Minecraft has so many useless features that nobody uses, and if they were removed, nobody would care. Here are some of those;
Beetroots - why grow a crop that gives you one single food item that restores a petty half a hunger when you can grow carrots or potatoes, both of which drop multiple food items that restore several hunger bars?
Furnace minecart - powered rails exist, rendering these completely useless. Even if you don't have powered rails yet, furnace minecarts are just too hard to use. They can only hold one coal at a time and choosing which direction it goes is annoying too. I don't see why they haven't buffed these yet.
Llamas - I could not figure out what the point of these were. You can ride them but you can't even control them. Someone told me their purpose was to carry more items, like have a chest on them and store items in them while pulling them on a lead, but.... why do this when you can just use a donkey/mule? Or a shulker box once you're late game????
Wandering trader - all of their trades are completely garbage. Except maybe the gunpowder trade, but he doesn't sell this consistently enough for it to be practical.
Bottle o' enchanting - such a tiny amount of XP that simply isn't worth it. Sure, it's fine when you find them in chests, but they are entirely NOT worth purchasing from clerics.
Conduit - so why use this to breathe underwater when you can just remove the water entirely, make air pockets, or place down doors? I used this solely for the "How Did We Get Here?" advancement and that's it.
Riding pigs - why ride a pig when you can ride.... a horse? It's faster, doesn't require a carrot on a stick, can jump higher, is tougher, and can wear armor. And donkeys and mules can carry things for you.
Wolf and fox - overrated if you ask me. They don't help that much at all with fighting mobs and usually just get themselves killed
And finally, here are some more pointless mobs, but I'm putting them all in the same section due to not having much to say about them aside from just that they're pointless - panda, parrot, bat, ocelot, endermite, glow squid.
Do you disagree with any of these? And if so, why? And do you have any to add to this list? If you do, I will add them to the post and credit you.
Bottles o' enchanting used to be far cheaper - in 1.6.4 (before 1.8) you can buy 4 for a single emerald and I've actually done this in order to get a bit of extra XP for enchanting items (at 1 level each though, I just enchant the items I sue to repair my gear with level 1 enchantments, same for the iron pickaxes I collect from mineshaft chests, combining them to higher levels, and use to dig rail tunnels/secondary bases). Whether that was too cheap (apparently Mojang must have thought so), in 1.8 they increased their cost to 3-11 emeralds each - or up to 44 times more expensive - no doubt the biggest nerf to any tradable item (that can't be obtained in any other manner, or removed outright). Even now they are shown to cost 3 emeralds each - still up to 12 times more expensive (or 4 after maxing out their discount).
Also, many of the things you list have been rendered "useless" due to newer additions - ocelots? In 1.6.4 you tame them in order to get cats, something which I haven't changed (except for black cats spawning in witch huts) and cats themselves can keep creepers away (if only useful sat down in front of your base, not taken along with you, certainly not with my playstyle - I remember taking a wolf along with me while caving and needless to say it didn't go well).
I also see nothing wrong with more "wildlife" in general - polar bears? I added them, as well as brown and black bears (texture/size change) just for more variety, and even a bit of a danger (brown bears spawn in any forest while black bears spawn in an "autumnal forest" biome based on this suggestion, and are always hostile until fed meat, which makes them neutral). Likewise, glow squid add ambience to caves and I find their drops to be very useful - ever make a map wall and noticed the inconsistent lighting, unless you place them on glowstone? I did use to do that but the wall must be 2 blocks thick if you don't want the other side to be exposed - glow ink sacs solve that (yes, some say you could have just used glowstone dust) - I even added the ability to make paintings glow for similar reasons.
