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-Changes: Variants
-Variant description: While bats aren't hostile to the player, little vampire bats could spawn at night in plains biomes and prey on cows. They don't attempt to kill them - they just bite them and do half a heart of damage and fly away, meaning that over time a group of bats could kill a cow where one failed. They aren't affected by sunlight as they are based off of vampire bats and not vampire bats, however (for game balance reasons) they will stay out of areas with a block light of 8 or above. They also sleep during the day. They do not drop anything and exist only to make your life difficult.
-Changes: Spawning and Variants
-Changes to spawning: Chicken originated in the jungles of southeast Asia, and since Steve is one of the first and only person around, who spread them everywhere? The Neandertal testificates? They didn't really spread too far. As such, I believe that chicken should only spawn in jungles, extreme hills, and the fenced area of a butcher's back yard in villages.
-Variant description: While the regular chicken would spawn in the above areas, the red chicken would only spawn in jungles, and would (duh) have a red texture. It would drop red feathers that (while otherwise no different than regular feathers) could be traded to priests and farmers in villages for emeralds.
-Changes: Spawning and Variants
-Changes to spawning: Cows are kinda silly in some places. Why do they have spots and short hair in arctic conditions? Because they're silly! That's why! I suggest that the cows we know and love only spawn in plains biomes and butchers' yards.
-Variant description: Long-haired aurochs that spawn in ice plains and look like the cows in Skyrim.-2nd variant description: Fierce, neutral jungle cows that spawn in ice biomes. Just kidding - they spawn in jungles. They would look similar to normal cows but have brown and tan fur instead of black and white.
-Changes: Spawning and Variants
-Changes to spawning: Sheep originated in and are native to mountainous areas. I suggest that sheep only spawn in EH biomes and near villages.
-Variants: I suggest a long-horn sheep with big, curly horns that spawns in ice mountains and cold taiga hills, can walk up slopes of 5 blocks (but only on plain stone), and will try to butt players off of mountains if threatened. Big horn sheep are neutral and when killed drop horns that can be traded to the blacksmith alongside an emerald for a little hornsword that does as much damage as an iron sword, enchants as well as gold, but only lasts as long as a stone one.
-Changes: Spawning, Variants, and Behavior
-Changes to spawning: Pigs should spawn only in jungles, savannas, and plains.
-Behavioral changes: If the new mobs I suggest are added, this means that they will be hunted by saber-toothed cats and lions. While the lion/smilodon is stalking up on it, the pig will be unaware (there's one exception - I'll mention that next) and will continue about its business. Once the feisty felid breaks into a sprint, though, the pig will try its best to run in the opposite direction. As I already have mentioned, there is an exception to pigs being unaware of cats sneaking up on them - if it's nighttime and a full moon is up, they will be able to spot the cats and run away before ever becoming truly endangered.
-Variant description: I suggest the red river hog! They spawn in jungles (they're hostile unless you find and tame a baby one) and are a source of tusks which could then be used for the long-awaited spike block!
-Changes: Variants
-Variant description: I know, I know - we already have four zombies. However, I feel like we don't have enough straightforward zombies. I'm not referring to the testificates - just variants of the original. I'd like to see different textures for different biomes. In jungles, it would be nice to see the zombie overgrown with vines and mushrooms with a texture more akin to that of a zombie pigman. I know that this would require a new model (meaning that this is technically not a normal zombie), but I think it can still count. These guys could also occasionally drop vines and mushrooms
-2nd variant description: I think it would also be nice to see cold, iced-over looking zombies in cold biomes. They could occasionally drop snowballs.
-3rd variant description: In deserts and savannas, I feel like more mummified-looking (from the dryness and the heat) zombies would be nice. They could also occasionally drop bone meal.
-4th variant description: Zombie horse jockeys. That is all (not really). All zombie horse jockeys ride the unused zombie horse (which is wearing any tier of horse armor), are wearing a full suit of any tier of armor, and are carrying any tier of weapon, however, if it's diamond, they will not drop the items upon death.
-Changes: Variants and Behavior
-Behavioral changes: Skeletons tend to shoot at you and through other things if you're not being blocked by a wall. I feel like skeletons should hold their shot if they notice another mob that isn't a player walking towards their line of fire and wait until it's passed by before shooting. This would make music disks hard enough to obtain to warrant an achievement for getting one.
