitats – has seen a dramatic rise in tourism but in recent years it has also suffered a growing number of shark attacks by the bull and tiger sharks that live in the surrounding waters. Since 2011, there have been 11 fatal attacks on Reunion, mainly on surfers. Those who survive often lose limbs. Researchers have found that around two-thirds of the Reunion attacks have occurred in turbid water and swells of more than two metres – the favoured environment for bull sharks, which are thought to be responsible for most of the attacks.
Naylor believes that in most cases, sharks bites are a case of mistaken identity.
“If these animals are chasing bait fish, the flash of the white sole of a foot from someone kicking on a board might cause them to dart at it,” he says. “When you have a large animal like a tiger or a white shark, which move quickly, a bite is far more likely to be fatal.”
Great whites typically attack from below, delivering a massive catastrophic bite. In some cases they will withdraw while their prey bleeds to death before returning to eat.
“A great white in full predatory mode is quite a sight,” says Greg Skomal, a marine biologist with the Massachusetts Division of Marine Fisheries who has been tagging and tracking great white sharks since 2009. He should know – last year, as he was leaning over the pulpit on the bow of a research vessel while trying to tag a shark, .
“It gave me some idea of what a seal feels like,” he says. “I’ve seen that behaviour a couple of times over the years we have been doing this. Most of the time we put a camera in the water and the sharks are completely complacent. We must have done it thousands of times. But on a handful of occasions they attack straight away, breaking the pole and the camera. It is like they are in a heightened predatory state where their senses lock onto any kind of stimuli."
https://www.bbc.com/future/article/20190808-why-do-sharks-attack-humans
and if these animals were to be put into Minecraft someday, surely it would make sense to only have sharks occasionally come after the player? in the event they do bite, upon player death, all meat items (i.e fish, mutton, beef etc) dropped from the player inventory should disappear (because naturally, they'd be eaten). I think this would be an interesting mechanic.
The weapon used for hunting them being the trident, or alternatively introduce spears, a weapon crafted with wood, to kill them with.
Armour would provide some protection while fighting them in the ocean although the player still risks dying, but the only way to truly avoid sharks is to either stay out of the water, use a boat or use frostwalker enchantment on boots and run across the sea. If players had taken none of these precautions just to save a few resources, then that's the risk they take.
What is this even supposed to do?
Punish players even harder for exploring shipwrecks and underwater ruins?
Promote poaching out of sheer fear of "this shark may want to kill me, so I'll kill it first" or even "I want these drops"?
It would be better for water to slowly kill player in all non-warm biomes due to hypothermia, it kills several thousand times more people than sharks, and would teach a lot about hazards of the cold and winter safety. It would additionally be very helpful for mob grinders, freezing creepers and spiders to death.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Cave update mole: neutral but is territorial of its burrow only if you steal something from their burrow in their line of sight, live in burrows in the mountains or in caves will attack if you steal from their burrows they collect items such as ores, rare cave treasures usually shiny objects if they are found with a partical effect white=common, gold=rare, light blue=exotic, means they have an item you can feed them to get said item but it's random the can also drop used pickaxes that can help you get out of a tricky situation if you are trapped in a mine...
They will steal anything that you drop that is either an ore, pickaxe or something shiny and if you don't catch them fast enough they will take your item and put it in the burrow..
there very territorial about their burrows and if catch you stealing from their burrows they'll all rally up and try to attack you..
Baby moles can be raised and can be taught to dig cracked stone to find treasures and Random loot..
moles can also sniff and find ore clusters, the best tamed pet to bring mining, the only way to tame one is to get a baby and feed it mole milk which is produced by adult moles also can be used in a potion to find ores and burrows. (The potion Acts by making a particle trail to the closest or you're near to)
To get mole milk you can find it in their burrows but you'll have to wait for them not be around to take it or it can be found in a trade for feeding an adult mole...
Moles eat worms (can be found as a bi-product from digging large amounts of dirt) worms can also be used as bait to attract bigger fish..
along with the update there could be a new type of villager called the archaeologist that will collect cave treasures found in caves. you can sell them all the treasures you find from moles or just by mining in general..
fishing villagers will be updated to have worms as bait as a purchase..
redstone golem from Minecraft dungeons put into ravines and giant caverns and especially in ruins the update will also add random abandon ruins in random cave systems that will have small chests with different golems protecting them..
some ruins will have a lapis golems ,some will have an emerald golem when killing the golem of whatever ore you will,e droget large drops of that ore also they're composed of also depending on the golem type will depend the rarity of items found in the chest at the back of the room.. so if the chest is being guarded by a diamond golem, you can get some pretty rare stuff in the chest..
