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
Hm, let's talk about this.
I think the addition of a new biome is unecessary here. Minecraft has plenty of environments already, some similar to what you've described; it would be better to fill an existing environment in the game, in my opinion.
I like the idea of having to defend the egg from hostile mobs, but three days seems like an immense amount of time. And on top of that, you have to invest 25 levels and an emerald block? What if you defend it all this time and then realize you don't have the resources to hatch it? That would be more frustrating than fun. Maybe pick one system for hatching it instead of combining the two.
Once it hatches, it seems incredibly high maintenance. A player caring for this mob would have to dedicate their game to it. You have yet to detail the rewards, of course, but I'm having a hard time imagining what would be worth it.
Finally, I don't really understand what it is. What does it look like or do? Why is the egg there? Why are hostile mobs so intent on killing it? I can see it has an emerald theme, but what do emeralds have to do with eggs or mob defense?
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?
I'm not sure I understand. You want to re-code my mod from scratch? Or you want to download the mod in-progress from Github and experiment with it?
I'm not so keen on either idea, and I don't think you'd learn much coding from it. But I'm not going to stop you.
Just don't reupload anything. Remember, uploading anything created using someone else's protected source code is a legal offense.
Wait we can suggest mobs here? And those suggestions will actually be considered?!
Yeah, I'll read everything. Usually community suggestions don't click with me. Once and a while, though, someone suggests a real gem. It's worth it for me to read all of them for those.
Yes. But as far as I know, only one has actually been accepted. He has requirements that must be met, but they are fairly light.
Eh, hard to say. There's no real "acception" process. I usually end up picking and choosing bits and pieces that I like from community suggestions. Some mobs in the mod right now have features suggested by the community, even if the actual mob is my own.
You might be thinking of the Sculptor, who is pretty much entirely a community suggestion. The grottol was a community suggestion too, though, very early on in MM's development.
Rob Mowzie huh? I like it. XD
Typically, if mods' sources are available on Github, the creators of the mods do allow you to branch off of them to try some things in your own branch. You will not typically be allowed to (publicly) distribute builds of your own branches, though. Many mod authors do accept Pull Requests from your branch to their repository, if the code quality is up to their standards and you don't add any features or content that clashes with their ideas for the mod.
In this case, it's up to Bob to really answer your question, but I personally like your intentions.
Let me make a new mob...ish proposal myself for a change.
You stated before that you find it peculiar that everyone who makes proposals is actually going directly for some kind of monster when proposing a new mob. This is why I'd like to propose a human-like mob for once.
I actually think that Minecraft could use something like a "Good Witch", "Wiccan" or "Fairy" mob. Like the Coven Witches of long forgotten Witchery days, these "Villager variants" live in world-generated standalone houses and have some special trades. Their trades could mostly amount to brewing ingredients and positive-effect potions.
Other thematic aspects that would define this nice and peaceful Villager would be lots of colours (wool, stained clay), flowers, butterflies, pixies, cotton candy, a gingerbread house, etc. etc.
For this idea, I am inspired by, Witchery, The Twilight Forest, Hanzel and Gretel and as with anything, MLP FiM (Rainbows!). XD
This is just the basic thematic gist of the mob. I just want to know what you think before really putting effort and time in exploring the concept in depth.
If you would like me to think up a more specific description of a mob following this theme, please let me know.
Also, I am open to suggestions, so don't hesitate to voice your con/destructive criticism.
Yeah, that pretty much sums it up.
It's a neat idea and I like that you're thinking of themes and unified elements. But I really don't think this idea suits the tone of Mowzie's Mobs. A different mod, perhaps?
Eh, hard to say. There's no real "acception" process. I usually end up picking and choosing bits and pieces that I like from community suggestions. Some mobs in the mod right now have features suggested by the community, even if the actual mob is my own.
You might be thinking of the Sculptor, who is pretty much entirely a community suggestion. The grottol was a community suggestion too, though, very early on in MM's development.
Now that Nadiel has fully grown, he will sit on the throne that once was a pedestal. The player will receive a blue mana bar on top of his hunger bar. You can perform different abilities by using the required amount of mana.
The Mana Bar: It's a blue bar (the size of the hunger bar) that is used to perform different nature skills. It has 0-100 mana points and each ability uses the amount of the mana left, if possible. For each 10 experience levels (1-10,11-20,21-30) the mana cost for each ability is reduced. The mana bar refills gradually by itself.
