Alright, so there's this idea I've been working on for the past few weeks. You heard me, weeks. Basically, it's boats. Boats than you can make bigger, slap a name on, armor, choose what propulsion system it has, and carry stuff in.
Full idea in spoiler:
Boats Evolved; bigger, modular boats (Watch out --- huge!)
Okay guys. Just a slight disclaimer, the explanation for this idea is going to be *HUGE*. The idea itself may be simpler, but the description will take a long time to explain. In a nutshell, it's bigger boats that are also modular.
So we'll start with a slight modification of a game mechanic. Otherwise, the idea won't work very well. So just keep in mind that in this idea, you can't push a boat around by standing on top of it. At least just for the higher-level classes, which we'll get to in a minute.
Also, upon entering a boat, a GUI will appear somewhere around the bottom-right or so that displays the ships 'health', and speed.
Before we go overboard (no pun intended), let's begin with some basic principles that can be applied to the current boat. Let's call it the Dinghy. You can't do too terribly much with the Dinghy, but you CAN do some things.
Dinghies can be crafted just like they normally are. However to modify a boat, a new tool will have to be brought into the game. Let's say it's a Hammer. Right-clicking on a boat with a hammer, granted you're the one that built it will open up a GUI.
Like I said before the abilities with the Dinghy are limited, so you have limited things that pop up in the GUI. All that displays for now is the hull, propulsion system, and their respective health bars. You can also give your boat its own custom name that appears on its hull (But this probably won't be for the Dinghy). You will also notice two numbers at the top. On the left (12/12), is the boat's hitpoints. I doubled their damage resistance because I thought it was kind of silly to kill a boat with one arrow. To the right (1) is the ship's base speed attribute. That is to say, the speed capability of a boat, excluding the propulsion system. Boat stats will vary upon each construction. Therefore someone can be proud of themselves if they have made a fast/strong ship.
Normally, you have your standard, nonreinforced plank hull. However, you could change that. Let's start with a Reinforced Wood Hull. In the crafting table, put in 9 pieces of log together to form a piece of Reinforced Wood Plating. Dinghies will probably only need one plate to reinforce themselves. Plating will probably not be stackable for gameplay purposes.
Reinforced wood will provide a higher defense for the dinghy. Two more types of hull include Steel and Gold. Steel Plating requires 4 Iron blocks in the crafting table, and Gold likewise. With a steel-plated hull, the boat can take considerably more damage than Plank or Wood. Steel hulls can possibly withstand lava. Gold plating is only slightly stronger than Reinforced Wood and is not feasible as battle armor. However, just in case you were thinking these hulls are easy to reinforce, keep in mind higher levels will need more plating as they get bigger.
When a boat is damaged, simply right-click with the Hammer to open up the GUI. There should be a slot for extra plating to go in should the ship need repair. To ensure fair fights, the repair will be timed, like a furnace. Each repair uses up the Hammer some. It would also be nice to see some sort of visual cue for an almost-destroyed ship, like fire or a broken, damaged texture.
And now, the propulsion systems.
With the default dinghy, you have your Hands. Hands for a dinghy are basically neutral, however they will be slower than in previous versions of the game.
An alternative solution, is craftable Oars. Oars are very maneuverable and faster than hands, however they do not grant a steady speed and require you to hold down the forward button whenever you want to move. They may even 'tire' you out more (using up more Hunger).
The last one for the Dinghy, is the sail. Sails can provide very fast speeds, however they have low thrust and are not easy to slow down and speed up easily. A steady speed is required for traversing around land-covered areas. Sails can also possibly be made with different colored wool, to help a boat stand out. Sails grant a steady speed as you can leave them unattended with very little deceleration.
So now we move on to a bigger boat. Not too terribly big, but we're getting there.
To construct larger ships and propulsion systems, you're going to need an alternative to the crafting table. Let's just call it the Shipwright. This block ONLY crafts boats and takes up more blocks of space.
I think for a new level of boat, you're going to need some Blueprints. Blueprints can most likely be created by interacting with the Shipwright by combining a blueprint (Or in this case, a solid Dinghy) and investing your Experience Points to come up with a new 'idea' for a bigger boat. The 'studying' is timed, again, like a furnace, and with each clump of EP filled, the progress bar is filled some. You can also find Blueprints in dungeons, but only rarely.
After that will be done, the Blueprints can be put in a separate slot, with another slot under it. The slot under it is for the wood required to build the boat. Every time you put more wood into the slot under it, the progress bar for the ship increases. I'm not sure if this should be the way but it sounds pretty good.
I think that for each class of boat, a bigger mast will need to be crafted. That, or just have one single mast that, for bigger boats, you need to pack in more Sails. Kind of like how plating works.
So now, the next level: the Skiff.
The skiff is *about* 2 1/2 times the length of the Dinghy. However, with the next level comes new features. First off is a second slot, a passenger seat if you will. But besides that, there are two more features.
Here, there will be special lots to place blocks at. These could be something decorative like gold blocks, or practical, like chests.
To place a block in there, logically you would right click on that one place with the block. It's possible the block lot will be highlighted by the Hammer to show you where you can place things. To get it out, leftclick with the Hammer and it will appear in your inventory. If blocks aren't your fancy, perhaps animals are. Here is where the extra space in the GUI comes in. There would be a list of all the entities in the boat. If they are NPCs, you can choose to move them to another slot, or evict them. You can also evict players,but not move them[amended].
With the Skiff, you have an additional propulsion system. I'm not sure about this one so I'm going to need you guys' approval. Essentially, it is a steam-powered paddlewheel. The steam engine will need to be powered by coal, which will either have a furnace-like GUI or not. It is also be slightly less maneuverable than the Sail. The steam engine, like Sails, grant a steady speed and can be left unattended. They have perfect acceleration, however they are much slower than Sails.
For armoring, the Skiff will need more plates to sufficiently armor the boat. Possibly two or three.
The skiff will most likely be the largest boat to successfully navigate shallow marshlands and the like.
Now, for the adventurous sailor, we're going to go one step up. Meet the Cog. The Cog is a fair-sized boat, but it is hardly big. What is does have though is a top deck large enough to walk upon. Now, we're going to introduce another feature. This time, the Cog will have a lower deck. You could be able to place a few blocks in that bottom deck, such as beds and chests. This will be good for long adventures. If you aren't spoiled, you would be happy with a Cog for your adventuring needs. Hands are now unusable.
For gameplay, an invisible, penetrable box will be in the interiors of the ship that hides water and its effects when water blocks go near it, but as soon as they leave the water blocks return to normal.
Now here, starting with the Cog, is the boat's main means of offense and defense. You guessed it, the Cannon. I believe the cannon could be made with a crafting table. To fire (And right now I'm making most of this up as I go along), you must first craft a Cannonball (Maximum of 16 allowed in hand), and right click on the cannon. The cannon will fizz for about 2.5 seconds or more before firing the cannonball. You must wait an additional second to fire again. To adjust the angle of a cannon, rightclick it (without a cannonball) to point the cannon up or down.
