Would be nice, but we cannot ignore that there are downsides to having an increased amount of mobs in the game,
such as increased memory and CPU requirements.
I'd be interested in a survey to see what kind of PC's the majority of people were using to play this game before making a final judgment on like this,
desktop and laptop ones only, not game consoles, smartphones or tablets.
Would be nice, but we cannot ignore that there are downsides to having an increased amount of mobs in the game,
such as increased memory and CPU requirements.
I'd be interested in a survey to see what kind of PC's the majority of people were using to play this game before making a final judgment on like this,
desktop and laptop ones only, not game consoles, smartphones or tablets.
That's a nice idea. I think mojang is actually holding back on many things becouse of performance.
And it makes sence to have as many customers as possible.
My desktop pc however is way to old for playing minecraft lagfree without mods.
I just have to buy a better pc. Can't blame the developers for my old potato. Nor that i bought the java edition instead of bedrock.
I bought mine for 200€ a view years ago, and it was a mistake.
I'm not good with pc hardware but i think a tower for 500€ should run minecraft lagfree at renderdistance 16 without mods.
I would consider investing more money for playing with shaders ect but i wouldn't invest more then 1000€ into a "gaming" pc.
That's my borderline, i wouldn't spend more money for playing minecraft.
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
That's a nice idea. I think mojang is actually holding back on many things becouse of performance.
And it makes sence to have as many customers as possible.
My desktop pc however is way to old for playing minecraft lagfree without mods.
I just have to buy a better pc. Can't blame the developers for my old potato. Nor that i bought the java edition instead of bedrock.
I bought mine for 200€ a view years ago, and it was a mistake.
I'm not good with pc hardware but i think a tower for 500€ should run minecraft lagfree at renderdistance 16 without mods.
I would consider investing more money for playing with shaders ect but i wouldn't invest more then 1000€ into a "gaming" pc.
That's my borderline, i wouldn't spend more money for playing minecraft.
a grand worth PC would be over doing it.
A laptop costing £400 to £500 would be easily enough since AMD Ryzen CPU's like the 4500U come with Vega 6 iGPU's, which performance wise do meet the recommended requirements. But you've got to take into account things like memory amount, bus speed and CAS latency of the RAM and so forth.
Unfortunately a lot of people who play Minecraft are still playing on much older or weaker spec'd machines, but they still end up wondering why when letting everyone know that they're using Intel integrated graphics chipsets which with all due respect to people using them, that graphics hardware is absolute garbage for gaming, and that was never intended for that purpose either. I'd suggest AMD Vega iGPU as the bare minimum, some games will need better though, such as Minecraft with shader mods, the vanilla game works fine on iGPU's or laptop GPU's if you've got it set up properly.
Adding a few new mobs would not noticeably impact performance unless the number actually loaded at any one time increased, just as the majority of the performance impact of blocks is from the number loaded, not the total number available - that's why there are mob caps. Or if the game were properly optimized; I've greatly improved performance and reduced resource usage despite adding hundreds of new features, maybe even over a thousand at this point:
If you look at 1.2.5 you'll see a very different beast from even 1.3. The client is running the entire simulation in the same object space as the rendering, resulting in very very small amounts of memory being used. 1.2.5 could live in ~256MB perhaps.
1.3 split the server and the client logic. Suddenly, you have to double the footprint of the game - one copy of all the game objects for the server, one copy for the client. 1.3 needs 500MB before you're even running.
Heh, "1.3 needs 500 MB to even start up" (granted, they were probably referring to modded versions, but still)...
And that is also with all of these features being added, including 205 block variants, 18 items, 42 entity variants, 29 biomes, and many new generated structures, in addition to what I've added in previous releases - yet there has been absolutely no impact on resource usage (if anything, the opposite, part of this is also because unlike Mojang I very heavily use subtypes/variants instead of making every new block, mob, etc an entirely new instance - I couldn't even add 205 new blocks if each one had its own block ID since 1.6.4 only allows for 256 total and vanilla already used around 160 of those, with only about 20 additional IDs used by TMCW):
Of course, there will still be some impact from adding more content and optimizations can only go so far and do slow down development (this is part of the reason why TMCWv5 has been in development for 3 years, and much like 1.17, it was split into two releases), which is why anything added should have a purpose, then again, simple decorative/ambient features still have a place and improve the game experience (after all, many blocks have been added just to have more blocks to build with; for example, hardened clay was added before mesa biomes so at that point it was literally just for decorative builds; likewise, wool was originally added solely as a decorative block, many wood-based blocks now have variants for different wood types when they originally did not, and so on).
Adding a few new mobs would not noticeably impact performance unless the number actually loaded at any one time increased, just as the majority of the performance impact of blocks is from the number loaded, not the total number available - that's why there are mob caps. Or if the game were properly optimized; I've greatly improved performance and reduced resource usage despite adding hundreds of new features, maybe even over a thousand at this point:
Heh, "1.3 needs 500 MB to even start up" (granted, they were probably referring to modded versions, but still)...
And that is also with all of these features being added, including 205 block variants, 18 items, 42 entity variants, 29 biomes, and many new generated structures, in addition to what I've added in previous releases - yet there has been absolutely no impact on resource usage (if anything, the opposite, part of this is also because unlike Mojang I very heavily use subtypes/variants instead of making every new block, mob, etc an entirely new instance - I couldn't even add 205 new blocks if each one had its own block ID since 1.6.4 only allows for 256 total and vanilla already used around 160 of those, with only about 20 additional IDs used by TMCW):
Of course, there will still be some impact from adding more content and optimizations can only go so far and do slow down development (this is part of the reason why TMCWv5 has been in development for 3 years, and much like 1.17, it was split into two releases), which is why anything added should have a purpose, then again, simple decorative/ambient features still have a place and improve the game experience (after all, many blocks have been added just to have more blocks to build with; for example, hardened clay was added before mesa biomes so at that point it was literally just for decorative builds; likewise, wool was originally added solely as a decorative block, many wood-based blocks now have variants for different wood types when they originally did not, and so on).
