Yuuuuuusssss. Proper destruction! Glad to see you guys are not going to scare away from causing a bit of damage!
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Aug 20, 2016Posted in: Minecraft Mods
Aug 13, 2016Posted in: Minecraft Mods
So something that has me torn about the Undead Preview and how its like the end boss goal or what naught is how sided it is with ice. Now I like the concept, and I like ice yata yata, but for a mod named Ice and Fire with both ice and fire dragons I would have hoped fire would play a role in such a "final" as well.
Aug 12, 2016Posted in: Minecraft Mods
Was talking about this to some friends, and they were like "yeah that sounds neat". Then I showed some pics and now they're hyped. Goes to show the sheer quality in this mod.
Dec 2, 2015Zeklo posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!Posted in: Minecraft Mods
Progress faces towards the future, don't look to the past! (in my opinion)
Dec 1, 2015Zeklo posted a message on [1.8.9] Magiz 1.1.1, reborn - "Become a Wizard!" - New spells, dyeable staves and loads of fixes!Posted in: Minecraft Mods
What about some pictures? I'll probably try it anyway, but it would be nice.
Nov 26, 2015Posted in: Minecraft Mods
Oh boy, now I really want to see my friend get carried away by a dragon, and me being all like "O.o wut."
Nov 19, 2015Zeklo posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.4: Down below and up above!Posted in: Minecraft Mods
That is one of, if not the coolest, thing I have seen in modded minecraft.
Nov 6, 2015Posted in: Minecraft Mods
Your last comment said the same thing and that was two pages ago. What's the point of repeating yourself if you believe it to be dead? It wouldn't change anything if it were dead or quicken the release.
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Jan 14, 2020BobMowzie posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.4: Down below and up above!Posted in: Minecraft Mods
Heh alright, I'll share a bit more. Keep in mind that none of this is final, and I won't start work on them for a long long time.
The mob concept relies very heavily on a mob movement system I've been brainstorming that will allow the mobs to navigate around tree canopies. They'll be able to use trees and tree-like structures to move through the world without touching the ground using some cleverly calculated jumps.
During the daytime, they'll resemble small, pale monkeys wearing horned headdresses. Like Barakoa masks, these headdresses will vary between individuals. They'll flee from players and be very difficult to interact with.
At night, they transform into intimidating mandrill-like beasts. Their textures will turn completely black except for their eyes, teeth, and tinted glowing tattoos. Their figures will become larger and more muscular, their headdresses will flare out, and their horns will grow slightly larger. They'll also grow long claws on both hands. I've planned a completely seamless transformation animation so there won't be any obvious model-swapping or popping.
At night, they'll move in small groups through treetops. They'll follow above a player they've found for a certain amount of time or until the player looks up at them, at which point they will scream and leap down. They attack with claw strikes, leaping towards the player to attack and away to dodge. Like the Barakoa, they'll attempt to rotate out attackers so the player can't focus on any one target. I'm planning on having them occasionally drop their claws, which will work as a quick two-handed weapon that allows players to perform a leaping strike. I'm not sure if the headdresses will be drops as well.
They will also have a chief, who will only be encounterable at night, likely only during a full moon (heavy uncertainty surrounding how he will spawn / where players can find him). The chief is larger than the regular tribesmen and has four arms instead of two. I was planning on equipping him with claws like the regular tribesmen, but someone suggested crescent-shaped sickles the other day and I think I really like that for him. He will move with extreme acrobatics and use his extra limbs to attack relentlessly (lots of animation work for me oh boy). The specifics of the encounter are not developed yet, but I'd like to think of some moon-related magic he could call on. There's gonna be a secret similar to the Barakoa secret here, and a new potion effect called "Canopy's Call" which will let players free-run through trees automatically simply by sprinting.
Everything is subject to change, but I'm pretty happy with it so far.
I kinda like the latter idea. Like they maintain some kind of prison holding back a powerful and dangerous entity. Players could decide to help free this entity or enter the prison and destroy it. Would require a lot more design thought.
I feel like there's enough golem-building in the game already, and adding what is essentially a coal golem would feel a bit redundant.
I gotta agree with you on that redundancy on the golem aspect! With Minecraft already having three different golem-ish building types, it's almost boring by itself.