Also, what about Giants? Or you you not even think about them? I don't blame you since they haven't naturally spawned since InDev (if ever, the Wiki doesn't seem to say), but 1.8 made them literally useless by removing their AI (which had various issues, mainly because they still used a much older AI system, which I replaced with the more modern one, enabling them to properly pathfind and all that, with their damage reduced to 10 as 50 damage is too overpowered, considering even creepers deal less and can only do so once. I also recently figured out why their attack reach/attacking them was so inconsistent and fixed it (they could only damage you from feet level, likewise, you could only consistently hit them at their feet, depending on where they were within a chunk section. A similar bug causes tiny magma cubes to only damage your from above, which I fixed so touching their bounding box deals damage, making them a lot more dangerous, partly offset by limiting their attack rate to once per second like other mobs).
Also, one of the most insane things about Giants? Look at the history - in 1.14 they gave them a proper AI over multiple snapshots - only to throw it all away - and that is why it takes them so long to release new updates.
Or killer rabbits - a complete waste of code if you ask me - much like an early 1.8 snapshot I made them naturally spawn, and much more often (1/256 chance, though I only encountered one in over a year of playing on a world, more certainty spawned though, as they are small and don't render/aren't easily recognizable from far away).
Why did they remove endermites spawning when an enderman teleported, also present for a short time in 1.8 snapshots? I even made them naturally spawn, like any other mob, as well as "cave" spiders and silverfish, all below sea level (the last can only hide in blocks if attacked by a player, or spawned from infested stone or a spawner). Even husks and strays - why only on the surface? I'd almost never actually encounter them while playing - I made them spawn everywhere as 50% of zombies/skeletons, and I added various colors of husks for more biomes (red for red sand/mesa biomes, white for "quartz desert" and "volcanic wasteland" biomes, pink for the Nether, which also has pink "nethermites").
All of this, along with much more varied world generation on a local scale, and the fun features of slimes splitting into magma cubes when they die in lava, "cave spider jockeys", and baby skeletons/strays (just as you might think - baby zombie + skeleton), and armored/weaponed mobs being much more common (in part because I removed regional "difficulty", a useless feature which only made the game easier, with 1.8 making it even worse, at least in 1.6 you can still get armored mobs, etc on the first day even on Easy, which never happens since 1.8, and takes a while on other difficulties) greatly increases the variety of mobs I regularly encounter, even if there aren't as many as in the latest versions (the main reason I haven't added more is because of the models and AI; when I added fish I even created my own model from scratch instead of trying to decipher Mojang's model system).
Beetroot also still has to be more useful than poisonous potatoes, otherwise, much like gold items in chests or enchantments like Bane of Arthropods they probably just added them to nerf villages (i.e. less of the more desirable crops, even before wheat was the most common). They can also be used as food for breeding pigs or villagers (though arguably potatoes are the most ideal for both, and when cooked make a decent player food, with Fortune giving over 4x the yield per crop; they (slightly) nerfed the hunger value of baked potatoes in 1.8 since they were so broken, but even beetroot soup (6x beetroot, requires 7 slots for a stack) is barely any better).
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Another useless feature that Minecraft has is people who make pointless and negative posts on forums which don't add to the enjoyment of the game, and which simply depress other players because all they do is whine and complain.
Another useless feature that Minecraft has is people who make pointless and negative posts on forums which don't add to the enjoyment of the game, and which simply depress other players because all they do is whine and complain.
While the community perhaps does do that a lot these days (or it seems that way due to how vast the size of it has become), it's also healthy to have criticism (when constructive, of course). Labeling it all as inherently negative is, in and of itself, counterintuitive to the very thing it's claiming to do, and that is keep the game more enjoyable. Telling people they have to deal with it, or not give feedback, isn't enjoyable and isn't good for the game.
Yes, it does work both ways. Not every loud complaint is equally valid and it's simply impractical to appease everyone. Sometimes players do have to understand that they don't make the best balance decisions (I know I certainly couldn't). But expecting a community this size to be perfectly harmonious is naive; we all have different ideas of what we want.
I think a lot of people just don't know how to disagree, so they cope with it by ridiculing it?
I'm not even sure what to suggest about people getting depressed because others have criticisms. Does that really happen? Maybe not let every little thing upset oneself or sway one's stance and induce depression? (This isn't directed at you, necessarily, but just at people who let disagreements existing depress them.)