-Variant description: Baby skeletons and cat jockeys! Yay!
-2nd variant description: Skeleton horse jockeys. All skeleton horse jockeys ride the unused skeleton horse (which is wearing any tier of horse armor), are wearing a full suit of any tier of armor, and are carrying any tier of weapon, however, if it's diamond, they will not drop the items upon death.
-3rd variant description: Some skeletons found in roofed forests wear green Robin Hood costumes. If you don't know what Robin Hood wore, think of Link or Tingle from the Legend of Zelda series. Their outfits look very similar to historical descriptions of Robin Hood - all the way down to the little, pointy caps.
-Changes: Variants and Behavior
-Behavioral changes: Mobs are kinda silly in that they don't work together to attack you. If you're two or three blocks above a creeper and any other baddie, the creeper will sacrifice itself and blow up to launch the other enemy up over the ledge so that said enemy may continue their pursuit of you, or, if it's just a one-high fence, they'll just distance themselves from other bad guys and blow a hole in the fence so that the others can all just start pouring through. No place is safe. Also - if it is daytime and a creeper has not yet noticed the player's presence, it will move out of the shade and stand in the open to bask in the sun (photosynthesis is important, kids!)
-Variant description: Creepers are living, walking, evil plants. As such, I suggest that they reflect the biome they're in! For instance, in the jungle, some creepers' textures include broad leaves and cocoa pods.
-2nd variant description: Some creepers that spawn in cold biomes and extreme hills have more of a "sprucey" leaf texture and color.
-3rd variant description: Some creepers that spawn in flower forests have little flowers on them
-4th variant description: Some creepers that spawn in savannas have less leaves and more mud on them
-5th variant description: Some creepers that spawn in deserts and mesas have no leaves and are just little wooden skeletons. If I can ever find my old thumb drive, I'll upload an image of my creeper texture.
-6th variant description: Some creepers found in the mega taiga have mushrooms and dead leaves (podzol) on them.
-7th variant description: Some creepers found in swamps have more slimy-looking textures and have mushrooms on them.
-8th variant description: Some creepers found in roofed forests have darker leaves that reflect the biome color and better hide them in the shadowy understory of the forest.
-Changes: Spawning and Behavior
-Changes to spawning: Witches now only spawn in swamp huts and roofed forest towers (with a priest locked at the top for a fun little poke at fairy tales.)
-Behavioral changes: I wrote a huge post about that so, instead of rewriting it, I'll just put it here.
-Changes: Spawning, Behavior, Environment, and Variants
-Environmental changes: I feel as though savanna villages have room for improvement. Instead of being the wooden homes we currently see, I feel as though they should be made of either dirt and grass or clay and look like this. Also, I feel as though desert villages should look a bit more like a traditional desert city (just not as large).
-Changes to spawning: The villagers we all know and love should spawn only in plains villages - the variants will take their place in he other villages.
-Behavioral changes: I think it would be nice to see the villagers give quests (Find Tes 3 pet cats - reward: 52 xp, Let Tifi follow you into the woods and teach her how to tame a wolf - reward: 340 xp, Build a beacon in the village center for Cate - reward: 50000 xp, etc.). If their quests don't include doing generic Minecraft stuff, then it would be cool to see more unique items scattered across the world that allow you to do these quests. For instance, when you get a quest from the golem to slay the giant that keeps attacking their village from the north, a giant will spawn just beyond render distance and you can then head north and find this giant and kill it to complete the quest. Also, I would like to see priests trade potions and farmers trade melons, pumpkins, carrots, sugarcane, and potatoes.
-Variant description: Desert testificates should have tan skin, black hair, brown eyes (signifying that they're Arabic), and wear turbans (As that helps signify the distinction between Arabic and other tan-skinned people. I know that not all Arabs practice Islam, but the turban originated in that area of the world and is what most western people would associate with the Middle East.). The priests would wear full body garments.
-2nd variant description: Savanna villagers should have dark skin, hair, and eyes and wear Taqiyahs to show that they are Saharan Africans (Same thing I said about the turban, folks.).