Abilities
Thorny Roots: Cost: 20 mana, summons 1-3 tall green roots from the ground [it needs to be grass (any type) or dirt (any type)] that attack near hostile mobs or mob/players that you attack. They can hit the player/mob like a whip or catch him (like a snake) and throw it high in the sky. They have 4 hearts of health. Players and mobs can attack the roots and destroy them. After 1 minute has passed since the last time they attacked a player or mob they will go back to the ground and despawn. 1-10 levels = 20 mana, 11-20 levels = 15 stamina 21-30 levels = 10 mana.
Leaf Storm: When casted, all leafs from around the nearby trees will gather around you, moving furiously like a tornado around you that damages all nearby mobs (2-3) damage. You can hold down the key that casted the ability to continue the mini leaf tornado around you, by draining additional mana. You can release the key and all leafs around you will be pushed like a wave all around you damaging all enemies they hit (2-3). The ability's cost to cast is 10 mana (1-10) levels, 7 mana (11-20) levels, 5 mana (21-30) levels. The cost when you continue the ability is 5 mana per second (1-10) levels, 3 mana per second (11-20) levels, 1 mana per second (21-30) levels.
Wildlife Tamer: You place a rune under a Wolf or Ocelot to instantly tame it. The rune disappears after a second. Cost: 50 mana (1-10) levels, 30 mana (11-20) levels, 15 mana (21-30) levels.
Wild Regrowth: Grows grass, bushes, flowers and if cast for a bit longer, it can grow trees as well. This is kinda like a bone meal effect, except it can spawn saplings, 2 high blocks flowers, trees. Cast cost: 10 mana (1-10) levels, 7 mana (11-20) levels, 5 mana (21-30) levels. As you continue to cast it: 7 mana per second (1-10) levels, 5 mana per second (11-20) levels, 3 mana per seconds (21-30) levels.
How can other players have the nature powers of they didn't protect and raise Nadiel? The player that can cast "Wildlife Tamer", can place the rune on a player and give him the mana bar and they can only cast "Leaf Storm" and "Wild Regrowth" of they got their mana bar this way.
This is part 2 of my mob idea. Part 3 will be out soon
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this isn't going to be a very well thought-out suggestion but i know you are very good with making do, this mob is based off of something i plan on adding to The Sleeping Lands, but im going to modify it slightly to meet the needs of your mod.
from what i notice, all the mobs you add into the game currently are very aggressive and mean. why does everything try to kill you? those creatures that dont try to kill you are sentient. where are the super peaceful herbivores or peaceful giants? im here to present you one, now humor me for a moment please.
Cornubull [cornu - meaning wing, and then uh... bull]
there would be a creature that lives in the extreme hills biome. it would appear to be a large gray bull with the front legs in fact being wings similar to a bat. it's head is large with forward-facing horns which extend far past their head and get wider towards the ends, it's shoulders could be covered in thick, shaggy fur but these are just my thoughts on the design, you could do what you want with the design as the mechanics of this mob are what is important. it uses it's large bat-like membranous wings to not fly, but glide between the cliffs. and it uses it's horns to dig into the dirt and stone and gather up food. sometimes, however, it would bring up valuables in it's digging which could be anything from flint, to iron, and even diamonds. however, if you attack it, it will try to knock you off the cliff with it's large horns. if you manage to kill it, it will drop it's wing bones, which you could put on an elytra. this would allow you to generate a little bit of lift using your elytra by flapping the elytra a maximum of 5 wing flaps, this would allow you to get about 10 blocks off the ground before gliding away, making the takeoff using an elytra much easier. im not sure how much sense this post makes as im quite tired right now, but im hoping you get something, even if it's just inspiration, out of this suggestion
Can we get the ability to change the amount of damage all of the weapons can give? It would work with the whole configurable mob thing you have in the configs and I know for a fact that I would end up using it. Maybe in the next update? How is that update going because I know you finished some mobs (such as those crystal bugs and such) so I was wondering what was left on your to do list.
I kinda like the idea of an insectoid mob that, when you get the queen to low enough health, you can either kill it and get loot and stuff, or tame it and have it produce minions and stuff for you....
feed it a few food items and it pops out a baby minion you can turn into a worker drone, attack drone, e.t.c.
attack drones can be used to attack stuff, guard places, and worker droness can be used to farm, mine, and build a hive out of resin to live in.
one type of drone can be picked up and work like a limited jetpack (i.e not unlimited flight, once it gets tired it floats you down)
Killing the queen causes the drones to work for you, but they have low health and once they die there arent any more. (or maybe you can breed them but its hard?)
I like it. Maybe it takes some sort of gem to breed them, because you are cloning them, since in a hive society typically only one insect can actually produce offspring.
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Now that Nadiel has fully grown, he will sit on the throne that once was a pedestal. The player will receive a blue mana bar on top of his hunger bar. You can perform different abilities by using the required amount of mana.
