You must be confused. I never shared any such image.
I think they saw it in Ice and Fire. There's definitely a creature there that fits the description. It's called an Ampithere iirc, and it's set to come out with the next major update.
Really cool design for the crab monster, and I love your artwork. I feel like it's mechanics are a bit understated, though. It just has a simple ranged and melee attack. It doesn't do anything that revolves around its underwater environment. I'll have to give it more thought.
The shaman idea is cool, but it really disjoints and distracts from the main ideas of the Barakoa tribe. The boss battle at the village, the implied hive-mind that they operate under, the sun theme, and the correlation between the mask designs and emotions would all be disturbed by the shaman. I'd rather save these interesting mechanics for an entirely different future mob. Possibly the Phoben, who also wears a mask of sorts.
It's not a very developed idea. I'm very open to suggestions.
maybe the crab monster could summon whirlwinds that could drag you in and make you vulnerable, he could spit out bubbles too which could explode (not creeper explode but like, bubble explode) and do some damage, the bubbles could have interesting physics as well, maybe if you got out of water it would drag you back in by spitting out water or just forcing you back in, i dont know about drops tho..
Here is the updated description of the necromancer.
THE MOB
Name: Necromancer
Height and Length: Same as a wither skeleton
Health: 60 points (30 hearts)
ABILITIES
Death and Decay: Shoots an orb of death or summons a rune that reduces it's victims life and heals the caster (like a wither effect).
Rise Of The Undead: Summons a small group of undead (2-5). The undead that you summon attack all mobs that you attack. As soon as they get hit by direct exposure to sun light, they instantly die.
Soul Swap: The caster swaps it's current location with an undead mob he chooses (with a right click).
PASSIVE ABILITIES
Ally Of The Undead: The player that has the Necromamcy effect is not attacked by undead mobs (summoned or not summoned).
Soul Collector: Each time you kill a mob or an other player, you collect 1 soul that is automatically used to fuel "The Totem Of Undead" (Necromancer item)
All active abilities and passive abilities are usable while you have the necromancy effect (except when you have soul fuel on your Totem). All abilities listed are used by the necromancer (except Soul Collector) These abilities can be used by the player as well (including Soul Collector) while having Necromancy or a Totem with soul fuel.
LOCATION
The Necromancer can be found on a Necromantic Tower in a swamp. The tower is medieval looking with spider webs and iron bars. Surrounding it is a small graveyard.
THE ENCOUNTER
Once you encounter the necromancer face to face he will display a message saying: "Join me or join the dead". If you click "Serve" you can bring him 1-3 wither skulls (randomly choosen by the necromancer) and he will award you with 10 Minutes of Necromancy and a full fuelled "Totem Of The Undead". If you don't accept his offer he will engage you in combat. Using his necromantic abilites he will try to kill you. Once you kill him you only get his robes (or armor, depends on design). So if you're looking for some dark powers be sure to ally with him.
THE TOTEM
The Totem Of Undead is a special item that can be used only by Necromancers. The moment you recive it for the first time it comes full of souls. When you use an active ability, it consumes souls from itself until it gets empty. You can refill it by using the passive ability Soul Collector. Every active ability has its costs of using (ex Death and Decay uses 2 souls per usage) The totem's max capacity is 25 souls. The totem cannot be removed from your inventory unless you die, and when you do die; the totem gets full on souls. Per each mob you kill you gain 2 souls and for each player you get 5.
DESIGN
I have a design that can be used as base but it even can look as the classic Necromancer with dark robes and has a skull for a face.
maybe the crab monster could summon whirlwinds that could drag you in and make you vulnerable, he could spit out bubbles too which could explode (not creeper explode but like, bubble explode) and do some damage, the bubbles could have interesting physics as well, maybe if you got out of water it would drag you back in by spitting out water or just forcing you back in, i dont know about drops tho..
Maybe. I’d really like to see more unity to it, though. How do the different abilities and weaknesses come together to form a comprehensive experience when encountering this mob?
Here is the updated description of the necromancer.