I don't think bats should be part of that list. They were added as an atmospheric mob, which a LOT of people asked for, and then once we got it, everyone changed their song "omg made do stuff!" and "omggg make them drop something!!!!" No thanks, they're good for atmosphere, and they help find caves. Also, ocelots keep Creepers away. I know there are more practical ways of doing that, but at least they have a unique purpose.
You have to ask yourself, Is this the only reason Poisonous potatoes are in the Game?
Well no, since "A Balanced Diet" wasn't added until 1.12 while poisonous potatoes were added in 1.4.2. You can still eat them for a rather poor food source though, at least prior to 1.9 (increased hunger loss from regeneration; in older versions they actually do heal you slightly more than what is lost from Poison, which is also not guaranteed and can be reduced with Protection, and eating multiple at once will restore more hunger compared to the increase in duration), and I have no idea why you can't even compost them (I added this when I added composters to my own mod); in any case they seem more like a joke item than anything else.
There was a similar thread [ Top 20 Most Useless Features in Minecraft ] started back in Dec18; some may find comparing the lists interesting…,. [My comments @ reply #13]
Per the new list:
Beetroot: gives food, red dye and seeds.
As a food it grows faster than potatoes/carrots/wheat. Combined with wheat one can breed sheep & get red and white wool > carpet [I use red & white crapet on fences to indicate the 'safe' side when expanding.]
(Red dye may also be useful very early game [before setting up an iron farm].)
Furnace minecart: Prior to being able to crawl [1.14.?], these were useful for 'restarting' hopper minecart collection systems.
Other than that, I agree they are, at best, a bit of specialty equipment…
Llamas: Mostly agree; this seem to have been touted as an early game / poor man's shulker, but are so limited as to be consigned to special circumstances thing.
(The poor AS [artificial stupidity :rolleyes:]more or less mandates a previously prepared road, and forming a caravan from the llamas one [i]wants[i] is its own minigame. Add the time needed to load/unload and multiple trips just using the PC inventory are often preferrable. N.B. Using llamas in the nether is problematic because of the potential for a llama spitting on a pigman.)[/i][/i]
Wandering trader: Coral blocks from WTs are [IIRC] the only [non-duplication glitch] renewable source.
Also a low volume source of leads until a slime farm is established.
Seed & foreign biome saplings can be useful early game as this allows access to some resources without needing to visit the normally required biome. [This last feature seems very much at odds with various other changes that seek to add various chokepoints to the game to force more PC exploration… :wacko:]
[
Bottle o' enchanting: Given how cheap/easy XP is to acquire, I agree this seem to be a solution in search of a problem…
Even with raid farms making emeralds exceedingly cheap, the time needed to do the trading just doesn't seem worth the result.
Conduit: I find these to have considerable use. They make the process of draining a volume far easier – particularly the interior of Ocean Monuments or roofed and/or irregular caves where Moses machines would be difficult to use.
Conduits also eliminate one issue when using swim-in ink and trident farms (also amethyst, if one likes the flooded geode model).
Riding pigs: IIRC, these were the first rideable mob,and – for a time – 'pig parking' designs were fairly common. Basically rendered obslette by equines and other modes of travel. (Stider riding may have been an attempt to update this mechnainc :IDK: )
Wolf [dog] and fox: Important for player absent wither skeleton skull farms and sweetberry farming respectively; otherwise concur.
more pointless mobs: None are [i]totally[/i] pointless (although the polar bear comes close).
Ocelots, as mentioned, used to be the original source for cats (as wolf to dog).
Endermites are vital for ender enders (in turn very useful for pearls and XP).
Glow squid add a means of enhancing signs etc. which – at least – seems widely liked…
Parrots have an imitate mob sounds feature that is (in theory) useful for mob detection.
Bats can (rarely) influence combat either by taking blows or by statling the player
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.
