Hello !
I really love your mod and i thought that it would be a nice feature to be able to tame some creatures from the mod like the Naga for exemple.
It might require an item and then maybe we'd have to do some stuff for the creature, or by simply feading it with its favorite food.
I'd love to add tameable nagas, but the taming process will need to be very carefully designed. A naga would be a very powerful pet / mount, so simply feeding it fish wouldn't be enough of a challenge for such a great reward.
Hey, I was looking through the configs, and you specify "A blank entry means all biomes. No entries means no biomes." What exactly do you mean by a blank entry vs no entry?
(unaltered code from config)
S:biome_type <
FOREST,MAGICAL,!SNOWY
>
# Allow spawns in these biomes regardless of the biome type settings
S:biome_whitelist <
roofed_forest
mutated_roofed_forest
>
This is for lanterns as you likely guessed. I was hoping to cause them to spawn in most biomes and only blacklist a couple(namely snowy/BOP specific biomes). (Super stoked you added the ability to change the biomes btw, it was something i had earlier asked about.) On initial impression I would think changing FOREST,MAGICAL to BLANK, or more likely just removing it outright would be the ticket, but I am very new to programming and I am not certain how to proceed.
My other question is how to cause the vicious plants to spawn in the betweenlands, I feel that they would fit right into that environment. I already amped up their spawn, hp and damage a fair bit- we all have high level gear on the server and I wanted them to be a real threat. I assume I would need to figure out what biome code is associated with the betweenlands then just plug it into the specified spot in your config, but I am uncertain where or how to get that info.
No programming knowledge necessary! Config files aren't really code.
It's pretty simple. Here's a blank entry: http://prntscr.com/sy2p8f
This means that grottols can spawn in any biome type.
Here's no entries: http://prntscr.com/sy2puz
You just click the little red x until the list is empty. This means that grottols cannot spawn in any biome type.
The whitelist and blacklist override these settings, so setting a blank entry and specifying the biomes you don't want in the blacklist will work just fine. If you want to eliminate all snowy biomes in one go, just change the entry to say !SNOWY. This means "not snowy". You can set it to !SNOWY,!WATER if you don't want them in oceans or rivers either.
You don't need to specifically whitelist Betweenlands biomes. All of them are tagged as "SWAMP" type biomes, so you can just add the SWAMP type to the foliaath biome config settings (this will also add them to overworld swamps, though). IMPORTANT though: by default all Mowzie's Mobs are set to only spawn in the overworld. You need to add the Betweenlands dimension ID to the dimensions list for foliaath spawns if you want them to appear there. This ID is a number that can vary between installs, but you can find it in the Betweenlands config file or by going into "F3" mode while in the Betweenlands.
If you would like to specifically add the Betweenlands biomes to the whitelist, you need their registry names. There are mods out there for modpack makers that will display all registry names for you, but an easier solution would be to just go to the Betweenlands Github where we upload all of the code: https://github.com/Angry-Pixel/The-Betweenlands/tree/1.12-dev/src/main/java/thebetweenlands/common/world/biome
Line 27 of BiomeSludgePlains.java shows that the registry name is "sludge_plains". Line 47 shows the different biome dictionary types of the biome.
Thank you! I had been trying to figure this out for a couple days after mo'creatures got ripped as it was crashing people tying to fight bosses. Was picking up some replacement mods when I notices mobs that had not been spawning now were, and looked to see if you had added anything new. Keep being awesome boss.
Oh my god, this is so cool! You really made my day. Thank you so much!
Do you have any other work uploaded somewhere I could see?
I have done other stuff but it's not saved anywhere sry. Honestly I only post on the Discord of the ice and fire mod regulary. If you want to see some of my work I could send you some stuff privately but only if you want to. I'm happy that you like my try on your creatures, I had a lot of fun drawing them =D
Welp. Stumped again. I was able to find the info on the biomes and whitelisted them. Loaded into betweenlands to see if the plants were spawning and nada. So I got curious and added swamp to the config, just to see. Still nada. Dug into betweenlands config looking for the dimension ID and it shows the default of 20. Maybe I set it wrong in the mowzies config?
# IDs of dimensions this mob can spawn in
I:dimensions <
0 -1 20
>
^ aiming to allow spawning in overworld, nether, and betweenlands.
^info from betweenlands config. Do I maybe need to add blocks specifically to allow them to spawn? I assumed they just would based on "grass" in the allowed blocks, but perhaps I need to add more specific blocks from BL? (and nether, as BOP is awesome and gives some quite nice nether biomes.)
edit: added multiple apropriate blocks to target for spawning still nothing. I can only assume that I have the dimension line set up wrong, but ive tried it with commas, just with spaces and with each dimension on its own line and still no luck. I am certain now that I have the dimension correct, so I am at a loss.
Figured it out after a lot of trial and error. Needs to be on own lines seperated by comma.
# IDs of dimensions this mob can spawn in
I:dimensions <
0,
-1,
20
>
Buuuuut still no joy.
Edited config so that block spawns was blank, now i can only plant them on vanilla grass and any kind of leaves?? So very lost on why this refuses to work.
spawn_data {
# Names of blocks this mob is allowed to spawn on. Leave blank to allow any block.
S:allowed_blocks <
>
# IDs of dimensions this mob can spawn in
I:dimensions <
0,
20
>
# Maximum height for this spawn. -1 to ignore.
# Min: -1.0
# Max: 255.0
D:height_max=-1.0
# Minimum height for this spawn. -1 to ignore.
# Min: -1.0
# Max: 255.0
D:height_min=60.0
# Maximum number of mobs that appear in a spawn group
# Min: 1
# Max: 100
I:max_group_size=3
# Minimum number of mobs that appear in a spawn group
# Min: 1
# Max: 100
I:min_group_size=1
# Set to true to only allow this mob to spawn in the dark, like zombies and skeletons
B:needs_darkness=false
# Set to true to only spawn mob if it can't see the sky
B:requires_cant_see_sky=false
# Set to true to only spawn mob if it can see the sky
B:requires_see_sky=false
# Smaller number causes less spawning, 0 to disable spawning
# Min: 0
# Max: 100
I:spawn_rate=20
##########################################################################################################
# biome_data
#--------------------------------------------------------------------------------------------------------#
# Control which biomes this spawn is allowed in
##########################################################################################################
biome_data {
# Prevent spawns in these biomes regardless of the biome type settings
S:biome_blacklist <
>
# Each entry is a combination of allowed biome types.
# Separate types with commas to require biomes to have all types in an entry
# Put a '!' before a biome type to mean NOT that type
# A blank entry means all biomes. No entries means no biomes.
# For example, 'FOREST,MAGICAL,!SNOWY' would mean all biomes that are magical forests but not snowy
# '!MOUNTAIN' would mean all non-mountain biomes
S:biome_type <
JUNGLE SWAMP
>
# Allow spawns in these biomes regardless of the biome type settings
S:biome_whitelist <
>
}
}
combat_data {
# Scale mob attack damage by this value
# Min: 0.0
# Max: 100.0
D:attack_multiplier=4.0
# Scale mob health by this value
# Min: 0.0
# Max: 100.0
D:health_multiplier=6.0
}
Oh my god, this is so cool! You really made my day. Thank you so much!
Do you have any other work uploaded somewhere I could see?
I have done other stuff but it's not saved anywhere sry. Honestly I only post on the Discord of the ice and fire mod regulary. If you want to see some of my work I could send you some stuff privately but only if you want to. I'm happy that you like my try on your creatures, I had a lot of fun drawing them =D
I see. Let me know if you make an Artstation or something like that.
Welp. Stumped again. I was able to find the info on the biomes and whitelisted them. Loaded into betweenlands to see if the plants were spawning and nada. So I got curious and added swamp to the config, just to see. Still nada. Dug into betweenlands config looking for the dimension ID and it shows the default of 20. Maybe I set it wrong in the mowzies config?
# IDs of dimensions this mob can spawn in
I:dimensions <
0 -1 20
>
^ aiming to allow spawning in overworld, nether, and betweenlands.
^info from betweenlands config. Do I maybe need to add blocks specifically to allow them to spawn? I assumed they just would based on "grass" in the allowed blocks, but perhaps I need to add more specific blocks from BL? (and nether, as BOP is awesome and gives some quite nice nether biomes.)
edit: added multiple apropriate blocks to target for spawning still nothing. I can only assume that I have the dimension line set up wrong, but ive tried it with commas, just with spaces and with each dimension on its own line and still no luck. I am certain now that I have the dimension correct, so I am at a loss.
Figured it out after a lot of trial and error. Needs to be on own lines seperated by comma.
# IDs of dimensions this mob can spawn in
I:dimensions <
0,
-1,
20
>
Buuuuut still no joy.
