Flutterflies are little insects with an appearance similar to a mini-flower, that serve as ambience mobs for the flower forest biome. They do so by flying around in fairly large groups, and make happy, giggling sounds, attempting to make the player feel happy when around them and making the flower forest a peaceful, almost fairyland-like biome.[/p]
They also have multiple mechanics to make them more interesting.
1. They help in pollinating flowers, and will have a higher chance of doing so near beehives. This will "expand the flower forest" to other biomes, but it would be limited for obvious reasons.
2. They will often go to flowers and suck nectar. In doing so, their colour changes to match the colour of the flower.
3. At night (apart from new moon nights) and during thunderstorms, they will curl up into flowers and go to sleep. If the flower is broken, they come out and flutter away to try and find another flower to sleep in.
4. During new moon nights, they stay awake and will all start glowing in one colour, making it a truly luminous sight. This is my way of implementing fireflies into the game.
5. Lastly, they help injured bees (ones that have lost their stinger). They heal the bees so that they wouldn't die, but the bees will also not regrow their stingers.
They drop the dye obtained from the last flower they sucked nectar from, or alternatively, the flower itself.
Uh... we already have flower-related insect, bees. If anything, we should make these appear way more often in flower forests.
Also, have in mind that single-use stinger on bees is not only realistic feature - it is also balancing feature. Otherwise the angry bees would sting you over and over, and instead of dying, they would get their weapons reloaded by these bugs.
Also, lack of active lighting means that instead of watching nighttime spectacles as you intend, you'd either be sitting in big, artificial tower made of cooled silicon oxide slag, or too busy killing everything else that moves at night to stare at some glowing bugs.
They would also make spiders, endermen and phantoms less noticeable, further increasing the danger level in those areas, as well as decreasing visible contrast between creepers, zombies and foliage due to random bright color influx.
Additionally, AFAIK the moobloom is more of delayed than canceled. Leave place for the mammal.
If we need more arthropods, I think a better candidate would be water-striding spider for swamps, scorpion of the deserts or maybe some giant ant.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I really like this idea. I really like the concept and I think they would be adorable to find out in the flower forest biome. I would also like to see a firefly-like mob in the game and this seems like a great way of implenting one. It would also make the flower forest biome seem more mystical and fairyish (fairyish?). While this may not seem like the most useful mob, I think it's a really nice idea. You've got my support!
Also, have in mind that single-use stinger on bees is not only realistic feature - it is also balancing feature. Otherwise the angry bees would sting you over and over, and instead of dying, they would get their weapons reloaded by these bugs.
The flutter fly wouldn't regenerate the bees stinger though. It would just make sure they wouldn't die.
5. Lastly, they help injured bees (ones that have lost their stinger). They heal the bees so that they wouldn't die, but the bees will also not regrow their stingers..
I don't think this needs to be a mob. It could just be a rare form of flower that grants a 50% chance for any bee in a 12 block radius to not lose its stinger when stinging other mobs (numbers variable). Bees really aren't that strong so I don't think granting them the potential to sting you multiple times would really be unbalanced at all.
Uh... we already have flower-related insect, bees. If anything, we should make these appear way more often in flower forests.
And? The fact that we had Nether pigs (piglins) didn't stop the devs from adding hoglins. The 2 mobs fill completely different niches (one being ambient and another being utility), and it's frankly somewhat silly to compare them. Moot point.
Also, have in mind that single-use stinger on bees is not only realistic feature - it is also balancing feature. Otherwise the angry bees would sting you over and over, and instead of dying, they would get their weapons reloaded by these bugs.
I literally explicitly said in as many words that they will NOT regrow the stingers. Read it again. Also moot point.
Also, lack of active lighting means that instead of watching nighttime spectacles as you intend, you'd either be sitting in big, artificial tower made of cooled silicon oxide slag, or too busy killing everything else that moves at night to stare at some glowing bugs.
They would also make spiders, endermen and phantoms less noticeable, further increasing the danger level in those areas, as well as decreasing visible contrast between creepers, zombies and foliage due to random bright color influx.
