Cats serve little to no purpose thus far besides being housepets and scaring away creepers around town. Why not add some interesting new features, such as letting them pick up items that are about to despawn, go fishing, and have some new behaviors?
Precursor: Entity Changes
Every cat would have 9 inventory slots. (More will be added to this as needed to support other suggestions.)
#1: Cat Fishing
Fishing has always been one of my favorite mechanics in Minecraft, specifically because of the lucky chance of getting an enchantment book. On servers, it also means it is profitable and a good food source. Why not allow cats to fish when near a lake? Of course, this would wield no rare item chances, and the code would check for lake and ocean BIOMES, as well as water, in an unenclosed area, to fish. Also, the owner would have to be nearby. This is to prevent automation of "fish farming" and to keep guardian farms practical. Sometimes the cat would give the owner the food at random intervals, as well.
#2: Collection & Hunting
Why not let tamed cats hunt for their own food? Cats would now be able to pick up all of the raw chicken and rabbit they'd hunted and use it to heal themselves if they somehow got hurt. Not only that, they would also pick up any debatably "shiny" object right before it will despawn (Such as glowstone, diamond, iron, etc) that was dropped and store it away. Like in #1, the cat would sometimes gift the players back the items. All items would be hid by the ocelot in an unenclosed space with dirt 2 blocks under it. A hole would be made, and all of the items put in an un-despawning state there for the ocelot to retrieve or for you to find.
#3: Cat Behavior Changes
a: Meowing for Food
If the tamed cat hadn't been fed enough(Supposing it had under 100% health), it would run to the owner and pleadingly meow for food. Also, it would not be determined by some kind of "hunger bar", but as I said, by its amount of health.
b: Independency
Cats would now stray off by a bit farther of an amount from their owner. Teleportation remains the same, and there is still a limit of how far they can stray off. Feeding the cat regularly and spending time with it more often would make it reduce its range of wandering overtime.
For a long time I've loved the cat mobs in Minecraft and wondered why they don't have a use. I know, they are awesome as neat little pets and scare away creepers, but other than that they don't do much. So here are some ideas I had:
You wonder why they don't have a use, but then go on to state what their use is.
It's strange that you want cats to fish, yet at the same time you want them to fear water. I'm not sure if I support the fishing part, but them being afraid of water would make them underpowered, as it makes it hard for them to follow you when you really need them to. I know cats can teleport like wolves can, but with that in mind, what's the point of them fearing water anyway? What does it offer players?
Jeb has been trying to make cats a nuisance for some time now. Why not make them more annoying?
It's usually reading stuff like this that make me click out of a suggestion instantly. This is anti-logic.
Now they will pick up and gold ingot, iron ingot, diamond, fish, chicken, raw fish, raw chicken, and other shiny objects. Anything not edible (which it would use to automatically cure itself and store if not usable) would be "buried" by the cat.
I can promise you, that if any of my ocelots did that, I would bash my diamond sword into that cat so hard that its spine would just liquify. Then I'd probably not tame another cat again.
If the tamed cat hadn't been fed enough(Supposing it had under 100% health), it would attack the owner for 2 points of damage. (1 heart.) Also, cats would now be targeted by mobs while in hard mode.
Dude. This isn't an ocelot overhaul, it's an ultra-downgrade. So now we have to add micromanaging feeding to cats AND constantly watch them for nearby hostile mobs? I'm trying to not be offensive here, but these ideas would all be abysmally annoying.
No support, no support and a hundred times no support.
Rollback Post to RevisionRollBack
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
For a long time I've loved the cat mobs in Minecraft and wondered why they don't have a use What? I'm pretty sure they have a few good uses.. I know, they are awesome as neat little pets and scare away creepers, but other than that they don't do much Then...why did you state they didn't have a use...?. So here are some ideas I had:
#1: Cat Fishing
Fishing has always been one of my favorite mechanics in Minecraft, specifically because of the lucky chance of getting an enchantment book. On servers, it also means it is profitable and a good food source. Why not allow cats to fish when near a lake? Of course, this would wield no rare item chances, and the code would check for lake and ocean BIOMES, as well as water, to fish. Also, the owner would have to be nearby. This is to prevent automation of "fish farming" and to keep guardian farms practical. Sometimes the cat would give the owner the food. This is actually quite an interesting idea, well balanced as well.
