The Meaning of Life, the Universe, and Everything.
Join Date:
3/31/2023
Posts:
49
Member Details
Surprise everyone, I'm back and I've got a cool new mob idea to finish off the weekend. PENGUINS!!! These would spawn in glaciers, snowy tundras, and stony shores. The penguin would have up to 5 hearts of health and would spawn in groups of 5-10. You could breed them with every type of raw fish besides pufferfish, and once fed one of the penguins would lay 1-2 penguin eggs. Similar to turtle eggs, up to 4 of them could be placed in a single block. If you feed a penguin a fish they would bring you a random item from a loot table that would look similar to archeology and shipwreck loot tables.
I'd like to suggest with your suggestion different types of Penguins, the tallest being Emperor Penguins, they could also be made neutral to the player unless the player attacks them or gets too close to their chicks or eggs.
If fed fish, I do agree that the Penguin should have a chance to bring loot to the player, random loot, anything from nothing to something valuable, an archeology find, making archaeology finds both farmable and renewable in the game.
I'd like to suggest with your suggestion different types of Penguins, the tallest being Emperor Penguins, they could also be made neutral to the player unless the player attacks them or gets too close to their chicks or eggs.
If fed fish, I do agree that the Penguin should have a chance to bring loot to the player, random loot, anything from nothing to something valuable, an archeology find, making archaeology finds both farmable and renewable in the game.
speaking of different types of penguins, them spawning in stony shores is a real life fact as certain species, such as rockhopper penguins, live on the rocky cliffs of the Falkland Islands.
speaking of different types of penguins, them spawning in stony shores is a real life fact as certain species, such as rockhopper penguins, live on the rocky cliffs of the Falkland Islands.
For gameplay purposes it would need to be rare however, so it would make some sense to limit them to tundras and ice spike biomes
If this is to make archeology finds renewable then it stands to reason it would be absurdly overpowered unless there were restrictions in place to limit where and when these mobs would spawn. These would be similar to Villagers in the sense that there are requirements that have to be met before their loot can be farmed.
In addition to limiting them to cold biomes, I'd suggest making them only spawn in the day time. And as a special rule, undead mobs such as Drowned Zombies would attack them, forcing players to safeguard their pets if you will by building shelters for them.
For gameplay purposes it would need to be rare however, so it would make some sense to limit them to tundras and ice spike biomes
If this is to make archeology finds renewable then it stands to reason it would be absurdly overpowered unless there were restrictions in place to limit where and when these mobs would spawn. These would be similar to Villagers in the sense that there are requirements that have to be met before their loot can be farmed.
In addition to limiting them to cold biomes, I'd suggest making them only spawn in the day time. And as a special rule, undead mobs such as Drowned Zombies would attack them, forcing players to safeguard their pets if you will by building shelters for them.
But similar to archeology you also have a pretty decent chance to get junk that would probably be the wandering trader's best bud.
But similar to archeology you also have a pretty decent chance to get junk that would probably be the wandering trader's best bud.
Wandering traders often provide decent loot for the player though, it may not always be glowstone, but at the very least you an expect a bucket or two depending on the amount of emeralds you have to spend and which trades are available, you may get a stack of sand, or you can end up with dripstone stalactites which are useful for lava generators, very powerful stuff. Additionally you can end up with some moss blocks which can be used to make moss carpets as well as grow flowering azalea tree from it using bone meal, depending on your build, it's helpful, you can get flowers to make dye as well, or cactus for green dye.
Archaeology doesn't necessarily yield good loot for the player, so even if they were farmable by feeding Penguins in accordance with your suggestion, they would still be a very weak form of trading compared to the other's that already exist. You'd likely be spending a stack of fish or more just to receive 1 emerald, which is already a poor reward for the effort put in, at the time of this implementation there wouldn't need to be a nerf to it. At best, all it does is supplement the existing farms players already have, that doesn't make it powerful, it's a feature which has limited use for the player.
Wandering traders often provide decent loot for the player though, it may not always be glowstone, but at the very least you an expect a bucket or two depending on the amount of emeralds you have to spend and which trades are available, you may get a stack of sand, or you can end up with dripstone stalactites which are useful for lava generators, very powerful stuff. Additionally you can end up with some moss blocks which can be used to make moss carpets as well as grow flowering azalea tree from it using bone meal, depending on your build, it's helpful, you can get flowers to make dye as well, or cactus for green dye.
Archaeology doesn't necessarily yield good loot for the player, so even if they were farmable by feeding Penguins in accordance with your suggestion, they would still be a very weak form of trading compared to the other's that already exist. You'd likely be spending a stack of fish or more just to receive 1 emerald, which is already a poor reward for the effort put in, at the time of this implementation there wouldn't need to be a nerf to it. At best, all it does is supplement the existing farms players already have, that doesn't make it powerful, it's a feature which has limited use for the player.
Surprise everyone, I'm back and I've got a cool new mob idea to finish off the weekend. PENGUINS!!! These would spawn in glaciers, snowy tundras, and stony shores. The penguin would have up to 5 hearts of health and would spawn in groups of 5-10. You could breed them with every type of raw fish besides pufferfish, and once fed one of the penguins would lay 1-2 penguin eggs. Similar to turtle eggs, up to 4 of them could be placed in a single block. If you feed a penguin a fish they would bring you a random item from a loot table that would look similar to archeology and shipwreck loot tables.
I'd like to suggest with your suggestion different types of Penguins, the tallest being Emperor Penguins, they could also be made neutral to the player unless the player attacks them or gets too close to their chicks or eggs.
If fed fish, I do agree that the Penguin should have a chance to bring loot to the player, random loot, anything from nothing to something valuable, an archeology find, making archaeology finds both farmable and renewable in the game.
speaking of different types of penguins, them spawning in stony shores is a real life fact as certain species, such as rockhopper penguins, live on the rocky cliffs of the Falkland Islands.
For gameplay purposes it would need to be rare however, so it would make some sense to limit them to tundras and ice spike biomes
If this is to make archeology finds renewable then it stands to reason it would be absurdly overpowered unless there were restrictions in place to limit where and when these mobs would spawn. These would be similar to Villagers in the sense that there are requirements that have to be met before their loot can be farmed.
In addition to limiting them to cold biomes, I'd suggest making them only spawn in the day time. And as a special rule, undead mobs such as Drowned Zombies would attack them, forcing players to safeguard their pets if you will by building shelters for them.
But similar to archeology you also have a pretty decent chance to get junk that would probably be the wandering trader's best bud.
Wandering traders often provide decent loot for the player though, it may not always be glowstone, but at the very least you an expect a bucket or two depending on the amount of emeralds you have to spend and which trades are available, you may get a stack of sand, or you can end up with dripstone stalactites which are useful for lava generators, very powerful stuff. Additionally you can end up with some moss blocks which can be used to make moss carpets as well as grow flowering azalea tree from it using bone meal, depending on your build, it's helpful, you can get flowers to make dye as well, or cactus for green dye.
Archaeology doesn't necessarily yield good loot for the player, so even if they were farmable by feeding Penguins in accordance with your suggestion, they would still be a very weak form of trading compared to the other's that already exist. You'd likely be spending a stack of fish or more just to receive 1 emerald, which is already a poor reward for the effort put in, at the time of this implementation there wouldn't need to be a nerf to it. At best, all it does is supplement the existing farms players already have, that doesn't make it powerful, it's a feature which has limited use for the player.
You may have a point.
Yeah, I think so too.
I am trouble.