THE MOB
Name: Necromancer
Height and Length: Same as a wither skeleton
Health: 60 points (30 hearts)
ABILITIES
Death and Decay: Shoots an orb of death or summons a rune that reduces it's victims life and heals the caster (like a wither effect).
Rise Of The Undead: Summons a small group of undead (2-5). The undead that you summon attack all mobs that you attack. As soon as they get hit by direct exposure to sun light, they instantly die.
Soul Swap: The caster swaps it's current location with an undead mob he chooses (with a right click).
PASSIVE ABILITIES
Ally Of The Undead: The player that has the Necromamcy effect is not attacked by undead mobs (summoned or not summoned).
Soul Collector: Each time you kill a mob or an other player, you collect 1 soul that is automatically used to fuel "The Totem Of Undead" (Necromancer item)
All active abilities and passive abilities are usable while you have the necromancy effect (except when you have soul fuel on your Totem). All abilities listed are used by the necromancer (except Soul Collector) These abilities can be used by the player as well (including Soul Collector) while having Necromancy or a Totem with soul fuel.
LOCATION
The Necromancer can be found on a Necromantic Tower in a swamp. The tower is medieval looking with spider webs and iron bars. Surrounding it is a small graveyard.
THE ENCOUNTER
Once you encounter the necromancer face to face he will display a message saying: "Join me or join the dead". If you click "Serve" you can bring him 1-3 wither skulls (randomly choosen by the necromancer) and he will award you with 10 Minutes of Necromancy and a full fuelled "Totem Of The Undead". If you don't accept his offer he will engage you in combat. Using his necromantic abilites he will try to kill you. Once you kill him you only get his robes (or armor, depends on design). So if you're looking for some dark powers be sure to ally with him.
THE TOTEM
The Totem Of Undead is a special item that can be used only by Necromancers. The moment you recive it for the first time it comes full of souls. When you use an active ability, it consumes souls from itself until it gets empty. You can refill it by using the passive ability Soul Collector. Every active ability has its costs of using (ex Death and Decay uses 2 souls per usage) The totem's max capacity is 25 souls. The totem cannot be removed from your inventory unless you die, and when you do die; the totem gets full on souls. Per each mob you kill you gain 2 souls and for each player you get 5.
DESIGN
I have a design that can be used as base but it even can look as the classic Necromancer with dark robes and has a skull for a face.
This is better. I’m wondering if any other theme can be integrated into the design to deviate from the “classic” necromancer. I’m also having trouble imagining what fighting the necromancer would be like.
hi, i wonna propose a mob for a sunflower plane, it's the sword-trial.
THE ENCOUNTER: you can encounter it only doing certains things, you must find a new structure, the sword-shrine, where you can find a beautiful, magical sword blocked in a strange altar, the sword has a red gem on the guard, now, you need to interact with it, pressing right-click, the gem will start glowing and it will release a Golden spirit that will extract the sword, he, is the sword trial, the battle begins.
THE MOB: i do not wrought his stats or his damage cause i want you to modify it as your wish. in order to have a fair fight, it can be damaged only trought meele weapons, he has regeneration, can pass trought blocks and if you are too high in order to let him kill you it can float to you.
THE FIGHT: the sword trial will fight you using 3 different attacks:
1 sword-hit: a fast and powerfull hit with the sword, nothing special.
2 light-wave: the sword glows for one second and he do a super slash that creates a light wave like the master sword in zelda.
3 divine-smite: the spirit holds the sword with both hands and he lifts it on his head, the blade gets surrounded by a holy fire and after a few seconds he releases a powerfull attack, that creates a non-griefing explosion, this attack shots you.
DEATH ANIMATION: he get sucked in by the red gem.
DROPS: it drops the light-sword, an unbreakable sword with 2 powers: with right-click you do the sword-wave, five seconds of cooldown, shift-right-click for the divine-smite, recharge every 30 seconds.
PS: sorry for my bad english.
Sorry, but I don’t feel like this mob’s design or abilities are interesting enough in its current state. It also feels strange to me that such a powerful weapon would be just sitting around in an altar in a sunflower plain.
