It's a slow, armored, angler fish like monster with two large sharp fangs that prowls the deep in constant search of food often eating stone, dirt, sand, or other inanimate objects if live prey can't be found. It is constantly seen attacking guardians, squids, dolphins(I don't know whether to include them or not yet), and especially the player. Because of its slow speed, if it spots potential prey it will use its lantern appendage located on top of its head to create a blinding flash to stun prey while it begins to close in on them, it also developed an ability to store indigestible body parts of its previous prey and if certain prey tries to create distance between it and the prey and will regurgitate and spit the remains at its opponent the only projectile that it spits is an ink sac that can causes blindness. While also fighting Guardians where if the opponent were to get close and puff its quills out the Angler has developed its hard shell to allow it to ram prey if it can work up the speed. The mob will use its lantern appendage to begin the attack and if it feels overwhelmed then it will use it a lot more than usual.
Hp: 50
Dmg: 10
Drops: Prismarine shards, lantern bulb, ink sacs, its shell, and various fish
I am using this mod in a modpack I am gonna update to have this mod. (was that even proper grammar) the modpack is on technic and is called Alex's super cool adventure
It's a slow, armored, angler fish like monster with two large sharp fangs that prowls the deep in constant search of food often eating stone, dirt, sand, or other inanimate objects if live prey can't be found. It is constantly seen attacking guardians, squids, dolphins(I don't know whether to include them or not yet), and especially the player. Because of its slow speed, if it spots potential prey it will use its lantern appendage located on top of its head to create a blinding flash to stun prey while it begins to close in on them, it also developed an ability to store indigestible body parts of its previous prey and if certain prey tries to create distance between it and the prey and will regurgitate and spit the remains at its opponent the only projectile that it spits is an ink sac that can causes blindness. While also fighting Guardians where if the opponent were to get close and puff its quills out the Angler has developed its hard shell to allow it to ram prey if it can work up the speed. The mob will use its lantern appendage to begin the attack and if it feels overwhelmed then it will use it a lot more than usual.
Hp: 50
Dmg: 10
Drops: Prismarine shards, lantern bulb, ink sacs, its shell, and various fish
It's a neat design, but I feel like the concept is a bit disjointed. Instead of a single unifying mechanic, the mob idea mashes a number of unrelated attacks together. Sorry, but it could use some work.
Es una serpiente desértica gigante que puede cavar y moverse bajo tierra. Ataca al jugador de diversas formas como apareciendo de repente bajo los pies del jugador, con la cola, escupiendo veneno o arrastrando al jugador hasta las profundidades cavando.
Aparece en desiertos.
Mide 12 bosques de largo
Suelta:
escamas de graben,para hacer una armadura que permita al jugador cavar como el graben.
Colmillo de graben,para hacer una espada que envenene a los enemigos.
La cantidad de vida y ataque os la dejo a vosotros para que las hagáis equilibradas.
Me gusta la idea de un gusano de arena gigante, pero muchos mods han creado monstruos muy similares. No creo que esta sugerencia sea lo suficientemente diferente como para agregarla. Lo siento.
Here is an idea I had for a mob that would only be encountered near chilly or cold waters(spoilers for the update aquatic as it incorporates some of its features) …
… It will only spawn on cold beach, stone beach, and frozen ocean biomes, so it will be pretty rare. They’re a small, peaceful little mob. They look like a baby seal with a light brown coat and white underbelly. It has large puppy dog ears that droop from the side of it’s head. On their snout they have long whiskers and teeny-tiny baby tusks. They will usually spawn on icebergs and attack fish (update aquatic).
They spawn in large groups of 3-7. They look a bit derpy on land but swim gracefully in the water, and will curiously crowd around the player, even if you have no food in your hand. These adorable little critters play in the ice and water all day long. You can even feed them raw fish, raw salmon, bones, … rotten flesh… and spider eyes? That might be a little strange, but these guys are still cute! However… you can still kill them… after the first swing of the sword, they panic, yelping and barking as they slowly try to teach the water. But they are too slow on land and you may easily catch them. After they are killed. They slump to the ground, their fur skin flattened against the ground. But something is wrong, they’re not dispersing or turning into a particles or whatever. Instead it grow larger and flatter, rising into the air and slowly revealing their true form. Only shown to cruel and greedy hunters. A lanky 4 block tall nature protecting creature. The VAKTALTOK (talliktok = inuit for “is hidden” and vakt = norse for “guardian”) drapes a fur skin across his back with patches of stitched together furs and leathers, even having sewn on button eyes. It has bumpy brown skin and webbed fingers and toes with long nails. It’s mouth has jagged tusks, and it’s beard is spindly and braided. They have a large, yellow eyes. They carry a strange fishing spear, it gives off a strange pale aura to it.
While fighting them, they move semi-slowly, while all others in a 30 block radius also transform into the true form. Their health is 45 .
For melee attacks, the Vaktaltok can..
Do a series of quick jabs with the spear
Using some form of magic, they turn the fist into solid ice and you are knockback and also frozen
But they have some other longer ranged attacks, such as
Throwing the fishing spear, but it will float there and actually keeps hitting you until you hit away, where it then flies back to his hand.
Creating a ice spike that splits off into icicle projectiles after a few seconds.
At very low health, they have a small chance of summoning 1-2 aggroed polar bears.
If you decide that the water is an easier way of escape, watch out! As the Vaktaltok crowd near the water's edge, they seem to slip their hands into the skin of the seal, and morph back into the seal-like form, but instead of the cute and loving eyes, it retains the piercing yellow eyes of the true form. They act like underwater torpedoes that circle the player quickly, like sharks. after leaving the water, they leave the water too.
After killing them they slump down to the ground. They have a few cool drops.
COMMON: they have an 90% chance of dropping a few raw fish, salmon, etc that they can eat, and the update aquatic addition of kelp(there will most likely be a sugarcane like inventory item). Also, packed ice blocks because… ice.
UNCOMMON: around 60% chance of them dropping gold nuggets, iron nuggets, and prismarine crystals. Probably treasures found while they were scrounging the sea floor.
RARE!: these two items are only dropped by Vaktaltok, and only about 10%.
The first is the “Fishing Javelin”, It acts like one of the new trident weapons with the loyalty enchantment,and will do as much as a iron trident would . But unlike those, it has a few differences.
It can be used outside of underwater and in rain.
Will attack a target multiple times (around 2-7 times)
Secondly is an elytra like armor, it’s called the “Seal’s skin”.After you put it on, you are transformed into one of the Vaktaltok seals! You have different abilities and controls in this form.
On land, your walk and sprint speeds are halved.
But in the water you move a whole lot faster! It controls similarly to the elytra.
You have the ability to boost forward in water, damaging and knock backing all foes you bump into.
