You should add a treeth. An ent like creature that invades wooden blocks near the player controlling them and building up health as a result (of course there should be a limit editable in the config so it doesn't become too bosslike) and the only way to restore the wooden blocks is by killing the mob. It should drop an item that lets you hide in blocks for a certain amount of time helping you hide from mobs and if you move it gives you absorption (while animating the block you were hiding as on your character and making it fall off and disappear).
Hi Mohawky, it's been a while since the Ruins forums, oh, it turns out that the creature of night terrors as you mentioned can be cobbled together in a summon command, and even a cobbled-together version shows it would work well in Mowzie's mobs in a custom form. Maybe an irresistibly soft trap-door spider or something slow that would need surprise to ensure a successful attack.
In the picture I just trapped a zombie in a two-deep hole and got the bed to the right height against the floor. The hitbox pushes you before you fall in with it, which could be how the creature traps the player.
It would be like a pangolin with a soft, fluffy back, and the front pummeling fists would interlock perfectly into the front part of the crouched animal, forming the pillow, kind of like those rock-crabs on Pirates of the Caribbean, at worlds end.
Tried making the form out of armorstands, but ended up with Replicators from Stargate *hides*.
Sometimes i remain speechless thinking on how much work mod makers have to do just because minecraft is coded in java...
And knowing how much simpler things would be in a newer engine.
Thanks, it's a labor of love.
I kinda like Java because of how flexible it is. But yeah, a newer engine/language would bring some great capabilities with it.
1.12.2 is starting to shape up like 1.7.10 for mod support. Some big name mods have released for it while skipping most of the rest, or even since 1.7.10
Twilight Forest, Erebus, Aether 2, Galacticraft, soon to be Thaumcraft!
to start off, i don't have the time (and tbh, probably neither the patience) to read trough all that has been said so far, so sorry if my suggestion has already been suggested (redundancy ftw).
so, i belive a monster that can't be killed by hitting it, or at least is very hard to hit would be interesting, what i have in mind, more precisely, is something akin to a irl jumping spider; A tiny arthropod that moves extremely fast, but in bursts, so fast, in fact, that if it misses it's target and hits a block, it takes significant damage, dying after 3 or 4 times. it would deal fairly little damage, so that it is not too powerfull and you can kill it even if it gets the first hit before you notice it.
I feel that pine/spruce forests would be a good biome for it
As for the drops, i am not sure, but it would probably be something related to how it moves and/or it's chemical makeup, for instace, if it moves by creating small explosions, it could drop said explosives.
i was basically rambling here, i wrote it as it came to my mind, so i appologize if it is badly structured or such.
thank you for your time and attention.
The mechanic you described is pretty cool. But I feel like it would be more appropriate for a large, lumbering, and clumsy beast mob. When I think of jumping spiders, I think of precision and agility. When I think of rhinoceri, for example, I think of recklessness and brute strength.
You should add a treeth. An ent like creature that invades wooden blocks near the player controlling them and building up health as a result (of course there should be a limit editable in the config so it doesn't become too bosslike) and the only way to restore the wooden blocks is by killing the mob. It should drop an item that lets you hide in blocks for a certain amount of time helping you hide from mobs and if you move it gives you absorption (while animating the block you were hiding as on your character and making it fall off and disappear).
I really don't like it when mobs grief the environment. Sorry, going to have to turn this down.
A mimic monster that sneaks into your base and replaces your bed - only comes alive when you try to sleep - aaaaarrrggghhhh!
This sounds much more frustrating than it does fun.
A big part of mob design is maintaining atmosphere. A players spawn should feel like a safe place with the hostility of the world coming from the outside. A mimic chest in a dungeon underground would be a more appropriate trap-like mob, and Primitive Mobs adds a great one.
Hi Mohawky, it's been a while since the Ruins forums, oh, it turns out that the creature of night terrors as you mentioned can be cobbled together in a summon command, and even a cobbled-together version shows it would work well in Mowzie's mobs in a custom form. Maybe an irresistibly soft trap-door spider or something slow that would need surprise to ensure a successful attack.
In the picture I just trapped a zombie in a two-deep hole and got the bed to the right height against the floor. The hitbox pushes you before you fall in with it, which could be how the creature traps the player.
It would be like a pangolin with a soft, fluffy back, and the front pummeling fists would interlock perfectly into the front part of the crouched animal, forming the pillow, kind of like those rock-crabs on Pirates of the Caribbean, at worlds end.
Tried making the form out of armorstands, but ended up with Replicators from Stargate *hides*.
Oh, that's really cool. I still don't feel like the mechanic lends itself to fun gameplay, though. Sorry.
A lean, quadrupedal predator with leathery light gray skin.
No eyes, a fairly long tail (1 or 1 & 1/2 blocks long), and a mouth comprising of several
tentacle-like appendages (6 maybe? Not sure how easy that would be to put on a model)
Size: 1 & 1/2 blocks tall, 2 or 3 blocks long (not including the tail).
Behavior:
Regularly makes high pitched clicking noises for echolocation.