-3rd variant description: These testificates spawn in mesa villages that look like this and have tan skin, brown eyes, and dark hair to represent the Anasazi culture.
-4th variant description: Inuit! These guys are little Eskimo villagers that live in igloo towns in ice plains biomes.
-5th variant description: I suggest that villages have guards to help protect against zombies and unruly players.
Yes - I'm aware that this is a dolphin.
http://www.minecraft...70-animal-fear/
http://www.minecraft...-undead-horses/
http://www.minecraft...st-iron-golems/
http://www.minecraft...-now-on-reddit/
http://www.minecraft...upporter-ratio/
http://www.minecraft...etter-villages/
http://www.minecraft...upporter-ratio/
http://www.minecraft...d-mob-spawning/
Also, Creepers are plants? this is just a proven fact now?
Other than that though, I love this suggestion. I like how you didn't go with the cliched Boar idea and used Red river hogs. My favorite idea from this post would be Alligator snapping turtles, keep them things away from my melon farm though.
My profile picture is from http://www.cachemonet.com, I'm an admin on the Minecraft Fanon Wiki
"The good you do today will be forgotten tomorrow; do good anyways" ~Abel Muzorewa
Actually, as I stated, they're wearing a full suit of armor. I already fixed this problem. With a helmet, they won't burn. Also, The horses will be hostile, too.
Speculation. I should probably mention that.
Thanks for the support! Also - I would like to comment on your profile pic; it's funny that that's your pic since earlier today I figured out how to play Clock Town on the clarinet!
It really only adds to the speculation...
http://www.minecraft...d-mob-spawning/
The Mata-Mata and Leafy sea dragon would both probably feel leafy if you were to touch them, but that doesn't make them plants.
Did Notch actually say creepers were plants, or just that they feel leafy?
My profile picture is from http://www.cachemonet.com, I'm an admin on the Minecraft Fanon Wiki
"The good you do today will be forgotten tomorrow; do good anyways" ~Abel Muzorewa
Unless undead horses are changed to burn in daylight also. Also I don't think the player is able to ride the undead horses, but I may be referring to the Mo creatures mod.
Notch said it in his Twitter.
I absolutely love this suggestion and hope it is implemented.
Thanks! I was afraid that this would be the first thread of mine to go completely unchallenged - a little criticism is healthy!
http://www.minecraft...d-mob-spawning/
That would probably make more sense. What does the general consensus say?
http://www.minecraft...d-mob-spawning/
I'm simply justifying pulling them away from certain biomes so that the player actually has a reason to go explore others.
http://www.minecraft...d-mob-spawning/
This was originally a comment of mine expressing dissatisfaction with a glitch that was occurring with the forums that seems to have since been resolved.
Please disregard.
http://www.minecraft...d-mob-spawning/
http://www.minecraft...d-mob-spawning/
If you read my tougher witches thread, you'll see that I mentioned witches having pet bats.
Also, I am aware of this with the villagers, but the problem there is that iron golems only spawn in extremely large or player made/expanded villages, meaning that most villages are defenseless if the player neglects/attacks them.
I may add caribou and camels. That's a great idea! (I'll credit you)
While I would like a unique island jungle biome, I feel like that may never get added.
The alligators being neutral on land is like spiders being neutral in daylight - they know they have less of a chance where you can easily see/fight back.
http://www.minecraft...d-mob-spawning/
Sorry for quoting you again, but I've just noticed a few other things you've said here that I have answers to.
http://www.minecraft...d-mob-spawning/
PROUD USER OF THE STEVE SKIN
Thanks!
http://www.minecraft...d-mob-spawning/
They hired a guy to code a water mob in back in Beta, but he indefinitely took a "break".
As for why the others can't code it in:
Notch didn't want a stiff model like DrZhark's fish and sharks. His fish and sharks may have many parts in their models, but their parts don't move dynamically. Notch once tried to code a nice-looking, moving fish model into the game, but Minecraft couldn't handle it. Until Dinnerbone finishes cleaning up the code, a good-looking fish is not possible.
http://www.minecraft...d-mob-spawning/
Done!
I added the Smilodon Fatalis to the list!
What are your thoughts?
http://www.minecraft...d-mob-spawning/