#2: Repulsion to Water
Cats are normally repelled by water. Why not have this be the case with tamed ones? When a cat touches water, it would act like a punched peaceful animal or like a scared untamed ocelot, running away from the water and preferably TO the owner. Of course the cat would be fine whilst fishing, and after too many encounters with water, the cat would get used to it. Now after listening the first thing you said, the fishing mechanic along with this makes it worthless and probably non functional if cats would be afraid of water. And while it would eventually get used to it, you would have to put up with the cat's fear until it's used to it.
#3: Collection of "Shinies" and food.
Jeb has been trying to make cats a nuisance for some time now. Why not make them more annoying? What makes you think Jeb makes that intentional? If he purposely makes things annoying in Minecraft, then I don't think anyone would consider him as a good game developer. Now they will pick up and gold ingot, iron ingot, diamond, fish, chicken, raw fish, raw chicken, and other shiny objects. Anything not edible (which it would use to automatically cure itself and store if not usable) would be "buried" by the cat.(the cat testing for a dirt block 2 blocks under it and making a hole.) The items would be in a "dropped" state, never despawning but pick-up able. So the owner could find the items they'd dropped and get them back No, I'd rather collect my stuff, and kill the cat. This is something I'm highly against and I don't want to see anything like this. Sometimes the cat could also take from this deposit without revealing it, giving "gifts" to the owner if they'd fed the cat well, or spent time fishing and playing with it. Now I have to show it affection if it stole my stuff?!
#4: Cat Hostility
If the tamed cat hadn't been fed enough(Supposing it had under 100% health), it would attack the owner for 2 points of damage. (1 heart.) Also, cats would now be targeted by mobs while in hard mode. No. No no and no. Micromanagement for cats would be a huge pain, especially if hostile mobs would target it, and because Cats have no particular way to defend or attack, this would also be a huge problem. To make matters worse, the owner of this cat, who feeds and shows affection it, eventually attacks the player. I don't care if it's 1 heart or 10 hearts, this is an intentional way to annoy the player to the point of getting rid of the cat.
NOTE: PLEASE do not close this suggestion due to "one of them being someone else's idea." I've had many of my threads closed in this subforum because an old thread from 3 years ago had ONE of the ideas. Of COURSE there will be repeats in ideas.
Responses in bold. Overall there are a lot of things in this suggestion that would make the tamed Ocelot underpowered and more annoying. From it's fear of water where it should know how to fish, to the point of stealing the owner's items and going on a goose chase to find them, to having the Cat attack you and be targeted by hostile mobs.
There is also another, large problem with this hostile mob targeting the Ocelot: If it does that, the Ocelot will not be able to do it's duty to chase away creepers or to stand guard to keep creepers away, because it would be getting pounded by other hostile mobs and would eventually die.
NOTE: PLEASE do not close this suggestion due to "one of them being someone else's idea." I've had many of my threads closed in this subforum because an old thread from 3 years ago had ONE of the ideas. Of COURSE there will be repeats in ideas.
If an idea is very similar or the same to a suggestion made/that has been posted on in the last 30 days, then you are making a redundant thread, which breaks one of the suggestion rules.
If it was 3 years ago, or the idea is executed differently, it isn't redundant. So... Search before you post.
Anyways, just here to say that, really. Not a big fan of the idea.
First off, you contradicted yourself with the first two suggestions.
Secondly, cats are very annoying, making most players mute their passive animals volume, or just not taming them, and making them more annoying is a huge mistake for any developer.
Lastly, cat hostility... I don't know any (House) cats that attack you if they are injured or hungry, unless you took their food away, or hurt them...
Cerroz and Endergirl basically sum up my thoughts about this thread. Cats are fine as they are, in my opinion. And why should we give them a lot of downsides and micromanagement? No support.
