Caves should me acted kinda like a biome and there can be animals like bears. Cause right now, bats just ain't cutting it. Bears would act like a warden and wake up if you bothered them and attack you.
Unfortunately bear probably won’t be added due to mojang not wanting to add real life hostile mobs. Which makes them miss out on so man immersive and amazing creatures
Caves having biomic mobs would not be teerrible. We already have silverfish for mountain caves and drowned for water caves ( though they're exceedingly rare in java and can really only be encountered in bedrock ).
I would say a pointed-dripstone variant of the creaking would work well for drip caves, and lush caves get on well with axolotls and creepers and tropical fish as is. Wardens and regular mobs cover the remaining biomes fine. Perhaps a lava like mob for low level caves, I've previously suggested having blazes, magma cubes, wither skeletons and other nether mobs spawn down here once the player has encountered them in fortresses in order to add difficulty and save some time and energy in interdimensional travel.
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The stance they have on "real-life hostile mobs" seems kinda pointless and contradictory. Bees, Wolves, wild cats, Polar Bears are all pretty hostile in real life anyway when encountered by humans. Whether it's because they're protecting their own territory, or because they're agitated by said humans, they're still pretty hostile.
I think not adding in the "hostile" mobs has more to do with adding in more drops and items, or mechanics, that they don't want to add. Otherwise things like sharks could very well be added since they'd act a lot like Bees, Wolves, and Polar Bears in that they'd only become truly hostile when attacked or agitated. Limiting themselves to only fantasy hostile mobs, partially limits their ability to add new things to the game.
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Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
The stance they have on "real-life hostile mobs" seems kinda pointless and contradictory. Bees, Wolves, wild cats, Polar Bears are all pretty hostile in real life anyway when encountered by humans. Whether it's because they're protecting their own territory, or because they're agitated by said humans, they're still pretty hostile.
I think not adding in the "hostile" mobs has more to do with adding in more drops and items, or mechanics, that they don't want to add. Otherwise things like sharks could very well be added since they'd act a lot like Bees, Wolves, and Polar Bears in that they'd only become truly hostile when attacked or agitated. Limiting themselves to only fantasy hostile mobs, partially limits their ability to add new things to the game.
Many of those mobs were added long ago (e.g. Beta 1.4 for wolves); the "hostile mobs must be fantasy creatures" rule was first mentioned in 2018, along with most of the other rules listed (I assume they came about due to suggestions to add sharks and such in 1.13):
Bees were added later on but they aren't specifically hostile, only attacking in defense, and generally aren't seen as such in real-life (except for some types like "killer bees"), as opposed to say, sharks; wolves also follow this general pattern as they only attack in defense and can be tamed to make pets. They did add bears (polar bears) though so there is precedent for adding new variants, but not as overtly hostile (polar bears do attack if you get near one with cubs so they depart a bit from the general rule of "only attack in retaliation", they were however added before the rule was established and Mojang doesn't have a history of simply removing mobs for any reason, also see "grandfather clause").
Personally, an easy way to improve the variety of mobs in caves is to allow husks, strays, and bogged to spawn anywhere, not just on the surface, and allow cave spiders to naturally spawn underground (why are they even called "cave" spiders?), even silverfish in any biome that allows hostile mobs (I added them as naturally spawning mobs, not infested blocks; naturally spawned silverfish can't hide in blocks unless attacked by a player):
Example of the variety of mobs I regularly encounter while caving (variants are not included, cave spiders are their own mob while I made husks, etc variants of their base mobs, as was initially done by Mojang. Endermites can also naturally spawn, as well as spawn when an enderman teleports away from a player, a feature which was briefly in a 1.8 snapshot, so they are also an everyday encounter, larger slimes that die in lava split into magma cubes so they can be found near lava):
More fictional, better ideas/immersion then recreating ideas other games/real life has and not much going on. That or sometimes I'm just good with quality of life, or just still good with what we have, not more more mentality.