Now with ships and other entities, contact with the cannonball will just equal damage being dealt. But with blocks, there is a chance (Depending on their blast resistance) that the block being hit, and/or the blocks around it will be pushed forward and respond to gravity. And in rare cases, break upon falling.
That, or it would just be a weak form of TNT. But I like the former better. Mostly because it's my idea. Good gosh I think I'm vain or something.
So like I said, if you aren't spoiled, you would be happy with a Cog for your adventuring needs.
But sometimes, you ARE spoiled. Or, just requiring a bit more power. That's where the fourth level comes in, behold: the Carrack. Significantly larger than the other boats, this one can actually be called a ship. It has 3 decks. The first being the top deck (Which comprises of the main deck, quarter and poop, naturally), the second the gun deck, which to the back holds the captain's quarters, and the bottom deck is mainly for cargo. If the Carrack is steampowered the boiler room will be in there.
Oars are now unusable for the Carrack, as are Hands for Cogs. (The Oars for the Cogs would be weaker than on the Skiff and Dinghy, as would hands with the Skiff. However with the Steam engine and Sail, they just get faster with each level, with exceptions [amended])
Another neat thing you get to do with the Carrack is you get to live up to the naval definiton of a ship. On the Carrack, you can place another boat inside it for scouting/lifeboats. But it can only be a Skiff or Dinghy.
Okay, next one. Here we go.
(This level is optional. You guys tell me if it should be ingame.)
Now sometimes, your lust for power is so great no measly Carrack can hold it; not even when it is steel-hulled and armed to the teeth. No, you wish for the very seas to obey your will. Well, you psychopath, here's the fix for you: Feast your eyes sir, on the Galleon. Over twice the size of a Carrack, four long decks and plenty of guns, you would not want to war with this vessel. It is essentially a Carrack on steroids; bigger, stronger (but not faster [amended]), and scarier. But, slightly slower. Should you decide to armor it, keep in mind it will need 8 Platings to armor (Maybe more). And considering each plating requires 4 blocks to fill, you're going to need a LOT of iron.
When a ship finally loses all of it's 'health', it will sink to the bottom of the sea. Here, it is subject to despawn, but will stay there as long as there is a player near it. Although dangerous, it would then be available for looting, if you haven't plundered the ship while it was afloat already. < --- This entire paragraph is subject to discussion and alternative options. It's also been proposed that the ship turn into it's block counterpart, only leave chests, or like in the Amendment Posts, leaves a Ship's Bell that can serve as a savegame for your ship.
Now, I understand that such a feature is going to be *HUGE*, possibly requiring its own update, and would be just a massive undertaking. But I for one believe it will be an undertaking worth the effort. It would heighten the spirit of Minecraft adventure and exploration, people could trade vast amounts of resources over long distances, and plunder other ships for their booty. So I'm not 100% expecting this to be accepted entirely (But if it is, thankyouthankyouthankyou!), but in the future if any modders were curious about how to go about doing their ship mod, this could be a good example. But I really hope this would at least be seen by Mojang. Just two-thirds into completing this idea, I read an old tweet of Notch saying that he might add something like this in the future. So, if you are, this could be one of the ways to go about it.
Any questions?
Amendment Post 1:
- In the Shipwright GUI, the product slot of the boatbuilding section is now a button. I've updated the image.
- Craftable ship components should have been expanded. In addition to a Galley, an Anchor component (probably most vital) is also one of them. Also proposed by the community are tables, crows' nests (That basket thing on the top of masts), icebreakers, and if the NPC crew idea is implemented, a sea captain's desk to chart courses for the helmsman.
- I actually think you should be able to move players. I mean, if they actually decided to choose to lock themselves in a mob slot rather than move around freely I think the captain should be free to move them wherever.
Amendment Post 2:
- Galleons really shouldn't be the fastest ships out there, it would be unfair. Instead, their base speed capability should be a tiny bit slower than a Carrack, probably. Updated.
- Right clicking on a cannon without a cannonball could point the cannon up/down. Updated.
- Different types of ships that do not follow the linear 5-level path of upgrades. Instead, 'extra' ship blueprints could be found in dungeons in strongholds, but they would be rare. Could be a way to get Caravels and viking ships or whatnot.
- I'm not sure about the decay process of sunken ships. Perhaps after someone leaves the ship's general area, a timer starts and eventually the ship will despawn. Or maybe it just stays there forever but can be 'mined' away to recollect valuable materials.
Amendment Post 3 (Note: These are not as important as the first 2) :
- Flags. Although I'm sure colored sails can do a good job of faction identification, custom-made flags would be really great to have. They could be used outside of boats, too.
- Extra ammo types. The standard cannonball would be made of stone and gunpowder, but others could be made out of iron and other materials. The new usable fireball coming 1.2 would also make a neat incendiary addition. Other types can inclde grapeshot and chainshot.
- Sea monsters. Pretty straightforward, I'd like to see some minor sea bosses when roaming the sea. But in my opinion, they should be restricted to certain sizes of ships (Dinghies have no bosses). For example the ship the size of a Skiff would probably only get a shark or something, whereas something Cog-sized would get sharks and sea serpents, medium-sized ships like the Carrack would get sea serpents and maybe giant octopus (Will wrap tentacles around the ship and begin to tug down unless tentacles are damaged), etc...They are, however, uncommon.
- A ship's bell. Yes, they can be used as a normal bell, but there's something that makes them special. Once placed on a ship, it bears the ship's name and can ONLY be placed on that ship (e.g Bell of the S.S Whatchamacallit). Then, if a sunken ship despawns, that bell is turned into a block at the bottom of the ocean and contains all of the ship's data. Then, it can be used to recreate the ship.
- Sea obstacles. The ocean would be made that much better if occasionally you stumbled upon a mini-biome within an ocean. These could be mysterious sea rocks, or icebergs made of pack ice where a tundra or arctic biome would usually be.
Okay guys. Just a slight disclaimer, the explanation for this idea is going to be *HUGE*. The idea itself may be simpler, but the description will take a long time to explain. In a nutshell, it's bigger boats that are also modular.
So we'll start with a slight modification of a game mechanic. Otherwise, the idea won't work very well. So just keep in mind that in this idea, you can't push a boat around by standing on top of it. At least just for the higher-level classes, which we'll get to in a minute.
Also, upon entering a boat, a GUI will appear somewhere around the bottom-right or so that displays the ships 'health', and speed.
Before we go overboard (no pun intended), let's begin with some basic principles that can be applied to the current boat. Let's call it the Dinghy. You can't do too terribly much with the Dinghy, but you CAN do some things.
Dinghies can be crafted just like they normally are. However to modify a boat, a new tool will have to be brought into the game. Let's say it's a Hammer. Right-clicking on a boat with a hammer, granted you're the one that built it will open up a GUI.
Like I said before the abilities with the Dinghy are limited, so you have limited things that pop up in the GUI. All that displays for now is the hull, propulsion system, and their respective health bars. You can also give your boat its own custom name that appears on its hull (But this probably won't be for the Dinghy). You will also notice two numbers at the top. On the left (12/12), is the boat's hitpoints. I doubled their damage resistance because I thought it was kind of silly to kill a boat with one arrow. To the right (1) is the ship's base speed attribute. That is to say, the speed capability of a boat, excluding the propulsion system. Boat stats will vary upon each construction. Therefore someone can be proud of themselves if they have made a fast/strong ship.