Minecraft has so many useless features that nobody uses, and if they were removed, nobody would care. Here are some of those;
Beetroots - why grow a crop that gives you one single food item that restores a petty half a hunger when you can grow carrots or potatoes, both of which drop multiple food items that restore several hunger bars?
Furnace minecart - powered rails exist, rendering these completely useless. Even if you don't have powered rails yet, furnace minecarts are just too hard to use. They can only hold one coal at a time and choosing which direction it goes is annoying too. I don't see why they haven't buffed these yet.
Llamas - I could not figure out what the point of these were. You can ride them but you can't even control them. Someone told me their purpose was to carry more items, like have a chest on them and store items in them while pulling them on a lead, but.... why do this when you can just use a donkey/mule? Or a shulker box once you're late game????
Wandering trader - all of their trades are completely garbage. Except maybe the gunpowder trade, but he doesn't sell this consistently enough for it to be practical.
Bottle o' enchanting - such a tiny amount of XP that simply isn't worth it. Sure, it's fine when you find them in chests, but they are entirely NOT worth purchasing from clerics.
Conduit - so why use this to breathe underwater when you can just remove the water entirely, make air pockets, or place down doors? I used this solely for the "How Did We Get Here?" advancement and that's it.
Riding pigs - why ride a pig when you can ride.... a horse? It's faster, doesn't require a carrot on a stick, can jump higher, is tougher, and can wear armor. And donkeys and mules can carry things for you.
Wolf and fox - overrated if you ask me. They don't help that much at all with fighting mobs and usually just get themselves killed
And finally, here are some more pointless mobs, but I'm putting them all in the same section due to not having much to say about them aside from just that they're pointless - panda, parrot, bat, ocelot, endermite, glow squid.
Do you disagree with any of these? And if so, why? And do you have any to add to this list? If you do, I will add them to the post and credit you.
Bottles o' enchanting used to be far cheaper - in 1.6.4 (before 1.8) you can buy 4 for a single emerald and I've actually done this in order to get a bit of extra XP for enchanting items (at 1 level each though, I just enchant the items I sue to repair my gear with level 1 enchantments, same for the iron pickaxes I collect from mineshaft chests, combining them to higher levels, and use to dig rail tunnels/secondary bases). Whether that was too cheap (apparently Mojang must have thought so), in 1.8 they increased their cost to 3-11 emeralds each - or up to 44 times more expensive - no doubt the biggest nerf to any tradable item (that can't be obtained in any other manner, or removed outright). Even now they are shown to cost 3 emeralds each - still up to 12 times more expensive (or 4 after maxing out their discount).
Also, many of the things you list have been rendered "useless" due to newer additions - ocelots? In 1.6.4 you tame them in order to get cats, something which I haven't changed (except for black cats spawning in witch huts) and cats themselves can keep creepers away (if only useful sat down in front of your base, not taken along with you, certainly not with my playstyle - I remember taking a wolf along with me while caving and needless to say it didn't go well).
I also see nothing wrong with more "wildlife" in general - polar bears? I added them, as well as brown and black bears (texture/size change) just for more variety, and even a bit of a danger (brown bears spawn in any forest while black bears spawn in an "autumnal forest" biome based on this suggestion, and are always hostile until fed meat, which makes them neutral). Likewise, glow squid add ambience to caves and I find their drops to be very useful - ever make a map wall and noticed the inconsistent lighting, unless you place them on glowstone? I did use to do that but the wall must be 2 blocks thick if you don't want the other side to be exposed - glow ink sacs solve that (yes, some say you could have just used glowstone dust) - I even added the ability to make paintings glow for similar reasons.