What? Hostile mob spawns have a cap, and they aren't so bad. And no player is going to stop and stare for minutes on end, this isn't a Disney movie. It's a nice spectacle is all.
And again, what? That's like saying that you can't see Endermen in the End because there are too many and their eyes glow....
Again, both irrelevant points.
Additionally, AFAIK the moobloom is more of delayed than canceled. Leave place for the mammal.
They've been non-committal about it, with their general attitude being "We'll see later".
If we need more arthropods, I think a better candidate would be water-striding spider for swamps, scorpion of the deserts or maybe some giant ant.
No. Not one of them is original or unique in any way at all and wouldn't improve the game. If anything, their animations (for the spider) or their models (scorpion) would look out of place in vanilla.
Rollback Post to RevisionRollBack
I got lodestone into vanilla Minecraft! I also moderate r/minecraftsuggestions.
Read the post again. I've said that they DON'T regrow stingers, so this is a way of making bees passive.
EDIT: The quote isn't showing up for some reason, this is directed at Puffy Pony.
I... never claimed you did say they regrow stingers. I said in my response proposal, they have a chance to retain their stingers.
I don't really support any measure to make bees permanently passive--even Campfires don't actually do this since the bees will become hostile again if you remove the Campfire then harvest/break the beehive.
I... never claimed you did say they regrow stingers. I said in my response proposal, they have a chance to retain their stingers.
I don't really support any measure to make bees permanently passive--even Campfires don't actually do this since the bees will become hostile again if you remove the Campfire then harvest/break the beehive.
Well, an easy way to make them permanently passive is to provoke them, let player get stung, drink one honey bottle to remove all poison and let your mob keep the handicapped bees alive.
Ok, everything you just said is objectively false.
And? The fact that we had Nether pigs (piglins) didn't stop the devs from adding hoglins. The 2 mobs fill completely different niches (one being ambient and another being utility), and it's frankly somewhat silly to compare them. Moot point.
I literally explicitly said in as many words that they will NOT regrow the stingers. Read it again. Also moot point.
What? Hostile mob spawns have a cap, and they aren't so bad. And no player is going to stop and stare for minutes on end, this isn't a Disney movie. It's a nice spectacle is all.
And again, what? That's like saying that you can't see Endermen in the End because there are too many and their eyes glow....
Again, both irrelevant points.
They've been non-committal about it, with their general attitude being "We'll see later".
No. Not one of them is original or unique in any way at all and wouldn't improve the game. If anything, their animations (for the spider) or their models (scorpion) would look out of place in vanilla.
Making a spectacle only during time when the area is hostile is not very bright idea.
Endermen are all hostile in the end, so when you see a thing glow, but not light stuff up, you know it's hostile.
In the overworld, we got also spiders and phantoms that glow, giving player an early warning and ease of pointing these enemies out.
Flutterflies both glow, glow only during hostile time and are at the same time passive, either making player overlook hostiles more easily or waste time and ammo shooting/slashing passive mobs.
Their only practical function is related to bees which doesn't seem to improve balance anyhow, they behaviour is complex and will likely take a while to code, they clog passive mob cap, their drops are mundane and in such biome completely needless.
You want me to say what was a cost-effective mob in my opinion? Stray. The only effort needed with itself was to program it to use different ammo and give it different texture set, otherwise it uses the same AI as skeleton. But thanks to slowness effect it makes it more interesting to fight, has actually useful drops worth taking (tipped arrow), AND is a climatic mob.
Even the "Flutterflies are little insects with an appearance similar to a mini-flower, that serve as ambience mobs for the flower forest biome. They do so by flying around in fairly large groups, and make happy, giggling sounds, attempting to make the player feel happy when around them and making the flower forest a peaceful, almost fairyland-like biome." is misleading, because hostiles spawn in flower forest just as much as anywhere else, if not actually more because of the shade trees give, that decrease light levels and protect undead from the scorching sun.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Well, an easy way to make them permanently passive is to provoke them, let player get stung, drink one honey bottle to remove all poison and let your mob keep the handicapped bees alive
...what? I said I don't think they should be able to be made permanently passive. What's the point in this reply? At most, I'd be willing to support a mechanic that gives them a chance to retain a stinger, but that's a far leap from permanent passivity.
