Recently I've been really interested in large minecraft mobs, the unused giant mob really aroused my interest after snapshot 18w50a. In this snapshot, the giant had zombie AI and would attempt to chase players and villagers alike like normal, but it was extremely flawed in how it would pathfind and its hit box was kind of odd. You could hit the giant's legs, but if you took a bow and aimed for the head it wouldn't take any damage. Due to my experiments and observations, I see why Mojang but it on the back burner all the way back in 14w06a (1.8). Well, I decided to challenge myself. I wanted to see if with the power of command blocks, functions, resource packs, and advancements; could I make a large mob that was not only functional but brought a new aspect to minecraft as a whole?
Before I get into the actual mob itself, let me explain my thought process before this project:
I didn't know how to start off this project at first, because a "conventional" mob is seemingly supposed to have one hit box, and only be one entity. The largest stable mob in the game is the slime, but its a box, a cube, its got 6 freaking sides, how the world am I supposed to make a large mob out of it without mods? After almost 30 minutes of contemplating and playing around with the summon command, it hit me, the Ender Dragon is 9 entities. Now obviously, its one mob, but its consists of 9 different parts that allow it to operate properly.
After this "discovery", it was time to get started and test the limits of vanilla minecraft. So I begun working on making a couple very simple JSON models, which kind of resembled a spider that was crawling on my lamp at the time. And by using the newly added 1.14 "CustomModelData" argument, I was able to place them on armor stands within about 5 minutes. These armor stands have specific tags and names, and I spaced them out in such a way, that I could map out all the "bones" of the spider in game.
Models are amazing, but the problem with them is that you can walk through them with ease. There's no hit box, so I needed to use another mob to resemble the hit box for the spider. I had to make a sacrifice and leave the legs without any hit boxes, (excluding the joints), and focused on the abdomen and thorax. Like I said earlier the slime is extremely stable, as its essentially a bouncing cube. So by taking away its AI, and testing for its HurtTime, I can essentially detect the health of the slime when its hit as well as when the slime dies, (when the DeathTime reaches 10), afterwards I can remove all the armor stands and the sample giant spider AI using a simple execute command, and seemingly animating the death of the giant spider.
(I temporarily removed the hind legs of the spider, because they were kinda of a distraction)
In conclusion, I haven't finished the AI for the spider yet, as I'm debating if it should be hostile or neutral, but I would like to ask the community what kinds of special abilities the spider should have. Keep in mind, animating armor stands is limited so by all means be creative but realistic. I intend for this mob to be quite rare, (meaning you wouldn't just see this thing crawling around on the surface of the overworld on your first couple days in game). Plus if you had just 10 of these crawling things around, client lag would increase dramatically. Also I want them to almost kinda of be unintentional guardians of a naturally generated structure. Perhaps a desert temple, or a stronghold, otherwise putting the mob in a location that would allow situations to bring you to the edge of your gaming seat and say, "Aw, where's the bug spray?" So I would appreciate any constructive criticism or ideas that you all have, after all, we the players push the game forward to greatness.
Please make the giant spider hostile. I am building a maze like in The Maze Runner, and the closest I could get to grievers (the movie version, the book version wasn't possible) was with spiders. However, spiders still look a long way off from grievers and I have been searching the internet for ways to make griever-like spiders (I play Java Edition), and I couldn't find anything.
This is the closest I could get.
So I really hope that your giant spider is hostile and that you could get it on Java Edition. Thank you for making this and good luck with making this. Bye!
Recently I've been really interested in large minecraft mobs, the unused giant mob really aroused my interest after snapshot 18w50a. In this snapshot, the giant had zombie AI and would attempt to chase players and villagers alike like normal, but it was extremely flawed in how it would pathfind and its hit box was kind of odd. You could hit the giant's legs, but if you took a bow and aimed for the head it wouldn't take any damage. Due to my experiments and observations, I see why Mojang but it on the back burner all the way back in 14w06a (1.8). Well, I decided to challenge myself. I wanted to see if with the power of command blocks, functions, resource packs, and advancements; could I make a large mob that was not only functional but brought a new aspect to minecraft as a whole?
Giant using Zombie AI
Before I get into the actual mob itself, let me explain my thought process before this project:
I didn't know how to start off this project at first, because a "conventional" mob is seemingly supposed to have one hit box, and only be one entity. The largest stable mob in the game is the slime, but its a box, a cube, its got 6 freaking sides, how the world am I supposed to make a large mob out of it without mods? After almost 30 minutes of contemplating and playing around with the summon command, it hit me, the Ender Dragon is 9 entities. Now obviously, its one mob, but its consists of 9 different parts that allow it to operate properly.
Ender Dragon Hit Boxes
After this "discovery", it was time to get started and test the limits of vanilla minecraft. So I begun working on making a couple very simple JSON models, which kind of resembled a spider that was crawling on my lamp at the time. And by using the newly added 1.14 "CustomModelData" argument, I was able to place them on armor stands within about 5 minutes. These armor stands have specific tags and names, and I spaced them out in such a way, that I could map out all the "bones" of the spider in game.
Spider Bones
Models are amazing, but the problem with them is that you can walk through them with ease. There's no hit box, so I needed to use another mob to resemble the hit box for the spider. I had to make a sacrifice and leave the legs without any hit boxes, (excluding the joints), and focused on the abdomen and thorax. Like I said earlier the slime is extremely stable, as its essentially a bouncing cube. So by taking away its AI, and testing for its HurtTime, I can essentially detect the health of the slime when its hit as well as when the slime dies, (when the DeathTime reaches 10), afterwards I can remove all the armor stands and the sample giant spider AI using a simple execute command, and seemingly animating the death of the giant spider.
(I temporarily removed the hind legs of the spider, because they were kinda of a distraction)
Spider Model w Hit Boxes (Lacking Hind Legs)
In conclusion, I haven't finished the AI for the spider yet, as I'm debating if it should be hostile or neutral, but I would like to ask the community what kinds of special abilities the spider should have. Keep in mind, animating armor stands is limited so by all means be creative but realistic. I intend for this mob to be quite rare, (meaning you wouldn't just see this thing crawling around on the surface of the overworld on your first couple days in game). Plus if you had just 10 of these crawling things around, client lag would increase dramatically. Also I want them to almost kinda of be unintentional guardians of a naturally generated structure. Perhaps a desert temple, or a stronghold, otherwise putting the mob in a location that would allow situations to bring you to the edge of your gaming seat and say, "Aw, where's the bug spray?" So I would appreciate any constructive criticism or ideas that you all have, after all, we the players push the game forward to greatness.
Please make the giant spider hostile. I am building a maze like in The Maze Runner, and the closest I could get to grievers (the movie version, the book version wasn't possible) was with spiders. However, spiders still look a long way off from grievers and I have been searching the internet for ways to make griever-like spiders (I play Java Edition), and I couldn't find anything.
This is the closest I could get.
So I really hope that your giant spider is hostile and that you could get it on Java Edition. Thank you for making this and good luck with making this. Bye!