The Meaning of Life, the Universe, and Everything.
Join Date:
8/15/2019
Posts:
42
Member Details
After a while of contemplating I have come to the conclusion of getting rid of the Moonlight Guild and replacing them with something easier to create: The Hellfire Guild, a fiery group of warriors and the enemies of the Winter Order.
The Hellfire Guild comprise of warriors using one of three weapons: War hammer, great sword, and battleaxe, all of which a oversized and require two hands to use properly. Their melee attacks also inflict fire damage.
I think this is my second bad idea but oh hwell, what about a brawler type monster, like a bipedal fighter that when the player finds them, the player can challenge them to a 1v1 fight, and it could have these rough looking gloves and/or gauntlets (but not made of metal) on each hand.
The gloves(?) could be used by the monster to punch with both hands, one after another, and to pull their hands together to block. Maybe also be able to make a quick sidestep to avoid a player attack, but if the player does best them in combat, they will give up their gloves and the player would be able to make rapid punches with a glove on each hand, along with a blocking ability like a shield if they crouch. (both gloves must be won for them to do damage)
I'm not too sure how or where this would appear, but I think on the outskirts of villages or in forests their hut or home has a chance to spawn. Maybe make it a challenge like the player must wear weak armor and use a specific weapon to participate in the fight.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/15/2019
Posts:
42
Member Details
Alright, after a while of thinking it over, I came up with a rudimentary move set for each Hellfire Guild Warrior
Battleaxe: Basic Swipe, Burning Lunge (The warrior ignites themselves and lunges at the player, dealing knockback), Flame Slash (The warrior slashes their weapon, launching an arc of fire at the player)
Warhammer: Basic Swipe, Magma Quake (Think Reinhardt's "Earthshatter" attack), Fireball (The warrior summons an explosive fireball and hits it with their hammer, launching it toward the player)
Greatsword: Basic Swipe, Flame Slash, Fire Spin (The warrior's sword ignites, and they spins rapidly to create a ring of fire around them. This attack deflects arrows.)
Keep in mind, this is NOT final. Things may change.
The reason I ask is because I'm trying to run this alongside Biome Bundle, and I've been running around through a bunch of different worlds trying to test if the various mobs still spawn in the modded Biomes, but because most of the mobs are so rare (I think) it's really hard to tell.
Wroughtnoughts still spawn underground pretty frequently, and I've seen one group of roaming Barakoa in a modded Savanna biome, but no villages as of yet.
I extracted the .jar and have been looking around through the files. I found the BiomeDictionaryHandler, and used a Java Decompiler to read it (or maybe just an appoximation of the original code, I'm not really sure how decompilers work this is new to me). I found the lines where the mobs are assigned there specific Biomes and saw that it uses references to some specific Minecraft library that I'm not familiar with. The thing, Biome Bundle biomes all include the original MC biome they are a variation of as the first word of their name. Do you have any idea if because of this, Mowzie's Mobs will still spawn in corresponding Biome Bundle biomes?
I also scanned through the fml_cache_annotation.json. I'm not familiar enough with minecraft modding to tell exactly what it's doing, but it definitely appears like it's supposed to have some influence on spawnrates. In my forge mod configuration menu, there's no config menu available for Mowzie's Mobs. Is my forge just not working properly? Using forge for minecraft 1.12.2
Hey, thanks for the reply glad you like the idea. A quick look back at the lava kraken idea, it is pretty decent, I think everyone feels as thought those large lava oceans are lacking lol. Whether or not you want to go with that idea is completely your choice, I'll like to point out that the idea is pretty much fledged out by another modder, yet he never released it. TangoTek tried his hand at this idea and it pretty much is exactly how the other user's post described it. Here's a link to a showcase video of his idea in action. As far as The Nether Core item goes, I don't know what direction to lead it in. Maybe have a lava surfing feature if equipped in your empty hand slot? Create a similar sized wave to the of the Lava Golem's and use that to ride around on lava. (Of course this item grants immunity to fire whilst in your empty hand slot)
I also went back in the posts to read what aman3712 had posted for the monkey guru and the idea is great. I also looked at his other ideas as well and loved them too. Yes the talisman does seem to veer off the powers a bit, only containing one of the mob's movesets, I appreciate the item though; very nice reward.
I'm going to go ahead with another idea, mainly reviewing your Ent suggestion. Ill follow your general plans on what it needs to be and Ill try to work in accordance with that. If you already have it all planned out thats fine.
Somewhere located deep within heavily ancient forests lie a mythical meadow. These meadows produce a feeling of natural beauty, with their lush plant life, calm ponds, and abundant forest creatures. These rare occurrences are known as Mystical Meadows, and they are inhabited by beings as old as the Earth itself. Acting as the centerpiece of the whole scene lies a single elevated dirt block. (This can be surrounded by stone bricks, mossy cobble stone, etc.)
Inside these meadows you'll find an abundance of trees who you feel as though are living. They tower above the player and hold a grey hue to their bark. Picking at their leaves will result in a possible seed drop. Using your clues you can probably figure out that maybe you should plant the seed at that odd centerpiece you saw earlier. You plant the seed and either use bone meal on it or let it grow over time. Once the tree is finished growing, you'll notice that it is not like the rest. You see that it still has the same grey bark as the others but with almost vein-like glowing green trails throughout it. This tree does not produce the same seeds as before, rather they are of pure natural power. (Dont know what to name them)
Planting said seed into the ground will result in a lone sapling peeking through the earth's crust. From here, it will rapidly grow into a large tree whilst taking humanoid shape along the way. The earth shakes, the ground begins to uproot, and the sky goes dark as the large figure stands over you. Letting out a bellowing roar, the now newly arisen Ent shall fight at your side for the brief time it has.
The Ent is seen to be very tall (Sizes may vary upon spawn, but they will never be shorter than 5 blocks) when compared to the player and still shares the traits as the Mystical Meadow Trees in terms of appearance. Appearance traits might include:
-Vine/moss beard, - Tree foliage in place of head hair, -large branches erupting from upper back, etc.
Ent Playestyle:
Although they appear tall and intimidating, they lack speed and act more as tanks than anything.
Melee: The Ent has long extruding branch limbs so his melee attacks have plenty of range, they have pretty decent damage as well given their size. These melee attacks are slow moving and can be avoided if an enemy keeps their distance or runs around them. Attacks mainly consist of over exaggerated swipes of the arm, and sometimes a stomp which produces a fair knock back.
Ranged Attack: Should an enemy keep a distance, the Ent can fire back with a root-based attack. Thrusting his arms into the ground, the Ent calls upon the roots from underneath to attack the foe. This attack shoots in a linear 2 block wide 8 block long ground based attack, if it successfully lands on a target it will be reeled in a bit closer to then Ent's range of melee and deal slight damage.