...what? I said I don't think they should be able to be made permanently passive. What's the point in this reply? At most, I'd be willing to support a mechanic that gives them a chance to retain a stinger, but that's a far leap from permanent passivity.
It's impossible to implement.
There is a choice, either the flutterfly makes the bee regrow/retain its stinger, or it does not and, in the effect, bees sting only once in their lifetime.
The former means we get bees that sting you to death because flutterflies keep on resupplying their weapons.
The latter means that you can deliberately force bees to sting you all at once, survive it, and have a herd of bees unable to sting kept alive by flutterflies, permanently passive.
You may have in-betweens, but if it isn't lethal, I can abuse them as if they were passive, and if it is, the flutterflies are indirect threat to me and must die.
And I can assure you that there is a level of this where the bees are both lethal in wild, and weak enough when I plan ahead to survive the stings and have a passive bee farm.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
It's impossible to implement.
There is a choice, either the flutterfly makes the bee regrow/retain its stinger, or it does not and, in the effect, bees sting only once in their lifetime.
No, it's not. This is a false dichotomy, and it displays a fundamental misunderstanding of what I'm talking about because I never even stated I support the idea of the flutterfly itself but rather an alternate idea using the proposed mechanics for inspiration. But, back to the false dichotomy--no, it's not by any means impossible to implement a mechanic that when Bees are within X radius of Y object/mob, they have a Z% chance to not lose their stinger when attacking.
You may have in-betweens, but if it isn't lethal, I can abuse them as if they were passive, and if it is, the flutterflies are indirect threat to me and must die.
And I can assure you that there is a level of this where the bees are both lethal in wild, and weak enough when I plan ahead to survive the stings and have a passive bee farm
What are you talking about? Bees aren't particularly lethal now. Poison doesn't kill you. The risk of dying because of a bee is mostly associated with being stung and then another mob hitting you or you falling.
Also, there's already a mechanic to placate bees: campfires. The difference is that it isn't a permanent mechanic (removing the campfire lets bees become hostile again), and it's one that imposes some inherent risk since you have to build so that you don't burn your bees to death. That said, opposing an idea that increases the potential danger of bees on the basis that you can circumvent it is... silly, I think. It's not meant to turn bees into killer death machines. It's meant to make them a little more intimidating under specific circumstances that players can utilize creatively, such as using said item to make bees a little more viable as a defensive option in base builds since they aren't guaranteed to instantly die, but ultimately aren't going to be able to endlessly sting again and again. In reality, it would change very little about how people interact with bees now and only really expand options for builds employing bees.
I feel like you have not read my actual position here, or you've woefully misunderstood it. I'm not sure which, but what you're talking about is like... not really relevant to my response to this thread. You're pretty much talking straight past my point.
No, it's not. This is a false dichotomy, and it displays a fundamental misunderstanding of what I'm talking about because I never even stated I support the idea of the flutterfly itself but rather an alternate idea using the proposed mechanics for inspiration. But, back to the false dichotomy--no, it's not by any means impossible to implement a mechanic that when Bees are within X radius of Y object/mob, they have a Z% chance to not lose their stinger when attacking.
What are you talking about? Bees aren't particularly lethal now. Poison doesn't kill you. The risk of dying because of a bee is mostly associated with being stung and then another mob hitting you or you falling.
Also, there's already a mechanic to placate bees: campfires. The difference is that it isn't a permanent mechanic (removing the campfire lets bees become hostile again), and it's one that imposes some inherent risk since you have to build so that you don't burn your bees to death. That said, opposing an idea that increases the potential danger of bees on the basis that you can circumvent it is... silly, I think. It's not meant to turn bees into killer death machines. It's meant to make them a little more intimidating under specific circumstances that players can utilize creatively, such as using said item to make bees a little more viable as a defensive option in base builds since they aren't guaranteed to instantly die, but ultimately aren't going to be able to endlessly sting again and again. In reality, it would change very little about how people interact with bees now and only really expand options for builds employing bees.
