• 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from boomphobia»

    Mob Idea

    The Dollmaster

    25 Hearts

    2.5 Blocks tall

    This creature lives in "The Witchwood" (which could be a roofed forest or a swamp). He only spawns during night time in his house. He has a rather medium sized medieval looking house. When you enter the house during night time you'll see The Dollmaster working on his doll that he always holds in his hand. The house is partly lited up by candles and around the room, dolls are sitting in cabins boxes and work tables. There are mainly 3 types of dolls: Regular Dolls, Knight Dolls and Wizard Dolls.

    When you get close to the dollmaster, he will get up of his chair and order his dolls to attack you. The dolls around the house will come alive and seek to kill you. Now, they don't deal a heavy amount of damage by themselves but they're more dangerous when in groups, so take them down quickly. To prevent you from having an easy go at his dolls, The Dollmaster will drop from his other hand a special type of doll. A Voodoo Doll. This dolls do the same amount of damage as the regular dolls but when killed they will remove 25% of life from the player's max life. So be careful when facing these dolls. When you've defeated all the surrounding dolls you may attack the Dollmaster (not that you couldn't attack him before). He when attacking him he'll drop Voodoo Dolls more consistently. When he reaches below 50% health he will throw his doll in his hand towards you, causing knockback on the player. The New Doll will summon Knight Dolls and Wizard Dolls every now and than. In these phase the Dollmaster cannot be damaged and only throws Voodoo Dolls at you. His New Doll will have the remaining health of the Dollmaster before he throwd his hand doll. This means that the Dollmaster's Soul is in the Hand Doll (aka The Doll he held in his hand and now serves as a voodoo doll bound to him and the player needs to defeat the Hand Doll to ultimately kill the dollmaster) When the Hand Doll is killed he will drop 5 Enchanted String. Also the Dollmaster's old form will disappear in the backround. The regular dolls deal half a heart of damage, the knight doll deals 1-1.5 hearts of damage and the wizard doll shoots black magic at you that deal 1.5-2 hearts of damage and also randomly apply one of these negative effects (Blindness for 5 Seconds, Weakness for 10 seconds or slowness for 15 seconds) They have a 25% chance to apply a negative effect so it won't be annoying fighting them plus they're the rarest of the dolls. They are about the height of a grottol and not very thicc. The regular one looks like a human doll with clothes, the knight one looks like a knight with a helmet a tiny iron sword and red clothing and the wizard one looks like a eldery wizard with a hat, a wand and blue clothing. The Dollmasterand his hand doll design is inpired by the Hearthstone Card Dollmaster Dorian and the Voodoo Doll by the hearthstone card with the same name Voodoo Doll

    The Rewards:

    In The Dollmaster's house you'll find a Spinning Wheel. This wheel can only be used after you kill the dollmaster. This wheel is used to craft Regular, Knight and Wizard Dolls. You put 5 leather and 1 enchanted string to craft a regular doll, 5 leather an iron sword and 2 enchanted string to craft a knight doll, 5 leather, 5 lapiz lazuli and 3 enchanted string to craft a wizard doll. Voodoo Dolls cannot be crafted as it will be too OP to have 4 voodoo dolls bound to someone and insta kill them. Enchanted String can be found hidden in jars and chests in the dollmaster's house, also can be dropped by a doll when killed 1x enchanted string only. Your crafted dolls cannot drop enchanted string.

    The Lore: The Dollmaster travlels to nearby villages every year or so and in the time of Christmas little villagers love to open their presents, but the confusion in their eyes when they see scratches from inside their toy boxes tho...

    The point behind The Dollmaster is to make for a fun and spooky encounter. He's not a monster, he's a human looking creature. His house is not very litten and being that he spawns there duringnight makes it even scarier.


    This is pretty cool. I'm wondering if it's a bit too complicated at the moment, though. I'm a fan of Hearthstone's character designs, and a Dorian-inspired puppeteer boss would be fun. Thanks!
    Quote from ex_mortis314»

    Mob Ideas:

    Wretches (hostile)

    They are powerful witches consumed by black magic and banished to the swamplands by kings who feared their power. They resemble an old withered figure hunched and covered in rags. On their heads is a hood that partially obscures their grotesque faces and their bodies are ornately decorated with occult accessories such as tooth bracelets and shrunken heads. They posses a crooked wooden staff with raven feathers and a wither skull on its end with its jaw open.

    Abilities:

    - manifesting poisonous thorns from the ground, along a line in the direction of the player (like the evoker)

    - hurling a ghostly skull at the player, dealing damage and inflicting potion effects

    - binding players to the ground with roots wile directing a lifesteal beam at them

    - limited teleportation

    - withering whatever they touch or walk on (such as grass into coarse dirt)

    Drop: Staff of Tortured Souls - allows players to shoot the wretch's ghost projectiles

    Draugr (hostile)

    They were vikings who died in battle but their vengeful souls never crossed helheim nor valhalla. They are aged undead vikings with rotten flesh and eyes that glow a faint red as well as a slightly dislocated jaw. Portions of their ribs are seen protruding out of their chest. They have a sword impaled to their body and maybe even some arrows on their backs. Each has two horns, one of which is cut off at the middle and they are also armed with magical axes. They spawn in cold biomes.

    Abilities:

    - more health than zombies and can reanimate thrice before dying for good.

    Drop: a frozen axe engraved with runes and has a chance to freeze enemies or slow them down.

    Crags (neutral)

    Crags are colossal humanoid rock figures without legs that slumber on high mountains and move by slowly dragging themselves along the ground with one of their hands. They don't have facial features. When agitated by the player, they become aggressive.

    Abilities:

    - incredible resilience and complete knockback resistance

    - a loud bellow that can send players flying into the air

    -an aoe attack dealing a lot of damage as it smashes the ground with its fist

    -picking the player up and crushing him/her (its grip can be escaped from by pressing shift before it crushes you)

    Drop: meteorite ore - stronger than diamond but is quite heavy

    Saurites (hostile)

    A subterranean race of bipedal reptilian beings related to the dinosaurs. They are glorified warriors, hunting players and mobs and aggregating to form discrete settlements in deep caverns and ravines where they solely dwell. Saurites are of different types like the barakoa but they each have a naturally formed lizard skull on their heads and bioluminescent tribal markings on their bodies providing light in the darkness of the caves along with their glowing weaponry.

    Types:

    warrior - swordsman wielding two glowing blades (made of bone and some bioluminescent organic material)

    ranged - winged saurites which can alternate between bows and swords

    Remnant (boss)

    It is the living fragment of a dead fire deity and is bound by 4 powerful cryomancers cursed with the task of focusing their energies into containing it with ice for all eternity. This could be found in an ice castle. If the cryomancers are "freed" by the player, its icy prison thaws, revealing a floating crystal (like the end crystal but more complex) that has a burning aura and is surrounded by a ring of fire and orbited by fireballs.

    Abilities:

    - a fiery beam that burns everything it is directed to

    - a shock wave of fire emanating from its ring, knocking things back, dealing damage and setting players aflame

    - releasing the fireballs that encircle it all at once at the player (this cannot happen again until all of the fireballs are regenerated which happens overtime)

    -ramming into the player at full force

    -summoning lesser versions of itself that home in on the player and explode after a certain time

    Drop: primordial fire - An unbreakable item that looks like fire imbued with the player's fist when held. It is a verstatile weapon that turns into a flaming sword when left clicked and into a shield that burns enemies when right click is held all while it is in the mainhand. When put in the off hand and when the mainhand is empty, it loses these abilities and reverts into its original form but it gives the player a passive buff much like sun's blessing.

    Leviathan (boss)

    an underwater serpentine creature of great size and with multiple thorned segments. It has a single glowing eye, fins, and guardian thorns on its head as well as a gaping mouth lined with sharp teeth. It is a subtype of elder guardians. Perhaps it could be summoned with some kind of bait or sacrifice.

    Abilities:

    - movement isn't linear as it turns and curls, surrounding its prey as each segment tears through the player until it finally lunges its head and devours the poor soul that encountered it

    - burrowing into the ocean floor only to rise and surprise the player

    - sinking its victim if said victim gets too close to the surface

    Drop: leviathan skull - an artifact that allows you to ride guardians and make them fight for you

    Death Shrooms (hostile)

    are essentially foliaths but are mobile and are found in mooshroom islands. At first, it may seem like a mushroom on the ground but stepping too close causes it to rise out, revealing the mushroom to be a part of its head. It has a spider-like body with long narrow legs and fungal growths. It has a pair of sporocarps (the thingies that release spores) attached to stems growing on its back and drooping on each side. Its head has a LOT of eyes and a jaw that opens and closes. They do not attack mooshrooms but they do target players and other mobs.

    Abilities:

    - wall climbing

    - great speed

    - the ability to turn cows into mooshrooms

    - occasionally spreading their spores allowing more death shrooms to appear

    Drop: a mushroom that can be turned into berserker stew which temporarily gives players heightened physical abilities when eaten


    These are pretty generic, but not to a fault. They represent some great fantasy archetypes that are missing from Minecraft and Mowzie's Mobs. I appreciate how you really thought about how these classic fantasy monsters would fit into Minecraft's combat in different ways. I'll definitely keep these in mind.

    Hello, is there a command to kill or otherwise target the Wroughtnaut? /kill @e[type=Wroughtnaut] doesn't seem to work.


    I believe its name in game is "Ferrous Wroughtnaut" or "ferrous_wroughtnaut". Just "Wroughtnaut" won't work.
    Quote from wserts555»

    Just to start off, I really love this mod. (especially the naga).


    Anywho, my mob idea:


    The Sakedi Sorceress


    A humanoid and female snake creature, with a clearly snake-like tail that leads to a humanoid torso with a snake like head, two arms, and a soft underbelly. On her torso, I would envision an iron chestplate of some variation. She would wield a minecraft-stylized scimitar in her right hand, and nothing but her own spells in her left. For her movement, I would imagine that she would be slightly coiled in her tail, and would slightly bob from side to side and up and down to simulate a snake slithering. For the sorcery portion of her character, she would use star and other astral magic inspired spells. This could run in parallel with the solar powers of barako and the planned lunar powers of the stalker boss, but I think it could still work completely separately from them and still be coherent if you'd rather.


    Combat/Spells:


    1. Her basic attack would simply be a basic strike from the scimitar. If you want to be really fancy, you might could make her slightly coil up and lunge at the player, bringing her blade down for a descending strike first and following with quick stab.


    2. Her first spell would be more defensive. It would be used as the player approaches, and maybe a little bit during battle. To start, she would cast this spell not simply by will but by casting it in air; it would look something like her drawing a star in the air in front of her with her scimitar (maybe even showing the star appear in the air in front of her as she casts it with her sword, that would create a cool visual effect). Upon casting the spell, it would create a rune like circular and rotating spell of about 3-4 blocks diameter at the base of her tail (I think Skyrim's runes might be a good representation). It would, while she was inside, give her regeneration, resistance, extra health/armor, or something to that nature, and last for about 15 seconds before disappearing.