Edited config so that block spawns was blank, now i can only plant them on vanilla grass and any kind of leaves?? So very lost on why this refuses to work.
spawn_data {
# Names of blocks this mob is allowed to spawn on. Leave blank to allow any block.
S:allowed_blocks <
>
# IDs of dimensions this mob can spawn in
I:dimensions <
0,
20
>
# Maximum height for this spawn. -1 to ignore.
# Min: -1.0
# Max: 255.0
D:height_max=-1.0
# Minimum height for this spawn. -1 to ignore.
# Min: -1.0
# Max: 255.0
D:height_min=60.0
# Maximum number of mobs that appear in a spawn group
# Min: 1
# Max: 100
I:max_group_size=3
# Minimum number of mobs that appear in a spawn group
# Min: 1
# Max: 100
I:min_group_size=1
# Set to true to only allow this mob to spawn in the dark, like zombies and skeletons
B:needs_darkness=false
# Set to true to only spawn mob if it can't see the sky
B:requires_cant_see_sky=false
# Set to true to only spawn mob if it can see the sky
B:requires_see_sky=false
# Smaller number causes less spawning, 0 to disable spawning
# Min: 0
# Max: 100
I:spawn_rate=20
##########################################################################################################
# biome_data
#--------------------------------------------------------------------------------------------------------#
# Control which biomes this spawn is allowed in
##########################################################################################################
biome_data {
# Prevent spawns in these biomes regardless of the biome type settings
S:biome_blacklist <
>
# Each entry is a combination of allowed biome types.
# Separate types with commas to require biomes to have all types in an entry
# Put a '!' before a biome type to mean NOT that type
# A blank entry means all biomes. No entries means no biomes.
# For example, 'FOREST,MAGICAL,!SNOWY' would mean all biomes that are magical forests but not snowy
# '!MOUNTAIN' would mean all non-mountain biomes
S:biome_type <
JUNGLE SWAMP
>
# Allow spawns in these biomes regardless of the biome type settings
S:biome_whitelist <
>
}
}
combat_data {
# Scale mob attack damage by this value
# Min: 0.0
# Max: 100.0
D:attack_multiplier=4.0
# Scale mob health by this value
# Min: 0.0
# Max: 100.0
D:health_multiplier=6.0
}
}
Please help.
You should really be editing using the built in Forge GUI. If you’re typing directly into the config file, you’re more likely to make mistakes.
Ok, deleted config and made changes through GUI. I should have it set up so that any block should be viable for them to spawn on, but yet they refuse to spawn on BOP blocks.
From what I understand, if I leave a blank entry in their blocks thing, they should be able to spawn on any type of block, right?
Edit: So what I find is happening is that when I change anything through the GUI, it automatically reverts to default on relaunch. Definitely explains the issues I have been having.
Ok, deleted config and made changes through GUI. I should have it set up so that any block should be viable for them to spawn on, but yet they refuse to spawn on BOP blocks.
From what I understand, if I leave a blank entry in their blocks thing, they should be able to spawn on any type of block, right?
Edit: So what I find is happening is that when I change anything through the GUI, it automatically reverts to default on relaunch. Definitely explains the issues I have been having.
No, remove all block entries in the GUI. No entries.
The second thing is not a Mowzie’s Mobs issue. I can’t help you with this.
The Nagas remind me of the Shockjaw from the HtTYD universe. So I thought that maybe you could add elements from other dragons from that franchise to the Naga as well, particularly, the Deathgrippers. Vicious dragons that can only be trained by drugging them with their own venom, to which they're not immune. Now it may seem weird that the one mob that can potentially grant you poison resistance is weak to poison, but, for one, you have to BREW those potions. And I'd argue it would be more weird if the nagas had blaze powder, brewing stands, and nether warts in their bodies to be poison-immune. Also Mowzie's Mobs is no stranger to things that keep you up at night, making you think "Why do you need invisibility to sneak past the Frostmaw if it's eyes are closed anyway?", "Why couldn't my diamond sword with Bane of Arthropods V kill that bug before it got prickled to death by a lowly cactus?", the somewhat obscure "How come the Barakoa wield neither stone nor iron swords even when you trade those items to them? And how come Barakoas with bone clubs can trade you darts, blowguns, and even spears, yet they never switch those weapons when in combat? How come Zombies, Wither Skeletons, Zombie Pigmen, and all the fancy critters from new vanilla versions that I don't keep up with are more likely to drop the swords they're wielding than the Barakoa are to drop the bones they carry?", the infamous "Y diamond grottols but not emerald, Quartz, Lapis, Redstone, Gold, Iron, Glowstone [...] Nether Star, Dirt, Wood, Sandstone, Glass, Sonic & Knuckles Grottols?" and the even more infamous "Y won't my Wrought Axe chop trees?". Heck, vanilla Minecraft has so many weird things that I'm not even gonna bother trying to list them. The ones that are particularly relevant to what I'm about to say are the following: "Why are creepers afraid of cats", "Why do you need to apply a weakness potion effect and an unenchanted golden apple to cure zombie villagers?" and maybe also "How do I know that THAT is how you make a Wither boss totem? Is there a single person who learnt it the official way, by placing a bunch of paintings, coming across the wither totem one, and deciding <<Hmm, yeah, I should recreate the things shown in THIS PARTICULAR painting.>>"
Furthermore, You yourself stated that poison resistance can only "be used to neutralize OTHER poisons." So maybe you can extract Naga Venom and use it on them, but not conventional poison. But how do you apply it to them, if they have a tendency to dodge projectiles and stay above the player's melee range? Well, I've heard somewhere that you were planning to make the nagas fish. If it's true, how are they gonna do that? Will they dive like Kingfishers and Gannets or will they skim the water like, well, Skimmers? And once they catch a fish, will the other Nagas fight for it? Because I thought maybe the Clownfish could be made more useful. As in, the Nagas have a sweet tooth for clownfish and will fight for it fiercely. They love Clownfish as much as Creepers hate Cats. In an attempt to keep it's prized possession, the Naga will fly to higher altitudes than it normally does. Often times, whether it's the original Naga or some other one that managed to steal the fish but is itself nagged by the others will drop the fish on the ground, and the others don't notice since they're so high up they can't spot it, so they fight for a while until they loose interest, and they never find the fish again, leaving it either to despawn or to be discovered by the player. When facing a Naga, a player could drop his or her Clownfish, briefly distracting the serpents. In that time, he or she could apply some venom and maybe also something valuable, like some unenchanted golden apple, as you do with Zombie villagers, and the Naga will be tamed. The venom works the same as a potion of poison otherwise, maybe you can make splash and lingering versions too, but I say that with some redstone you should be able to make an 8 minutes version with redstone. When "tamed", the Naga will remain docile for as long as the venom is in effect, but will naturally raise the duration of the original potion to the power of two. So an 8 minute bottle should make your naga tameable for around 4 in-game hours. The venom duration can stack, but only if you feed it an additional item(the same one that you fed it to the naga when you tamed it, the one as valuable as the unenchanted golden apple). If the potion has different levels, your Naga will have "Naga's Venom II" for the duration of the potion to the power of two, and when that time is up, it will resume it's "Naga's Venom I". A Naga with "Naga's Venom II" will have certain benefits over "Naga's Venom I". Such benefits include:
Attacking for you.
Not attacking you if you accidentally(or not) attack it first.
Allowing you to ride it on land.
Allowing you to ride it on water, like a boat.
Allowing you to ride it underwater, maybe you should also bring some water breathing with you. Or maybe it will give you water breathing while you're riding it.
Allowing you to perform the poison spitting attack when you're riding it.
Allowing you to fly on it.
Allowing you to do that spinning drop attack while flying on it.
Allowing you to ride it while you have armor on.
Now a Naga turned into a neutral mob is kinda boring, so I suppose it's up to you to decide which of these can be obtained by applying "Naga's Venom I" and which by using "Naga's Venom II". Who knows. Maybe you'll decide that "Naga's Venom II" shouldn't exist, and leave it at "Naga's Venom I". Or maybe you won't give the player some of those benefits whether the venom is at level II or not.
Also if all the way back in 2014, when the Foliaath was at most a concept(I think), Fabric were a thing, would you still have made your mod a Forge mod?
Back at it again with another detailed idea suggestion!
Cap'n Bonebeard (wip name)
Cap'n Bonebeard is a pirate boss that can be found in the ocean aboard a ghost ship. Although one can simply find a ghost ship by chance while traveling through the ocean, because of how rare they are, the quickest way to locate a ghost ship is by obtaining the Ghastly Compass; an item that could be acquired from a Wandering Trader. The Ghastly Compass will point at the direction of the ghost ship at all times.
As for the boss itself, Cap'n Bonebeard is a large, fat skeleton dressed in a pirate captain outfit covered in rips & tears, barnacles, and seaweed. He could also have one of his arms be an octopus tentacle, maybe, and could have octopus tentacles sprouting out of his back. He is also armed with a cutlass and a flintlock pistol. When the player boards a ghost ship, Bonebeard will appear on the deck, making a jolly laugh before pointing his sword at the player, beginning the battle. He is a tanky boss with lots of tricks up his sleeve, and cannot be damaged through normal means. His attacks consist of:
Various swashbuckling sword swipes.