Also a bear like a warden, repetitive idea, no pass.
Caves are fine aren't they? I barely experienced them so what do I know but I already hated 1.7.2 and have for years, come around a bit but still hate it.
I hated 1.16 Nether but not as much as 1.7.2, I felt some parts of it were good if not better then 1.7.2 biome change. People seem to want more and more but not have the best justifcation of why we need it. Do people want more colours on screen, or substance for those biomes.
It's like when people say they want an end biome, we got one in 1.9, oh but we need another one to satisfy their need for MORE and more and more.
What more ores that do nothing, more bosses to fight, dungeons, they can keep adding them but the surface of ideas just gets repetitive and meaningless and the stats go up and up, unless they mix it up from time to time. This is why I focus on functionality like a racing game, or platformer, modes, moveset things, an action adventure game with items to do puzzles or other things. Biomutant needing animal moveset abilities not bare minimum quests, an eh world. What goals Space Station Silicon Valley had for it's robot animals to do goals, use their movesets/fair neutral or enemy mindsets they had.
But in a survival game what uses for blocks/items not just 'wow it has one but what does it do, look nice, ok then that's hmm useful......' you can name it/put a texture but unless you give a cosmetic block an architectural purpose it's useless.
I mean they don't want creativity ruined but won't give other uses for slabs for building. We get the lighting rod for wool roofs because that made sense besides controlling lightning or redstone or other things.
We got Phantom to punish us to go to sleep, aka doing what lightning does but a mob, punish the player but lighting is more natural and makes sense, a mob forcing the player to was the stupidest thing they could add.
Then again Glowsquid used for glow text on signs. Not lighting, or anything underwater useful. We could have gotten more then Prismarine lighting but nope. What great minds. XD
Just because the nether got a biome update, the overworld did, oh we 'have' to have ores, villages and more. So people want repeats of other dimensions? And don't have any better ideas. Do they want things lived in? Well your in a survival game, build it. Or add mods that do.
I may use tech mods for the resources but still to build the blocks in side them. Quality of life ones to do other things. Which is why auto crafting or many others appeal to me.
I still end up using the main mechanics not just looting and expecting something to already be there. Or a biome to impress/get bored of quickly. Unless it has a good enough reason to go there to collect, use, not have no use but 'give a use'. Which for adventure maps or building sure but some need more then that.
Or a Divine RPG where you get more ores, more mobs but they barely do anything per dimension and it repeated....... Sounds very unexciting and needs more depth.
Why do people want boring 'oh I see real life do this'. Well they aren't all full of stalactites or stalagmites either besides odd dripstone but did we need it because people want to see things presentable or in their faces more, as if the emptiness isn't enjoyable in it's own way.
Plants and mobs help but mobs need uses. The leaf type plants I thought were great. Good for theming/platforming in an adventure map. Yes yes I haven't touched 1.17.1 onwards so I'm out of touch but even still. Even when 1.17 snapshots or seeing 1.18 I was like eh it's fine. But people wanting more, what do people actually want? Presentation?
Or substance? Because if presentation, that wears off over time, gets normalised/familiar, or boring unless it really lasts and is comfortable and good. Substance is having a purpose for a longer time, reason to have it there, like we consistently see benefits for cows/sheep, yet other mobs over time, it varies if we care or not. I can easily skip rabbits due to how particular their drops are, then whatever the first visual impression is then getting bored. Especially with some things in biomes.
I prefer filling the world with what I want with mods, substance or quality of life features, it's why auto crafting yes please, the mob votes for the golem or the mineshaft one but we got the one with the seeds or whatever it was.........;. I prefer functionality that's broader use, it's why I use NPC helper type mods like the golem would have added cough cough.
In open worlds because they are supposed to be based around quests I prefer a playground, in a survival game I prefer an empty space but not too empty in a void world sense.
I hate animals that end up like the polar bear, boring, useless and filling in space aka filler. I want things to have a gameplay purpose not unoriginal/reflects reality bare bones ideas, sorry.