Anyways, to go along with the idea of a dangerous entity that would be a threat to the Coalite race, I've got two ideas that could fill this void. The first one, as stated earlier, could be from a part of the nether being a living fire entity of a sort. The second, on the other hand, is a intelligent being that has a desire to complete something that would involve metal to be smelted with a high intensity, which it eyes the Coalite's shells as the perfect fuel in order to create such a masterpiece. Defeating either one, whichever one that spawned with that certain Coalite village will make it so that the Coalites will offer special items, such as swords or pickaxes, or a good fuel source as an option. The abilities of each mob, however, is something I need to dwell upon more, unless anybody already has some good suggestions on how it should work.
Good thinking, I'll let it ruminate in my head as well.
OK, so, uh
The Mowzie's mobs logo
I say it gets turned into a mob for the mod because why not
It looks like a bat-like thing, with the Vertical sticks on the M looking like wings and the V shape looking like a face
I'd think it's be a flying, batlike mob that moves incredibly fast horizontally but struggles to gain vertical height due to it's wing positioning
i'd also think it'd dive at you in an attempt to either bite or impale you with that face
edit: no, not like a phantom, i think it'd try to dive fast enough to where it'd get itself stuck in the floor if it missed.
Well, I can give a reason "why not". If I were to develop a bat-like hostile flying mob, I'd like to give it a more exciting design than just an M with eyes. The logo is just a logo.
After a while of contemplating I have come to the conclusion of getting rid of the Moonlight Guild and replacing them with something easier to create: The Hellfire Guild, a fiery group of warriors and the enemies of the Winter Order.
The Hellfire Guild comprise of warriors using one of three weapons: War hammer, great sword, and battleaxe, all of which a oversized and require two hands to use properly. Their melee attacks also inflict fire damage.
Aw, I wasn't opposed to the core concept.
Hm, this idea is suffering from the same indecisiveness of the original Moonlight Guild suggestion. Why create 3 different weapon variants? There's no reason for the variation; they all sound like they'd function the same.
I think this is my second bad idea but oh hwell, what about a brawler type monster, like a bipedal fighter that when the player finds them, the player can challenge them to a 1v1 fight, and it could have these rough looking gloves and/or gauntlets (but not made of metal) on each hand.
The gloves(?) could be used by the monster to punch with both hands, one after another, and to pull their hands together to block. Maybe also be able to make a quick sidestep to avoid a player attack, but if the player does best them in combat, they will give up their gloves and the player would be able to make rapid punches with a glove on each hand, along with a blocking ability like a shield if they crouch. (both gloves must be won for them to do damage)
I'm not too sure how or where this would appear, but I think on the outskirts of villages or in forests their hut or home has a chance to spawn. Maybe make it a challenge like the player must wear weak armor and use a specific weapon to participate in the fight.
Cool thinking! An enemy using boxing-style moves. Tying this with some related themes would make it a really strong idea, and might help decide where the player might find it.
Alright, after a while of thinking it over, I came up with a rudimentary move set for each Hellfire Guild Warrior
Battleaxe: Basic Swipe, Burning Lunge (The warrior ignites themselves and lunges at the player, dealing knockback), Flame Slash (The warrior slashes their weapon, launching an arc of fire at the player)
Warhammer: Basic Swipe, Magma Quake (Think Reinhardt's "Earthshatter" attack), Fireball (The warrior summons an explosive fireball and hits it with their hammer, launching it toward the player)
Greatsword: Basic Swipe, Flame Slash, Fire Spin (The warrior's sword ignites, and they spins rapidly to create a ring of fire around them. This attack deflects arrows.)
Keep in mind, this is NOT final. Things may change.
I really suggest you pick the one you find most exciting and ditch the other two.
Is there a way to adjust the spawn rates?
The reason I ask is because I'm trying to run this alongside Biome Bundle, and I've been running around through a bunch of different worlds trying to test if the various mobs still spawn in the modded Biomes, but because most of the mobs are so rare (I think) it's really hard to tell.
Wroughtnoughts still spawn underground pretty frequently, and I've seen one group of roaming Barakoa in a modded Savanna biome, but no villages as of yet.