A pistol attack where he shoots ghostly green skulls that chase the player, inflicting blindness upon making contact. Said skulls can be destroyed by hitting them once.
A dash where he rides a wave of water forward with his sword pointed out, damaging the player if they’re in the way
His first special attack where he summons large octopus tentacles from the ground that swipe at the player before disappearing. They would behave somewhat like the Envoker's fang attack, but would spawn randomly around the player and would each have a delay before attacking.
His second special attack where he shoots out a bunch of small bombs from his pistol, which explode after a few seconds (explosions do not destroy blocks). One of these bombs, however, will have a green tint to it and can be picked up by the player and thrown back at Cap'n Bonebeard, stunning him for a few seconds and allowing the player to damage them until he recovers.
I also had an idea of him summoning skeleton deckhands to aid him in battle when he's at low health, maybe, but they would be melee only and have very low health.
Upon defeat, he could drop three items
The Cap’n’s Key: A rusty old key that will allow the player to unlock the doors that lead to the lower decks of the ship, which could be filled with plenty of resources and valuables.
The Black Spot: Cap'n Bonebeard’s pistol, this weapon will allow the player to blast enemies with ghostly skulls.
The Salty Dog's Handsome Headpiece: You get his stylish pirate hat as a new vanity item/trophy!
I also have a quick idea, in case you ever wanted to port the mod: The Blindbug.
Description: A large insect whose empty sockets in it's head are the remnants of it's eyes. To make up for it's blindness, it spends it's time in oceanic kelp forests, sending powerful vibrations, that return back to it, like a sonar, so it can sense the tasty adventurers swimming nearby, before shooting out it's vicious jaws at them.
There are several ways to slay this menace, but whichever way you swipe at it, it will drop the blades on the sides of it's abdomen, which it uses both as camouflage, and, more importantly, as a means of producing sounds. Rub two of these together to create a vibration that briefly startles any aquatic creature small enough to know it's on the Blindbug's menu.
Appearance: The Blindbug is technically not a true bug but rather a beetle larva. It's appearance is inspired by water tigers, but green, and originally the blades on it's sides were supposed to be it's gills(like mayfly gills) disguised as sea kelp "leaves". But I think that only a zoology enthusiast could know that, so I think that putting something like a bubble on it's head might be a better idea, so that players can look at it and understand why it's an aquatic mob. Then again, players might think that in order to beat this mob you have to burst it's bubble, so I'm not sure right now how to make this mob more aquatic-looking. It's jaws are a metallic gray and the ligaments around it are brown and more leathery-looking than the rest of it's body. It's antennae look like those, well, antennae, that you see in documentaries that thy use to track tagged animals. And the abdomen ends in a radar-like structure, that slowly swings from side to side, never doing 360 degree rotations, as that would make the Blindbug look like some alien redstone contraption painted green, and less like a living thing. The "radar" has 3 small, but smooth antennae that rotate around a bit like a player's arms wen idle, but never disrupting the general conic shape they form. I see this mob as having several heads, like a wither, the first being the radar, and the second being the true head, so they can move independently from one another. It's legs are gently touching the ground, as if it's tip-toeing. It's supposed to blend in with kelp forests about as well as the Frostmaw does with the surrounding snow.
Behaveyour: It normally doesn't move much. Every so often it will perform it's sonar attack, maybe if it senses something approaching it. As an idle animation, it will yawn, shooting out it's impressive jaws, and pull them back in, before rubbing them against eachother like scissors, and creating faint metallic sounds. When moving, it will shake from side to side like a mosquito larva in a random direction, and rise to the surface in the process. When it's done swimming, it will resume it's regular posture and slowly fall to the ground. It will try to take on anything up to a certain size, including regular guardians, but not elder ones. I don't think they should ever spawn near ocean temples though. When hit from afar it will panic and move away. On land it's abdomen will lay flat to the ground, and the bug will slowly crawl around aimlessly. If it ever gets back into water by itself, it would be a mere lucky accident. It has twice the land resistance of squid, but that isn't saying much.
Stats: It's tough exoskeleton gives it as much armor as a leather chestplate, but it's jaws are weak and aren't armored. One swipe to it's jaws with a Bane of Arthropods I diamond sword should be enough to bring it to below 50% health. It's jaws are strong and might pierce armor partially(it can't bypass the armor points offered by the Protection enchantment and the Resistance effect). It will regenerate after killing something. Players with invisibility can't bypass this mob. Vexes though are immune to the Blindbug.
Fighting: If you come near it, it will shake a bit, startled, and make a hissing sound that sounds a bit like a "Hmm...?", while spreading out it's antennae and pointing the radar up, then do a sonar attack. Other than that, it has three more attacks: the sonar hiss, the jaw snap, and the regular bite. It won't bother to chase the player around, and it's less likely to move around when in combat.
In the sonar attack, it will shake it's abdomen and shoot out a bunch of invisible projectiles in a circle, that leave behind bubble particles. If they travel outside of it's reach or they hit a block they will despawn. If they hit an entity they will bounce back towards the Blindbug, and produce a faint sound similar to that of a submarine ping but with reverberation. They deal no damage and can't knock anything back. However, once the Blindbug is hit by the bounced projectile, the antennae will face forward and both the true head and the radar will point at the place the player was last hit, and perform one of it's jaw attacks, depending on the distance of the player. The whole trip to the player and back takes a while, but the time between the Blindbug getting "shot" with the bubbles and it preparing an attack is really short.
The jaw snap: It's jaws shoot out like those of a dragonfly larva, hit any entity in front of them up to a distance as they shut close and create brown stars like the Evoker's fangs then vibrate a little while making grinding/stretching sounds, then finally snap back in while opening again. All this takes around half a second, in which time the player can hit the jaws. This attack drags the player closer, like the wrought axe shift right click attack.
The regular bite: If the player gets too close it will bite three times in quick succession, dealing slightly more damage than the jaw snap, while also not exposing it's weak spot.
The sonar hiss: It's like a sonar attack, but it sends out red bubbles, and when they hit, they produce a louder sound, similar to the spider sound when it's hurt. As such, it's much more likely to do this attack when it's being damaged, or when it's under 50% health. When the bubbles hit a small mob it will swim away, no matter what. This attack is useful for the Blindbug when it wants to eat a neutral mob that spawns in groups and whose friends can fight back, like a Dolphin, or a Drowned, because otherwise they would just gang up on it and kill it before the player has a chance to come across it.
Death: It will rise to the surface and flail around before finally dying.
Mosquitoes: I was thinking that this mob can maybe produce smaller mosquito minions every once in a while, like a queen wasp producing drones. It would rise to the surface, maybe make green heart particles, then spawn around 10 of these. Mosquitoes are harmless and will fly around like a bat, but attempt to fly away from the player, so you wouldn't have to constantly hear their annoying buzzing. Still, they can be seen from a distance and can be useful indicators of the presence of a Blindbug nearby. I'm not sure about it because it could conflict with other cool things one could do with this bug, like pupating and coming out as a Mothra-looking thing.
Drops: It will drop Blindbug Blades. They come in pairs, and the Blindbug can drop several of them. They have durability. You can right-click this item to create red hiss bubbles that will temporarily scare off aquatic mobs up to the size of a naga(you can only scare them when they're in the water). Elder Guardians won't flee because they're too big. This only works underwater. It's a somewhat useful item if you only have MM, but if you also have other mods(which I'm pretty sure other players do), it could be a life saver, since just about any aquatic creature is out to get you, and even if only small ones get spooked, at least it's one threat taken care of.
How to fight it: You can just come close and deal as much damage as you can if you're well-equipped enough. But it's better to just keep a distance and strike the jaw. other things you can do is make it accidentally bite other mobs, and some of them could try and kill it before it does the sonar hiss. As it brings entities near with the jaw attack, maybe you could bring some tnt with you and if you ever prime it underwater, the bug could accidentally bite the tnt and get blasted. Sucking up the water around it with sponges and buckets might also be a solution. You can also place blocks to your advantage, maybe I'll come up with something in the future that will allow this mob to counter this kind of player.
Hey! This isn't actually a mob suggestion, I was just thinking that it may be cool if the lanterns had size variations(they didn't last time I checked, please don't flame me if they do!), which would probably only be cosmetic, but would look pretty cool as they tend to spawn in groups. As said before, I think it would be purely cosmetic(you could increase drops and health depending on size, though that would be optional), thus it could be a config option, or even if two small ones get together they form a slightly larger one? Although I don't know how well that would fit with the current mob... Just an idea to consider though!
random idea: what if a select few barakoana were granted a weak sun's blessing from barako? i mean, they are the leaders of the hunting parties, so it'd sorta make sense that the most powerful and resourceful would be granted the ability to use the sun's power.
this wouldn't twist them too much, just maybe have them raise their spears into the sky to call down a sunbeam.