Ranged Attack 2: If an enemy is out of range of the root-based attack he will grab the ground below him and hurl a ball of dirt/stone at the foe. This attack arches over a great distance but is slow. The direct impact will deal a heavy amount of damage whilst the AOE damage will only take about a heart. If hit directly, it will slow down the foe for a brief amount of time. (This ranged attack's effect can stack)
Weaknesses: Ents being trees obviously have the weakness to fire as well as axes. Axes in particular have the ability to slow down the Ent even more.
Dismissed:
-Death: When an Ent dies, he will leave a spot of land fertilized where he passed away.
-Expires: Should the timer on the Ent summoning expire, he will retract back into the ground, leaving a lone Mystical Meadow Sapling behind.
Quirks:
-Everywhere an Ent walks he will leave behind a trail of fertilized plant life if he walks on top of dirt.
-Obviously Ents would have a hard time getting past tree lines and other weak-block obstacles so maybe bend the rules on mob griefing? (Perhaps setup a config file for it?) if there is another work around thats fine too; I cant imagine Ents not being able to fight correctly in their own setting.
-The Dynamic tree models look really nice maybe add similar tree shapes such as those? (Maybe make it compatible for the Meadow Trees?)
Very cool mod! Maybe you could make a creature for the coral reef biome if you ever intend on updating to 1.13? It could camouflage depending on the type of coral it is the nearest to, also it could create a little bubble tornado to keep you underwater so you have to kill it before it drowns you. I think it would be a cool idea. Keep up the work on the mod, it is fenomenal! Also, the naga is so frickin cool, l o v e it.
I’d love to see you’re most recent ideas on the stalker, you should definitely post them soon
Heh alright, I'll share a bit more. Keep in mind that none of this is final, and I won't start work on them for a long long time.
The mob concept relies very heavily on a mob movement system I've been brainstorming that will allow the mobs to navigate around tree canopies. They'll be able to use trees and tree-like structures to move through the world without touching the ground using some cleverly calculated jumps.
During the daytime, they'll resemble small, pale monkeys wearing horned headdresses. Like Barakoa masks, these headdresses will vary between individuals. They'll flee from players and be very difficult to interact with.
At night, they transform into intimidating mandrill-like beasts. Their textures will turn completely black except for their eyes, teeth, and tinted glowing tattoos. Their figures will become larger and more muscular, their headdresses will flare out, and their horns will grow slightly larger. They'll also grow long claws on both hands. I've planned a completely seamless transformation animation so there won't be any obvious model-swapping or popping.
At night, they'll move in small groups through treetops. They'll follow above a player they've found for a certain amount of time or until the player looks up at them, at which point they will scream and leap down. They attack with claw strikes, leaping towards the player to attack and away to dodge. Like the Barakoa, they'll attempt to rotate out attackers so the player can't focus on any one target. I'm planning on having them occasionally drop their claws, which will work as a quick two-handed weapon that allows players to perform a leaping strike. I'm not sure if the headdresses will be drops as well.
They will also have a chief, who will only be encounterable at night, likely only during a full moon (heavy uncertainty surrounding how he will spawn / where players can find him). The chief is larger than the regular tribesmen and has four arms instead of two. I was planning on equipping him with claws like the regular tribesmen, but someone suggested crescent-shaped sickles the other day and I think I really like that for him. He will move with extreme acrobatics and use his extra limbs to attack relentlessly (lots of animation work for me oh boy). The specifics of the encounter are not developed yet, but I'd like to think of some moon-related magic he could call on. There's gonna be a secret similar to the Barakoa secret here, and a new potion effect called "Canopy's Call" which will let players free-run through trees automatically simply by sprinting.
Everything is subject to change, but I'm pretty happy with it so far.
I kinda like the latter idea. Like they maintain some kind of prison holding back a powerful and dangerous entity. Players could decide to help free this entity or enter the prison and destroy it. Would require a lot more design thought.
I feel like there's enough golem-building in the game already, and adding what is essentially a coal golem would feel a bit redundant.
I gotta agree with you on that redundancy on the golem aspect! With Minecraft already having three different golem-ish building types, it's almost boring by itself.
Anyways, to go along with the idea of a dangerous entity that would be a threat to the Coalite race, I've got two ideas that could fill this void. The first one, as stated earlier, could be from a part of the nether being a living fire entity of a sort. The second, on the other hand, is a intelligent being that has a desire to complete something that would involve metal to be smelted with a high intensity, which it eyes the Coalite's shells as the perfect fuel in order to create such a masterpiece. Defeating either one, whichever one that spawned with that certain Coalite village will make it so that the Coalites will offer special items, such as swords or pickaxes, or a good fuel source as an option. The abilities of each mob, however, is something I need to dwell upon more, unless anybody already has some good suggestions on how it should work.
Good thinking, I'll let it ruminate in my head as well.
OK, so, uh
The Mowzie's mobs logo
I say it gets turned into a mob for the mod because why not
It looks like a bat-like thing, with the Vertical sticks on the M looking like wings and the V shape looking like a face
hmmm
I'd think it's be a flying, batlike mob that moves incredibly fast horizontally but struggles to gain vertical height due to it's wing positioning
i'd also think it'd dive at you in an attempt to either bite or impale you with that face
edit: no, not like a phantom, i think it'd try to dive fast enough to where it'd get itself stuck in the floor if it missed.
Well, I can give a reason "why not". If I were to develop a bat-like hostile flying mob, I'd like to give it a more exciting design than just an M with eyes. The logo is just a logo.
After a while of contemplating I have come to the conclusion of getting rid of the Moonlight Guild and replacing them with something easier to create: The Hellfire Guild, a fiery group of warriors and the enemies of the Winter Order.
The Hellfire Guild comprise of warriors using one of three weapons: War hammer, great sword, and battleaxe, all of which a oversized and require two hands to use properly. Their melee attacks also inflict fire damage.
Aw, I wasn't opposed to the core concept.
Hm, this idea is suffering from the same indecisiveness of the original Moonlight Guild suggestion. Why create 3 different weapon variants? There's no reason for the variation; they all sound like they'd function the same.
I think this is my second bad idea but oh hwell, what about a brawler type monster, like a bipedal fighter that when the player finds them, the player can challenge them to a 1v1 fight, and it could have these rough looking gloves and/or gauntlets (but not made of metal) on each hand.
The gloves(?) could be used by the monster to punch with both hands, one after another, and to pull their hands together to block. Maybe also be able to make a quick sidestep to avoid a player attack, but if the player does best them in combat, they will give up their gloves and the player would be able to make rapid punches with a glove on each hand, along with a blocking ability like a shield if they crouch. (both gloves must be won for them to do damage)
I'm not too sure how or where this would appear, but I think on the outskirts of villages or in forests their hut or home has a chance to spawn. Maybe make it a challenge like the player must wear weak armor and use a specific weapon to participate in the fight.