When attacking prey, it will leap 4 or 5 blocks horizontally and half a block vertically. Upon landing, it may slide a block or two. Alternatively, if the target is within reach (1 block range) it will lash out with one of it's clawed forelegs.
They will attack cows, pigs, chickens, and sheep.
If one encounters another, they will attack each other.
Upon reaching half health, the serghen will run away.
It is unknown how these creature procreate, so farming them is impossible.
Drops:
2-5 Odd Leather, which can be used in place of normal leather.
(Maybe make an item or two that requires Odd Leather to make.)
Inspiration: the alien creatures from the movie The Quiet Place.
The helm's obtainable, yes, but I'm 90% sure LeJuanisimo wanted the rest of the armor, chestplate and what have you.
Got another idea here:
If you were to make neutral tribes/villages/kingdoms, I think it's fair game that you allow them to have something in their arsenal that they'll unleash upon the player should they decide to commit acts of hostility against them. It could be some sort of divine blessing from their deity, or maybe advanced armory, or maybe even hulking beasts which they have tamed.
I know it's unlikely, but now I'm just imagining some sort of Eskimo-esque tribe member riding a Frostmaw chasing after a player.
Now that I think about it, how do you feel about adding kingdoms in this mod? Would it feel too weird for a mod like this?
I'd like to see a mob that intelligently tosses players towards danger (cliffs/lava/other mobs) but I'm still not sure if the toss should activate if the player is too far from the mob, or too close to the mob. Whatever the case is determined to be, once the player is in a safe range, the mob will only use its basic attack: I'm picturing some sort of magic particle if the safe-distance is far (like from a wizard!); or just a basic hit if the safe-distance is close; however, the mechanic of knowing where to throw players is quite powerful, so I'm almost thinking it shouldn't have a base-attack? Despite that seeming kind of boring, perhaps it should just back up/strafe as it charges up another throw, sort of like how skeletons back up/strafe when shooting arrows. Whatever the case, this mob should most likely have a much larger and more clear charge up to throwing than skeletons do to shooting arrows.
The toss ability from this mob wouldn't have to be super powerful, maybe just a push in the wrong direction. ;P If there are no obstacles near-by, then the throw isn't very deadly! It will just keep trying to get the player closer to the closest danger around. But I'd want the player to know what's pushing/throwing them, so what this mob should probably do is shake the player's screen or stun them in a way that is clearly unique to this mob, that way the player knows exactly what is coming or happening to them/why once they learn what the mob does. That - I think - would make the mechanics of the mob a little more solid and clear.
Aaaanyway, I haven't actually played this mod yet because I've got all my mods in 1.12.2, but I know this mod is good, so I'm fine with writing a suggestion like this, lolz. I hope to play this mod soon in 1.12.2, and I hope to see a magical, wizardy/ghosty, gandalph smart-danger mob!
-Thanks
((Also, be sure to read my newer comment --> which is in reply to someone else.))
I'd like to see a mob that intelligently tosses players towards danger (cliffs/lava/other mobs)
There's a good sample in Twilight Forest mod : The Yetis, If you get too close to the yetis, they will grab you up and throw you away a small distance, you will take some melee damage + falling damage...
And sometimes they will toss you down to the open underground ravine if you're close to the ravine and get unlucky (You will suffered huge falling damage)...
Yeah! That's a good example to draw inspiration from, but the danger of the yeti's toss sounds like it's just a luck-factor. I've only seen one mob (besides the yetis, which were just mentioned) that throws players. It's called a Karate Zombie, but it only throws players in whatever direction it's facing. (The Karate Zombie came from the Japanese Weapons and Architecture mod, which has now spread into the Better With Add-ons mod.) I have seen one mob that grabs players and intelligently seeks out deep water to drown them in, but the mob is broken because it can't be attacked or escaped from at the moment, so it's a write-off for now, lol. (That mob exists in the Deadly Monsters mod.)
What I want to see is something that intentionally bounces/tosses/whatevers players toward the closest and most accessible fire, cliff, other mobs, lava, etc.. It's basically utilizing the Minecraft world to hurt the player, which is extremely unique. I think one key to this mob not being too overpowered is the fact that it wouldn't be dangerous unless the player is actually in a dangerous situation, by which I mean, the throw on its own shouldn't really have any fall-damage or melee damage applied to it, at least not more than like half a heart; however, if a player is mining on the edge of a ravine and they see or hear this mob, that's when it becomes dangerous, so the player knows they should find advantageous ground, hug the wall to stay far away from it and possible danger, and/or use blocks to ground themselves in place so they don't get tossed into death, then they can work out how to attack it. The mob shouldn't be overpowered though, it should be about as difficult as any standard mob, and one way to achieve this might be to make the strength/distance of the throw weaker the farther away from a player it is...(?) Or something like that.
