Giants and Zombies should have a separate texture file. This so that players can customise the Giant in Resource Packs without having to also effect Zombies. I understand that Giants are unused and will most likely NEVER see the light of day outside of commands or map making, but I still want to be able to customise its texture without having to also effect the normal sized Zombie when I create maps.
I don't know why the giant remains in the game. It seems rather nonsensical to me that it ever was put in to begin with and why it made it past the "what if" stage. There's no purpose to it, nor is there any reason why a giant mob would just be a zombie in particular instead of something unique. It's such a bad mob in my mind.
That being said, I wouldn't oppose such a change since it doesn't impact the game negatively, but at the same time it seems like a pointless one to spend effort on unless they're going to do something with it. As far as I know, not only is it not in the game proper but it's not functional by default either. So it'd probably be easier to put a brand new mob in for modders if they want something that isn't just "giant zombie". Otherwise, it sharing the zombie texture makes sense.
I don't know why the giant remains in the game. It seems rather nonsensical to me that it ever was put in to begin with and why it made it past the "what if" stage. There's no purpose to it, nor is there any reason why a giant mob would just be a zombie in particular instead of something unique. It's such a bad mob in my mind.
That being said, I wouldn't oppose such a change since it doesn't impact the game negatively, but at the same time it seems like a pointless one to spend effort on unless they're going to do something with it. As far as I know, not only is it not in the game proper but it's not functional by default either. So it'd probably be easier to put a brand new mob in for modders if they want something that isn't just "giant zombie". Otherwise, it sharing the zombie texture makes sense.
There are many other mobs which are unused or underutilized; killer rabbits for one - I added rabbits in part to undo this injustice, as well as making endermites an actual mob you'll regularly encounter (they spawn when an endermen teleports from a player, as was originally added in a snapshot but later removed, and also naturally spawn in all dimensions (in the Nether they have a pink texture without particles and are called "Nethermites"); 1.8 made them only spawn from player-thrown ender pearls, and not even where they land but where you threw it from so you'll probably never see them). "Cave" spiders? Even a cave update didn't make them live up to their name?
And, yes, I added Giants as a proper naturally spawning mob, even updating them to the "newer" AI (Mojang simply removed the "old" AI in 1.8 without updating them, which would have only been a few minutes of copy+paste code from zombies, or another melee mob), fixing various bugs (the code that calculates entity collision (attacking, arrows hitting, etc) breaks for entities over a few blocks tall when the upper part is in a separate chunk section, attack reach only considers the feet position of an entity, etc), and even adding Giant Husk variants (as well as more variants of husks, e.g. red in mesa and badlands, white in "quartz" desert", and spawning anywhere, not just on the surface).
Hostile rabbits also seem(ed) strange to me from the very start, so I don't mind that one. The bigger problem with rabbits is the AI is just bad, and they seem mostly useless as a result (can't capture or tame them).
I don't think either killer rabbits or giants would improve the game to be present.
Now I do think there's room (no pun intended, haha) for a larger mob in the game, but the giant is definitely not it. It's just... uninspiring and bad. It's just a larger zombie. Why a zombie? Why that big? "Thing, but bigger". It was a concept that never should have made it past the concept stage. I'd welcome a mob that had "my size is my danger" as an addition, but not that thing. It would need to be unique in some way (other than its size of course). It's currently so lazy, boring, and disappointing.
This is going to be unpopular, but make food less filling if you eat the same things all the time. The more variety you eat, the longer it takes to get 'fed up'.
There is a mod that does this already called "Spice of Life." I am not a big fan of this mod, as it just implements unnecessary artificial difficulty, and requires that I clutter my inventory with 7+ different food items. So, I really do not support this idea, as it is just implementing an annoying mod into vanilla.
Having an option to be able to change the size, mostly the length, of the elytra would be great. (I'd like to make it shorter. I'd take to it with a pair of scissors myself if I could. lol) Maybe a slider button in options? That would be preferable to maybe using a work bench. I'm not fussy. I'll take whatever option they offer.
Я хочу, чтобы в Майнкрафте появился новый босс - Молниеносец, он бы обитал в новом биоме - в заоблачном городе, где обитали бы его помощники, которые атакуют игроков и из них дропят молнии ⚡, из них кравтится новая Броня полный набор, который дает био спешку 10, а с самого босса (у которого есть 550 единиц здоровья), роняет его лук 🏹, который стреляет бесконечными молниями, и его огромный золотой меч, который не ломается и при атаке бьёт молнией. У большинства боссов руки, самый меч и золотой щит для отбрасывания и шипы, сам босс выглядит как Зевс. ОЧЕНЬ ПРОШУ ДОБАВИТЬ!!!!!
Gorgoyle, monster in mountains, will be stone during day, something like cobblestone cube with carvings like shape of gorgoyle a monster, pressed into cube. like sitting with wing pressed to its body to form cube, and if player will be close, will change into living, or at night will randomly levitate or fly into different position and stay there and change into cube again ....light will damage it for little, if not in cube form.