Cool thinking! An enemy using boxing-style moves. Tying this with some related themes would make it a really strong idea, and might help decide where the player might find it.
Alright, after a while of thinking it over, I came up with a rudimentary move set for each Hellfire Guild Warrior
Battleaxe: Basic Swipe, Burning Lunge (The warrior ignites themselves and lunges at the player, dealing knockback), Flame Slash (The warrior slashes their weapon, launching an arc of fire at the player)
Warhammer: Basic Swipe, Magma Quake (Think Reinhardt's "Earthshatter" attack), Fireball (The warrior summons an explosive fireball and hits it with their hammer, launching it toward the player)
Greatsword: Basic Swipe, Flame Slash, Fire Spin (The warrior's sword ignites, and they spins rapidly to create a ring of fire around them. This attack deflects arrows.)
Keep in mind, this is NOT final. Things may change.
I really suggest you pick the one you find most exciting and ditch the other two.
The reason I ask is because I'm trying to run this alongside Biome Bundle, and I've been running around through a bunch of different worlds trying to test if the various mobs still spawn in the modded Biomes, but because most of the mobs are so rare (I think) it's really hard to tell.
Wroughtnoughts still spawn underground pretty frequently, and I've seen one group of roaming Barakoa in a modded Savanna biome, but no villages as of yet.
I extracted the .jar and have been looking around through the files. I found the BiomeDictionaryHandler, and used a Java Decompiler to read it (or maybe just an appoximation of the original code, I'm not really sure how decompilers work this is new to me). I found the lines where the mobs are assigned there specific Biomes and saw that it uses references to some specific Minecraft library that I'm not familiar with. The thing, Biome Bundle biomes all include the original MC biome they are a variation of as the first word of their name. Do you have any idea if because of this, Mowzie's Mobs will still spawn in corresponding Biome Bundle biomes?
I also scanned through the fml_cache_annotation.json. I'm not familiar enough with minecraft modding to tell exactly what it's doing, but it definitely appears like it's supposed to have some influence on spawnrates. In my forge mod configuration menu, there's no config menu available for Mowzie's Mobs. Is my forge just not working properly? Using forge for minecraft 1.12.2
Woah, that was way more involved than you needed. First of all, all of my mobs use Biome Dictionary to spawn in modded biomes. Second, there's a config file for Mowzie's Mobs in your config folder that lets you adjust spawn rates. If you aren't seeing a certain mob, try waiting for night; some of them use light levels to prevent spawning inside player structures.
Hey, thanks for the reply glad you like the idea. A quick look back at the lava kraken idea, it is pretty decent, I think everyone feels as thought those large lava oceans are lacking lol. Whether or not you want to go with that idea is completely your choice, I'll like to point out that the idea is pretty much fledged out by another modder, yet he never released it. TangoTek tried his hand at this idea and it pretty much is exactly how the other user's post described it. Here's a link to a showcase video of his idea in action. As far as The Nether Core item goes, I don't know what direction to lead it in. Maybe have a lava surfing feature if equipped in your empty hand slot? Create a similar sized wave to the of the Lava Golem's and use that to ride around on lava. (Of course this item grants immunity to fire whilst in your empty hand slot)
I also went back in the posts to read what aman3712 had posted for the monkey guru and the idea is great. I also looked at his other ideas as well and loved them too. Yes the talisman does seem to veer off the powers a bit, only containing one of the mob's movesets, I appreciate the item though; very nice reward.
I'm going to go ahead with another idea, mainly reviewing your Ent suggestion. Ill follow your general plans on what it needs to be and Ill try to work in accordance with that. If you already have it all planned out thats fine.
Oh, I've seen this. TangoTek makes some great stuff, but I felt that I could push the concept a little further.
Somewhere located deep within heavily ancient forests lie a mythical meadow. These meadows produce a feeling of natural beauty, with their lush plant life, calm ponds, and abundant forest creatures. These rare occurrences are known as Mystical Meadows, and they are inhabited by beings as old as the Earth itself. Acting as the centerpiece of the whole scene lies a single elevated dirt block. (This can be surrounded by stone bricks, mossy cobble stone, etc.)
Inside these meadows you'll find an abundance of trees who you feel as though are living. They tower above the player and hold a grey hue to their bark. Picking at their leaves will result in a possible seed drop. Using your clues you can probably figure out that maybe you should plant the seed at that odd centerpiece you saw earlier. You plant the seed and either use bone meal on it or let it grow over time. Once the tree is finished growing, you'll notice that it is not like the rest. You see that it still has the same grey bark as the others but with almost vein-like glowing green trails throughout it. This tree does not produce the same seeds as before, rather they are of pure natural power. (Dont know what to name them)
Planting said seed into the ground will result in a lone sapling peeking through the earth's crust. From here, it will rapidly grow into a large tree whilst taking humanoid shape along the way. The earth shakes, the ground begins to uproot, and the sky goes dark as the large figure stands over you. Letting out a bellowing roar, the now newly arisen Ent shall fight at your side for the brief time it has.
The Ent is seen to be very tall (Sizes may vary upon spawn, but they will never be shorter than 5 blocks) when compared to the player and still shares the traits as the Mystical Meadow Trees in terms of appearance. Appearance traits might include:
-Vine/moss beard, - Tree foliage in place of head hair, -large branches erupting from upper back, etc.
Ent Playestyle:
Although they appear tall and intimidating, they lack speed and act more as tanks than anything.
Melee: The Ent has long extruding branch limbs so his melee attacks have plenty of range, they have pretty decent damage as well given their size. These melee attacks are slow moving and can be avoided if an enemy keeps their distance or runs around them. Attacks mainly consist of over exaggerated swipes of the arm, and sometimes a stomp which produces a fair knock back.
Ranged Attack: Should an enemy keep a distance, the Ent can fire back with a root-based attack. Thrusting his arms into the ground, the Ent calls upon the roots from underneath to attack the foe. This attack shoots in a linear 2 block wide 8 block long ground based attack, if it successfully lands on a target it will be reeled in a bit closer to then Ent's range of melee and deal slight damage.
Ranged Attack 2: If an enemy is out of range of the root-based attack he will grab the ground below him and hurl a ball of dirt/stone at the foe. This attack arches over a great distance but is slow. The direct impact will deal a heavy amount of damage whilst the AOE damage will only take about a heart. If hit directly, it will slow down the foe for a brief amount of time. (This ranged attack's effect can stack)
Weaknesses: Ents being trees obviously have the weakness to fire as well as axes. Axes in particular have the ability to slow down the Ent even more.
Dismissed:
-Death: When an Ent dies, he will leave a spot of land fertilized where he passed away.
-Expires: Should the timer on the Ent summoning expire, he will retract back into the ground, leaving a lone Mystical Meadow Sapling behind.
Quirks:
-Everywhere an Ent walks he will leave behind a trail of fertilized plant life if he walks on top of dirt.