You can even do the frost effect of the ice crystal permanently
These mobs are large amphibians that move in herds lead by a dominant male. The rest of the herd is females and low ranking males. They lumber around in swamps and similar biomes and feed on low ground vegetation and water plants.
MALE
Males are very aggressive and territorial. They will puff up there brightly colored throats and create loud low booming sounds to scare off players, other mobs, or other males. A herd is lead by a dominant male. The herd sticks by him. Other lesser males in the herd stay in the outskirts of the herd.
When two males fight, they will size each other up by puffing up there throats and showing off there colors to intimidate there rival. Males will defend there females from threats
FEMALE
Females make up majority of the herd. They follow the lead male where ever he goes. A female will flee from most mobs and the player if attacked Unless she has young. If not attacked they are docile and will ignore the player. Unless they have young and get too close.
YOUNG
Young start off in the water as tadpole like creatures. They can't move on land with there tiny legs, so they rely on there mother to protect and feed them. Once they gain size and strength in there legs, they will waddle onto land and follow there mother (basically they become a smaller version of the adults when they move onto land). Young are curious when around there mother and will often walk up to almost anything they don't know anything about. However they startle easily and will let out a squeak if scared, alerting there mother.
DROPS
These animals drop food. This food grants people who eat them a short boost of energy, allowing them to move quicker and longer as well as enhance there strength. Cooking it satisfy's hunger more, but lacks the effects.
(maybe this too, Not sure if it's a good idea or works well) You may also be able to gather there tails. While useless to you the Barakoa find them valuable and will trade very good items for them
TAMING
To tame these mobs you must find a nest of eggs. The nest usually is made up of leaves, reeds and other plants clumped together into one mass. If you are lucky and find a nest, you are treated to usually up to a dozen eggs. Once you gather and place the eggs in a pool of water, wait until they hatch. Once hatched, the young will depend on you to feed them water plants and leaves etc. Once they reach adult hood they can be mounted and can carry more then a double chest worth of storage.
Males that are tamed can use there booming sounds to scare away mobs. They move slowly on land, but are somewhat fast in the water.
Here is an idea I had for a mob that would only be encountered near chilly or cold waters(spoilers for the update aquatic as it incorporates some of its features) …
… It will only spawn on cold beach, stone beach, and frozen ocean biomes, so it will be pretty rare. They’re a small, peaceful little mob. They look like a baby seal with a light brown coat and white underbelly. It has large puppy dog ears that droop from the side of it’s head. On their snout they have long whiskers and teeny-tiny baby tusks. They will usually spawn on icebergs and attack fish (update aquatic).
They spawn in large groups of 3-7. They look a bit derpy on land but swim gracefully in the water, and will curiously crowd around the player, even if you have no food in your hand. These adorable little critters play in the ice and water all day long. You can even feed them raw fish, raw salmon, bones, … rotten flesh… and spider eyes? That might be a little strange, but these guys are still cute! However… you can still kill them… after the first swing of the sword, they panic, yelping and barking as they slowly try to teach the water. But they are too slow on land and you may easily catch them. After they are killed. They slump to the ground, their fur skin flattened against the ground. But something is wrong, they’re not dispersing or turning into a particles or whatever. Instead it grow larger and flatter, rising into the air and slowly revealing their true form. Only shown to cruel and greedy hunters. A lanky 4 block tall nature protecting creature. The VAKTALTOK (talliktok = inuit for “is hidden” and vakt = norse for “guardian”) drapes a fur skin across his back with patches of stitched together furs and leathers, even having sewn on button eyes. It has bumpy brown skin and webbed fingers and toes with long nails. It’s mouth has jagged tusks, and it’s beard is spindly and braided. They have a large, yellow eyes. They carry a strange fishing spear, it gives off a strange pale aura to it.
While fighting them, they move semi-slowly, while all others in a 30 block radius also transform into the true form. Their health is 45 .
For melee attacks, the Vaktaltok can..
Do a series of quick jabs with the spear
Using some form of magic, they turn the fist into solid ice and you are knockback and also frozen
But they have some other longer ranged attacks, such as
Throwing the fishing spear, but it will float there and actually keeps hitting you until you hit away, where it then flies back to his hand.
Creating a ice spike that splits off into icicle projectiles after a few seconds.
At very low health, they have a small chance of summoning 1-2 aggroed polar bears.
If you decide that the water is an easier way of escape, watch out! As the Vaktaltok crowd near the water's edge, they seem to slip their hands into the skin of the seal, and morph back into the seal-like form, but instead of the cute and loving eyes, it retains the piercing yellow eyes of the true form. They act like underwater torpedoes that circle the player quickly, like sharks. after leaving the water, they leave the water too.
After killing them they slump down to the ground. They have a few cool drops.
COMMON: they have an 90% chance of dropping a few raw fish, salmon, etc that they can eat, and the update aquatic addition of kelp(there will most likely be a sugarcane like inventory item). Also, packed ice blocks because… ice.
UNCOMMON: around 60% chance of them dropping gold nuggets, iron nuggets, and prismarine crystals. Probably treasures found while they were scrounging the sea floor.
RARE!: these two items are only dropped by Vaktaltok, and only about 10%.
The first is the “Fishing Javelin”, It acts like one of the new trident weapons with the loyalty enchantment,and will do as much as a iron trident would . But unlike those, it has a few differences.
It can be used outside of underwater and in rain.
Will attack a target multiple times (around 2-7 times)
Secondly is an elytra like armor, it’s called the “Seal’s skin”.After you put it on, you are transformed into one of the Vaktaltok seals! You have different abilities and controls in this form.
On land, your walk and sprint speeds are halved.
But in the water you move a whole lot faster! It controls similarly to the elytra.
You have the ability to boost forward in water, damaging and knock backing all foes you bump into.
You can even do the frost effect of the ice crystal permanently
It's not a bad idea, and I like your drawings a lot. My one concern is that it feels a little bit random; why would a super-powerful, sentient ice demon disguise itself as a baby seal? I'll hold on to the idea though and consider it. Thanks!
Son criaturas oceánicas de aspecto humanoide que viven en pueblos en el fondo del mar, son neutrales y puedes comerciar con ellos, si les dañas todo el pueblo ira a por ti y te volverás enemigo suyo.
Sin agua se asfixian como un pez.
Aparecen en el océano profundo.
Hay distintos tipos:
uméngenos normales
Son criaturas de aspecto humanoide,neutrales que pueden portar en la mano un lanza arpones, nada o una anguila eléctrica que paraliza a los enemigos que golpees con ella.
Tamaño: 2 bloques de alto
uméngenos líder
Son uméngenos que sufrieron una mutación en sus células que les hizo más fuertes, siguen teniendo un aspecto humanoide pero le salen tentáculos por la espalda y piernas, esto permite que lanze granadas de tinta que ciegan a su enemigo.