Normally, you have your standard, nonreinforced plank hull. However, you could change that. Let's start with a Reinforced Wood Hull. In the crafting table, put in 9 pieces of log together to form a piece of Reinforced Wood Plating. Dinghies will probably only need one plate to reinforce themselves. Plating will probably not be stackable for gameplay purposes.
Reinforced wood will provide a higher defense for the dinghy. Two more types of hull include Steel and Gold. Steel Plating requires 4 Iron blocks in the crafting table, and Gold likewise. With a steel-plated hull, the boat can take considerably more damage than Plank or Wood. Steel hulls can possibly withstand lava. Gold plating is only slightly stronger than Reinforced Wood and is not feasible as battle armor. However, just in case you were thinking these hulls are easy to reinforce, keep in mind higher levels will need more plating as they get bigger.
When a boat is damaged, simply right-click with the Hammer to open up the GUI. There should be a slot for extra plating to go in should the ship need repair. To ensure fair fights, the repair will be timed, like a furnace. Each repair uses up the Hammer some. It would also be nice to see some sort of visual cue for an almost-destroyed ship, like fire or a broken, damaged texture.
And now, the propulsion systems.
With the default dinghy, you have your Hands. Hands for a dinghy are basically neutral, however they will be slower than in previous versions of the game.
An alternative solution, is craftable Oars. Oars are very maneuverable and faster than hands, however they do not grant a steady speed and require you to hold down the forward button whenever you want to move. They may even 'tire' you out more (using up more Hunger).
The last one for the Dinghy, is the sail. Sails can provide very fast speeds, however they have low thrust and are not easy to slow down and speed up easily. A steady speed is required for traversing around land-covered areas. Sails can also possibly be made with different colored wool, to help a boat stand out. Sails grant a steady speed as you can leave them unattended with very little deceleration.
So now we move on to a bigger boat. Not too terribly big, but we're getting there.
To construct larger ships and propulsion systems, you're going to need an alternative to the crafting table. Let's just call it the Shipwright. This block ONLY crafts boats and takes up more blocks of space.
I think for a new level of boat, you're going to need some Blueprints. Blueprints can most likely be created by interacting with the Shipwright by combining a blueprint (Or in this case, a solid Dinghy) and investing your Experience Points to come up with a new 'idea' for a bigger boat. The 'studying' is timed, again, like a furnace, and with each clump of EP filled, the progress bar is filled some. You can also find Blueprints in dungeons, but only rarely.
After that will be done, the Blueprints can be put in a separate slot, with another slot under it. The slot under it is for the wood required to build the boat. Every time you put more wood into the slot under it, the progress bar for the ship increases. I'm not sure if this should be the way but it sounds pretty good.
I think that for each class of boat, a bigger mast will need to be crafted. That, or just have one single mast that, for bigger boats, you need to pack in more Sails. Kind of like how plating works.
So now, the next level: the Skiff.
The skiff is *about* 2 1/2 times the length of the Dinghy. However, with the next level comes new features. First off is a second slot, a passenger seat if you will. But besides that, there are two more features.
Here, there will be special lots to place blocks at. These could be something decorative like gold blocks, or practical, like chests.
To place a block in there, logically you would right click on that one place with the block. It's possible the block lot will be highlighted by the Hammer to show you where you can place things. To get it out, leftclick with the Hammer and it will appear in your inventory. If blocks aren't your fancy, perhaps animals are. Here is where the extra space in the GUI comes in. There would be a list of all the entities in the boat. If they are NPCs, you can choose to move them to another slot, or evict them. You can also evict players,
With the Skiff, you have an additional propulsion system. I'm not sure about this one so I'm going to need you guys' approval. Essentially, it is a steam-powered paddlewheel. The steam engine will need to be powered by coal, which will either have a furnace-like GUI or not. It is also be slightly less maneuverable than the Sail. The steam engine, like Sails, grant a steady speed and can be left unattended. They have perfect acceleration, however they are much slower than Sails.
For armoring, the Skiff will need more plates to sufficiently armor the boat. Possibly two or three.
The skiff will most likely be the largest boat to successfully navigate shallow marshlands and the like.
Now, for the adventurous sailor, we're going to go one step up. Meet the Cog. The Cog is a fair-sized boat, but it is hardly big. What is does have though is a top deck large enough to walk upon. Now, we're going to introduce another feature. This time, the Cog will have a lower deck. You could be able to place a few blocks in that bottom deck, such as beds and chests. This will be good for long adventures. If you aren't spoiled, you would be happy with a Cog for your adventuring needs. Hands are now unusable.
For gameplay, an invisible, penetrable box will be in the interiors of the ship that hides water and its effects when water blocks go near it, but as soon as they leave the water blocks return to normal.
Now here, starting with the Cog, is the boat's main means of offense and defense. You guessed it, the Cannon. I believe the cannon could be made with a crafting table. To fire (And right now I'm making most of this up as I go along), you must first craft a Cannonball (Maximum of 16 allowed in hand), and right click on the cannon. The cannon will fizz for about 2.5 seconds or more before firing the cannonball. You must wait an additional second to fire again. To adjust the angle of a cannon, rightclick it (without a cannonball) to point the cannon up or down.
Now with ships and other entities, contact with the cannonball will just equal damage being dealt. But with blocks, there is a chance (Depending on their blast resistance) that the block being hit, and/or the blocks around it will be pushed forward and respond to gravity. And in rare cases, break upon falling.
That, or it would just be a weak form of TNT. But I like the former better. Mostly because it's my idea. Good gosh I think I'm vain or something.
So like I said, if you aren't spoiled, you would be happy with a Cog for your adventuring needs.
But sometimes, you ARE spoiled. Or, just requiring a bit more power. That's where the fourth level comes in, behold: the Carrack. Significantly larger than the other boats, this one can actually be called a ship. It has 3 decks. The first being the top deck (Which comprises of the main deck, quarter and poop, naturally), the second the gun deck, which to the back holds the captain's quarters, and the bottom deck is mainly for cargo. If the Carrack is steampowered the boiler room will be in there.
Oars are now unusable for the Carrack, as are Hands for Cogs. (The Oars for the Cogs would be weaker than on the Skiff and Dinghy, as would hands with the Skiff. However with the Steam engine and Sail, they just get faster with each level, with exceptions [amended])
Another neat thing you get to do with the Carrack is you get to live up to the naval definiton of a ship. On the Carrack, you can place another boat inside it for scouting/lifeboats. But it can only be a Skiff or Dinghy.
Okay, next one. Here we go.
(This level is optional. You guys tell me if it should be ingame.)