-Obviously Ents would have a hard time getting past tree lines and other weak-block obstacles so maybe bend the rules on mob griefing? (Perhaps setup a config file for it?) if there is another work around thats fine too; I cant imagine Ents not being able to fight correctly in their own setting.
-The Dynamic tree models look really nice maybe add similar tree shapes such as those? (Maybe make it compatible for the Meadow Trees?)
Cool concept, I'll keep these ideas in mind for sure.
Very cool mod! Maybe you could make a creature for the coral reef biome if you ever intend on updating to 1.13? It could camouflage depending on the type of coral it is the nearest to, also it could create a little bubble tornado to keep you underwater so you have to kill it before it drowns you. I think it would be a cool idea. Keep up the work on the mod, it is fenomenal! Also, the naga is so frickin cool, l o v e it.
I'd love to! And yes, I intend to update.
Hm, I'm not sure if these mechanics are quite what I'd be looking for for a coral reef mob. I think the concept needs a little polishing.
Ooh now I’m really excited for the stalkers, the werewolf like transformation was a great touch! And crescent shaped blades was my idea! I’m glad you want to incorporate it! The four armed demon monkey is giving me general grievous vibes! The canopy navigating code sounds really complicated we’ll be waiting patiently
as for the extra moon magic elements you’re thinking of adding, I’m not sure you need anymore, these mobs sound pretty complete to me
Oh boy, am i excited for the stalkers! I thought there couldn't be more interesting "civilized" mobs other than the barakoa, but the stalkers seem very promising. Could barako lose 1# spot in my heart? We'll see.
Ore-Bug/Stone Demon Queen:(found underground) It starts off as an egg, but when the player gets close enough (20-30 blocks?) It will crack open, revealing the ore-bug queen. Its carapace is made of stone, and pickaxes do more damage against it. It has two large claws, and a set of mandibles. Despite that, in its current state, it is relatively easy to kill. It only has 50 or so health, and its claws only deal about two hearts of damage. As such, it wont drop good items. A decent amount of stone, some carapace, which can make armor that is slightly worse than iron, and a stone claw,which you can either place as a trophy, or craft into weapon that deals as much damage as a stone sword. A bit disappointing, of course. But, the player doesn't have to kill it yet.
If the ore-bug survives the initial encounter, it will wander around, eating ores (and grottols), growing more powerful, in tiers of 5. The amount required to go up a tier is decently large, and grows larger per tier. Coal will give it a acid/fire ranged attack. Iron will increase its health and armor class. Gold will give it a charge attack, Increase its size, and give it some hp. Diamond will increase its claw damage greatly, and improve its hp and armor. Lapis will give it the ability to lay eggs, and will make it more reclusive. Redstone will give it a AOE electric attack (which also activates redstone around it) Emerald will give it... uhh... something. Nether quartz, if it somehow gets its pincers on it, will give it more pincer damage, and a long range laser attack (if it has levels in coal, the laser also gains any modifiers the coal attack has, as it replaces it) which deals more damage than coal, has longer range, and can break blocks weaker than obsidian over time (as the player would likely force this occurence, as there is no way it could get nether quartz ore otherwise, it gives it a lot of extra power).
Each ore will also change the ore bugs drops. Coal will make it drop gunpowder (or some fire acid) in increasing amounts per tier, Iron will make it drop iron carapace, which makes armor slightly better than iron each tier that goes up will increase the percentage of the carapace that is iron carapace (it needs to be at least iron 3 to eat diamond, emerald, or redstone). Each tier of redstone, the orebug will an increasingly powerful redstone crystal, which, when placed, can either project a redstone field, or a damaging electric one(if its this one, it needs to be powered), of a radius equivalent to the tier (tier one can effect one block away, tier two can effect two, etc) Emerald will make it drop something. Gold will increase the knockback of the claw dropped, and will just make it drop more (of everything) in general. Diamond will make its carapace slightly better than diamond as with iron, the percentage of diamond carapace compared to iron or stone goes up, up to 100%, it also increases the damage of the claw. Nether quartz will make the claw have high enchantability, and, if stacked with diamond, deal more damage than a diamond sword it will also grop a tiered nether quartz crystal, which, which can be used to craft a tiered laser drill, which when powered by redstone, can break blocks(each tier increases the hardness of that block, and the range of the laser (still cant break obsidian), which could be used to make mining machines. Lapis will make it drop eggs, which can be used to get your own orebug minions. At tier 5 lapis, it drops a version of its original egg, which you can pick up, place, and hatch (leave it alone for 10 minutes). The new orebug queen will be just as hostile, but you can place it into a more controlled environment.
Speaking of lapis, once it reaches tier one, it will try to make a lair (by carving rooms out of the rock), where it can lay its eggs. There are 4 types of lesser orebug which can hatch from the egg: the worker, which looks for, and grabs ores/grottols and brings it to the queens room(the queen will stop eating after tier 5, so this could be useful) the sentinel, who guards the hive and can accompany workers, the vanguard, who guards the queen who birthed it (ranged attack, tier 3), and the royal (can only be done at lapis tier 5), will try to get far away from the hive, morph into a queen, and make its own. At tier 3, the queen will no longer leave the hive. Its lair will grow naturally over time as the workers break blocks and steal ores. The player can get eggs in two ways, either killing the queen to get a few, or by stealing them with a silk touch tool (they hatch in 15 minutes after placing, and will identify the player as their queen)
I am wondering if it is possible to have a Pharaoh in the mod for the desert? The idea is that it has 2 fases. fase 1 in it's coffin, using magical spells and summoning minions to attack up far range. (hp can be 80, but damage taken is reduced) and when his coffin breaks, fase 2 goes active. the minions die, but he gets a speed boost, attack boost and damage boost. He is then unable to use his magic, but used brutal strength.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/15/2019
Posts:
42
Member Details
Oh, you liked the original? I think I could go back. I revised the original to be more moon/night based. Now the Moonlight Guild is a group of necromancers, because one of the many things the moon is associated with is the undead. I haven't really planned it out fully, though.
Ooh now I’m really excited for the stalkers, the werewolf like transformation was a great touch! And crescent shaped blades was my idea! I’m glad you want to incorporate it! The four armed demon monkey is giving me general grievous vibes! The canopy navigating code sounds really complicated we’ll be waiting patiently
as for the extra moon magic elements you’re thinking of adding, I’m not sure you need anymore, these mobs sound pretty complete to me
Oh boy, am i excited for the stalkers! I thought there couldn't be more interesting "civilized" mobs other than the barakoa, but the stalkers seem very promising. Could barako lose 1# spot in my heart? We'll see.