The Mana Bar: It's a blue bar (the size of the hunger bar) that is used to perform different nature skills. It has 0-100 mana points and each ability uses the amount of the mana left, if possible. For each 10 experience levels (1-10,11-20,21-30) the mana cost for each ability is reduced. The mana bar refills gradually by itself.
Abilities
Thorny Roots: Cost: 20 mana, summons 1-3 tall green roots from the ground [it needs to be grass (any type) or dirt (any type)] that attack near hostile mobs or mob/players that you attack. They can hit the player/mob like a whip or catch him (like a snake) and throw it high in the sky. They have 4 hearts of health. Players and mobs can attack the roots and destroy them. After 1 minute has passed since the last time they attacked a player or mob they will go back to the ground and despawn. 1-10 levels = 20 mana, 11-20 levels = 15 stamina 21-30 levels = 10 mana.
Leaf Storm: When casted, all leafs from around the nearby trees will gather around you, moving furiously like a tornado around you that damages all nearby mobs (2-3) damage. You can hold down the key that casted the ability to continue the mini leaf tornado around you, by draining additional mana. You can release the key and all leafs around you will be pushed like a wave all around you damaging all enemies they hit (2-3). The ability's cost to cast is 10 mana (1-10) levels, 7 mana (11-20) levels, 5 mana (21-30) levels. The cost when you continue the ability is 5 mana per second (1-10) levels, 3 mana per second (11-20) levels, 1 mana per second (21-30) levels.
Wildlife Tamer: You place a rune under a Wolf or Ocelot to instantly tame it. The rune disappears after a second. Cost: 50 mana (1-10) levels, 30 mana (11-20) levels, 15 mana (21-30) levels.
Wild Regrowth: Grows grass, bushes, flowers and if cast for a bit longer, it can grow trees as well. This is kinda like a bone meal effect, except it can spawn saplings, 2 high blocks flowers, trees. Cast cost: 10 mana (1-10) levels, 7 mana (11-20) levels, 5 mana (21-30) levels. As you continue to cast it: 7 mana per second (1-10) levels, 5 mana per second (11-20) levels, 3 mana per seconds (21-30) levels.
How can other players have the nature powers of they didn't protect and raise Nadiel? The player that can cast "Wildlife Tamer", can place the rune on a player and give him the mana bar and they can only cast "Leaf Storm" and "Wild Regrowth" of they got their mana bar this way.
This is part 2 of my mob idea. Part 3 will be out soon
I see. It's nature magic. I like that and the abilities you've outlined. However, I feel like the entire thing is too complicated. Protecting and raising the Nadiel has too many phases and costs and steps. The mana system and leveling up feels unnecessary and frustrating. I think the whole idea needs to be stripped down to the core of what it is. There's some really good ideas buried in here. I'll wait to see your part 3 before making any final judgements.
this isn't going to be a very well thought-out suggestion but i know you are very good with making do, this mob is based off of something i plan on adding to The Sleeping Lands, but im going to modify it slightly to meet the needs of your mod.
from what i notice, all the mobs you add into the game currently are very aggressive and mean. why does everything try to kill you? those creatures that dont try to kill you are sentient. where are the super peaceful herbivores or peaceful giants? im here to present you one, now humor me for a moment please.
Cornubull [cornu - meaning wing, and then uh... bull]
there would be a creature that lives in the extreme hills biome. it would appear to be a large gray bull with the front legs in fact being wings similar to a bat. it's head is large with forward-facing horns which extend far past their head and get wider towards the ends, it's shoulders could be covered in thick, shaggy fur but these are just my thoughts on the design, you could do what you want with the design as the mechanics of this mob are what is important. it uses it's large bat-like membranous wings to not fly, but glide between the cliffs. and it uses it's horns to dig into the dirt and stone and gather up food. sometimes, however, it would bring up valuables in it's digging which could be anything from flint, to iron, and even diamonds. however, if you attack it, it will try to knock you off the cliff with it's large horns. if you manage to kill it, it will drop it's wing bones, which you could put on an elytra. this would allow you to generate a little bit of lift using your elytra by flapping the elytra a maximum of 5 wing flaps, this would allow you to get about 10 blocks off the ground before gliding away, making the takeoff using an elytra much easier. im not sure how much sense this post makes as im quite tired right now, but im hoping you get something, even if it's just inspiration, out of this suggestion
Hm, the image of herds of these things gliding between cliffs is interesting, though maybe the mesa would be a better fit?
That's a cool reward idea, but it's awfully strong for such a common and easily killed mob.