Now sometimes, your lust for power is so great no measly Carrack can hold it; not even when it is steel-hulled and armed to the teeth. No, you wish for the very seas to obey your will. Well, you psychopath, here's the fix for you: Feast your eyes sir, on the Galleon. Over twice the size of a Carrack, four long decks and plenty of guns, you would not want to war with this vessel. It is essentially a Carrack on steroids; bigger, stronger (but not faster [amended]), and scarier. But, slightly slower. Should you decide to armor it, keep in mind it will need 8 Platings to armor (Maybe more). And considering each plating requires 4 blocks to fill, you're going to need a LOT of iron.
When a ship finally loses all of it's 'health', it will sink to the bottom of the sea. Here, it is subject to despawn, but will stay there as long as there is a player near it. Although dangerous, it would then be available for looting, if you haven't plundered the ship while it was afloat already. < --- This entire paragraph is subject to discussion and alternative options. It's also been proposed that the ship turn into it's block counterpart, only leave chests, or like in the Amendment Posts, leaves a Ship's Bell that can serve as a savegame for your ship.
Now, I understand that such a feature is going to be *HUGE*, possibly requiring its own update, and would be just a massive undertaking. But I for one believe it will be an undertaking worth the effort. It would heighten the spirit of Minecraft adventure and exploration, people could trade vast amounts of resources over long distances, and plunder other ships for their booty. So I'm not 100% expecting this to be accepted entirely (But if it is, thankyouthankyouthankyou!), but in the future if any modders were curious about how to go about doing their ship mod, this could be a good example. But I really hope this would at least be seen by Mojang. Just two-thirds into completing this idea, I read an old tweet of Notch saying that he might add something like this in the future. So, if you are, this could be one of the ways to go about it.
Any questions?
Amendment Post 1:
- In the Shipwright GUI, the product slot of the boatbuilding section is now a button. I've updated the image.
- Craftable ship components should have been expanded. In addition to a Galley, an Anchor component (probably most vital) is also one of them. Also proposed by the community are tables, crows' nests (That basket thing on the top of masts), icebreakers, and if the NPC crew idea is implemented, a sea captain's desk to chart courses for the helmsman.
- I actually think you should be able to move players. I mean, if they actually decided to choose to lock themselves in a mob slot rather than move around freely I think the captain should be free to move them wherever.
Amendment Post 2:
- Galleons really shouldn't be the fastest ships out there, it would be unfair. Instead, their base speed capability should be a tiny bit slower than a Carrack, probably. Updated.
- Right clicking on a cannon without a cannonball could point the cannon up/down. Updated.
- Different types of ships that do not follow the linear 5-level path of upgrades. Instead, 'extra' ship blueprints could be found in dungeons in strongholds, but they would be rare. Could be a way to get Caravels and viking ships or whatnot.
- I'm not sure about the decay process of sunken ships. Perhaps after someone leaves the ship's general area, a timer starts and eventually the ship will despawn. Or maybe it just stays there forever but can be 'mined' away to recollect valuable materials.
Amendment Post 3 (Note: These are not as important as the first 2) :
- Flags. Although I'm sure colored sails can do a good job of faction identification, custom-made flags would be really great to have. They could be used outside of boats, too.
- Extra ammo types. The standard cannonball would be made of stone and gunpowder, but others could be made out of iron and other materials. The new usable fireball coming 1.2 would also make a neat incendiary addition. Other types can inclde grapeshot and chainshot.
- Sea monsters. Pretty straightforward, I'd like to see some minor sea bosses when roaming the sea. But in my opinion, they should be restricted to certain sizes of ships (Dinghies have no bosses). For example the ship the size of a Skiff would probably only get a shark or something, whereas something Cog-sized would get sharks and sea serpents, medium-sized ships like the Carrack would get sea serpents and maybe giant octopus (Will wrap tentacles around the ship and begin to tug down unless tentacles are damaged), etc...They are, however, uncommon.
- A ship's bell. Yes, they can be used as a normal bell, but there's something that makes them special. Once placed on a ship, it bears the ship's name and can ONLY be placed on that ship (e.g Bell of the S.S Whatchamacallit). Then, if a sunken ship despawns, that bell is turned into a block at the bottom of the ocean and contains all of the ship's data. Then, it can be used to recreate the ship.
- Sea obstacles. The ocean would be made that much better if occasionally you stumbled upon a mini-biome within an ocean. These could be mysterious sea rocks, or icebergs made of pack ice where a tundra or arctic biome would usually be.
And the Reddit post is here:
http://www.reddit.co..._modular_boats/ (Archived)
*EDIT*
Due to popular demand, I give you this:
Add this to your signature if you like it!
<a href="../../../topic/699830-boats-evolved-bigger-modular-boats/"><img src="http://i569.photobucket.com/albums/ss136/elitemandalorian48/besig-1.jpg" alt=""></a>
Important Things to Know for the Unfortunate Few Without Common Sense (aka posts I've gotten a million and one times and wish to halt):
- This is NOT A MOD. The illustrations may look convincing (for a bunch of photoshopped models made in Sketchup :p) but I have repeatedly, in this suggestion, mentioned it as an idea and rarely even mentioned the word 'mod'. Please stop asking how to install this. Plus, we're in the Suggestions forum. That tell you anything?
- Yes, I have SEEN the Zeppelin Mod. You're just about the 508th person to show me this. Yes, I've seen it. YES, I think it's a great mod, but in my opinion it's best to leave it at that, and this idea is about the vanilla Minecraft ships made of predefined modules, not blocks, as that seems to be more congruent with the current game mechanics. Saying "There's a mod for that" is a warnable offense, in any case.
- You see that little link up there? Yeah, the idea is in the link (or the spoiler). I've explained rather thoroughly how the boats work. While I would really like it for you to give me your two cents, this thread is not for people to make up entirely their own ideas on how the boats work. That part's already here, mostly
- "This would be great, but the oceans need to be bigger!" <-- Say this and you're gonna get a smack. >=(
Download link to the original SketchUp models: http://www.mediafire...55l1cnm1npgkbgl
--- See Also: ---
by JasonG5!
[represent]
23
The possibilities are endless. Which is why I'm introducing you to my suggestion: We add some new commands to the command block:
-/spawnmob (Mob) (Number)
:You can spawn mobs, Self-Explanatory. You can only spawn 20 mobs max. You can only spawn one type. (This can be easily fixable by adding in another Command Block). This will not take the role of the Spawner, as for this one, you have a controlled amount. Spawners are unlimited.
-/mobaggression (Mob) vs. (Mob) (Radius)
:This one is quite complicated. This will make sure that Skeletons will attack Villagers. Enderman attack Iron Golems, whatever. You can add in multiple Mobs instead of one like: /mob aggression Skeleton Creeper vs. Villager 75. This way, you can have more then one mob attack Villagers, or what mob you want them to attack. The Radius makes sure they will attack the villagers in a certain proximity. I'm sure you don't want the whole world of zombies to come find anyone. Perhaps like if you put 75 as the Radius, Mobs in a 75 Radius will be affected by this. Passive Mobs will never attack, so it will not work, but them being attacked will work. If you put nothing in the radius, it'll be like 0, so it wont work unless you add in a radius. It can be 1 to 75500 (Although I'm sure you wont do that).