I feel like you have not read my actual position here, or you've woefully misunderstood it. I'm not sure which, but what you're talking about is like... not really relevant to my response to this thread. You're pretty much talking straight past my point.
You don't support the concept of flutterflies, OK, understood.
Alright, I give in in terms of stingers.
I still have reasons to oppose the concept and may explain them again to ones supporting it.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I like the idea of more ambient mobs- the overworld, (and other dimensions for that matter) is currently much in the way of... any ambiance at all. It's almost eerily silent without modifications installed for ambient biome noise. While this could be interpreted as an intentional part of the game, I think we could certainly benefit from more smaller creatures. However, while I'd agree with insects of some sort, this does seem a little redundant in regards to bees already being a thing. (No pun intended.)
It's clear this is a pretty heated topic- on the one hand, I like the idea of more ambiance and environments that feel more alive- but on the other hand, anything new would have to fill some sort of gameplay niche, and furthermore, might take away from the existing feel of Minecraft's world.
...Of course, all this is sort of subjective in terms of how you feel about the game's environments. At least in my opinion, there aren't currently too many reasons to explore the actual terrain itself as opposed to structures- aside from hunting for animals, and more recently searching for berries, (Which aren't very effective anyways), the game is currently more centered around farming, mining, and otherwise being efficient. This seems like something as a loss, seeing as how much work has gone into the terrain and biomes. It would certainly be neat if there were some sort of insect mechanic that encouraged players to hunt down rare insects... I like a lot of the ideas for this- they seem like a creature that feels very much alive. However, they are pretty similar to bees, and don't seem to fill any new niche.
I like the idea of more ambient mobs- the overworld, (and other dimensions for that matter) is currently much in the way of... any ambiance at all. It's almost eerily silent without modifications installed for ambient biome noise. While this could be interpreted as an intentional part of the game, I think we could certainly benefit from more smaller creatures. However, while I'd agree with insects of some sort, this does seem a little redundant in regards to bees already being a thing. (No pun intended.)
It's clear this is a pretty heated topic- on the one hand, I like the idea of more ambiance and environments that feel more alive- but on the other hand, anything new would have to fill some sort of gameplay niche, and furthermore, might take away from the existing feel of Minecraft's world.
...Of course, all this is sort of subjective in terms of how you feel about the game's environments. At least in my opinion, there aren't currently too many reasons to explore the actual terrain itself as opposed to structures- aside from hunting for animals, and more recently searching for berries, (Which aren't very effective anyways), the game is currently more centered around farming, mining, and otherwise being efficient. This seems like something as a loss, seeing as how much work has gone into the terrain and biomes. It would certainly be neat if there were some sort of insect mechanic that encouraged players to hunt down rare insects... I like a lot of the ideas for this- they seem like a creature that feels very much alive. However, they are pretty similar to bees, and don't seem to fill any new niche.
It would be really nice to see more ambient mobs in the game (mobs that don't do much in terms of gameplay but make the game feel more alive). I remember a few years before parrots were added to the game people kept asking for a bird mob. It wouldn't do much other than chirp and fly around. While this mob idea isn't perfect, it's still a really cool idea for a mob and I think it would make the flower forest biome more lively.
I like the idea of more ambient mobs- the overworld, (and other dimensions for that matter) is currently much in the way of... any ambiance at all. It's almost eerily silent without modifications installed for ambient biome noise. While this could be interpreted as an intentional part of the game, I think we could certainly benefit from more smaller creatures. However, while I'd agree with insects of some sort, this does seem a little redundant in regards to bees already being a thing. (No pun intended.)
It's clear this is a pretty heated topic- on the one hand, I like the idea of more ambiance and environments that feel more alive- but on the other hand, anything new would have to fill some sort of gameplay niche, and furthermore, might take away from the existing feel of Minecraft's world.
...Of course, all this is sort of subjective in terms of how you feel about the game's environments. At least in my opinion, there aren't currently too many reasons to explore the actual terrain itself as opposed to structures- aside from hunting for animals, and more recently searching for berries, (Which aren't very effective anyways), the game is currently more centered around farming, mining, and otherwise being efficient. This seems like something as a loss, seeing as how much work has gone into the terrain and biomes. It would certainly be neat if there were some sort of insect mechanic that encouraged players to hunt down rare insects... I like a lot of the ideas for this- they seem like a creature that feels very much alive. However, they are pretty similar to bees, and don't seem to fill any new niche.
