FEEDBACK NEEDED: We're thinking on how to solve persistence issues with mobs. Currently there are a issues where Zombies, for example, will pick up an item that is dropped such as Chicken eggs or Glow Ink Sacs, and as a result become persistent without player intervention (1/2)
We had a previous hardcoded fix so that Zombies did not pick up Glow Ink Sacs, but this does not feel like a cohesive/nice fix and would like to do something smarter.
This can cause performance problems with many persistent mobs that are unintentional.
What do you think about mobs only becoming persistent picking up items that are dropped by players or dispensers? Would this break any significant farms? If this did, could you fix them? (2/2)
@witch_warren This would be the same for all mobs, not just Zombies. I believe, however, that foxes should be persistent regardless (at least on Java?)
@DrCat81721129 I believe some AI improvements have already been made, but regardless it makes no sense to find 20 zombies down in a cave hole that have all picked up some random items from dead mobs. It's not expected gameplay to me
@theqmagnet This decision would not be made simply made by these tweets, it's a data-gathering process :) There are many other methods for us as well to gather this feedback, there's no rush for us to make a decision
@theqmagnet May as well not have any developer-to-player discussions at all then. I don't agree with this take, and fundamentally this is not where I'd attribute Minecraft's success to. Different design issues have more appropriate feedback channels, this one is not for the feedback website.
@theqmagnet This is bordering on a performance bug with small gameplay implications that some more technical players might care about, many of which are hardcore fans and are part of these Discord servers. I am 100% certain most average players will not even have an opinion on this.
@theqmagnet Point is: we use different channels where appropriate, and it's important to all of us in the team to keep our interactions with the community close instead of separate by more corporate and cold systems like websites. These don't foster conversations in the way that are useful.
@theqmagnet Does that mean feedback websites don't have a use? Of course not. Larger data is important, but data is not everything. Picking your channels correctly is critical.
@JagexKieren @xisumavoid Correct! And there is of course this concept of consistent object permanence in general. If a player gives a monster an item, then they despawn later, it makes the world feel less real. An interaction like this feels like the player has built up a story of this mob in their head.
@theqmagnet @SimplySarc I can see where you're coming from, but this is 100% a style of communication Mojang has been consistent with for the best of 10 years, I feel it has worked for us so far in facilitating a very agile work process and to me is the best part of what makes this game so great.
@theqmagnet @SimplySarc More "official" channels can slow that agile process down a lot, because there's much more bureaucracy around those channels, how to word it, etc. Direct and quick is much more effective on smaller issues.
The idea is to have the following sub categories within the order:
- Essentials
- Common Activators
- Unique Activators
- Common Functions (pistons, dispensers, droppers)
- Containers
- Activated by redstone
- Transportation
The only last piece of feedback I saw on the creative inventory ordering that seemed important was that the Redstone tab didn't seem very well-organized.
For tech and redstone engineers: any thoughts on this iteration? http://pbs.twimg.com/media/Fhoj2pDWIAALusV.jpg
@CawabungaYeet Not sure I agree on this. I think for players, including redstone casuals, find it easier if the activators are first then the functions/things that can be activated by it. It's not like you have to scroll down further to get them.
@SirBac0nFace I'd like to avoid this so that players don't mistake the two while being so close together. It's an intentional choice to make the trapped chest lower down.