    3. Her basic offensive spell would be a simple small bolt that she fires from her left hand. It would do minor damage to the player. Optimally, you might could make a small star like thing that rotates around the bolt as it fires towards the player.


    4. Her last ability would be a spell that creates a star in front of her outstretched left hand that, while extended, blinds the player and slowly damages them. After she stops casting the spell, I would imagine that the effects may stay around for 2-3 seconds.


    Drops/Rewards:


    She could probably drop a scale or similar item that might could be used in potion making. Alternatively, she could drop her scimitar or a new talisman that gives the player control over some of her astral magic spells.


    As a general reference to how I think she would about look, I attached a picture of a similar creature from Pirate101 that I drew some inspiration from.


    I really hope that you consider this idea and continue to make awesome mobs! Thank you for your time


    The design is quite interesting, but I'm having trouble connecting the serpent theme with the astral magic theme. A snake-themed mob, in my opinion, would be stealthy and roguelike. A character wielding astral magic should feel cryptic and alien-like. I feel that both combined is repressing the strengths of each theme.
    Quote from Reiuji_Utsuho_»

    Really cool! plus it interacts PERFECTLY with RogueLike Dungeons! Is this intentional?


    I'm glad to hear it! No, I've never used the mod before.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from LukaBossVirgin»

    Nevermind, i finally noticed a mob spawning in a snow biome


    Oh, good!
    Quote from Michael_Corvus»

    making a separate entity could work, and it would open up new possibilities regarding AI work. still pretty sure the method i presented would work as well, but it would be a generic repeating animation and im not sure if that's what you'd want. so if you added foliaths in a flower pot, you could do it like so:

    creating -
    right click a flower pot with a foliaath seed, it would delete the block and replace it with an entity, killing the entity would be easy, and drop the seed and the flower pot.

    mechanics (?) -

    this is a little more tricky, but a fun detail could be the tiny little foliaath hopelessly snapping at the player in a fruitless attempt to eat them, but it's so small so what can it do? awww.

    - [more is needed, but what?]


    Yeah, this would probably work. It would take a while to do though, which is time I could be spending on more exciting content.
    Quote from neffread»

    Uh, I'm not sure what that is. A setblock command?


    a setblock command his function is place a block of the game for example /setblock ~ ~ ~ minecraft:stone

    and the mod has an archive called mowziesmobs:grottol


    here is a image


    Oh, I see. This block is used to render the grottols inside minecarts. It serves no other function.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!

    Thanks for letting me know.
    Quote from alexisandfotis»

    I found an item called 'Captured Grottol', which just spawns a Grottol. Where does it come from?


    That's for you to figure out!
    Quote from alexisandfotis»

    Also, shouldn't the Grottol be lava and fire proof? They seem to be affected by the them and catch on flames, even though the don't have the fire particle effect on them. They are also hurt by falls and cacti.


    They aren't flammable, but still die to environmental hazards and fall damage. In fact, their pathing doesn't check for lava and other dangers. But if anything other than a player kills them, they won't drop their diamonds. Better catch them before they plunge to their deaths!
    Quote from kaitho999»

    hola, creo que Grottol debería tener una versión mucho más grande and ponerla en una especie de mini lago de lava siendo un mini jefe


    No, sorry. Grottols are very specifically passive mobs with a unique function in game. Adding a hostile boss version would ruin all other unique design choices around them.
    Quote from LukaBossVirgin»

    Is this mod compatible with custommobspawner? I have played in a world for 2 weeks and i have yet to find a mob from this


    I'm not sure. How does Custom Mob Spawner work?

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from neffread»

    neffread


    1-yes


    2-if it's a good point I thought
    since it is so rare that almost no player finds it


    3-if this is my question


    bobmowzie


    1. "Yes"? I did not ask a question. Although I hope I have answered yours. Is this what you are confirming?
    2. I'm sorry, I do not understand.
    3. Ah. So yes, I eliminated the Crystal Scuttlers from the plans because I added them in the form of grottols.


    neffread


    1-yes, you answered my question


    2-I mean you're right about how few players find the island cow mushroom


    extra


    What is this?

    / setblock ~ ~ ~ mowziesmobs: grottol




    Uh, I'm not sure what that is. A setblock command?

    Quote from Mactiom»

    Thanks. But it can't place water in Nether, or it isn't a Nether mob. And I think we should use obsidian instead of cobblestone, it can make it seems more beautiful and stronger.




    Oh right! Hm...

    Quote from Mactiom»

    Can we use the Frostmaw's crystal?




    Maybe, but I don't like gating encounters to require specific items.

    Quote from boomphobia»

    Oreborn Plant.

    These plants rarely spawn in roofed forests. The are a block wide. Once per day their leafs will open and an ore or jewel will be visible (Irom,Diamond,Gold,Emerald,Lapiz). You can right click the plant with an emty hand to pick up the ore. Than the leafs will close and will open again tomorrow with an other ore producing during the night. The ore that is created in the plant is random everytime it opens, so if you found an Oreborn Plant that spawned an iron ingot, next time it can spawn an emerald. If you break or cut these plants, they will only drop the ore if the leafs are open, but there is a way to plant these ore producers. Their seeds! They can only be obtained throw a new mob. These plants are one of the greater goods that the new mob will provide to the player




    This seems really over-powered. It negates a huge portion of Minecraft's challenges and turns them into a waiting game. Sorry, but no.


    Hostile Nether Humanoid Monster


    A large (about 4-4.5 blocks tall) golem like creature made of mostly hardened neatherack, with bits of bedrock. Spends its time half buried under ground (feeding off minerals) until disturbed which it will then emerge and attack.


    Abilities
    Other then standard melee attacks with its arms, Its signature ability is a concentrated "beam" of fire (similar to Barako's sun beam but with bit more spread like a flamethrower). it does this by "opening its eye" and charging up its beam then firing (cannot turn its body when firing and can only move its head slightly).

    Concept

    Concept
    Alternate Concept
    Alternate ConceptWeapon Firing Concept

    Weapon Function Concept

    Fighting it
    Its hide is hard, Dealing no damage with anything that isn't a pickaxe. And even then, pickaxes don't deal much damage either. The best way to deal damage to it is striking its head right before it fires its spew of flames.


    Additional Abilities
    To make the fight more exciting, similar to the Weoughtnaut, perhaps this mob gains more abilities as you damage it. I've only come up with 2

    1 - Fires a smaller versions of its beam attack from its feet to "jump" a roughly 8-12 block distance towards the player, its landing creating a small AOE fiery blast.

    2 - Similar to 1st attack but instead of jumping, it holds itself in place and does a 360 degree spin while firing its main fire beam and then landing with a large AOE fiery blast.


    Rewards (Drops)
    Other then Neatherack, the monsters head can be obtained and be used acts like a flamethrower. Holding right mouse button will charge it up and fire it. Draining its durability as you hold it. To balance it out, if you are hit while charging it, it will "burn out", damaging the player holding it and draining a chunk of the weapons durability. This could also happen if being used for to long. After this it will need to recharge.


    Reparing it could require either a vanilla item or some new fiery crystal that generates in the nether and or is found on the Mob itself. Basically a fuel source




    It's pretty cool, but very generic. I also don't feel like the Nether is lacking unique mobs or encounters.

    Quote from JMBrown03»

    Awesome to see that my favorite mod is still being worked on; it’s shaping up to be, if I may be so bold as to say, the best mod ever!




    Thanks!


    Is there no way to make mobs scuttle on ceilings or walls of caves? For the Grottols, my original interpretation of what you were gonna do is some sort of swarming mob that runs away from you not only on the floor but also climbing up walls and ceilings, and they sort of swarm together and disperse as well, if you get what I mean. Was that not your original intention or is it just technically impossible/difficult?

    BTW I'm a big fan of this mod and its amazing quality in vision and in your execution of that vision.




    I really wanted to, but there's just no way that I know of.

    Quote from MalroktheIII»

    Now, here's a concept I like to call the ectomancer.

    It would likely spawn in swamps

    It would have several abilities (now, I'm going to add more than it should have, so you don't like one, just ignore it)

    It would be able to summon 3-5 ghosts, which I will elaborate on later.

    It would be able to convert nearby ghosts into shields (or free health, I don't know)

    All of its attacks would give a status effect, called ghostly

    It would also be able to convert nearby ghosts into one of three attacks (all of which deal magic damage)

    -ball of ghost colored energy which will track you down, until it slowly shrinks away

    -ball that will be fired linearly, but bounce upon collision

    -ball that will attempt to follow the player, but will slowly fall towards the ground. When it hits the ground, it creates a small shock wave and disappears

    It would also have a long staff, which it would use to bash characters away from it. (would not give the ghostly effect)

    He will have very slow passive regen


    Once it reaches 75% health, it gains a few new abilities (He will live the state if he reaches 90% again).

    -Increased amount of ghosts per summon

    -Ability to consume a ghost to leap to a location

    -Whenever it uses its ball attack, it summons two balls

    -two (or three) balls spawn upon reaching 75% health these balls will be bouncy tracker shots that create shockwaves on collision. These will last until:

    -The Player gets a certain distance away from the ectomancer

    -The Ectomancer Dies

    -The Ectomancer heals above 90%

    -Consumes a ghost to upgrade its melee weapon (for about 5-10 seconds) to one of the following (note: all weapon upgrades would be ghostly looking bits attached to staff), increasing its damage, and making its damage magical

    -Sword

    -Long Axe

    -Spear

    -Makes it shoot a laser

    -If weapon is currently upgraded, it cannot shoot the balls, as the staff weapon would be used for both

    -If weapon is upgraded, it will attempt to get towards the player, while if it isn't, it tries to keep away from the player

    -The upgraded version of the weapon would give the ghostly effect


    Upon Death, he will drop his Staff (he would also become a big ghost, which would try to fly away from the player)

    His staff would be able to, when used by the player

    -Deal 3 damage per hit, plus it would act like it had knock back 1 by default

    -Upon right clicking a block, summon a ghost (up to 3 out at once)

    -Upon Right clicking a Ghost, turning it into a projectile item which, after being picked up, would act as the bouncy linear ball once thrown

    -Shift-Right Clicking would consume the ghost, and turning the weapon into the upgraded version for 5 seconds, making it deal 4 magic damage per hit, giving the player speed and jump boost, and cause hits to give the ghostly effect

    -While in upgraded mode, killing any enemy would reset the 5 second timer

    -Outside of upgraded mode, killing any enemy with the weapon would add some charge to the weapon


    Ghosts:

    Ghosts are like larger, slower, lazier vex.