I'll keep this in mind. I probably won't take the whole idea but pieces of it might work in other places. Thanks.
Can we get the ability to change the amount of damage all of the weapons can give? It would work with the whole configurable mob thing you have in the configs and I know for a fact that I would end up using it. Maybe in the next update? How is that update going because I know you finished some mobs (such as those crystal bugs and such) so I was wondering what was left on your to do list.
Good idea! I want Mowzie's Mobs to be more modpack friendly, which means allowing modpack creators to scale not just the difficulty, but the rewards too.
So Bob, I just came up with this idea so it's not perfect yet. How about a village of midgets, they would be something around 0.7 blocks tall. They would live in villages of somewhere between 10-20 members (this could be configurable). I see them living in a mountainside or underground. When you approach them you have to be really careful not to scare them. If you crouch while approaching and while being observed, they won't do anything. If you attack them or start sprinting at them though, they are going to hide and then seek revenge. I think that a neat mechanic would be if you scare them they come to place traps around your house. This could be implemented maybe in a way that they would place those traps in a radius of 50 blocks around player's bed. But there is also the other side. If you don't scare them, you can come back and befriend them. This would happen by throwing them some item (also configurable?) by default this could be a diamond or a gold ingot. When you do so, they are going to build an altar and every now and then they would put some items (once again configurable) in it for you to pick up. So what is your opinion on this idea?
Sorry, but I feel like there are a few problems here. I'd like players to be able to understand what is happening and what my mobs are doing without having to read any forum pages or wikis. I feel that players will be confused about why these mobs are running away from them and how to befriend them. Players won't understand why traps are appearing around their base, killing or immobilizing them repeatedly. They won't be able to connect the traps to these mobs and won't understand how to stop them. Then there's the coding impossibility of having these mobs navigate across what could be an entire Minecraft world to place those traps.
Name: Haven't hought of it yet. Not like I could've just gone to r/INeedAName.
How it looks like: a big pile of blocks. It has Quadrilateral(?) symetry. More on that later
It spawns in: idk. what biome. But it only spawns in a structure made of like, 2 blocks similar in appearance to the stone bricks. The structure is made of so few blocks because... well... the mob has to interact with it(wich is a pain in the butt) so the mob itself is the structure. Thus, it acts to some extent like a shulker, with you being able to walk on it. So I might reffer to some parts of this mob as "blocks" despite being part of an entity. It is surrounded by tons of blocks similar to the campfire that you made for the Barako village(They can only be obtained via commands), and are pretty much just skeletons of people wearing diamond armor, showing you that even the most skilled of warriors got killed by this. Not like you can only be killed inside the arena/mob so corpses outside the structure would make less sense but hey I'm leaving a mob suggestion, don't expect a gem.). If you ever touch them or walk into them they will shatter into pieces, so you can't get free diamond armor just like that.
It is made, like I said, of blocks similar to stone bricks. The notches form a square shape in the middle and a "+" shape inside the square. A lot of theese blocks vary from one another, some having different functions. The structure this mob is supposed to come along with is shaped kinda like a large circle and a pair of arches forming another unrelated plus shape. then, like an icicle, a pillar will go from the intersection of the plus to two blocks above the center of the circle. and in the center, another block will rise, but won't join the "icicle", but rather leave one block of empty space, located exactly at the player's head level. the blocks forming the pillar are more turquaise in color, the "outline" of the circle is formed of blocks of a granite-like color. A small circle surrounding the center of the bigger one(the radius of about 2-3 blocks) is made of rather blue blocks. most of the floor though is made of a normal stone color, just a bit darker. But some blocks are different. There are four blocks special blocks in the circle. Think of it as a square whose chenter is the same one as the circle's and whose corners asre theese special blocks, located somewhere around half the radius, on each sides of the arches. You can give those blocks whatever color you want. Below the arces there are also special floor blocks, forming rectangles about three blocks wide. And there's yet a third circle, surrounding the blue one in the center that only has a dottled outline made of blocks.
