I know this is not going to read Mojang, but I prefer to talk about the only thing I do not like about current Minecraft.
The Husks and the Strays are Mobs that appear only in a few biomes. The Husks in the desert and the Strays in the frozen biomes.
It will be quicker to say what I like about these Mobs: The arrows of slowness of the Strays, the rest I do not like anything.
They are basically Zombies and Skeletons with different textures that have the same attacks and the same difficulty.
That is to say: They are basically Zombies and Skeletons that the texture has been changed with the biome they are in, and in my opinion, they are the most hated Mobs there is.
I hope someone has the same opinion.
The problem that I have with them is that they only spawn on the surface - they may as well not exist for me since I spend all of my time underground, aside from the short times I spend on the surface when coming from/to where I left off, and even then only if it is night (I always build my main base in a biome like plains at spawn so they won't spawn around there). Not surprisingly, when I added them to TMCW I allowed them to spawn anywhere as 50% of zombies/skeletons, and also in more biomes (including "red husks" in Mesa and Badlands and "white husks" in Quartz Desert and Volcanic Wasteland. Strays only spawn in snowy biomes with the exception of Rocky Mountains and Extreme Hills but they are much more common/easier to find due to biome layout as well as having more variants).
Mojang also made a mistake when they nerfed the Hunger status effect in 1.11 - they made it take hunger away 5 times slower but they did not increase the level and/or duration of the effect given by husks, making them not much more than normal zombies (I've also never seen an issue with hunger in general; a stack of baked potatoes, far from the best food, lasts me for enough caving to mine 6-8,000 ores and kill 600-800 mobs; from personal experience the increased hunger loss from healing since 1.9 is not enough to offset the reduction from movement (I actually have played around a bit in newer versions just to see how changes like this affect gameplay).
Also, the game could do with more biome-specific mobs, even if they do not differ that much; for example, rabbits have different colors depending on the biome they spawn in, and adding more variants is not that difficult to do and doesn't take up as many resources as adding actual new mobs (mostly just additional textures; the variants are simply defined by a number; 0 = normal, 1 = zombie villager, 2 = yellow husk, 3 = red husk, 4 = white husk).
I'm sorry, it's a mistake. I've corrected.
Thanks for your opinion MasterCaver, I also do not usually see them, not because I'm always in caves, but because I rarely stay at night in those biomes.
(In fact, the only one that interests me are the Ice Spikes)
If anything it's the drowned I felt were unnecessary and could perhaps be called a lazy/boring addition that the latest update would have been better off without. We totally should have gotten that sea mob that looked like a kraken instead! It would have been the rightful winner if anyone had a clue about Aquatic update back then.
The only reason it didn't win was because most people didn't think much of the sea back then. But no, just another reskinned zombie that makes wanting to live near water a pain because unlike a proper sea monster, they don't stay IN the water. I wish there was a way to turn off spawning of only specific monsters via command, unless there is some advanced way I don't know of. /rant
The Meaning of Life, the Universe, and Everything.
Join Date:
4/2/2016
Posts:
44
Minecraft:
fpscheat
Member Details
Biome specific mobs are really nice. If they execute this correctly they could make different mobs for every other biome, maybe that'll happen for 1.14?
Rollback Post to RevisionRollBack
send minecraft diamonds or else i will hit you in the face with my diamond sword
I like the Drowned more than the Husks to be honest. It makes swimming much more dangerous, and encourages players to use a boat even though they can now swim very quickly. It's not that I dislike the idea of Husks, but there's not much that separates the Desert biome from other biomes (or at least there's less than with the Ocean biome).
The only reason it didn't win was because most people didn't think much of the sea back then. But no, just another reskinned zombie that makes wanting to live near water a pain because unlike a proper sea monster, they don't stay IN the water. I wish there was a way to turn off spawning of only specific monsters via command, unless there is some advanced way I don't know of. /rant
All mobs now have their own separate IDs to refer to them. You can use a teleport command like normal to move all mobs of a specified type into the void, or you can use a kill command to smack them down where they spawned so you can collect random loot as you come across it (which will probably be a little laggier as a result of all those entities lying around for 5 minutes). The overall concept hasn't changed, but the specific commands to do so have so you will have to relearn/research those yourself.
To be fair, at least Drowned are a kind of zombie not tipically seen in media.
Even then, Drowned, Husks, and Strays still come off as very unoriginal, being variants on already-existing mobs that have too few variations. It doesn't help that, like pretty much all newer mobs, they tend to have bad drops, with the only notable exception being Drowned rarely dropping tridents.
And the Strays drop arrows of weakness or slowness.
The Drowned would also enter this list of copied Mobs, I will try to edit the thread.
I think these Mobs are codes of the same Zombies and Skeletons, but with a different texture and different Drops, besides they are more rare than the 2 mentioned.
They need rarely spawning variations for forests, that spawn in trees and have partial camouflage. It's weird to only add two extra variations, one of which you're hardly likely to see.
While I'm not a particular fan of either, zombie/skeleton variants [I consider husks/strays to be zombies/skeletons with local 'color'] in 'extreme' biomes (deserts are [supposedly] very dry etc.) seem like a reasonable [if somewhat lazy] way to add color to / differentiate those biomes.
Restraint is needed, however: there is a mod I've seen that creates biome specific skins for creepers, which I would consider taking the idea rather a bit too far… [One hopes NOT to see things of this nature added to vanilla.]
Drowned strike me as being a much more poorly thought out addition; largely as their ability to spawn mid-water (instead of above a solid block as is required even for ghasts) prevents [to the best of my knowledge] the construction of safe underwater builds without hanging lights every few layers.