But at some point having more different mob types added to the game will increase the hardware demands
What would be the point in adding new ones if all the different but relevant mobs couldn't spawn in a given biome at once?
since monsters don't generally spawn in the daytime except in caves, dungeons, mineshafts, underneath trees and inside dark buildings without bottom half slabs or glass etc, more animals can be allowed to exist in the Overworld and not put too much pressure on people's computers.
It's wasteful to add in more if they're just going to be blocked from spawning due to a mob cap and some RNG spawning system.
To a certain extent mob caps do make sense, but not when they're preventing newer ones from entering the world, and it is reasonable to assume this is more likely to happen if more birds were added in the game.
If this means the games system requirements double within the next 5 years,
then that's what it takes, people must understand that they can't expect to be using the same computer forever,
all of us have to upgrade at some point, this is especially true for games that continue to receive updates and more content over a decade since their release, not to mention the fact that Windows 10 eats its own share of memory.
I remember when Minecraft could be safely ran on PC's with just 4gb of total system RAM, this would be back when Windows 7 was still a new OS,
even less if you use legacy game console versions, but not everyone plays older versions of the game like you do,
playing Minecraft both Java and bedrock 1.16, on a PC with just 4gb today, it wouldn't be a great experience, not with the system constantly paging stuff out to your hard drive slowing everything down. You can cap the JVM memory allocation to 1gb and reduce the render distance to about 12 chunks, but your RAM would still be nearly maxed out because of the fact that Minecraft is not the only software that uses memory on your PC.
Would be nice, but we cannot ignore that there are downsides to having an increased amount of mobs in the game,
such as increased memory and CPU requirements.
I'd be interested in a survey to see what kind of PC's the majority of people were using to play this game before making a final judgment on like this,
desktop and laptop ones only, not game consoles, smartphones or tablets.
If anybody want to add their stuff, the minimum requirement would be 64 gigs.
If anybody want to add their stuff, the minimum requirement would be 64 gigs.
Jokes aside there are cases where the game can feasibly use 32gb of RAM or more, but it would have to be a multiplayer server, or I suspect heavily modded although I haven't gotten to that point myself, my gaming PC doesn't even have 32gb, it only has 16gb.
It wouldn't happen with the vanilla game (client) for a very long time, and by that time most of us would've moved onto
PC's with 64gb of RAM, about half of what Windows 10 home edition supports.
Jokes aside there are cases where the game can feasibly use 32gb of RAM or more, but it would have to be a multiplayer server, or I suspect heavily modded although I haven't gotten to that point myself, my gaming PC doesn't even have 32gb, it only has 16gb.
It wouldn't happen with the vanilla game (client) for a very long time, and by that time most of us would've moved onto
PC's with 64gb of RAM, about half of what Windows 10 home edition supports.
It should also never happen - do you even have any idea how much 32 GB is, or even just 1 GB? One billion - to put that into perspective, the size of the jar for the latest snapshot is only 18.4 MB. So, then, why does it require so much more memory? Mostly because of data in loaded chunks, which is in turn dependent ion render distance; using the in-memory format used by older versions every single block requires 2.5 bytes; a 16x16x16 section requires 10 KB and a fully populated chunk (16 sections) requires 160 KB, plus another 4 KB for per-chunk data like height maps (independent of the number of sections). A render distance of 32 loads a 65x65 chunk area for a total memory usage of about 677 MB; since the same chunks are loaded on the integrated server and client this results in 1.32 GB of memory usage by loaded chunks.
Of course, newer versions store data much less efficiently, every block is now a "block state" object, which needs 4 bytes of memory (8 bytes for heaps in excess of 32 GB; the JVM uses 32 bit pointers for smaller heaps) plus the memory used by its fields, then there is the fact that Mojang has no regard to allocating and discarding millions of objects per frame:
5. Why is 1.8 allocating so much memory? This is the best part - over 90% of the memory allocation is not needed at all. Most of the memory is probably allocated to make the life of the developers easier.
Easier? By making the code 10x more complex?
The old Notch code was straightforward and relatively easy to follow. The new rendering system is an over-engineered monster full of factories, builders, bakeries, baked items, managers, dispatchers, states, enums and layers. Object allocation is rampant, small objects are allocated like there is no tomorrow. No wonder that the garbage collector has to work so hard.
In other words, any increase in the size of the code itself is inconsequential; likewise, you can add a million new textures per GB of memory usage, even when considering the uncompressed size in memory (16x16 at 32 bits per pixel = 1 KB), and VRAM is the issue in this case.
The same also goes for my own version of the game, which is less resource-intensive than vanilla 1.6.4 despite adding thousands of new blocks/items/mobs/biomes/structures/etc; in fact, the size of TMCW has literally grown 10-fold since the first version - and I never see it requiring more memory than it currently does; it also uses so little GPU and GPU that my computer literally thinks it is idling (when using Vsync CPU usage is around 5% while the GPU is around 25% but the clock is only 150 MHz and GPU-Z says it is idle with power consumption being unchanged so this is not really 25%, given that unlimited FPS is also around 15x higher).