Now here comes the fun part: actuyally describing this mob: Between the icicle and the block beneath is supposed to be a magic eye looking thing. If you try to break the blocks you will get a message saying that the blocks are enchanted and can't be broken. and if you actually step into the circle, behind the pair of granite blocks will immediately rise up a wall that bends along with the arches and forms a domed arena. The eye shows up and the notches in the blocks of the arches start glowing, providing light. The eye laughs like a maniac and gives you extreme slowness, to the point that you can't move and can only stare at it. Before the slowness vanishes a buzzing sound can be heard. The eye looks at what the player should assume is a fly and the eye brightens up and starts doing a creepy sound for about half a second until two big hands made of stone bricks fistbump right in fromt of it and the imaginary fly dies. The hands then wait a second and fuse back into the walls they came from. The shock of the fists was so big that the blocks in the dotted circle jumped out of the ground, "backflipped" and landed back where they were. Then what I like to call "phase one" begins:
It's attacks are:
-Summoning fists from the roof. they fall down on the smallest circle and sends either every even or other of the blocks in the spotted circle backflipping. The blocks turn into fists and use some sort of propulsion like a rocket to fly straight forwards, and you have to dodge them. There is no way to tell if it's gonna shoot out the evens or the odds. Sure the circle they come from might be made of blocks but they will still shoot in a diagonal.
-Summoning columns. At random, three blocks on the map will light up like the ones on the roof and maybe even produce a sound. Then after a while they will turn into fists and fly into the ceiling, leaving a column behind it, then falls back down, leaving the terrain flat. Theese strikes may or may not be targeted closer to you, but they are almost always being used, even when performing other attacks.
-Once every few seconds the four squares will jump out, turn into fists and launch at you. They always fly towards you or where the AI think's you're heading towards, unlike the fists that it sends from the circle.
-If you come too close to the eye it will lightn up, do the weird noise and after about a second it will summon the two fists that will crush you.
While it's doing the circle attack it will close itself into a block that can't receive any damage. However, for a few seconds, in between attacks, it will stay there. The eye is more or less sensitive and will receive 1 damage from snow, eggs and fish rods, but doesn't receive damage greater than an average mob if you use weapons like swords. If it gets attacked it will quickly close into a block and will not wait, but rather immediately summon the fists(I mean, not really, if you have a sword it would be hard to damage this thing withought immediately getting damage. So it will wait for a short ammount of time)
Strategy: Don't stand in the blue citcle for too long, or you'll get crushed. Always keep an eye on the corner blocks that shoot after you and the pillar fists and pretty much every attack.
If you damage it enough it will scream in agony and every block around it will graduately puff dust, from the ones in the center to the end of the ring, signalling phase 1.5. You won't get any damage from this, but cracks will form on them. And when the notches in the blocks start glowing, the cracks will too. Then the eye will shake like a person shaking it's head after being knocked unconcious, and it's pupils will turn into a spiral meaning that it's dizzy. Then it will do theese following attacks:
-it closes it's eye and around the block four more will appear, and they will release a clicking noise. Then the blocks will grow in length and turn into two blocks releasing another click. Then finally, a massive pillar made of cracked stone bricks, reaching all the way to the granite outline will form. then the granite outline will light up and shoot out spikes with cracks on them that don't deal you any damage. The pillars will spin clockwise around the arena for a second or two and by the end of it the pillar perpendicular to another pillar at the start of the attack will come into the same spot as the initial one. If you get touched by them you will get pushed around as if you were hit by a snowball. Then the pillars will retract and so will the spikes.
-Attack 2: it summons two big fists out of the walls and then slams them back into the wall, the fists split into three smaller fists and only one stays in the same spot, the other two going back into the wall and reappearing a few blocks further away, then go and "grab hands" with the fists on the opposite side of the ring and each leaving a pillar of cracked stone bricks behind, separating the floor blocks below the arches into four equal lines. The pillars will then go towards you until each pillar takes the place of the pillar in front of it, then repeat this in reverse so that the pillars go back to their orriginal place. If the player gets hit he will just be pushed around. Then the fists go back into the wall, then come out of the floor as one large pair of fists again, near the closed eye. One fist will "clap hands" with the other fist and doing so an entire semicircle in front of the eye will be "slapped". After that the fists will ram iunto the walls along the lines of the floor blocks below the arches and leave flimsy spikes behind them. If you get hit by them the blocks will just break and deal you no damage.
-Attack three: two fists come from the floor near the eye and hit the ground with the palm of their hands, and the fingers touch the floor too, causing 5 shockwaves to go through the floor per fist, similar to how the Ferrous W. does that earthquake attack. Each shockwave has a short trail so you will receive knockback even if you didn't get hit by the original shock, you probably got hit by the trail. Like always, none of theese deal you damage.
-It won't do the pillars or the corner block attacks during this phase. You also shouldn't be able to get injured. It won't repeat any of the attacxks for mor than two times.
Then phase two shows up. The eye finally opens and... umm... y'know what they say... "It's all out of bubblegum". It will now do theese attacks
-the fist bump attack when you step into the blue circle, nothing changes.
-the pillars attack, it now shoots more pillars. 5? 7? It does it as a "reflex"
-the pillars attack 2: all "reflex" attacks are cancelled, it targets many blocks near you to light up and will do the pillars attack but this time it's on purpose.