Tamaño: 2 bloques y medio de alto
Tanto el uméngenos normal como el líder sueltan el arma que lleven en la mano (si llevan) o arpones ( munición del lanza arpones)
Wassertier
Es una bestia de las profundidades oceánicas, parece un uméngeno pero más fuerte musculado grande anda a cuatro patas y su tamaño es de dos bloques de alto y 2 de ancho, el ayuda a proteger las ciudades uméngenos a cambio de comida.
Dios del mar
Se encuentra cerca de algunas ciudades, es muy poderoso, puede crear remolinos que absorben al jugador y le hacen daño, lanza burbujas explosivas y puede crear tsunamis y maremotos, es neutral al igual que su pueblo, pero si le atacas sufrirás su ira, puedes comprarle hidromanzia (que te da los poderes de el dios del mar) durante 20 min a cambio de 15 bloques de lapislázuli.
Tamaño: 3 bloques de alto
Suelta: hidromanzia
Pero para matarle habrá que matar a la criatura que usa como transporte:
El hidrogedón
Es una criatura que le sirve al dios del mar como transporte para matar al dios, hay que matar al hidrogedón ya que el dios estará metido dentro de su boca.
Tamaño: 7 bloques de alto, 15 de largo y 4 de ancho.
Su aspecto es el de una ballena con un caparazón de tortuga que lleva en la espalda y en vez de cola de ballena tiene tentáculos de calamar.
Suelta: 256 pescados (aleatorios) caparazón de hidrogedón(para hacer un escudo) y tentáculo de hidrogedón(para hacer un látigo que ciega a loa enemigos y los atrapa(al ser un tentáculo con ventosas engancha a los enemigos)
Caballo de mar
Los uméngenos pueden montar a estos caballos, estos en su mayoría llevan un collar de oro con un símbolo de una gota, que les vincula con el dios del mar.
Estos caballos se pueden domar como un caballo normal si no llevan collar a no ser que hayas matado al dios del mar, necesitas una silla de caballo de mar, que se consigue comerciando con algún uménge.
Tamaño: 3 bloques de alto
Seatath
Cuando un uméngeno líder monta un caballo de mar, las células mutadas contagian al caballo de mar y lo transforman en un feroz corcel con afilados colmillos y gran cresta este se puede domar al matar a su jinete, solo aparecen cuando un uménge líder monta un caballo de mar.
Tamaño: 4 bloques de alto
Los uméngenos son una raza avanzada y an construido robots:
Vigilante
Vigila alrededor del pueblo buscando enemigos, si lo encuentra alertara a todos con una alarma, si eres enemigo del pueblo y un vigilante te ve dará la alarma.
Tamaño 1\2 bloque( va nadando a 1 bloque de distancia del suelo.
Pacificador
Es un robot grande que pelea por la paz del pueblo Uménge
Tamaño: 2 bloques de alto
Los robots sueltan: redstone, metal y oro
Las anguilas son animales inofensivos que si tu das click derecho con un palo a la anguila se enroscara y la podrás usar para aturdir a enemigos.
Like por el pedazo de descripción de los uménge
Planeo agregar algún tipo de gente de peces, y estas son buenas ideas para ellos. Sin embargo, no creo que pueda hacer el hidrogedón en Minecraft.
These mobs are large amphibians that move in herds lead by a dominant male. The rest of the herd is females and low ranking males. They lumber around in swamps and similar biomes and feed on low ground vegetation and water plants.
MALE
Males are very aggressive and territorial. They will puff up there brightly colored throats and create loud low booming sounds to scare off players, other mobs, or other males. A herd is lead by a dominant male. The herd sticks by him. Other lesser males in the herd stay in the outskirts of the herd.
When two males fight, they will size each other up by puffing up there throats and showing off there colors to intimidate there rival. Males will defend there females from threats
FEMALE
Females make up majority of the herd. They follow the lead male where ever he goes. A female will flee from most mobs and the player if attacked Unless she has young. If not attacked they are docile and will ignore the player. Unless they have young and get too close.
YOUNG
Young start off in the water as tadpole like creatures. They can't move on land with there tiny legs, so they rely on there mother to protect and feed them. Once they gain size and strength in there legs, they will waddle onto land and follow there mother (basically they become a smaller version of the adults when they move onto land). Young are curious when around there mother and will often walk up to almost anything they don't know anything about. However they startle easily and will let out a squeak if scared, alerting there mother.
DROPS
These animals drop food. This food grants people who eat them a short boost of energy, allowing them to move quicker and longer as well as enhance there strength. Cooking it satisfy's hunger more, but lacks the effects.
(maybe this too, Not sure if it's a good idea or works well) You may also be able to gather there tails. While useless to you the Barakoa find them valuable and will trade very good items for them
TAMING
To tame these mobs you must find a nest of eggs. The nest usually is made up of leaves, reeds and other plants clumped together into one mass. If you are lucky and find a nest, you are treated to usually up to a dozen eggs. Once you gather and place the eggs in a pool of water, wait until they hatch. Once hatched, the young will depend on you to feed them water plants and leaves etc. Once they reach adult hood they can be mounted and can carry more then a double chest worth of storage.
Males that are tamed can use there booming sounds to scare away mobs. They move slowly on land, but are somewhat fast in the water.
Hope you like it.
Hm, I like your drawings, but I don't think this mob is right for MM. It's very realistic as an animal and doesn't introduce an exciting theme or design in line with the sword-and-sorcery mobs Mowzie's Mobs adds. Sorry.
I think a really cool idea would be a sort of "beast master", that has weapons similar to wolverine claws, and has control of 2-4 tiger-like creatures, called Sabers for a lack of a better name. They would be a little bit bigger than a polar bear, and would have a orange-yellow pattern. They would have large saber teeth, and would attack you by trying to cornering you, and then subsequently mauling you. The beast master would have a saber skull mask as well as a saber pelt. He uses the pelt as a shield to block arrows, and he can take any arrows lodged in the pelt and use them like a dart or throwing knife. He would be native to deserts, and would spawn inside of a overhang-cave sort of thing, and inside the cave would be pelts of the sabers, which can be used to make a cape with the same properties as the beast masters. The beast master attacks you by running at you on all fours, jumping up to slice you with his claws and when he gets low he backs off and lets his sabers take care of you. During this time, he is vulnerable, but is also healing slowly. Attacking him will make the sabers move a lot faster and hit harder. The beast masters claws could maybe have a poison or bleeding effect. Sorry for the sabers being a saber tooth tiger, i just think a large cat fits the description for a "beast".
been trying out your mod and gotta say I'm in love
now, as usual, I've got an idea for you;
I'm really into artillary, and after seeing how efficiently you made the geomancy work I was wondering if you'd like to incorporate a simmilar attack into a mob.
