Necromancy
Poll: should minecraft have necromacy?
Ended May 15, 2014
Poll: Do you like the new mob crafting GUI design idea?
Ended May 15, 2014
Poll: Should mobs be able to equip enchanted armor and weapons?
Ended May 15, 2014
Ended May 15, 2014
Ended May 15, 2014
Ended May 15, 2014
in addition to normal mobs, what kind of exclusive mobs should we have?
nvm, he left.
lol
Also, gonna post some concept images on a mob crafting later, not gonna add it to the OP just yet though.
OP sucessfully spruced up!
Needs a little more improvement, but it's getting there!
Could use a fancy banner or something...
Here's a rough design
And here's some examples on how some mobs might be crafted.
Feedback would be appreciated.
How about with level 50 experience, you can resurrect a dragon egg into a baby Enderdragon?
An interesting idea! I like it.
You should only be able to do this in The End though.
just bumping this to the new page so people will see it.
Necrodolls should be more common, but consumed when a mob is made. Make it two slots, like a furnace, with green flames. Put the doll on top and the mob's drop on the bottom, the fire is the loadbar, some mobs take longer. When the fire is full, the GUI closes and green flame shoots from the top of the table, then, in the flames, the mob forms. If someone removes the doll(the feul is consumed at the start of the process) 1/2 the XP is ejected and the summoning is cancelled.
Mobs from necromancy should drop 1/10 of the XP input and the doll, so on SMP killing it gives a good reward, and it can be remade with the doll.
Boss Revival:
Reviving a boss costs a lot of XP, and 1/4 of it is returned when the boss is killed(bosses cost 4x their XP drop). Placing the boss'es reward block in the doll slot in the necrotable starts the long(4-20 min.) process of activating it, when it is done, the block appears on top of the table, when it's taken the icon shines green and the name has 'activated' under it. It can be placed, but it only has an effect when its placed on the same block it originally came from. when the boss summoner is placed on the pedastal(the bedrock in the middle of the exit portal), it vanishes and the boss respawns(along with the strange healing cores for the enderdragon).
1. With the new mob crafting GUI, necro dolls will be used up when mobs are created, so the dolls will need to be more common. I'm just waiting for some feedback on the new idea.
2. The new GUI design has a doll slot in it, it also requires that player craft the mobs using more than one item.
3. Since zombies cost 5 exp, there wouldn't be much room for 1/10 of the exp to be dropped at death. So far, the highest price for a mob is 35 exp, and that is for ghasts.
And they prolly should drop the dolls upon death.
As for boss revival, having the item be placed on the pedestal isn't a bad idea. However I dislike the whole furnace idea, I think for now necromancy will be like enchanting in the fact that it's instant
I don't care if the furnace is instant or not, I just want the 2 slots and green fire ontop of the table with the mob spawning in it. The other things I have nothing to say about because I comletely agree with you on them.
PS: no crafting mobs, just summoning them with a table...
1. in the new GUI there is a slot for the necro doll, I still don't think the furnace idea is a good way to balance out the resurrecting of mobs.
2. The mob is still summoned, but it just requires more than one item to summon them, that's all. And it adds some realism IMO, because you're like Frankenstein, putting a bunch of parts together and bringing a mob back to life.
(Char)Coal: Fire Golem - cost 20
Water Bucket(bucket not consumed): Water Golem - cost 20
Stone(smooth): Earth Golem - cost 20
Feather: Wind Golem - cost 20
Cay Block: Clay golem(weak, drops 4 clay on death) - cost 10
These are golems, these items that were never alive fuse with the necro doll to make living creatures.
Each golem can grow by being fed when it isn't hurt, starting at 1Hx.5Lx.5W, they grow untill 3Hx2Lx2W, when they reach elemental size. A golem's damage increases by size.
Each golem has special traits and ranged attacks, and the elementals have powerful attacks:
Fire Golems: weak melee attack, shoots a weak flame. Relies on fire damage to defeat enemies.
Water Golems: medium melee attack, shoots a water ball that causes suffocation(prevented with respiration enhantment) for 1 second.
Earth Golems: strong melee attack, hurls a rock. Weak to pickaxes.
Wind Golems: weak melee attack with high knockback, ranged has no damage but very high knockback. Difficult to see when not moving.
Fire Elementals can create infernos that burn and greatly damage everything within a 2 block radius.
Water Elementals can flood a 3 block radius for a short time, it moves through water swiftly and blends in almst completely.
Earth Elementals can raise large thorns from the ground to damage and launch enemies in a 2 block radius.
Wind Elementals can transform into tornados that launch enemies up 12 blocks and 6 in any horizontal direction.
All elemental powers are use when the elemental is commanded to, and costs 5 XP.
Traits:
Fire takes water damage, and can eat charcoal and coal.
Water freezes obsidian, and can eat water and ice.
Earth is weak to pickaxes, due to being made of stone, it can eat iron ore for a powerup and big heal, or smoothstone to heal.
Wind is almost invisible, and is the knockback machine.
Clay is weak and has no element, eats clayballs.
Holy crap dude, what if we had a separate golem furnace or something, that allows you to create utility mobs...
1. Maybe you use 5 of the drop?
2.No. Just, no. I don't want to have to make my pigman a sword or use lapis lazuli to make zombie pants, I want them to be made 100% out of their renewable drops. If this was that complex no one would like it much, oh, and the loin cloth for the pigman... coaco beans, ugh....
An animating table. An upgrade to enchanting tables, an altarnate to necrotables(work just like them too), these animate what was never alive,
still use a necro doll...no, it dosen't, the only thing keeping them alive is XP, you can only feed them XP, and one of the commands is unanimate, returning the XP input and item, minus what was lost by damage. They still need more material to grow though, that can be seperate from healing.
2. The reason it's like that is to balance it out a bit, because even with the EXP, having mobs serve you is a bit over powered. Needing multiple items to craft a mob makes it more difficult to do so, especially with pigman, as there group attack could be a bit OP if you have like 4 of them.
3. Well if you think about it, my All Dem Dimensions thread talks about utility upgrades. And if you really think about it, a necro table is like an upgraded enchantment table, (it has the utility in the middle, and specific items around it on a crafting table.)
I don't see why we couldn't have an "animating table" as a level 2 enchantment table, and then a necro table could be level 3...
2.IMO thats underpowered, you still have to feed the pigmen group, with gold nuggets. If this is overpowered, wolves are overpowered.
3.Yes, that works, I editted the post you commented on so they don't use necro dolls, golems are XP powered, and you don't feed them XP levels but XP units, like 10 XP=10 hearts. And the dimensions could have these as seperate tables obtained differnt ways.
4.I think of an animating table as an upgraded necrotable because it's more stable, the golems are more obediant, and it requires no doll for binding but a pure energy link to its master. These stuff are so expensive, XP loss on death should be nerfed.
5.You didn't say a fifth but you forgot to include magma cubes on the list in the OP, they drop magma cream.