Ore-Bug/Stone Demon Queen:(found underground) It starts off as an egg, but when the player gets close enough (20-30 blocks?) It will crack open, revealing the ore-bug queen. Its carapace is made of stone, and pickaxes do more damage against it. It has two large claws, and a set of mandibles. Despite that, in its current state, it is relatively easy to kill. It only has 50 or so health, and its claws only deal about two hearts of damage. As such, it wont drop good items. A decent amount of stone, some carapace, which can make armor that is slightly worse than iron, and a stone claw,which you can either place as a trophy, or craft into weapon that deals as much damage as a stone sword. A bit disappointing, of course. But, the player doesn't have to kill it yet.
If the ore-bug survives the initial encounter, it will wander around, eating ores (and grottols), growing more powerful, in tiers of 5. The amount required to go up a tier is decently large, and grows larger per tier. Coal will give it a acid/fire ranged attack. Iron will increase its health and armor class. Gold will give it a charge attack, Increase its size, and give it some hp. Diamond will increase its claw damage greatly, and improve its hp and armor. Lapis will give it the ability to lay eggs, and will make it more reclusive. Redstone will give it a AOE electric attack (which also activates redstone around it) Emerald will give it... uhh... something. Nether quartz, if it somehow gets its pincers on it, will give it more pincer damage, and a long range laser attack (if it has levels in coal, the laser also gains any modifiers the coal attack has, as it replaces it) which deals more damage than coal, has longer range, and can break blocks weaker than obsidian over time (as the player would likely force this occurence, as there is no way it could get nether quartz ore otherwise, it gives it a lot of extra power).
Each ore will also change the ore bugs drops. Coal will make it drop gunpowder (or some fire acid) in increasing amounts per tier, Iron will make it drop iron carapace, which makes armor slightly better than iron each tier that goes up will increase the percentage of the carapace that is iron carapace (it needs to be at least iron 3 to eat diamond, emerald, or redstone). Each tier of redstone, the orebug will an increasingly powerful redstone crystal, which, when placed, can either project a redstone field, or a damaging electric one(if its this one, it needs to be powered), of a radius equivalent to the tier (tier one can effect one block away, tier two can effect two, etc) Emerald will make it drop something. Gold will increase the knockback of the claw dropped, and will just make it drop more (of everything) in general. Diamond will make its carapace slightly better than diamond as with iron, the percentage of diamond carapace compared to iron or stone goes up, up to 100%, it also increases the damage of the claw. Nether quartz will make the claw have high enchantability, and, if stacked with diamond, deal more damage than a diamond sword it will also grop a tiered nether quartz crystal, which, which can be used to craft a tiered laser drill, which when powered by redstone, can break blocks(each tier increases the hardness of that block, and the range of the laser (still cant break obsidian), which could be used to make mining machines. Lapis will make it drop eggs, which can be used to get your own orebug minions. At tier 5 lapis, it drops a version of its original egg, which you can pick up, place, and hatch (leave it alone for 10 minutes). The new orebug queen will be just as hostile, but you can place it into a more controlled environment.
Speaking of lapis, once it reaches tier one, it will try to make a lair (by carving rooms out of the rock), where it can lay its eggs. There are 4 types of lesser orebug which can hatch from the egg: the worker, which looks for, and grabs ores/grottols and brings it to the queens room(the queen will stop eating after tier 5, so this could be useful) the sentinel, who guards the hive and can accompany workers, the vanguard, who guards the queen who birthed it (ranged attack, tier 3), and the royal (can only be done at lapis tier 5), will try to get far away from the hive, morph into a queen, and make its own. At tier 3, the queen will no longer leave the hive. Its lair will grow naturally over time as the workers break blocks and steal ores. The player can get eggs in two ways, either killing the queen to get a few, or by stealing them with a silk touch tool (they hatch in 15 minutes after placing, and will identify the player as their queen)
This feels a bit too complicated to me, not to mention that the core mechanic (while cool) relies on absolutely destroying the world's underground. Sorry, it's not what I'm looking for.
I am wondering if it is possible to have a Pharaoh in the mod for the desert? The idea is that it has 2 fases. fase 1 in it's coffin, using magical spells and summoning minions to attack up far range. (hp can be 80, but damage taken is reduced) and when his coffin breaks, fase 2 goes active. the minions die, but he gets a speed boost, attack boost and damage boost. He is then unable to use his magic, but used brutal strength.
Yeah that's pretty neat. It could go well with the hieroglyph/snake charmer idea, combined together into one.
Oh, you liked the original? I think I could go back. I revised the original to be more moon/night based. Now the Moonlight Guild is a group of necromancers, because one of the many things the moon is associated with is the undead. I haven't really planned it out fully, though.
I just thought it needed more revision before I could really decide.
Found in various places (Desert, Badlands, Nether, Places like that) within a decent sized tent. It sits in front of a fire. Its head will track the player around the tent, waiting. Once within, the player can do a few things. The player can trade for some things, which change every day (In exchange for other lesser mob drops (eg, lantern goop, naga fangs), you can be trade Anything from a lesser version of its robes (which make you resistant to fire, not taking damage for the first 2 seconds of being on fire), to diamonds/emeralds/ender pearls, to scrying ash(it is craftable by other means, put a ender pearl in a furnace), and more) If attacked at this point, it will throw a orb. which causes a explosion, at the player (no terrain damage, lots of smoke, smallish amount of damage) and vanish in a puff of smoke, not to be seen again (either forever, or for a absurd amount of time (10-20 minecraft days?)).
You can also throw one of a few items into the flame. Scrying powder will create a puff of smoke. After which, the Scryer says a prediction, which will come true (kinda like the witchery crystal ball, now that I think about it.) Blaze powder, which does the same thing, except most of the neutral predictions are gone, and it is replaced by some really good predictions, and some really bad predictions, both ends of which more are extreme than the scrying one gets, bone meal, which is like scrying powder, except worse (less predictions, most neutral, some bad, almost no good, and all are less extreme), gunpowder, which is exclusively bad, and has a chance of exploding (making the scryer leave), sugar, which gives a random potion effect, and divining dust (made through smelting a eye of ender) which is even more extreme than the blaze powder, but also has some extra neutral predictions. (predictions can take anywhere from 10 seconds to a few minecraft days to take place, at random) (some of these interactions can be taken out, although most use the same framework, so it should be easy if you have one in) (other possible interactions could be the lantern jelly, nether wart, etc)
If you somehow manage to kill the scryer before he escapes, you will get his robes(with the full set when using ender pearls, a puff of smoke appears when you teleport, you get jump boost, strength, speed, temporary fire immunity, 5 hearts absorption, armor equivalent to leather otherwise), and the scryers eye, which when right clicked on a fire, will change the fire (will float above it), allowing you to have the gift of prophecy (same as normal) without the hassle of a trip into the middle of nowhere.
The Meaning of Life, the Universe, and Everything.