Isn't that how all REAL pets are? Also, like I stated in the suggestion, you wouldn't have to micromanage them unless they got hurt. Using them as a housepet, that's unlikely. As for the downsides, that's only if you did happen to drop an item and leave it for a few minutes, not as in the cat would snatch it up when you're trying to give it to another player.
Isn't that how all REAL pets are? Never compare realism to Minecraft, those are two separate things, yet they share similarities. It doesn't matter if this is how real pets are, if that's the case, shouldn't tamed Wolves have to be played with 24/7, and wild horses would run away from players or be pounded by one? Also, like I stated in the suggestion, you wouldn't have to micromanage them unless they got hurt You would still have to micromanage them if they got hurt. And by the looks of how they can't even defend themselves and can be targeted by hostile mobs, most likely we will heal them more than Wolves. Using them as a housepet, that's unlikely. The point of a pet in Minecraft is to provide a good use for it, and a good reason to tame them. The tamed Wolf provides the ability to defend and attack for the player, the tamed Horse provides an excellent use of transportation, the tamed Ocelot's purpose is to scare off creepers. While that seems little, everyone knows how dangerous a creeper can be. And this suggestion completely degrades the purpose of having a tamed Ocelot in the first place. As for the downsides, that's only if you did happen to drop an item and leave it for a few minutes, not as in the cat would snatch it up when you're trying to give it to another player It doesn't matter, it still exists in game. And if you were to drop something, you would still end up going on a goose chase to get until the Ocelot digs it and buries it in a hole, or you have to show unfair affection to it until it returns it..
"If there's a balancing factor -- a downside to using it that could be avoided easily in the first place -- then it cancels out the benefits."
Basically, this wouldn't affect anyone using the cat as a housepet, besides adding a funny little gifting mechanic. If you're just going to use it as a housepet anyways, why complain? Or perhaps instead of complaining about the suggestion itself, try to revise it.
So if pets do something in real life, it should be in Minecraft too? Even if it's annoying? Just because?
Also, like I stated in the suggestion, you wouldn't have to micromanage them unless they got hurt. Using them as a housepet, that's unlikely. As for the downsides, that's only if you did happen to drop an item and leave it for a few minutes, not as in the cat would snatch it up when you're trying to give it to another player.
Why does the feature need to be there at all?
Rollback Post to RevisionRollBack
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
The fishing would be interesting as it would make the cat do more things than it normally does, but the rest just ruin it. As other have stated if a cat stole something of mine I would kill it. Micromanaging would be annoying, and avoiding water would be really, really, REALLY annoying. NO SUPPORT
I actually think this one is pretty decent, I wouldn't mind it, and it would be a neat little feature.
Your second suggestion:
Well, this ruins any potential the first one had. Seriously, it makes it so that cats can't fish since they're afraid of the water!
Your third suggestion:
You don't think this is a good idea? You don't think that cats stealing your ores is a good idea? Sometimes, you need to say a suggestion out loud in real life so you can hear exactly how bad it is.
Your fourth suggestion:
No. Please, no. I don't want my cat attacking me because I forgot to heal it even though it barely lost any health anyways.
Your first suggestion actually wasn't half bad, but you flushed it down with the second one.
No support; this would make cats annoying, and add nothing but annoyance.
2: I don't see why people say it removes the first idea... It says if they TOUCH the water, not if they're near it. I think this is a good idea.
3: I think they should only do this to items on the ground for a long while, which you actually did say (seriously people, read the suggestion before judging it)
4: This one I don't really like, maybe they do half a heart to you every day or so if they're on very low health?
Also, them being attacked by hostile mobs doesn't seem like a good idea. But if you change that, then FULL SUPPORT
2: I don't see why people say it removes the first idea... It says if they TOUCH the water, not if they're near it. I think this is a good idea.
3: I think they should only do this to items on the ground for a long while, which you actually did say (seriously people, read the suggestion before judging it)
4: This one I don't really like, maybe they do half a heart to you every day or so if they're on very low health?