The Nagas remind me of the Shockjaw from the HtTYD universe. So I thought that maybe you could add elements from other dragons from that franchise to the Naga as well, particularly, the Deathgrippers. Vicious dragons that can only be trained by drugging them with their own venom, to which they're not immune. Now it may seem weird that the one mob that can potentially grant you poison resistance is weak to poison, but, for one, you have to BREW those potions. And I'd argue it would be more weird if the nagas had blaze powder, brewing stands, and nether warts in their bodies to be poison-immune. Also Mowzie's Mobs is no stranger to things that keep you up at night, making you think "Why do you need invisibility to sneak past the Frostmaw if it's eyes are closed anyway?", "Why couldn't my diamond sword with Bane of Arthropods V kill that bug before it got prickled to death by a lowly cactus?", the somewhat obscure "How come the Barakoa wield neither stone nor iron swords even when you trade those items to them? And how come Barakoas with bone clubs can trade you darts, blowguns, and even spears, yet they never switch those weapons when in combat? How come Zombies, Wither Skeletons, Zombie Pigmen, and all the fancy critters from new vanilla versions that I don't keep up with are more likely to drop the swords they're wielding than the Barakoa are to drop the bones they carry?", the infamous "Y diamond grottols but not emerald, Quartz, Lapis, Redstone, Gold, Iron, Glowstone [...] Nether Star, Dirt, Wood, Sandstone, Glass, Sonic & Knuckles Grottols?" and the even more infamous "Y won't my Wrought Axe chop trees?". Heck, vanilla Minecraft has so many weird things that I'm not even gonna bother trying to list them. The ones that are particularly relevant to what I'm about to say are the following: "Why are creepers afraid of cats", "Why do you need to apply a weakness potion effect and an unenchanted golden apple to cure zombie villagers?" and maybe also "How do I know that THAT is how you make a Wither boss totem? Is there a single person who learnt it the official way, by placing a bunch of paintings, coming across the wither totem one, and deciding <<hmm, yeah,="" i="" should="" recreate="" the="" things="" shown="" in="" this="" particular="" painting.="">>"
Furthermore, You yourself stated that poison resistance can only "be used to neutralize OTHER poisons." So maybe you can extract Naga Venom and use it on them, but not conventional poison. But how do you apply it to them, if they have a tendency to dodge projectiles and stay above the player's melee range? Well, I've heard somewhere that you were planning to make the nagas fish. If it's true, how are they gonna do that? Will they dive like Kingfishers and Gannets or will they skim the water like, well, Skimmers? And once they catch a fish, will the other Nagas fight for it? Because I thought maybe the Clownfish could be made more useful. As in, the Nagas have a sweet tooth for clownfish and will fight for it fiercely. They love Clownfish as much as Creepers hate Cats. In an attempt to keep it's prized possession, the Naga will fly to higher altitudes than it normally does. Often times, whether it's the original Naga or some other one that managed to steal the fish but is itself nagged by the others will drop the fish on the ground, and the others don't notice since they're so high up they can't spot it, so they fight for a while until they loose interest, and they never find the fish again, leaving it either to despawn or to be discovered by the player. When facing a Naga, a player could drop his or her Clownfish, briefly distracting the serpents. In that time, he or she could apply some venom and maybe also something valuable, like some unenchanted golden apple, as you do with Zombie villagers, and the Naga will be tamed. The venom works the same as a potion of poison otherwise, maybe you can make splash and lingering versions too, but I say that with some redstone you should be able to make an 8 minutes version with redstone. When "tamed", the Naga will remain docile for as long as the venom is in effect, but will naturally raise the duration of the original potion to the power of two. So an 8 minute bottle should make your naga tameable for around 4 in-game hours. The venom duration can stack, but only if you feed it an additional item(the same one that you fed it to the naga when you tamed it, the one as valuable as the unenchanted golden apple). If the potion has different levels, your Naga will have "Naga's Venom II" for the duration of the potion to the power of two, and when that time is up, it will resume it's "Naga's Venom I". A Naga with "Naga's Venom II" will have certain benefits over "Naga's Venom I". Such benefits include:
Attacking for you.
Not attacking you if you accidentally(or not) attack it first.
Allowing you to ride it on land.
Allowing you to ride it on water, like a boat.
Allowing you to ride it underwater, maybe you should also bring some water breathing with you. Or maybe it will give you water breathing while you're riding it.
Allowing you to perform the poison spitting attack when you're riding it.
Allowing you to fly on it.
Allowing you to do that spinning drop attack while flying on it.
Allowing you to ride it while you have armor on.
Now a Naga turned into a neutral mob is kinda boring, so I suppose it's up to you to decide which of these can be obtained by applying "Naga's Venom I" and which by using "Naga's Venom II". Who knows. Maybe you'll decide that "Naga's Venom II" shouldn't exist, and leave it at "Naga's Venom I". Or maybe you won't give the player some of those benefits whether the venom is at level II or not.
Also if all the way back in 2014, when the Foliaath was at most a concept(I think), Fabric were a thing, would you still have made your mod a Forge mod?</hmm,>
I feel like this is a coded call-out post? At least the first part? What I feel like you're missing is that just because some change would make logical sense does not mean it would make for the best gameplay. Gameplay dictates that potions of invisibility stop mobs from noticing you (if you're desperate for an explanation, it is perfectly feasible that the potions hide your scent as well). Having to protect a grottol you've found from environmental hazards while trying to kill it with your pickaxe is exciting. Players need to know what to expect from a Barakoa encounter and won't wonder why one of them randomly has an iron sword after a different player trades it to them. The Barako fight would be too difficult if the Barakoa he summons wielded poisonous blowguns or spears. Bones are dropped by skeletons, not Barakoa; logically, any vertebrate mob would drop bones, but skeletons are more interesting when they have a unique drop. When a player hears a grottol, he or she should immediately know that a diamond is at stake and not have to take a moment to figure out what color it is in the dark. (The Axe of a Thousand Metals does break wood at the rate of an iron axe. If you observed otherwise, this is a bug and should be reported to Github.)
What I'm trying to say is you don't have to justify a mechanic that doesn't make perfectly logical sense with other examples of imperfect logic. Just convince me that it would make for interesting/exciting gameplay.
The plan is to have nagas dive for fish. I might even give them a swimming animation. I'm not opposed to the pufferfish thing, but it might be unnecessary considering you can get them on ground level by hitting them while they are preparing an attack. I don't see the point of creating a separate poison effect that behaves exactly like the vanilla one except that it can pacify nagas; it would be much simpler and much more elegant game design to simply allow vanilla poison effects to pacify nagas.
But this is not the taming method I am looking for. It seems too easy/inexpensive for such a valuable reward - a flying mount. I plan to introduce naga nests to some shipwrecks, and have an egg obtainable from the nest. The egg will hatch into a baby naga, which can perch on your shoulder and fire poison projectiles passively while you fight. Your suggestion has given me the way to hatch this egg: players will have to find a way to inflict the poison status effect on the egg for a certain amount of time. I will keep thinking of a way to grow your naga into an adult, hopefully coming up with something appropriately challenging to justify flight as the reward.
I actually know pretty much nothing about Fabric. So nah.
>Back at it again with another detailed idea suggestion! Cap'n Bonebeard (wip name)
Cap'n Bonebeard is a pirate boss that can be found in the ocean aboard a ghost ship. Although one can simply find a ghost ship by chance while traveling through the ocean, because of how rare they are, the quickest way to locate a ghost ship is by obtaining the Ghastly Compass; an item that could be acquired from a Wandering Trader. The Ghastly Compass will point at the direction of the ghost ship at all times.
As for the boss itself, Cap'n Bonebeard is a large, fat skeleton dressed in a pirate captain outfit covered in rips & tears, barnacles, and seaweed. He could also have one of his arms be an octopus tentacle, maybe, and could have octopus tentacles sprouting out of his back. He is also armed with a cutlass and a flintlock pistol. When the player boards a ghost ship, Bonebeard will appear on the deck, making a jolly laugh before pointing his sword at the player, beginning the battle. He is a tanky boss with lots of tricks up his sleeve, and cannot be damaged through normal means. His attacks consist of:
Various swashbuckling sword swipes.
A pistol attack where he shoots ghostly green skulls that chase the player, inflicting blindness upon making contact. Said skulls can be destroyed by hitting them once.
A dash where he rides a wave of water forward with his sword pointed out, damaging the player if they’re in the way
His first special attack where he summons large octopus tentacles from the ground that swipe at the player before disappearing. They would behave somewhat like the Envoker's fang attack, but would spawn randomly around the player and would each have a delay before attacking.
His second special attack where he shoots out a bunch of small bombs from his pistol, which explode after a few seconds (explosions do not destroy blocks). One of these bombs, however, will have a green tint to it and can be picked up by the player and thrown back at Cap'n Bonebeard, stunning him for a few seconds and allowing the player to damage them until he recovers.
I also had an idea of him summoning skeleton deckhands to aid him in battle when he's at low health, maybe, but they would be melee only and have very low health.
