An important element of Minecraft is making the player assume that what happens to them is the result of their actions. If a creeper destroys your house, it's because you weren't careful. If zombies and skeletons appear it is because you did not illuminate. If a phantom kills you, it is because you did not respect the rest times.
Cookies kill parrots and if you bring piglins to the overworld you will be responsible for turning them into undead.
The player, with her actions and decisions, is responsible for the bad, and the good, that happens to him / her.
And why don't we think about the consequences of the player's actions on the world?
If a player burns a lot of wood, there should be some effect in the area near where his base is that indicates that burning coal causes damage to the environment, such as global warming and desertification.
Could also put a new fluid, acid. And if the player pollutes too much, acid rain falls causing the death of all the mobs (except the undead) and damaging the vegetation to the point of deserting the biomes.
In such an expansion, you could put a hostile mob that is a direct consequence of the player's polluting actions and that is impossible to defeat, and it is only possible to flee from it. That it is convened with extremely high levels of contamination. And as a solution to this, a very difficult mob to neutralize the hostile mob, but that player doesn't have the ability to tame.
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