    They will deal 1.5 hearts of magic damage per hit, and that attack causes weakness

    As I mentioned, they are lazy, and will frequently decide to not attack, and merely circle around the its target, just outside of attack range, doing taunts, or just flat around randomly


    Ghostly Effect:

    When the ghostly effect is applied, all magic damage applied to the target is doubled, and it will cause for nearby ghosts to stop being lazy, and lock onto the target with conviction. It would probably give visual effects when applied on a player




    Hm, it's pretty cool, but I'm not too sure about it the ghost theme. When I think of ghosts, I think of passing through walls, turning invisible, and possessing living and non-living things. Creating ghost clones, teleporting around, and shooting strange balls all work as interesting mechanics, but do not play as directly into the ghost theme.
    One other small issue is the three ball-shooting attacks you describe. Each one behaves differently, but looks the same. This can lead to some confusing visual feedback in gameplay; things that behave differently in a game should look different. I think the idea would be stronger if we stripped away two of those and just stuck with the first one.
    Maybe instead of ghosts, it's a plant-matter manipulating bog elemental?

    Quote from boomphobia»

    Necromancer Update.


    Now you'll have to acquire 3 totems of undying and give them to the necromancer and the 3 totems will float around each other and merge together with a dark purple particle splash. There is the new created Undead Totem. There is a new item that can be obtained throw the Necromancer. Drumm Of The Underworld. You must give the Necromancer a 10 Rotten flesh and a zombie head to have the Zombie Drumm Of The Underworld. Or you give him 10 bones and a skeleton head to have the skeleton Drumm Of The Underworld. Once you obtain the drumm (it's a tribal drumm and a drumm stick with a skeletetal head on it) you'll be able to hold right click and a slow drumm music will play and a dark portal will open from the ground. Depending on the drumm you used you'll be able to summon: A big zombie giant (not as big as the vanilla giant) holding a bone as a cub, like a barakoa (using the Zombie Drumm Of The Underworld) or you summon a Skeleton Archer with an enchanted bow and iron hemet riding a skeleton horse. (Using the skeleton Drumm Of The Underworld)

    The Design of the Necromancer: A skeletal figure without legs covered in little clothing. With a skeletal face and horns. To have a batter idea of what I'm talking about, my design is based on the WoW character Kel'Thusad.




    Hm. Now he can give the player more items? I think the idea is stronger if there's only one reward associated with it. Maybe just pick the best item and stick with just that one? I don't see a reason to make trading relevant with such a hostile-seeming entity. Maybe these rewards would be better as drops when a player kills the necromancer. I still think the design could use another theme or interesting element. Maybe the tribal theme could be played up a bit more?


    Bored of life I came up with a mob that I think would fit in the mod and that meets the characteristics of not being a giant animal, a mythological being or a "normal" enemy, the mob is called Dreiaugen (which means " three eyes "in German (Placeholder name)).


    This mob would be similar to a salamander, but with three orange eyes, two additional pairs of legs, three pairs of wings and a tail that ends in a ball. To make it very special from the beginning I thought it should appear in the nether, specifically on the ceiling, this mob would walk under the nether's ceiling and have a size close to the Frostmaw. This mob would move at high speeds through the roof to position on top of the player, so far I have thought of four attacks (three of them are "mandatory", that is, they can be done anywhere in the nether):



    1. Magma balls: it consists of the Dreiaugen opening the ball of its tail and shooting 3 guided magma balls with a medium speed, they would not do much damage.


    2. Break: Consists of the Dreiaugen tightly squeezing its tail and hitting the ceiling hardly, causing fragments of netherrack falling quickly on top of the player, however this attack would not break the block that was hit by the Dreiaugen.


    3. Abysmal look: The Dreiaugen would stare at the player for a moment, if the player does not place a block in front of him to avoid being watched by the Dreiaugen, he will be burned. (similar to guardians)


    4. If there is a lava ocean nearby and the Dreiaugen has only half the life or less, it would use its wings to lower and absorb a little lava, to later return to the ceiling and shoot its tail with a large non-guided magma ball or a jet of lava.


    To kill it you should shoot the center of the ball of its tail repeatedly when it is open.


    For now that's all :)




    Sorry, but the ceiling mechanic just isn't possible in Minecraft...
    Beyond that, I feel like the design is a little too unfamiliar, a bit confusing. Again, sorry.

    Quote from Robijnvogel»

    Hmm, what if there was some Nether mob that would experience reverse gravity? Like they are made out of a material lighter than the air in the Nether and actually so much that they always walk on- and fall to the ceiling of the Nether.
    This would make for some very interesting pathfinding mechanics I guess. Also, they would/could receive fall damage when falling up more than 3 blocks, just like any mob or player normally would falling down.

    I would suggest some kind of grapple attack to pull themselves down to Players or passive mobs if they were to be aggressive mobs, but I don't want to make it seem as if I was inspired by Half Life's Barnacles.




    That would be cool, but nah I just can't program that in.
    Hm, a stationary mob could work, though.

    Quote from boomphobia»

    Necromancer Update


    I started re-thinking the rewards that the player will get for killing the Necromancer and I came up with the perfect idea. When a player kills the Necromancer, it will drop the Drumm Of The Underworld. This also means that I needed to scrap the idea of using the drumm to summon a giant zombie and a skeleton cavalry. You can right click with the drumm and a from the ground a portal dark purple portal will start to appear. When the portal fully appears ( a 5x5 dark purple sircle with purple smoke particles that look like skulls) you'll need a Skull Of The Titan to activate it. If try to walk on the portal it will start to damage you and a message will pop up saying: Find The Skull Of The Titan. This item has a chance to generate inside any chest in a generated structure (Dungeon,Jungle and Desert Temple,Stronghold,Mineshaft) Once you obtain the item, you can return to the portal that you created and drop the skull into the portal. Than a loud roar will be heard and a skeletal dragon will rise from the portal. This dragon is Bryn'Troll, The Underworld Fossil. He looks like a smaller version of the legend of Zelda boss Stallord. Even tho classified as an undead he cannot burn in sunlight. He is stationary and cannot move outside of the portal. Bryn'Troll will engage you in combat. He has 4 attacks.

    Skeleton Smash: Bryn'Troll will smash his hand in the ground where you're staying, causing damage and knocking you back.

    Bonespike Graveyard: Bryn'Troll will put his hand into the portal and at your location the blocks will start to create breaking particles. You better step aside the targeted area or sharp bonespikes will come out of the ground damaging you and continue to do damage as long as you stay there. Than the spikes return back to the ground. Bryn'Troll can use this attack up to 3 times in a row.

    Bone Storm: Bryn'Troll will open his mouth and a volley of little bone spikes will be rapidly shoted towards you.

    Death Breath: Bryn'Troll will shoot a withering blast from his mouth. Wherever it hits, it leaves a withering area of effect.

    This mob has 35 hearts of health and deals 4 hearts of damage with it's melee attack 3 harts with its bonespike graveyard attack as well as additional half a heart attack when you stay in them. Half a heart of damage for each mini bone spoke hitting you by Bone storm. And 2 hearts of damage from Death Breath. When you kill Bryn'Troll he will sink into the portal roaring and the portal will shkrink until it collapses. At the centre you will find the item that is dropped by Bryn'Troll. The Fang Of Bryn'Troll is your rewards. What does it do? It gives you Osteomancy when it's on your inventory. Osteomancy gives you new powerful abilities. When you hold CTRL (configurable) and right-click bones behind your back will grow and form a ribcage around you acting as a shield. It can take 8 hearts of damage until it's destroyed. This shield only lasts for 5 seconds. It can take damage from Malee attacks range attacks and explosives. You can be affected by magic,drowning,lava,void,ice crystal,sun strikes and frostmaws freezing attacks. The ribcage shield can also block Solar beams.If you don't want to wait for the times to run out you can hold CTRL And right-click again to return your bones back. To balance this skill you cannot perform melee or range attacks while the shield is active. This ability is called Ribcage Shield

    The second ability is Bonespike Graveyard. With an empty hand or an item that does nothing when right-clicking you can look at any horizontal block you can see their hitboxes (just like sun strike) and right click and the bonepikes will come out of the ground (it's basically the same as the skill that Bryn'Troll uses)

    You can hold down righ click when holding The Fang Of Bryn'Troll and it will start spinning faster and faster (it means that it's being ready to be shot just like a bow and arrow) and release right click to shoot it. It will deal massive damage, but the famg has an other side effect. When you hit mobs with it (not players only mobs) it will posses them and make them right for you. This means that they will not attack you but instead attack other players and hostile mobs. You can only have one possesed mob at a time. When you shoot your Fang it will drop on the ground and only the one that shot it can pick it up again. Keep in mind tho, if you get killed by an other player and get your Fang, they will now have Osteomancy amd you will not.




    The Bryn'Troll is much more interesting than the Necromancer idea in my opinion. I feel like it would be a stronger idea by itself, without needing a necromancer encounter to summon it.

    Quote from neffread»

    the mod will continue in 1.12.2?




    Once I update to 1.13, I don't plan to keep developing for 1.12.2. It's too difficult to keep up two versions. That said, I am committed to making the 1.12 release fully bug-free before moving on to 1.13.

    Quote from nubbin2003»

    I don’t really have an idea, just a suggestion. Why not add a mob, or some other treasure that spawns in or around fossils. Currently, other that when you need a butt-ton of bonemeal, they are useless, and so rare they aren’t even worth searching for.




    Good thought. I'll brainstorm further.

    Quote from mcfan2»

    The Naga is probably my favorite mob ever.

    Hope to see more mobs like that.




    Thanks! I have some very dynamic mobs planned that I think you'll love.

    Quote from Icegod101»

    I love that Viper was used as a base for the naga model, looks great in minecraft when utilized to this extent




    Ah, yeah that was definitely a big source of inspiration. Also the sirens from the Witcher 3.

    Quote from renan2004skura»

    So Bob what's your plan for the new mobs for the next update?

    In my preference i would like the Baracoa's nemesis tribe and the angler fish but it is your mod so do what you want.




    Ah, sorry. Next is the Sculptor so that Geomancy will finally be obtainable in survival.