-/mobsunlight (Radius) [Currently Debatable]
-This one allows only monsters of the night to not burn to death in sunlight. This works especially well with the Aggression Command, because this will have control of how you want it. If you didn't have this command, you will have to make sure you're working in a forest, or make a Command Block make it night.
-/mobarmor (Mob) (Armor Type) (Tier) (Limit) (Radius)
This one's a long one. This will give armor to any mob depending on what you put down. If you put down "Random" in Mob, this'll give armor to the nearest mob that can put on armor. Armor Type is like, is it a helmet, or a chest plate. Tier is basically the type, like Leather, Gold, whatever. Limit keeps how much armor you give to a specific amount, like if you want only 10 mobs to take the armor when it comes in, it'll give 10 and only 10 mobs the armor, well ones that can put it on. I already told you about Radius, I don't need to tell you about it again... Oh, and if more mobs spawn than the limit all at once, it'll give it to random mobs.
-/mobpower (Potion Effect) (Limit) (Mob) (Tier) (Radius)
This one is also a bit complicated. This will give potion effects to Mobs so that they are more harder to fight. You can type in whatever Potion effect you want to give the mob to in the Potion Effect Part. The Limit is quite simple, it will give potion effect to its limit to the mob. The mob is whatever mob you type in. The tier basically is I or II. The Radius has already been explained. This will allow better "but not much" boss fights for you adventure map makers.
-/mobweapon (Sword Or Bow) (Mob) (Radius) (Limit)
A very specific command. I'm not sure if this is true, but you can give weapons to Zombies and Skeletons, and they will equip it. You can decide if you want the Skeleton or Zombie to hold a sword or bow, if it's either a skeleton or zombie, and the radius. Also, you can put down the limit depending on how many mobs you want.
/mobstay (Mob) (Radius)
Mobs will stay in a certain radius. Define what kind of Mob and the radius.
/mobattack (Mob) vs (Mob) (Radius)
This will have both Mobs try to attack each other. Both Mobs must be able to do some damage, and they cannot be a passive mob. Any mobs that are neutral but can attack and deal damage will turn hostile toward the Mob you have put in. Radius is self-explanatory.
/mobrepel (Mob) (Radius)
This will turn out mobs from the area. Very handy if you don't want any mobs in a certain area.
/mobdenyspawn (Radius)
Basically a bigger version of mob repel. It will not have any mobs spawn in the Radius you set. This will also terminate any mob that walks into the radius.
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In Herobrine's Return, I noticed how zombies acted out as Herobrine, or as the Archangel. However,What if the humans could replace this, with entirely customize-able features such as their skin? Or their behavior? This would bring an entire new level of map-making skills to map makers!
But do note: THEY WILL NEVER SPAWN NATURALLY.
This means, you will not find them in Vanilla Minecraft. HOWEVER.
You are given a spawn egg of Humans, and when you put it down, it will stand there and do nothing. ABSOLUTELY NOTHING.
Until you hop onto an external editor such as NBT Editor or MCEdit (My favorite).
I will just go with MCEdit for now.
Humans should be entirely customizable, meaning:
-Custom Behavior
-Custom Armor
-Custom Names
-Colored Names
-Custom Sounds
-Custom Potion Effects
-Custom Properties
-Custom Exp. Drops
-Custom Death Drops
-Custom Skins
-Custom Infliction Status Effects
-Custom Movements (Thinking about it)
Note: Some people have thought about implementing this feature into the Vanilla game, mostly due to the younger users. I mean, I totally understand it, and I'm not that old. If it's just the fact that they just can't, I'm sorry. If it's just the matter of understanding logic, then that is not my fault. They can certainly learn how to do this sort of thing through tutorials. It's not my fault if just some don't understand the logic behind external editors. External Editors are only for people who want to improve on a map, make it look incredible, but go farther than redstone logic. It's not for everybody; not everyone's going to use External Editors. Either way, people can still create awesome maps without External Editors.
Another Note: The Spawner, for example, has the ability to contain custom data, meaning you can put any mob in it. Also, you can customize it through Spawn Radius, amount spawned, etc. However, this needs the use of an external editor. The same applies with this suggestion. If you all were okay with Custom Spawner Data, then why are some of you saying that we can't add this because of external editors?
Behavior:
Human Behavior will be able to toggle from:
-Skeleton
(By choosing this, humans will have the ability to shoot you with arrows if they have a bow equipped)
-Zombie
(By choosing this, humans can attack like zombies with their arms in the air like a zombie)
-Witch
(By Choosing this, humans can throw potions just like a witch can. Players have the ability to toggle what potions can be thrown, as well as the frequency and the probability of which ones being thrown).
-Ocelot
(By choosing this, humans will now sprint away from any mobs. Players have the option to toggle on/off the ability to run away from Players, as well as the detection range of Players.)
-Iron Golem
(By choosing this, humans will attack any mob that would usually threaten Villagers. Player can toggle whether they want this type of behavior to attack Players).
-Endermen
(By choosing this, humans will have the capability of teleporting. Players will have the ability to toggle the teleportation, like how far away he can teleport, or how frequently. He/She may also have the ability to toggle whether they will be affected by water.
-Blaze/Ghasts
(By choosing this, humans have the ability to shoot fireballs. However, these fireballs can be toggled to have an explosive effect, and will release more options, such as the explosive range. Fireballs themselves can be toggled for a different velocity, more fireballs, or the delay in which the fireballs spawn).
-Villager
(By Choosing this, humans have the ability of a Villager, which can open doors, run away from only zombies, and have the ability to trade. Their trade items can be customized, or left on default.)
Note: This Villager Behavior does not take away the purpose of Villagers, because they do not spawn naturally, so you won't see them around. Second, they are just for the aesthetic features and the trading customization features.
-Combination of 2+ Behaviors
(By choosing this option, Humans can have the capability of, for example, and ocelot and skeleton; meaning the human will back away from Players, but with a bow, will shoot the player. If he/she clicked Blaze and Witch, the human will throw splash potions and cast fireballs at the Player. But as you click more behaviors, it will cancel out some, because some will not be compatible with each other, like Ocelot and zombie, because one is running away, one is trying to chase the player).
Custom Armor:
-This sort of thing happens with Sethbling's Filters. You want to equip your human with glowing diamond armor as a boss, so it won't be so easy? Be my guest.
Custom/Colored Names:
-Want your human to have a red name, signaling that he's the boss? Or do you want a green name over a human that will help you in times of need? Humans can have colored and custom names over their heads if edited from an external editor.
Custom Sounds:
-If you want a bandit to fight you, but all the player hears as he hits him is a zombie noise, and you don't want that, that's where custom sounds can be placed in. You should be able to substitute a zombie's sound voice for a man getting sliced up (I don't know, be creative!). So when he punch that bandit in dat face, he will sound like a guy being beat up! Humans will allow you access to all its sound effects.
Custom Potion Effects:
-Can already happen with Sethbling's Filters. You want to give it potion effects? By all means, go ahead!
Custom Properties
-Can already happen with Sethbling's Filters. Want to make it a real boss and give the boss 100 hearts? Sure thing!