I extracted the .jar and have been looking around through the files. I found the BiomeDictionaryHandler, and used a Java Decompiler to read it (or maybe just an appoximation of the original code, I'm not really sure how decompilers work this is new to me). I found the lines where the mobs are assigned there specific Biomes and saw that it uses references to some specific Minecraft library that I'm not familiar with. The thing, Biome Bundle biomes all include the original MC biome they are a variation of as the first word of their name. Do you have any idea if because of this, Mowzie's Mobs will still spawn in corresponding Biome Bundle biomes?
I also scanned through the fml_cache_annotation.json. I'm not familiar enough with minecraft modding to tell exactly what it's doing, but it definitely appears like it's supposed to have some influence on spawnrates. In my forge mod configuration menu, there's no config menu available for Mowzie's Mobs. Is my forge just not working properly? Using forge for minecraft 1.12.2
Woah, that was way more involved than you needed. First of all, all of my mobs use Biome Dictionary to spawn in modded biomes. Second, there's a config file for Mowzie's Mobs in your config folder that lets you adjust spawn rates. If you aren't seeing a certain mob, try waiting for night; some of them use light levels to prevent spawning inside player structures.
Hey, thanks for the reply glad you like the idea. A quick look back at the lava kraken idea, it is pretty decent, I think everyone feels as thought those large lava oceans are lacking lol. Whether or not you want to go with that idea is completely your choice, I'll like to point out that the idea is pretty much fledged out by another modder, yet he never released it. TangoTek tried his hand at this idea and it pretty much is exactly how the other user's post described it. Here's a link to a showcase video of his idea in action. As far as The Nether Core item goes, I don't know what direction to lead it in. Maybe have a lava surfing feature if equipped in your empty hand slot? Create a similar sized wave to the of the Lava Golem's and use that to ride around on lava. (Of course this item grants immunity to fire whilst in your empty hand slot)
I also went back in the posts to read what aman3712 had posted for the monkey guru and the idea is great. I also looked at his other ideas as well and loved them too. Yes the talisman does seem to veer off the powers a bit, only containing one of the mob's movesets, I appreciate the item though; very nice reward.
I'm going to go ahead with another idea, mainly reviewing your Ent suggestion. Ill follow your general plans on what it needs to be and Ill try to work in accordance with that. If you already have it all planned out thats fine.
Oh, I've seen this. TangoTek makes some great stuff, but I felt that I could push the concept a little further.
Somewhere located deep within heavily ancient forests lie a mythical meadow. These meadows produce a feeling of natural beauty, with their lush plant life, calm ponds, and abundant forest creatures. These rare occurrences are known as Mystical Meadows, and they are inhabited by beings as old as the Earth itself. Acting as the centerpiece of the whole scene lies a single elevated dirt block. (This can be surrounded by stone bricks, mossy cobble stone, etc.)
Inside these meadows you'll find an abundance of trees who you feel as though are living. They tower above the player and hold a grey hue to their bark. Picking at their leaves will result in a possible seed drop. Using your clues you can probably figure out that maybe you should plant the seed at that odd centerpiece you saw earlier. You plant the seed and either use bone meal on it or let it grow over time. Once the tree is finished growing, you'll notice that it is not like the rest. You see that it still has the same grey bark as the others but with almost vein-like glowing green trails throughout it. This tree does not produce the same seeds as before, rather they are of pure natural power. (Dont know what to name them)
Planting said seed into the ground will result in a lone sapling peeking through the earth's crust. From here, it will rapidly grow into a large tree whilst taking humanoid shape along the way. The earth shakes, the ground begins to uproot, and the sky goes dark as the large figure stands over you. Letting out a bellowing roar, the now newly arisen Ent shall fight at your side for the brief time it has.
The Ent is seen to be very tall (Sizes may vary upon spawn, but they will never be shorter than 5 blocks) when compared to the player and still shares the traits as the Mystical Meadow Trees in terms of appearance. Appearance traits might include:
-Vine/moss beard, - Tree foliage in place of head hair, -large branches erupting from upper back, etc.
Although they appear tall and intimidating, they lack speed and act more as tanks than anything.
Melee: The Ent has long extruding branch limbs so his melee attacks have plenty of range, they have pretty decent damage as well given their size. These melee attacks are slow moving and can be avoided if an enemy keeps their distance or runs around them. Attacks mainly consist of over exaggerated swipes of the arm, and sometimes a stomp which produces a fair knock back.
