Neutral Villagers... disagree. I think the combat behavior of villagers is fine now. I do think there is an argument for villagers to have guard dogs (tamed wolves, players can't claim them) who will assist in fighting off enemies, but I don't feel the villagers need to do any fighting.
Iron Golems... yes to being a little more forgiving of hits (especially if your reputation is high), no to being weaker
Trading... expound on this. I don't think we need a whole new money system, but I could see Emeralds being broken into Emerald Shards, so you could have more granular trades like 8 Wheat = 3 Emerald Shards. That also would be nice for RP servers that use Emeralds for currency since you could have a little bit more depth to currency systems. I do also think we need "treasure" villagers, which is to say rare villager variants that you have to "earn" rather than just finding in a village but who in exchange offer especially valuable/rare resources (i.e. a Cultist who sells Nether/End materials, an Oceanologist who says aquatic blocks like Coral, a Spelunker who sells cave blocks, or even a Zoologist who sells single mob eggs at high markups). These could replace the Wandering Trader, who I find to be kinda... pointless at the moment, and/or the Wandering Trader could be changed to just have randomly selected trades from villagers. In short, I agree that the whole trading system could be upgraded, but I'd like to see you flesh it out
Buildings... Sure, yeah. I'm fine with buildings now but as new materials come out, I'd like to see some of those incorporated. Also, village generation is still kinda meh, so I'd love to see that revamped again, too
I don't think the nomenclature really matters. A Husk is a mummy, or at least Minecraft's most direct analogue. I would be in favor of visually improving it so that its mummy-like nature is a little more obvious, but I don't think it needs to be renamed--"Husk" sounds more Minecraft-y to me than Mummy, anyway
And yeah, Husks should (have a chance to) drop paper
They've actually stated that they plan to add Ostriches already whenever the Savanna update goes through. Perhaps Emus (and Cassowaries!) could be an alternate skin for Ostriches that spawn in certain biomes (rare spawn in Plains for Emu, Jungle for Cassowary). I don't think they'd have enough going on to be a fully distinct creature but just having multiple ratite skins would be fine by me
Sushi would require rice or some kind of rice substitute, but I'm not opposed to the idea out of hand. That said, sushi as "just another food" isn't really worth adding. Maybe it can be used to feed Villagers and/or Wandering Traders for some kind of benefit?
I think the best solution is to take the Leather Armor route and create unique utilities for Wooden gear that keep it relevant past the first 5 minutes of the game. I don't necessarily have a specific suggestion on what that may be, but I don't think removing them is the answer
A random example (not saying this is the suggestion) might be if there were a magnetic biome in the End where hitting blocks & mobs with metal/stone tools could cause you to be disarmed (with a greater chance with tier--Netherite would be nearly guaranteed, while Stone maybe would be a 25% chance per action), while Wooden tools have no such flaw. Something in that vein, a niche where Wood has a chance to express some unique value.
It could be useful for additional resources to set up bases in the Nether, now that we can make chains and lanterns I do think this is at least worth a consideration
That's the thing, though. The Nether should have its own set of challenges & rewards. If you choose to live in the Nether, then you should expect to deal with different stipulations than in the Overworld, including what resources you have easy access to.
Besides, Iron Ingots are already available as loot in Bastions & Nether Fortresses. Not renewable or common, sure, but again--I don't think Iron should be common in the Nether. If you really need it, it's there, but it's going to be more challenging to find and less common, just as Gold is in the Overworld
Nah, it's not really necessary. The reason gold makes it way into the Nether is because it's vital to the whole Piglin bartering system, but there isn't really anything in the Nether that specifically demands Iron. On top of that, Iron is pretty common in the Overworld, so I don't think supply is really an issue. I see no reason to add it.
Fire-based gear doesn't really thematically fit the End. Themes such as space, time, and travel/warping much better fit the End. I do like the idea of Lava Visibility, but perhaps that should just be a rare enchantment that you can loot from Nether Fortressses
Mmmm... half support. As far as dyeing stuff, I don't think this is really necessary ever since flowers became easily farmable, and the differences between items aren't honestly that big--worse comes to worst, you can use the recipe book to help you figure it out.
Now, as far as using dyes + potions to create "paint bottles," I like that idea. I don't know about allowing them to dye blocks, because that could turn very trolly, but dyeing sheep and other players would be fine. It'd be a neat little tool for multiplayer as you say and could be good for stuff like paintball-style games.