    Quote from Ddak4»

    Hello again! Amazing work on your most recent update! My favorite part of your update is the grottle’s idol animation were it taps the ground, it’s the cutest thing I’ve ever seen! I hope life is going well for you


    anyways I have a brief mob suggestion,

    Basically I’m thinking of a mob that can manipulate snow!


    i have no idea what it will look like(possibly something like a lemming, there like little hamster mouse things, they burrow under snow) but I do know it’s main method of attack


    it will fight by using the snow around to form a snowball around itself and roll towards you, the snowball will get bigger and bigger as it’s rolling towards you, because as it’s moving it’s collecting more snow; it will do this until it reaches its max size; it won’t get bigger if it’s not rolling on snow so that’s why it spawns in the tundra; I’m thinking it will get as big as the player; it will try over and over again to run over you and the only way to stop it is by causing it to crash into a block either by placing one or dodging it and letting it hit a wall; when this happens, the snowball will break and it will be stunned for a moment; This is your chance to strike back! If you don’t get to it in time it will burrow under the snow and reappear somewhere else and roll again, the bigger it’s snowball gets the more damage and knockback it will do


    if you manage to kill it it will drop and item that can be used to roll into a snowball but it can be only be used if standing on snow layers


    the item can also connect back to your plans with cryomancy, what I mean is, this can be an optional spell like what you did for the earth magic


    i hope you like it! Good luck with your work on this mod, I appreciate what you do




    Thanks! Glad you like it.
    Ooh, that's really neat. Would also work with an earth-themed mob.

    Quote from Epiixz»

    So i had a little suggestion also.


    How about putting mask on walls? It would look good if you could hang them up without having to use a frame.




    I don't see much point. You can't place vanilla items on walls without item frames, why should you be able to with my items?

    Quote from 4Point»

    I was bored, so i made this.
    clearing up a few things:
    Stonxcid despise grottols for how durable and shiny their shells are, not to mention they sometimes prey on grottols
    Stonxcid can spawn in stone variants
    Stonxcid are impervious to all attacks aside from pickaxes (any) and when they take 20 hearts, their block breaks and they flee with 5 hearts left
    they do indeed latch onto your head and smash your head into it's stone block, as it's body isn't that big and doesn't take up a lot of space inside of said block. this generally ends in your head getting stuck, and heavy concussions.
    i do not care if this doesn't get in, as i was completely and utterly brain-dead when i made it. it's not even an original concept.




    Sorry, this really isn't what I'm looking for.

    Quote from Michael_Corvus»

    suggestion: allow foliaath seedlings to be able to be planted in flower pots so we can have a miniature foliaath in our windowsill
    you could achieve this by adding the foliaath model as a child to the flower pot model. the only potential issue could be texturemaps however, you can bind and render those in a separate call. and badda bing badda boom. miniature foliaath in flower pot. make it happen plez.




    I'd like to do this too, but I'm not really sure how. I don't think the solution you've proposed will work...
    I might have to make it a separate entity...

    Quote from loi864»

    Hi! The Mowsie's mob is my favorite mod.
    Here are some ideas:
    Vary the color of the naga (red, yellow, green, orange)
    Vary the size of Foliaaths
    Create some kind of giant manta rays that will fly. There would be babies too. The width of the wings of the babies would be about 5 blocks and that of the big ones up to 20 blocks. Then we will tame them and we will build on the adults a small cabin. We must be placed on their heads to direct them. we can simply steer the baby and place a chest on him. The color would vary between black and white and gray




    I already responded to you in your private message.
    I'm glad you like the mod.
    No, I'm very happy with the color I chose.
    No. No other mobs have size variants. Why should the foliaath? What would it add to gameplay?
    While I appreciate the idea, the mechanic you have proposed of building on top of mobs is just not possible in Minecraft (at least, within my abilities). Additionally, Minecraft already has flying manta rays: the phantoms. I understand that the ideas are different, but designs should avoid "stepping on each other's toes".


    This. I like that mob very, very much. I love the concept and the aesthetic. It was terrifying to face for the first time, it just kept flying out of my fov before attacking. I was kinda let down, however, by its weakness. It's huge, noisy, fast... and deals one and a half hearts of damage on Normal difficulty. I also feel like it could use something else in its loot table.

    Uhhhhhh... no. Not at all, actually. 1.13's phantoms are stated to be aggressive mobs that spawn at night and hunt players, while lol's suggestion is rather clear. While it isn't that fleshed out, it's more of a idea than an suggestion really, it differs from phantoms by size, role and very probably behaviour: phantoms are hostile, small-ish mobs that attack the player, while these mantas (sky-rays?) can be tamed and are also huge. So, apart from the general appearance ("flying manta/stingray") they have very little in common.

    Imho the idea is nice, but should really be fleshed out. As-is it's generic. Not that anyone would or should care about my opinion, I'm just a random guy on the internets.




    Well, it's intended to be a minor enemy. If you'd like it to be stronger, you can adjust it in the config.
    I have something planned not as another drop, but as a new reward related to the nagas.

    See above about the suggestion. Designs shouldn't conflict like that, even if they are different in other ways.

    It doesn't need fleshing out - it explains everything I need to know about the mob. The suggestion just has other issues.

    Posted in: Minecraft Mods
  • 1

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!

    Sorry I haven’t responded here in so long, everyone. There have been a lot of suggestions which take a very long time to reply to. I’ll have my replies ready soon.

    Posted in: Minecraft Mods
  • 1

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from Nosoac»

    Mowzies are the Wroughtnaut women?
    "these heavily armored knights are not men nor are they statues"

    so they are women


    ...What?
    You know what else is not a man or a statue? A dog. This does not mean that Wroughtnauts are dogs.
    Quote from Robijnvogel»

    I don't know what has been said about an Angler Fish up until now, but I was just given this idea:
    An angler fish with a lantern that is pitch black and absorbs light instead of spreading it.

    Any entity coming close to it or trying to attack it could temporarily get the Blindness effect as the fish starts circling the entity as a counter-attack.


    Ooh that's kinda neat. I'll keep that in mind.
    Quote from neffread»

    1-Yes


    2-if it's a good point that I thought
    since it is so rare that almost no player finds it


    3-yes this is my question


    1. "Yes"? I did not ask a question. I hope I answered yours, though. Is this what you are confirming?
    2. I'm sorry, I don't understand.
    3. Ah. Then yes, I removed the Crystal Scuttlers from the plans because I added them in the form of grottols.
    Quote from boomphobia»

    Not too long ago I stumbled across a mob suggestion of a Necromancer. I saw it's potential and with some modifications I re-shaped the idea.


    The Necromamcer. This dark mage can be found in a Necromantic tower located in a swamp. He patiently waits for players to visit him, so he can teach players the dark arts of Necromancy. When the necromancer is approached by a player, a message will display, that's the necromancer asking you to become his disciple. If you accept, you'll wield the powers of death, but if you refuse, than death awaits. If you join him, you can right click him to trade an undead mob head (wither skeleton, skeleton or zombie) for the precious Undead Totem. This totem is what actually will let you use Necromancy. When you receive the totem, you'll get some passive abilities.

    PASSIVE ABILITIES

    Ally Of Undead: You'll not get attacked by undead mobs

    Soul Collector: For every mob killed, your totem will be filled with one soul (max 20) Killing undead mobs will give you no souls.

    ACTIVE ABILITIES

    Death Orb: This will lunch a purple death orb towards the targeted enemy, damaging him and healing you for the same amount as damage delt. This also applies wither to the target.

    Decay Rune: The user places a 3x3 sircular rune on the ground with a skull symbol, that damages all alive mobs and heals all undead that touch the rune.

    Undead Rise: You summon 2-5 undead mobs (Zombie or Skeleton). The undead rise from the ground like they're trying to get out of a grave. They can only be summoned on grass (any type) or dirt (any type).

    Phantom Call/or Rottening Naga

    Phantom Call will make a black cloud appear in the sky and 1-3 phantoms will come out of it attacking the enemy.

    Rottening Naga does the same thing, but it summons an undead version of the naga that throws wither spits at you instead of poison.

    Each ability needs an amount of souls. Passive Abilities don't. Death Orb needs 2 souls, Decay Rune needs 4 souls, Undead Rise needs 5 souls, Phantom Call/or Rottening Naga needs 8 souls.

    Using Necrommcy is all about supporting your Undead army. They are your key to victory. While killing other mobs or players to gain souls, you'll need to carefully decide when to summon your undead, when to upgrade to a stronger undead and when to attack enemies to heal yourself and your undead. Now if you refuse to join him, the necromancer will attack you using the abilities that Necromancy offers in an attempt to kill you. Defeating the necromancer will grant you his robes which give you permanent night vision and gives you Ally of Undead passive ability. So if you're looking to learn the dark ark be sure to pay a visit to the necromancer and don't kill him as when you kill him your totem will be destroyed when you die.

    As for his design I think of some dark looking figure with dark robes and a skeletal body holding a staff. In my mind it looks like the minecraft character Dreadlord


    I'm sorry, but these changes really don't address any of the issues I had with the original Necromancer suggestions.
    I still feel like a mob head is a small price to pay for such a powerful ability. I also don't see any merit to giving the player a choice of fighting him or allying with him, as fighting him risks the player's life and rewards them far less. The design you've proposed isn't any less generic or any more interesting than the last one.
    I see that you've added an active ability to summon phantoms and undead nagas. Phantoms I understand - they are undead creatures in Minecraft's world. But an undead naga variant seems forced to me. Nagas don't have anything to do with necromancy; why would there be an undead variant? Wouldn't an entirely new undead creature make more sense?
    Quote from Mactiom»

    Rongy, a creature of Nether: They are spawn in lava, look like just a lot lava at first, they will try to land, then their skin will freeze little by little(turn into obsidian), it will make it stronger and stronger, but you can make its freeze speed slow down by attacking it. After a while, such as an arrow or snowball can't make it hurt(rebound). When its skin turns into obsidian completely, your attack can't hurt it, but it can make its armour rend. It will make the monster go back to the last stage. (If it touches water, its skin will turn into obsidian quickly.)


    Ooh, this is pretty neat. It plays off of a rule players already understand to create an interesting interaction.

    Hm, but I feel like players are already trying to damage the mob by hitting it, which is exactly how to beat the freezing mechanic. This would mean that the freezing mechanic won't actually influence how a player fights this mob besides giving the mob some bonus health. Maybe instead the mob could be invincible while lava, and has to be forced into water to harden it into cobblestone. Then the player could kill it with a pickaxe once it freezes.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!

    Just released patch 1.5.3! This should resolve many of the issues from previous 1.5 versions. Please report back to me to confirm that things are working.

    Thanks for your patience!


    I'll go through comments and suggestions soon, just a bit busy atm.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from MohawkyMagoo»

    The overspawning nagas is in new worlds and existing worlds where new coastal chunks are explored, I dont have any mods that could affect Mob spawning. I did however change the config spawn rates to make them rarer - the reverse effect seems to have been applied?


    It appears I was confused by the line "Smaller number causes more spawning, 0 to disable spawning" which I thought applied to all the config spawning numbers.


    Maybe change the config to:


    "Wroughtnaut and Barako spawn inside structures and use Structure spawn rates therefore a smaller number = higher incidence of structure spawning."


    and


    "All other mobs use default minecraft mob spawning, so a higher number means more spawning."