-the corner attack, Idk. Maybe I could tweak it a bit but idk right now.
-the clockwise pillars attack: now the spikes on the granite blocks are really sharp and will act like a magma block. The pillars are made of almost pure white stone bricks, with a bit of green on the notches(or whatever color you'dd like). They also have diamond spikes on them and the pillars rotate along the axis too this time, and if you get hit by them, you'll be grinded to pieces. I mean, you will still kind of survive that but it's not gonna be too pleasant.
-the three fists attack, just like the previous attack, this time it has spikes and wil grind you. Also the spikes of the ram attack are now sharp and now you just get damage.
-The shockwave fingers attack, again, you just get damage dealt to you.
When you finally defeat this ***** every block will puff dust and like the ender dragon, it will leave behind a structure. This time all the blocks turn into a darker version of the cracked stone bricks that can only be obtained with commands. If you mine them you'll just get cracked stone or something. As for the drops, idk.
The walls it builds up during the fight have some holes in them through which, though it is possible to escape, will have a rather hard time getting out if you want. But if you just give up the eye will curse you for two days, and the curse increases the ammounts of mobs spawned, the chance they get an armor, etc.. Even in peaceful difficulty, the curse will give spiders a chance to spawn with potion effects like in hard mode.
You can only spawn this thing along with it's structure in creative.
This mob has some flaws:
-the minecraft hitbox for mobs is a box surrounding their entire body.
-It might be hard to make
Wow, this is really complicated. I'm having trouble picturing a lot of your description, but I'll read it over again and do my best to understand.
Well, it's certainly inspired and I can tell you put a lot of thought into it. It's got a lot of cool elements, too. The real issue I see is that it's a coding nightmare with way too many parts to it. I appreciate the suggestion, though.
I kinda like the idea of an insectoid mob that, when you get the queen to low enough health, you can either kill it and get loot and stuff, or tame it and have it produce minions and stuff for you....
feed it a few food items and it pops out a baby minion you can turn into a worker drone, attack drone, e.t.c.
attack drones can be used to attack stuff, guard places, and worker droness can be used to farm, mine, and build a hive out of resin to live in.
one type of drone can be picked up and work like a limited jetpack (i.e not unlimited flight, once it gets tired it floats you down)
Killing the queen causes the drones to work for you, but they have low health and once they die there arent any more. (or maybe you can breed them but its hard?)
This is pretty neat. The mechanics fit the insectoid colony theme perfectly and tie into Minecraft's gameplay. It would be much more complicated to create than it seems though, and might even warrant its own mod. I'll hold on to it.
Amazing new update, Mowzie! The 3 new mobs are really good, and the new attacks for the Frostmaw and the Wroughtnaut make the fights much harder!
Anyways, for some reason, the language file seems to be broken in the latest release, but we all know this was already reported. However, I reported some issues of my own.
Amazing new update, Mowzie! The 3 new mobs are really good, and the new attacks for the Frostmaw and the Wroughtnaut make the fights much harder!
Anyways, for some reason, the language file seems to be broken in the latest release, but we all know this was already reported. However, I reported some issues of my own.
Glad you like them!
Ah, so it's not just that one player. Ugh. I'll have a quick patch for that soon.
Then a quick suggestion or tweak: A way to make laterns "tamable" or more like a follower? That would be really awesome. Like when you tame one he could change colour and float behind you to spread light. Which could make mining much more fun.
Have a good Weekend
I second this, would love to have colorful jellyfish lantern float around my house
Yes. But as far as I know, only one has actually been accepted. He has requirements that must be met, but they are fairly light.
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Hm, let's talk about this.
I think the addition of a new biome is unecessary here. Minecraft has plenty of environments already, some similar to what you've described; it would be better to fill an existing environment in the game, in my opinion.
I like the idea of having to defend the egg from hostile mobs, but three days seems like an immense amount of time. And on top of that, you have to invest 25 levels and an emerald block? What if you defend it all this time and then realize you don't have the resources to hatch it? That would be more frustrating than fun. Maybe pick one system for hatching it instead of combining the two.
Once it hatches, it seems incredibly high maintenance. A player caring for this mob would have to dedicate their game to it. You have yet to detail the rewards, of course, but I'm having a hard time imagining what would be worth it.
Finally, I don't really understand what it is. What does it look like or do? Why is the egg there? Why are hostile mobs so intent on killing it? I can see it has an emerald theme, but what do emeralds have to do with eggs or mob defense?
I'm not sure I understand. You want to re-code my mod from scratch? Or you want to download the mod in-progress from Github and experiment with it?