Upon defeat, he could drop three items
The Cap’n’s Key: A rusty old key that will allow the player to unlock the doors that lead to the lower decks of the ship, which could be filled with plenty of resources and valuables.
The Black Spot: Cap'n Bonebeard’s pistol, this weapon will allow the player to blast enemies with ghostly skulls.
The Salty Dog's Handsome Headpiece: You get his stylish pirate hat as a new vanity item/trophy!
I like this a lot, but there are a few issues. Is the ship an entity? Or is it made of blocks? I always find ship structures in other mods to feel kinda odd; they don't move at all, and they stay there forever after you clear out the ship of mobs. On the other hand, there's no way I could program a ship entity on which players could move around and build and fight like normal; no one has heard from the Metaworlds mod developer for years. Maybe he spawns in special shipwrecks instead? I don't like when mods stop players from breaking blocks, but without doing so the Cap'n's Key won't have much purpose. Maybe it opens a special chest instead?
I also have a quick idea, in case you ever wanted to port the mod: The Blindbug.
Description: A large insect whose empty sockets in it's head are the remnants of it's eyes. To make up for it's blindness, it spends it's time in oceanic kelp forests, sending powerful vibrations, that return back to it, like a sonar, so it can sense the tasty adventurers swimming nearby, before shooting out it's vicious jaws at them.
There are several ways to slay this menace, but whichever way you swipe at it, it will drop the blades on the sides of it's abdomen, which it uses both as camouflage, and, more importantly, as a means of producing sounds. Rub two of these together to create a vibration that briefly startles any aquatic creature small enough to know it's on the Blindbug's menu.
Appearance: The Blindbug is technically not a true bug but rather a beetle larva. It's appearance is inspired by water tigers, but green, and originally the blades on it's sides were supposed to be it's gills(like mayfly gills) disguised as sea kelp "leaves". But I think that only a zoology enthusiast could know that, so I think that putting something like a bubble on it's head might be a better idea, so that players can look at it and understand why it's an aquatic mob. Then again, players might think that in order to beat this mob you have to burst it's bubble, so I'm not sure right now how to make this mob more aquatic-looking. It's jaws are a metallic gray and the ligaments around it are brown and more leathery-looking than the rest of it's body. It's antennae look like those, well, antennae, that you see in documentaries that thy use to track tagged animals. And the abdomen ends in a radar-like structure, that slowly swings from side to side, never doing 360 degree rotations, as that would make the Blindbug look like some alien redstone contraption painted green, and less like a living thing. The "radar" has 3 small, but smooth antennae that rotate around a bit like a player's arms wen idle, but never disrupting the general conic shape they form. I see this mob as having several heads, like a wither, the first being the radar, and the second being the true head, so they can move independently from one another. It's legs are gently touching the ground, as if it's tip-toeing. It's supposed to blend in with kelp forests about as well as the Frostmaw does with the surrounding snow.
Behaveyour: It normally doesn't move much. Every so often it will perform it's sonar attack, maybe if it senses something approaching it. As an idle animation, it will yawn, shooting out it's impressive jaws, and pull them back in, before rubbing them against eachother like scissors, and creating faint metallic sounds. When moving, it will shake from side to side like a mosquito larva in a random direction, and rise to the surface in the process. When it's done swimming, it will resume it's regular posture and slowly fall to the ground. It will try to take on anything up to a certain size, including regular guardians, but not elder ones. I don't think they should ever spawn near ocean temples though. When hit from afar it will panic and move away. On land it's abdomen will lay flat to the ground, and the bug will slowly crawl around aimlessly. If it ever gets back into water by itself, it would be a mere lucky accident. It has twice the land resistance of squid, but that isn't saying much.
Stats: It's tough exoskeleton gives it as much armor as a leather chestplate, but it's jaws are weak and aren't armored. One swipe to it's jaws with a Bane of Arthropods I diamond sword should be enough to bring it to below 50% health. It's jaws are strong and might pierce armor partially(it can't bypass the armor points offered by the Protection enchantment and the Resistance effect). It will regenerate after killing something. Players with invisibility can't bypass this mob. Vexes though are immune to the Blindbug.
Fighting: If you come near it, it will shake a bit, startled, and make a hissing sound that sounds a bit like a "Hmm...?", while spreading out it's antennae and pointing the radar up, then do a sonar attack. Other than that, it has three more attacks: the sonar hiss, the jaw snap, and the regular bite. It won't bother to chase the player around, and it's less likely to move around when in combat.
In the sonar attack, it will shake it's abdomen and shoot out a bunch of invisible projectiles in a circle, that leave behind bubble particles. If they travel outside of it's reach or they hit a block they will despawn. If they hit an entity they will bounce back towards the Blindbug, and produce a faint sound similar to that of a submarine ping but with reverberation. They deal no damage and can't knock anything back. However, once the Blindbug is hit by the bounced projectile, the antennae will face forward and both the true head and the radar will point at the place the player was last hit, and perform one of it's jaw attacks, depending on the distance of the player. The whole trip to the player and back takes a while, but the time between the Blindbug getting "shot" with the bubbles and it preparing an attack is really short.
The jaw snap: It's jaws shoot out like those of a dragonfly larva, hit any entity in front of them up to a distance as they shut close and create brown stars like the Evoker's fangs then vibrate a little while making grinding/stretching sounds, then finally snap back in while opening again. All this takes around half a second, in which time the player can hit the jaws. This attack drags the player closer, like the wrought axe shift right click attack.
The regular bite: If the player gets too close it will bite three times in quick succession, dealing slightly more damage than the jaw snap, while also not exposing it's weak spot.
The sonar hiss: It's like a sonar attack, but it sends out red bubbles, and when they hit, they produce a louder sound, similar to the spider sound when it's hurt. As such, it's much more likely to do this attack when it's being damaged, or when it's under 50% health. When the bubbles hit a small mob it will swim away, no matter what. This attack is useful for the Blindbug when it wants to eat a neutral mob that spawns in groups and whose friends can fight back, like a Dolphin, or a Drowned, because otherwise they would just gang up on it and kill it before the player has a chance to come across it.
Death: It will rise to the surface and flail around before finally dying.
Mosquitoes: I was thinking that this mob can maybe produce smaller mosquito minions every once in a while, like a queen wasp producing drones. It would rise to the surface, maybe make green heart particles, then spawn around 10 of these. Mosquitoes are harmless and will fly around like a bat, but attempt to fly away from the player, so you wouldn't have to constantly hear their annoying buzzing. Still, they can be seen from a distance and can be useful indicators of the presence of a Blindbug nearby. I'm not sure about it because it could conflict with other cool things one could do with this bug, like pupating and coming out as a Mothra-looking thing.
Drops: It will drop Blindbug Blades. They come in pairs, and the Blindbug can drop several of them. They have durability. You can right-click this item to create red hiss bubbles that will temporarily scare off aquatic mobs up to the size of a naga(you can only scare them when they're in the water). Elder Guardians won't flee because they're too big. This only works underwater. It's a somewhat useful item if you only have MM, but if you also have other mods(which I'm pretty sure other players do), it could be a life saver, since just about any aquatic creature is out to get you, and even if only small ones get spooked, at least it's one threat taken care of.
How to fight it: You can just come close and deal as much damage as you can if you're well-equipped enough. But it's better to just keep a distance and strike the jaw. other things you can do is make it accidentally bite other mobs, and some of them could try and kill it before it does the sonar hiss. As it brings entities near with the jaw attack, maybe you could bring some tnt with you and if you ever prime it underwater, the bug could accidentally bite the tnt and get blasted. Sucking up the water around it with sponges and buckets might also be a solution. You can also place blocks to your advantage, maybe I'll come up with something in the future that will allow this mob to counter this kind of player.
I'm sorry, but this isn't what I'm looking for. I need my mobs to be immediately understandable by players without them having to consult a Wiki or video, and I don't feel that this design lends itself to that. I'm also generally less interested in very scientific/biological ideas and more excited by mobs involving magic.
Hey! This isn't actually a mob suggestion, I was just thinking that it may be cool if the lanterns had size variations(they didn't last time I checked, please don't flame me if they do!), which would probably only be cosmetic, but would look pretty cool as they tend to spawn in groups. As said before, I think it would be purely cosmetic(you could increase drops and health depending on size, though that would be optional), thus it could be a config option, or even if two small ones get together they form a slightly larger one? Although I don't know how well that would fit with the current mob... Just an idea to consider though!
I kinda feel like that's the slimes' thing, the different sizes and stuff. It's kinda neat, but I don't think it's right for the lantern.
random idea: what if a select few barakoana were granted a weak sun's blessing from barako? i mean, they are the leaders of the hunting parties, so it'd sorta make sense that the most powerful and resourceful would be granted the ability to use the sun's power.
this wouldn't twist them too much, just maybe have them raise their spears into the sky to call down a sunbeam.
eh, idk, i'm just bored and throwing out an idea.
Just because it makes logical sense doesn't mean it would make for good gameplay. The hunting packs are early game mobs; giving them sunstrikes would push their difficulty way up. Not to mention, it would make Barako's abilities less unique and less special.
