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

    Very nice update! I love that you finally got the Wroughtnaut eyes working! The blocky projectiles look nice as well, as does the Barako's new supernova attack. Finally, I love the advancements you added; the Foliaath and Grottol ones are my favorite!


    Anyways, I noticed you marked some mob plans in bold. What does that mean?

    Posted in: Minecraft Mods
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    posted a message on Out of the Fog: A King Kong/Skull Island dimension mod

    About time this got posted on here!

    Posted in: WIP 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 4Point»

    Hytale is a game with high definition. high model block count, good AI mobs.
    Mowzie's Mobs is a mod with high definition, high model block count, good AI mobs.


    "Hytale is a game with high definition. high model block count, good AI mobs."


    Not when Hytale's mobs suicidally walk off cliffs.


    Also, Mowzie's models, while still high-poly, are at least blocky enough to not be cursed.

    Posted in: Minecraft Mods
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    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from realitystone3»


    I understand. Also, I have a suggestion. Make a version of the mod for Hytale, then all the stuff I just mentioned might be possible. I plan on making my own mod and adding all this stuff and more, so maybe we could bounce ideas off of each other.


    I really don't think he's willing to make the same stuff for a different game.

    Posted in: Minecraft Mods
  • 2

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

    Have you ever thought of just making straight up zelda enemies like chu jellies, stalfos, mob/bokoblins, or some bosses like helmoroc king?


    And where will the main forum be after this one goes down


    This forum won't go down anymore.


    Also, Mowzie already has made straight-up video game mob clones. Grottols, for example, were lifted straight out of Dark Souls.

    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 coldplayrocks»

    Woah what??


    Yes, it is.


    Look at the top of any page on the forum.

    Posted in: Minecraft Mods
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    posted a message on Post F before Minecraft Forum archived

    Posted in: Forum Games
  • 0

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

    Minecraft Forums is shutting down in a month; we should cherish giving Mowzie suggestions while we still can...

    Posted in: Minecraft Mods
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    posted a message on More mobs, more atmosphere!
    Quote from CrystalLaser»

    People keep saying the crab claw would be like the fishing rod, but I don’t think fishing rods can actually hook items? What I mean by that is, say you die in a ravine, or you accidentally toss an item across a gap, and can’t necessarily grab it easily. Maybe you forgot your building blocks to make a bridge or something. You can use the crab claw you grab an item from like say, a 4 block distance to get it back.


    Orrrr, you can kill enough crabs to collect their shells and make a special kind of shield? I don’t know anything about them, I play Bedrock, but it seems like you can only make one kind of shield. Some variety might be cool.


    Fishing rods can hook items, though. It's just as efficient as hooking a mob (in other words, it depends at which angle you're at), but still.


    A new shield would be seriously cool, but I'm not sure about how much sense it'd make; even in a game where pig riding is a thing, I think there's a line between what sounds convincing and what doesn't. Either way, if it turns out to be acceptable by everyone's standards here, it'd be nice.

    Posted in: Suggestions
  • 1

    posted a message on More mobs, more atmosphere!

    Here's what I think...


    Deer: I think this is an actually nice suggestion! However, I don't really think stags should be hostile; Jeb made a rule that only monsters could attack on sight, and, while I think it kinda screws over a few animals, it fits deer perfectly fine. Also, I don't think you can make a deer suggestion without having them drop venison.


    Crabs: As is the case with the deer, I like this suggestion! Perhaps they could spawn on beaches and flee into the water if you get nearby?

    However, I'm a little iffy on the claw hook thing. Isn't grabbing items from afar basically part of what a Fishing Rod can do? That is, unless you want it to be smoother than the fishing rod-item grab mechanic; I'm pretty fine with that.


    Mice: No. No. Just no. Having some tiny rodents grief my house is more annoying than challenging. In addition to this, the "cheese" drop is so overplayed, it's not even funny (mice don't even like cheese IRL, for crying out loud). Just having them be passive ambient mobs that scamper around at night would be way superior to this, IMO.


    Scorpions: TBH, I think they fit better as nighttime monsters (like the spiders are), but eh, I guess either way can work.


    Butterflies: Is there really anything to criticize here? They're butterflies. They work perfectly fine.


    Alligators: As with the stag, alligators should not be hostile. As Jeb's rule applies here, the main reason why I keep on asking for alligators to be added over crocodiles in Minecraft is their temperament; while the larger crocodiles are pretty aggressive, alligators are surprisingly calm, only attacking if you provoke them. I do like the armor suggestion, though; even if it needs to not be a wearable Dolphin's Grace buff, I feel it can work... somewhat...


    Anyways, IMO, ambient mobs only work if they're small. I love the bats because they fit the purpose they were designed for, and the fish (even though they drop an item and are not really counted as ambient) are also pretty cool, but the reason I dislike the polar bears is because they're big and can actually have many uses or provide some sort of challenge, but all they do is lumber around like reskinned cows. I'd also be fine with parrots being mostly decorative (I do feel their voice-mimicking ability could actually be somewhat more useful, though), but dear lord, their AI is just so bad and they seriously feel like soulless child bait (much like anything Illumination Entertainment pushes out)...


    Overall, I like this suggestion! Not only did you suggest mobs that do fit the game (none of them are overly exotic), but all of them could actually look nice in the game due to having wonderful AI (I'm glad you didn't suggest any flying birds because Mojang would probably reuse the terrible parrot AI for them). They do need some improvements, but they're a step in the right direction.


    Partial Support

    Posted in: Suggestions
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    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from 4Point»

    Response to Mowzie:
    i can understand "no variants without a proper idea"
    Some things to list out:
    If a folliath (a plant) were to bite a Grottol (a diamond shelled crab) it would get it's jaw broken.
    Metroids and Lanterns look a lot like each other not just because floating blobs, but because of the smaller cubes/orbs inside them
    Phantoms are quite probably fully aware that naga are much more dangerous than any insomniac player, and would quite probably fight them for self-defense so they don't die later.



    "If a folliath (a plant) were to bite a Grottol (a diamond shelled crab) it would get it's jaw broken."

    That just sounds really arbitrary. Would the Grottol not taking any damage be enough?

    Also, how exactly are they a threat? Naga don't even attack anything other than the player (and fish once the mod updates to 1.13), not to mention that Phantoms seem like they'd be just like 50% of the other mobs you encounter; not particularly intelligent, and attacks you out of territoriality/aggressive nature or ravenous hunger.

    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    Does anyone know where the changelog for the last myrmex update is ?


    Look on the CurseForge thread.

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

    Apparently I have not paid a lot of attention to the naming of the mob.


    Yet, I very distinctly remember someone posting to a mobs mod thread about a Naga or a creature named like a mob that I initially know from a different Mob Mod like the Twilight Forest. In that thread, the mob author remarked something like "there is no such thing as a Naga in this mod". All of this was several months (maybe over half a year) ago, though.


    I did not miss the screenshots of what I would typically call a wyvern, but I did miss that there was talk of a mob called a Naga specifically in this mod since last November. All posts between last november and September 2015 mentioning a Naga in this thread have either been deleted or just never existed.

    I guess I must have been confuzzled.


    Alright.

    Of course, he just denied it because it wasn't finished and he didn't want to reveal it yet. As of this month, it has officially came out, so everyone knows it is in the mod.

    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 Robijnvogel»

    That is intended behaviour as this mod contains no such thing as a Naga.


    Have you paid attention to the newest update at all?

    Posted in: Minecraft Mods
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