-Custom Stacking
-Want a Spider Jockey, but don't want a skeleton on top of a Spider? Perhaps you can substitute that skeleton for a human, just for the aesthetic feature, and in the upcoming update, Horses will come in, and will be begging for you to just put a human on its back!
Custom Exp. Drops
-Don't want a boss just dropping 5 points of Exp.? It could just so happen that when a mob dies and drops a key, you can just drop it into a hopper and get the Exp., but this is a much more formal way of giving you Exp. Points. Want to make it so that you gain 20 levels of Exp. Points? Be my guest.
Custom Death Drops
-It is possible to substitute an armor slot for a key in Sethbling's Filter (CreateArmoredMobs), but again, this is a more formal way, so you don't have to substitute an armor slot. You can perhaps add in a sacred potion that could be used later, or whatever. Totally up to you.
Custom Skins
-You could always just cover up the face with a Customized Player Skull, but you're substituting another armor slot! And those arms will show zombie arms! Don't want it? Go to the file of the skin, and it should render as someone else. That way, you can put a Diamond Helmet on the human, as well as not worry about creating a texture pack to cover up the zombie arms.
Custom Infliction Status Effects
-If you're wondering what this exactly does, then I'll give you an example:
: A Cave Spider giving you a poison effect.
:A Wither Skeleton giving you the Wither Effect.
Get my point? You can make it so that a human can give you a poison effect from an arrow he shot at you. They will also be able to have a chance of infliction, so they don't always give you the effect if you get hit.
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Basically, I want Bosses. Custom ones.
Ones where you can actually edit. If you have noticed the famous map of Hypixel, Herobrine's Mansion, you have noticed that they used mobs that can wear armor, even enchanted. They can carry bows and swords as well, even shovels! Nothing fancy right, it was all in the 1.4.2 update right?
However, this is not indeed a feature that is edited in the sole program of Minecraft itself. It utilizes a special type thing where this can indeed happen (Could be NBT, I don't know.).
Doesn't anyone want a beautiful adventure map, where they can add in mobs that can be used as bosses, in that glistening diamond armor and sword, and you would have to fight them in a great dungeon?
Who wouldn't want that?
Who wouldn't want to face a Boss like the Skeleton King?
Who wouldn't want to kill a zombie version Herobrine?
Anyone up for killing Armored Mobs?
Anyways, to make this happen, I have thought about how this could work, otherwise, I wouldn't be sharing you this idea with you right now. First, we'll have to add in a couple of new commands:
Note: Most of these Commands must be done with the cross-hair on it. That is why the Boss cannot move when it is just created. Not to mention that you can use it in Survival/Creative Mode, but only Operators can use it.
-This is not in the game yet. Some people have asked that.
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/createboss (Mob)
-This is very simple indeed. This will just simply create the mob you wish. However, it will not move, not yet. However, mobs like the Creeper, Enderdragon, Wither, and Passive Mobs cannot be a boss.
/sethealth (Hearts) (Armor)
-This will set the Health and Armor Points this Boss will have. The max it shall go up to is 200 Hearts and 5 Armor Points, and I still find this to be very Op, but 200 Hearts is about a quarter more than a Wither.
/set armor (Type) (Tier)
-This will give your Boss the piece of armor you give it. For example, if you put your cross-hair on the Boss, and type /set armor Helmet Diamond, it will give a Diamond Helmet to that Boss. If you type in the same command but with a different tier, it will replace that Armor. However, mobs that do not normally wear armor cannot wear armor.
/setpotioneffect (Potion) (Time/Unlimited)
-This will indeed give your Boss a Potion effect. If you have a time effect, it will have a time effect where it can wear off. However, instant potions cannot be used. But if you replace the time with "unlimited," That potion will stay there forever.
For example, type in /setpotioneffect swiftness unlimited, that Boss will now have a Swiftness effect that lasts forever.
/setweapon (Weapon) (Break True/False) (Tier [Only for Swords, Hoes, Pick-axes, Axes, Shovels])
-So your Boss is now in Diamond Armor, looks so sick nasty, but it doesn't have a weapon. With this command, you can set whatever weapon you want it to have. The Tier part is only for Tools and Swords only, so you can make it have a Diamond Shovel or a wooden Axe.
For example, type in /setweapon Sword False Iron, will make the boss equip an Iron Sword that does not break.
/makecopy:/bpaste
-If you wanted to test your boss, then I'm all for it. But if you just so happen to kill your boss, then that's not good.
-You MUST make sure that you do this command before you test-fight your boss.
-However, in order to have a copy of your boss, you must have some experience in the /copy and /paste command in Worldedit.
-It is relative to your position, so if you are in the same exact spot of where you want your boss is, and you type in /makecopy, and you type in /bpaste in some other location, it will place the same exact boss on where you're standing.
-I find this extremely useful if you plan to use Bosses as regular enemies like in Herobrine's Mansion, leather zombies with shovels weren't that hard but creative.
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Now that we have actually set up our boss, it's still not quite finished yet. These commands can fix that up.
/setarea (Meters/Diameter) (Shape)
-This will indeed set up the area where it can walk, so you do not want it to wander off. Surely if you are in a dungeon, you have nothing to worry about, but this is for those open areas. If you feel like this isn't necessary, you can ignore it.
For example, type in /setarea 50, and it will, from where the boss is located, go 25 meters in all directions.
/sethostility (Aggressive/Ally/Neutral)
-This one might confuse you a bit. A Boss should surely fight you, but sometimes you have maybe like a Zombie with a Player Head that can be used as a Guard for those cities and towns. They won't fight you, but if they ally with you, that means they will fight hostile mobs just like you, depending on which one WOULD attack you, and whatever radius they have set to. Keep in mind, hostile mobs will attack them back. Having a neutral boss is like having no mob attack it. If it's hit, it will engage the target. And you know what happens if the hostility is set to aggressive.
/setdrop (False/True)
-So lets say that you beat a boss. You get stuff from it don't you? This will either allow the hostile mob to drop what they can drop, or it will not.
/despawn (True/False)
-This will deactivate the ability for the Boss to despawn or not. Pretty Self-Explanatory.
/Burning (True/False)
-If your Boss happens to be a Zombie or Skeleton, then it will burn in Sunlight. But, depending on what you switch it to, your Boss can burn in Sunlight, or it will.
/drop (Item) (Quantity) (Repeat)
-This is basically an exception to the /setdrop command. What this does is that if you kill the Boss, you can set it to drop whatever you want, depending on what you set the Data Value in the Item Box to. Honestly one item isn't going to cut it, so you can do the same thing again over and over again, as long as it's in the same order.
For Example, /drop 1 10 2 10, will give 10 Stone and 10 Grass when you kill the boss.
/hud (Show/Hide)
-I think this is pretty neat myself. You can show an HUD about the mob itself, so you can see the health of the Boss, the Armor Points, and the Name of it. This will display it just like the average Boss mob, like the Wither or Enderdragon. It just makes it so that it actually is a boss. However, if there is more than one Boss nearby, it will be made so that when you have your cross-hair on it, it will display the HUD of that Boss.