I like this a lot, but there are a few issues. Is the ship an entity? Or is it made of blocks? I always find ship structures in other mods to feel kinda odd; they don't move at all, and they stay there forever after you clear out the ship of mobs. On the other hand, there's no way I could program a ship entity on which players could move around and build and fight like normal; no one has heard from the Metaworlds mod developer for years. Maybe he spawns in special shipwrecks instead? I don't like when mods stop players from breaking blocks, but without doing so the Cap'n's Key won't have much purpose. Maybe it opens a special chest instead?
I was initially thinking that he could spawn in ships made of blocks, but now I'm really liking your idea a lot more in regards to him spawning in shipwrecks instead, as well as the Cap'n's Key opening a special chest. It'd be much more thematic, have breakable blocks, and also give the key a purpose!
In terms of the chest, though, I can see it having a whole bunch of valuables in it; gold nuggets, emeralds, and maybe even the Black Spot weapon!
Hey, I have a suggestion for a mob. I see that the mobs can be found in cold places, jungles and forests, but how about a mob from the deserts? I'll give more details if it's okay for ya, Mr. Mowzie
Fanart I guess
I'd love to add tameable nagas, but the taming process will need to be very carefully designed. A naga would be a very powerful pet / mount, so simply feeding it fish wouldn't be enough of a challenge for such a great reward.
No programming knowledge necessary! Config files aren't really code.
It's pretty simple. Here's a blank entry:
http://prntscr.com/sy2p8f
This means that grottols can spawn in any biome type.
Here's no entries:
http://prntscr.com/sy2puz
You just click the little red x until the list is empty. This means that grottols cannot spawn in any biome type.
The whitelist and blacklist override these settings, so setting a blank entry and specifying the biomes you don't want in the blacklist will work just fine. If you want to eliminate all snowy biomes in one go, just change the entry to say !SNOWY. This means "not snowy". You can set it to !SNOWY,!WATER if you don't want them in oceans or rivers either.
You don't need to specifically whitelist Betweenlands biomes. All of them are tagged as "SWAMP" type biomes, so you can just add the SWAMP type to the foliaath biome config settings (this will also add them to overworld swamps, though). IMPORTANT though: by default all Mowzie's Mobs are set to only spawn in the overworld. You need to add the Betweenlands dimension ID to the dimensions list for foliaath spawns if you want them to appear there. This ID is a number that can vary between installs, but you can find it in the Betweenlands config file or by going into "F3" mode while in the Betweenlands.
If you would like to specifically add the Betweenlands biomes to the whitelist, you need their registry names. There are mods out there for modpack makers that will display all registry names for you, but an easier solution would be to just go to the Betweenlands Github where we upload all of the code: https://github.com/Angry-Pixel/The-Betweenlands/tree/1.12-dev/src/main/java/thebetweenlands/common/world/biome
Line 27 of BiomeSludgePlains.java shows that the registry name is "sludge_plains". Line 47 shows the different biome dictionary types of the biome.
Hope this helps!
Oh my god, this is so cool! You really made my day. Thank you so much!
Do you have any other work uploaded somewhere I could see?
Thank you! I had been trying to figure this out for a couple days after mo'creatures got ripped as it was crashing people tying to fight bosses. Was picking up some replacement mods when I notices mobs that had not been spawning now were, and looked to see if you had added anything new. Keep being awesome boss.
Oh my god, this is so cool! You really made my day. Thank you so much!
Do you have any other work uploaded somewhere I could see?
I have done other stuff but it's not saved anywhere sry. Honestly I only post on the Discord of the ice and fire mod regulary. If you want to see some of my work I could send you some stuff privately but only if you want to. I'm happy that you like my try on your creatures, I had a lot of fun drawing them =D
Welp. Stumped again. I was able to find the info on the biomes and whitelisted them. Loaded into betweenlands to see if the plants were spawning and nada. So I got curious and added swamp to the config, just to see. Still nada. Dug into betweenlands config looking for the dimension ID and it shows the default of 20. Maybe I set it wrong in the mowzies config?
# IDs of dimensions this mob can spawn in
I:dimensions <
0 -1 20
>
^ aiming to allow spawning in overworld, nether, and betweenlands.
# Min: 0
# Max: 100
I:dimension_brightness=75
I:dimension_id=20
^info from betweenlands config. Do I maybe need to add blocks specifically to allow them to spawn? I assumed they just would based on "grass" in the allowed blocks, but perhaps I need to add more specific blocks from BL? (and nether, as BOP is awesome and gives some quite nice nether biomes.)
edit: added multiple apropriate blocks to target for spawning still nothing. I can only assume that I have the dimension line set up wrong, but ive tried it with commas, just with spaces and with each dimension on its own line and still no luck. I am certain now that I have the dimension correct, so I am at a loss.
Figured it out after a lot of trial and error. Needs to be on own lines seperated by comma.
# IDs of dimensions this mob can spawn in
I:dimensions <
0,
-1,
20
>
Buuuuut still no joy.
Edited config so that block spawns was blank, now i can only plant them on vanilla grass and any kind of leaves?? So very lost on why this refuses to work.
Ok. This is what the foliaath entry looks like from my config, yet for some reason it now refuses to spawn basically anywhere.
foliaath {
##########################################################################################################
# spawn_data
#--------------------------------------------------------------------------------------------------------#
# Controls for vanilla-style mob spawning
##########################################################################################################
spawn_data {
# Names of blocks this mob is allowed to spawn on. Leave blank to allow any block.
S:allowed_blocks <
>
# IDs of dimensions this mob can spawn in
I:dimensions <
0,
20
>
# Maximum height for this spawn. -1 to ignore.
# Min: -1.0
# Max: 255.0
D:height_max=-1.0
# Minimum height for this spawn. -1 to ignore.
# Min: -1.0
# Max: 255.0
D:height_min=60.0
# Maximum number of mobs that appear in a spawn group
# Min: 1
# Max: 100
I:max_group_size=3
# Minimum number of mobs that appear in a spawn group
# Min: 1
# Max: 100
I:min_group_size=1
# Set to true to only allow this mob to spawn in the dark, like zombies and skeletons
B:needs_darkness=false
# Set to true to only spawn mob if it can't see the sky
B:requires_cant_see_sky=false
# Set to true to only spawn mob if it can see the sky
B:requires_see_sky=false
# Smaller number causes less spawning, 0 to disable spawning
# Min: 0
# Max: 100
I:spawn_rate=20
##########################################################################################################
# biome_data
#--------------------------------------------------------------------------------------------------------#
# Control which biomes this spawn is allowed in
##########################################################################################################
biome_data {
# Prevent spawns in these biomes regardless of the biome type settings
S:biome_blacklist <
>
# Each entry is a combination of allowed biome types.
# Separate types with commas to require biomes to have all types in an entry
# Put a '!' before a biome type to mean NOT that type
# A blank entry means all biomes. No entries means no biomes.
# For example, 'FOREST,MAGICAL,!SNOWY' would mean all biomes that are magical forests but not snowy
# '!MOUNTAIN' would mean all non-mountain biomes
S:biome_type <
JUNGLE SWAMP
>
# Allow spawns in these biomes regardless of the biome type settings
S:biome_whitelist <
>
}
}
combat_data {
# Scale mob attack damage by this value
# Min: 0.0
# Max: 100.0
D:attack_multiplier=4.0
# Scale mob health by this value
# Min: 0.0
# Max: 100.0
D:health_multiplier=6.0
}
}
Please help.
I see. Let me know if you make an Artstation or something like that.
You should really be editing using the built in Forge GUI. If you’re typing directly into the config file, you’re more likely to make mistakes.
I got inspired by the Biloko-idea (Probably not what you have in mind for them but it was fun to draw).
Ok, deleted config and made changes through GUI. I should have it set up so that any block should be viable for them to spawn on, but yet they refuse to spawn on BOP blocks.
From what I understand, if I leave a blank entry in their blocks thing, they should be able to spawn on any type of block, right?
Edit: So what I find is happening is that when I change anything through the GUI, it automatically reverts to default on relaunch. Definitely explains the issues I have been having.
Ahhh that’s so cool. I hope you don’t mind if I take certain elements for the final design?
No, remove all block entries in the GUI. No entries.
The second thing is not a Mowzie’s Mobs issue. I can’t help you with this.