Ehhh... bears copycatting Wardens isn't a very creative idea. Bats are also not meant to be a mob that "cuts it", they are just added for atmosphere and are useful in finding caves just by hearing them.
Caves should me acted kinda like a biome and there can be animals like bears. Cause right now, bats just ain't cutting it. Bears would act like a warden and wake up if you bothered them and attack you.
Unfortunately bear probably won’t be added due to mojang not wanting to add real life hostile mobs. Which makes them miss out on so man immersive and amazing creatures
Caves having biomic mobs would not be teerrible. We already have silverfish for mountain caves and drowned for water caves ( though they're exceedingly rare in java and can really only be encountered in bedrock ).
I would say a pointed-dripstone variant of the creaking would work well for drip caves, and lush caves get on well with axolotls and creepers and tropical fish as is. Wardens and regular mobs cover the remaining biomes fine. Perhaps a lava like mob for low level caves, I've previously suggested having blazes, magma cubes, wither skeletons and other nether mobs spawn down here once the player has encountered them in fortresses in order to add difficulty and save some time and energy in interdimensional travel.
The stance they have on "real-life hostile mobs" seems kinda pointless and contradictory. Bees, Wolves, wild cats, Polar Bears are all pretty hostile in real life anyway when encountered by humans. Whether it's because they're protecting their own territory, or because they're agitated by said humans, they're still pretty hostile.
I think not adding in the "hostile" mobs has more to do with adding in more drops and items, or mechanics, that they don't want to add. Otherwise things like sharks could very well be added since they'd act a lot like Bees, Wolves, and Polar Bears in that they'd only become truly hostile when attacked or agitated. Limiting themselves to only fantasy hostile mobs, partially limits their ability to add new things to the game.
Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
Using the ignore feature here is kinda weird.
Many of those mobs were added long ago (e.g. Beta 1.4 for wolves); the "hostile mobs must be fantasy creatures" rule was first mentioned in 2018, along with most of the other rules listed (I assume they came about due to suggestions to add sharks and such in 1.13):
https://feedback.minecraft.net/hc/en-us/articles/360005029872-Previously-Considered-Suggestions#mobs
Bees were added later on but they aren't specifically hostile, only attacking in defense, and generally aren't seen as such in real-life (except for some types like "killer bees"), as opposed to say, sharks; wolves also follow this general pattern as they only attack in defense and can be tamed to make pets. They did add bears (polar bears) though so there is precedent for adding new variants, but not as overtly hostile (polar bears do attack if you get near one with cubs so they depart a bit from the general rule of "only attack in retaliation", they were however added before the rule was established and Mojang doesn't have a history of simply removing mobs for any reason, also see "grandfather clause").
Personally, an easy way to improve the variety of mobs in caves is to allow husks, strays, and bogged to spawn anywhere, not just on the surface, and allow cave spiders to naturally spawn underground (why are they even called "cave" spiders?), even silverfish in any biome that allows hostile mobs (I added them as naturally spawning mobs, not infested blocks; naturally spawned silverfish can't hide in blocks unless attacked by a player):
https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/72390-make-cave-spiders-spawn-in-caves-and-silverfish
Example of the variety of mobs I regularly encounter while caving (variants are not included, cave spiders are their own mob while I made husks, etc variants of their base mobs, as was initially done by Mojang. Endermites can also naturally spawn, as well as spawn when an enderman teleports away from a player, a feature which was briefly in a 1.8 snapshot, so they are also an everyday encounter, larger slimes that die in lava split into magma cubes so they can be found near lava):
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
More fictional, better ideas/immersion then recreating ideas other games/real life has and not much going on. That or sometimes I'm just good with quality of life, or just still good with what we have, not more more mentality.
Also a bear like a warden, repetitive idea, no pass.
Caves are fine aren't they? I barely experienced them so what do I know but I already hated 1.7.2 and have for years, come around a bit but still hate it.