So Bob, about the last bit on the flower field, and you not understanding why a altar would be in a field of flowers?
Well, it's been a common thing in the gaming industry for a while that powerful swords lie in Plant-inhabited locations (on some occasions) Such as the master sword, the enchanted sword/arkhalis in terraria, etc
So Bob, about the last bit on the flower field, and you not understanding why a altar would be in a field of flowers?
Well, it's been a common thing in the gaming industry for a while that powerful swords lie in Plant-inhabited locations (on some occasions) Such as the master sword, the enchanted sword/arkhalis in terraria, etc
Hm, I don’t I explained myself properly. I have no problem with the foliage of the sunflower field setting. It’s the atmosphere that’s wrong.
I consider certain environments in Minecraft to be more “domestic”. Biomes like plains, regular forests, and beaches are domestic environments: safer, resourceful settings where a player might build their home. Other biomes, like jungles, savannas, and ice plains, are more adventurous: filled with danger and risks, but also treasure and rewards. The contrast makes both atmospheres even stronger and establishes interest. I’d like to further this with MM.
Hey Bob it's me the guy on youtube that keeps anoyinng you!!
How do you post pictures on the comments?
Hi. This is a much better place to annoy me, heheh.
It’s not as easy as it should be. You have to upload the image on some hosting website, copy the URL, click the little image button in the post editor, and paste the URL there.
30 hearts of life,1 heart of damage+wepon in there hand.
They live in swamp villages with spiked walls,they look like lizerd men but with rugged scales whith scars,they are neutral mobs that will traid fish and other meats for spears,wooden/stone tools and emeralds.What seperates them from normal villages is that by going in the town hall you can accept quests such as slaying a beast (such as a frost maw,to find it the quest giver will give you a map on its location) or delivering food or equipment all this for a reward of an amount of Tectonic Orbs (Magical stones that have to be smelted to show ther magicall potential such as shooting fire,ice,poison and other however they have a small durability and have to be fused to a blank crystal to crate the crystal that the frost maw drops but with the respective element) and karma,the more carma you get the more rewards you get and the less pricey the traides are, when you have the right amount of positive carma you will be accepted into the village and they will give you the mark of the Tokage (a permanent 25% damage reduction) and you will be abel to become a Shiriai(Acquaintance) buy completing triels in a serten time period and if you complete the triels and becume a Shiriai you will be granted 3 Numa Tokage to defend you,they will have a inventory of the size of a chest and you can give vem a weapon.If they die you can go back to the village and recrute a new troop by paying probably food.
30 hearts of life,1 heart of damage+wepon in there hand.
They live in swamp villages with spiked walls,they look like lizerd men but with rugged scales whith scars,they are neutral mobs that will traid fish and other meats for spears,wooden/stone tools and emeralds.What seperates them from normal villages is that by going in the town hall you can accept quests such as slaying a beast (such as a frost maw,to find it the quest giver will give you a map on its location) or delivering food or equipment all this for a reward of an amount of Tectonic Orbs (Magical stones that have to be smelted to show ther magicall potential such as shooting fire,ice,poison and other however they have a small durability and have to be fused to a blank crystal to crate the crystal that the frost maw drops but with the respective element) and karma,the more carma you get the more rewards you get and the less pricey the traides are, when you have the right amount of positive carma you will be accepted into the village and they will give you the mark of the Tokage (a permanent 25% damage reduction) and you will be abel to become a Shiriai(Acquaintance) buy completing triels in a serten time period and if you complete the triels and becume a Shiriai you will be granted 3 Numa Tokage to defend you,they will have a inventory of the size of a chest and you can give vem a weapon.If they die you can go back to the village and recrute a new troop by paying probably food.
Sorry, this isn't really what I'm looking for. They feel disjointed; they have several different unrelated features, mechanics, and design choices, few of which are unique to them.
bob, i've chosen the sunflowers biome only cause there is like 0 mods that adds something to it, if you want, you can change the biome, excluding this and the introduction, what do you think about the mob himself and his technique?