Ranged Attack: Should an enemy keep a distance, the Ent can fire back with a root-based attack. Thrusting his arms into the ground, the Ent calls upon the roots from underneath to attack the foe. This attack shoots in a linear 2 block wide 8 block long ground based attack, if it successfully lands on a target it will be reeled in a bit closer to then Ent's range of melee and deal slight damage.
Ranged Attack 2: If an enemy is out of range of the root-based attack he will grab the ground below him and hurl a ball of dirt/stone at the foe. This attack arches over a great distance but is slow. The direct impact will deal a heavy amount of damage whilst the AOE damage will only take about a heart. If hit directly, it will slow down the foe for a brief amount of time. (This ranged attack's effect can stack)
Weaknesses: Ents being trees obviously have the weakness to fire as well as axes. Axes in particular have the ability to slow down the Ent even more.
-Death: When an Ent dies, he will leave a spot of land fertilized where he passed away.
-Expires: Should the timer on the Ent summoning expire, he will retract back into the ground, leaving a lone Mystical Meadow Sapling behind.
-Everywhere an Ent walks he will leave behind a trail of fertilized plant life if he walks on top of dirt.
-Obviously Ents would have a hard time getting past tree lines and other weak-block obstacles so maybe bend the rules on mob griefing? (Perhaps setup a config file for it?) if there is another work around thats fine too; I cant imagine Ents not being able to fight correctly in their own setting.
-The Dynamic tree models look really nice maybe add similar tree shapes such as those? (Maybe make it compatible for the Meadow Trees?)
Cool concept, I'll keep these ideas in mind for sure.
Very cool mod! Maybe you could make a creature for the coral reef biome if you ever intend on updating to 1.13? It could camouflage depending on the type of coral it is the nearest to, also it could create a little bubble tornado to keep you underwater so you have to kill it before it drowns you. I think it would be a cool idea. Keep up the work on the mod, it is fenomenal! Also, the naga is so frickin cool, l o v e it.
I'd love to! And yes, I intend to update.
Hm, I'm not sure if these mechanics are quite what I'd be looking for for a coral reef mob. I think the concept needs a little polishing.
Glad you like it!
Feb 18, 2015BobMowzie posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.4: Down below and up above!Posted in: Minecraft Mods
Mowzie's Mobs adds a variety of fictional creatures to Minecraft, priding itself in unique AI, environmental and atmospherical appropriateness, and standard-setting animations.
(FOHL-ee-ayth or fohl-I-ath)
These jungle-lurking plant monsters want nothing more than to eat anything that moves! They may seem like ordinary ferns, but they'll emerge if you come close. You can't get close enough to strike them, so find some other way of killing them! They drop foliaath seeds.
To grow a foliaath, obtain a seed and plant it by right clicking on grass or dirt. Every half-day for two days, feed the baby foliaath by tossing it a meat item. Then, it will emerge as a fully grown foliaath. Be careful: grown foliaaths aren't tamed and will still attack you!
Lost underground many years ago, these heavily armored knights are not men nor are they statues. Are they guarding something? They have forgotten what. Are they waiting for something? They have forgotten when. Are they mourning someone? They have forgotten whom. All they know is to slay those who approach their chambers. There is only one way to damage a Ferrous Wroughtnaut; its weakness is for you to discover.
Only the bravest of adventurers would dare to challenge a Ferrous Wroughtnaut. Upon defeat, the Wroughtnaut will drop its Wrought Helm and its Axe of a Thousand Metals for the victor. Right clicking with the axe attacks in a large arc, and shift-right clicking will create a shockwave that brings targets closer to you. Neither tool can break.
Native to the savanna, the Barakoa tribesmen travel in small hunting packs. They are one with the masks on their heads, which cannot be removed. Some use bones as clubs as weapons while others use poisoned blowdarts. Each hunting pack is led by a Barakoana elite, wielding a traditional spear and shield. The Barakoa make traversing the savanna quite dangerous, as they can surround their prey quickly and put up a good chase.
When defeated, the Barakoa will sometimes drop their masks as items that the player can wear. Each mask bestows a different, small buff.
Barakoa can also be found in villages scattered across the savanna plain.