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So, I was think about my Moonlight Guild (Mostly how I couldn't come up with anything for them), when I thought about the Fay Lizard. This thought lead to how sometimes the moon is associated with illusions, and that I should make the Moonlight Guild a group of illusionist assassins capable of summoning illusory duplicates or turning themselves invisible (With particles showing where they are, like with the Illusioner). They can also have bows/crossbows (Can't decide) so they have range.
Hello, I just wanted to let you know that I am using your mod in a modpack of mine. I'll link the modpack to you if you want to check it out after I finish it.
After a while of contemplating I have come to the conclusion of getting rid of the Moonlight Guild and replacing them with something easier to create: The Hellfire Guild, a fiery group of warriors and the enemies of the Winter Order.
The Hellfire Guild comprise of warriors using one of three weapons: War hammer, great sword, and battleaxe, all of which a oversized and require two hands to use properly. Their melee attacks also inflict fire damage.
I think this is my second bad idea but oh hwell, what about a brawler type monster, like a bipedal fighter that when the player finds them, the player can challenge them to a 1v1 fight, and it could have these rough looking gloves and/or gauntlets (but not made of metal) on each hand.
The gloves(?) could be used by the monster to punch with both hands, one after another, and to pull their hands together to block. Maybe also be able to make a quick sidestep to avoid a player attack, but if the player does best them in combat, they will give up their gloves and the player would be able to make rapid punches with a glove on each hand, along with a blocking ability like a shield if they crouch. (both gloves must be won for them to do damage)
I'm not too sure how or where this would appear, but I think on the outskirts of villages or in forests their hut or home has a chance to spawn. Maybe make it a challenge like the player must wear weak armor and use a specific weapon to participate in the fight.
Alright, after a while of thinking it over, I came up with a rudimentary move set for each Hellfire Guild Warrior
Battleaxe: Basic Swipe, Burning Lunge (The warrior ignites themselves and lunges at the player, dealing knockback), Flame Slash (The warrior slashes their weapon, launching an arc of fire at the player)
Warhammer: Basic Swipe, Magma Quake (Think Reinhardt's "Earthshatter" attack), Fireball (The warrior summons an explosive fireball and hits it with their hammer, launching it toward the player)
Greatsword: Basic Swipe, Flame Slash, Fire Spin (The warrior's sword ignites, and they spins rapidly to create a ring of fire around them. This attack deflects arrows.)
Keep in mind, this is NOT final. Things may change.
Is there a way to adjust the spawn rates?
The reason I ask is because I'm trying to run this alongside Biome Bundle, and I've been running around through a bunch of different worlds trying to test if the various mobs still spawn in the modded Biomes, but because most of the mobs are so rare (I think) it's really hard to tell.
Wroughtnoughts still spawn underground pretty frequently, and I've seen one group of roaming Barakoa in a modded Savanna biome, but no villages as of yet.
I extracted the .jar and have been looking around through the files. I found the BiomeDictionaryHandler, and used a Java Decompiler to read it (or maybe just an appoximation of the original code, I'm not really sure how decompilers work this is new to me). I found the lines where the mobs are assigned there specific Biomes and saw that it uses references to some specific Minecraft library that I'm not familiar with. The thing, Biome Bundle biomes all include the original MC biome they are a variation of as the first word of their name. Do you have any idea if because of this, Mowzie's Mobs will still spawn in corresponding Biome Bundle biomes?
I also scanned through the fml_cache_annotation.json. I'm not familiar enough with minecraft modding to tell exactly what it's doing, but it definitely appears like it's supposed to have some influence on spawnrates. In my forge mod configuration menu, there's no config menu available for Mowzie's Mobs. Is my forge just not working properly? Using forge for minecraft 1.12.2
Hey, thanks for the reply glad you like the idea. A quick look back at the lava kraken idea, it is pretty decent, I think everyone feels as thought those large lava oceans are lacking lol. Whether or not you want to go with that idea is completely your choice, I'll like to point out that the idea is pretty much fledged out by another modder, yet he never released it. TangoTek tried his hand at this idea and it pretty much is exactly how the other user's post described it. Here's a link to a showcase video of his idea in action. As far as The Nether Core item goes, I don't know what direction to lead it in. Maybe have a lava surfing feature if equipped in your empty hand slot? Create a similar sized wave to the of the Lava Golem's and use that to ride around on lava. (Of course this item grants immunity to fire whilst in your empty hand slot)
I also went back in the posts to read what aman3712 had posted for the monkey guru and the idea is great. I also looked at his other ideas as well and loved them too. Yes the talisman does seem to veer off the powers a bit, only containing one of the mob's movesets, I appreciate the item though; very nice reward.
I'm going to go ahead with another idea, mainly reviewing your Ent suggestion. Ill follow your general plans on what it needs to be and Ill try to work in accordance with that. If you already have it all planned out thats fine.
Somewhere located deep within heavily ancient forests lie a mythical meadow. These meadows produce a feeling of natural beauty, with their lush plant life, calm ponds, and abundant forest creatures. These rare occurrences are known as Mystical Meadows, and they are inhabited by beings as old as the Earth itself. Acting as the centerpiece of the whole scene lies a single elevated dirt block. (This can be surrounded by stone bricks, mossy cobble stone, etc.)
Inside these meadows you'll find an abundance of trees who you feel as though are living. They tower above the player and hold a grey hue to their bark. Picking at their leaves will result in a possible seed drop. Using your clues you can probably figure out that maybe you should plant the seed at that odd centerpiece you saw earlier. You plant the seed and either use bone meal on it or let it grow over time. Once the tree is finished growing, you'll notice that it is not like the rest. You see that it still has the same grey bark as the others but with almost vein-like glowing green trails throughout it. This tree does not produce the same seeds as before, rather they are of pure natural power. (Dont know what to name them)
Planting said seed into the ground will result in a lone sapling peeking through the earth's crust. From here, it will rapidly grow into a large tree whilst taking humanoid shape along the way. The earth shakes, the ground begins to uproot, and the sky goes dark as the large figure stands over you. Letting out a bellowing roar, the now newly arisen Ent shall fight at your side for the brief time it has.
The Ent is seen to be very tall (Sizes may vary upon spawn, but they will never be shorter than 5 blocks) when compared to the player and still shares the traits as the Mystical Meadow Trees in terms of appearance. Appearance traits might include:
-Vine/moss beard, - Tree foliage in place of head hair, -large branches erupting from upper back, etc.
Ent Playestyle:
Although they appear tall and intimidating, they lack speed and act more as tanks than anything.
Melee: The Ent has long extruding branch limbs so his melee attacks have plenty of range, they have pretty decent damage as well given their size. These melee attacks are slow moving and can be avoided if an enemy keeps their distance or runs around them. Attacks mainly consist of over exaggerated swipes of the arm, and sometimes a stomp which produces a fair knock back.