    I see. I didn't realize this was so confusing for people. I'll be sure to make it clearer for the next patch.
    Quote from renan2004skura»

    Hey Bob is the angler fish mob confirmed or not i really like the idea!


    That depends what you mean by confirmed. I don't plan on adding it soon, but it's something I'd like to make eventually.
    I'm not very excited by the idea in its current state, however.
    Quote from neffread»

    1-is it assumed that the phoben and the stalkers will be mobs of fear?


    2-Have you thought about if you also fill the island with mushrooms cow with some mob?


    3-you eliminated the crystal skullters from the plans of the mod.

    Was it because of the grottols?


    1. I don't know what you mean by "mobs of fear". The Phoben uses "fear magic" to disarm and stun its enemies, but the stalkers do not. Both mobs will be slightly scary, though.
    2. No, I feel like mushroom islands already have enough uniqueness to them. Besides, they're so rare; players would barely encounter what I make there.
    3. Grottols are crystal skuttlers. Is this what you are asking?
    Quote from WildHorse1»

    Thanks

    I think for making it less confusing you could add like “higher numbers for more spawning” only on the creatures that actually do spawn more if higher numbers are added and like the barako and the wroughtnauts already have a title so that’s fine.


    Yeah, I see what you mean. I'll be sure to do that.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from neffread»

    The nagas fit perfectly like a small fight anywhere in Minecraft, even at the bottom,
    and that the grottols are captured is a very good idea, it's as if they were a living diamond.


    Note


    I did it experimenting is not that it fits very well to see a giant snake with wings inside


    I do not understand what you're asking here ...


    bobmowzie just wanted to say that the nagas are good as a simple mob I did not ask for anything.


    in the next message I post will be about a request or if I see a bug that has not been reported


    Oh! Thank you.

    That's okay! Post about whatever you want. I was just confused.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from Krill13»

    I'm not sure if it's solely because of the lanterns or if it's because I just fought an Ice and Fire dragon and the forest caught on fire, but I've already had to close minecraft twice because of a lag (the one where entities and items don't respond at all, forgot what it's called) the first time I encountered these lanterns in a survival scenario.


    Checking the logs, I found this:

    [15:32:09] [Server thread/WARN] [minecraft/WorldServer]: Keeping entity mowziesmobs:lantern that already exists with UUID 618607cb-5e6c-493f-860a-c62a9d030a6a


    And I'm not sure if they have something to do with the lag, but these also appeared:

    This one came up as I loaded the world in the forest:

    [15:32:06] [Server thread/WARN] [minecraft/EntityList]: Skipping Entity with id minecraft:

    And this one when I flew around the forest (with wings from the Wings mod):

    [15:32:12] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received passengers for unknown entity


    Again, not too sure if the lanterns caused those since I have a pretty good amount of other mods installed when these occurred.


    A fix is on its way.

    Quote from witherlord00»

    Issue with Grottols spawn rate in the twilight forest, not sure if it's intentional but my goodness they spawn way too much.


    Fixed for the next patch.

    Here is a concept that i really enjoyed brainstorming

    Undead
    Sand Boss (Pharaoh)

    NOTE: Name is just a placeholder as im bad at names, you can name it what ever you want if you like my concept.

    Appearance
    Pharaoh’ resemble a humanoid roughly 4 to 6 blocks tall with a frail frame and only appearing as a upper torso (No Legs). Pharaoh’ are an undead monster with dark skin similar to a husk, with a rectangular head similar to a villager and lacking any visible eyes. Pharaoh’ wear ragged robes, a hood and a crown like ornament on there head resembling a bit like a circlet.

    Location
    Pharaoh’ are found inside brand new tomb structures. After going thru the entrance (located on the surface) the player will then travel down a spiral staircase into the catacombs. The catacombs are a series of hallways. They can lead into rooms with loot or just dead ends. Husks can be found here and are much more prevalent here than other mobs. Located in the catacombs is the Pharaoh’ chambers which is a 20x20x20 room located very deep in the tomb. Inside this room is nothing but a coffin. Getting close to this coffin will trigger the coffin to burst open. The door being pried off the coffin by a undead hand. The Pharaoh will emerge as a torso, crawling out of the coffin. The Pharaoh will then lift one hand, wave it in the air for a few seconds then close its fist with a burst of orange particles coming out of it. A twister of sand will form around the Pharaoh, lifting it up to about 7-10 blocks in the air. Safe out of reach from melee attacks.

    Basic Moves

    The Pharaoh will circle the player, keeping about a 8-10 block distance. The Pharaoh has a basic sand projectile attack. The Pharaoh will lift its hand, a orange particle effect appearing as well. It will do this for 1-2 seconds while a ball of sand forms in its hand. The Pharaoh will then throw it at the player. It is a weak attack, but the Pharaoh uses this attack alot and at a fairly quick pace.

    Advanced Moves

    Sand Twister
    The Pharaoh spins 360 degrees with one arm out. Once a full rotating is made, he swings his arm towards the player. A twister of sand forms and moves towards the player. It gets bigger and bigger until about 12 blocks where it disperses and becomes no threat. If hit however, the player will be spun around and will travel with the twister until it disappears, being dealt damage every second in contact.


    Sand Cyclone
    The Pharaoh lifts its hands and claps them together while facing the player. Once it claps its hands a cyclone forms from its hands and stretches about 10 blocks forwards words. Anything caught is sucked in and will travel towards the Pharaoh, taking damage in the process. Once the player makes contact with the Pharaoh, it will cease the clap position and “push” the player, knocking them back a fair distance.
    NOTE: it cannot turn while using this move, leaving it exposed.

    Sand Wave
    The Pharaoh stretches both hands out at a downward angle then swings them up and forward towards the target. A wave of sand stretching 6 blocks on either side of the Pharaoh forms and moves 12 blocks forward. This attack is almost impossible to dodge and can only be blocked. If caught in the wave, the player will be carried with it until it stops. Being dealt damage in the processes.

    Sand “Uppercut”
    The Pharaoh lowers its arm downwards, forms a fist and then lifts its arm upwards. A sand fist will form under the player and will launch them about 8 blocks into the air, dealing heavy damage on impact and with fall damage dealing the rest.

    Sand Minions
    The Pharaoh raises both hands into the air in a pushing motion. 6-10 Sand Minions will appear (their appearance can be anything really, i'm going for a simple humanoid). They are weak (10 HP they are made of sand after all) and pretty slow but can be challenging in numbers.

    How to fight
    Range is the best way to fight a Pharaoh. After shooting it enough times it will collapse to the ground, its sandy lower half twister body disappearing and will lay there for a few seconds, giving you a chance to do some damage. The Pharaoh then slams its fist to the ground, creating a AOE blast of sand to knock attackers away and then reassemble its twister. You will repeat this until about around 90% of its health depleted (depending on how much health you give it). The Pharaoh will try to call back its twister but will be unable to. It will realize this and will give out a terrifying scream and will go into a “raged state”. While in this state, it will move towards the player at a surprisingly fast pace (with movement similar to that of a Skull Crawler from "Kong: Skull Island" only a bit more frantic as its trying to get you) and will perform two attacks.

    Swat Attack
    Pharaoh swats the player with one arm, falling on its arm as its off balance giving you time to strike if you dodge.

    Leap Attack
    If at a distance from the player, the Pharaoh leaps at them.

    Death
    Once killed. The Pharaoh will give off one final scream then collapse. Giving the player some rotten flesh and a new item called the Pharaoh’ Crown (or what ever you decide to call it).

    Crown

    When worn by the player, the Crown has a few abilities that the player can utilize.

    Basic Sand Projectile - Right Click with empty hand


    Sand Twister - Hold Right Click with empty hand


    Sand Twister Body - When sprinting on sand
    Player rises 1 block high and is able to move up 1 block without jumping.


    If the player has had 80% of his/her health depleted, the Crowns effects cannot be used.

    This concept is probably one of my favorites that I've come up with.


    Ooh, this is pretty cool. It's a ranged boss mob with an emphasis on pushing the player around and disrupting movement with sand. I do feel like it has too many abilities; some of them are a bit redundant and others don't really play into the rest of the fight. Maybe other aspects could be tied in here, like mummy bandage attacks or a bigger role for the sarcophagus to bring more unity and variety.
    I do feel like it's weakness mechanic is a bit similar to the naga and doesn't relate to the rest of the fight. Instead, it's emphasis on moving the player around could play into protecting itself from its weakness - maybe a vulnerable "core" appears during attacks that can't be hit if the player gets swept up in the sand.
    I also don't really understand why the "rage state" is there. That mechanic has nothing to do with Egypt, pharaohs, sand, displacing players, etc.
    The crown drop sounds like it would be fun. I like the idea that the power only works above a certain health as a balancing mechanic, but maybe that would make more sense for a different ability.
    Quote from Michael_Corvus»

    if i nametag a captured grottol will it ever despawn or disappear? i wanna have a few as pets but dont know how i would go about it.


    Hm, I don't know. I haven't tried.
    My guess is they will still burrow away if you let them but they won't despawn by themselves. If you encase them somewhere they can't dig, they'll likely stay there.
    Quote from CatosBobu123»

    I also would like a pharaoh mob but I haven't put much thought in it yet. My pharaoh has a pet lizard that has two powerful hind legs but no forelimbs. Its body is somewhat thick with has a pointy head and a muscular tail like in a skink. The fingers on the hind limbs have feather-like structures on them. It has three attacks: 1) It digs under the sand and comes after you. Then it comes out, bites you, and drags you under the sand. Its teeth are so small that it only has a 50% chance to deal you half a heart of damage, so it relies on suffocation damage to kill you.
    2) Pretty much attack one, but this time it hurls you into the air, dealing you fall damage. It happens when the mob fails to perform attack 1 properly.
    3) It comes out and shoots sand particles at you, giving you blindness for a few seconds.

    Afaik yes


    This is a suggestion for a desert lizard creature, not a Pharaoh mob, yes?
    I'm sorry, but this really isn't what I'm looking for. The design feels very generic to me, and the abilities sound more annoying than fun to fight against.
    Quote from Epiixz»

    Could it be that lanterns dont spawn if you have dynamic trees installed? i cant find them if i run both mods.

    Dunno about the other mobs tho


    Hm, that wouldn't make much sense. I suppose it's possible though. Are you looking in roofed forests? They also spawn in biome-dictionary-tagged biomes with "forest" and "magical" tags.
    Quote from ArloTheEpic»

    Even with version 1.5.2 I'm still getting an issue in singleplayer where lanterns will occasionally cause the client to be seemingly permanently unable to connect to the server. Removing Mowsie's mobs does fix the issue.


    A fix is coming.
    Quote from ArkalyteX»

    Everyone with the lantern problem just make them a lot more rare, this seemes to have fixed it for me.