Eggs - baked in an oven to the form of scrambled eggs or omelet or eaten raw (with the chance to poison like rotten flesh perhaps?)
More items involving Cocoa. The obvious one is chocolate (combined with milk to make milk chocolate?). The other would be chocolate cake, where you would either simply combine cocoa with already made cake or go with the ingredients to a crafting table that needs cake with the addition of cocoa.
Corn - It would be a good farming item to have besides wheat and would add another grain. Kinda a cheesy idea on this one but maybe throwing corn seeds into an oven to make popcorn?
Cherries - a possible drop from cherry wood trees? (plus a possible addition to the cake suggestion - black forest cake)
I get that there's a lot of food items and once you're established you're honestly unable to starve even if you wanted to, but a greater variety of food items or a need for one in the game would make a nice addition I think.
Perhaps there should be a gamerule where leaves, spawned as part of trees either during world generation or through saplings, decay if they are not connected to a log block of its own tree, either directly or via other leaves blocks.
Currently, if you, say, chop down a tree in a standard forest, its leaves don't fully decay because tree canopies in these biomes are often "linked" to each other, i.e. the leaves of Tree X are connected to the log blocks of Tree Y via the leaves of Tree Y. This results in a leafy monstrosity that can only be removed by either chopping down Tree Y or removing the leaves of Tree X from Tree Y, which takes up a lot of time. This can even prove to be an inconvenience when designing your own forests or garden-themed builds, as the different leaf types often get mixed together.
Perhaps there should be a gamerule where leaves, spawned as part of trees either during world generation or through saplings, decay if they are not connected to a log block of its own tree, either directly or via other leaves blocks.
Currently, if you, say, chop down a tree in a standard forest, its leaves don't fully decay because tree canopies in these biomes are often "linked" to each other, i.e. the leaves of Tree X are connected to the log blocks of Tree Y via the leaves of Tree Y. This results in a leafy monstrosity that can only be removed by either chopping down Tree Y or removing the leaves of Tree X from Tree Y, which takes up a lot of time. This can even prove to be an inconvenience when designing your own forests or garden-themed builds, as the different leaf types often get mixed together.
The problem is, how do leaves know which tree they are part of? Make leaves and logs tile entities (so they can store an "ID" value specific to each tree)? Just not possible or practical due to the resource requirements this would entail, at best you could have each type of leaf only sustained by its own corresponding log (oak - oak, birch - birch, etc) and that wouldn't change much since forests are mostly one type of tree (some, at least the bushes on the ground in jungles, even use mismatching leaves and logs; you could change them so they either use oak logs or jungle leaves but existing worlds would have a huge cascade of decaying leaves if even one were broken. Obviously, the first solution would also only work for trees generated since the update).
Giants and Zombies should have a separate texture file. This so that players can customise the Giant in Resource Packs without having to also effect Zombies. I understand that Giants are unused and will most likely NEVER see the light of day outside of commands or map making, but I still want to be able to customise its texture without having to also effect the normal sized Zombie when I create maps.
I don't know why the giant remains in the game. It seems rather nonsensical to me that it ever was put in to begin with and why it made it past the "what if" stage. There's no purpose to it, nor is there any reason why a giant mob would just be a zombie in particular instead of something unique. It's such a bad mob in my mind.
That being said, I wouldn't oppose such a change since it doesn't impact the game negatively, but at the same time it seems like a pointless one to spend effort on unless they're going to do something with it. As far as I know, not only is it not in the game proper but it's not functional by default either. So it'd probably be easier to put a brand new mob in for modders if they want something that isn't just "giant zombie". Otherwise, it sharing the zombie texture makes sense.
There are many other mobs which are unused or underutilized; killer rabbits for one - I added rabbits in part to undo this injustice, as well as making endermites an actual mob you'll regularly encounter (they spawn when an endermen teleports from a player, as was originally added in a snapshot but later removed, and also naturally spawn in all dimensions (in the Nether they have a pink texture without particles and are called "Nethermites"); 1.8 made them only spawn from player-thrown ender pearls, and not even where they land but where you threw it from so you'll probably never see them). "Cave" spiders? Even a cave update didn't make them live up to their name?
And, yes, I added Giants as a proper naturally spawning mob, even updating them to the "newer" AI (Mojang simply removed the "old" AI in 1.8 without updating them, which would have only been a few minutes of copy+paste code from zombies, or another melee mob), fixing various bugs (the code that calculates entity collision (attacking, arrows hitting, etc) breaks for entities over a few blocks tall when the upper part is in a separate chunk section, attack reach only considers the feet position of an entity, etc), and even adding Giant Husk variants (as well as more variants of husks, e.g. red in mesa and badlands, white in "quartz" desert", and spawning anywhere, not just on the surface).
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?
Hostile rabbits also seem(ed) strange to me from the very start, so I don't mind that one. The bigger problem with rabbits is the AI is just bad, and they seem mostly useless as a result (can't capture or tame them).