Also, them being attacked by hostile mobs doesn't seem like a good idea. But if you change that, then FULL SUPPORT
OK, to keep the "housepet" option viable and to lower micromanagement, I should make some revisions:
1. Keep
2. Keep (controversial, but I don't hear anyone complaining about horses not liking water when in reality they're fine with it)
3. ??? (Perhaps a poll?)
4. Yeah, I'd meant for it to be a simple scratch, not the cat going completely hostile and attacking you until you feed it. Just as a sign of annoyance. Also, remove mobs targeting cats.
4. Yeah, I'd meant for it to be a simple scratch, not the cat going completely hostile and attacking you until you feed it. Just as a sign of annoyance. Also, remove mobs targeting cats.
Again, why do we need cats getting aggro'd at not being fed? Why should a player support such an idea?
Rollback Post to RevisionRollBack
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Again, why do we need cats getting aggro'd at not being fed? Why should a player support such an idea?
"This is minecraft, not real life! Adding needless difficulty for realism is stupid!"
>adding fantastical difficulty by adding zombies and skeletons
I don't get it.
And we don't need any of this. We don't need minecraft in of itself. It's a game. It's like asking why we need knights in chess. We don't.
It's a simple aesthetical upgrade to give cats more depth. Also, last time I checked, cats aren't loyal companions like dogs are; They act more independent and care more about their own good.
And we don't need any of this. We don't need minecraft in of itself. It's a game. It's like asking why we need knights in chess. We don't.
No, we don't need knights in chess, but they still offer something unique and interesting in the game while ruining nothing. Knights in chess don't scratch us when we don't feed them, and they don't bury things we leave lying around.
It's a simple aesthetical upgrade to give cats more depth. Also, last time I checked, cats aren't loyal companions like dogs are; They act more independent and care more about their own good.
This isn't an "upgrade" and it's not "aesthetical", it's the exact opposite of those. You're adding micromanaging and difficulty to ocelots and passing all of that off as an overhaul. You also need to seriously, seriously revise your arguments before you post them. The "we don't need" refute doesn't work in this case.
True, there's a lot of stuff in the game we don't need, but those things still add fun, interesting things. Your ideas however, subtract from fun and damage the want to even tame an ocelot in the first place - therefore making a mob a potential waste of programming effort. You also completely dodged my question by the way.
The only flicker of reasoning you gave in this entire thread is "oh but this is what pets do in real life!"
Rollback Post to RevisionRollBack
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Cats serve little to no purpose thus far besides being housepets and scaring away creepers around town. Why not add some interesting new features, such as letting them pick up items that are about to despawn, go fishing, and have some new behaviors?
Precursor: Entity Changes
Every cat would have 9 inventory slots. (More will be added to this as needed to support other suggestions.)
#1: Cat Fishing
Fishing has always been one of my favorite mechanics in Minecraft, specifically because of the lucky chance of getting an enchantment book. On servers, it also means it is profitable and a good food source. Why not allow cats to fish when near a lake? Of course, this would wield no rare item chances, and the code would check for lake and ocean BIOMES, as well as water, in an unenclosed area, to fish. Also, the owner would have to be nearby. This is to prevent automation of "fish farming" and to keep guardian farms practical. Sometimes the cat would give the owner the food at random intervals, as well.
#2: Collection & Hunting
Why not let tamed cats hunt for their own food? Cats would now be able to pick up all of the raw chicken and rabbit they'd hunted and use it to heal themselves if they somehow got hurt. Not only that, they would also pick up any debatably "shiny" object right before it will despawn (Such as glowstone, diamond, iron, etc) that was dropped and store it away. Like in #1, the cat would sometimes gift the players back the items. All items would be hid by the ocelot in an unenclosed space with dirt 2 blocks under it. A hole would be made, and all of the items put in an un-despawning state there for the ocelot to retrieve or for you to find.