In any case, this thread is about adding birds, not for discussing their impact on performance (even if that is a valid concern but this discussion really warrants its own thread), i which case I don't see why the game can't have more ambient mobs; I've even added mobs like polar bears and brown bears and many variations of existing mobs to TMCW for this reason, even though some would say they are literally useless (my bears don't even drop anything other than 1-3 XP, however, they do still pose a threat since bears with babies will attack the player if they get too close):
Two variants for twice the fun (and resource usage, since each one has its own texture):
I even had to completely rewrite the mob spawning code in order to get polar bears to spawn on ice, but not allow other mobs to spawn on it, as well as change world generation so snow and ice are placed during initial chunk generation (this however made it simpler to get snow generating under trees, a feature I previously added which IMO makes snowy forested biomes look far better):
Likewise, I added more variants of Mooshrooms but I wasn't content with just brown Mooshrooms since I added more colors of mushrooms - again, requiring more code and resources than a single color, partly offset by the fact they only use two textures, one of which is recolored, much like sheep wool (also just one texture):
The same goes for many other mobs:
I added the new cat variants from 1.14 (they are still based on ocelots and spawn as they used to, with the exception of a black cat spawning in witch huts):
Not just one type of husk but four, to blend in better with various biomes; Nether husks also have different equipment and drops:
The pink Endermites are Nethermites, which spawn in the Nether and have similar behavior; both types also naturally spawn in addition to Endermites spawning when an Enderman teleports after being attacked by a player:
I added more colors of silverfish to blend in with underground biomes:
I added strays and baby skeletons; skeletons also have a chance of spawning with a sword:
Rabbits! All colors naturally spawn, including "The Killer Rabbit of Caerbannog" (their original name, they also have the original bloody texture), which is utterly useless in vanilla since they do not naturally spawn, and an additional "red" variant for biomes with hardened clay/red sand:
Likewise, think of all the resources I'm using to add dozens of new ore blocks! Or perhaps not - they use metadata to determine their appearance so there is only one "real" block per ore type and they are rendered by overlaying the ore spots texture over a base texture which is borrowed from the respective block for only one additional texture per ore (a few ores have more than one overlay to make them more visible). There is also only one block "model" for all "metadata ores", with the three blocks on the right using the standard "cube" renderer which can render any cuboid shape using a single method (in 1.8+ every single block has a separate model, which is a major waste of memory when there are many blocks that are rendered the same way; 1.8's models also store all the vertex data instead of generating it on the fly in code; this could in theory be faster but I doubt it since you still need to calculate the real-world coordinates and smooth lighting values, only the texture UV coordinates are fixed):
Or 104 different variants of stalagmites and stalactites (100 are shown here, with 4 additional netherrack variants)? Each "large" variant (2 blocks tall) requires two textures; even with hardened clay variants reusing a single texture which is colored according to the block they are on there are 60 textures for what is technically two blocks (two block IDs for small and large variants with up to 8 base variants each and the last bit determining whether they are a stalagmite or stalactite):
Ambient bird mobs would be cool. I'd have them "trustable" but not domesticated, and obviously the appearance should change based on biome.
I'd add two "types"
"Small birds." Like cats, these are all essentially reskins of the same mob. They fly around and make noise, and... well, that's mostly it. They're an ambient mob. They can drop feathers on death (0-1), but Chickens are still a more efficient farm. They can be found in a wide variety of biomes. There are nine variants, spawning in biomes as follows:
Chickadee => Found in Tundra & Snowy Taiga biomes
Robin => Found in Plains, Forest, and Birch Forest biomes, including Flower Forest variant
Yellow Canary => Found in Savanna biomes
Blue Jay => Found in Giant Spruce Taiga and non-Snowy Taiga biomes
Pigeon => Found in villages irrespective of biome, but less common in snowy villages
Vermillion Flycatcher => Found in Badlands biomes and rarely in Desert biomes
Turtledove => Found in Plains, Forest, Birch Forest, Dark Forest, and Swamp biomes
Indigo Bunting => Found in Desert biomes and rarely in Badlands biomes
Violet-Green Swallow => Mountain biomes, especially wooded mountain biomes
I excluded a few "common" bird variants here like Seagulls because they'd require a different model, and the idea here was to implement multiple types of birds with a roughly-similar body shape & size so that only one model really needed released. Each bird has its own song, but all behave similarly. They will flee from players, but may approach if a player holds Seeds or Bread, with which the player can earn their trust. Trusted birds will not flee from the player & will follow if they hold food in their hands.
The other "type" I'd like to add are Owls. These are exclusively found in the Dark Forest biome. Wild Owls will not trust players, but a tame baby Owl can be bred by feeding wild Owls rabbit meat. Tamed Owls behave like Parrots, allowing players to pick them up but dismounting if the player falls too far. Unlike Parrots, Owls are nocturnal and sleep during the daytime, during which time they will ignore player commands. They wake at dusk, and go to sleep at dawn. If an owl is mounted on a player shoulder when dawn comes, they will allow the player to place them down, but will not permit themselves to be picked back up. Owls are neutral and will strike the player before flying away if attacked--including tamed Owls, which will retaliate against their owners if struck! They do not fight persistently, however.
When awake, owls will seek out prey, which includes Chickens, Rabbits, and any baby "animal" (meaning Villagers, Zombies, etc are excluded). It's recommended to keep your Owls in an owlery to prevent them from getting into mischief! They especially prefer Rabbits and will seek them out over all other prey, and tamed Owls effectively have Looting 2 when killing Rabbits, meaning they generate increased yields of Rabbit Hide, Meat, and Feet. "Skittish" mobs such as Rabbits will not flee from an Owl until attacked (owls fly silently!). Though generally silent, Owls do occasionally hoot. As you might expect, they can rotate their head up to 180 degrees and will do so if attempting to look at something behind them.
It should also never happen - do you even have any idea how much 32 GB is, or even just 1 GB? One billion - to put that into perspective, the size of the jar for the latest snapshot is only 18.4 MB. So, then, why does it require so much more memory? Mostly because of data in loaded chunks, which is in turn dependent ion render distance; using the in-memory format used by older versions every single block requires 2.5 bytes; a 16x16x16 section requires 10 KB and a fully populated chunk (16 sections) requires 160 KB, plus another 4 KB for per-chunk data like height maps (independent of the number of sections). A render distance of 32 loads a 65x65 chunk area for a total memory usage of about 677 MB; since the same chunks are loaded on the integrated server and client this results in 1.32 GB of memory usage by loaded chunks.
Of course, newer versions store data much less efficiently, every block is now a "block state" object, which needs 4 bytes of memory (8 bytes for heaps in excess of 32 GB; the JVM uses 32 bit pointers for smaller heaps) plus the memory used by its fields, then there is the fact that Mojang has no regard to allocating and discarding millions of objects per frame:
Easier? By making the code 10x more complex?
In other words, any increase in the size of the code itself is inconsequential; likewise, you can add a million new textures per GB of memory usage, even when considering the uncompressed size in memory (16x16 at 32 bits per pixel = 1 KB), and VRAM is the issue in this case.
The same also goes for my own version of the game, which is less resource-intensive than vanilla 1.6.4 despite adding thousands of new blocks/items/mobs/biomes/structures/etc; in fact, the size of TMCW has literally grown 10-fold since the first version - and I never see it requiring more memory than it currently does; it also uses so little GPU and GPU that my computer literally thinks it is idling (when using Vsync CPU usage is around 5% while the GPU is around 25% but the clock is only 150 MHz and GPU-Z says it is idle with power consumption being unchanged so this is not really 25%, given that unlimited FPS is also around 15x higher).