Also, what about Giants? Or you you not even think about them? I don't blame you since they haven't naturally spawned since InDev (if ever, the Wiki doesn't seem to say), but 1.8 made them literally useless by removing their AI (which had various issues, mainly because they still used a much older AI system, which I replaced with the more modern one, enabling them to properly pathfind and all that, with their damage reduced to 10 as 50 damage is too overpowered, considering even creepers deal less and can only do so once. I also recently figured out why their attack reach/attacking them was so inconsistent and fixed it (they could only damage you from feet level, likewise, you could only consistently hit them at their feet, depending on where they were within a chunk section. A similar bug causes tiny magma cubes to only damage your from above, which I fixed so touching their bounding box deals damage, making them a lot more dangerous, partly offset by limiting their attack rate to once per second like other mobs).
Also, one of the most insane things about Giants? Look at the history - in 1.14 they gave them a proper AI over multiple snapshots - only to throw it all away - and that is why it takes them so long to release new updates.
Or killer rabbits - a complete waste of code if you ask me - much like an early 1.8 snapshot I made them naturally spawn, and much more often (1/256 chance, though I only encountered one in over a year of playing on a world, more certainty spawned though, as they are small and don't render/aren't easily recognizable from far away).
Why did they remove endermites spawning when an enderman teleported, also present for a short time in 1.8 snapshots? I even made them naturally spawn, like any other mob, as well as "cave" spiders and silverfish, all below sea level (the last can only hide in blocks if attacked by a player, or spawned from infested stone or a spawner). Even husks and strays - why only on the surface? I'd almost never actually encounter them while playing - I made them spawn everywhere as 50% of zombies/skeletons, and I added various colors of husks for more biomes (red for red sand/mesa biomes, white for "quartz desert" and "volcanic wasteland" biomes, pink for the Nether, which also has pink "nethermites").
All of this, along with much more varied world generation on a local scale, and the fun features of slimes splitting into magma cubes when they die in lava, "cave spider jockeys", and baby skeletons/strays (just as you might think - baby zombie + skeleton), and armored/weaponed mobs being much more common (in part because I removed regional "difficulty", a useless feature which only made the game easier, with 1.8 making it even worse, at least in 1.6 you can still get armored mobs, etc on the first day even on Easy, which never happens since 1.8, and takes a while on other difficulties) greatly increases the variety of mobs I regularly encounter, even if there aren't as many as in the latest versions (the main reason I haven't added more is because of the models and AI; when I added fish I even created my own model from scratch instead of trying to decipher Mojang's model system).
Beetroot also still has to be more useful than poisonous potatoes, otherwise, much like gold items in chests or enchantments like Bane of Arthropods they probably just added them to nerf villages (i.e. less of the more desirable crops, even before wheat was the most common). They can also be used as food for breeding pigs or villagers (though arguably potatoes are the most ideal for both, and when cooked make a decent player food, with Fortune giving over 4x the yield per crop; they (slightly) nerfed the hunger value of baked potatoes in 1.8 since they were so broken, but even beetroot soup (6x beetroot, requires 7 slots for a stack) is barely any better).
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 quite like XP bottles personally - keep them in my echest in case I need to mend elytra while away from home
Another useless feature that Minecraft has is people who make pointless and negative posts on forums which don't add to the enjoyment of the game, and which simply depress other players because all they do is whine and complain.

While the community perhaps does do that a lot these days (or it seems that way due to how vast the size of it has become), it's also healthy to have criticism (when constructive, of course). Labeling it all as inherently negative is, in and of itself, counterintuitive to the very thing it's claiming to do, and that is keep the game more enjoyable. Telling people they have to deal with it, or not give feedback, isn't enjoyable and isn't good for the game.
Yes, it does work both ways. Not every loud complaint is equally valid and it's simply impractical to appease everyone. Sometimes players do have to understand that they don't make the best balance decisions (I know I certainly couldn't). But expecting a community this size to be perfectly harmonious is naive; we all have different ideas of what we want.
I think a lot of people just don't know how to disagree, so they cope with it by ridiculing it?
I'm not even sure what to suggest about people getting depressed because others have criticisms. Does that really happen? Maybe not let every little thing upset oneself or sway one's stance and induce depression? (This isn't directed at you, necessarily, but just at people who let disagreements existing depress them.)