It would be really nice to see more ambient mobs in the game (mobs that don't do much in terms of gameplay but make the game feel more alive). I remember a few years before parrots were added to the game people kept asking for a bird mob. It wouldn't do much other than chirp and fly around. While this mob idea isn't perfect, it's still a really cool idea for a mob and I think it would make the flower forest biome more lively.
Honestly, I personally never had any affinity to mobs that are mere ambience.
Utility mobs - good, hoarding resources is fun.
Hostiles - excellent, I'm usually eager for some bruising.
But something that is neither a challenge to fight with nor useful? Nah, could just as well not be added... off to ignore list the mob goes. And to be honest, I more often considered bats an annoying nuisance than something fun, and parrots were in environment open enough for me not to care.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I like the idea of more ambient mobs- the overworld, (and other dimensions for that matter) is currently much in the way of... any ambiance at all. It's almost eerily silent without modifications installed for ambient biome noise. While this could be interpreted as an intentional part of the game, I think we could certainly benefit from more smaller creatures. However, while I'd agree with insects of some sort, this does seem a little redundant in regards to bees already being a thing. (No pun intended.)
It's clear this is a pretty heated topic- on the one hand, I like the idea of more ambiance and environments that feel more alive- but on the other hand, anything new would have to fill some sort of gameplay niche, and furthermore, might take away from the existing feel of Minecraft's world.
...Of course, all this is sort of subjective in terms of how you feel about the game's environments. At least in my opinion, there aren't currently too many reasons to explore the actual terrain itself as opposed to structures- aside from hunting for animals, and more recently searching for berries, (Which aren't very effective anyways), the game is currently more centered around farming, mining, and otherwise being efficient. This seems like something as a loss, seeing as how much work has gone into the terrain and biomes. It would certainly be neat if there were some sort of insect mechanic that encouraged players to hunt down rare insects... I like a lot of the ideas for this- they seem like a creature that feels very much alive. However, they are pretty similar to bees, and don't seem to fill any new niche.
"It needs a gameplay niche" - not really, 90% of overworld mobs in vanilla don't have a gameplay niche, from ocelots to polar bears, pigs to bats, pandas to parrots.
As I said in an earlier post, it fills a completely different niche to bees, like piglins and hoglins fill different niches despite being pig-based mobs in the Nether. That's really an irrelevant statement.
Ambience is as much a niche as anything else in the game. Mojang has spent a ton of time on making half-assed ambient mobs, but it still shows that they do intend on trying to improve ambience.
Honestly, I personally never had any affinity to mobs that are mere ambience.
Utility mobs - good, hoarding resources is fun.
Hostiles - excellent, I'm usually eager for some bruising.
But something that is neither a challenge to fight with nor useful? Nah, could just as well not be added... off to ignore list the mob goes. And to be honest, I more often considered bats an annoying nuisance than something fun, and parrots were in environment open enough for me not to care.
And? That's just you, I got thousands of votes on Reddit, with a 99% upvote rate. It's a pretty diverse subreddit, so I think I can pretty safely conclude that you're in a minority in terms of your stance on ambient mobs.
Rollback Post to RevisionRollBack
I got lodestone into vanilla Minecraft! I also moderate r/minecraftsuggestions.
"It needs a gameplay niche" - not really, 90% of overworld mobs in vanilla don't have a gameplay niche, from ocelots to polar bears, pigs to bats, pandas to parrots.
As I said in an earlier post, it fills a completely different niche to bees, like piglins and hoglins fill different niches despite being pig-based mobs in the Nether. That's really an irrelevant statement.
Ambience is as much a niche as anything else in the game. Mojang has spent a ton of time on making half-assed ambient mobs, but it still shows that they do intend on trying to improve ambience.