In any case, this thread is about adding birds, not for discussing their impact on performance (even if that is a valid concern but this discussion really warrants its own thread), i which case I don't see why the game can't have more ambient mobs; I've even added mobs like polar bears and brown bears and many variations of existing mobs to TMCW for this reason, even though some would say they are literally useless (my bears don't even drop anything other than 1-3 XP, however, they do still pose a threat since bears with babies will attack the player if they get too close):
Two variants for twice the fun (and resource usage, since each one has its own texture):
I even had to completely rewrite the mob spawning code in order to get polar bears to spawn on ice, but not allow other mobs to spawn on it, as well as change world generation so snow and ice are placed during initial chunk generation (this however made it simpler to get snow generating under trees, a feature I previously added which IMO makes snowy forested biomes look far better):
Likewise, I added more variants of Mooshrooms but I wasn't content with just brown Mooshrooms since I added more colors of mushrooms - again, requiring more code and resources than a single color, partly offset by the fact they only use two textures, one of which is recolored, much like sheep wool (also just one texture):
The same goes for many other mobs:
I added the new cat variants from 1.14 (they are still based on ocelots and spawn as they used to, with the exception of a black cat spawning in witch huts):
Not just one type of husk but four, to blend in better with various biomes; Nether husks also have different equipment and drops:
The pink Endermites are Nethermites, which spawn in the Nether and have similar behavior; both types also naturally spawn in addition to Endermites spawning when an Enderman teleports after being attacked by a player:
I added more colors of silverfish to blend in with underground biomes:
I added strays and baby skeletons; skeletons also have a chance of spawning with a sword:
Rabbits! All colors naturally spawn, including "The Killer Rabbit of Caerbannog" (their original name, they also have the original bloody texture), which is utterly useless in vanilla since they do not naturally spawn, and an additional "red" variant for biomes with hardened clay/red sand:
Likewise, think of all the resources I'm using to add dozens of new ore blocks! Or perhaps not - they use metadata to determine their appearance so there is only one "real" block per ore type and they are rendered by overlaying the ore spots texture over a base texture which is borrowed from the respective block for only one additional texture per ore (a few ores have more than one overlay to make them more visible). There is also only one block "model" for all "metadata ores", with the three blocks on the right using the standard "cube" renderer which can render any cuboid shape using a single method (in 1.8+ every single block has a separate model, which is a major waste of memory when there are many blocks that are rendered the same way; 1.8's models also store all the vertex data instead of generating it on the fly in code; this could in theory be faster but I doubt it since you still need to calculate the real-world coordinates and smooth lighting values, only the texture UV coordinates are fixed):
Or 104 different variants of stalagmites and stalactites (100 are shown here, with 4 additional netherrack variants)? Each "large" variant (2 blocks tall) requires two textures; even with hardened clay variants reusing a single texture which is colored according to the block they are on there are 60 textures for what is technically two blocks (two block IDs for small and large variants with up to 8 base variants each and the last bit determining whether they are a stalagmite or stalactite):
It also has to load those chunks along with all the entities in the game per player
and if those players are on separate areas of the world the memory requirements of that server can increase very quickly.
even mobs need memory to be loaded in the game itself, and with a large tick radius
like what is allowed on bedrock edition you can run it at 12 chunks, which means there is more room for mobs to be loaded, but the html help file warns that increasing the simulation distance for that purpose increases hardware demands.
If you ran a server with 20 people and they each used a render distance of 10 chunks, it's best to assume that at least 500mb of RAM will be used per player, this means 10gb will be used.
If you had 40 active players with those settings, then it is reasonable to expect about 20gb would be used in the worst case scenario.
Adding more birds to the game definitely would be a valid concern if the overall mob cap were to be raised with it.
The questions we need to ask ourselves here is would the mob cap be raised?
and would those new birds be tamable? in general it is easy to breed animals in the game with the exception of horses, which require golden apples, that's an expensive resource but clearly does not affect the birds suggestion.
I'd assume seeds would be used to breed these new birds, perhaps grass seeds, melon seeds or pumpkin seeds.
I oppose the idea of "more birds for the sake of more birds", especially if it doesn't lead to any utility.
I'd rather see birds added accordingly to the needs with cohesive utility ideas to our current bird pool consisting of chickens and parrots (and an utility for parrots).
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
Good idea.We could have messenger owls that carry treasure maps,and owls could be tamable so players could send things long-distance.For example,if I wanted to send my friend a pair of boots I found in a shipwreck but he was far away.I would use my messenger owl for such purposes.Birds of prey could be tamable and could be used to kill air mobs,like wolves do for land and axolotls for sea.
Owls could help prevent carrot farms from being destroyed by hunting the wild rabbits too.
I would like owls to hunt wild rabbits in Minecraft but be biome specific, and only spawn in forest biomes on top of trees.
Meaning without trees nearby then Owls will not spawn at all.
But this mechanic could be useful.
If Players find it too annoying that they kill the wild rabbits, either migrate to a different biome like a plains one,
or tame the rabbits in the day, when the Owls are not hunting
the Owls could be made to only hunt at night in the game,
giving players plenty of liberty to tame rabbits to bring them to base.
End of edit, I hope my additions to your suggestion satisfy you.
A lot of the comments seem to be about performance- which is a valid concern, but I don't think it's strictly related to the issue at hand. (It could just as easily be said that plenty of different ideas would create performance issues, but that isn't, in my opinion, the most important aspect of an idea.)
Focusing on the concept of birds... well, I've always been open to more ambient mobs for the simple reason that many areas of the game that should be full of life feel eerily quiet. In fact, I find it difficult to play the game without a simple ambient biome noise mod just to make a forest feel less lifeless.
However, I'd also like to acknowledge that yes, any new addition ought to serve a proper niche in the game, or have some practical application. Ideally, an idea should do both, providing something aesthetically nice and visually pleasing, as well as functional. (Of course, you don't want to make your ideas aesthetic to the point that they're no longer functional- or do the opposite, and tack on half thought out functions to an idea that was already good.