I see. Still, as I said before, the abilities you have described are not interesting enough. He has a melee attack and two projectile attacks. Fighting this boss wouldn't be a unique experience. Sorry, but in its current state, I am not interested in this mob.
# Barako Spawnrate: Smaller number is more frequent, 0 to disable spawning
I:"Barako Spawn Rate"=15
I:"Barakoa Difficulty Multiplier"=1
I:"Barakoa Spawn Rate"=4
I:"Foliaath Difficulty Multiplier"=1
I:"Foliaath Spawn Rate"=20
I:"Frostmaw Difficulty Multiplier"=1
I:"Frostmaw Spawn Rate"=1
I:"Wroughtnaut Difficulty Multiplier"=1
# Wroughtnaut Spawnrate: Smaller number is more frequent, 0 to disable spawning
I:"Wroughtnaut Spawn Rate"=40
}
Why are there two entries for Barakoa spawning? Does one control the small groups of Barakoa spawning without the villages - like patrols? If so, which is which?
And, does using 0 to disable - disable structures gen only, or does it disable the mob entirely?
There is only one Barakoa spawn rate. There is a separate entry for Barako’s spawn rate, which may be what’s confusing you.
0 to disable spawning does not remove the mob from the game. It won’t appear in world gen, but can still be spawned from eggs and commands.
Encounter: The Cardinal Forest is a custom biome that generates when you create a world. It has custom trees. In the centre of this forest, in a pedestal is placed an egg. Nadiel's egg. This egg is unprotected and can be destroyed by other evil mobs (ex: Zombie,Enderman etc) The egg is spawned when you enter the Forest. This egg will not hatch until the requirements are met. The egg needs at least 3 in-game days to hatch and by clicking the egg you can see how much time left is needed. You need to sacrifice 25 levels of experience and an emeral block to be able to hatch the egg on the third day and this can be done by clicking the hatch button the egg GUI when the third day is over. You need to protect the egg these 3 days as hostile mobs will spawn more frequently at these times and will tempt to destroy this egg. When the egg finally hatches, magical green light orbs will be drawn from the nearby plants and trees gathering around the egg and after a green light explosion Nadiel will appear. This is his child from. Not powerful enough and unable to lend you powers, he needs your protection once more. He will sit in the pedestal, now looking like a throne and will wonder sometimes into the woods as a little kid. He needs some time to grow. You need to feed him one emerald per day to be able to grow a stage (1/5) and when he reaches 5/5 the same green orbs will gather around him and transform him to his adult form. During this time hostile mobs will spawn even more frequently in atempt to kill the little Nadiel. Now that he's grown he can defend himself and reward you for your protection.
This is the part 1 of my mob idea. Part 2 will be out shortly. There I will explain his abilities, combat as well as the benefits that you can get from him
I wan't to re-code your mod with new version (from git-hub source)
I wan't this for "science" and code experience.
If it succes (bruh too much strings starts with "i"), be sure i won't upload it or something. Just for test i guess (plus i know that build would be buggy sometimes)
Wait, I just checked, is the Naga that Naga in buddhism? Is it going to be in the next release along with the Lantern?
SOOMEBODY HELP!!!! I PUNCHED MY FOLIATTH AND NOW IT IS GONE!!!!!
You have to feed it once a day for two days.
I’m not ready to talk about this yet. Sorry.
naga? what are you on about? i didn't know mowzie was doing a Naga?
there's a green-flying-winged-snake naga mowzie has posted sometime.
hey!:D
My Discord ign is The_Naked_OwO#6969/308030940280520734, i don't add people i don't know though.
i wanna see! why didn't i see? what did he say about the naga?
You must be confused. I never shared any such image.
I think they saw it in Ice and Fire. There's definitely a creature there that fits the description. It's called an Ampithere iirc, and it's set to come out with the next major update.
maybe the crab monster could summon whirlwinds that could drag you in and make you vulnerable, he could spit out bubbles too which could explode (not creeper explode but like, bubble explode) and do some damage, the bubbles could have interesting physics as well, maybe if you got out of water it would drag you back in by spitting out water or just forcing you back in, i dont know about drops tho..