I hated 1.16 Nether but not as much as 1.7.2, I felt some parts of it were good if not better then 1.7.2 biome change. People seem to want more and more but not have the best justifcation of why we need it. Do people want more colours on screen, or substance for those biomes.
It's like when people say they want an end biome, we got one in 1.9, oh but we need another one to satisfy their need for MORE and more and more.
What more ores that do nothing, more bosses to fight, dungeons, they can keep adding them but the surface of ideas just gets repetitive and meaningless and the stats go up and up, unless they mix it up from time to time. This is why I focus on functionality like a racing game, or platformer, modes, moveset things, an action adventure game with items to do puzzles or other things. Biomutant needing animal moveset abilities not bare minimum quests, an eh world. What goals Space Station Silicon Valley had for it's robot animals to do goals, use their movesets/fair neutral or enemy mindsets they had.
But in a survival game what uses for blocks/items not just 'wow it has one but what does it do, look nice, ok then that's hmm useful......' you can name it/put a texture but unless you give a cosmetic block an architectural purpose it's useless.
I mean they don't want creativity ruined but won't give other uses for slabs for building. We get the lighting rod for wool roofs because that made sense besides controlling lightning or redstone or other things.
We got Phantom to punish us to go to sleep, aka doing what lightning does but a mob, punish the player but lighting is more natural and makes sense, a mob forcing the player to was the stupidest thing they could add.
Then again Glowsquid used for glow text on signs. Not lighting, or anything underwater useful. We could have gotten more then Prismarine lighting but nope. What great minds. XD
Just because the nether got a biome update, the overworld did, oh we 'have' to have ores, villages and more. So people want repeats of other dimensions? And don't have any better ideas. Do they want things lived in? Well your in a survival game, build it. Or add mods that do.
I may use tech mods for the resources but still to build the blocks in side them. Quality of life ones to do other things. Which is why auto crafting or many others appeal to me.
I still end up using the main mechanics not just looting and expecting something to already be there. Or a biome to impress/get bored of quickly. Unless it has a good enough reason to go there to collect, use, not have no use but 'give a use'. Which for adventure maps or building sure but some need more then that.
Or a Divine RPG where you get more ores, more mobs but they barely do anything per dimension and it repeated....... Sounds very unexciting and needs more depth.
Why do people want boring 'oh I see real life do this'. Well they aren't all full of stalactites or stalagmites either besides odd dripstone but did we need it because people want to see things presentable or in their faces more, as if the emptiness isn't enjoyable in it's own way.
Plants and mobs help but mobs need uses. The leaf type plants I thought were great. Good for theming/platforming in an adventure map. Yes yes I haven't touched 1.17.1 onwards so I'm out of touch but even still. Even when 1.17 snapshots or seeing 1.18 I was like eh it's fine. But people wanting more, what do people actually want? Presentation?
Or substance? Because if presentation, that wears off over time, gets normalised/familiar, or boring unless it really lasts and is comfortable and good. Substance is having a purpose for a longer time, reason to have it there, like we consistently see benefits for cows/sheep, yet other mobs over time, it varies if we care or not. I can easily skip rabbits due to how particular their drops are, then whatever the first visual impression is then getting bored. Especially with some things in biomes.
I prefer filling the world with what I want with mods, substance or quality of life features, it's why auto crafting yes please, the mob votes for the golem or the mineshaft one but we got the one with the seeds or whatever it was.........;. I prefer functionality that's broader use, it's why I use NPC helper type mods like the golem would have added cough cough.
In open worlds because they are supposed to be based around quests I prefer a playground, in a survival game I prefer an empty space but not too empty in a void world sense.
I hate animals that end up like the polar bear, boring, useless and filling in space aka filler. I want things to have a gameplay purpose not unoriginal/reflects reality bare bones ideas, sorry.
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Ehhh... bears copycatting Wardens isn't a very creative idea. Bats are also not meant to be a mob that "cuts it", they are just added for atmosphere and are useful in finding caves just by hearing them.