I'm not so keen on either idea, and I don't think you'd learn much coding from it. But I'm not going to stop you.
Just don't reupload anything. Remember, uploading anything created using someone else's protected source code is a legal offense.
Yeah, I'll read everything. Usually community suggestions don't click with me. Once and a while, though, someone suggests a real gem. It's worth it for me to read all of them for those.
Eh, hard to say. There's no real "acception" process. I usually end up picking and choosing bits and pieces that I like from community suggestions. Some mobs in the mod right now have features suggested by the community, even if the actual mob is my own.
You might be thinking of the Sculptor, who is pretty much entirely a community suggestion. The grottol was a community suggestion too, though, very early on in MM's development.
Yeah, that pretty much sums it up.
It's a neat idea and I like that you're thinking of themes and unified elements. But I really don't think this idea suits the tone of Mowzie's Mobs. A different mod, perhaps?
I Must've missed it, but what was the grottol?
It’s this crab creature with diamonds growing on their shells, they’ll be found in caves and killing them will give you diamonds
Part 2 of Nadiel.
Now that Nadiel has fully grown, he will sit on the throne that once was a pedestal. The player will receive a blue mana bar on top of his hunger bar. You can perform different abilities by using the required amount of mana.
The Mana Bar: It's a blue bar (the size of the hunger bar) that is used to perform different nature skills. It has 0-100 mana points and each ability uses the amount of the mana left, if possible. For each 10 experience levels (1-10,11-20,21-30) the mana cost for each ability is reduced. The mana bar refills gradually by itself.
Abilities
Thorny Roots: Cost: 20 mana, summons 1-3 tall green roots from the ground [it needs to be grass (any type) or dirt (any type)] that attack near hostile mobs or mob/players that you attack. They can hit the player/mob like a whip or catch him (like a snake) and throw it high in the sky. They have 4 hearts of health. Players and mobs can attack the roots and destroy them. After 1 minute has passed since the last time they attacked a player or mob they will go back to the ground and despawn. 1-10 levels = 20 mana, 11-20 levels = 15 stamina 21-30 levels = 10 mana.
Leaf Storm: When casted, all leafs from around the nearby trees will gather around you, moving furiously like a tornado around you that damages all nearby mobs (2-3) damage. You can hold down the key that casted the ability to continue the mini leaf tornado around you, by draining additional mana. You can release the key and all leafs around you will be pushed like a wave all around you damaging all enemies they hit (2-3). The ability's cost to cast is 10 mana (1-10) levels, 7 mana (11-20) levels, 5 mana (21-30) levels. The cost when you continue the ability is 5 mana per second (1-10) levels, 3 mana per second (11-20) levels, 1 mana per second (21-30) levels.
Wildlife Tamer: You place a rune under a Wolf or Ocelot to instantly tame it. The rune disappears after a second. Cost: 50 mana (1-10) levels, 30 mana (11-20) levels, 15 mana (21-30) levels.
Wild Regrowth: Grows grass, bushes, flowers and if cast for a bit longer, it can grow trees as well. This is kinda like a bone meal effect, except it can spawn saplings, 2 high blocks flowers, trees. Cast cost: 10 mana (1-10) levels, 7 mana (11-20) levels, 5 mana (21-30) levels. As you continue to cast it: 7 mana per second (1-10) levels, 5 mana per second (11-20) levels, 3 mana per seconds (21-30) levels.
How can other players have the nature powers of they didn't protect and raise Nadiel? The player that can cast "Wildlife Tamer", can place the rune on a player and give him the mana bar and they can only cast "Leaf Storm" and "Wild Regrowth" of they got their mana bar this way.
This is part 2 of my mob idea. Part 3 will be out soon
this isn't going to be a very well thought-out suggestion but i know you are very good with making do, this mob is based off of something i plan on adding to The Sleeping Lands, but im going to modify it slightly to meet the needs of your mod.
from what i notice, all the mobs you add into the game currently are very aggressive and mean. why does everything try to kill you? those creatures that dont try to kill you are sentient. where are the super peaceful herbivores or peaceful giants? im here to present you one, now humor me for a moment please.