Barako, the Sun Chief
Barako is the chief of the Barakoa tribe, residing in a stationary seat upon a throne in Barakoa villages. He draws his power from the sun, calling forth sunstrikes, solar flares, and massive solar beams. He can also create Barakoa followers from masks to defend him during combat. As such, his masked children revere him as a god. Unequipped travelers should keep their distance from his villages, lest they be smitten by his heliomancy.
Those strong enough to face and defeat him, however, are rewarded with his mask: the Sol Visage. This mask allows its wearers to breathe life into masks to create Barakoa followers. Unfortunately, the mask does not bestow heliomancy upon its bearer; this power is innately carried by Barako, and thus dies with him. Perhaps there is another way...?
Frostmaws are dangerous beasts found rarely in snowy areas. Their massive size, impressive speed, and powerful ice breath make them near-impossible opponents. If, on your travels, you encounter one sleeping in your path, it's likely best to take a different route and let it lay. The beast guards a precious ice crystal that can unleash pure winter energy when wielded.
These adorable crystal crustaceans live deep underground in caves and ravines. Sometimes called “living ore,” Grottols are prized as a rare source of diamonds. But only the quickest of adventurers can manage to catch them before they burrow away; grottols are very fast and surprisingly clever, even using minecarts to escape pursuers. Keep in mind that only iron or stronger pickaxes can penetrate their diamond shells.
Lanterns dot the canopy of roofed forests, glowing like jellyfish. Some cultures believe that these creatures contain the souls of the recently deceased. Others wish on them like stars. Adventurers, however, know that the luminous jelly inside lanterns is a great light snack that will briefly illuminate the darkest of nights.
Coastal cliffs are dangerous places. Adventurers tell of winged serpents called nagas with impressive speed and menacing acid venom. Though these drakes are powerful, a well-placed arrow can knock a naga right out of the sky; time your shots to hit when the naga is preparing an attack.
Naga acid is deadly, but can actually be used to neutralize other poisons. The fangs they drop upon death can be used to brew poison antidotes and preventatives.
MOWZIE'S MOBS HAS TWO DEPENDENCIES AND WILL NOT RUN WITHOUT THEMPlease install the most recent 1.12.2 version of Minecraft Forge and the 1.12.2 version 1.7.9 (or newer) of LLibrary to run Mowzie's Mobs on Minecraft 1.12.2.Please install the most recent 1.11.2 version of Minecraft Forge and the 1.11.2 version 1.7.7 of LLibrary to run Mowzie's Mobs on Minecraft 1.11.2.
*Fixed lantern server crash
*Other bug fixes
*Fixed translation files
-Removed Wroughtnaut eyes. I'll bring them back when I can get them working better.
+Added Geomancy tunneling ability
+Added Luminous Jelly
+Added Naga Fang
+Added Potion of Poison Resistance
+Added Wroughtnaut double and triple swing attacks
+Added Frostmaw long-range attack
+Added Japanese and Chinese translations
*Frostmaw slam attack and Wroughtnaut attacks break shields
*Improved mob navigation and movement
*Wroughtnaut has glowing red eyes
*All mob attack strengths are configurable
*All item and player ability attack strengths are configurable
*Bug fixes and balancing tweaks
+Added Thaumcraft aspect support
+Added Spanish translations
*Fixed player property crashes
*Fixed Barakoana despawning crashes
*Fixed Barakoana spawning
*Fixed Foliaaths not attacking when in groups
*Fixed Axe of a Thousand Metals and Ferrous Wroughtnaut being able to grief and move bedrock
*Fixed summoned Barakoa teleporting to the player when the player is airborne
*Extended the range Barako uses to count nearby Barakoa before spawning more
*Fixed Baby Foliaath crash
*Spears now cannot one shot animals with greater than 30 max health
*Wroughtnaut will now attack other mobs if attacked by them
*Fixed render event registration error
*Updated to Minecraft 1.12.2
*Barakoa health decreased from 17 to 10
*Geomancy boulder charge speed increased
*Frostmaw has 3D antlers
*Frostmaws no longer spawn within 100 blocks of each other
*Updated Japanese translation
+Added Geomancy, Earth Talisman (currently creative mode only)
+Added configurable mob health multiplier
*Changed Axe of a Thousand Metals
*Barakoa spear has a 1/3 chance of instantly killing animals
*Fixed spawning issues
*Increased Barakoa mask drop chance
*Balancing and difficulty changes
1.3:+Barakoa villages in savanna biomes
Update to 1.10.2
+Sun's Blessing potion effect
+Sol Visage item
+Spear and dart gun item functionality
+Definitely not a secret feature
*Balancing and difficulty changes
By The Diamond MinecartBy ANTONIcra (Spanish)
Mobs:Strongholder - Floating gauntlet that grabs, pounds, and swats to attack. Floats eerily through stronghold tunnels, maybe passing through walls.