This mob's existence would add a whole new element of strategy to the game because instead of taking advantage of a mob's AI (like the Karate Zombie) by just standing in the direction that the player knows the mob won't throw, this new mob I'm proposing would always bump/toss a player towards the nearest instance of danger. I don't mean fling the player straight into the danger with sniper-precision from like 20 blocks away, but it would definitely give the player a good head-start towards potential death. And if there are other mobs around after the player gets tossed, the mobs might attack the player and bump them ever closer to the danger; although, if the player was already too close to the hazard when the throwing-mob first threw them, then the throwing-mob would most likely just get them into the danger or down the danger on the first go, in which case, oops, the player didn't take the proper precautions when they heard the mob. This mob will certainly need a distinct sound, and maybe a clear charge-up before the grab/throw.
Slight balancing queue - and this also adds an important mechanic that players should know about the mob: I don't think the mob should prioritize where it throws players based on the deadliness of the obstacle. The mob should always throw players towards the closest instance of danger (as long as the closest danger is not obstructed by walls/bocks/etc) This makes the mob's mechanics predictable, which I think is a good thing. EX: If there is a small, three-to-four-block drop two blocks to the left of the player, but there's a pit of lava five or six blocks to the right of the player, I think the mob should still throw the player towards the three-to-four-block drop since it's closer, even though lava would be much more deadly. Again, I know it doesn't necessarily make sense for an enemy to choose the less dangerous option, but that's because it's just for balance/predictability. xD
TL:DR: The mob should intentionally toss players towards the closest hazard, it shouldn't be luck-based; the throw on its own shouldn't apply (much) damage (if any at all); the strength/distance of the throw might get weaker the farther a player is from the mob, so that way it's not OP; mob always tosses toward danger, so the AI can't be taken advantage of; mob prioritizes the closest obstacle, not the most dangerous obstacle; mob may or may not even have a base-attack.
Lol, yaaaah... my naive version of the code (the way I'm thinking it could be done), is just something like... the mob checks its surroundings constantly, and if there is a drop in Y-axis by 3 or more blocks based on its current Y-axis, it's counted as a hazard and the player can be thrown there. Or if {Lava} is found within [r=20] (a radius of 20) or something, it's also counted as an obstacle/hazard, etc. etc. Maybe make it so the mob can't detect things past blocks - like, it's checker/radius scan will just stop scanning if it hits a block that's head-height with it, and only has 1 block of air beneath it because a player can't even fit through that kind of a space.
I'm sure by the time all the different hazards were put in place, the code would look like spaghetti, xD but hopefully, I'm wrong and there's an easy-ish way to do it. Maybe, once the mob grabs the player, the Hazards can be treated as player entities, that way the mob can easily target them using Minecraft's already-developed tracking-system, and it can turn its body and throw the player that way.
I’m gonna try my best to describe this mobs mechanics
I was thinking it would be cool for a mob to use some kind of horcrux mechanic
if you don’t know, a horcrux is a type of spell in Harry Potter where a dark wizard takes a fragment of their soul and puts it in an object or living thing, by doing this they achieve immortality because the horcrux(thing with the soul in it) is part of them so if you don’t destroy the horcrux you can’t kill them entirely
so basically the mob I’m thinking of would be an optional miniboss that has a few minions surrounding it, each minion would have a piece of the mobs “soul” in it so you have to kill them first before killing the boss, each minion killed would damage the boss so when you kill the final minion, the mob boss will about half of its health, the twist is that as a last ditch effort to survive the mob makes a horcrux out of you, so when you hit it you get damaged also, so killing it would kill you too, the way it does this is by attaching a magic vine to you that binds you two together, if you want to kill it without dying you have to cut the vine with a sword enchanted with sharpness
the mob would be some kind of voodoo doll looking thing, which would fit thematically considering its method of attack
Here is some concept art, of course how they’ll look is up to you if you ever decide on using any of my ideas
Add a phantom that has cape it uses for attacks, it can use the cape as a shield or it can shoot multiple arrows from the cape (can't do both at the same time)
Excellent news for 1.12, native tribes will once again walk the savannas!
When playing in a pack with this in 1.11 I started building extra details like these towers and using Ruins to flesh out the biome and to enhance the aspect of civilization of living tribes.
A lean, quadrupedal predator with leathery light gray skin.
No eyes, a fairly long tail (1 or 1 & 1/2 blocks long), and a mouth comprising of several
tentacle-like appendages (6 maybe? Not sure how easy that would be to put on a model)
Size: 1 & 1/2 blocks tall, 2 or 3 blocks long (not including the tail).
Behavior:
Regularly makes high pitched clicking noises for echolocation.
When attacking prey, it will leap 4 or 5 blocks horizontally and half a block vertically. Upon landing, it may slide a block or two. Alternatively, if the target is within reach (1 block range) it will lash out with one of it's clawed forelegs.
They will attack cows, pigs, chickens, and sheep.
If one encounters another, they will attack each other.
Upon reaching half health, the serghen will run away.
It is unknown how these creature procreate, so farming them is impossible.
Drops:
2-5 Odd Leather, which can be used in place of normal leather.
(Maybe make an item or two that requires Odd Leather to make.)
Inspiration: the alien creatures from the movie The Quiet Place.