Here is the updated description of the necromancer.
THE MOB
Name: Necromancer
Height and Length: Same as a wither skeleton
Health: 60 points (30 hearts)
ABILITIES
Death and Decay: Shoots an orb of death or summons a rune that reduces it's victims life and heals the caster (like a wither effect).
Rise Of The Undead: Summons a small group of undead (2-5). The undead that you summon attack all mobs that you attack. As soon as they get hit by direct exposure to sun light, they instantly die.
Soul Swap: The caster swaps it's current location with an undead mob he chooses (with a right click).
PASSIVE ABILITIES
Ally Of The Undead: The player that has the Necromamcy effect is not attacked by undead mobs (summoned or not summoned).
Soul Collector: Each time you kill a mob or an other player, you collect 1 soul that is automatically used to fuel "The Totem Of Undead" (Necromancer item)
All active abilities and passive abilities are usable while you have the necromancy effect (except when you have soul fuel on your Totem). All abilities listed are used by the necromancer (except Soul Collector) These abilities can be used by the player as well (including Soul Collector) while having Necromancy or a Totem with soul fuel.
LOCATION
The Necromancer can be found on a Necromantic Tower in a swamp. The tower is medieval looking with spider webs and iron bars. Surrounding it is a small graveyard.
THE ENCOUNTER
Once you encounter the necromancer face to face he will display a message saying: "Join me or join the dead". If you click "Serve" you can bring him 1-3 wither skulls (randomly choosen by the necromancer) and he will award you with 10 Minutes of Necromancy and a full fuelled "Totem Of The Undead". If you don't accept his offer he will engage you in combat. Using his necromantic abilites he will try to kill you. Once you kill him you only get his robes (or armor, depends on design). So if you're looking for some dark powers be sure to ally with him.
THE TOTEM
The Totem Of Undead is a special item that can be used only by Necromancers. The moment you recive it for the first time it comes full of souls. When you use an active ability, it consumes souls from itself until it gets empty. You can refill it by using the passive ability Soul Collector. Every active ability has its costs of using (ex Death and Decay uses 2 souls per usage) The totem's max capacity is 25 souls. The totem cannot be removed from your inventory unless you die, and when you do die; the totem gets full on souls. Per each mob you kill you gain 2 souls and for each player you get 5.
DESIGN
I have a design that can be used as base but it even can look as the classic Necromancer with dark robes and has a skull for a face.
Maybe. I’d really like to see more unity to it, though. How do the different abilities and weaknesses come together to form a comprehensive experience when encountering this mob?
This is better. I’m wondering if any other theme can be integrated into the design to deviate from the “classic” necromancer. I’m also having trouble imagining what fighting the necromancer would be like.
I’m not sure, probably not. Have you tried?
Sorry, but I don’t feel like this mob’s design or abilities are interesting enough in its current state. It also feels strange to me that such a powerful weapon would be just sitting around in an altar in a sunflower plain.
So Bob, about the last bit on the flower field, and you not understanding why a altar would be in a field of flowers?
Well, it's been a common thing in the gaming industry for a while that powerful swords lie in Plant-inhabited locations (on some occasions) Such as the master sword, the enchanted sword/arkhalis in terraria, etc
haha unoriginal signature go brr
Hey Bob it's me the guy on youtube that keeps anoyinng you!!
How do you post pictures on the comments?
Hm, I don’t I explained myself properly. I have no problem with the foliage of the sunflower field setting. It’s the atmosphere that’s wrong.
I consider certain environments in Minecraft to be more “domestic”. Biomes like plains, regular forests, and beaches are domestic environments: safer, resourceful settings where a player might build their home. Other biomes, like jungles, savannas, and ice plains, are more adventurous: filled with danger and risks, but also treasure and rewards. The contrast makes both atmospheres even stronger and establishes interest. I’d like to further this with MM.