And? That's just you, I got thousands of votes on Reddit, with a 99% upvote rate. It's a pretty diverse subreddit, so I think I can pretty safely conclude that you're in a minority in terms of your stance on ambient mobs.
Then I am outnumbered and forced into defense. ¯\_(ツ)_/¯
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
They also have multiple mechanics to make them more interesting.
1. They help in pollinating flowers, and will have a higher chance of doing so near beehives. This will "expand the flower forest" to other biomes, but it would be limited for obvious reasons.
2. They will often go to flowers and suck nectar. In doing so, their colour changes to match the colour of the flower.
3. At night (apart from new moon nights) and during thunderstorms, they will curl up into flowers and go to sleep. If the flower is broken, they come out and flutter away to try and find another flower to sleep in.
4. During new moon nights, they stay awake and will all start glowing in one colour, making it a truly luminous sight. This is my way of implementing fireflies into the game.
5. Lastly, they help injured bees (ones that have lost their stinger). They heal the bees so that they wouldn't die, but the bees will also not regrow their stingers.
They drop the dye obtained from the last flower they sucked nectar from, or alternatively, the flower itself.
Special thanks to the Minecraft Suggestions Discord server and the Minecraft Brainstorming subreddit for helping me with this concept.
Thanks for reading, and have a good one!
Be sure to like, comment and subscribe, and break your device by hitting the notification bell !!!!I got lodestone into vanilla Minecraft! I also moderate r/minecraftsuggestions.
Check out my Reddit page on u/RazorNemesis
https://discord.gg/CWYaYuKgpF
https://discord.gg/NxWsDZd
Uh... we already have flower-related insect, bees. If anything, we should make these appear way more often in flower forests.
Also, have in mind that single-use stinger on bees is not only realistic feature - it is also balancing feature. Otherwise the angry bees would sting you over and over, and instead of dying, they would get their weapons reloaded by these bugs.
Also, lack of active lighting means that instead of watching nighttime spectacles as you intend, you'd either be sitting in big, artificial tower made of cooled silicon oxide slag, or too busy killing everything else that moves at night to stare at some glowing bugs.
They would also make spiders, endermen and phantoms less noticeable, further increasing the danger level in those areas, as well as decreasing visible contrast between creepers, zombies and foliage due to random bright color influx.
Additionally, AFAIK the moobloom is more of delayed than canceled. Leave place for the mammal.
If we need more arthropods, I think a better candidate would be water-striding spider for swamps, scorpion of the deserts or maybe some giant ant.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I really like this idea. I really like the concept and I think they would be adorable to find out in the flower forest biome. I would also like to see a firefly-like mob in the game and this seems like a great way of implenting one. It would also make the flower forest biome seem more mystical and fairyish (fairyish?). While this may not seem like the most useful mob, I think it's a really nice idea. You've got my support!
The flutter fly wouldn't regenerate the bees stinger though. It would just make sure they wouldn't die.
I don't think this needs to be a mob. It could just be a rare form of flower that grants a 50% chance for any bee in a 12 block radius to not lose its stinger when stinging other mobs (numbers variable). Bees really aren't that strong so I don't think granting them the potential to sting you multiple times would really be unbalanced at all.
And? The fact that we had Nether pigs (piglins) didn't stop the devs from adding hoglins. The 2 mobs fill completely different niches (one being ambient and another being utility), and it's frankly somewhat silly to compare them. Moot point.
I literally explicitly said in as many words that they will NOT regrow the stingers. Read it again. Also moot point.
What? Hostile mob spawns have a cap, and they aren't so bad. And no player is going to stop and stare for minutes on end, this isn't a Disney movie. It's a nice spectacle is all.
And again, what? That's like saying that you can't see Endermen in the End because there are too many and their eyes glow....
Again, both irrelevant points.
They've been non-committal about it, with their general attitude being "We'll see later".
No. Not one of them is original or unique in any way at all and wouldn't improve the game. If anything, their animations (for the spider) or their models (scorpion) would look out of place in vanilla.
I got lodestone into vanilla Minecraft! I also moderate r/minecraftsuggestions.