Sorry, this mob doesn't bring anything new to Minecraft. It's just a tooth-and-claw design with a melee and leaping attack.
Will we ever be able to get the Ferrous Wroughtnaught armor? I mean, its badass and we could just rebuild it using a salvaged one
Well, I don't really think it would fit a player, but that's really not a good excuse.
I don't feel like the Wroughtnaut should drop its entire armor set. I'll keep thinking of reasonable ways to make the suit obtainable. No promises, though.
The helm's obtainable, yes, but I'm 90% sure LeJuanisimo wanted the rest of the armor, chestplate and what have you.
Got another idea here:
If you were to make neutral tribes/villages/kingdoms, I think it's fair game that you allow them to have something in their arsenal that they'll unleash upon the player should they decide to commit acts of hostility against them. It could be some sort of divine blessing from their deity, or maybe advanced armory, or maybe even hulking beasts which they have tamed.
I know it's unlikely, but now I'm just imagining some sort of Eskimo-esque tribe member riding a Frostmaw chasing after a player.
Now that I think about it, how do you feel about adding kingdoms in this mod? Would it feel too weird for a mod like this?
Yeah, sounds good.
That would be cool, but I'd like to keep the idea of the frostmaw as a wild beast. Perhaps a new creature could serve as an ice-themed mount.
I'd be all for it, with some reservations.
First, I need a good idea for one; I don't feel like adding just plain kingdoms. I've been thinking up a civilization of simian-like bird people in the mountains.
Second, it needs to integrate into the vanilla landscape and atmosphere. A city is huge and can be disruptive if placed poorly or scaled imperfectly. I do like challenges like this, though.
Third, it's really hard. The Barakoa villages took absolutely forever to make, even at that small scale.
We'll see. I'd like to focus on other things for now.
I'd like to see a mob that intelligently tosses players towards danger (cliffs/lava/other mobs) but I'm still not sure if the toss should activate if the player is too far from the mob, or too close to the mob. Whatever the case is determined to be, once the player is in a safe range, the mob will only use its basic attack: I'm picturing some sort of magic particle if the safe-distance is far (like from a wizard!); or just a basic hit if the safe-distance is close; however, the mechanic of knowing where to throw players is quite powerful, so I'm almost thinking it shouldn't have a base-attack? Despite that seeming kind of boring, perhaps it should just back up/strafe as it charges up another throw, sort of like how skeletons back up/strafe when shooting arrows. Whatever the case, this mob should most likely have a much larger and more clear charge up to throwing than skeletons do to shooting arrows.
The toss ability from this mob wouldn't have to be super powerful, maybe just a push in the wrong direction. ;P If there are no obstacles near-by, then the throw isn't very deadly! It will just keep trying to get the player closer to the closest danger around. But I'd want the player to know what's pushing/throwing them, so what this mob should probably do is shake the player's screen or stun them in a way that is clearly unique to this mob, that way the player knows exactly what is coming or happening to them/why once they learn what the mob does. That - I think - would make the mechanics of the mob a little more solid and clear.
Aaaanyway, I haven't actually played this mod yet because I've got all my mods in 1.12.2, but I know this mod is good, so I'm fine with writing a suggestion like this, lolz. I hope to play this mod soon in 1.12.2, and I hope to see a magical, wizardy/ghosty, gandalph smart-danger mob!
-Thanks
((Also, be sure to read my newer comment --> which is in reply to someone else.))
This is kinda neat. With a solid design that makes sense with this mechanic, this would make a great mob.
But I can't think of how I would program this. Environment detection and analysis is really hard.
Lol, yaaaah... my naive version of the code (the way I'm thinking it could be done), is just something like... the mob checks its surroundings constantly, and if there is a drop in Y-axis by 3 or more blocks based on its current Y-axis, it's counted as a hazard and the player can be thrown there. Or if {Lava} is found within [r=20] (a radius of 20) or something, it's also counted as an obstacle/hazard, etc. etc. Maybe make it so the mob can't detect things past blocks - like, it's checker/radius scan will just stop scanning if it hits a block that's head-height with it, and only has 1 block of air beneath it because a player can't even fit through that kind of a space.
I'm sure by the time all the different hazards were put in place, the code would look like spaghetti, xD but hopefully, I'm wrong and there's an easy-ish way to do it. Maybe, once the mob grabs the player, the Hazards can be treated as player entities, that way the mob can easily target them using Minecraft's already-developed tracking-system, and it can turn its body and throw the player that way.
Sorry, it just doesn't work like that, no matter how many brackets you use. It's not targetting that's the problem, it's the initial detection.