Hi. This is a much better place to annoy me, heheh.
It’s not as easy as it should be. You have to upload the image on some hosting website, copy the URL, click the little image button in the post editor, and paste the URL there.
Numa Tokage:Swamp Lizerds
30 hearts of life,1 heart of damage+wepon in there hand.
They live in swamp villages with spiked walls,they look like lizerd men but with rugged scales whith scars,they are neutral mobs that will traid fish and other meats for spears,wooden/stone tools and emeralds.What seperates them from normal villages is that by going in the town hall you can accept quests such as slaying a beast (such as a frost maw,to find it the quest giver will give you a map on its location) or delivering food or equipment all this for a reward of an amount of Tectonic Orbs (Magical stones that have to be smelted to show ther magicall potential such as shooting fire,ice,poison and other however they have a small durability and have to be fused to a blank crystal to crate the crystal that the frost maw drops but with the respective element) and karma,the more carma you get the more rewards you get and the less pricey the traides are, when you have the right amount of positive carma you will be accepted into the village and they will give you the mark of the Tokage (a permanent 25% damage reduction) and you will be abel to become a Shiriai(Acquaintance) buy completing triels in a serten time period and if you complete the triels and becume a Shiriai you will be granted 3 Numa Tokage to defend you,they will have a inventory of the size of a chest and you can give vem a weapon.If they die you can go back to the village and recrute a new troop by paying probably food.
Sorry, this isn't really what I'm looking for. They feel disjointed; they have several different unrelated features, mechanics, and design choices, few of which are unique to them.
I see. Still, as I said before, the abilities you have described are not interesting enough. He has a melee attack and two projectile attacks. Fighting this boss wouldn't be a unique experience. Sorry, but in its current state, I am not interested in this mob.
There is only one Barakoa spawn rate. There is a separate entry for Barako’s spawn rate, which may be what’s confusing you.
0 to disable spawning does not remove the mob from the game. It won’t appear in world gen, but can still be spawned from eggs and commands.
A mob suggestion
Name: Nadiel
Size: 2.5 blocks tall
Status: Passive/Aggressive
Location: The Cardinal Forest
Encounter: The Cardinal Forest is a custom biome that generates when you create a world. It has custom trees. In the centre of this forest, in a pedestal is placed an egg. Nadiel's egg. This egg is unprotected and can be destroyed by other evil mobs (ex: Zombie,Enderman etc) The egg is spawned when you enter the Forest. This egg will not hatch until the requirements are met. The egg needs at least 3 in-game days to hatch and by clicking the egg you can see how much time left is needed. You need to sacrifice 25 levels of experience and an emeral block to be able to hatch the egg on the third day and this can be done by clicking the hatch button the egg GUI when the third day is over. You need to protect the egg these 3 days as hostile mobs will spawn more frequently at these times and will tempt to destroy this egg. When the egg finally hatches, magical green light orbs will be drawn from the nearby plants and trees gathering around the egg and after a green light explosion Nadiel will appear. This is his child from. Not powerful enough and unable to lend you powers, he needs your protection once more. He will sit in the pedestal, now looking like a throne and will wonder sometimes into the woods as a little kid. He needs some time to grow. You need to feed him one emerald per day to be able to grow a stage (1/5) and when he reaches 5/5 the same green orbs will gather around him and transform him to his adult form. During this time hostile mobs will spawn even more frequently in atempt to kill the little Nadiel. Now that he's grown he can defend himself and reward you for your protection.
This is the part 1 of my mob idea. Part 2 will be out shortly. There I will explain his abilities, combat as well as the benefits that you can get from him
Heya, Rob.
I know, it's kinda "rude" or something, but...
I'm new to java, soooo
I wan't to re-code your mod with new version (from git-hub source)
I wan't this for "science" and code experience.
If it succes (bruh too much strings starts with "i"), be sure i won't upload it or something. Just for test i guess (plus i know that build would be buggy sometimes)
Sooooo....
Do you allow me to do that?
Wait we can suggest mobs here? And those suggestions will actually be considered?!