Check out my Reddit page on u/RazorNemesis
https://discord.gg/CWYaYuKgpF
https://discord.gg/NxWsDZd
Read the post again. I've said that they DON'T regrow stingers, so this is a way of making bees passive.
EDIT: The quote isn't showing up for some reason, this is directed at Puffy Pony.
I got lodestone into vanilla Minecraft! I also moderate r/minecraftsuggestions.
Check out my Reddit page on u/RazorNemesis
https://discord.gg/CWYaYuKgpF
https://discord.gg/NxWsDZd
I... never claimed you did say they regrow stingers. I said in my response proposal, they have a chance to retain their stingers.
I don't really support any measure to make bees permanently passive--even Campfires don't actually do this since the bees will become hostile again if you remove the Campfire then harvest/break the beehive.
Well, an easy way to make them permanently passive is to provoke them, let player get stung, drink one honey bottle to remove all poison and let your mob keep the handicapped bees alive.
Making a spectacle only during time when the area is hostile is not very bright idea.
Endermen are all hostile in the end, so when you see a thing glow, but not light stuff up, you know it's hostile.
In the overworld, we got also spiders and phantoms that glow, giving player an early warning and ease of pointing these enemies out.
Flutterflies both glow, glow only during hostile time and are at the same time passive, either making player overlook hostiles more easily or waste time and ammo shooting/slashing passive mobs.
Their only practical function is related to bees which doesn't seem to improve balance anyhow, they behaviour is complex and will likely take a while to code, they clog passive mob cap, their drops are mundane and in such biome completely needless.
You want me to say what was a cost-effective mob in my opinion? Stray. The only effort needed with itself was to program it to use different ammo and give it different texture set, otherwise it uses the same AI as skeleton. But thanks to slowness effect it makes it more interesting to fight, has actually useful drops worth taking (tipped arrow), AND is a climatic mob.
Even the "Flutterflies are little insects with an appearance similar to a mini-flower, that serve as ambience mobs for the flower forest biome. They do so by flying around in fairly large groups, and make happy, giggling sounds, attempting to make the player feel happy when around them and making the flower forest a peaceful, almost fairyland-like biome." is misleading, because hostiles spawn in flower forest just as much as anywhere else, if not actually more because of the shade trees give, that decrease light levels and protect undead from the scorching sun.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
...what? I said I don't think they should be able to be made permanently passive. What's the point in this reply? At most, I'd be willing to support a mechanic that gives them a chance to retain a stinger, but that's a far leap from permanent passivity.
It's impossible to implement.
There is a choice, either the flutterfly makes the bee regrow/retain its stinger, or it does not and, in the effect, bees sting only once in their lifetime.
The former means we get bees that sting you to death because flutterflies keep on resupplying their weapons.
The latter means that you can deliberately force bees to sting you all at once, survive it, and have a herd of bees unable to sting kept alive by flutterflies, permanently passive.
You may have in-betweens, but if it isn't lethal, I can abuse them as if they were passive, and if it is, the flutterflies are indirect threat to me and must die.
And I can assure you that there is a level of this where the bees are both lethal in wild, and weak enough when I plan ahead to survive the stings and have a passive bee farm.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
No, it's not. This is a false dichotomy, and it displays a fundamental misunderstanding of what I'm talking about because I never even stated I support the idea of the flutterfly itself but rather an alternate idea using the proposed mechanics for inspiration. But, back to the false dichotomy--no, it's not by any means impossible to implement a mechanic that when Bees are within X radius of Y object/mob, they have a Z% chance to not lose their stinger when attacking.
What are you talking about? Bees aren't particularly lethal now. Poison doesn't kill you. The risk of dying because of a bee is mostly associated with being stung and then another mob hitting you or you falling.
Also, there's already a mechanic to placate bees: campfires. The difference is that it isn't a permanent mechanic (removing the campfire lets bees become hostile again), and it's one that imposes some inherent risk since you have to build so that you don't burn your bees to death. That said, opposing an idea that increases the potential danger of bees on the basis that you can circumvent it is... silly, I think. It's not meant to turn bees into killer death machines. It's meant to make them a little more intimidating under specific circumstances that players can utilize creatively, such as using said item to make bees a little more viable as a defensive option in base builds since they aren't guaranteed to instantly die, but ultimately aren't going to be able to endlessly sting again and again. In reality, it would change very little about how people interact with bees now and only really expand options for builds employing bees.