My idea is for the future planned sky serpent, swamp insect, or entirely seperate mob that involves a flying creature that picks up clumps of blocks and drops them down on you
The attack pattern could involve the creature rapiddly hovering over a patch of land (maybe even landing) to select a proper amount of blocks to pick up
This would give you enough time to attack them before they take off and drop it down on you
all in all it's a straight forward tactic but I dont think I've seen any mod's do it before
another idea I have which involves artillary is a flame creature that could be tammed and used almost like a mountable turret
I'm thinking something like a pheonix or some sort of kommodo dragon like creature with flame-like fur
the creature once tamed would be mounted and have an extremely powerful flame attack or instead single fire lobbing attack that would require the mob to stop moving so that it could maintane ballance. it'd be a really fun creature for a sort of tower defence mechanic
another way of making the fire lobbing lizard (or mammel) mob work is if it was a sort of small pack hunter that would involve some of the creatures making a sort of shield wall with extendable frills on their heads/elbos (like in "The Great Wall") or simply blocking with a sort of shell or thick hide. While the other creatures of the pack would work like mortars, lifting up their heads and shooting out single shots of fire in the players general area
These creatures could spawn near villages at night, acting like raiding parties of somewhat intelligent beasts
Now, I know you don't want to add creatures that exist already in mythology or other games or whatnot, but hear me out: the Dead Hand.
If you've played Ocarina of Time up to Beneath the Well, you'll have an idea of the nightmare I'm thinking of. I just feel you and your amazing animations could really do a good job with this. Some changes, of course, to both avoid being a direct copy, and to make it more feasible in Minecraft.
Possible modifications & other details:
- Only reveals itself when there is a single player within a certain distance. If more players arrive, it hides itself and retreats.
- Possibility to force it into visibility by finding the hiding place, perhaps a Lens of Truth-sort of thing.
- This would not be an enemy to spawn anywhere, but something for a structure, like the Ferrous Wroughtnaut. Some sort of underground crypt-like chamber.
- When hiding, it goes into blocks like Silverfish, but the block is marked with a dark shadow of sorts. Would start out hidden in the center block of the chamber, only popping out when a single player enters. Perhaps limited to hiding inside certain types of blocks, to prevent it from getting too far away or following the player if they decide to flee.
- Can move up to a few blocks away when hidden, but not too many. Perhaps it only appears to move, moving the shadow on the block, while the real entity remains in the initial position, although this is really only effective the first few times.
- Minor loot, or visibly fancy chests in the chamber, to tempt a lone player into entering unawares? Greater loot for killing it, of course (still working on that bit).
- One drop could be the Lens of Truth type item itself, to allow future encounters to be made somewhat easier.
- Option: a certain number of hands/arms have to be killed/destroyed before the main entity reveals itself/is able to be harmed.
- Option: the blocks it hides in become unbreakable via normal means, but explosions can force it out into the light.
- Since this would likely end up counting as undead, thus being flammable in sunlight, perhaps it is quicker to resume hiding if exposed to the light.
An alternate name would probably be needed, along with some minor visual differences unless you wanted to just make the Dead Hand as-is. I'm struggling on thinking of a name, though, at the moment.
I could see this being both really fun and potentially terrifying. Good on servers, where you might accidentally break into this underground chamber, and maybe you realize what it is and retreat for backup, or maybe you don't...
Go get backup, to collect some minor loot? Or challenge what lies in the darkness, all alone?
Please redo the frost maw, it really doesn't look like one of your mobs, it looks like a low-budget mowzie mob.
Woah woah woah that's just straight up rude he put a lot of effort into it and I think it turned out really good, the reason it's composed of several large blocks could be mostly due to it being a winter beast that would have a thick coat, not a small barakoa with very small preportions or a ferrious Wroughnaut with several individual plates of armour
Hi Mowzie you are correct about the disjointed concepts and to be honest I didn't feel good about the attacks either and I really wasn't happy with the end result as well when I posted the suggestion honestly I felt like I wanted to make something that would greatly impress and although it kind of worked I wanted to wait to see if you at least like one thing about and I'm glad its the design because now I know I can keep that the same so I can work on the attacks.
The Angler Maw
Hp: 50
Dmg: 10
Drops: Anglar Fangs, lantern bulb, ink sacs, Anglar shell, and various fish
Biome: Deep Ocean
It's a slow, armored, angler fish like monster with two large sharp fangs that prowls the deep in constant search of food. It has been seen attacking any living thing in the ocean such as guardians, squid, player, and any other mob or passive animal that enters the water(If the Angler can see them though). Its hard carapace and girth make it slow but it has developed an ability to flash its head bulb to blind prey allowing it to get closer to prey.
(I wanted to do something where you can tame it but I don't think it would work but if you'd like to hear please let me know.)
Its bulb drop can be used has helmet that doesn't give a lot of armor but can be used as a wearable light source for dark areas.
Its shell can be used to make armor that is durable and gives iron or diamond level armor bars but it makes you slow because of how heavy its shell is.
I also thought of its teeth being used as a part of the helmet recipe and used as a weapon itself too.
I think a really cool idea would be a sort of "beast master", that has weapons similar to wolverine claws, and has control of 2-4 tiger-like creatures, called Sabers for a lack of a better name. They would be a little bit bigger than a polar bear, and would have a orange-yellow pattern. They would have large saber teeth, and would attack you by trying to cornering you, and then subsequently mauling you. The beast master would have a saber skull mask as well as a saber pelt. He uses the pelt as a shield to block arrows, and he can take any arrows lodged in the pelt and use them like a dart or throwing knife. He would be native to deserts, and would spawn inside of a overhang-cave sort of thing, and inside the cave would be pelts of the sabers, which can be used to make a cape with the same properties as the beast masters. The beast master attacks you by running at you on all fours, jumping up to slice you with his claws and when he gets low he backs off and lets his sabers take care of you. During this time, he is vulnerable, but is also healing slowly. Attacking him will make the sabers move a lot faster and hit harder. The beast masters claws could maybe have a poison or bleeding effect. Sorry for the sabers being a saber tooth tiger, i just think a large cat fits the description for a "beast".
This is a very cool concept! Thanks! I don't feel like the desert is the right setting for the encounter though. Maybe the mega-taiga?
been trying out your mod and gotta say I'm in love
now, as usual, I've got an idea for you;
I'm really into artillary, and after seeing how efficiently you made the geomancy work I was wondering if you'd like to incorporate a simmilar attack into a mob.