    It can be done in the config file.


    That's good to hear, but of course won't do as a final fix. I think the problem will be resolved in the next patch.
    Quote from WildHorse1»

    I have this mod in my personal modpack and for some reason most of the mobs like the plant or the sun chief don’t spawn in the world when others do I tried changing the spawn chances but i don’t know if putting a lower number actually makes more spawning than larger numbers because normally is all the way around plz help me I don’t know what more to do


    By default, a higher number means more spawning. This is how Minecraft's vanilla mob spawning system works.
    However, two of my mobs, the Wroughtnaut and Barako, do not use Minecraft's vanilla mob spawning and instead spawn inside structures. Structure spawn rates are inverted: a smaller number means they are allowed to spawn more.
    So, the Wroughtnaut and Barako spawn rates need to be lowered to make more of them appear. This is indicated by the configuration file, where the words "# Barako Spawnrate: Smaller number causes more spawning, 0 to disable spawning" appear twice above only those two spawn rates. Note also that the name of the mob is listed with the comment to ensure that it is clear which mob this special condition applies to.

    You aren't the first person to ask me this, so maybe I need to make this even clearer in the config file. Do you have any ideas how I can make this more apparent?
    Quote from WildHorse1»

    Yes I’ve searched jungles in lots of worlds and finded none


    Foliaaths only spawn in darkness. This is to prevent them from spawning inside player farms and eating their livestock. You won't find any unless the game is at night. They also camouflage with the foliage, so they may be there even if you can't see them.
    Quote from 4Point»

    Generic QoL Ideas, as well as mob interactions for 1.13
    Flocks of Phantoms will actively try to single out and kill individual Naga
    Red Folliaths (Little More HP, Little Bigger, Drops red seeds rarely)
    Blue Lanterns (Blue, Water lily instead of leaves, drop gel that give momentary water breathing)
    Purple Lanterns (Purple, Folliath instead of leaves, drop gel that give temporary resistance, extra durable, killing the Folliath will cause it to fall to the ground and flop around like a fish/slime)
    Emerald Grottol

    Now for things that won't generally happen naturally, and you will discover by playing with creative mode if added
    if a Folliath bites a Grottol, the Folliath dies
    Wroughtnauts and Frostmaws will actively fight each other (Frostmaw finds it a threat and tries to kill it, and it's piercing frost projectiles can rip it to shreds, whilst Wroughtnauts think it is a threat to what it protects, whatever that may be)


    Also, why do Lanterns look slightly like Metroids?


    I don't really see why phantoms would target nagas. Aren't they attracted to insomnia?
    I don't believe in creating mob variants without a real purpose to them. It always detracts from the uniqueness of the original mob. It seems like red foliaaths are just stronger versions of regular foliaaths, which you can achieve using the config file anyway.

    Why would a foliaath die from biting a grottol? I don't see the logic here.
    I don't really see much point in making the frostmaws and Wrougtnauts aggro each other. I feel like this would cause some problems and resolve none.

    Lanterns look like metroids? Because they're floating blob creatures, I guess. I think the resemblance stops there. Lanterns are based on wish lanterns, though, not metroids.
    Quote from EnderDude124»

    Oh hey. I just got an idea for a mob. It's pretty rough though, so don't expect anything super great.


    Basically, I imagined some kind of floating gas cloud in the shape of a cloaked figure. It would appear dark locations, and would actively avoid light. The monster would use 4 tentacle-like smoke appendages and grab onto the player's hitbox. The player would have to attack these appendages in around 5 seconds before at least 3 of them manage to latch on properly, after which the player would be dragged into the darkness. (The player can actively resist this.)


    The monster would only take 20 or 30 percent of damage while in darkness, and while in darkness would appear much more solid. As for how it's actually defeated... I couldn't think of anything good. I just had "Creepy gas tentacle monster that dislikes light" and spewed that out here. Knowing you though, you'll think of something good. ;)


    I don't see a way to implement attackable tentacles, seeing as Minecraft only supports box-shaped hitboxes. Without that, I don't feel that the idea has much substance to it. I understand that it's rough; if you develop it a bit more feel free to share again.
    Quote from 4Point»

    ALSO, mowzie, on your "snake charmer" idea:
    1. Link between worlds.
    2. i want a link between worlds mod (yuga staff to turn enemies into paintings, the magic ring to turn into a painting, the cracks in the walls to climb through, lorule, etc)

    3: good idea.


    Yeah, I got the idea from a Link Between Worlds. I won't be developing a separate mod for this, though, and any implementation in Mowzie's Mobs won't be explicitly Zelda-themed.
    Sorry.
    Quote from WildHorse1»

    Please can anyone confirm if in the config I need to put higher numbers or lower numbers than default for spawn chances? Because the foliath doesn’t spawn and forstmaw spawns too rarely for my liking and I’m pretty sure foliath not spawning is a bug


    See above.
    Quote from neffread»

    I have seen an error with the mowzie mobs and the twilight forest appear grottols on the surface of the twilight forest

    here is the evidence of the grottol bug in twilight forest


    This is fixed for the next release.
    Quote from WildHorse1»

    OK so I did have to add higher numbers for more spawning so plz fix the config file to not say smaller numbers causes more spawning


    No. Please read my response above.
    Quote from neffread»

    the nagas fit perfectly like a small fight anywhere the minecraft even in the nether
    and that the grottols are captured is a very good idea, it's as if they were a living diamond


    note


    I did it experimenting is not that it fits very well to see a giant snake with wings in the nether


    I don't understand what you're asking for here...
    Quote from WildHorse1»

    are nagas supposed to spawn underground?? Because I’ve seen them spawn underground a lot I don’t know if it’s a bug from Worley’s caves or quark or this mod instead


    This is another bug that has been fixed. You can see a full list of unresolved and resolved issues on the mod's Github page:
    https://github.com/BobMowzie/MowziesMobs/issues
    Quote from WildHorse1»

    Then is a bug, you report bugs here right?


    No, you report bugs on the mod's Github page, found here:
    https://github.com/BobMowzie/MowziesMobs/issues
    Quote from MohawkyMagoo»

    Hmm, im having quite a problem with Naga spawning - its completely out of control:


    This happens as I move down a coastline - continuous spawning until the whole game grinds to a halt with lag.


    That's strange. I get very few nagas in my worlds. Is this a new world or is this after playing a while?
    Do you have any mods installed that might impact mob spawning?
    Feel free to adjust the spawn rate in the configuration file.
    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from aycfes»

    sorry for not specifying, i'm having the tick slowdown and freeze one.


    Okay, thanks for the report. This bug is a real stubborn one...

    The server crash is fixed! for both the Frostmaw breath and Lantern they both do not crash the server. I am still getting the ticking/world freezing and it says "waiting for server" on single player but multiplayer is fine.

    I still can't spawn Naga on multiplayer either.


    Alright, good to hear. I'm still looking for a fix for the freezing issue...

    Yeah It's really annoying why Naga wont spawn. when I /summon a Naga it says "Unable to summon object". And the spawn egg still does nothing... This only happens on multiplayer.

    As I said before the ticking world/ everything freezing but I can still move around issue is still here. It says all entities/mobs are "Waiting for Server". I have figured out this issue happens when I spawn Lanterns and after 2-3 mins all mobs stop walking/interacting at all and everything says "waiting for server". This bug only happens on Single player, probably bc the multiplayer server is able to handle whatever the Lanterns do to overload the server.

    I hope some of that info will help fix the issue.


    I think I can fix the naga on multiplayer issue.
    Thanks for the additional info, anything helps.
    Quote from boomphobia»

    I recently started thinking about the mobs that you're planning to add Mowzie and the most exciting thing for me are the Stalkers (Rival tribe of barakoas). I started thinking on how would they fit in the mod, they're characteristics etc. Now, I don't really know what are you planning for them but I have some ideas that you might use for the stalkers.

    As a rival tribe to the barakoas they would worship the moon, since the barakoas worship the sun. As a tribe they need some kind of leader and that leader would be: Sypherom The Moon Emperor. He would look like a troll with dark blue clothing decorated with silver jewellery and crown (Aztec looking crown). The place that their village would spawn is the jungle. They will be hostile at first but you can avoid that by holding down LShift and holding a Lapiz block. You can right-click Sypherom and trade 10 lapiz blocks to get the "Moon Medallion". Barako uses Heliomamcy to release solar energy and so does the player that has the sun's blessing, but Sypharom and the players with the medallion take advantage of physical strength from their new form.

    New form? Yes! The player with the moon medallion can right-click it when the moon rises at night to transform themselves into a wolf looking creature but maintaining humanoid form (kinda like a werewolf). During "Lunar Form" you gain new abilities and your physical strength speed and resistance is increased. With an empty hand and offhand you can left and right click respectively to perform a claw attack with your main and offhand. When you press spacebar and left click you perform a leaping attack that bites the enemy, much like a wild animal leaping to their prey. This attack damages and knocks back your enemy as well as healing you for a portion of the damage. The next attack is a more defensive ability. You can hold LShift and hold left click to perform a powerful howl that looks like a sound wave that pushes away enemy that you point at. The next ability is a healing power. You can hold LShift and right click and you will howl while looking to the sky and will start to regenerate health. You will transform to your human form when the sun rises. Your medallion will use 1/5 charges to transform you to Lunar Form. You can use it 5 times, but don't worry cause Sypharom gives you free recharges of your medallion. The effect that the medallion gives you is called Moon's Gift. What happens if you refuse to ally with him and fight him? Well killing Stalkers will make them drop lapiz lazuli and whatever you see fit Mowzie. As for Sypharom, he will attack you by transforming into Lunar Form and use the Moon's Gift against you. If you manage to defeat him however, he will drop his own medallion with random charge use from 1-5.

    The lore: Barakoas and Stalkers have been enemy tribes for decades. Barakoas are led by Barako The Sun Chief. They worship the sun. Barako uses heliomancy to realease solar energy to defend his tribe. He sits on a throne and doesn't move (like the sun, he is stationary to others). Stalkers are led by Sypharom The Moon Emperor. They worship the moon. Their leader's ability to shapeshift into Lunar Form makes him a dreaded foe. He is not stationary like barako and can move when he is fighting (like the moon is on constant moving).


    I'm sorry, but this conflicts with my current plans for the mob. I'll keep it in mind and see if anything could still work, but it's not likely. I can tell you put a lot of thought into it, though.
    Quote from Krill13»

    Just played with the newest mobs and...


    ...I love the naga so much. Its fight is already cool enough, but its design as well as its motions are oh-so mesmerizing to look at. The animation for that corkscrew dive (if that's what it's called) is my personal favorite.


    Thanks, Krill! Glad you like it.
    Can I ask, are you experiencing any issues with the lanterns? There have been reports, but I suspect it's only happening with some computers.
    Quote from witherlord00»

    Very cool update didn't expect three new mobs!


