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    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!

    So I'm assuming I've missed something, but... where is the Harder Underground download link?

    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    Hi! This mod seems really cool and fun so far; however, I'm still having the bug with being "Married" when I first join a world. .-. I know you said you fixed this bug in the latest patch, but I am on the latest patch, and I'm on the 1.12.2 version of Minecraft, and I still have the glitch. Any chance you can release a hot-fix?

    Posted in: Minecraft Mods
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    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.4: Down below and up above!

    Lol, yaaaah... my naive version of the code (the way I'm thinking it could be done), is just something like... the mob checks its surroundings constantly, and if there is a drop in Y-axis by 3 or more blocks based on its current Y-axis, it's counted as a hazard and the player can be thrown there. Or if {Lava} is found within [r=20] (a radius of 20) or something, it's also counted as an obstacle/hazard, etc. etc. Maybe make it so the mob can't detect things past blocks - like, it's checker/radius scan will just stop scanning if it hits a block that's head-height with it, and only has 1 block of air beneath it because a player can't even fit through that kind of a space.


    I'm sure by the time all the different hazards were put in place, the code would look like spaghetti, xD but hopefully, I'm wrong and there's an easy-ish way to do it. Maybe, once the mob grabs the player, the Hazards can be treated as player entities, that way the mob can easily target them using Minecraft's already-developed tracking-system, and it can turn its body and throw the player that way.

    Posted in: Minecraft Mods
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    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.4: Down below and up above!

    Yeah! That's a good example to draw inspiration from, but the danger of the yeti's toss sounds like it's just a luck-factor. I've only seen one mob (besides the yetis, which were just mentioned) that throws players. It's called a Karate Zombie, but it only throws players in whatever direction it's facing. (The Karate Zombie came from the Japanese Weapons and Architecture mod, which has now spread into the Better With Add-ons mod.) I have seen one mob that grabs players and intelligently seeks out deep water to drown them in, but the mob is broken because it can't be attacked or escaped from at the moment, so it's a write-off for now, lol. (That mob exists in the Deadly Monsters mod.)


    What I want to see is something that intentionally bounces/tosses/whatevers players toward the closest and most accessible fire, cliff, other mobs, lava, etc.. It's basically utilizing the Minecraft world to hurt the player, which is extremely unique. I think one key to this mob not being too overpowered is the fact that it wouldn't be dangerous unless the player is actually in a dangerous situation, by which I mean, the throw on its own shouldn't really have any fall-damage or melee damage applied to it, at least not more than like half a heart; however, if a player is mining on the edge of a ravine and they see or hear this mob, that's when it becomes dangerous, so the player knows they should find advantageous ground, hug the wall to stay far away from it and possible danger, and/or use blocks to ground themselves in place so they don't get tossed into death, then they can work out how to attack it. The mob shouldn't be overpowered though, it should be about as difficult as any standard mob, and one way to achieve this might be to make the strength/distance of the throw weaker the farther away from a player it is...(?) Or something like that.


    This mob's existence would add a whole new element of strategy to the game because instead of taking advantage of a mob's AI (like the Karate Zombie) by just standing in the direction that the player knows the mob won't throw, this new mob I'm proposing would always bump/toss a player towards the nearest instance of danger. I don't mean fling the player straight into the danger with sniper-precision from like 20 blocks away, but it would definitely give the player a good head-start towards potential death. And if there are other mobs around after the player gets tossed, the mobs might attack the player and bump them ever closer to the danger; although, if the player was already too close to the hazard when the throwing-mob first threw them, then the throwing-mob would most likely just get them into the danger or down the danger on the first go, in which case, oops, the player didn't take the proper precautions when they heard the mob. This mob will certainly need a distinct sound, and maybe a clear charge-up before the grab/throw.


    Slight balancing queue - and this also adds an important mechanic that players should know about the mob: I don't think the mob should prioritize where it throws players based on the deadliness of the obstacle. The mob should always throw players towards the closest instance of danger (as long as the closest danger is not obstructed by walls/bocks/etc) This makes the mob's mechanics predictable, which I think is a good thing. EX: If there is a small, three-to-four-block drop two blocks to the left of the player, but there's a pit of lava five or six blocks to the right of the player, I think the mob should still throw the player towards the three-to-four-block drop since it's closer, even though lava would be much more deadly. Again, I know it doesn't necessarily make sense for an enemy to choose the less dangerous option, but that's because it's just for balance/predictability. xD


    TL:DR: The mob should intentionally toss players towards the closest hazard, it shouldn't be luck-based; the throw on its own shouldn't apply (much) damage (if any at all); the strength/distance of the throw might get weaker the farther a player is from the mob, so that way it's not OP; mob always tosses toward danger, so the AI can't be taken advantage of; mob prioritizes the closest obstacle, not the most dangerous obstacle; mob may or may not even have a base-attack.

    Posted in: Minecraft Mods
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    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.4: Down below and up above!

    I'd like to see a mob that intelligently tosses players towards danger (cliffs/lava/other mobs) but I'm still not sure if the toss should activate if the player is too far from the mob, or too close to the mob. Whatever the case is determined to be, once the player is in a safe range, the mob will only use its basic attack: I'm picturing some sort of magic particle if the safe-distance is far (like from a wizard!); or just a basic hit if the safe-distance is close; however, the mechanic of knowing where to throw players is quite powerful, so I'm almost thinking it shouldn't have a base-attack? Despite that seeming kind of boring, perhaps it should just back up/strafe as it charges up another throw, sort of like how skeletons back up/strafe when shooting arrows. Whatever the case, this mob should most likely have a much larger and more clear charge up to throwing than skeletons do to shooting arrows.


    The toss ability from this mob wouldn't have to be super powerful, maybe just a push in the wrong direction. ;P If there are no obstacles near-by, then the throw isn't very deadly! It will just keep trying to get the player closer to the closest danger around. But I'd want the player to know what's pushing/throwing them, so what this mob should probably do is shake the player's screen or stun them in a way that is clearly unique to this mob, that way the player knows exactly what is coming or happening to them/why once they learn what the mob does. That - I think - would make the mechanics of the mob a little more solid and clear.


    Aaaanyway, I haven't actually played this mod yet because I've got all my mods in 1.12.2, but I know this mod is good, so I'm fine with writing a suggestion like this, lolz. I hope to play this mod soon in 1.12.2, and I hope to see a magical, wizardy/ghosty, gandalph smart-danger mob!


    -Thanks


    ((Also, be sure to read my newer comment --> which is in reply to someone else.))

    Posted in: Minecraft Mods
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