My idea is for the future planned sky serpent, swamp insect, or entirely seperate mob that involves a flying creature that picks up clumps of blocks and drops them down on you
The attack pattern could involve the creature rapiddly hovering over a patch of land (maybe even landing) to select a proper amount of blocks to pick up
This would give you enough time to attack them before they take off and drop it down on you
all in all it's a straight forward tactic but I dont think I've seen any mod's do it before
another idea I have which involves artillary is a flame creature that could be tammed and used almost like a mountable turret
I'm thinking something like a pheonix or some sort of kommodo dragon like creature with flame-like fur
the creature once tamed would be mounted and have an extremely powerful flame attack or instead single fire lobbing attack that would require the mob to stop moving so that it could maintane ballance. it'd be a really fun creature for a sort of tower defence mechanic
another way of making the fire lobbing lizard (or mammel) mob work is if it was a sort of small pack hunter that would involve some of the creatures making a sort of shield wall with extendable frills on their heads/elbos (like in "The Great Wall") or simply blocking with a sort of shell or thick hide. While the other creatures of the pack would work like mortars, lifting up their heads and shooting out single shots of fire in the players general area
These creatures could spawn near villages at night, acting like raiding parties of somewhat intelligent beasts
Hm, I'm really not a fan of mob griefing. As a similar idea, though, I thought of adding dopey vulture-like birds that fly low above deserts and occasionally drop egg-bombs that pop when they hit the ground.
That's a cool mechanic. Need to do some thinking about the mob itself.
Also cool, but I kind of feel like giving beasts military-like coordination would break their characterization as animals and disjoint the design. Maybe a hostile sentient race rides these beasts into battle?
Now, I know you don't want to add creatures that exist already in mythology or other games or whatnot, but hear me out: the Dead Hand.
If you've played Ocarina of Time up to Beneath the Well, you'll have an idea of the nightmare I'm thinking of. I just feel you and your amazing animations could really do a good job with this. Some changes, of course, to both avoid being a direct copy, and to make it more feasible in Minecraft.
Possible modifications & other details:
- Only reveals itself when there is a single player within a certain distance. If more players arrive, it hides itself and retreats.
- Possibility to force it into visibility by finding the hiding place, perhaps a Lens of Truth-sort of thing.
- This would not be an enemy to spawn anywhere, but something for a structure, like the Ferrous Wroughtnaut. Some sort of underground crypt-like chamber.
- When hiding, it goes into blocks like Silverfish, but the block is marked with a dark shadow of sorts. Would start out hidden in the center block of the chamber, only popping out when a single player enters. Perhaps limited to hiding inside certain types of blocks, to prevent it from getting too far away or following the player if they decide to flee.
- Can move up to a few blocks away when hidden, but not too many. Perhaps it only appears to move, moving the shadow on the block, while the real entity remains in the initial position, although this is really only effective the first few times.
- Minor loot, or visibly fancy chests in the chamber, to tempt a lone player into entering unawares? Greater loot for killing it, of course (still working on that bit).
- One drop could be the Lens of Truth type item itself, to allow future encounters to be made somewhat easier.
- Option: a certain number of hands/arms have to be killed/destroyed before the main entity reveals itself/is able to be harmed.
- Option: the blocks it hides in become unbreakable via normal means, but explosions can force it out into the light.
- Since this would likely end up counting as undead, thus being flammable in sunlight, perhaps it is quicker to resume hiding if exposed to the light.
An alternate name would probably be needed, along with some minor visual differences unless you wanted to just make the Dead Hand as-is. I'm struggling on thinking of a name, though, at the moment.
I could see this being both really fun and potentially terrifying. Good on servers, where you might accidentally break into this underground chamber, and maybe you realize what it is and retreat for backup, or maybe you don't...
Go get backup, to collect some minor loot? Or challenge what lies in the darkness, all alone?
I love Ocarina of Time and Deadhand, but my concern here is that if I add it directly, then Mowzie's Mobs becomes a Legend of Zelda mod, which ruins the integrity of the fiction I am trying to create. If I add it with a different name and appearance, then people will accuse me of "ripping off" Zelda. I already do receive such accusations, but this mob is much less archetypal and would be harder to make my case for.
I'm sure the community and I can think of another mob that fits the same atmosphere and role in the Minecraft world.
This comment is relevant in at least two conversations I am having at the moment.
One is about a general mob-adding API mod, to allow modelers to add their mobs to Minecraft in the form of a small mod with very limited to no coding knowlegde required. (Since I noticed a general trend of this wish of adding new Entities from an over-abundance of modelers and a poignant scarcity of programmers willing to / having time to help them with that.) I will also be calling upon Mowzie himself in this venture.
The second is a general chat about the updating and porting of the Zelda Sword Skills mods including the official developer.
Just informing you that I will link this message in both of these conversations.
As cool as that would be, a mob-adding API/program is far beyond my abilities. It has been attempted before, actually, with little success.
No, I just don't have time to take on more projects. And again, I suspect this would be beyond my abilities. (I'm not actually a very good programmer. I have enough trouble porting my own mod...).
Have you actually included the dependency rule to your @Mod annotation in your code by now? I mean 1.11.2, by that.
Because the 1.10.2 version of your mod outright crashes instead of Forge telling you that you have a missing dependency.
If not, then please do so, because this would be a very easy fix that would save you a lot of questions.
Kinds regards,
Mathew
I'm actually not sure. I'll have to check. Thanks!
Please redo the frost maw, it really doesn't look like one of your mobs, it looks like a low-budget mowzie mob.
A bit brash, but I'd like to take any constructive criticism you have. I'm afraid this message isn't particularly useful without specifics, though. Could you please specify what you would change and why?
Hi Mowzie you are correct about the disjointed concepts and to be honest I didn't feel good about the attacks either and I really wasn't happy with the end result as well when I posted the suggestion honestly I felt like I wanted to make something that would greatly impress and although it kind of worked I wanted to wait to see if you at least like one thing about and I'm glad its the design because now I know I can keep that the same so I can work on the attacks.
The Angler Maw
Hp: 50
Dmg: 10
Drops: Anglar Fangs, lantern bulb, ink sacs, Anglar shell, and various fish
Biome: Deep Ocean
It's a slow, armored, angler fish like monster with two large sharp fangs that prowls the deep in constant search of food. It has been seen attacking any living thing in the ocean such as guardians, squid, player, and any other mob or passive animal that enters the water(If the Angler can see them though). Its hard carapace and girth make it slow but it has developed an ability to flash its head bulb to blind prey allowing it to get closer to prey.
(I wanted to do something where you can tame it but I don't think it would work but if you'd like to hear please let me know.)
Its bulb drop can be used has helmet that doesn't give a lot of armor but can be used as a wearable light source for dark areas.
Its shell can be used to make armor that is durable and gives iron or diamond level armor bars but it makes you slow because of how heavy its shell is.
I also thought of its teeth being used as a part of the helmet recipe and used as a weapon itself too.
This is so much better! Now, the mob's design, mechanics, properties, and role all complement one another. I may revise the drops, though.
The only critique I have with the Frostmaw is that it's antlers could have been made 3D instead of 2D. But other then that, I love the Frostmaw
You would prefer the antlers to be made out of boxes like the rest of the mob?