Ranged Attack: Should an enemy keep a distance, the Ent can fire back with a root-based attack. Thrusting his arms into the ground, the Ent calls upon the roots from underneath to attack the foe. This attack shoots in a linear 2 block wide 8 block long ground based attack, if it successfully lands on a target it will be reeled in a bit closer to then Ent's range of melee and deal slight damage.
Ranged Attack 2: If an enemy is out of range of the root-based attack he will grab the ground below him and hurl a ball of dirt/stone at the foe. This attack arches over a great distance but is slow. The direct impact will deal a heavy amount of damage whilst the AOE damage will only take about a heart. If hit directly, it will slow down the foe for a brief amount of time. (This ranged attack's effect can stack)
Weaknesses: Ents being trees obviously have the weakness to fire as well as axes. Axes in particular have the ability to slow down the Ent even more.
Dismissed:
-Death: When an Ent dies, he will leave a spot of land fertilized where he passed away.
-Expires: Should the timer on the Ent summoning expire, he will retract back into the ground, leaving a lone Mystical Meadow Sapling behind.
Quirks:
-Everywhere an Ent walks he will leave behind a trail of fertilized plant life if he walks on top of dirt.
-Obviously Ents would have a hard time getting past tree lines and other weak-block obstacles so maybe bend the rules on mob griefing? (Perhaps setup a config file for it?) if there is another work around thats fine too; I cant imagine Ents not being able to fight correctly in their own setting.
-The Dynamic tree models look really nice maybe add similar tree shapes such as those? (Maybe make it compatible for the Meadow Trees?)
Very cool mod! Maybe you could make a creature for the coral reef biome if you ever intend on updating to 1.13? It could camouflage depending on the type of coral it is the nearest to, also it could create a little bubble tornado to keep you underwater so you have to kill it before it drowns you. I think it would be a cool idea. Keep up the work on the mod, it is fenomenal! Also, the naga is so frickin cool, l o v e it.
Heh alright, I'll share a bit more. Keep in mind that none of this is final, and I won't start work on them for a long long time.
The mob concept relies very heavily on a mob movement system I've been brainstorming that will allow the mobs to navigate around tree canopies. They'll be able to use trees and tree-like structures to move through the world without touching the ground using some cleverly calculated jumps.
During the daytime, they'll resemble small, pale monkeys wearing horned headdresses. Like Barakoa masks, these headdresses will vary between individuals. They'll flee from players and be very difficult to interact with.
At night, they transform into intimidating mandrill-like beasts. Their textures will turn completely black except for their eyes, teeth, and tinted glowing tattoos. Their figures will become larger and more muscular, their headdresses will flare out, and their horns will grow slightly larger. They'll also grow long claws on both hands. I've planned a completely seamless transformation animation so there won't be any obvious model-swapping or popping.
At night, they'll move in small groups through treetops. They'll follow above a player they've found for a certain amount of time or until the player looks up at them, at which point they will scream and leap down. They attack with claw strikes, leaping towards the player to attack and away to dodge. Like the Barakoa, they'll attempt to rotate out attackers so the player can't focus on any one target. I'm planning on having them occasionally drop their claws, which will work as a quick two-handed weapon that allows players to perform a leaping strike. I'm not sure if the headdresses will be drops as well.
They will also have a chief, who will only be encounterable at night, likely only during a full moon (heavy uncertainty surrounding how he will spawn / where players can find him). The chief is larger than the regular tribesmen and has four arms instead of two. I was planning on equipping him with claws like the regular tribesmen, but someone suggested crescent-shaped sickles the other day and I think I really like that for him. He will move with extreme acrobatics and use his extra limbs to attack relentlessly (lots of animation work for me oh boy). The specifics of the encounter are not developed yet, but I'd like to think of some moon-related magic he could call on. There's gonna be a secret similar to the Barakoa secret here, and a new potion effect called "Canopy's Call" which will let players free-run through trees automatically simply by sprinting.
Everything is subject to change, but I'm pretty happy with it so far.
Good thinking, I'll let it ruminate in my head as well.
Well, I can give a reason "why not". If I were to develop a bat-like hostile flying mob, I'd like to give it a more exciting design than just an M with eyes. The logo is just a logo.
Aw, I wasn't opposed to the core concept.
Hm, this idea is suffering from the same indecisiveness of the original Moonlight Guild suggestion. Why create 3 different weapon variants? There's no reason for the variation; they all sound like they'd function the same.
Cool thinking! An enemy using boxing-style moves. Tying this with some related themes would make it a really strong idea, and might help decide where the player might find it.
I really suggest you pick the one you find most exciting and ditch the other two.
Woah, that was way more involved than you needed. First of all, all of my mobs use Biome Dictionary to spawn in modded biomes. Second, there's a config file for Mowzie's Mobs in your config folder that lets you adjust spawn rates. If you aren't seeing a certain mob, try waiting for night; some of them use light levels to prevent spawning inside player structures.
Oh, I've seen this. TangoTek makes some great stuff, but I felt that I could push the concept a little further.
Cool concept, I'll keep these ideas in mind for sure.
I'd love to! And yes, I intend to update.
Hm, I'm not sure if these mechanics are quite what I'd be looking for for a coral reef mob. I think the concept needs a little polishing.
Glad you like it!
Ooh now I’m really excited for the stalkers, the werewolf like transformation was a great touch! And crescent shaped blades was my idea! I’m glad you want to incorporate it! The four armed demon monkey is giving me general grievous vibes! The canopy navigating code sounds really complicated we’ll be waiting patiently
as for the extra moon magic elements you’re thinking of adding, I’m not sure you need anymore, these mobs sound pretty complete to me
Oh boy, am i excited for the stalkers! I thought there couldn't be more interesting "civilized" mobs other than the barakoa, but the stalkers seem very promising. Could barako lose 1# spot in my heart? We'll see.
Don't have much to contribute, though I do want to say I'm very fond of the painting sorcerer concept.
An Idea:
Ore-Bug/Stone Demon Queen:(found underground) It starts off as an egg, but when the player gets close enough (20-30 blocks?) It will crack open, revealing the ore-bug queen. Its carapace is made of stone, and pickaxes do more damage against it. It has two large claws, and a set of mandibles. Despite that, in its current state, it is relatively easy to kill. It only has 50 or so health, and its claws only deal about two hearts of damage. As such, it wont drop good items. A decent amount of stone, some carapace, which can make armor that is slightly worse than iron, and a stone claw,which you can either place as a trophy, or craft into weapon that deals as much damage as a stone sword. A bit disappointing, of course. But, the player doesn't have to kill it yet.