How would a single torch held in your hand light up a huge cave?
I don't think that's what he is asking for...
Overall he's very vague on what he wants, but it sounds like he just wants to have the visual benefits of holding a torch in his hand while walking around a cave. That wouldn't really have any bearing on mob spawning anyway since mobs can't spawn within 24 blocks of a player, so any objections based on mob spawning are kind of irrelevant--you'd still need to place a torch to keep them at bay, which is perfectly reasonable IMO.
Sure, you can just alter your brightness settings to better see in dark caves, but there are two problems with that: firstly, it puts you in a situation where you may need to switch back-and-forth when you're underground or on the surface, which is inconvenient; and secondly, there is a certain RPG appeal to wandering through a dark cave by torchlight, and turning up your brightness does undercut that. I think mods have shown that dynamic lighting for visual appeal is perfectly possible and even desirable, and I don't really see any reason it shouldn't be incorporated. It'd be useful if you're just exploring at night or passing through an area that you don't really plan on coming back to.
"End update" is reserved for what is going in Bedrock right now.
Basically, they still ain't got outer end, Elytras, End Cities or Chorus Fruit.
These are all present in Bedrock currently...
Anyway, I do think a Nether-esque End update would be cool. I would personally avoid any kind of pseudo-sentient lifeforms and keep the whole place very alien. Maybe we can find our first "inverted" biome along with gravity-manipulating blocks, which would fit in well with the space-time theme of the End (teleporting Endermen, Shulkers able to levitate foes, etc)
Mmm... I disagree. Witches specifically are illager-allied mobs, and they pose a unique challenge as a hostile mob toward players
I think this could be easily reframed as a rare villager variant called the Crone who essentially does what you're asking for here. I'm strongly supportive of the idea of "rare" Villager variants who have to be obtained/maintained through special circumstances but who also offer rare trades, and the Crone would fit in well (other ideas including the Cultist and Zoologist)
I recommend you look up the Warden. It's a mini-boss style creature being added in 1.17 to the Deep Dark, and while we don't have a full register of details on it, it seems quite strong.
2
Agree and disagree.
Neutral Villagers... disagree. I think the combat behavior of villagers is fine now. I do think there is an argument for villagers to have guard dogs (tamed wolves, players can't claim them) who will assist in fighting off enemies, but I don't feel the villagers need to do any fighting.
Iron Golems... yes to being a little more forgiving of hits (especially if your reputation is high), no to being weaker
Trading... expound on this. I don't think we need a whole new money system, but I could see Emeralds being broken into Emerald Shards, so you could have more granular trades like 8 Wheat = 3 Emerald Shards. That also would be nice for RP servers that use Emeralds for currency since you could have a little bit more depth to currency systems. I do also think we need "treasure" villagers, which is to say rare villager variants that you have to "earn" rather than just finding in a village but who in exchange offer especially valuable/rare resources (i.e. a Cultist who sells Nether/End materials, an Oceanologist who says aquatic blocks like Coral, a Spelunker who sells cave blocks, or even a Zoologist who sells single mob eggs at high markups). These could replace the Wandering Trader, who I find to be kinda... pointless at the moment, and/or the Wandering Trader could be changed to just have randomly selected trades from villagers. In short, I agree that the whole trading system could be upgraded, but I'd like to see you flesh it out
Buildings... Sure, yeah. I'm fine with buildings now but as new materials come out, I'd like to see some of those incorporated. Also, village generation is still kinda meh, so I'd love to see that revamped again, too
1
I don't think the nomenclature really matters. A Husk is a mummy, or at least Minecraft's most direct analogue. I would be in favor of visually improving it so that its mummy-like nature is a little more obvious, but I don't think it needs to be renamed--"Husk" sounds more Minecraft-y to me than Mummy, anyway
And yeah, Husks should (have a chance to) drop paper
1
They've actually stated that they plan to add Ostriches already whenever the Savanna update goes through. Perhaps Emus (and Cassowaries!) could be an alternate skin for Ostriches that spawn in certain biomes (rare spawn in Plains for Emu, Jungle for Cassowary). I don't think they'd have enough going on to be a fully distinct creature but just having multiple ratite skins would be fine by me
0
Support, I'm always in favor of more building options. Perhaps Copper Bars can have a bit more decorative design & be less cage-like than Iron Bars
0
Sushi would require rice or some kind of rice substitute, but I'm not opposed to the idea out of hand. That said, sushi as "just another food" isn't really worth adding. Maybe it can be used to feed Villagers and/or Wandering Traders for some kind of benefit?