I’m gonna try my best to describe this mobs mechanics
I was thinking it would be cool for a mob to use some kind of horcrux mechanic
if you don’t know, a horcrux is a type of spell in Harry Potter where a dark wizard takes a fragment of their soul and puts it in an object or living thing, by doing this they achieve immortality because the horcrux(thing with the soul in it) is part of them so if you don’t destroy the horcrux you can’t kill them entirely
so basically the mob I’m thinking of would be an optional miniboss that has a few minions surrounding it, each minion would have a piece of the mobs “soul” in it so you have to kill them first before killing the boss, each minion killed would damage the boss so when you kill the final minion, the mob boss will about half of its health, the twist is that as a last ditch effort to survive the mob makes a horcrux out of you, so when you hit it you get damaged also, so killing it would kill you too, the way it does this is by attaching a magic vine to you that binds you two together, if you want to kill it without dying you have to cut the vine with a sword enchanted with sharpness
the mob would be some kind of voodoo doll looking thing, which would fit thematically considering its method of attack
Here is some concept art, of course how they’ll look is up to you if you ever decide on using any of my ideas
Add a phantom that has cape it uses for attacks, it can use the cape as a shield or it can shoot multiple arrows from the cape (can't do both at the same time)
Hm, but Minecraft mobs can already use shields and shoot arrows. What can this cape do that no other mob can?
Excellent news for 1.12, native tribes will once again walk the savannas!
When playing in a pack with this in 1.11 I started building extra details like these towers and using Ruins to flesh out the biome and to enhance the aspect of civilization of living tribes.
You should add a treeth. An ent like creature that invades wooden blocks near the player controlling them and building up health as a result (of course there should be a limit editable in the config so it doesn't become too bosslike) and the only way to restore the wooden blocks is by killing the mob. It should drop an item that lets you hide in blocks for a certain amount of time helping you hide from mobs and if you move it gives you absorption (while animating the block you were hiding as on your character and making it fall off and disappear).
Hi Mohawky, it's been a while since the Ruins forums, oh, it turns out that the creature of night terrors as you mentioned can be cobbled together in a summon command, and even a cobbled-together version shows it would work well in Mowzie's mobs in a custom form. Maybe an irresistibly soft trap-door spider or something slow that would need surprise to ensure a successful attack.
In the picture I just trapped a zombie in a two-deep hole and got the bed to the right height against the floor. The hitbox pushes you before you fall in with it, which could be how the creature traps the player.
It would be like a pangolin with a soft, fluffy back, and the front pummeling fists would interlock perfectly into the front part of the crouched animal, forming the pillow, kind of like those rock-crabs on Pirates of the Caribbean, at worlds end.
Tried making the form out of armorstands, but ended up with Replicators from Stargate *hides*.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Why would you skip 1.12.2? Seems like a giant waste of time, since the vast majority of the modding community is working with 1.12.2
1.13 is a long way from stable.
Thanks, it's a labor of love.
I kinda like Java because of how flexible it is. But yeah, a newer engine/language would bring some great capabilities with it.
Nah, no ETA. Sorry.
The mechanic you described is pretty cool. But I feel like it would be more appropriate for a large, lumbering, and clumsy beast mob. When I think of jumping spiders, I think of precision and agility. When I think of rhinoceri, for example, I think of recklessness and brute strength.
I really don't like it when mobs grief the environment. Sorry, going to have to turn this down.
This sounds much more frustrating than it does fun.
A big part of mob design is maintaining atmosphere. A players spawn should feel like a safe place with the hostility of the world coming from the outside. A mimic chest in a dungeon underground would be a more appropriate trap-like mob, and Primitive Mobs adds a great one.
Oh, that's really cool. I still don't feel like the mechanic lends itself to fun gameplay, though. Sorry.
I do not plan on skipping 1.12. Someone said I should earlier and a lot of discussion followed. I WILL update to 1.12.
Well good. Let me know if there is anything else I can take out of context and make strong statements on.
I made Japanese lang based on pentantan's.
I had posted lang which I had previously made with Github, but I fixed several mistakes.
# Creative Tabs
itemGroup.mowziesmobs.creativeTab=Mowzie's Mobs
# Entities
entity.foliaath.name=フォリアス
entity.ferrous_wroughtnaut.name=フェラス・ロートノート
entity.baby_foliaath.name=フォリアスの苗
entity.barakoan_barakoana.name=バラコア
entity.barakoan_player.name=バラコア
entity.barakoana.name=バラコアナ
entity.barakoaya.name=バラコア
entity.barako.name=バラコ・ザ・サンチーフ
entity.frostmaw.name=フロスト・モー
# Items
item.foliaathSeed.name=フォリアスの種
item.mobRemover.name=モブ削除用アイテム
item.wroughtAxe.name=千鋼の斧
item.wroughtHelm.name=ロートヘルム
item.barakoaMask.fury.name=激情のマスク
item.barakoaMask.fear.name=畏怖のマスク
item.barakoaMask.rage.name=憤怒のマスク
item.barakoaMask.bliss.name=至福のマスク
item.barakoaMask.misery.name=苦悩のマスク
item.barakoMask.name=太陽の面
item.dart.name=毒の吹き矢
item.spear.name=槍
item.blowgun.name=吹き筒
item.grantSunsBlessing.name=太陽の力
item.testStructure.name=テスト
item.icecrystal.name=アイスクリスタル
item.earthTalisman.name=大地のタリスマン
item.blowgun.text.0=チャージ速度が速い
item.blowgun.text.1=飛距離は長くない
item.blowgun.text.2=吹き矢専用
item.wroughtAxe.text.0=耐久値無限
item.wroughtAxe.text.1=右クリックで範囲攻撃
item.wroughtAxe.text.2=地面へShift+右クリックで地響き
item.barakoMask.text.0=耐久値無限
item.barakoMask.text.1=バラコアのマスクで右クリック
item.barakoMask.text.2=手下を呼び出せる
item.barakoaMask.fear.text.0=移動速度が上昇する
item.barakoaMask.fear.text.1=もしかすると...?