    Thank you!
    Any issues with the lantern mob with you?
    Quote from MohawkyMagoo»

    The Naga is just awesome. Incredible mob, love the model and animation.


    Is there a way to know - or to restrict / set / reset the biomes that the mobs spawn in? I'd love the Naga to spawn in some Traverse biomes.


    Thanks so much!

    Currently, the Naga spawns in biomes tagged as coastal and mountainous. I don't have configurable spawn locations right now, but it's something I'd like to look into. I know there are some mob spawn control mods that let you customize spawning. They should work just fine with nagas.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from aycfes»

    for me it still happens; i have a feeling it has to do with the lanterns and/or thaumcraft's magical forest.


    Which issue? The tick slowdown or the crash?

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!

    Just released a bug fix patch, bringing MM to 1.5.2. Please download the new version and confirm with me that the issues are resolved.


    I can't really remove the mods as It could break our worlds and configs I set up. But I will test it as soon as I can. I would not be surprised if it still does.

    I am also having the issue where lanterns/ the mod in general will freeze the world. I can move around but everything says "waiting for server". Mainly when lanterns are spawned. This is on Singleplayer, I don't know if it happens for my server as well.


    Try the latest release, it should be fixed now.

    Quote from user-16092695»

    Wow!!! New mobs are super very cool!!! Good job!
    And thanks for all new config, this is very usefull!!
    Just one more thing please for the config... Can you add a config for loot of your mob? This will be very useful to obtain certain things for example for rpg server or a little more usefulness to hunt all mowzie-mobs ^^ (sorry for my bad english)

    Maybe like this for example:
    {"Naga drop"=
    - "mowziesmobs:naga_fang"
    {drop chance= 100,drop amount= 1}
    - "iceandfire:dragonscales_green"
    {drop chance= 50,drop amount= 3}}
    or
    {"Frostmaw drop"=
    - "minecraft:leather"
    {drop chance= 10,drop amount= 5}
    - "minecraft:leather"
    {drop chance= 30,drop amount= 2}
    - "minecraft:beef"
    {drop chance= 100,drop amount= 3}}

    tell me what you think about this ^^


    Good idea! I'll see if I can get this working for future releases.
    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from WoodyTheNoob»

    Amazing mod that in my eyes easily deserves the #1 spot in mob-based mod section, and even overall its quality is just super good. Attention to detail is insaine.

    I'm Musicano, and uh, here's the concept of the Coral Serpent!


    A rather calm mob until provoked. By itself represents a colorful serpent swimming around the corals in the Coral Reef underwater.
    If provoked however, it'll get angry. This mob tends to camouflage during combat, making itself almost completely invisible with only its glowing eyes remaining. Once camouflaged this mob will get faster and while trying to stay away far enough from the player, it'll try to get behind the player to attack. While camouflaged one of its eyes is brighter than the other and emits some wave-ish particles, that head is the one currently in use. (Read further for details on the heads)
    Before attacking, it'll make a screeching noise revealing itself to the player, then dashing at them afterwards. During the dash it'll drop off some coral bombs, that then explode after around 3 seconds in to poisonous gas that remains for around 10 seconds. Upon contact with the Coral Serpent (By that I mean you came far too close to it) its corals on the body will stick on to you, slowing you down until the point you get stuck to its body, leaving you an easy target for the serpent.

    The Coral Serpent has 2 heads, that are hidden in the flowers that are part of its head. The Coral Serpent can change between its heads, thus quickly changing its movement directions, making it less predictable. Head that is currently in use is shown by the fact that flower opens and the serpents eye is revealed, and obviously it changes its direction.
    Once at low health it gets a bit angrier, thus increasing its speed a little, and dropping even more bombs during the dash.


    Upon death it drops an Aqua Thruster that upon use launches the user forward through water, allowing them to jump out of water like a dolpin or just going through the ocean at higher speeds. Similar to Ice Crystal after using it for some time, it has to reload.


    It could've been a lot more detailed, but I feel like even if you did love this idea enough, you probably still would've changed a lot, so I didn't add too much details. If you want, I could of course specify some stuff.

    I'm rather bad at drawing, so the concept art isn't that good, apologies.



    Hi again! Let's see here.
    The aesthetics of it are good, and I like that it's got an eye on either end allowing it to change direction suddenly. I'm having trouble seeing what the camouflage ability is for if the eyes are still visible. Maybe you can only damage it by hitting the currently open eye? When one is destroyed, it could enter a rage mode that lets it move faster and makes the second eye harder to hit.
    This could work. I'll hold on to it.

    Quote from user-100143148»


    Just tested it and the lag still occurs. At some point the tick rate even goes down to 0 and the world freezes completely.

    As for the update...
    The concept of the Lantern is really fantastic and it fits the roofed forest, I guess that it could also spawn in magical forest from thaumcraft when It's availble, although as people have said, the Lantern lacks interaction and useability. Maybe dynamic lights compatibility could solve at least the problem of it not giving any light?

    Grottol is for me the best part of the update. He is really simple, yet fun and interesting while having an actual impact on the game. The only thing that you could actually do with it is add the versions for emerald, lapis and maybe some stuff from other mods.

    Naga is very interesting and well designed but It's too easy to chain the ranged attacks on her when she falls down.

    Also have you considered adding some enemies for the Barakoa tribe? Maybe something like a rival tribe that instead of worshiping the sun would worship the moon?



    Okay, I'll work on a patch soon. Thanks for your help debugging!

    In the meantime, someone else reported that the problem is caused exclusively by Barakoana. I recommend disabling their spawning in the config until I can fix this.

    Lanterns are mainly atmospheric. Yes, they use biome dictionary to spawn in any biomes tagged both Magical and Forest. The luminous jelly drop is their only gameplay addition. It's fairly inconsequential, but a nice relief when caught out adventuring at night. Dynamic Lights compatibility, as far as I understand, is entirely in their mod. Players specify in the Dynamic Lights config file what mobs can emit light. Feel free to add lanterns to your config.

    Glad you like the grottol! Hm, I'm not a big fan of adding other versions of existing mobs. I feel it hinders the uniqueness of the original mob.

    Nagas aren't supposed to be difficult mobs. They're a leather-armor-level fight with a modest reward. Their strength comes mostly in numbers, when its harder to focus on one at a time. I have further plans for them, though, that I'm not ready to detail.

    See the planned mobs section of the OP.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from Michael_Corvus»


    i am using google chrome, the images arent just failing to load, they arent there. the same happens when i load this page up in Microsoft Edge which is garbage anyway.


    That's very strange. I can see them, and it sounds like I'm not the only one. Not sure what to do about this...
    Quote from macronincheese»

    HI. I love your mod and the mobs in it. now that I've buttered you up, I just had an idea for a mob called a Seloph. it would be a type of aggressive fish race. these fish people would stand slightly shorter then steve. the name comes from the scientific name for sharks, Selachimorpha, and the scientific name for angler fish, Lophiiformes since they have the coloring of a great white shark and the face shaped like an angler fish


    Appearance

    they would have a lanky/skinny body with 4 long arms. they have blue bodies with a white underbody, much like a shark. they have 2 large all black eyes with teeth sticking slightly out of their mouth, as an angler fish would look like. their four arms would have a thin layer of skin in between their arms on each side like the webbing in between frogs toes. they have large gills on their chest.


    Clothing

    As a race of fish people, they don't wear much clothing underwater. but they do wear a small belt with loot they've picked up from the seas they live in, like pearls, shells, even chunks of iron and gold. Their clothes differ when towards the surface of the water and on land. their habitats deep under the oceans have little light, so when hunting towards the surface and on land. they will wear a tight mask made of a dead pufferfish with translucent shells bleached with squid ink sewn into the fish mask with a thin rope made of tightly twisted sponge to protect their eyes from the light. while actually on the surface they will wear water tanks on their backs made of hollowed out pieces of coral with tubes, made of tube worms that live deep in the ocean, that connect to another piece of hollowed coral on their chests/gills so they can breathe on the land for extended periods of time. they don't stray far from the water with the fear of suffocation in mind.


    weapons

    The seloph wield long spears taller than them made of driftwood and sharpened clams tied together by the sponge rope I mentioned earlier. the spear is so tall compared to their bodies that they have to use two of their body's arms to wield them. at the end of these spears are long pieces of pieces of sponge rope that they carry on their other two arms.


    Behavior

    these territorial fish people are known for their aggressive nature towards land dwellers and walking in groups of two. when first encountering the Seloph, you will most likely be on land finding them walking up and down beaches looking for looking for either prey or loot. if they spot you they will first study you for the first 3 seconds. if you remain in their sights for long enough then they will begin looking at each other and speaking In their fishy voices while constantly looking at you for another 3 seconds. now if you still for some reason stay within their sights they will point their spears at you and slowly walk towards you cautiously. at this point, you have four options,

    1: turn and book it towards the inland because they won't follow, if you are already to close they will immediately throw their spears at you and pull you in.

    2: you can give them one or two of your valuables in return for your life. after giving them the loot, you have about 10 seconds to run. this is a risky move since they are picky. they only want things like are shiny. like metals, gems, armor, weapons. if they think you're not being generous enough then they will attack

    3: you can stand your ground and hope they back off if your too close to run and don't have loot.

    or 4: "first guy to die, LOSES" you fight them. this a dangerous move. these fish don't play fair. you can charge and attack all you want but you will never hit them. they will continuously dodge all attacks while dishing out their own. which means you have play dirty. their only way of attacking is to throw their spears at you dealing a decent 4 hearts of damage. but if you dodge the spear, grab it, and pull them in towards you, much like how fishing rod works but more powerful, to attack their water tank on their chest cracking it somewhat. if you do this to the tank three separate times then the fish tank will shatter and water starts draining from their bodies. if you manage to do this then they will start panicking while wildly flailing their arms around and running around in random directions. after two seconds of this, they will fall down and die. after killing the two seloph hunters you can loot their bodies for their collected loot and spear.


    id also like to imagine you could find red versions of the seloph which are a block taller than you and ride nagas through the ocean but that idea is for another day.

    well, I hope you liked my idea. I spent about an hour and a half coming up with them. thanks for reading.


    sincearly/ Macronincheese


    Sorry, but I don't feel like this will work for Mowzie's Mobs. Your idea is really focused with tiny details at the cost of the big picture. I'm not getting a sense of how an encounter with these mobs will play out besides a complex little animation that plays before the fight. The spear grabbing mechanic doesn't work in Minecraft's engine and the choice to give them your valuable items is really unbalanced. The option to run away from a mob isn't a new mechanic. They're merpeople, but the gameplay design doesn't play off of this.
    I do plan to add some sort of aquatic sentient race at some point, and maybe your visual description will come in handy then.


