As of right now, ocelots, and wolves will "Hunt" certain animals. The wolf will hunt sheep and rabbits; and the Ocelot will hunt chickens. But...all it does is drop typical drops of a slain mob. As far as I know, it doesnt heal the predator, or put it into love mode, or anything. It is just there as an idle process to add life and ambience to the game. Which is awesome, it does in fact make Minecraft feel alive. But what if, that mechanic was updated? What changes would be made?
I would suggest, that the hunt serves to not only add life to the environment, but actually have a purpose. If a wolf or Ocelot take damage, when they hunt, it heals them. The food drop that normally accompanies things like, raw chicken or raw mutton would be consumed at this point, leaving only a feather or a block of wool to pick up. If a predatory animal successfully hunts two animals at full health, then they would enter love mode. And, if another predatory animal of the same type (wolf and wolf...obviously) also achieves this...the predators breed; naturally! Yes, the population cap would have to be uses to control the animals. Wouldnt want to be overrun by mobs.
There is already a (very low) population cap in place for non-hostile mobs; low enough that even if two predators of a species were to be 'willing' at the same time (as unlikely as that is) the mob cap would alomst certainly be full.
[Ocelots currently spawn based on the considerably higher hostile mob cap, but also despawn. The likelyhood of two ocelots each hunting two prey in the near vicinity of each other before either despawned would also be so low as to be effectively zero.]
In all the time I've played, I've never seen a charged creeper pre Channelling.
Adding content so rare that is isn't experienced hardly seems an optimal use of resources.
A change in the hunt mechanic so that predators only hunted when under full health might, however, be worth considering…
If the predatory species were presumed to satisfy normal hunger with 'invisible wildlife' (birds, frogs, gophers, insects, and other unadded critters), and only hunted passive mobs (sheep, rabbits, turtles) after having been damaged, finding the prey species might become somewhat easier and there would be a further incentive not to harm the predator species.
[Environmental damage might prove insufficient to ever trigger hunting, so a very low probability of hunting while undamaged might be necessary.]
Alternatively, hunting behavior could be triggerred by the concentration of prey. This would mean chicken coops and sheep pens would tend to trigger hunting. Allowing the presence of dogs and cats to prevent wolves and ocelots, respectively, from raiding player farms might then add utility to these pets.
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"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.
Wolves and ocelots don't really have occasion for losing health anyway. I think keeping hunting as an aesthetic measure would be nice, although it is somewhat unsustainable when livestock do not respawn easily.
I kind of agree. Wolves have a process where they will attack skeletons within their range. They take damage, I have seen a wild wolf chase after and take down a skeleton, but I have also seen a skeleton take out a wolf. So in that regard, I can see the wolf needing a heal from hunt mechanic. Ocelots really do not have any predators, you are correct.
I kind of agree. Wolves have a process where they will attack skeletons within their range. They take damage, I have seen a wild wolf chase after and take down a skeleton, but I have also seen a skeleton take out a wolf. So in that regard, I can see the wolf needing a heal from hunt mechanic. Ocelots really do not have any predators, you are correct.
But such an occurance is really quite rare and the player would probably never notice I suppose until perhaps all the wolves have died through attrition. Possibly something easier would be to replace every animal that dies of natural causes, which would also help to reduce the attrition of other stock.
I agree entirely. It seems the only time I notice is when I go out to experience farm at nite. Just thought it would be interesting.
As for the replacement, I also agree. It does seem that it is designed for huge amounts of previously prevalent animals to disappear and not be replaced. Perhaps forcing the player to go one, sometimes two chunks (I think the biggest division is a chunk, could be wrong...Probably am...whatever it is called.) Away just to find one or two instances of the "extinct" mob to be found. Still trying to decide which theory of mine is more accurate.
A) It is intentional, forcing the player to not get too comfortable in one spot/chunk.
B.) memory issue. As in, the more you build and modify, the less memory is available, this mobs are "erased" to make room.
C) A mix of A and B.
So having mobs replaced as they are hunted or killed would be a great update. And I must reiterate...ESPECIALLY WITH THE DAMN VILLAGERS!
*clears throat*
By far my biggest and most repeated complaint. It is bad enough they just...despawn. Leave a chunk during daytime...come back at daytime and half the villagers are gone; but with zombie hordes and soon to be now, pillagers...who only have the purpose of killing defenseless villagers...
