Mojang should’ve just added crocodiles with some sort of unique workaround just like how they did with polar bears.
Whenever someone explains why crocodiles or any other “hostile” or “misunderstood” creature was not added, we can simply apply the polar bear analogy.
Polar bears are also a carnivorous species that are known to hunt, attack and kill humans (regardless if they are accompanied by a cub). Yet they were added to the game with a unique workaround (making them conditionally neutral instead of hostile) because the devs wife wanted them in.
Crocodiles are semi-aquatic and don’t actively seek out potential prey outside of water. They could function similar to drowned, albeit elusive (meaning they spawn rarely) and are exclusively found in swamps.
As for drops why not make them drop osteoderms? These could be used to craft some sort of armour, similar to the turtle helmet.
Keep in mind that Polar bears were added AFTER Mojang developed their pro-nature stance. The developers have proved before they can implement creative workarounds, and I see no reason why they cannot do so in future.
When 1.18 was released, many adventure maps and RPG servers that were run in vanilla became obsolete due to the new mob spawning mechanics, any presence of light sources meant custom mob spawners are no longer functional. While I realize there is the custom_spawn_rules NBT tag for mob spawners, that would require going back to every single mob spawner in the entire map just to update it from prior versions.
My suggestion: would be to have either a 0-15 int gamerule value for mob spawning light levels, or to have the old 7 or lower system on a toggle (true/false). Instead of manually going through the entire map and fixing every custom mob spawner, it would fix all of these issues with 1 command. In addition, mob spawners could maintain their NBT data, and default to the gamerule value if none is specified in their NBT tree, but still be overwritten with the custom_spawn_rules data tag.
(ex. /gamerule lightSpawnLimit <0-15>
Let me know if this is not possible to implement, and why, as I don't see currently why this could not have been a feature added in 1.18.
For those that have maps, this piece of code is how to use the current "system" for mob spawners in practice, and the screenshot below is currently the only workaround that I know of.
I've put together 3 docs of suggestions that I think are relevant to 1.20 and I thought "as an update" would count (one is about the deep dark, one is about biomes, and one is about quality of life stuff), but I guess it doesn't, so the post was removed. I've been slowly seeing similar suggestions creep up over the last month and it's frustrating thinking I have the suggestion they're thinking of fleshed out but no where to post it. So where should I / could I post such google docs?
First we have the Pangolin, which currently is the second most trafficked animal in the world counting humans. They are passive mobs that drop nothing but they do have a benefit in the second part of this add on which is Termites. Termites are Arthropoda like a spider or silverfish. They build complex mazes that contain whatever treasure they have found on the ground (gold, string, sticks, etc). The catch is that they are very different to fight 1v30 so it’s better to unite with a pangolin instead. The start you must kill 1 termite and get some sort of termite themed drop to show the pangolin, they will follow you if it’s in your hand. Once they get within distance of the termite hill they will attack and do considerable damage to the termites and give you the opportunity to loot and escape!
Chainmail is pretty useless right now, and leather provides unique customizability at the cost of defense. So why not combine them so you can wear both simultaneously and have customizable armor with good defence while being balanced by chainmail's rarity?