Which, getting back to the point at hand, is to say that I wouldn't mind birds, or other ambient mobs for that matter. (I came up with a similar idea about beetles, you can check out the link below.) They'd provide a welcome addition to the atmosphere, and could have a variety of uses. (I mean, you wouldn't want to add a flying mob that was completely useless!) (Stupid bats.) An even easier method would be to just make some new sounds for parrots, and use the parrot model to create other birds unique to other biomes. (Think white and yellow cockatoos for savannas, brownish sparrows for plains, red jays and bluebirds for forests, the original parrots for jungles, and so on and so forth.)
As for uses- admittedly, not many spring to mind. Different types of birds would require different seeds to breed, and you could breed different birds together to create offspring with a mixture of their color palletes. Perhaps similar to beehives, you could make a birdhouse block that can keep birds inside, can be opened or closed, and can carry birds when mined w/ silk touch. (Maybe it produces feathers overtime, so you don't have to kill birds? It could also be used w/ noteblocks to make bird noises.) Another application in the direction of the fletching table could involve different birds dropping different colored feathers, which could be used with the fletching table to create arrows with different ambient bonuses. (Such as red feathered arrows doing more damage, yellow feathered arrows charging faster, blue feathered arrows flying truer, etc.) Colored feathers could also be used to adorn tools, giving them colored highlights in the same manner as dyed leather armor. (And maybe ambient boosts?) You could also make colored feathers by combining white feathers with a dye- eight feathers per dye.
Made some combat art for biome specific birds below- including a skeletal one for the Soul Sand wastes.
A lot of the comments seem to be about performance- which is a valid concern, but I don't think it's strictly related to the issue at hand. (It could just as easily be said that plenty of different ideas would create performance issues, but that isn't, in my opinion, the most important aspect of an idea.)
Focusing on the concept of birds... well, I've always been open to more ambient mobs for the simple reason that many areas of the game that should be full of life feel eerily quiet. In fact, I find it difficult to play the game without a simple ambient biome noise mod just to make a forest feel less lifeless.
However, I'd also like to acknowledge that yes, any new addition ought to serve a proper niche in the game, or have some practical application. Ideally, an idea should do both, providing something aesthetically nice and visually pleasing, as well as functional. (Of course, you don't want to make your ideas aesthetic to the point that they're no longer functional- or do the opposite, and tack on half thought out functions to an idea that was already good.
Which, getting back to the point at hand, is to say that I wouldn't mind birds, or other ambient mobs for that matter. (I came up with a similar idea about beetles, you can check out the link below.) They'd provide a welcome addition to the atmosphere, and could have a variety of uses. (I mean, you wouldn't want to add a flying mob that was completely useless!) (Stupid bats.) An even easier method would be to just make some new sounds for parrots, and use the parrot model to create other birds unique to other biomes. (Think white and yellow cockatoos for savannas, brownish sparrows for plains, red jays and bluebirds for forests, the original parrots for jungles, and so on and so forth.)
As for uses- admittedly, not many spring to mind. Different types of birds would require different seeds to breed, and you could breed different birds together to create offspring with a mixture of their color palletes. Perhaps similar to beehives, you could make a birdhouse block that can keep birds inside, can be opened or closed, and can carry birds when mined w/ silk touch. (Maybe it produces feathers overtime, so you don't have to kill birds? It could also be used w/ noteblocks to make bird noises.) Another application in the direction of the fletching table could involve different birds dropping different colored feathers, which could be used with the fletching table to create arrows with different ambient bonuses. (Such as red feathered arrows doing more damage, yellow feathered arrows charging faster, blue feathered arrows flying truer, etc.) Colored feathers could also be used to adorn tools, giving them colored highlights in the same manner as dyed leather armor. (And maybe ambient boosts?) You could also make colored feathers by combining white feathers with a dye- eight feathers per dye.
Made some combat art for biome specific birds below- including a skeletal one for the Soul Sand wastes.
That is defenetly a good way to go! I don't mind killing thousands of chickens but many players feel bad for killing animals.
Besides, Birds dropping feathers over time makes sence, so why not add it?
That is defenetly a good way to go! I don't mind killing thousands of chickens but many players feel bad for killing animals.
Besides, Birds dropping feathers over time makes sence, so why not add it?
I think adding more birds in the Overworld is a good idea for the purposes of making the ecosystem less boring.
Also some birds in real life are dangerous, so they could add some interesting challenges to the survival mode.
Having swans hiss at and attack players that got too close to nests would be hilarious imo.
Even worse is eagle, their claws can cut deep into your flesh and leave fatal wounds.
If your artery in your arm or wrist got sliced and you didn't make it to the hospital in time, you're screwed,
unless you cut the blood supply off that part of your arm by applying pressure, but then you risk losing your hand or part of the arm.
Eagles and penguins could be made the most dangerous birds to players in Minecraft, because of the amount of damage they can cause.
Small birds like parrots which already exist in the game would do nothing, they're passive mobs, and even in real life parrots are not that much of a threat to humans, not unless they're carrying disease.
I think adding more birds in the Overworld is a good idea for the purposes of making the ecosystem less boring.
Also some birds in real life are dangerous, so they could add some interesting challenges to the survival mode.
Having swans hiss at and attack players that got too close to nests would be hilarious imo.
Even worse is eagle, their claws can cut deep into your flesh and leave fatal wounds.
If your artery in your arm or wrist got sliced and you didn't make it to the hospital in time, you're screwed,
unless you cut the blood supply off that part of your arm by applying pressure, but then you risk losing your hand or part of the arm.
Eagles and penguins could be made the most dangerous birds to players in Minecraft, because of the amount of damage they can cause.
Small birds like parrots which already exist in the game would do nothing, they're passive mobs, and even in real life parrots are not that much of a threat to humans, not unless they're carrying disease.
That would be so awesome. Imagine someone aproaching penguins in minecraft for the first time:
"awww how cu-"
-was slain by penguin.
"...")%($/((§!!"
>:(
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
Usually when humans or larger animals are killed by swans it is not because they overpowered them, it is because they prevented someone from getting out of the water, causing them to drown.
It is a myth that their wings can break our bones.
