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    posted a message on Villager/Illager Soldiers, Piglin Mercenaries for Diverse Village Creation/Roleplay End-goal (Addresses pacifist Villagers)

    My argument for cured villager/Illagers willing to defend villagers is because after we cure Villager/Illager zombies, they don't remember their past since they lived as brain-dead zombies for so long. So they follow you and fight for you and your village.

    I'm just going to say. I did a fair bit of librarian trade rerolling in singleplayer last week. If you trade with a villager, zombify it, then cure it, the newly-cured villager will still have the same trades and trade EXP. So I don't think that what you said here is the case.

    Posted in: Suggestions
  • 2

    posted a message on Villager/Illager Soldiers, Piglin Mercenaries for Diverse Village Creation/Roleplay End-goal (Addresses pacifist Villagers)

    Alright. The main argument against your point is that the devs have outright stated that they will never add fighting villagers. However, this reply isn't good enough for you, as seen by your response:


    "As I pointed out above, villagers can still be pacifist. In that case, you can only make villager soldiers out of, say cured zombie villagers/Illagers. Or add different villager cultures where some are pacifist and others are not."


    They all refuse to acknowledge that Mojang has outright stated on the Feedback site that villagers are passive. Not just in their category but by choice. Illagers are violent villagers. They are entirely different. Mojang has not stated that villagers won't naturally be violent. They have stated, and I quote,

    "Villagers are pacifists. They don't want to fight. This is why golems exist. (Let's improve golems!) Villagers do not want to be guards, knights, soldiers, fighters, defenders, warriors, or protectors."


    Since that idea is never going to happen, no matter how many times you make arbitrary points about "player freedom" and how mods aren't good enough, I'd recommend refocusing the post on one of the other aspects. Naturally, illagers aren't likely to take up arms in defense of villagers. And piglins will just zombify. However, piglin mercenaries could have interesting implications for Nether villages. I'd handle it some way like this:


    • Since players aren't likely to try making a Nether village in Nether-only survival, piglins can use Overworld materials to be tamed. I'm thinking a golden apple gives a 50-50 chance of recruiting them if you're in gold armor.
    • Alternatively, some new golden item could be added from Nether resources that is used to recruit them.
    • Piglins will attack you if you take off your gold armor still (still seeing you as an intruder as part of their personalities) but not if you give them an enchanted golden apple. Enchanted golden apples permanently recruit them due to their rarity (for the player's sake).
    • Recruited piglins will lose their recruited status and attack if they are attacked or see/hear you attack any non-recruited piglin. Enchanted golden apples once again circumvent this.
    • Piglins can be placed into golden, diamond or Netherite armor. The same goes with swords and crossbows. They will continue their classic piglin antics of tossing away everything that is not gold in exchange for a golden item of the same slot, though.
    • Piglins can be right-clicked to open a recruit menu after opening. There will be an open slot for an item to be placed into. If a gold ingot is placed, the "Barter" button will become clickable.
    • If a tool, weapon or armor piece made of gold, diamond or Netherite is placed, the "Equip" button will be clickable. Clicking that will equip the item and unequip whatever they had on. However, upon closing the menu, there will be a short delay (maybe 1.5-2 seconds?) for players to pick up any gold items so the piglins don't immediately put their old gold stuff back on.
    • Items can be directly unequipped from a Piglin mirror bar that looks like the ones players and horses have.
    • If the Piglin is given horse armor or a saddle, the "Mount" button will become available. Upon clicking the button, the piglin will pathfind to the nearest horse within its follow range. It will then equip the horse armor and mount it. If the horse has a saddle, it will ride the horse as normal. Otherwise, it will sit on the horse while the horse walks by its own free will. This also applies to them riding pigs and striders.
    • There will be an additional button that can be freely toggled: "Follow" -> "Guard" -> "Patrol" with a confirmation button below to accept the piglin's change.
    • "Follow" piglins will follow their employer.
    • "Guard" piglins will stand in one spot and turn hostile towards anything that would attack the player or villagers.
    • "Patrol" piglins would walk between two job sites. However, instead of adding a weapon rack worksite like you suggested, I'd simply make their site Anvils. Set the piglin to Patrol and click the confirmation button, then walk to any Anvil. Right-clicking the Anvil will release green Villager star/X particles and add that to the piglin's patrol. Up to four anvils can be chosen. End the chain by right-clicking on the piglin again.
    • With only one Anvil selected, the piglin will walk about 10 blocks away, wait a few seconds, then walk back to the Anvil before waiting for another few seconds.
    • With multiple Anvils selected, piglins will walk and wait in the order they were selected, always returning to the first.
    • Any number of piglins can be assigned to an Anvil. They aren't using it, only protecting around them.
    Posted in: Suggestions
  • 1

    posted a message on Orangutans?
    Quote from alxgvr»

    Cows, pigs, sheep, chickens spawn everywhere. They are not biom-specific, so dont count. Actually, I would love to ban them from spawning in Jungles. Jungles must have more biom-specific mobs. Because it is a rare biom. So finding it must be rewarding! Today it feels empty and lifeless.