Cornubull [cornu - meaning wing, and then uh... bull]
there would be a creature that lives in the extreme hills biome. it would appear to be a large gray bull with the front legs in fact being wings similar to a bat. it's head is large with forward-facing horns which extend far past their head and get wider towards the ends, it's shoulders could be covered in thick, shaggy fur but these are just my thoughts on the design, you could do what you want with the design as the mechanics of this mob are what is important. it uses it's large bat-like membranous wings to not fly, but glide between the cliffs. and it uses it's horns to dig into the dirt and stone and gather up food. sometimes, however, it would bring up valuables in it's digging which could be anything from flint, to iron, and even diamonds. however, if you attack it, it will try to knock you off the cliff with it's large horns. if you manage to kill it, it will drop it's wing bones, which you could put on an elytra. this would allow you to generate a little bit of lift using your elytra by flapping the elytra a maximum of 5 wing flaps, this would allow you to get about 10 blocks off the ground before gliding away, making the takeoff using an elytra much easier. im not sure how much sense this post makes as im quite tired right now, but im hoping you get something, even if it's just inspiration, out of this suggestion
Can we get the ability to change the amount of damage all of the weapons can give? It would work with the whole configurable mob thing you have in the configs and I know for a fact that I would end up using it. Maybe in the next update? How is that update going because I know you finished some mobs (such as those crystal bugs and such) so I was wondering what was left on your to do list.
I kinda like the idea of an insectoid mob that, when you get the queen to low enough health, you can either kill it and get loot and stuff, or tame it and have it produce minions and stuff for you....
feed it a few food items and it pops out a baby minion you can turn into a worker drone, attack drone, e.t.c.
attack drones can be used to attack stuff, guard places, and worker droness can be used to farm, mine, and build a hive out of resin to live in.
one type of drone can be picked up and work like a limited jetpack (i.e not unlimited flight, once it gets tired it floats you down)
Killing the queen causes the drones to work for you, but they have low health and once they die there arent any more. (or maybe you can breed them but its hard?)
^
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I like it. Maybe it takes some sort of gem to breed them, because you are cloning them, since in a hive society typically only one insect can actually produce offspring.
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I see. It's nature magic. I like that and the abilities you've outlined. However, I feel like the entire thing is too complicated. Protecting and raising the Nadiel has too many phases and costs and steps. The mana system and leveling up feels unnecessary and frustrating. I think the whole idea needs to be stripped down to the core of what it is. There's some really good ideas buried in here. I'll wait to see your part 3 before making any final judgements.
Hm, the image of herds of these things gliding between cliffs is interesting, though maybe the mesa would be a better fit?
That's a cool reward idea, but it's awfully strong for such a common and easily killed mob.
I'll keep this in mind. I probably won't take the whole idea but pieces of it might work in other places. Thanks.
Good idea! I want Mowzie's Mobs to be more modpack friendly, which means allowing modpack creators to scale not just the difficulty, but the rewards too.
Sorry, but I feel like there are a few problems here. I'd like players to be able to understand what is happening and what my mobs are doing without having to read any forum pages or wikis. I feel that players will be confused about why these mobs are running away from them and how to befriend them. Players won't understand why traps are appearing around their base, killing or immobilizing them repeatedly. They won't be able to connect the traps to these mobs and won't understand how to stop them. Then there's the coding impossibility of having these mobs navigate across what could be an entire Minecraft world to place those traps.
Wow, this is really complicated. I'm having trouble picturing a lot of your description, but I'll read it over again and do my best to understand.
Well, it's certainly inspired and I can tell you put a lot of thought into it. It's got a lot of cool elements, too. The real issue I see is that it's a coding nightmare with way too many parts to it. I appreciate the suggestion, though.
This is pretty neat. The mechanics fit the insectoid colony theme perfectly and tie into Minecraft's gameplay. It would be much more complicated to create than it seems though, and might even warrant its own mod. I'll hold on to it.
Amazing new update, Mowzie! The 3 new mobs are really good, and the new attacks for the Frostmaw and the Wroughtnaut make the fights much harder!
Anyways, for some reason, the language file seems to be broken in the latest release, but we all know this was already reported. However, I reported some issues of my own.
Mowzie's Mobs version 1.5.0 has been released!
This update adds grottols, lanterns, and nagas, among other features and fixes. Enjoy!
Glad you like them!
Ah, so it's not just that one player. Ugh. I'll have a quick patch for that soon.
I'll take a look!
Mowzies does the Naga's dive attack supposed to be that easy to dodge? I absolutely love the mod BTW, amazing update
Ignore me, you need to be moving constantly to dodge it
Were the lanterns inspired by Chinese sky lanterns?
Lang files should be fixed. I tested with the built mod, but someone please let me know if I'm still wrong.
Yep!
mowzie! i have the perfect preview for you to use on the main page for Naga's, since i noticed the spoiler is missing an image.
I second this, would love to have colorful jellyfish lantern float around my house
Mowzies will there be more lantern color?
That is a really nice image, but Mowzie already has his own.
It doesn't show them up close, but it's there.