I've considered keeping them as textured planes but rendering them with thickness, like how Minecraft renders items.
Maybe a hostile sentient race rides these beasts into battle?
Or, the sentient would control them telepathically and killing it would render the beasts uncoordinated and chaotic, attacking anything that moves (even their fellow beasts).
I have come up with another idea, hopefully this time it will fit better.
The name is still a WIP but for now i call it a Dune Sailback or just Sailback.
Found In hot desert regions, Sailbacks are giant reptilian beasts that spend their time underground to keep cool. Often resting with their top sail sticking out of the ground to absorb heat to use as a deadly weapon if disturbed. Any traveler that threatens them will most likely be scorched by a fiery ball of death which they are able to produce by absorbing sunlight. If not, then their foe will be crushed by their thick and spiky chin which they use to burrow with or be scratched with by their claws. They are a deadly beast for any adventuring trying to hunt them for their valuable fire sack. The fire sack is what allows the Sailback to store and produce fire from their mouths. Killing the beast may provide a lucky warrior one of these sacks which if squeezed will shoot a small burst of flame. Some may be unlucky and end up with a empty sack due to the beast using it up during battle or not charging it. If this is the case then they can charge it them selves by leaving it in the sun or heating it in an oven. The sack can also be used as a good fuel source, being able to smelt much more iron then coal can.
[b]This is optional V[/b]
These creatures also come in two color variety. Either a pale sandy color in normal deserts or a orange-red color in red deserts or mesas.
If you want me to go more in [/b][b]depth[/b] with stats and drops and etc, just let me know.[/b]
[b]P.S - [/b][b]The picture in the corner of the Sailback drawing is a very rough top down view.[/b]
I love Ocarina of Time and Deadhand, but my concern here is that if I add it directly, then Mowzie's Mobs becomes a Legend of Zelda mod, which ruins the integrity of the fiction I am trying to create. If I add it with a different name and appearance, then people will accuse me of "ripping off" Zelda. I already do receive such accusations, but this mob is much less archetypal and would be harder to make my case for.
I'm sure the community and I can think of another mob that fits the same atmosphere and role in the Minecraft world.
How about this: the main mechanics are still the same, but instead of a main body and arms, it's a Summoner of sorts? Maybe a dark swirl of black smoke that forms into a somewhat solid shape, would also explain how it goes in and out of solid walls. At this point it would probably be different enough that it wouldn't even resemble the Dead Hand anymore, really.
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
The Angler Maw
Biome: Deep ocean
It's a slow, armored, angler fish like monster with two large sharp fangs that prowls the deep in constant search of food often eating stone, dirt, sand, or other inanimate objects if live prey can't be found. It is constantly seen attacking guardians, squids, dolphins(I don't know whether to include them or not yet), and especially the player. Because of its slow speed, if it spots potential prey it will use its lantern appendage located on top of its head to create a blinding flash to stun prey while it begins to close in on them, it also developed an ability to store indigestible body parts of its previous prey and if certain prey tries to create distance between it and the prey and will regurgitate and spit the remains at its opponent the only projectile that it spits is an ink sac that can causes blindness. While also fighting Guardians where if the opponent were to get close and puff its quills out the Angler has developed its hard shell to allow it to ram prey if it can work up the speed. The mob will use its lantern appendage to begin the attack and if it feels overwhelmed then it will use it a lot more than usual.
Hp: 50
Dmg: 10
Drops: Prismarine shards, lantern bulb, ink sacs, its shell, and various fish
Okay, thanks for telling me.
I'm working on this, yeah.
I won't go back to 1.7.10. I plan to backport to 1.10.2, though.
It's a neat design, but I feel like the concept is a bit disjointed. Instead of a single unifying mechanic, the mob idea mashes a number of unrelated attacks together. Sorry, but it could use some work.
Me gusta la idea de un gusano de arena gigante, pero muchos mods han creado monstruos muy similares. No creo que esta sugerencia sea lo suficientemente diferente como para agregarla. Lo siento.
Here is an idea I had for a mob that would only be encountered near chilly or cold waters(spoilers for the update aquatic as it incorporates some of its features) …
… It will only spawn on cold beach, stone beach, and frozen ocean biomes, so it will be pretty rare. They’re a small, peaceful little mob. They look like a baby seal with a light brown coat and white underbelly. It has large puppy dog ears that droop from the side of it’s head. On their snout they have long whiskers and teeny-tiny baby tusks. They will usually spawn on icebergs and attack fish (update aquatic).
They spawn in large groups of 3-7. They look a bit derpy on land but swim gracefully in the water, and will curiously crowd around the player, even if you have no food in your hand. These adorable little critters play in the ice and water all day long. You can even feed them raw fish, raw salmon, bones, … rotten flesh… and spider eyes? That might be a little strange, but these guys are still cute! However… you can still kill them… after the first swing of the sword, they panic, yelping and barking as they slowly try to teach the water. But they are too slow on land and you may easily catch them. After they are killed. They slump to the ground, their fur skin flattened against the ground. But something is wrong, they’re not dispersing or turning into a particles or whatever. Instead it grow larger and flatter, rising into the air and slowly revealing their true form. Only shown to cruel and greedy hunters. A lanky 4 block tall nature protecting creature. The VAKTALTOK (talliktok = inuit for “is hidden” and vakt = norse for “guardian”) drapes a fur skin across his back with patches of stitched together furs and leathers, even having sewn on button eyes. It has bumpy brown skin and webbed fingers and toes with long nails. It’s mouth has jagged tusks, and it’s beard is spindly and braided. They have a large, yellow eyes. They carry a strange fishing spear, it gives off a strange pale aura to it.
While fighting them, they move semi-slowly, while all others in a 30 block radius also transform into the true form. Their health is 45 .
For melee attacks, the Vaktaltok can..
But they have some other longer ranged attacks, such as
If you decide that the water is an easier way of escape, watch out! As the Vaktaltok crowd near the water's edge, they seem to slip their hands into the skin of the seal, and morph back into the seal-like form, but instead of the cute and loving eyes, it retains the piercing yellow eyes of the true form. They act like underwater torpedoes that circle the player quickly, like sharks. after leaving the water, they leave the water too.
After killing them they slump down to the ground. They have a few cool drops.
COMMON: they have an 90% chance of dropping a few raw fish, salmon, etc that they can eat, and the update aquatic addition of kelp(there will most likely be a sugarcane like inventory item). Also, packed ice blocks because… ice.
UNCOMMON: around 60% chance of them dropping gold nuggets, iron nuggets, and prismarine crystals. Probably treasures found while they were scrounging the sea floor.
RARE!: these two items are only dropped by Vaktaltok, and only about 10%.