Ruins (typically made of stone bricks looks like a rooms from the strong hold) but failed attempts or old buildings left behind, it has a random ore type golem at the center guarding the chest..
Along with this update should be added that the following creatures should have bioluminescence inside caves: cave spiders and slimes killing these mobs can drop bioglow which can be used to make glowing dyes and natural glowing colored blocks in all the dye colors, also dyed armor that can be used to make a glow sticks effect on armor also to make glow sticks that can be thrown and last for 1 hour of light so miners who aren't planning to make that mine permanent can save the resources..
random glowing blocks found in caves to add atmospheric light, fog found in caves to add mystery and a spooky feel when searching around in big mining shafts..
what ever biome you are in the cave walls will represent it, example if mining in a jungle biome you will find moss on the stone walls and find lots of plant life underground..
with this cave update will be a new type of glowing mushroom that provides the player with haste but the mushrooms are very rare to find and can only be found in bioluminescent areas...
New procedurally generated caves would have to be added to support all of this also procedurally generated burrows for the moles and a new building for the archaeologist villager I feel like this would make a great cave update and it is exactly what Minecraft is missing to make cave adventures exciting
Cave update mole: neutral but is territorial of its burrow only if you steal something from their burrow in their line of sight, live in burrows in the mountains or in caves will attack if you steal from their burrows they collect items such as ores, rare cave treasures usually shiny objects if they are found with a partical effect white=common, gold=rare, light blue=exotic, means they have an item you can feed them to get said item but it's random the can also drop used pickaxes that can help you get out of a tricky situation if you are trapped in a mine...
They will steal anything that you drop that is either an ore, pickaxe or something shiny and if you don't catch them fast enough they will take your item and put it in the burrow..
there very territorial about their burrows and if catch you stealing from their burrows they'll all rally up and try to attack you..
Baby moles can be raised and can be taught to dig cracked stone to find treasures and Random loot..
moles can also sniff and find ore clusters, the best tamed pet to bring mining, the only way to tame one is to get a baby and feed it mole milk which is produced by adult moles also can be used in a potion to find ores and burrows. (The potion Acts by making a particle trail to the closest or you're near to)
To get mole milk you can find it in their burrows but you'll have to wait for them not be around to take it or it can be found in a trade for feeding an adult mole...
Moles eat worms (can be found as a bi-product from digging large amounts of dirt) worms can also be used as bait to attract bigger fish..
along with the update there could be a new type of villager called the archaeologist that will collect cave treasures found in caves. you can sell them all the treasures you find from moles or just by mining in general..
fishing villagers will be updated to have worms as bait as a purchase..
redstone golem from Minecraft dungeons put into ravines and giant caverns and especially in ruins the update will also add random abandon ruins in random cave systems that will have small chests with different golems protecting them..
some ruins will have a lapis golems ,some will have an emerald golem when killing the golem of whatever ore you will drop large amounts of that ore they're composed of also depending on the golem type will depend the rarity of items found in the chest at the back of the room.. so if the chest is being guarded by a diamond golem, you can get some pretty rare stuff in the chest..
Ruins (typically made of stone bricks looks like a rooms from the strong hold) but failed attempts or old buildings left behind, it has a random ore type golem at the center guarding the chest..
Along with this update should be added that the following creatures should have bioluminescence inside caves: cave spiders and slimes killing these mobs can drop bioglow which can be used to make glowing dyes and natural glowing colored blocks in all the dye colors, also dyed armor that can be used to make a glow sticks effect on armor also to make glow sticks that can be thrown and last for 1 hour of light so miners who aren't planning to make that mine permanent can save the resources..
random glowing blocks found in caves to add atmospheric light, fog found in caves to add mystery and a spooky feel when searching around in big mining shafts..
what ever biome you are in the cave walls will represent it, example if mining in a jungle biome you will find moss on the stone walls and find lots of plant life underground..
with this cave update will be a new type of glowing mushroom that provides the player with haste but the mushrooms are very rare to find and can only be found in bioluminescent areas...
New procedurally generated caves would have to be added to support all of this also procedurally generated burrows for the moles and a new building for the archaeologist villager I feel like this would make a great cave update and it is exactly what Minecraft is missing to make cave adventures exciting