I would feel very honored
The Nagas remind me of the Shockjaw from the HtTYD universe. So I thought that maybe you could add elements from other dragons from that franchise to the Naga as well, particularly, the Deathgrippers. Vicious dragons that can only be trained by drugging them with their own venom, to which they're not immune. Now it may seem weird that the one mob that can potentially grant you poison resistance is weak to poison, but, for one, you have to BREW those potions. And I'd argue it would be more weird if the nagas had blaze powder, brewing stands, and nether warts in their bodies to be poison-immune. Also Mowzie's Mobs is no stranger to things that keep you up at night, making you think "Why do you need invisibility to sneak past the Frostmaw if it's eyes are closed anyway?", "Why couldn't my diamond sword with Bane of Arthropods V kill that bug before it got prickled to death by a lowly cactus?", the somewhat obscure "How come the Barakoa wield neither stone nor iron swords even when you trade those items to them? And how come Barakoas with bone clubs can trade you darts, blowguns, and even spears, yet they never switch those weapons when in combat? How come Zombies, Wither Skeletons, Zombie Pigmen, and all the fancy critters from new vanilla versions that I don't keep up with are more likely to drop the swords they're wielding than the Barakoa are to drop the bones they carry?", the infamous "Y diamond grottols but not emerald, Quartz, Lapis, Redstone, Gold, Iron, Glowstone [...] Nether Star, Dirt, Wood, Sandstone, Glass, Sonic & Knuckles Grottols?" and the even more infamous "Y won't my Wrought Axe chop trees?". Heck, vanilla Minecraft has so many weird things that I'm not even gonna bother trying to list them. The ones that are particularly relevant to what I'm about to say are the following: "Why are creepers afraid of cats", "Why do you need to apply a weakness potion effect and an unenchanted golden apple to cure zombie villagers?" and maybe also "How do I know that THAT is how you make a Wither boss totem? Is there a single person who learnt it the official way, by placing a bunch of paintings, coming across the wither totem one, and deciding <<Hmm, yeah, I should recreate the things shown in THIS PARTICULAR painting.>>"
Furthermore, You yourself stated that poison resistance can only "be used to neutralize OTHER poisons." So maybe you can extract Naga Venom and use it on them, but not conventional poison. But how do you apply it to them, if they have a tendency to dodge projectiles and stay above the player's melee range? Well, I've heard somewhere that you were planning to make the nagas fish. If it's true, how are they gonna do that? Will they dive like Kingfishers and Gannets or will they skim the water like, well, Skimmers? And once they catch a fish, will the other Nagas fight for it? Because I thought maybe the Clownfish could be made more useful. As in, the Nagas have a sweet tooth for clownfish and will fight for it fiercely. They love Clownfish as much as Creepers hate Cats. In an attempt to keep it's prized possession, the Naga will fly to higher altitudes than it normally does. Often times, whether it's the original Naga or some other one that managed to steal the fish but is itself nagged by the others will drop the fish on the ground, and the others don't notice since they're so high up they can't spot it, so they fight for a while until they loose interest, and they never find the fish again, leaving it either to despawn or to be discovered by the player. When facing a Naga, a player could drop his or her Clownfish, briefly distracting the serpents. In that time, he or she could apply some venom and maybe also something valuable, like some unenchanted golden apple, as you do with Zombie villagers, and the Naga will be tamed. The venom works the same as a potion of poison otherwise, maybe you can make splash and lingering versions too, but I say that with some redstone you should be able to make an 8 minutes version with redstone. When "tamed", the Naga will remain docile for as long as the venom is in effect, but will naturally raise the duration of the original potion to the power of two. So an 8 minute bottle should make your naga tameable for around 4 in-game hours. The venom duration can stack, but only if you feed it an additional item(the same one that you fed it to the naga when you tamed it, the one as valuable as the unenchanted golden apple). If the potion has different levels, your Naga will have "Naga's Venom II" for the duration of the potion to the power of two, and when that time is up, it will resume it's "Naga's Venom I". A Naga with "Naga's Venom II" will have certain benefits over "Naga's Venom I". Such benefits include:
Attacking for you.
Not attacking you if you accidentally(or not) attack it first.
Allowing you to ride it on land.
Allowing you to ride it on water, like a boat.
Allowing you to ride it underwater, maybe you should also bring some water breathing with you. Or maybe it will give you water breathing while you're riding it.
Allowing you to perform the poison spitting attack when you're riding it.
Allowing you to fly on it.
Allowing you to do that spinning drop attack while flying on it.
Allowing you to ride it while you have armor on.
Now a Naga turned into a neutral mob is kinda boring, so I suppose it's up to you to decide which of these can be obtained by applying "Naga's Venom I" and which by using "Naga's Venom II". Who knows. Maybe you'll decide that "Naga's Venom II" shouldn't exist, and leave it at "Naga's Venom I". Or maybe you won't give the player some of those benefits whether the venom is at level II or not.
Also if all the way back in 2014, when the Foliaath was at most a concept(I think), Fabric were a thing, would you still have made your mod a Forge mod?
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Back at it again with another detailed idea suggestion!
Cap'n Bonebeard is a pirate boss that can be found in the ocean aboard a ghost ship. Although one can simply find a ghost ship by chance while traveling through the ocean, because of how rare they are, the quickest way to locate a ghost ship is by obtaining the Ghastly Compass; an item that could be acquired from a Wandering Trader. The Ghastly Compass will point at the direction of the ghost ship at all times.
As for the boss itself, Cap'n Bonebeard is a large, fat skeleton dressed in a pirate captain outfit covered in rips & tears, barnacles, and seaweed. He could also have one of his arms be an octopus tentacle, maybe, and could have octopus tentacles sprouting out of his back. He is also armed with a cutlass and a flintlock pistol. When the player boards a ghost ship, Bonebeard will appear on the deck, making a jolly laugh before pointing his sword at the player, beginning the battle. He is a tanky boss with lots of tricks up his sleeve, and cannot be damaged through normal means. His attacks consist of:
Upon defeat, he could drop three items
I also have a quick idea, in case you ever wanted to port the mod: The Blindbug.
Description: A large insect whose empty sockets in it's head are the remnants of it's eyes. To make up for it's blindness, it spends it's time in oceanic kelp forests, sending powerful vibrations, that return back to it, like a sonar, so it can sense the tasty adventurers swimming nearby, before shooting out it's vicious jaws at them.
There are several ways to slay this menace, but whichever way you swipe at it, it will drop the blades on the sides of it's abdomen, which it uses both as camouflage, and, more importantly, as a means of producing sounds. Rub two of these together to create a vibration that briefly startles any aquatic creature small enough to know it's on the Blindbug's menu.
Appearance: The Blindbug is technically not a true bug but rather a beetle larva. It's appearance is inspired by water tigers, but green, and originally the blades on it's sides were supposed to be it's gills(like mayfly gills) disguised as sea kelp "leaves". But I think that only a zoology enthusiast could know that, so I think that putting something like a bubble on it's head might be a better idea, so that players can look at it and understand why it's an aquatic mob. Then again, players might think that in order to beat this mob you have to burst it's bubble, so I'm not sure right now how to make this mob more aquatic-looking. It's jaws are a metallic gray and the ligaments around it are brown and more leathery-looking than the rest of it's body. It's antennae look like those, well, antennae, that you see in documentaries that thy use to track tagged animals. And the abdomen ends in a radar-like structure, that slowly swings from side to side, never doing 360 degree rotations, as that would make the Blindbug look like some alien redstone contraption painted green, and less like a living thing. The "radar" has 3 small, but smooth antennae that rotate around a bit like a player's arms wen idle, but never disrupting the general conic shape they form. I see this mob as having several heads, like a wither, the first being the radar, and the second being the true head, so they can move independently from one another. It's legs are gently touching the ground, as if it's tip-toeing. It's supposed to blend in with kelp forests about as well as the Frostmaw does with the surrounding snow.
Behaveyour: It normally doesn't move much. Every so often it will perform it's sonar attack, maybe if it senses something approaching it. As an idle animation, it will yawn, shooting out it's impressive jaws, and pull them back in, before rubbing them against eachother like scissors, and creating faint metallic sounds. When moving, it will shake from side to side like a mosquito larva in a random direction, and rise to the surface in the process. When it's done swimming, it will resume it's regular posture and slowly fall to the ground. It will try to take on anything up to a certain size, including regular guardians, but not elder ones. I don't think they should ever spawn near ocean temples though. When hit from afar it will panic and move away. On land it's abdomen will lay flat to the ground, and the bug will slowly crawl around aimlessly. If it ever gets back into water by itself, it would be a mere lucky accident. It has twice the land resistance of squid, but that isn't saying much.
Stats: It's tough exoskeleton gives it as much armor as a leather chestplate, but it's jaws are weak and aren't armored. One swipe to it's jaws with a Bane of Arthropods I diamond sword should be enough to bring it to below 50% health. It's jaws are strong and might pierce armor partially(it can't bypass the armor points offered by the Protection enchantment and the Resistance effect). It will regenerate after killing something. Players with invisibility can't bypass this mob. Vexes though are immune to the Blindbug.
Fighting: If you come near it, it will shake a bit, startled, and make a hissing sound that sounds a bit like a "Hmm...?", while spreading out it's antennae and pointing the radar up, then do a sonar attack. Other than that, it has three more attacks: the sonar hiss, the jaw snap, and the regular bite. It won't bother to chase the player around, and it's less likely to move around when in combat.