    I would love to se Gorillas (like enderman - attack if you look in the eyes), Piranhas in rivers, Anaconda, small monkeys jumping from tree to tree, ants... In real life Jungle is full of life. It should have more mobs than any other biom.


    Rarity does not equal necessity. Ice spikes are very rare, but they don't have any special mobs. Jungles already have a lot of unique content (two mobs, three unique plants (including bamboo) and a structure). Jungles also have items that are otherwise hard to acquire such as vines and mossy cobblestone, sticky pistons and podzol. I'm all for adding new content, but it has to be within reason. There's no point in adding half a dozen unique mbos to the jungle, especially if they have extremely dynamic AI that would make the game run even poorer than it would with just the jungle itself (which is already a struggle). I need more reasons beyond "I like this".

    Posted in: Suggestions
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    posted a message on Survival world names
    Quote from AstralMagic»

    To be fair, I am a worldbuilding nut. I've spent so long coming up with names that it comes naturally.

    I'm honored to have been chosen!

    Posted in: Survival Mode
  • 1

    posted a message on Villager/Illager Soldiers, Piglin Mercenaries for Diverse Village Creation/Roleplay End-goal (Addresses pacifist Villagers)


    I am not claiming that, as I have clarified above. What I meant was they are effectively forcing a mechanic out of the game for "villagers must be pacifist" reasons.


    By uninteresting, I mean all the villages of different cultures have the same pacifist philosophy and culture. It would be a blank canvas if we had more freedom to chose what kind of village culture the player wants, whether they are pacifist or willing to defend, and not forcing a philosophy on the player. This is a sandbox game by large, it should not be a pacifist philosophy game. If you don't want villager soldiers, just break the job block for villager soldiers. Unless, you're saying you would like to use villager soldiers if they exist. This allows more freedom than whatever you're suggesting.



    You did indeed outright state Minecraft is forcing a pacifist philosophy.


    Nowhere did I say to negate all balance issues, that is something that has to be implemented. "Just don't use it" is directed at people who don't want villager soldiers.


    I didn't accuse you of trying to negate all balance issues. As I already stated, saying not to use it if players don't want the game to be more unbalanced does negate all of those problems. If there's no downside to a suggestion (such as making all stone blocks have a 1% chance to drop diamonds when mined), then suddenly the downside is not having it. In the same way, having villagers and iron golems defending a village would be much better than only having iron golems doing the protecting.
    You could argue that players wouldn't even need that change to play the game properly (either my example stone suggestion or fighting villagers) because the game is easy enough as it is. But that's not the point I'm making.
    You also chose to ignore the entire section on villager ideas Mojang doesn't want suggestions for which does include this idea.


    A wooden pickaxe with infinite durability is a bad analogy. That's obviously god-mode. Having villager soldiers that can fight is not god-mode, they can still die but be replaced. You can press F3 to see coordinates, you can type /seed and check online for fortress location, who cares? It's in the game, but not everyone will use it.


    That was a purposefully bad example made to prove a point. This "don't use it if you don't like it" idea pops up in dozens of suggestions. I've seen people suggest adding thirst bars with gamerule toggles. I've seen people suggest natural disasters with toggles.
    You could of course argue that those are both negative suggestions and that somehow invalidates my point since they would before "difficulty sake". That isn't the case, however. I've seen at least a dozen suggestions for gamerules that remove the 1.9 attack cooldown. The attack cooldown has been proven to end before something's invincibility frames wear off, and thanks to the bug that removes durability when hitting something's invincibility frames, there's really no reason to remove it. So then why add a gamerule to toggle between two virtually identical systems? It would make people more comfortable with playing newer versions. Yet removing the cooldown goes against Mojang's vision of the game, so it won't be reviewed anymore. The same goes with villager soldiers.


    Except, it would be more of a blank slate if the option was there to hire villagers to defend their own village. Right now, you can't, which is less of a blank slate.


    This isn't as good of an argument as you think. Video games can't give you infinitely more or less of a blank slate since somebody needs to program everything in. Everything has its limits. If you want that extra freedom Mojang is denying you, either create or find either a JSON mod or an external mod that adds it. That's why mods exist: so players can add features that won't likely make it into official.