Yeah. An algorithm or code to have a minimum mob presence in each chunk (within a chunk or two of the players location) would be nice.
As of right now, ocelots, and wolves will "Hunt" certain animals. The wolf will hunt sheep and rabbits; and the Ocelot will hunt chickens. But...all it does is drop typical drops of a slain mob. As far as I know, it doesnt heal the predator, or put it into love mode, or anything. It is just there as an idle process to add life and ambience to the game. Which is awesome, it does in fact make Minecraft feel alive. But what if, that mechanic was updated? What changes would be made?
I would suggest, that the hunt serves to not only add life to the environment, but actually have a purpose. If a wolf or Ocelot take damage, when they hunt, it heals them. The food drop that normally accompanies things like, raw chicken or raw mutton would be consumed at this point, leaving only a feather or a block of wool to pick up. If a predatory animal successfully hunts two animals at full health, then they would enter love mode. And, if another predatory animal of the same type (wolf and wolf...obviously) also achieves this...the predators breed; naturally! Yes, the population cap would have to be uses to control the animals. Wouldnt want to be overrun by mobs.
There is already a (very low) population cap in place for non-hostile mobs; low enough that even if two predators of a species were to be 'willing' at the same time (as unlikely as that is) the mob cap would alomst certainly be full.
[Ocelots currently spawn based on the considerably higher hostile mob cap, but also despawn. The likelyhood of two ocelots each hunting two prey in the near vicinity of each other before either despawned would also be so low as to be effectively zero.]
In all the time I've played, I've never seen a charged creeper pre Channelling.
Adding content so rare that is isn't experienced hardly seems an optimal use of resources.
A change in the hunt mechanic so that predators only hunted when under full health might, however, be worth considering…
If the predatory species were presumed to satisfy normal hunger with 'invisible wildlife' (birds, frogs, gophers, insects, and other unadded critters), and only hunted passive mobs (sheep, rabbits, turtles) after having been damaged, finding the prey species might become somewhat easier and there would be a further incentive not to harm the predator species.
[Environmental damage might prove insufficient to ever trigger hunting, so a very low probability of hunting while undamaged might be necessary.]
Alternatively, hunting behavior could be triggerred by the concentration of prey. This would mean chicken coops and sheep pens would tend to trigger hunting. Allowing the presence of dogs and cats to prevent wolves and ocelots, respectively, from raiding player farms might then add utility to these pets.
Wolves and ocelots don't really have occasion for losing health anyway. I think keeping hunting as an aesthetic measure would be nice, although it is somewhat unsustainable when livestock do not respawn easily.
I kind of agree. Wolves have a process where they will attack skeletons within their range. They take damage, I have seen a wild wolf chase after and take down a skeleton, but I have also seen a skeleton take out a wolf. So in that regard, I can see the wolf needing a heal from hunt mechanic. Ocelots really do not have any predators, you are correct.
But such an occurance is really quite rare and the player would probably never notice I suppose until perhaps all the wolves have died through attrition. Possibly something easier would be to replace every animal that dies of natural causes, which would also help to reduce the attrition of other stock.
I agree entirely. It seems the only time I notice is when I go out to experience farm at nite. Just thought it would be interesting.
As for the replacement, I also agree. It does seem that it is designed for huge amounts of previously prevalent animals to disappear and not be replaced. Perhaps forcing the player to go one, sometimes two chunks (I think the biggest division is a chunk, could be wrong...Probably am...whatever it is called.) Away just to find one or two instances of the "extinct" mob to be found. Still trying to decide which theory of mine is more accurate.
A) It is intentional, forcing the player to not get too comfortable in one spot/chunk.
B.) memory issue. As in, the more you build and modify, the less memory is available, this mobs are "erased" to make room.
C) A mix of A and B.
So having mobs replaced as they are hunted or killed would be a great update. And I must reiterate...ESPECIALLY WITH THE DAMN VILLAGERS!
*clears throat*
By far my biggest and most repeated complaint. It is bad enough they just...despawn. Leave a chunk during daytime...come back at daytime and half the villagers are gone; but with zombie hordes and soon to be now, pillagers...who only have the purpose of killing defenseless villagers...
Yeah. An algorithm or code to have a minimum mob presence in each chunk (within a chunk or two of the players location) would be nice.