If the ore-bug survives the initial encounter, it will wander around, eating ores (and grottols), growing more powerful, in tiers of 5. The amount required to go up a tier is decently large, and grows larger per tier. Coal will give it a acid/fire ranged attack. Iron will increase its health and armor class. Gold will give it a charge attack, Increase its size, and give it some hp. Diamond will increase its claw damage greatly, and improve its hp and armor. Lapis will give it the ability to lay eggs, and will make it more reclusive. Redstone will give it a AOE electric attack (which also activates redstone around it) Emerald will give it... uhh... something. Nether quartz, if it somehow gets its pincers on it, will give it more pincer damage, and a long range laser attack (if it has levels in coal, the laser also gains any modifiers the coal attack has, as it replaces it) which deals more damage than coal, has longer range, and can break blocks weaker than obsidian over time (as the player would likely force this occurence, as there is no way it could get nether quartz ore otherwise, it gives it a lot of extra power).
Each ore will also change the ore bugs drops. Coal will make it drop gunpowder (or some fire acid) in increasing amounts per tier, Iron will make it drop iron carapace, which makes armor slightly better than iron each tier that goes up will increase the percentage of the carapace that is iron carapace (it needs to be at least iron 3 to eat diamond, emerald, or redstone). Each tier of redstone, the orebug will an increasingly powerful redstone crystal, which, when placed, can either project a redstone field, or a damaging electric one(if its this one, it needs to be powered), of a radius equivalent to the tier (tier one can effect one block away, tier two can effect two, etc) Emerald will make it drop something. Gold will increase the knockback of the claw dropped, and will just make it drop more (of everything) in general. Diamond will make its carapace slightly better than diamond as with iron, the percentage of diamond carapace compared to iron or stone goes up, up to 100%, it also increases the damage of the claw. Nether quartz will make the claw have high enchantability, and, if stacked with diamond, deal more damage than a diamond sword it will also grop a tiered nether quartz crystal, which, which can be used to craft a tiered laser drill, which when powered by redstone, can break blocks(each tier increases the hardness of that block, and the range of the laser (still cant break obsidian), which could be used to make mining machines. Lapis will make it drop eggs, which can be used to get your own orebug minions. At tier 5 lapis, it drops a version of its original egg, which you can pick up, place, and hatch (leave it alone for 10 minutes). The new orebug queen will be just as hostile, but you can place it into a more controlled environment.
Speaking of lapis, once it reaches tier one, it will try to make a lair (by carving rooms out of the rock), where it can lay its eggs. There are 4 types of lesser orebug which can hatch from the egg: the worker, which looks for, and grabs ores/grottols and brings it to the queens room(the queen will stop eating after tier 5, so this could be useful) the sentinel, who guards the hive and can accompany workers, the vanguard, who guards the queen who birthed it (ranged attack, tier 3), and the royal (can only be done at lapis tier 5), will try to get far away from the hive, morph into a queen, and make its own. At tier 3, the queen will no longer leave the hive. Its lair will grow naturally over time as the workers break blocks and steal ores. The player can get eggs in two ways, either killing the queen to get a few, or by stealing them with a silk touch tool (they hatch in 15 minutes after placing, and will identify the player as their queen)
I am wondering if it is possible to have a Pharaoh in the mod for the desert? The idea is that it has 2 fases. fase 1 in it's coffin, using magical spells and summoning minions to attack up far range. (hp can be 80, but damage taken is reduced) and when his coffin breaks, fase 2 goes active. the minions die, but he gets a speed boost, attack boost and damage boost. He is then unable to use his magic, but used brutal strength.
Oh, you liked the original? I think I could go back. I revised the original to be more moon/night based. Now the Moonlight Guild is a group of necromancers, because one of the many things the moon is associated with is the undead. I haven't really planned it out fully, though.
Glad you guys like the concept!
Yeah, I think it could be fun.
This feels a bit too complicated to me, not to mention that the core mechanic (while cool) relies on absolutely destroying the world's underground. Sorry, it's not what I'm looking for.
Yeah that's pretty neat. It could go well with the hieroglyph/snake charmer idea, combined together into one.
I just thought it needed more revision before I could really decide.
sorry for my english i'm using the translator
I have an idea for a mob that controls the magic of aeromancy.
This would be a large wooden face that controls two wooden hands. They would release blizzars and mini tornadoes.
When you kill him, they drop the talisman of wind.
apearence
item
edit: his name is clowoo
Dark Scryer (Capnomancer)
Found in various places (Desert, Badlands, Nether, Places like that) within a decent sized tent. It sits in front of a fire. Its head will track the player around the tent, waiting. Once within, the player can do a few things. The player can trade for some things, which change every day (In exchange for other lesser mob drops (eg, lantern goop, naga fangs), you can be trade Anything from a lesser version of its robes (which make you resistant to fire, not taking damage for the first 2 seconds of being on fire), to diamonds/emeralds/ender pearls, to scrying ash(it is craftable by other means, put a ender pearl in a furnace), and more) If attacked at this point, it will throw a orb. which causes a explosion, at the player (no terrain damage, lots of smoke, smallish amount of damage) and vanish in a puff of smoke, not to be seen again (either forever, or for a absurd amount of time (10-20 minecraft days?)).
You can also throw one of a few items into the flame. Scrying powder will create a puff of smoke. After which, the Scryer says a prediction, which will come true (kinda like the witchery crystal ball, now that I think about it.) Blaze powder, which does the same thing, except most of the neutral predictions are gone, and it is replaced by some really good predictions, and some really bad predictions, both ends of which more are extreme than the scrying one gets, bone meal, which is like scrying powder, except worse (less predictions, most neutral, some bad, almost no good, and all are less extreme), gunpowder, which is exclusively bad, and has a chance of exploding (making the scryer leave), sugar, which gives a random potion effect, and divining dust (made through smelting a eye of ender) which is even more extreme than the blaze powder, but also has some extra neutral predictions. (predictions can take anywhere from 10 seconds to a few minecraft days to take place, at random) (some of these interactions can be taken out, although most use the same framework, so it should be easy if you have one in) (other possible interactions could be the lantern jelly, nether wart, etc)
If you somehow manage to kill the scryer before he escapes, you will get his robes(with the full set when using ender pearls, a puff of smoke appears when you teleport, you get jump boost, strength, speed, temporary fire immunity, 5 hearts absorption, armor equivalent to leather otherwise), and the scryers eye, which when right clicked on a fire, will change the fire (will float above it), allowing you to have the gift of prophecy (same as normal) without the hassle of a trip into the middle of nowhere.
So, I was think about my Moonlight Guild (Mostly how I couldn't come up with anything for them), when I thought about the Fay Lizard. This thought lead to how sometimes the moon is associated with illusions, and that I should make the Moonlight Guild a group of illusionist assassins capable of summoning illusory duplicates or turning themselves invisible (With particles showing where they are, like with the Illusioner). They can also have bows/crossbows (Can't decide) so they have range.
How about: when in Peaceful mode, all the mobs form a conga line and start dancing around the player, or on April 1st, whichever works better.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Hello, I just wanted to let you know that I am using your mod in a modpack of mine. I'll link the modpack to you if you want to check it out after I finish it.