item.barakoaMask.rage.text.0=採掘速度が上昇する
item.barakoaMask.rage.text.1=もしかすると...?
item.barakoaMask.misery.text.0=攻撃からの耐性が付く
item.barakoaMask.misery.text.1=もしかすると...?
item.barakoaMask.bliss.text.0=跳躍力が上昇する
item.barakoaMask.bliss.text.1=もしかすると...?
item.barakoaMask.fury.text.0=攻撃力が上昇する
item.barakoaMask.fury.text.1=もしかすると...?
item.dart.text.0=吹き筒で撃ち出す
item.dart.text.1=当たったモブは毒に侵される
item.foliaathSeed.text.0=草ブロックの上に植える
item.foliaathSeed.text.1=2日間餌をやり続けよう
item.grantSunsBlessing.text.0=20秒間太陽の力が付く
item.grantSunsBlessing.text.1=素手で右クリックでサン・ストライクを放つ
item.grantSunsBlessing.text.2=素手でShit+右クリックで太陽光線を放つ(ただし制限時間が縮む)
item.earthTalisman.text.0=クリエイティブモードのみ
item.earthTalisman.text.1=インベントリにあると大地の力が付く
item.earthTalisman.text.2=地面を右クリックで土が浮き出す
item.earthTalisman.text.3=土をパンチする事で弾き飛ばす
item.earthTalisman.text.4=右クリック長押しで大きな土塊が現れる
item.mobRemover.text.0=右クリックで当MODのモブを削除
item.wroughtHelm.text.0=耐久値無限
item.spear.text.0=3.5ブロック分のリーチを持つ
item.spear.text.1=攻撃した動物は1/3の確率で即死する
item.icecrystal.text.0=右クリックで氷の息吹を放つ
item.icecrystal.text.1=放置しておけばチャージされる
# Blocks
tile.campfire.name=焚き火
tile.paintedAcacia.name=模様付きアカシアの木材
tile.paintedAcaciaSlab.name=模様付きアカシアの木材ハーフブロック
# Potions
potion.sunsBlessing=太陽の祝福
potion.geomancy=大地の力
potion.frozen=凍結
# Tile Entities
# Containers
entity.barakoaya.trade=バラコア
entity.barako.trade=太陽の酋長
entity.barako.trade.button.text=取引
entity.barako.trade.button.hover=2回目以降は無償で補充できる
entity.barako.replenish.button.text=力の補充
entity.barako.replenish.button.hover=無償で補充できる
# Death Messages
death.attack.dart=%1$sは%2$sに吹き矢で撃ち殺された
P.S.
I fixed something again.(Last updated 5/25)
I later got permission from pentantan.
Use of this is free.
Of course, all of this up to you
Mob Suggestion: Serghen
Pronunciation: Ser-gen
Biome: Roofed Forest
Health: 15 Hearts
General Appearance:
A lean, quadrupedal predator with leathery light gray skin.
No eyes, a fairly long tail (1 or 1 & 1/2 blocks long), and a mouth comprising of several
tentacle-like appendages (6 maybe? Not sure how easy that would be to put on a model)
Size: 1 & 1/2 blocks tall, 2 or 3 blocks long (not including the tail).
Behavior:
Regularly makes high pitched clicking noises for echolocation.
When attacking prey, it will leap 4 or 5 blocks horizontally and half a block vertically. Upon landing, it may slide a block or two. Alternatively, if the target is within reach (1 block range) it will lash out with one of it's clawed forelegs.
They will attack cows, pigs, chickens, and sheep.
If one encounters another, they will attack each other.
Upon reaching half health, the serghen will run away.
It is unknown how these creature procreate, so farming them is impossible.
Drops:
2-5 Odd Leather, which can be used in place of normal leather.
(Maybe make an item or two that requires Odd Leather to make.)
Inspiration: the alien creatures from the movie The Quiet Place.
you can already get his armour?...
hey!:D
My Discord ign is The_Naked_OwO#6969/308030940280520734, i don't add people i don't know though.
The helm's obtainable, yes, but I'm 90% sure LeJuanisimo wanted the rest of the armor, chestplate and what have you.
Got another idea here:
If you were to make neutral tribes/villages/kingdoms, I think it's fair game that you allow them to have something in their arsenal that they'll unleash upon the player should they decide to commit acts of hostility against them. It could be some sort of divine blessing from their deity, or maybe advanced armory, or maybe even hulking beasts which they have tamed.
