Since right now bats don't do much but contribute to lag for those with weaker computers and annoying some people, I think this would be a great time to update bats seeing the next update is the cave update.
Here's a few suggestions:
Drop changes:
1º Make bats drop 0-2 XP when killed (Less than cows/chickens/pigs/sheep)
2º Change rabbit hide's name to small hide, bats now also drop 0-1 small hide.
3º Bats have a very small chance to drop a bat tooth which can be used for life drain potion(takes half a heart every 3s and heals you by that amount, lvl 2 potion makes it deal half a heart of damage every 2s)
4º Bat tooth can also be instead to trade with librarian villagers + X amount o emeralds in exchange for a life stealing enchantment which heals hp equal to 15% of damage dealt per level. (Lvl3 max, aka 45% hp drain)
5º Bats could drop a bat ear, bat ear could be used for an ultrasensing potion, which gives the player ultrasensing effect. This effect makes it so that you can see anything that makes the slighest sound(even through walls) such as mobs or even items falling into water, this potion also allows you to detect nearby ores.
6º Bats can also ocasionally drop guano(feces that work as bonemeal, but grow crops instantly with one click) around half the rate a chicken drops an egg, in addition if a bat drops guano on a crop the crop will instantly grow and consume the guano without the need for a player to apply it.
Behavior changes:
7º Bats now run away from light, this includes torches, means you don't have to deal with them as much and they will often lead you into the spaces that are not as well lit
8º Bats now attack cave spiders and silverfish as they are small bugs which bats like to eat(maybe not cave spiders but silverfishes atleast) (Bats deal 0.5 or 1 heart of damage)
9º Bats are now neutral, and have 50% chance to aggro on you if you hit them(they all attack as a cluster like wolves)
10º Bats are still mostly passive except when you hit a witch near them which causes all nearby bats to aggro on the witch's attacker(they will deal 0.5/1/1.5 hearts of damage depending on difficulty)
I'm not saying all of these suggestions could/should be implemented but personally I'd like option 1 and 2 to be implemented as well as one of the remaining. The behaviorall changes are also just another addition that could give bats a little more personality(well the 7º, 8º and 10º) as well as make you cautious near them(9º and 10º)
Leave it to the game's community to want an aesthetic mob, then constantly want to change that so it offers more.
This suggestion isn't bad by any means, but I'd prefer if bats just stayed as the unique atmosphere-only mob. Them dropping things is a passable idea, but I'm 400% against the idea of them attacking anything. I'm also not a fan of any life-stealing ideas in this game, as it's very easy to bash something to death, so adding a health-stealing effect just makes it feel overpowered. I'll admit I'm a fan of the ultrasensing potion.
Since right now bats don't do much but contribute to lag for those with weaker computers and annoying some people, I think this would be a great time to update bats seeing the next update is the cave update.
I am someone with a weak computer and it's true, that masses of animals cause lag.
But i never had performence issues becouse of bats.
If the bats have an attack command inside their pathfinding ai,
that wouldn't reduce lag but maybe add more lag becouse the algorithm always has to check for a silverfish nearby,
wich normally can't spawn without players mining blocks.
(At least i think they don't just spawn)
I don't think bats need to drop exp, especially not less then other passive mobs since they are hard to hit.
I like the ultrasensing potion, i support this suggestion.
Rollback Post to RevisionRollBack
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
Bats are endangered, I instead propose to make them combat support that disorients hostile mobs.
Not everything that moves should be designed to be hunted.
Also, humans are big and strong, majority of bats would never aggro on a human.
And Mojang is not a group of fans of hostile real-life animals.
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
Since right now bats don't do much but contribute to lag for those with weaker computers and annoying some people, I think this would be a great time to update bats seeing the next update is the cave update.
Here's a few suggestions:
Drop changes:
1º Make bats drop 0-2 XP when killed (Less than cows/chickens/pigs/sheep)
2º Change rabbit hide's name to small hide, bats now also drop 0-1 small hide.
3º Bats have a very small chance to drop a bat tooth which can be used for life drain potion(takes half a heart every 3s and heals you by that amount, lvl 2 potion makes it deal half a heart of damage every 2s)
4º Bat tooth can also be instead to trade with librarian villagers + X amount o emeralds in exchange for a life stealing enchantment which heals hp equal to 15% of damage dealt per level. (Lvl3 max, aka 45% hp drain)
5º Bats could drop a bat ear, bat ear could be used for an ultrasensing potion, which gives the player ultrasensing effect. This effect makes it so that you can see anything that makes the slighest sound(even through walls) such as mobs or even items falling into water, this potion also allows you to detect nearby ores.
6º Bats can also ocasionally drop guano(feces that work as bonemeal, but grow crops instantly with one click) around half the rate a chicken drops an egg, in addition if a bat drops guano on a crop the crop will instantly grow and consume the guano without the need for a player to apply it.
Behavior changes:
7º Bats now run away from light, this includes torches, means you don't have to deal with them as much and they will often lead you into the spaces that are not as well lit
8º Bats now attack cave spiders and silverfish as they are small bugs which bats like to eat(maybe not cave spiders but silverfishes atleast) (Bats deal 0.5 or 1 heart of damage)
9º Bats are now neutral, and have 50% chance to aggro on you if you hit them(they all attack as a cluster like wolves)
10º Bats are still mostly passive except when you hit a witch near them which causes all nearby bats to aggro on the witch's attacker(they will deal 0.5/1/1.5 hearts of damage depending on difficulty)
I'm not saying all of these suggestions could/should be implemented but personally I'd like option 1 and 2 to be implemented as well as one of the remaining. The behaviorall changes are also just another addition that could give bats a little more personality(well the 7º, 8º and 10º) as well as make you cautious near them(9º and 10º)
Leave it to the game's community to want an aesthetic mob, then constantly want to change that so it offers more.
This suggestion isn't bad by any means, but I'd prefer if bats just stayed as the unique atmosphere-only mob. Them dropping things is a passable idea, but I'm 400% against the idea of them attacking anything. I'm also not a fan of any life-stealing ideas in this game, as it's very easy to bash something to death, so adding a health-stealing effect just makes it feel overpowered. I'll admit I'm a fan of the ultrasensing potion.
Very minimal support.
I am someone with a weak computer and it's true, that masses of animals cause lag.
But i never had performence issues becouse of bats.
If the bats have an attack command inside their pathfinding ai,
that wouldn't reduce lag but maybe add more lag becouse the algorithm always has to check for a silverfish nearby,
wich normally can't spawn without players mining blocks.
(At least i think they don't just spawn)
I don't think bats need to drop exp, especially not less then other passive mobs since they are hard to hit.
I like the ultrasensing potion, i support this suggestion.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
Uhh, how exactly do bats lag people? I've never heard of this. Are people playing Minecraft on Windows 95?
I think it's possible. When you create a large dark space underground in peaceful, there is plenty room for bats,
wich have more complex pathfinding then other mobs, becouse they can also fly up and down.
Without doing that on purpose i doubt that bats cause much lag.
Edit:
Yes, on newer versions passive and aggressive mobs have their own mobcap but i think you know what i mean.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
Bats are endangered, I instead propose to make them combat support that disorients hostile mobs.
Not everything that moves should be designed to be hunted.
Also, humans are big and strong, majority of bats would never aggro on a human.
And Mojang is not a group of fans of hostile real-life animals.
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