The first is the “Fishing Javelin”, It acts like one of the new trident weapons with the loyalty enchantment,and will do as much as a iron trident would . But unlike those, it has a few differences.
Secondly is an elytra like armor, it’s called the “Seal’s skin”.After you put it on, you are transformed into one of the Vaktaltok seals! You have different abilities and controls in this form.
INSPIRATIONS:
The general idea of the Vaktaltok is of a myriad of mythology's, like the irish mythological selkie http://www.orkneyjar.com/folklore/selkiefolk/ ,
The ancient norse interpretations of trolls http://www.mysticfiles.com/trolls-from-ancient-to-modern/ , the inuit quallupilluk http://www.inuitmyths.com/qallupilluk.htm and a little behavior wise of greek saytrs https://en.wikipedia.org/wiki/Saty
Here is the Terrarserm (Tear-A-Sir-Man)
Name is still a whip
These mobs are large amphibians that move in herds lead by a dominant male. The rest of the herd is females and low ranking males. They lumber around in swamps and similar biomes and feed on low ground vegetation and water plants.
MALE
Males are very aggressive and territorial. They will puff up there brightly colored throats and create loud low booming sounds to scare off players, other mobs, or other males. A herd is lead by a dominant male. The herd sticks by him. Other lesser males in the herd stay in the outskirts of the herd.
When two males fight, they will size each other up by puffing up there throats and showing off there colors to intimidate there rival. Males will defend there females from threats
FEMALE
Females make up majority of the herd. They follow the lead male where ever he goes. A female will flee from most mobs and the player if attacked Unless she has young. If not attacked they are docile and will ignore the player. Unless they have young and get too close.
YOUNG
Young start off in the water as tadpole like creatures. They can't move on land with there tiny legs, so they rely on there mother to protect and feed them. Once they gain size and strength in there legs, they will waddle onto land and follow there mother (basically they become a smaller version of the adults when they move onto land). Young are curious when around there mother and will often walk up to almost anything they don't know anything about. However they startle easily and will let out a squeak if scared, alerting there mother.
DROPS
These animals drop food. This food grants people who eat them a short boost of energy, allowing them to move quicker and longer as well as enhance there strength. Cooking it satisfy's hunger more, but lacks the effects.
(maybe this too, Not sure if it's a good idea or works well) You may also be able to gather there tails. While useless to you the Barakoa find them valuable and will trade very good items for them
TAMING
To tame these mobs you must find a nest of eggs. The nest usually is made up of leaves, reeds and other plants clumped together into one mass. If you are lucky and find a nest, you are treated to usually up to a dozen eggs. Once you gather and place the eggs in a pool of water, wait until they hatch. Once hatched, the young will depend on you to feed them water plants and leaves etc. Once they reach adult hood they can be mounted and can carry more then a double chest worth of storage.
Males that are tamed can use there booming sounds to scare away mobs. They move slowly on land, but are somewhat fast in the water.
Hope you like it.
It's not a bad idea, and I like your drawings a lot. My one concern is that it feels a little bit random; why would a super-powerful, sentient ice demon disguise itself as a baby seal? I'll hold on to the idea though and consider it. Thanks!
Planeo agregar algún tipo de gente de peces, y estas son buenas ideas para ellos. Sin embargo, no creo que pueda hacer el hidrogedón en Minecraft.
Hm, I like your drawings, but I don't think this mob is right for MM. It's very realistic as an animal and doesn't introduce an exciting theme or design in line with the sword-and-sorcery mobs Mowzie's Mobs adds. Sorry.
I think a really cool idea would be a sort of "beast master", that has weapons similar to wolverine claws, and has control of 2-4 tiger-like creatures, called Sabers for a lack of a better name. They would be a little bit bigger than a polar bear, and would have a orange-yellow pattern. They would have large saber teeth, and would attack you by trying to cornering you, and then subsequently mauling you. The beast master would have a saber skull mask as well as a saber pelt. He uses the pelt as a shield to block arrows, and he can take any arrows lodged in the pelt and use them like a dart or throwing knife. He would be native to deserts, and would spawn inside of a overhang-cave sort of thing, and inside the cave would be pelts of the sabers, which can be used to make a cape with the same properties as the beast masters. The beast master attacks you by running at you on all fours, jumping up to slice you with his claws and when he gets low he backs off and lets his sabers take care of you. During this time, he is vulnerable, but is also healing slowly. Attacking him will make the sabers move a lot faster and hit harder. The beast masters claws could maybe have a poison or bleeding effect. Sorry for the sabers being a saber tooth tiger, i just think a large cat fits the description for a "beast".
been trying out your mod and gotta say I'm in love
now, as usual, I've got an idea for you;
I'm really into artillary, and after seeing how efficiently you made the geomancy work I was wondering if you'd like to incorporate a simmilar attack into a mob.
My idea is for the future planned sky serpent, swamp insect, or entirely seperate mob that involves a flying creature that picks up clumps of blocks and drops them down on you
The attack pattern could involve the creature rapiddly hovering over a patch of land (maybe even landing) to select a proper amount of blocks to pick up
This would give you enough time to attack them before they take off and drop it down on you
all in all it's a straight forward tactic but I dont think I've seen any mod's do it before
another idea I have which involves artillary is a flame creature that could be tammed and used almost like a mountable turret
I'm thinking something like a pheonix or some sort of kommodo dragon like creature with flame-like fur
the creature once tamed would be mounted and have an extremely powerful flame attack or instead single fire lobbing attack that would require the mob to stop moving so that it could maintane ballance. it'd be a really fun creature for a sort of tower defence mechanic
another way of making the fire lobbing lizard (or mammel) mob work is if it was a sort of small pack hunter that would involve some of the creatures making a sort of shield wall with extendable frills on their heads/elbos (like in "The Great Wall") or simply blocking with a sort of shell or thick hide. While the other creatures of the pack would work like mortars, lifting up their heads and shooting out single shots of fire in the players general area
These creatures could spawn near villages at night, acting like raiding parties of somewhat intelligent beasts
Now, I know you don't want to add creatures that exist already in mythology or other games or whatnot, but hear me out: the Dead Hand.
If you've played Ocarina of Time up to Beneath the Well, you'll have an idea of the nightmare I'm thinking of. I just feel you and your amazing animations could really do a good job with this. Some changes, of course, to both avoid being a direct copy, and to make it more feasible in Minecraft.
Possible modifications & other details:
- Only reveals itself when there is a single player within a certain distance. If more players arrive, it hides itself and retreats.
- Possibility to force it into visibility by finding the hiding place, perhaps a Lens of Truth-sort of thing.
- This would not be an enemy to spawn anywhere, but something for a structure, like the Ferrous Wroughtnaut. Some sort of underground crypt-like chamber.