They're not strong enough to do that, but it doesn't take much force to drown someone.
If Swans were introduced as a neutral mob in the game, I think it would be more appropriate if they kept pushing players underwater, while making hissing noises.
Add all different types of birds, for example pigeons, owls, eagles.
Would be nice, but we cannot ignore that there are downsides to having an increased amount of mobs in the game,
such as increased memory and CPU requirements.
I'd be interested in a survey to see what kind of PC's the majority of people were using to play this game before making a final judgment on like this,
desktop and laptop ones only, not game consoles, smartphones or tablets.
That's a nice idea. I think mojang is actually holding back on many things becouse of performance.
And it makes sence to have as many customers as possible.
My desktop pc however is way to old for playing minecraft lagfree without mods.
I just have to buy a better pc. Can't blame the developers for my old potato. Nor that i bought the java edition instead of bedrock.
I bought mine for 200€ a view years ago, and it was a mistake.
I'm not good with pc hardware but i think a tower for 500€ should run minecraft lagfree at renderdistance 16 without mods.
I would consider investing more money for playing with shaders ect but i wouldn't invest more then 1000€ into a "gaming" pc.
That's my borderline, i wouldn't spend more money for playing minecraft.
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
a grand worth PC would be over doing it.
A laptop costing £400 to £500 would be easily enough since AMD Ryzen CPU's like the 4500U come with Vega 6 iGPU's, which performance wise do meet the recommended requirements. But you've got to take into account things like memory amount, bus speed and CAS latency of the RAM and so forth.
Unfortunately a lot of people who play Minecraft are still playing on much older or weaker spec'd machines, but they still end up wondering why when letting everyone know that they're using Intel integrated graphics chipsets which with all due respect to people using them, that graphics hardware is absolute garbage for gaming, and that was never intended for that purpose either. I'd suggest AMD Vega iGPU as the bare minimum, some games will need better though, such as Minecraft with shader mods, the vanilla game works fine on iGPU's or laptop GPU's if you've got it set up properly.
Adding a few new mobs would not noticeably impact performance unless the number actually loaded at any one time increased, just as the majority of the performance impact of blocks is from the number loaded, not the total number available - that's why there are mob caps. Or if the game were properly optimized; I've greatly improved performance and reduced resource usage despite adding hundreds of new features, maybe even over a thousand at this point:
Heh, "1.3 needs 500 MB to even start up" (granted, they were probably referring to modded versions, but still)...
And that is also with all of these features being added, including 205 block variants, 18 items, 42 entity variants, 29 biomes, and many new generated structures, in addition to what I've added in previous releases - yet there has been absolutely no impact on resource usage (if anything, the opposite, part of this is also because unlike Mojang I very heavily use subtypes/variants instead of making every new block, mob, etc an entirely new instance - I couldn't even add 205 new blocks if each one had its own block ID since 1.6.4 only allows for 256 total and vanilla already used around 160 of those, with only about 20 additional IDs used by TMCW):
https://www.dropbox.com/s/j3nvdeh0sd097o5/TMCWv5_changelog.txt?dl=0
Of course, there will still be some impact from adding more content and optimizations can only go so far and do slow down development (this is part of the reason why TMCWv5 has been in development for 3 years, and much like 1.17, it was split into two releases), which is why anything added should have a purpose, then again, simple decorative/ambient features still have a place and improve the game experience (after all, many blocks have been added just to have more blocks to build with; for example, hardened clay was added before mesa biomes so at that point it was literally just for decorative builds; likewise, wool was originally added solely as a decorative block, many wood-based blocks now have variants for different wood types when they originally did not, and so on).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
i like parrots! i'm intrigued by what birds you propose 🤔
bootleg fishcenterlive
But at some point having more different mob types added to the game will increase the hardware demands
What would be the point in adding new ones if all the different but relevant mobs couldn't spawn in a given biome at once?
since monsters don't generally spawn in the daytime except in caves, dungeons, mineshafts, underneath trees and inside dark buildings without bottom half slabs or glass etc, more animals can be allowed to exist in the Overworld and not put too much pressure on people's computers.
It's wasteful to add in more if they're just going to be blocked from spawning due to a mob cap and some RNG spawning system.
To a certain extent mob caps do make sense, but not when they're preventing newer ones from entering the world, and it is reasonable to assume this is more likely to happen if more birds were added in the game.
If this means the games system requirements double within the next 5 years,
then that's what it takes, people must understand that they can't expect to be using the same computer forever,
all of us have to upgrade at some point, this is especially true for games that continue to receive updates and more content over a decade since their release, not to mention the fact that Windows 10 eats its own share of memory.
I remember when Minecraft could be safely ran on PC's with just 4gb of total system RAM, this would be back when Windows 7 was still a new OS,
even less if you use legacy game console versions, but not everyone plays older versions of the game like you do,
playing Minecraft both Java and bedrock 1.16, on a PC with just 4gb today, it wouldn't be a great experience, not with the system constantly paging stuff out to your hard drive slowing everything down. You can cap the JVM memory allocation to 1gb and reduce the render distance to about 12 chunks, but your RAM would still be nearly maxed out because of the fact that Minecraft is not the only software that uses memory on your PC.
If anybody want to add their stuff, the minimum requirement would be 64 gigs.
My videos: https://www.youtube.com/user/robingravel
My cartoons: http://www.dailymotion.com/robin-gravel
Flash Animation (if your computer supports flash):
http://robingravel.byethost15.com/eflash.htm
Few flash movies have easter egg/extras
Jokes aside there are cases where the game can feasibly use 32gb of RAM or more, but it would have to be a multiplayer server, or I suspect heavily modded although I haven't gotten to that point myself, my gaming PC doesn't even have 32gb, it only has 16gb.
It wouldn't happen with the vanilla game (client) for a very long time, and by that time most of us would've moved onto
PC's with 64gb of RAM, about half of what Windows 10 home edition supports.