/Name (Name)
-If the HUD is activated, the Name will display where the Boss Name "Wither" and "Enderdragon" is located. Type in a name, such as "Dark Ninja," and it will display, "Dark Ninja where it would say "wither."
/mobfinish
-When you think everything is all set, you type in this, and this mob is now free to move.
/mobedit
-Use this when you want to make changes to the mob. It will make the mob stop.
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Special Commands for Mobs
Endermen:
:The Endermen has quite some special features, including teleportation and picking up blocks. But this might get out of control. It might teleport to some inaccessible cave that's not part of the story or what-not. Once you type in /createboss Endermen, this are options exclusively for the Endermen:
/Endermentp (true/false) (lock/unlock)
The Description might be a little confusing. This will either allow Endermen teleportation, or not. However, if you set it to true, that means you can have the option to either lock it into the area of /setarea, or not.
For Example, do /Endermentp true lock, the Endermen will teleport, but in the area you set the /setarea to.
/Endermenblock (True/False) (Block ID)
-Pretty much the same format like above, only set the Block ID as the next part of the command. It must be an ID that the Endermen can carry.
For Example, do /Endermenblock True 1, and your Endermen will hold a piece of Stone in its hand.
Silverfish:
/silverfishhide (True/False)
-Because Silverish have the ability to hide in blocks, you won't be able to get to them in Adventure Maps. It is highly recommended that it is set to false, but if you want to, you can allow it.
Ghast
-Although it is not recommended that your boss is not a Ghast, if you want to, you better give some space if you want it in.
/Ghastflyarea (true/false)
-because Ghasts take up a lot of room, they also need a lot of room to fly in. If you trigger a true, then you should make sure that your /set area radius is at least 50 blocks. If you set it as false, that means the Ghast will fly with no restriction whatsoever.
Coming Soon!
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That's pretty much about it. Show me your opinions guys!
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Note: I am not trying to make a wishlist here. All these things are part of the general idea, which is ruining the Village's peace when turned on in Hard/Core.
Hostile Mob Changes:
-All Over-World hostile mobs but Creepers and Silverfish will attack the Villagers, and will avoid running into the Iron Golems. Zombies will run away from Iron Golems to chase other defenseless Villagers.
-Hostile Mobs will appear in groups according to 3-8 mobs. They will be like Search Parties, looking for all Villagers to pick on.
-All Over-World Hostile Mobs despite Creepers, Enderman, Spiders, Ghasts, Blazes, and Silverfish will have the ability to break doors. Zombies break down doors faster than usual.
-For every house in a Village, all hostile mobs except Creepers and Silverfish will be attracted to hunt down the Villagers in a 40 block radius. This actually includes every house made artificially made as well.
-Teamwork is a priority for Hostile Mobs. They will work together to bring down the Village. Skeletons will stay back to fire. Creepers are the lone wolf, they will not work together. Skeletons have a 10% chance of mounting a spider, forming the dreaded Spider Jockey. Endermen will always be hostile against only Iron Golems. Again, the party is 3-8 mobs. It does not matter what kinds of mobs are together.
Village Changes:
-Villagers are more cowardly, and will run faster than usual.
-Villagers will be more rogue than before, meaning they cannot be trusted. There will be a 10% that when you trade with them, they will run away, and steal your items or emeralds. You'll have to slay them in order to receive your items or emeralds back. Iron Golems will not penalize you for killing a rogue Villager. You will receive Exp. for killing him. This does not happen with Kids if there's going to be trading between Kids.
-Faster breeding between Villagers.
-More Iron Golems will spawn in Villages, meaning another Golem per natural spawn instead of one.
-Villagers will be more greedy and request a higher price for everything.
New Mobs & Items:
Iron Remains:
History: It has sacrificed its life to defend the Villagers it cherished to fend off the ongoing hostile mobs of the Over-World. But there was too many to fend off, and it was killed off. However, not all of it was killed. The Iron Remains wanders the Over-World in search of its cherished ones. But it does not know how to love or protect anymore. It will do anything to find them, and it will destroy anything in its path, including the Player.
Appearance: It is supposed to be a solid armor enemy. One of it's arms is shattered, and the face is broken and cracked. There are chips in the chest, and the legs are falling apart. It is mostly gray and black in color overall. Despite all the damages, it looks like an Iron Golem. It also has one eye only.The other eye was broken off. There are also a lot more vines on the Iron Remains.
Attacks: Again, it's supposed to be a big, solid enemy with lots of armor. But because it is basically a fallen soldier, it is more like a zombie, but an Iron Golem zombie. It has the same attacking tactics as an Iron Golem, but it attacks much more slowly. It has 3/4 of the attacking power of the Iron Golem, which is about 2-5 Hearts max. It takes about 2 seconds per attack so this would not be cheap. It will swing its big arm toward the side. It will take recoil when it swings its arm, so that is an opportunity to attack.
Health: It has half the health points as of an Iron Golem, which is 50, so that makes it 25 Hearts on Hard, 30 on Hardcore. It has a mere armor points of 5 on Hard, 7 on Hardcore.
Drops: It has the same droppings as an Iron Golem, with a few exceptions. It will drop 1-9 Iron Shards or (meaning this or that) 0-3 Iron Ingots.
Aggression: It is hostile. However, this mob is very special. It not only attacks Villagers, Iron Golems, and You, but all the other Hostile Mobs, except Nether Mobs and Creepers. It's awareness is 16 blocks radius.
Rarity: Semi-Rare
Iron Shards -Shards of an Iron Ingot. It's only use is to combine with 8 other shards to combine into an Iron Ingot. It looks sharp and edgy, and gleams just like an Iron Ingot.
Phantom:
History: It was once a Villager who has lived a normal life, until Hostile Mobs have seized its life. It is believed some go to Heaven to life a good life, but some escaped the Nether (Hell), and to roam the Over-World. It's life has been seized by hostile mobs, so all it remembers is how to kill.
Appearance: It has the same shape as a Villager. However, it is a ghost, and has a cloak over it's head and body. It's eyes are glowing red to make it look creepy. You cannot see the face whatsoever, just the eyes.
Attacks: It has the ability to teleport just like the Endermen, but it takes longer to do so. It's vanishing time is slower than the Endermen. It will basically just run you over like the Endermen. The only striking zone is it's face, so target its face. It has extreme running speed. It will deal 2.5 Hearts on Hard, 4 on Hardcore.
Health: It has same health as Villager, 10 Hearts on Hard, 12 on Hardcore.
Drops: Because it was a Villager, it had some currency taken with it. It will drop 0-1 Emerald upon death, 5 Exp. Points as well.
Aggression: All Villagers and will avoid Iron Golems. It will also attack the Player on Sight. It will run away from Hostile Mobs.
Rarity: Semi-Common
Just to make it clear:
-Creepers, Silverfish, Slime, and all Nether Mobs are not affected with this.
-Zombies, Skeletons, and Spiders will run away from Iron Golems.
-The above posts' mobs will attack all Villagers. ^
Thats about it. This only happens on Hard or Hardcore. It would add more challenge and fun to Minecraft. What would you all think?