I don't think bats should be part of that list. They were added as an atmospheric mob, which a LOT of people asked for, and then once we got it, everyone changed their song "omg made do stuff!" and "omggg make them drop something!!!!" No thanks, they're good for atmosphere, and they help find caves. Also, ocelots keep Creepers away. I know there are more practical ways of doing that, but at least they have a unique purpose.
I've not seen mentioned 'Rotten Flesh'.. IMHO that must be the most useless item in minecraft.
It can at least be traded to clerics for emeralds. It's not much of a use, but it's there.
Poisonous potatoes, on the other hand, I think have no use (can you even compost them?).
Well no, since "A Balanced Diet" wasn't added until 1.12 while poisonous potatoes were added in 1.4.2. You can still eat them for a rather poor food source though, at least prior to 1.9 (increased hunger loss from regeneration; in older versions they actually do heal you slightly more than what is lost from Poison, which is also not guaranteed and can be reduced with Protection, and eating multiple at once will restore more hunger compared to the increase in duration), and I have no idea why you can't even compost them (I added this when I added composters to my own mod); in any case they seem more like a joke item than anything else.
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?
There was a similar thread [ Top 20 Most Useless Features in Minecraft ] started back in Dec18; some may find comparing the lists interesting…,. [My comments @ reply #13]
Per the new list:
Beetroot: gives food, red dye and seeds.
As a food it grows faster than potatoes/carrots/wheat. Combined with wheat one can breed sheep & get red and white wool > carpet [I use red & white crapet on fences to indicate the 'safe' side when expanding.]
(Red dye may also be useful very early game [before setting up an iron farm].)
Furnace minecart: Prior to being able to crawl [1.14.?], these were useful for 'restarting' hopper minecart collection systems.
Other than that, I agree they are, at best, a bit of specialty equipment…
Llamas: Mostly agree; this seem to have been touted as an early game / poor man's shulker, but are so limited as to be consigned to special circumstances thing.
(The poor AS [artificial stupidity :rolleyes:]more or less mandates a previously prepared road, and forming a caravan from the llamas one [i]wants[i] is its own minigame. Add the time needed to load/unload and multiple trips just using the PC inventory are often preferrable. N.B. Using llamas in the nether is problematic because of the potential for a llama spitting on a pigman.)[/i][/i]
Wandering trader: Coral blocks from WTs are [IIRC] the only [non-duplication glitch] renewable source.
Also a low volume source of leads until a slime farm is established.
Seed & foreign biome saplings can be useful early game as this allows access to some resources without needing to visit the normally required biome. [This last feature seems very much at odds with various other changes that seek to add various chokepoints to the game to force more PC exploration… :wacko:]
[
Bottle o' enchanting: Given how cheap/easy XP is to acquire, I agree this seem to be a solution in search of a problem…
Even with raid farms making emeralds exceedingly cheap, the time needed to do the trading just doesn't seem worth the result.
Conduit: I find these to have considerable use. They make the process of draining a volume far easier – particularly the interior of Ocean Monuments or roofed and/or irregular caves where Moses machines would be difficult to use.
Conduits also eliminate one issue when using swim-in ink and trident farms (also amethyst, if one likes the flooded geode model).
Riding pigs: IIRC, these were the first rideable mob,and – for a time – 'pig parking' designs were fairly common. Basically rendered obslette by equines and other modes of travel. (Stider riding may have been an attempt to update this mechnainc :IDK: )
Wolf [dog] and fox: Important for player absent wither skeleton skull farms and sweetberry farming respectively; otherwise concur.
more pointless mobs: None are [i]totally[/i] pointless (although the polar bear comes close).
Ocelots, as mentioned, used to be the original source for cats (as wolf to dog).
Endermites are vital for ender enders (in turn very useful for pearls and XP).
Glow squid add a means of enhancing signs etc. which – at least – seems widely liked…
Parrots have an imitate mob sounds feature that is (in theory) useful for mob detection.
Bats can (rarely) influence combat either by taking blows or by statling the player