It should also never happen - do you even have any idea how much 32 GB is, or even just 1 GB? One billion - to put that into perspective, the size of the jar for the latest snapshot is only 18.4 MB. So, then, why does it require so much more memory? Mostly because of data in loaded chunks, which is in turn dependent ion render distance; using the in-memory format used by older versions every single block requires 2.5 bytes; a 16x16x16 section requires 10 KB and a fully populated chunk (16 sections) requires 160 KB, plus another 4 KB for per-chunk data like height maps (independent of the number of sections). A render distance of 32 loads a 65x65 chunk area for a total memory usage of about 677 MB; since the same chunks are loaded on the integrated server and client this results in 1.32 GB of memory usage by loaded chunks.
Of course, newer versions store data much less efficiently, every block is now a "block state" object, which needs 4 bytes of memory (8 bytes for heaps in excess of 32 GB; the JVM uses 32 bit pointers for smaller heaps) plus the memory used by its fields, then there is the fact that Mojang has no regard to allocating and discarding millions of objects per frame:
Easier? By making the code 10x more complex?
In other words, any increase in the size of the code itself is inconsequential; likewise, you can add a million new textures per GB of memory usage, even when considering the uncompressed size in memory (16x16 at 32 bits per pixel = 1 KB), and VRAM is the issue in this case.
The same also goes for my own version of the game, which is less resource-intensive than vanilla 1.6.4 despite adding thousands of new blocks/items/mobs/biomes/structures/etc; in fact, the size of TMCW has literally grown 10-fold since the first version - and I never see it requiring more memory than it currently does; it also uses so little GPU and GPU that my computer literally thinks it is idling (when using Vsync CPU usage is around 5% while the GPU is around 25% but the clock is only 150 MHz and GPU-Z says it is idle with power consumption being unchanged so this is not really 25%, given that unlimited FPS is also around 15x higher).
In any case, this thread is about adding birds, not for discussing their impact on performance (even if that is a valid concern but this discussion really warrants its own thread), i which case I don't see why the game can't have more ambient mobs; I've even added mobs like polar bears and brown bears and many variations of existing mobs to TMCW for this reason, even though some would say they are literally useless (my bears don't even drop anything other than 1-3 XP, however, they do still pose a threat since bears with babies will attack the player if they get too close):
I even had to completely rewrite the mob spawning code in order to get polar bears to spawn on ice, but not allow other mobs to spawn on it, as well as change world generation so snow and ice are placed during initial chunk generation (this however made it simpler to get snow generating under trees, a feature I previously added which IMO makes snowy forested biomes look far better):
Likewise, I added more variants of Mooshrooms but I wasn't content with just brown Mooshrooms since I added more colors of mushrooms - again, requiring more code and resources than a single color, partly offset by the fact they only use two textures, one of which is recolored, much like sheep wool (also just one texture):
The same goes for many other mobs:
I added the new cat variants from 1.14 (they are still based on ocelots and spawn as they used to, with the exception of a black cat spawning in witch huts):
Not just one type of husk but four, to blend in better with various biomes; Nether husks also have different equipment and drops:
The pink Endermites are Nethermites, which spawn in the Nether and have similar behavior; both types also naturally spawn in addition to Endermites spawning when an Enderman teleports after being attacked by a player:
I added more colors of silverfish to blend in with underground biomes:
I added strays and baby skeletons; skeletons also have a chance of spawning with a sword:
Rabbits! All colors naturally spawn, including "The Killer Rabbit of Caerbannog" (their original name, they also have the original bloody texture), which is utterly useless in vanilla since they do not naturally spawn, and an additional "red" variant for biomes with hardened clay/red sand:
Likewise, think of all the resources I'm using to add dozens of new ore blocks! Or perhaps not - they use metadata to determine their appearance so there is only one "real" block per ore type and they are rendered by overlaying the ore spots texture over a base texture which is borrowed from the respective block for only one additional texture per ore (a few ores have more than one overlay to make them more visible). There is also only one block "model" for all "metadata ores", with the three blocks on the right using the standard "cube" renderer which can render any cuboid shape using a single method (in 1.8+ every single block has a separate model, which is a major waste of memory when there are many blocks that are rendered the same way; 1.8's models also store all the vertex data instead of generating it on the fly in code; this could in theory be faster but I doubt it since you still need to calculate the real-world coordinates and smooth lighting values, only the texture UV coordinates are fixed):
Or 104 different variants of stalagmites and stalactites (100 are shown here, with 4 additional netherrack variants)? Each "large" variant (2 blocks tall) requires two textures; even with hardened clay variants reusing a single texture which is colored according to the block they are on there are 60 textures for what is technically two blocks (two block IDs for small and large variants with up to 8 base variants each and the last bit determining whether they are a stalagmite or stalactite):
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Ambient bird mobs would be cool. I'd have them "trustable" but not domesticated, and obviously the appearance should change based on biome.
I'd add two "types"
I excluded a few "common" bird variants here like Seagulls because they'd require a different model, and the idea here was to implement multiple types of birds with a roughly-similar body shape & size so that only one model really needed released. Each bird has its own song, but all behave similarly. They will flee from players, but may approach if a player holds Seeds or Bread, with which the player can earn their trust. Trusted birds will not flee from the player & will follow if they hold food in their hands.
The other "type" I'd like to add are Owls. These are exclusively found in the Dark Forest biome. Wild Owls will not trust players, but a tame baby Owl can be bred by feeding wild Owls rabbit meat. Tamed Owls behave like Parrots, allowing players to pick them up but dismounting if the player falls too far. Unlike Parrots, Owls are nocturnal and sleep during the daytime, during which time they will ignore player commands. They wake at dusk, and go to sleep at dawn. If an owl is mounted on a player shoulder when dawn comes, they will allow the player to place them down, but will not permit themselves to be picked back up. Owls are neutral and will strike the player before flying away if attacked--including tamed Owls, which will retaliate against their owners if struck! They do not fight persistently, however.
When awake, owls will seek out prey, which includes Chickens, Rabbits, and any baby "animal" (meaning Villagers, Zombies, etc are excluded). It's recommended to keep your Owls in an owlery to prevent them from getting into mischief! They especially prefer Rabbits and will seek them out over all other prey, and tamed Owls effectively have Looting 2 when killing Rabbits, meaning they generate increased yields of Rabbit Hide, Meat, and Feet. "Skittish" mobs such as Rabbits will not flee from an Owl until attacked (owls fly silently!). Though generally silent, Owls do occasionally hoot. As you might expect, they can rotate their head up to 180 degrees and will do so if attempting to look at something behind them.