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It has come to my attention that anyone has the ability to slay a zombie or skeleton or spider or even a Creeper. Anyone can slay them all, even in groups like 2 zombies, 1 skeleton, and 2 spiders. However, there is no hostile mob that actually can stand up to itself in the Over-World, meaning a mob itself that can be a challenge. And I'm not talking about Iron Golems or Endermen, because those you can choose to fight if you want to. I'm talking about an always hostile mob.
This is why, I present to you, the Knight. Well, the Undead, Knight.
Appearance: It is composed of 1/3 Zombie, 1/3 Skeleton, 1/3 Armor. It's face will represent half zombie, half skeleton, with a cracked Iron helmet barely holding onto the side of it's right part of the "head.
It's like this: /
The Knight will always have an Iron Helmet on, the exact same way. What makes this mob special, is that it's diverse. It will have 1-4 Iron Armor on, mostly 2 pieces, and this counts the Iron Helmet. Here's a list of which limb is composed of:
Left Part of Head: Zombie
Right Part of Head: Skeleton
Mouth: Skeleton (Can choose to open mouth whenever it wants, only for aesthetic reasons)
Left arm: Zombie
Right arm: Skeleton
Legs: Zombie
Left Part of Body: Zombie
Right Part of Body: Skeleton
-Also, it will have a Chipped Stone or Iron Sword in it's right hand. It may also be substituted for a Bow in its left hand. There cannot be a bow and sword at the same time with one Knight. It will carry only one weapon.
-Due to the randomized amount of Iron Armor, they may cover the some parts.
Attacking Tactics:
-It has the same vision range as the Player, meaning it can't see what's behind it.
-It will charge against the player the same way a Zombie Pigmen does after it circles and comes toward you, only a little faster, only if it has a sword for a weapon.
-It will use the circling tactic if it has a bow, and will usually back away when doing so, while firing it.
-Will team up with other Knights if there are any around.
-Will never brawl with any other Hostile Mobs.
-Will always spawn with a Zombie or Skeleton right next to it.
-Weak point is behind the Knight, which counts as a Critical Hit, when it has not seen you.
-When attacked from behind, the back is no longer a weak zone.
-When it cannot see you, it will walk.
-Will call out zombies and Skeletons to fight in a radius of 20 blocks. Only one in a 50 block radius can do it only once. Maximum of 5 each can come.
-Due to the fact they were courageous warriors, they are given the Critical Hit ability. They will critical hit you with 10% chance of success. If successful, it'll deal 2 more hearts of damage.
-It's attacking range is 24 blocks.
-When it has not seen you, it will put down whatever weapon it has to its leg. When in combat, it will have the weapon up for use.
Health
Easy: (12), Hearts: 5
Normal: (16), Hearts: 6
Hard: (20), Hearts: 8
Drops:
0-2 Bones, 0-4 Arrows, 1% Chance of Bow (Only Bow if it has it in hand)
0-2 Rotten Flesh, 1% Chance of Stone or Iron Sword (Whatever Sword it has in Hand)
Spawning Conditions:
-Will spawn in the Overworld, but rarer then most Hostile Mobs (1/30 Chance every tick)
-Will spawn much more frequently when in the chunk of a stronghold, or the chunks connecting to it.
-There will be at least 3 Knights in a Stronghold and are free to move around. Another 2 will spawn to protect the End Portal.
-Will spawn in groups of 1-4.
Sounds:
When Hit: Sharp & High Metallic Hit With Zombie hit sound
Killed: Extended Blaze Death Noise, but Zombie version.
On Time: Skeleton Parts Moving, Zombie Growl
Damage:
Easy: 2.5 Hearts (stone sword). 3 Hearts (Iron Sword). 2.5 Hearts (Bow)
Normal: 3.5 Hearts (Stone Sword. 4.5 Hearts (Iron Sword). 3 Hearts (Bow)
Hard: 4.5 Hearts (Stone Sword). 6 Hearts (Iron Sword). 3.5 Hearts (Bow).
FAQ:
Q: Will it die in Sunlight?
A: Yes, but it will take longer for it to burn.
Q: Will it hunt Villagers?
A: Yes.
Q: Does it have the ability to break down doors?
A: Yes, but on Hard and Hardcore.
Q: What will the Spawn Egg look like?
A: It will have a combo of White, Blue.
I will appreciate all types of constructive criticism and polite feedback. Thank you
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Different Materials to Throw: Pretty self-explanatory. If you throw down a material such a Fire Charge, Snow Golems will go down to collect it, maybe in like a 5 block radius. Whatever amount the Snow Golem has collected, will have in its so called "inventory." When it sees a hostile mob, it will chuck whatever "ammo" it has in its "inventory" at the mob. it will do the same amount of damage a dispenser does. Once it runs out of that "ammo," it will then revert back to snowballs. If the mob dies with still some left, the remaining will drop as a resource item. Here are some in which the Snow Golems can throw:
Flint: Why Flint? Because it's a sharp material, and it's pretty moderately common item. because it's sharp, it'll deal 2 hearts of damage, with a chance of dealing a critical hit, the only special ability of the throwable item. It will deal half amount of a Mob's health except to the Enderdragon and Endermen (because they teleport.)
Clay Balls: Why Clay? because it is an abundant resource, or so I think, whatever, it gives 4 Clay balls per block. it's basically a blunt weapon for Snow Golems and is low quality, but deals 1.5 Heart of damage per hit. Nothing really special.
Slimeballs: Yep, I said slime. One can hold up to 32 of it, and once it has hit a mob, the mob will GRADUALLY and not instantly slow down to 50% its speed. Very useful if you want to stop mobs from seizing a Village in Creative.
Any Block Material: Yes, you can give Snowmen any blocks to throw at Mobs. However, it will only deal 1 Heart. but here's there special ability: They can be reused. Most blocks are hard and compact, so it would make sense if you can reuse them. Makes an efficient yet basic use. However, most blocks are heavy to man, so it'll only carry 24. Here's the catch: They will throw blocks, not ENTITIES. So i'm saying, that when you are rubbing diamonds in the face of your friend, Snowmen aren't going to pick them up and throw them at zombies. I meant like cobblestone and Planks and stuff like that.
Wait, Doesn't this mean that there will no longer be a use for Dispensers?
Not quite. You see:
1.) Dispensers are more direct then Snow Golems.
2.) They are still useful to traps, and mobs such as skeletons can't kill them.
3.) They're more controllable than Snow Golems.
4.) They're activated by Redstone, and Snow Golems don't.
5.) They're much more protected and is only an object.
Wait, could they set trees on fire then?
No, not when Snow Golems are throwing them. Because they are icy cold, they're coldness will affect the Fire charge, and bring it down to little environmental damage. Here's the downfall of holding Fire Charges: Snow Golems will have a shorter health bar, and will melt sooner. Also a 10% chance that the Fire Charge will set the snow Golem on Fire.
This is only to power up Snow Golems. I only thought of one suggestion only because Snow Golems are so cheap to make once you find pumpkins and a Snow Biome, and the materials are somewhat hard to get to balance it out so that you don't have an Army of them ready to attack and defend.
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