I know it's unlikely, but now I'm just imagining some sort of Eskimo-esque tribe member riding a Frostmaw chasing after a player.
Now that I think about it, how do you feel about adding kingdoms in this mod? Would it feel too weird for a mod like this?
Krill13's Models
I'd like to see a mob that intelligently tosses players towards danger (cliffs/lava/other mobs) but I'm still not sure if the toss should activate if the player is too far from the mob, or too close to the mob. Whatever the case is determined to be, once the player is in a safe range, the mob will only use its basic attack: I'm picturing some sort of magic particle if the safe-distance is far (like from a wizard!); or just a basic hit if the safe-distance is close; however, the mechanic of knowing where to throw players is quite powerful, so I'm almost thinking it shouldn't have a base-attack? Despite that seeming kind of boring, perhaps it should just back up/strafe as it charges up another throw, sort of like how skeletons back up/strafe when shooting arrows. Whatever the case, this mob should most likely have a much larger and more clear charge up to throwing than skeletons do to shooting arrows.
The toss ability from this mob wouldn't have to be super powerful, maybe just a push in the wrong direction. ;P If there are no obstacles near-by, then the throw isn't very deadly! It will just keep trying to get the player closer to the closest danger around. But I'd want the player to know what's pushing/throwing them, so what this mob should probably do is shake the player's screen or stun them in a way that is clearly unique to this mob, that way the player knows exactly what is coming or happening to them/why once they learn what the mob does. That - I think - would make the mechanics of the mob a little more solid and clear.
Aaaanyway, I haven't actually played this mod yet because I've got all my mods in 1.12.2, but I know this mod is good, so I'm fine with writing a suggestion like this, lolz. I hope to play this mod soon in 1.12.2, and I hope to see a magical, wizardy/ghosty, gandalph smart-danger mob!
-Thanks
((Also, be sure to read my newer comment --> which is in reply to someone else.))
There's a good sample in Twilight Forest mod : The Yetis, If you get too close to the yetis, they will grab you up and throw you away a small distance, you will take some melee damage + falling damage...
And sometimes they will toss you down to the open underground ravine if you're close to the ravine and get unlucky (You will suffered huge falling damage)...
Say no to those "Low-quality MCreator Mods" !!!
Yeah! That's a good example to draw inspiration from, but the danger of the yeti's toss sounds like it's just a luck-factor. I've only seen one mob (besides the yetis, which were just mentioned) that throws players. It's called a Karate Zombie, but it only throws players in whatever direction it's facing. (The Karate Zombie came from the Japanese Weapons and Architecture mod, which has now spread into the Better With Add-ons mod.) I have seen one mob that grabs players and intelligently seeks out deep water to drown them in, but the mob is broken because it can't be attacked or escaped from at the moment, so it's a write-off for now, lol. (That mob exists in the Deadly Monsters mod.)
What I want to see is something that intentionally bounces/tosses/whatevers players toward the closest and most accessible fire, cliff, other mobs, lava, etc.. It's basically utilizing the Minecraft world to hurt the player, which is extremely unique. I think one key to this mob not being too overpowered is the fact that it wouldn't be dangerous unless the player is actually in a dangerous situation, by which I mean, the throw on its own shouldn't really have any fall-damage or melee damage applied to it, at least not more than like half a heart; however, if a player is mining on the edge of a ravine and they see or hear this mob, that's when it becomes dangerous, so the player knows they should find advantageous ground, hug the wall to stay far away from it and possible danger, and/or use blocks to ground themselves in place so they don't get tossed into death, then they can work out how to attack it. The mob shouldn't be overpowered though, it should be about as difficult as any standard mob, and one way to achieve this might be to make the strength/distance of the throw weaker the farther away from a player it is...(?) Or something like that.
This mob's existence would add a whole new element of strategy to the game because instead of taking advantage of a mob's AI (like the Karate Zombie) by just standing in the direction that the player knows the mob won't throw, this new mob I'm proposing would always bump/toss a player towards the nearest instance of danger. I don't mean fling the player straight into the danger with sniper-precision from like 20 blocks away, but it would definitely give the player a good head-start towards potential death. And if there are other mobs around after the player gets tossed, the mobs might attack the player and bump them ever closer to the danger; although, if the player was already too close to the hazard when the throwing-mob first threw them, then the throwing-mob would most likely just get them into the danger or down the danger on the first go, in which case, oops, the player didn't take the proper precautions when they heard the mob. This mob will certainly need a distinct sound, and maybe a clear charge-up before the grab/throw.