I don't think either killer rabbits or giants would improve the game to be present.
Now I do think there's room (no pun intended, haha) for a larger mob in the game, but the giant is definitely not it. It's just... uninspiring and bad. It's just a larger zombie. Why a zombie? Why that big? "Thing, but bigger". It was a concept that never should have made it past the concept stage. I'd welcome a mob that had "my size is my danger" as an addition, but not that thing. It would need to be unique in some way (other than its size of course). It's currently so lazy, boring, and disappointing.
This is going to be unpopular, but make food less filling if you eat the same things all the time. The more variety you eat, the longer it takes to get 'fed up'.
There is a mod that does this already called "Spice of Life." I am not a big fan of this mod, as it just implements unnecessary artificial difficulty, and requires that I clutter my inventory with 7+ different food items. So, I really do not support this idea, as it is just implementing an annoying mod into vanilla.
Having an option to be able to change the size, mostly the length, of the elytra would be great. (I'd like to make it shorter. I'd take to it with a pair of scissors myself if I could. lol) Maybe a slider button in options? That would be preferable to maybe using a work bench. I'm not fussy. I'll take whatever option they offer.
Я хочу, чтобы в Майнкрафте появился новый босс - Молниеносец, он бы обитал в новом биоме - в заоблачном городе, где обитали бы его помощники, которые атакуют игроков и из них дропят молнии ⚡, из них кравтится новая Броня полный набор, который дает био спешку 10, а с самого босса (у которого есть 550 единиц здоровья), роняет его лук 🏹, который стреляет бесконечными молниями, и его огромный золотой меч, который не ломается и при атаке бьёт молнией. У большинства боссов руки, самый меч и золотой щит для отбрасывания и шипы, сам босс выглядит как Зевс. ОЧЕНЬ ПРОШУ ДОБАВИТЬ!!!!!
Gorgoyle, monster in mountains, will be stone during day, something like cobblestone cube with carvings like shape of gorgoyle a monster, pressed into cube. like sitting with wing pressed to its body to form cube, and if player will be close, will change into living, or at night will randomly levitate or fly into different position and stay there and change into cube again ....light will damage it for little, if not in cube form.
Ebony tree, hmm because it is known and we don't ave black wood ... why not.
and
willow tree, I like them, they will grow next to rivers and lakes ... will look nice a few different next to rivers
and
Bushes ... bushes bushes .... will look nice in forest ...small bush will be oak tree like in jungle but will be rare far from each other
and
reeds plant in water to make water areas nicer ... will grow next to lakes and in swamps ....
and
penguins .... they are so nice, whale ... Ok it is a joke but they can try a big big fish
and
fish with light deep-sea anglerfish ..... https://en.wikipedia.org/wiki/Anglerfish
It is nice
Haha your username is fishg and your title is Out Of Water! Fish Out Of Water!
I should be allowed to enchant my horse armor with Frost Walker, and probably dog armor too.
I'd like to see the following food items added:
Eggs - baked in an oven to the form of scrambled eggs or omelet or eaten raw (with the chance to poison like rotten flesh perhaps?)
More items involving Cocoa. The obvious one is chocolate (combined with milk to make milk chocolate?). The other would be chocolate cake, where you would either simply combine cocoa with already made cake or go with the ingredients to a crafting table that needs cake with the addition of cocoa.
Corn - It would be a good farming item to have besides wheat and would add another grain. Kinda a cheesy idea on this one but maybe throwing corn seeds into an oven to make popcorn?
Cherries - a possible drop from cherry wood trees? (plus a possible addition to the cake suggestion - black forest cake)
I get that there's a lot of food items and once you're established you're honestly unable to starve even if you wanted to, but a greater variety of food items or a need for one in the game would make a nice addition I think.
Perhaps there should be a gamerule where leaves, spawned as part of trees either during world generation or through saplings, decay if they are not connected to a log block of its own tree, either directly or via other leaves blocks.
Currently, if you, say, chop down a tree in a standard forest, its leaves don't fully decay because tree canopies in these biomes are often "linked" to each other, i.e. the leaves of Tree X are connected to the log blocks of Tree Y via the leaves of Tree Y. This results in a leafy monstrosity that can only be removed by either chopping down Tree Y or removing the leaves of Tree X from Tree Y, which takes up a lot of time. This can even prove to be an inconvenience when designing your own forests or garden-themed builds, as the different leaf types often get mixed together.
The problem is, how do leaves know which tree they are part of? Make leaves and logs tile entities (so they can store an "ID" value specific to each tree)? Just not possible or practical due to the resource requirements this would entail, at best you could have each type of leaf only sustained by its own corresponding log (oak - oak, birch - birch, etc) and that wouldn't change much since forests are mostly one type of tree (some, at least the bushes on the ground in jungles, even use mismatching leaves and logs; you could change them so they either use oak logs or jungle leaves but existing worlds would have a huge cascade of decaying leaves if even one were broken. Obviously, the first solution would also only work for trees generated since the update).
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?