    ---- Minecraft Crash Report ----

    WARNING: coremods are present:
    FirstAid CoreMod (firstaid-core-1.6.3.jar)
    SSLoadingPlugin (SereneSeasons-1.12.2-1.2.15-universal.jar)
    llibrary (llibrary-core-1.0.8-1.12.2.jar)
    Contact their authors BEFORE contacting forge

    // Shall we play a game?

    Time: 1/13/19 1:45 AM
    Description: Ticking entity

    java.lang.NoClassDefFoundError: net/minecraft/client/particle/Particle
    at com.bobmowzie.mowziesmobs.client.particle.MMParticle.(MMParticle.java:12)
    at com.bobmowzie.mowziesmobs.server.entity.lantern.EntityLantern.func_70071_h_(EntityLantern.java:78)
    at net.minecraft.world.World.func_72866_a(World.java:1993)
    at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:832)
    at net.minecraft.world.World.func_72870_g(World.java:1955)
    at net.minecraft.world.World.func_72939_s(World.java:1759)
    at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:767)
    at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:397)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526)
    at java.lang.Thread.run(Thread.java:748)
    Caused by: java.lang.ClassNotFoundException: net.minecraft.client.particle.Particle
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
    ... 12 more
    Caused by: net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerException: Exception in class transformer net.minecraftforge.fml.common.asm.transformers.SideTransformer@4cee7fa0 from coremod FMLCorePlugin
    at net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerWrapper.transform(ASMTransformerWrapper.java:260)
    at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:279)
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:176)
    ... 14 more
    Caused by: java.lang.RuntimeException: Attempted to load class btf for invalid side SERVER
    at net.minecraftforge.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:62)
    at net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerWrapper.transform(ASMTransformerWrapper.java:256)
    ... 16 more


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Thread: Server thread
    Stacktrace:
    at com.bobmowzie.mowziesmobs.client.particle.MMParticle.(MMParticle.java:12)
    at com.bobmowzie.mowziesmobs.server.entity.lantern.EntityLantern.func_70071_h_(EntityLantern.java:78)
    at net.minecraft.world.World.func_72866_a(World.java:1993)
    at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:832)
    at net.minecraft.world.World.func_72870_g(World.java:1955)

    -- Entity being ticked --
    Details:
    Entity Type: mowziesmobs:lantern (com.bobmowzie.mowziesmobs.server.entity.lantern.EntityLantern)
    Entity ID: 181201
    Entity Name: Lantern
    Entity's Exact location: 2642.50, 63.00, 927.50
    Entity's Block location: World: (2642,63,927), Chunk: (at 2,3,15 in 165,57; contains blocks 2640,0,912 to 2655,255,927), Region: (5,1; contains chunks 160,32 to 191,63, blocks 2560,0,512 to 3071,255,1023)
    Entity's Momentum: 0.04, 0.36, 0.11
    Entity's Passengers: []
    Entity's Vehicle: ~~ERROR~~ NullPointerException: null
    Stacktrace:
    at net.minecraft.world.World.func_72939_s(World.java:1759)
    at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613)

    -- Affected level --
    Details:
    Level name: ChickFilA
    All players: 1 total; [EntityPlayerMP['No_Shade'/331, l='ChickFilA', x=2644.71, y=63.12, z=927.30]]
    Chunk stats: ServerChunkCache: 760 Drop: 0
    Level seed: 9191111164508168643
    Level generator: ID 00 - default, ver 1. Features enabled: true
    Level generator options:
    Level spawn location: World: (872,64,72), Chunk: (at 8,4,8 in 54,4; contains blocks 864,0,64 to 879,255,79), Region: (1,0; contains chunks 32,0 to 63,31, blocks 512,0,0 to 1023,255,511)
    Level time: 4688659 game time, 10091 day time
    Level dimension: 0
    Level storage version: 0x04ABD - Anvil
    Level weather: Rain time: 1 (now: false), thunder time: 1 (now: false)
    Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
    Stacktrace:
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:767)
    at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:397)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526)
    at java.lang.Thread.run(Thread.java:748)

    -- System Details --
    Details:
    Minecraft Version: 1.12.2
    Operating System: Linux (amd64) version 4.15.0-42-generic
    Java Version: 1.8.0_172, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 1314907712 bytes (1253 MB) / 2453667840 bytes (2340 MB) up to 4772593664 bytes (4551 MB)
    JVM Flags: 6 total; -XX:+UnlockExperimentalVMOptions -XX:+UseCGroupMemoryLimitForHeap -XX:MaxRAMFraction=4 -Xms1024M -Xmx5120M -XX:-UsePerfData
    IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
    FML: MCP 9.42 Powered by Forge 14.23.5.2772 32 mods loaded, 32 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored

    | State | ID | Version | Source | Signature |
    |:--------- |:---------------- |:-------------------- |:------------------------------------------- |:---------------------------------------- |
    | UCHIJAAAA | minecraft | 1.12.2 | minecraft.jar | None |
    | UCHIJAAAA | mcp | 9.42 | minecraft.jar | None |
    | UCHIJAAAA | FML | 8.0.99.99 | forge-1.12.2-14.23.5.2772-universal.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 |
    | UCHIJAAAA | forge | 14.23.5.2772 | forge-1.12.2-14.23.5.2772-universal.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 |
    | UCHIJAAAA | firstaidcore | 1.0.0 | minecraft.jar | None |
    | UCHIJAAAA | craftstudioapi | 1.0.0 | CraftStudio-1.0.0.93-mc1.12-alpha.jar | None |
    | UCHIJAAAA | harvestcraft | 1.12.2zb | Pam's+HarvestCraft+1.12.2zb (1).jar | None |
    | UCHIJAAAA | animania | 1.6.2 | animania-1.12.2-1.6.2.jar | None |
    | UCHIJAAAA | conquest | 3.0.2 | ConquestReforged-3.0.2-mc1.12.2.jar | None |
    | UCHIJAAAA | configmod | v1.0 | coroutil-1.12.1-1.2.15.jar | None |
    | UCHIJAAAA | extendedrenderer | v1.0 | coroutil-1.12.1-1.2.15.jar | None |
    | UCHIJAAAA | coroutil | 1.12.1-1.2.15 | coroutil-1.12.1-1.2.15.jar | None |
    | UCHIJAAAA | epicsiegemod | 13.163 | EpicSiegeMod-13.163.jar | None |
    | UCHIJAAAA | familiarfauna | 1.0.11 | FamiliarFauna-1.12.2-1.0.11.jar | None |
    | UCHIJAAAA | foamflower | 1.12.2-1.0.0.0-beta1 | foamflower-1.12.2-1.0.0.0-beta1.jar | None |
    | UCHIJAAAA | llibrary | 1.7.15 | llibrary-1.7.15-1.12.2.jar | b9f30a813bee3b9dd5652c460310cfcd54f6b7ec |
    | UCHIJAAAA | iceandfire | 1.6.0 | iceandfire-1.6.0-1.12.2.jar | None |
    | UCHIJAAAA | jei | 4.14.3.246 | jei_1.12.2-4.14.3.246.jar | None |
    | UCHIJAAAA | journeymap | 1.12.2-5.5.3 | journeymap-1.12.2-5.5.3.jar | None |
    | UCHIJAAAA | radixcore | 1.12.x-2.2.1 | RadixCore-1.12.x-2.2.1-universal.jar | None |
    | UCHIJAAAA | mca | 1.12.2-5.3.1 | MCA-1.12.x-5.3.1-universal.jar | None |
    | UCHIJAAAA | mowziesmobs | 1.5.1 | mowziesmobs-1.5.1.jar | None |
    | UCHIJAAAA | roots | 0.104 | roots-2-0.104.jar | None |
    | UCHIJAAAA | sereneseasons | 1.2.15 | SereneSeasons-1.12.2-1.2.15-universal.jar | None |
    | UCHIJAAAA | spartanshields | 1.4.1 | SpartanShields-1.12.2-1.4.1.jar | None |
    | UCHIJAAAA | spartanweaponry | beta 1.2.3 | SpartanWeaponry-1.12.2-beta-1.2.3.jar | None |
    | UCHIJAAAA | storyoflife | 0.0.1 | storyoflife-0.1.2.jar | None |
    | UCHIJAAAA | theoneprobe | 1.4.25 | theoneprobe-1.12-1.4.25.jar | None |
    | UCHIJAAAA | toughasnails | 3.1.0.139 | ToughAsNails-1.12.2-3.1.0.139-universal.jar | None |
    | UCHIJAAAA | vending | 1.12.2-3.0.1.2 | vending-1.12.2-3.0.1.2.jar | None |
    | UCHIJAAAA | zombieawareness | 1.12.1-1.11.14 | zombieawareness-1.12.1-1.11.14.jar | None |
    | UCHIJAAAA | firstaid | 1.6.3 | firstaid-1.6.3.jar | 7904c4e13947c8a616c5f39b26bdeba796500722 |

    Loaded coremods (and transformers):
    FirstAid CoreMod (firstaid-core-1.6.3.jar)
    ichttt.mods.firstaid.common.asm.PotionTransformer
    SSLoadingPlugin (SereneSeasons-1.12.2-1.2.15-universal.jar)
    sereneseasons.asm.transformer.EntityRendererTransformer
    sereneseasons.asm.transformer.WorldTransformer
    llibrary (llibrary-core-1.0.8-1.12.2.jar)
    net.ilexiconn.llibrary.server.core.plugin.LLibraryTransformer
    net.ilexiconn.llibrary.server.core.patcher.LLibraryRuntimePatcher
    Profiler Position: N/A (disabled)
    Player Count: 1 / 2; [EntityPlayerMP['No_Shade'/331, l='ChickFilA', x=2644.71, y=63.12, z=927.30]]
    Is Modded: Definitely; Server brand changed to 'fml,forge'
    Type: Dedicated Server (map_server.txt)



    I don't know if I put this crash report in right. But I get this crash when I spawn a Lantern on a mc modded server I have with a friend. Seems it crashes because of the particles when it boosts up? I also get a very similar crash when the Frostmaw uses it's frost breath attack.

    Another issue is that a cannot spawn or summon Naga on the server. When I use the command it just says "Unable to summon object" or something like that. Please help! I really want this mod on the server! Thanks in advance :)


    Dang, I'm seeing this crash a lot. Does it go away if you remove the other mods?
    Quote from B_Wither»

    I made this image for Japanese Wiki page...


    Oh wow that's really great. Could I add it to the OP?
    Quote from user-100143148»

    Am I the only one having huge tick rate issues when using the new version in the modpack?


    Nope. I've had a couple reports of this.

    Does the tick rate improve if you remove the other mods present?

    Posted in: Minecraft Mods
  • To post a comment, please .