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Really, the husk giving me hunger doesn't affect me because if you fight a zombie the easiest way, you won't even get hit. I usually never even find snow biomes so the stray isn't an issue, but I am grateful for a free way to get tipped arrows without killing the dragon. Personally, the drowned is the best because you can get tridents and gold from it.
I know this is not going to read Mojang, but I prefer to talk about the only thing I do not like about current Minecraft.
The Husks and the Strays are Mobs that appear only in a few biomes. The Husks in the desert and the Strays in the frozen biomes.
It will be quicker to say what I like about these Mobs: The arrows of slowness of the Strays, the rest I do not like anything.
They are basically Zombies and Skeletons with different textures that have the same attacks and the same difficulty.
That is to say: They are basically Zombies and Skeletons that the texture has been changed with the biome they are in, and in my opinion, they are the most hated Mobs there is.
I hope someone has the same opinion.
The problem that I have with them is that they only spawn on the surface - they may as well not exist for me since I spend all of my time underground, aside from the short times I spend on the surface when coming from/to where I left off, and even then only if it is night (I always build my main base in a biome like plains at spawn so they won't spawn around there). Not surprisingly, when I added them to TMCW I allowed them to spawn anywhere as 50% of zombies/skeletons, and also in more biomes (including "red husks" in Mesa and Badlands and "white husks" in Quartz Desert and Volcanic Wasteland. Strays only spawn in snowy biomes with the exception of Rocky Mountains and Extreme Hills but they are much more common/easier to find due to biome layout as well as having more variants).
Mojang also made a mistake when they nerfed the Hunger status effect in 1.11 - they made it take hunger away 5 times slower but they did not increase the level and/or duration of the effect given by husks, making them not much more than normal zombies (I've also never seen an issue with hunger in general; a stack of baked potatoes, far from the best food, lasts me for enough caving to mine 6-8,000 ores and kill 600-800 mobs; from personal experience the increased hunger loss from healing since 1.9 is not enough to offset the reduction from movement (I actually have played around a bit in newer versions just to see how changes like this affect gameplay).
Also, the game could do with more biome-specific mobs, even if they do not differ that much; for example, rabbits have different colors depending on the biome they spawn in, and adding more variants is not that difficult to do and doesn't take up as many resources as adding actual new mobs (mostly just additional textures; the variants are simply defined by a number; 0 = normal, 1 = zombie villager, 2 = yellow husk, 3 = red husk, 4 = white husk).
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?
To be honest, I like the idea of biome specific versions of mobs that have different abilities to their defaults. It makes the game more interesting.
“There are no evil weapons, only evil people” - Someone, I guess?
I agree.
Also, Notch isn't involved in Mojang anymore.
Check out my suggestions! Here is one of them:
I'm sorry, it's a mistake. I've corrected.
Thanks for your opinion MasterCaver, I also do not usually see them, not because I'm always in caves, but because I rarely stay at night in those biomes.
(In fact, the only one that interests me are the Ice Spikes)
If anything it's the drowned I felt were unnecessary and could perhaps be called a lazy/boring addition that the latest update would have been better off without. We totally should have gotten that sea mob that looked like a kraken instead! It would have been the rightful winner if anyone had a clue about Aquatic update back then.
The only reason it didn't win was because most people didn't think much of the sea back then. But no, just another reskinned zombie that makes wanting to live near water a pain because unlike a proper sea monster, they don't stay IN the water. I wish there was a way to turn off spawning of only specific monsters via command, unless there is some advanced way I don't know of. /rant
Biome specific mobs are really nice. If they execute this correctly they could make different mobs for every other biome, maybe that'll happen for 1.14?
send minecraft diamonds or else i will hit you in the face with my diamond sword
I like the Drowned more than the Husks to be honest. It makes swimming much more dangerous, and encourages players to use a boat even though they can now swim very quickly. It's not that I dislike the idea of Husks, but there's not much that separates the Desert biome from other biomes (or at least there's less than with the Ocean biome).
All mobs now have their own separate IDs to refer to them. You can use a teleport command like normal to move all mobs of a specified type into the void, or you can use a kill command to smack them down where they spawned so you can collect random loot as you come across it (which will probably be a little laggier as a result of all those entities lying around for 5 minutes). The overall concept hasn't changed, but the specific commands to do so have so you will have to relearn/research those yourself.
And the Strays drop arrows of weakness or slowness.
The Drowned would also enter this list of copied Mobs, I will try to edit the thread.
I think these Mobs are codes of the same Zombies and Skeletons, but with a different texture and different Drops, besides they are more rare than the 2 mentioned.
They need rarely spawning variations for forests, that spawn in trees and have partial camouflage. It's weird to only add two extra variations, one of which you're hardly likely to see.
Discord: Ryzen_1600#7458
I don't hate Husks & Strays.
While I'm not a particular fan of either, zombie/skeleton variants [I consider husks/strays to be zombies/skeletons with local 'color'] in 'extreme' biomes (deserts are [supposedly] very dry etc.) seem like a reasonable [if somewhat lazy] way to add color to / differentiate those biomes.
Restraint is needed, however: there is a mod I've seen that creates biome specific skins for creepers, which I would consider taking the idea rather a bit too far… [One hopes NOT to see things of this nature added to vanilla.]
Drowned strike me as being a much more poorly thought out addition; largely as their ability to spawn mid-water (instead of above a solid block as is required even for ghasts) prevents [to the best of my knowledge] the construction of safe underwater builds without hanging lights every few layers.
Really, the husk giving me hunger doesn't affect me because if you fight a zombie the easiest way, you won't even get hit. I usually never even find snow biomes so the stray isn't an issue, but I am grateful for a free way to get tipped arrows without killing the dragon. Personally, the drowned is the best because you can get tridents and gold from it.