It also has to load those chunks along with all the entities in the game per player
and if those players are on separate areas of the world the memory requirements of that server can increase very quickly.
even mobs need memory to be loaded in the game itself, and with a large tick radius
like what is allowed on bedrock edition you can run it at 12 chunks, which means there is more room for mobs to be loaded, but the html help file warns that increasing the simulation distance for that purpose increases hardware demands.
If you ran a server with 20 people and they each used a render distance of 10 chunks, it's best to assume that at least 500mb of RAM will be used per player, this means 10gb will be used.
If you had 40 active players with those settings, then it is reasonable to expect about 20gb would be used in the worst case scenario.
Adding more birds to the game definitely would be a valid concern if the overall mob cap were to be raised with it.
The questions we need to ask ourselves here is would the mob cap be raised?
and would those new birds be tamable? in general it is easy to breed animals in the game with the exception of horses, which require golden apples, that's an expensive resource but clearly does not affect the birds suggestion.
I'd assume seeds would be used to breed these new birds, perhaps grass seeds, melon seeds or pumpkin seeds.
I oppose the idea of "more birds for the sake of more birds", especially if it doesn't lead to any utility.
I'd rather see birds added accordingly to the needs with cohesive utility ideas to our current bird pool consisting of chickens and parrots (and an utility for parrots).
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
Owls could help prevent carrot farms from being destroyed by hunting the wild rabbits too.
I would like owls to hunt wild rabbits in Minecraft but be biome specific, and only spawn in forest biomes on top of trees.
Meaning without trees nearby then Owls will not spawn at all.
But this mechanic could be useful.
If Players find it too annoying that they kill the wild rabbits, either migrate to a different biome like a plains one,
or tame the rabbits in the day, when the Owls are not hunting
the Owls could be made to only hunt at night in the game,
giving players plenty of liberty to tame rabbits to bring them to base.
End of edit, I hope my additions to your suggestion satisfy you.
A lot of the comments seem to be about performance- which is a valid concern, but I don't think it's strictly related to the issue at hand. (It could just as easily be said that plenty of different ideas would create performance issues, but that isn't, in my opinion, the most important aspect of an idea.)
Focusing on the concept of birds... well, I've always been open to more ambient mobs for the simple reason that many areas of the game that should be full of life feel eerily quiet. In fact, I find it difficult to play the game without a simple ambient biome noise mod just to make a forest feel less lifeless.
However, I'd also like to acknowledge that yes, any new addition ought to serve a proper niche in the game, or have some practical application. Ideally, an idea should do both, providing something aesthetically nice and visually pleasing, as well as functional. (Of course, you don't want to make your ideas aesthetic to the point that they're no longer functional- or do the opposite, and tack on half thought out functions to an idea that was already good.
Which, getting back to the point at hand, is to say that I wouldn't mind birds, or other ambient mobs for that matter. (I came up with a similar idea about beetles, you can check out the link below.) They'd provide a welcome addition to the atmosphere, and could have a variety of uses. (I mean, you wouldn't want to add a flying mob that was completely useless!) (Stupid bats.) An even easier method would be to just make some new sounds for parrots, and use the parrot model to create other birds unique to other biomes. (Think white and yellow cockatoos for savannas, brownish sparrows for plains, red jays and bluebirds for forests, the original parrots for jungles, and so on and so forth.)
As for uses- admittedly, not many spring to mind. Different types of birds would require different seeds to breed, and you could breed different birds together to create offspring with a mixture of their color palletes. Perhaps similar to beehives, you could make a birdhouse block that can keep birds inside, can be opened or closed, and can carry birds when mined w/ silk touch. (Maybe it produces feathers overtime, so you don't have to kill birds? It could also be used w/ noteblocks to make bird noises.) Another application in the direction of the fletching table could involve different birds dropping different colored feathers, which could be used with the fletching table to create arrows with different ambient bonuses. (Such as red feathered arrows doing more damage, yellow feathered arrows charging faster, blue feathered arrows flying truer, etc.) Colored feathers could also be used to adorn tools, giving them colored highlights in the same manner as dyed leather armor. (And maybe ambient boosts?) You could also make colored feathers by combining white feathers with a dye- eight feathers per dye.
Made some combat art for biome specific birds below- including a skeletal one for the Soul Sand wastes.
Cooking with Mindthemoods ~ Biomes ~ Archeology
---
~ My Portfolio ~ Skindex ~ Test ~ Discs ~
That is defenetly a good way to go! I don't mind killing thousands of chickens but many players feel bad for killing animals.
Besides, Birds dropping feathers over time makes sence, so why not add it?
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
I think adding more birds in the Overworld is a good idea for the purposes of making the ecosystem less boring.
Also some birds in real life are dangerous, so they could add some interesting challenges to the survival mode.
Having swans hiss at and attack players that got too close to nests would be hilarious imo.
Even worse is eagle, their claws can cut deep into your flesh and leave fatal wounds.
If your artery in your arm or wrist got sliced and you didn't make it to the hospital in time, you're screwed,
unless you cut the blood supply off that part of your arm by applying pressure, but then you risk losing your hand or part of the arm.
Eagles and penguins could be made the most dangerous birds to players in Minecraft, because of the amount of damage they can cause.
Small birds like parrots which already exist in the game would do nothing, they're passive mobs, and even in real life parrots are not that much of a threat to humans, not unless they're carrying disease.
That would be so awesome. Imagine someone aproaching penguins in minecraft for the first time:
"awww how cu-"
-was slain by penguin.
"...")%($/((§!!"
>:(
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
Or player was on an extreme hill biome after 1.17, if eagles get added in an update beyond this
"X Player was pecked to death by eagle"
Lots more funny server messages to come, if Mojang add more wildlife to the game.
Usually when humans or larger animals are killed by swans it is not because they overpowered them, it is because they prevented someone from getting out of the water, causing them to drown.
It is a myth that their wings can break our bones.
They're not strong enough to do that, but it doesn't take much force to drown someone.
If Swans were introduced as a neutral mob in the game, I think it would be more appropriate if they kept pushing players underwater, while making hissing noises.