I feel like you have not read my actual position here, or you've woefully misunderstood it. I'm not sure which, but what you're talking about is like... not really relevant to my response to this thread. You're pretty much talking straight past my point.
You don't support the concept of flutterflies, OK, understood.
Alright, I give in in terms of stingers.
I still have reasons to oppose the concept and may explain them again to ones supporting it.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I like the idea of more ambient mobs- the overworld, (and other dimensions for that matter) is currently much in the way of... any ambiance at all. It's almost eerily silent without modifications installed for ambient biome noise. While this could be interpreted as an intentional part of the game, I think we could certainly benefit from more smaller creatures. However, while I'd agree with insects of some sort, this does seem a little redundant in regards to bees already being a thing. (No pun intended.)
It's clear this is a pretty heated topic- on the one hand, I like the idea of more ambiance and environments that feel more alive- but on the other hand, anything new would have to fill some sort of gameplay niche, and furthermore, might take away from the existing feel of Minecraft's world.
...Of course, all this is sort of subjective in terms of how you feel about the game's environments. At least in my opinion, there aren't currently too many reasons to explore the actual terrain itself as opposed to structures- aside from hunting for animals, and more recently searching for berries, (Which aren't very effective anyways), the game is currently more centered around farming, mining, and otherwise being efficient. This seems like something as a loss, seeing as how much work has gone into the terrain and biomes. It would certainly be neat if there were some sort of insect mechanic that encouraged players to hunt down rare insects... I like a lot of the ideas for this- they seem like a creature that feels very much alive. However, they are pretty similar to bees, and don't seem to fill any new niche.
Cooking with Mindthemoods ~ Biomes ~ Archeology
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~ My Portfolio ~ Skindex ~ Test ~ Discs ~
It would be really nice to see more ambient mobs in the game (mobs that don't do much in terms of gameplay but make the game feel more alive). I remember a few years before parrots were added to the game people kept asking for a bird mob. It wouldn't do much other than chirp and fly around. While this mob idea isn't perfect, it's still a really cool idea for a mob and I think it would make the flower forest biome more lively.
Honestly, I personally never had any affinity to mobs that are mere ambience.
Utility mobs - good, hoarding resources is fun.
Hostiles - excellent, I'm usually eager for some bruising.
But something that is neither a challenge to fight with nor useful? Nah, could just as well not be added... off to ignore list the mob goes. And to be honest, I more often considered bats an annoying nuisance than something fun, and parrots were in environment open enough for me not to care.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
"It needs a gameplay niche" - not really, 90% of overworld mobs in vanilla don't have a gameplay niche, from ocelots to polar bears, pigs to bats, pandas to parrots.
As I said in an earlier post, it fills a completely different niche to bees, like piglins and hoglins fill different niches despite being pig-based mobs in the Nether. That's really an irrelevant statement.
Ambience is as much a niche as anything else in the game. Mojang has spent a ton of time on making half-assed ambient mobs, but it still shows that they do intend on trying to improve ambience.
And? That's just you, I got thousands of votes on Reddit, with a 99% upvote rate. It's a pretty diverse subreddit, so I think I can pretty safely conclude that you're in a minority in terms of your stance on ambient mobs.
I got lodestone into vanilla Minecraft! I also moderate r/minecraftsuggestions.
Check out my Reddit page on u/RazorNemesis
https://discord.gg/CWYaYuKgpF
https://discord.gg/NxWsDZd
Then I am outnumbered and forced into defense. ¯\_(ツ)_/¯
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Reading through the replies again, I find that y'all seem to not want bees to have a way of becoming passive. Could someone explain why?
I got lodestone into vanilla Minecraft! I also moderate r/minecraftsuggestions.
Check out my Reddit page on u/RazorNemesis
https://discord.gg/CWYaYuKgpF
https://discord.gg/NxWsDZd
Personally I don't see why not.