Phoben - Fear spirit that spawns in roofed forests. Wields fear magic, a lantern, and a long, darkness-infused blade called Ej. Fighting the phoben will involve carefully but quickly deciding when to strike and when to block.
The Sculptor - A simian guru that can be found meditating on mountaintops. He will challenge players to complete obstacle courses made of floating rocks. Those who pass this test are granted the ability to wield powerful earth magic.
Forest Dryad - Will grant players her magic pan flute in exchange for the Phoben's lantern as thanks for defending the forest.
Stalkers - Rival tribe of the Barakoa. Jungle pack hunters that lurk in the canopy before leaping down on their prey. Their simian features, ornamented headdresses, long claws, and glowing red eyes strike fear into their prey.
Nimbus Drakes - Flying serpents with clouds billowing from its head and wings. The clouds turn grey before the drake unleashes its lightning attacks. It circles an egg in a nest on the top of its mountain, which can be claimed and hatched by the player who defeats the mother.
The Winter Order - A league of cryomancers residing in a frozen citadel.
Large, scary insects in swamps, maybe large, scary frog-things to go with them
Anglerfish-like deep sea monster
Ents that can be created from trees using an item.
Golems that can be created from Geomancy boulders.
Snake Charmer - Humanoid desert boss that spawns in a temple structure. He can summon snake spirits by playing his flute, and can transform into a moving painting on the wall to dodge attacks and move across the room.
Just a plain dragon. I'd like to try my hand at this timeless monster concept.
I'd like to add at least one mob for each of Minecraft's environments, and I do like suggestions! BUT I'm very picky about what I work on. Only suggest your mob if you can imagine players thinking, "I can't believe I ever played Minecraft without this in my game!". I will not add monsters from existing franchises or mythologies, or just giant versions of real animals. No griefing or one-hit-kill moves.
Sphax textures by Phazanor
Open policy on the condition that you let me know through PM or comment.
Some sounds edited from:
Super Smash Brothers Ultimate
Pokken Tournament DX
Very special thanks to RafaMV for his collaboration on animation tools.
Dec 1, 2011Posted in: Minecraft Mods
Join my discord for the latest information: https://discord.gg/9xZuaA4
If you dont want to loose items or blocks in 1.7, make sure to open your worlds with the latest 1.6.4 atleast once.
Want to show your support? Buy me a drink
Latest update video
Always backup your world before updating.
Read the Todo List before making suggestions
- Requires Forge, download here
German download: here
External Dialog Editor
- 1.7.10b and lower: download (last updated 19-jun-2014)
- 1.7.10c and higher: download (last updated 24-aug-2015)
- source code
This mod adds a set of tools to create npcs with different roles/jobs and other functions. It gives Creative Players a way to liven up their world with fully Customizable NPCs.
- Starting info
- Installation Guide
- Content Packs
- Frequently Asked Questions
- Todo and current plans
- Dialog Setup
- Factions Setup
- Fan Made Machinima
- Adventure Maps
- Bug/Issue Tracker
Main developer: Noppes Co developer:
- Licensed under the Creative Commons BY-NC
- If you want to use it for a modpack, include a link to this thread
- If you want to use this mod for an adventure map go ahead. No need to ask for permission
- People who do youtube videos on this mod, feel free to post them here
If you are using mcpc+ there are multiple permissions you can usepermissions:
customnpcs.npc.gui customnpcs.npc.create customnpcs.npc.edit customnpcs.npc.delete customnpcs.npc.reset customnpcs.npc.freeze customnpcs.npc.ai customnpcs.npc.stats customnpcs.npc.display customnpcs.npc.inventory customnpcs.npc.advanced customnpcs.spawner.mob customnpcs.spawner.create customnpcs.global.playerdata customnpcs.global.bank customnpcs.global.dialog customnpcs.global.transport customnpcs.global.faction customnpcs.global.quest customnpcs.global.recipe customnpcs.global.naturalspawn customnpcs.mounter customnpcs.pather customnpcs.villager
by default players will have none of these permissions unless they are opped
Tutorial/Show Off by SCMowns
Without these guys this mod wouldnt have been possible, they are awesome. Thanks for all your support.