    I'm just going to stop quoting the rest of it. Your entire argument for it is "it would give players more control over villagers," and you continually ignore that Mojang has said it won't happen, ever. They're the ones who develop the game. If you don't like their choice, you can learn to mod the game or use someone else's mod. Villagers are the player's responsibility, and as a result of caring for them, villagers allow their professions to be changed by the player and allow players to freely trade. There's no reason for a villager to suddenly decide to risk its life just because a player places a weapon rack on the ground. Wolves and golems are understandable since wolves are loyal to humans and golems are magical constructs designed to serve the villagers. But a human-like creature marching off to risk its life because the player said so? That doesn't fit with them. The villagers, as stated on the Feedback site, are "live and let live" creatures.
    No support.

    Posted in: Suggestions
  • 2

    posted a message on add mobs to Warpped Forest
    Quote from alxgvr»

    There are to many Endermans inside Warped Forest to call it "peaceful" place.



    It's peaceful if you don't look at them above the legs or bring a carved pumpkin, both of which are easy enough.

    Posted in: Suggestions
  • 1

    posted a message on Villager/Illager Soldiers, Piglin Mercenaries for Diverse Village Creation/Roleplay End-goal (Addresses pacifist Villagers)

    Minecraft isn't reinforcing philosophical pacifism like it seems you're saying. The fact of the matter is, iron golems were added specifically to protect villagers. When villages were revamped and the threat of attack became more important than ever, Mojang buffed their spawn rate and made them repairable. It's pretty clear that'll always be their stance and that no amount of revisiting the idea will result in a different outcome. It's been brought up so many times that it's listed in the official Feedback site's list of "these will always be immediately rejected by developers" ideas. In fact, there's an entire section on Villagers.


    "Villagers are pacifists. They don't want to fight. This is why golems exist. (Let's improve golems!) Villagers do not want to be guards, knights, soldiers, fighters, defenders, warriors, or protectors."

    "They don't want to build things, or do anything but live and let live. They're pretty chill. No builders."

    Villagers are pacifists by choice. Fighting villagers are called illagers.


    As headgames stated, villagers are meant to be blank slates for players to carve into whatever profession they want. At this level of moldability, they're balanced by ultimately tasking the players with their safety. Having villagers fight hostile mobs themselves would take away one of their very few balancing negatives. Not even extreme prices are a real downside of villagers since they can be negated through curing, positive gossip and Hero of the Village, which in and of itself has farming potential. And then comes the problem of their player interaction. If the villagers themselves attack players with bad reputation (as Iron Golems do), it'd be impossible for a player to rebuild a positive reputation.

    A lot of people want villager soldiers, why not add an option for players who want it to craft a weapon rack job block to create villager soldier, and for those who want golems only, well golems are already in the game. Heck, you can even at least let all villages spawn without villager soldiers but let weapon racks soldier job blocks only be craftable by the player.



    If you've really read through that many forum posts while developing this idea, then you should know that "make it entirely optional" is an abysmal way of backing up your idea. It negates any and all balance issues by saying "just don't use it." I could suggest making Wooden Pickaxes have infinite durability and instantly mine everything. And with the addition of 1.16's Gamerule menu in the World Creation menu, there could just be a gamerule to toggle it. But it doesn't add anything to the game and goes against Mojang's ideas for how the game should develop.


    Even if it somehow was optional, the game would have to be balanced around one or the other. If it was balanced around golems, fighting villagers would become severely overpowered. If villagers were the center, then golems would become too weak to be worth using.

    Posted in: Suggestions
  • 2

    posted a message on add mobs to Warpped Forest

    Some sort of Warped Wasp would be interesting. The problem is Mojang purposefully developed Warped Forests to be peaceful, and without a day/night cycle, any new additions would need to be neutral.

    Posted in: Suggestions
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    posted a message on Survival world names

    You could look for a world name generator. Something like this one.


    I don't have a problem creating my own unique names, personally. My Minecraft names are usually complete nonsense that almost sounds real. For instance, my current world is named Elcionne, which is something that took me all of 10 seconds to create.


    You could also leave it blank and rename it based on some important aspect of your world. For example, if your main base is a mega-castle, you could call the world "The Keep." You could even incorporate your name. Since your Forum name is AstralMagic, maybe you could go with something like "The Astral Realm" or "Astria". I've used similar methods in my personal projects- one of my major planets is named Akkyn after the queen of its first settlers.

    Posted in: Survival Mode
  • 1

    posted a message on Orangutans?

    Currently cows, pigs, sheep, chickens, parrots and ocelots spawn in jungles. Pandas too, if you count bamboo forests as part of the jungle. That's not "lacking" animals. And I need more details to go off of for the suggestion other than you thinking orangutans being added would be cool.

    Posted in: Suggestions
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