In the sonar attack, it will shake it's abdomen and shoot out a bunch of invisible projectiles in a circle, that leave behind bubble particles. If they travel outside of it's reach or they hit a block they will despawn. If they hit an entity they will bounce back towards the Blindbug, and produce a faint sound similar to that of a submarine ping but with reverberation. They deal no damage and can't knock anything back. However, once the Blindbug is hit by the bounced projectile, the antennae will face forward and both the true head and the radar will point at the place the player was last hit, and perform one of it's jaw attacks, depending on the distance of the player. The whole trip to the player and back takes a while, but the time between the Blindbug getting "shot" with the bubbles and it preparing an attack is really short.
The jaw snap: It's jaws shoot out like those of a dragonfly larva, hit any entity in front of them up to a distance as they shut close and create brown stars like the Evoker's fangs then vibrate a little while making grinding/stretching sounds, then finally snap back in while opening again. All this takes around half a second, in which time the player can hit the jaws. This attack drags the player closer, like the wrought axe shift right click attack.
The regular bite: If the player gets too close it will bite three times in quick succession, dealing slightly more damage than the jaw snap, while also not exposing it's weak spot.
The sonar hiss: It's like a sonar attack, but it sends out red bubbles, and when they hit, they produce a louder sound, similar to the spider sound when it's hurt. As such, it's much more likely to do this attack when it's being damaged, or when it's under 50% health. When the bubbles hit a small mob it will swim away, no matter what. This attack is useful for the Blindbug when it wants to eat a neutral mob that spawns in groups and whose friends can fight back, like a Dolphin, or a Drowned, because otherwise they would just gang up on it and kill it before the player has a chance to come across it.
Death: It will rise to the surface and flail around before finally dying.
Mosquitoes: I was thinking that this mob can maybe produce smaller mosquito minions every once in a while, like a queen wasp producing drones. It would rise to the surface, maybe make green heart particles, then spawn around 10 of these. Mosquitoes are harmless and will fly around like a bat, but attempt to fly away from the player, so you wouldn't have to constantly hear their annoying buzzing. Still, they can be seen from a distance and can be useful indicators of the presence of a Blindbug nearby. I'm not sure about it because it could conflict with other cool things one could do with this bug, like pupating and coming out as a Mothra-looking thing.
Drops: It will drop Blindbug Blades. They come in pairs, and the Blindbug can drop several of them. They have durability. You can right-click this item to create red hiss bubbles that will temporarily scare off aquatic mobs up to the size of a naga(you can only scare them when they're in the water). Elder Guardians won't flee because they're too big. This only works underwater. It's a somewhat useful item if you only have MM, but if you also have other mods(which I'm pretty sure other players do), it could be a life saver, since just about any aquatic creature is out to get you, and even if only small ones get spooked, at least it's one threat taken care of.
How to fight it: You can just come close and deal as much damage as you can if you're well-equipped enough. But it's better to just keep a distance and strike the jaw. other things you can do is make it accidentally bite other mobs, and some of them could try and kill it before it does the sonar hiss. As it brings entities near with the jaw attack, maybe you could bring some tnt with you and if you ever prime it underwater, the bug could accidentally bite the tnt and get blasted. Sucking up the water around it with sponges and buckets might also be a solution. You can also place blocks to your advantage, maybe I'll come up with something in the future that will allow this mob to counter this kind of player.
🕆︎■︎♎︎♏︎❒︎⧫︎♋︎●︎♏︎ ♓︎⬧︎ ♋︎ ♍︎❒︎♋︎◻︎◻︎⍓︎ □︎❖︎♏︎❒︎❒︎♋︎⧫︎♏︎♎︎ ♑︎♋︎❍︎♏︎📬︎ ✡︎□︎◆︎ ⬧︎♒︎□︎◆︎●︎♎︎ ⬧︎⧫︎□︎◻︎ ◻︎❒︎♋︎♓︎⬧︎♓︎■︎♑︎ ♓︎⧫︎ ♋︎■︎♎︎ ♓︎■︎⬧︎⧫︎♏︎♋︎♎︎ ♍︎□︎■︎⬧︎♓︎♎︎♏︎❒︎ ♑︎♏︎⧫︎⧫︎♓︎■︎♑︎ ⍓︎□︎◆︎❒︎⬧︎♏︎●︎♐︎ ♋︎ ●︎♓︎♐︎♏︎📪︎ ⍓︎□︎◆︎ ■︎♏︎❒︎♎︎
Hey! This isn't actually a mob suggestion, I was just thinking that it may be cool if the lanterns had size variations(they didn't last time I checked, please don't flame me if they do!), which would probably only be cosmetic, but would look pretty cool as they tend to spawn in groups. As said before, I think it would be purely cosmetic(you could increase drops and health depending on size, though that would be optional), thus it could be a config option, or even if two small ones get together they form a slightly larger one? Although I don't know how well that would fit with the current mob... Just an idea to consider though!
I’ll have a response here soon, everyone. These past few posts are a lot to unpack.
random idea: what if a select few barakoana were granted a weak sun's blessing from barako? i mean, they are the leaders of the hunting parties, so it'd sorta make sense that the most powerful and resourceful would be granted the ability to use the sun's power.
this wouldn't twist them too much, just maybe have them raise their spears into the sky to call down a sunbeam.
eh, idk, i'm just bored and throwing out an idea.
haha unoriginal signature go brr
I feel like this is a coded call-out post? At least the first part? What I feel like you're missing is that just because some change would make logical sense does not mean it would make for the best gameplay. Gameplay dictates that potions of invisibility stop mobs from noticing you (if you're desperate for an explanation, it is perfectly feasible that the potions hide your scent as well). Having to protect a grottol you've found from environmental hazards while trying to kill it with your pickaxe is exciting. Players need to know what to expect from a Barakoa encounter and won't wonder why one of them randomly has an iron sword after a different player trades it to them. The Barako fight would be too difficult if the Barakoa he summons wielded poisonous blowguns or spears. Bones are dropped by skeletons, not Barakoa; logically, any vertebrate mob would drop bones, but skeletons are more interesting when they have a unique drop. When a player hears a grottol, he or she should immediately know that a diamond is at stake and not have to take a moment to figure out what color it is in the dark. (The Axe of a Thousand Metals does break wood at the rate of an iron axe. If you observed otherwise, this is a bug and should be reported to Github.)
What I'm trying to say is you don't have to justify a mechanic that doesn't make perfectly logical sense with other examples of imperfect logic. Just convince me that it would make for interesting/exciting gameplay.
The plan is to have nagas dive for fish. I might even give them a swimming animation. I'm not opposed to the pufferfish thing, but it might be unnecessary considering you can get them on ground level by hitting them while they are preparing an attack. I don't see the point of creating a separate poison effect that behaves exactly like the vanilla one except that it can pacify nagas; it would be much simpler and much more elegant game design to simply allow vanilla poison effects to pacify nagas.
But this is not the taming method I am looking for. It seems too easy/inexpensive for such a valuable reward - a flying mount. I plan to introduce naga nests to some shipwrecks, and have an egg obtainable from the nest. The egg will hatch into a baby naga, which can perch on your shoulder and fire poison projectiles passively while you fight. Your suggestion has given me the way to hatch this egg: players will have to find a way to inflict the poison status effect on the egg for a certain amount of time. I will keep thinking of a way to grow your naga into an adult, hopefully coming up with something appropriately challenging to justify flight as the reward.
I actually know pretty much nothing about Fabric. So nah.
I like this a lot, but there are a few issues. Is the ship an entity? Or is it made of blocks? I always find ship structures in other mods to feel kinda odd; they don't move at all, and they stay there forever after you clear out the ship of mobs. On the other hand, there's no way I could program a ship entity on which players could move around and build and fight like normal; no one has heard from the Metaworlds mod developer for years. Maybe he spawns in special shipwrecks instead? I don't like when mods stop players from breaking blocks, but without doing so the Cap'n's Key won't have much purpose. Maybe it opens a special chest instead?
I'm sorry, but this isn't what I'm looking for. I need my mobs to be immediately understandable by players without them having to consult a Wiki or video, and I don't feel that this design lends itself to that. I'm also generally less interested in very scientific/biological ideas and more excited by mobs involving magic.
I kinda feel like that's the slimes' thing, the different sizes and stuff. It's kinda neat, but I don't think it's right for the lantern.
Just because it makes logical sense doesn't mean it would make for good gameplay. The hunting packs are early game mobs; giving them sunstrikes would push their difficulty way up. Not to mention, it would make Barako's abilities less unique and less special.
I was initially thinking that he could spawn in ships made of blocks, but now I'm really liking your idea a lot more in regards to him spawning in shipwrecks instead, as well as the Cap'n's Key opening a special chest. It'd be much more thematic, have breakable blocks, and also give the key a purpose!
In terms of the chest, though, I can see it having a whole bunch of valuables in it; gold nuggets, emeralds, and maybe even the Black Spot weapon!
Hey, I have a suggestion for a mob. I see that the mobs can be found in cold places, jungles and forests, but how about a mob from the deserts? I'll give more details if it's okay for ya, Mr. Mowzie