#3: Cat Behavior Changes
a: Meowing for Food
If the tamed cat hadn't been fed enough(Supposing it had under 100% health), it would run to the owner and pleadingly meow for food. Also, it would not be determined by some kind of "hunger bar", but as I said, by its amount of health.
b: Independency
Cats would now stray off by a bit farther of an amount from their owner. Teleportation remains the same, and there is still a limit of how far they can stray off. Feeding the cat regularly and spending time with it more often would make it reduce its range of wandering overtime.
You wonder why they don't have a use, but then go on to state what their use is.
It's strange that you want cats to fish, yet at the same time you want them to fear water. I'm not sure if I support the fishing part, but them being afraid of water would make them underpowered, as it makes it hard for them to follow you when you really need them to. I know cats can teleport like wolves can, but with that in mind, what's the point of them fearing water anyway? What does it offer players?
It's usually reading stuff like this that make me click out of a suggestion instantly. This is anti-logic.
I can promise you, that if any of my ocelots did that, I would bash my diamond sword into that cat so hard that its spine would just liquify. Then I'd probably not tame another cat again.
Dude. This isn't an ocelot overhaul, it's an ultra-downgrade. So now we have to add micromanaging feeding to cats AND constantly watch them for nearby hostile mobs? I'm trying to not be offensive here, but these ideas would all be abysmally annoying.
No support, no support and a hundred times no support.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
Responses in bold. Overall there are a lot of things in this suggestion that would make the tamed Ocelot underpowered and more annoying. From it's fear of water where it should know how to fish, to the point of stealing the owner's items and going on a goose chase to find them, to having the Cat attack you and be targeted by hostile mobs.
There is also another, large problem with this hostile mob targeting the Ocelot: If it does that, the Ocelot will not be able to do it's duty to chase away creepers or to stand guard to keep creepers away, because it would be getting pounded by other hostile mobs and would eventually die.
No support.
If an idea is very similar or the same to a suggestion made/that has been posted on in the last 30 days, then you are making a redundant thread, which breaks one of the suggestion rules.
If it was 3 years ago, or the idea is executed differently, it isn't redundant. So... Search before you post.
Anyways, just here to say that, really. Not a big fan of the idea.
First off, you contradicted yourself with the first two suggestions.
Secondly, cats are very annoying, making most players mute their passive animals volume, or just not taming them, and making them more annoying is a huge mistake for any developer.
Lastly, cat hostility... I don't know any (House) cats that attack you if they are injured or hungry, unless you took their food away, or hurt them...
Isn't that how all REAL pets are? Also, like I stated in the suggestion, you wouldn't have to micromanage them unless they got hurt. Using them as a housepet, that's unlikely. As for the downsides, that's only if you did happen to drop an item and leave it for a few minutes, not as in the cat would snatch it up when you're trying to give it to another player.
So basically what you guys are saying is:
"If there's a balancing factor -- a downside to using it that could be avoided easily in the first place -- then it cancels out the benefits."
Basically, this wouldn't affect anyone using the cat as a housepet, besides adding a funny little gifting mechanic. If you're just going to use it as a housepet anyways, why complain? Or perhaps instead of complaining about the suggestion itself, try to revise it.
So if pets do something in real life, it should be in Minecraft too? Even if it's annoying? Just because?
Why does the feature need to be there at all?
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
The fishing would be interesting as it would make the cat do more things than it normally does, but the rest just ruin it. As other have stated if a cat stole something of mine I would kill it. Micromanaging would be annoying, and avoiding water would be really, really, REALLY annoying. NO SUPPORT
Let's break it down.
Your first suggestion:
I actually think this one is pretty decent, I wouldn't mind it, and it would be a neat little feature.
Your second suggestion:
Well, this ruins any potential the first one had. Seriously, it makes it so that cats can't fish since they're afraid of the water!
Your third suggestion:
You don't think this is a good idea? You don't think that cats stealing your ores is a good idea? Sometimes, you need to say a suggestion out loud in real life so you can hear exactly how bad it is.
Your fourth suggestion:
No. Please, no. I don't want my cat attacking me because I forgot to heal it even though it barely lost any health anyways.
Your first suggestion actually wasn't half bad, but you flushed it down with the second one.