0
I think the best solution is to take the Leather Armor route and create unique utilities for Wooden gear that keep it relevant past the first 5 minutes of the game. I don't necessarily have a specific suggestion on what that may be, but I don't think removing them is the answer
A random example (not saying this is the suggestion) might be if there were a magnetic biome in the End where hitting blocks & mobs with metal/stone tools could cause you to be disarmed (with a greater chance with tier--Netherite would be nearly guaranteed, while Stone maybe would be a 25% chance per action), while Wooden tools have no such flaw. Something in that vein, a niche where Wood has a chance to express some unique value.
0
That's the thing, though. The Nether should have its own set of challenges & rewards. If you choose to live in the Nether, then you should expect to deal with different stipulations than in the Overworld, including what resources you have easy access to.
Besides, Iron Ingots are already available as loot in Bastions & Nether Fortresses. Not renewable or common, sure, but again--I don't think Iron should be common in the Nether. If you really need it, it's there, but it's going to be more challenging to find and less common, just as Gold is in the Overworld
1
Nah, it's not really necessary. The reason gold makes it way into the Nether is because it's vital to the whole Piglin bartering system, but there isn't really anything in the Nether that specifically demands Iron. On top of that, Iron is pretty common in the Overworld, so I don't think supply is really an issue. I see no reason to add it.
1
Fire-based gear doesn't really thematically fit the End. Themes such as space, time, and travel/warping much better fit the End. I do like the idea of Lava Visibility, but perhaps that should just be a rare enchantment that you can loot from Nether Fortressses
0
Mmmm... half support. As far as dyeing stuff, I don't think this is really necessary ever since flowers became easily farmable, and the differences between items aren't honestly that big--worse comes to worst, you can use the recipe book to help you figure it out.
Now, as far as using dyes + potions to create "paint bottles," I like that idea. I don't know about allowing them to dye blocks, because that could turn very trolly, but dyeing sheep and other players would be fine. It'd be a neat little tool for multiplayer as you say and could be good for stuff like paintball-style games.
0
I don't think that's what he is asking for...
Overall he's very vague on what he wants, but it sounds like he just wants to have the visual benefits of holding a torch in his hand while walking around a cave. That wouldn't really have any bearing on mob spawning anyway since mobs can't spawn within 24 blocks of a player, so any objections based on mob spawning are kind of irrelevant--you'd still need to place a torch to keep them at bay, which is perfectly reasonable IMO.
Sure, you can just alter your brightness settings to better see in dark caves, but there are two problems with that: firstly, it puts you in a situation where you may need to switch back-and-forth when you're underground or on the surface, which is inconvenient; and secondly, there is a certain RPG appeal to wandering through a dark cave by torchlight, and turning up your brightness does undercut that. I think mods have shown that dynamic lighting for visual appeal is perfectly possible and even desirable, and I don't really see any reason it shouldn't be incorporated. It'd be useful if you're just exploring at night or passing through an area that you don't really plan on coming back to.
0
These are all present in Bedrock currently...
Anyway, I do think a Nether-esque End update would be cool. I would personally avoid any kind of pseudo-sentient lifeforms and keep the whole place very alien. Maybe we can find our first "inverted" biome along with gravity-manipulating blocks, which would fit in well with the space-time theme of the End (teleporting Endermen, Shulkers able to levitate foes, etc)
2
Mmm... I disagree. Witches specifically are illager-allied mobs, and they pose a unique challenge as a hostile mob toward players
I think this could be easily reframed as a rare villager variant called the Crone who essentially does what you're asking for here. I'm strongly supportive of the idea of "rare" Villager variants who have to be obtained/maintained through special circumstances but who also offer rare trades, and the Crone would fit in well (other ideas including the Cultist and Zoologist)
3
Support. They have no worthwhile use at the moment, so this would at least let us do something with them other than immediately tossing them.
1
I recommend you look up the Warden. It's a mini-boss style creature being added in 1.17 to the Deep Dark, and while we don't have a full register of details on it, it seems quite strong.