- When hiding, it goes into blocks like Silverfish, but the block is marked with a dark shadow of sorts. Would start out hidden in the center block of the chamber, only popping out when a single player enters. Perhaps limited to hiding inside certain types of blocks, to prevent it from getting too far away or following the player if they decide to flee.
- Can move up to a few blocks away when hidden, but not too many. Perhaps it only appears to move, moving the shadow on the block, while the real entity remains in the initial position, although this is really only effective the first few times.
- Minor loot, or visibly fancy chests in the chamber, to tempt a lone player into entering unawares? Greater loot for killing it, of course (still working on that bit).
- One drop could be the Lens of Truth type item itself, to allow future encounters to be made somewhat easier.
- Option: a certain number of hands/arms have to be killed/destroyed before the main entity reveals itself/is able to be harmed.
- Option: the blocks it hides in become unbreakable via normal means, but explosions can force it out into the light.
- Since this would likely end up counting as undead, thus being flammable in sunlight, perhaps it is quicker to resume hiding if exposed to the light.
An alternate name would probably be needed, along with some minor visual differences unless you wanted to just make the Dead Hand as-is. I'm struggling on thinking of a name, though, at the moment.
I could see this being both really fun and potentially terrifying. Good on servers, where you might accidentally break into this underground chamber, and maybe you realize what it is and retreat for backup, or maybe you don't...
Go get backup, to collect some minor loot? Or challenge what lies in the darkness, all alone?
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
very interesting mod
Please redo the frost maw, it really doesn't look like one of your mobs, it looks like a low-budget mowzie mob.
Woah woah woah that's just straight up rude he put a lot of effort into it and I think it turned out really good, the reason it's composed of several large blocks could be mostly due to it being a winter beast that would have a thick coat, not a small barakoa with very small preportions or a ferrious Wroughnaut with several individual plates of armour
Besides it's more focused on how you play with it
Hi Mowzie you are correct about the disjointed concepts and to be honest I didn't feel good about the attacks either and I really wasn't happy with the end result as well when I posted the suggestion honestly I felt like I wanted to make something that would greatly impress and although it kind of worked I wanted to wait to see if you at least like one thing about and I'm glad its the design because now I know I can keep that the same so I can work on the attacks.
The Angler Maw
Hp: 50
Dmg: 10
Drops: Anglar Fangs, lantern bulb, ink sacs, Anglar shell, and various fish
Biome: Deep Ocean
It's a slow, armored, angler fish like monster with two large sharp fangs that prowls the deep in constant search of food. It has been seen attacking any living thing in the ocean such as guardians, squid, player, and any other mob or passive animal that enters the water(If the Angler can see them though). Its hard carapace and girth make it slow but it has developed an ability to flash its head bulb to blind prey allowing it to get closer to prey.
(I wanted to do something where you can tame it but I don't think it would work but if you'd like to hear please let me know.)
Its bulb drop can be used has helmet that doesn't give a lot of armor but can be used as a wearable light source for dark areas.
Its shell can be used to make armor that is durable and gives iron or diamond level armor bars but it makes you slow because of how heavy its shell is.
I also thought of its teeth being used as a part of the helmet recipe and used as a weapon itself too.
Awesome
The only critique I have with the Frostmaw is that it's antlers could have been made 3D instead of 2D. But other then that, I love the Frostmaw
This is a very cool concept! Thanks! I don't feel like the desert is the right setting for the encounter though. Maybe the mega-taiga?
Hm, I'm really not a fan of mob griefing. As a similar idea, though, I thought of adding dopey vulture-like birds that fly low above deserts and occasionally drop egg-bombs that pop when they hit the ground.
That's a cool mechanic. Need to do some thinking about the mob itself.
Also cool, but I kind of feel like giving beasts military-like coordination would break their characterization as animals and disjoint the design. Maybe a hostile sentient race rides these beasts into battle?
I love Ocarina of Time and Deadhand, but my concern here is that if I add it directly, then Mowzie's Mobs becomes a Legend of Zelda mod, which ruins the integrity of the fiction I am trying to create. If I add it with a different name and appearance, then people will accuse me of "ripping off" Zelda. I already do receive such accusations, but this mob is much less archetypal and would be harder to make my case for.
I'm sure the community and I can think of another mob that fits the same atmosphere and role in the Minecraft world.
As cool as that would be, a mob-adding API/program is far beyond my abilities. It has been attempted before, actually, with little success.
No, I just don't have time to take on more projects. And again, I suspect this would be beyond my abilities. (I'm not actually a very good programmer. I have enough trouble porting my own mod...).
Thanks!
I'm actually not sure. I'll have to check. Thanks!
A bit brash, but I'd like to take any constructive criticism you have. I'm afraid this message isn't particularly useful without specifics, though. Could you please specify what you would change and why?
This is so much better! Now, the mob's design, mechanics, properties, and role all complement one another. I may revise the drops, though.
You would prefer the antlers to be made out of boxes like the rest of the mob?
I've considered keeping them as textured planes but rendering them with thickness, like how Minecraft renders items.
Or, the sentient would control them telepathically and killing it would render the beasts uncoordinated and chaotic, attacking anything that moves (even their fellow beasts).
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I have come up with another idea, hopefully this time it will fit better.
The name is still a WIP but for now i call it a Dune Sailback or just Sailback.
Found In hot desert regions, Sailbacks are giant reptilian beasts that spend their time underground to keep cool. Often resting with their top sail sticking out of the ground to absorb heat to use as a deadly weapon if disturbed. Any traveler that threatens them will most likely be scorched by a fiery ball of death which they are able to produce by absorbing sunlight. If not, then their foe will be crushed by their thick and spiky chin which they use to burrow with or be scratched with by their claws. They are a deadly beast for any adventuring trying to hunt them for their valuable fire sack. The fire sack is what allows the Sailback to store and produce fire from their mouths. Killing the beast may provide a lucky warrior one of these sacks which if squeezed will shoot a small burst of flame. Some may be unlucky and end up with a empty sack due to the beast using it up during battle or not charging it. If this is the case then they can charge it them selves by leaving it in the sun or heating it in an oven. The sack can also be used as a good fuel source, being able to smelt much more iron then coal can.
[b]This is optional V[/b]
These creatures also come in two color variety. Either a pale sandy color in normal deserts or a orange-red color in red deserts or mesas.
If you want me to go more in [/b][b]depth[/b] with stats and drops and etc, just let me know.[/b]
[b]P.S - [/b][b]The picture in the corner of the Sailback drawing is a very rough top down view.[/b]
How about this: the main mechanics are still the same, but instead of a main body and arms, it's a Summoner of sorts? Maybe a dark swirl of black smoke that forms into a somewhat solid shape, would also explain how it goes in and out of solid walls. At this point it would probably be different enough that it wouldn't even resemble the Dead Hand anymore, really.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
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I think that a mob that involves the Llama in some way, like that it rides them in a caravan style, would be cool.