Slight balancing queue - and this also adds an important mechanic that players should know about the mob: I don't think the mob should prioritize where it throws players based on the deadliness of the obstacle. The mob should always throw players towards the closest instance of danger (as long as the closest danger is not obstructed by walls/bocks/etc) This makes the mob's mechanics predictable, which I think is a good thing. EX: If there is a small, three-to-four-block drop two blocks to the left of the player, but there's a pit of lava five or six blocks to the right of the player, I think the mob should still throw the player towards the three-to-four-block drop since it's closer, even though lava would be much more deadly. Again, I know it doesn't necessarily make sense for an enemy to choose the less dangerous option, but that's because it's just for balance/predictability. xD
TL:DR: The mob should intentionally toss players towards the closest hazard, it shouldn't be luck-based; the throw on its own shouldn't apply (much) damage (if any at all); the strength/distance of the throw might get weaker the farther a player is from the mob, so that way it's not OP; mob always tosses toward danger, so the AI can't be taken advantage of; mob prioritizes the closest obstacle, not the most dangerous obstacle; mob may or may not even have a base-attack.
sounds very hard to code, lol.(still super awesome :D)
hey!:D
My Discord ign is The_Naked_OwO#6969/308030940280520734, i don't add people i don't know though.
Lol, yaaaah... my naive version of the code (the way I'm thinking it could be done), is just something like... the mob checks its surroundings constantly, and if there is a drop in Y-axis by 3 or more blocks based on its current Y-axis, it's counted as a hazard and the player can be thrown there. Or if {Lava} is found within [r=20] (a radius of 20) or something, it's also counted as an obstacle/hazard, etc. etc. Maybe make it so the mob can't detect things past blocks - like, it's checker/radius scan will just stop scanning if it hits a block that's head-height with it, and only has 1 block of air beneath it because a player can't even fit through that kind of a space.
I'm sure by the time all the different hazards were put in place, the code would look like spaghetti, xD but hopefully, I'm wrong and there's an easy-ish way to do it. Maybe, once the mob grabs the player, the Hazards can be treated as player entities, that way the mob can easily target them using Minecraft's already-developed tracking-system, and it can turn its body and throw the player that way.
I’ve been cooking up a mob idea all day,
I’m gonna try my best to describe this mobs mechanics
I was thinking it would be cool for a mob to use some kind of horcrux mechanic
if you don’t know, a horcrux is a type of spell in Harry Potter where a dark wizard takes a fragment of their soul and puts it in an object or living thing, by doing this they achieve immortality because the horcrux(thing with the soul in it) is part of them so if you don’t destroy the horcrux you can’t kill them entirely
so basically the mob I’m thinking of would be an optional miniboss that has a few minions surrounding it, each minion would have a piece of the mobs “soul” in it so you have to kill them first before killing the boss, each minion killed would damage the boss so when you kill the final minion, the mob boss will about half of its health, the twist is that as a last ditch effort to survive the mob makes a horcrux out of you, so when you hit it you get damaged also, so killing it would kill you too, the way it does this is by attaching a magic vine to you that binds you two together, if you want to kill it without dying you have to cut the vine with a sword enchanted with sharpness
the mob would be some kind of voodoo doll looking thing, which would fit thematically considering its method of attack
Here is some concept art, of course how they’ll look is up to you if you ever decide on using any of my ideas
https://imgur.com/a/WFTu2b2
Add a phantom that has cape it uses for attacks, it can use the cape as a shield or it can shoot multiple arrows from the cape (can't do both at the same time)
Mowzie's Mobs has been updated to Minecraft 1.12! I've also released a patch for the 1.11 version with balancing and crash fixes.
Would you guys like me to work on a 1.10.2 backport, or get started on new content next?
Excellent news for 1.12, native tribes will once again walk the savannas!
When playing in a pack with this in 1.11 I started building extra details like these towers and using Ruins to flesh out the biome and to enhance the aspect of civilization of living tribes.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Thanks! I've incorporated this into 1.4.1.
Sorry, this mob doesn't bring anything new to Minecraft. It's just a tooth-and-claw design with a melee and leaping attack.
Well, I don't really think it would fit a player, but that's really not a good excuse.
I don't feel like the Wroughtnaut should drop its entire armor set. I'll keep thinking of reasonable ways to make the suit obtainable. No promises, though.
Yeah, sounds good.
That would be cool, but I'd like to keep the idea of the frostmaw as a wild beast. Perhaps a new creature could serve as an ice-themed mount.
I'd be all for it, with some reservations.
First, I need a good idea for one; I don't feel like adding just plain kingdoms. I've been thinking up a civilization of simian-like bird people in the mountains.
Second, it needs to integrate into the vanilla landscape and atmosphere. A city is huge and can be disruptive if placed poorly or scaled imperfectly. I do like challenges like this, though.
Third, it's really hard. The Barakoa villages took absolutely forever to make, even at that small scale.
We'll see. I'd like to focus on other things for now.
This is kinda neat. With a solid design that makes sense with this mechanic, this would make a great mob.
But I can't think of how I would program this. Environment detection and analysis is really hard.
Sorry, it just doesn't work like that, no matter how many brackets you use. It's not targetting that's the problem, it's the initial detection.
I won't make make the sharpness enchantment necessary to defeat a mob, but other than that it's a cool idea. I'll hold on to it. Thanks.
Hm, but Minecraft mobs can already use shields and shoot arrows. What can this cape do that no other mob can?
Ooh, that's cool!
More content pls
hey!:D
My Discord ign is The_Naked_OwO#6969/308030940280520734, i don't add people i don't know though.