- For skins:xSparky, willxo, DrakonsLTU, arugaicastle, Kasumi10102, meecube, DiggyDiggyHole1223, Jimorrison, MrTylon, DrakonsLTU, GingerNinjaSam, C0NV3X, fatacemcafee, MineWarCrafter, Eliwood407, NethanielShade, Tcc, MineWarCrafter, rhaidenp, Zach8460, araelb123, Gurinderm101, gui_maldito, Fox0427
- For items: Torzel, C0NV3X, Eliwood407, Scorpinax, llama66613, meecube, lazeckvar, werff, DiggyDiggyHole, Moety5, adscomics, tobbiusness
- For blocks: Redmann, tobbiusness, MineWarCrafter, owned645
- Making/Imporving models: Verdana, CarbonLord, DjGyarados, Jimorrison, Solidfire
- For banners: KingMiner, Bosch, Darkcrafter31, MrTylon, aditya25
- For extensive testing and being awesome on the forums: Darkcrafter31, MrTylon, Mr. Rinkachi, Kasumi10102, Archadeas, belldyl, Collserra, Taj, willxo, CarbonLord, C0NV3X, Eliwood407, Mikieee, tobbiusness, Charanor
- For translations: CZ:fritol33, DE:Waringham, Datixum, PL:Patrykgazing, RU:Overbolt, BR:Teraxo, ID:aditya25, KR:Cuz, FR:DjefNukem, AR:matias491, CN:miguo
- Special Thanks to: Verdana for letting me use the pony model, KodaichiZero for letting me use his grooving animation, TheKyleb for letting me use his music.
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Jan 15, 2019B_Wither posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.4: Down below and up above!Posted in: Minecraft Mods
I can't see the foliaath's image...
Oct 9, 2017FredTargaryen posted a message on Fragile Glass and Thin Ice (last update 5/11/18. EVERYTHING FRAGILE! Latest version 1.10.0b)Posted in: Minecraft Mods
That... would make a lot of sense. I'll think about it, but right now I don't think I can do it because glass doesn't have a TileEntity. If I find a solution I will update this reply.
EDIT: Just 12 months later, there is now a way to do this, as of the 1.12.2-1.10.0 beta!
Aug 24, 2018mcfan2 posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.4: Down below and up above!Posted in: Minecraft Mods
Request: Let us plant Foliaath's in flower pots.
Jul 28, 2018BobMowzie posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.4: Down below and up above!Posted in: Minecraft Mods
It’s actually finished. This next update will have other mobs too, though, so I’m going to finish those before I update.
I won’t be sharing more info until then, sorry.
Jul 4, 2018Posted in: Minecraft Mods
Finally ready to show something new! Look forward to catching these little guys in caves!
Mar 30, 2016Posted in: Minecraft Mods
Ever came out of a cave and didn't know where you are? Or wondered if you are standing in a desert or just a really long beach? Say no more.
With this nifty little mod you'l get a pop-up message everytime you traverse into a new biome. And since you're not supposed to know where the heck you are while traveling underground, the panel is only activated when you are standing under the clear blue sky. Stormy weather is also OK.
I strongly suggest using the provided Texture Pack, as the original minecraft resolution leaves all assets in a slightly ugly state.
Adding new Biomes
The mod comes with build-in support for Biomes'O'Plenty, Highlands, and ExtrabiomesXL. Adding any new Biomes or native ones I might have missed out just drop a picture in a TexturePack (see the provided 32xPack for reference). To properly function you will need the Name of the Biome. You can get it by pressing F3 ingame. Name your texture EXACTLY like it's shown ingame, with spaces and capital letters and all.
You are free to put the mod in modpacks as long as you will tell me and give me credits.
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