No support; this would make cats annoying, and add nothing but annoyance.
Add me on steam!
Random junk is random:
A few of my suggestions and a personal favorite suggestions. More neat-o suggestions in my bio.
1: This idea is great
2: I don't see why people say it removes the first idea... It says if they TOUCH the water, not if they're near it. I think this is a good idea.
3: I think they should only do this to items on the ground for a long while, which you actually did say (seriously people, read the suggestion before judging it)
4: This one I don't really like, maybe they do half a heart to you every day or so if they're on very low health?
Also, them being attacked by hostile mobs doesn't seem like a good idea. But if you change that, then FULL SUPPORT
OK, to keep the "housepet" option viable and to lower micromanagement, I should make some revisions:
1. Keep
2. Keep (controversial, but I don't hear anyone complaining about horses not liking water when in reality they're fine with it)
3. ??? (Perhaps a poll?)
4. Yeah, I'd meant for it to be a simple scratch, not the cat going completely hostile and attacking you until you feed it. Just as a sign of annoyance. Also, remove mobs targeting cats.
Again, why do we need cats getting aggro'd at not being fed? Why should a player support such an idea?
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
Make them more annoying!
I need help!
Want new mobs in vanilla minecraft? Can't be bothered with mods? To long a wait for the next update?
click here to get more stuff in vanilla
Link RemovedImage RemovedLink RemovedImage Removed
I like the idea, but I don't support numbers 3 and 4.
I play to much Universe Sandbox2. HELP ME!!!
"This is minecraft, not real life! Adding needless difficulty for realism is stupid!"
>adding fantastical difficulty by adding zombies and skeletons
I don't get it.
And we don't need any of this. We don't need minecraft in of itself. It's a game. It's like asking why we need knights in chess. We don't.
It's a simple aesthetical upgrade to give cats more depth. Also, last time I checked, cats aren't loyal companions like dogs are; They act more independent and care more about their own good.
No, we don't need knights in chess, but they still offer something unique and interesting in the game while ruining nothing. Knights in chess don't scratch us when we don't feed them, and they don't bury things we leave lying around.
This isn't an "upgrade" and it's not "aesthetical", it's the exact opposite of those. You're adding micromanaging and difficulty to ocelots and passing all of that off as an overhaul. You also need to seriously, seriously revise your arguments before you post them. The "we don't need" refute doesn't work in this case.
True, there's a lot of stuff in the game we don't need, but those things still add fun, interesting things. Your ideas however, subtract from fun and damage the want to even tame an ocelot in the first place - therefore making a mob a potential waste of programming effort. You also completely dodged my question by the way.
The only flicker of reasoning you gave in this entire thread is "oh but this is what pets do in real life!"
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
I will give my ideas for this suggestion. After some thinking, I have some pretty good ideas.
#1:
I have to say, this was pretty balanced and well thought out. Props to you on that one, I have no suggestions for it.
#2:
Ditch this entirely. It serves no good purpose towards gameplay.
#3:
Ditch this one too. It's not worth anything.
#4:
Change it so cats will run to you for food when they go below 20 health instead of attacking you for it.
Number 1 doesn't need any improvements, it is perfectly fine.
Numbers
2 and 3 simply can't be improved, they are nothing more than annoyance.Number 4 can easily be changed to be made more useful.
You should also change the title from "Overhaul" to "Changes!", to better describe it.
I hope my advice helps improve your idea.
Add me on steam!
Random junk is random:
A few of my suggestions and a personal favorite suggestions. More neat-o suggestions in my bio.
OK, thanks for the input! I'll change the thread accordingly.'
NOTE: #3 (now #2) was revised to say they'd only pick it up if it was about to despawn. Would that be more helpful than not?
I fully support these ideas now.
However, #2 (where cats hunt for food) should only apply to wild cats, not tamed ones.
Support; changes to cat behavior that make them a lot nicer pets to have.
Add me on steam!
Random junk is random:
A few of my suggestions and a personal favorite suggestions. More neat-o suggestions in my bio.