- poryy
- Registered Member
-
Member for 12 years, 1 month, and 27 days
Last active Sat, Apr, 30 2016 09:46:54
- 1 Follower
- 1,277 Total Posts
- 142 Thanks
-
4
Vekh posted a message on [1.6.2] Easy Items v 3.9 Rare Items Made EasyI believe it is against the Mapping and Modding forum rules to not include pictures of your mod, please include them so we can tell if your mod is legit and not and not a virus.Posted in: Minecraft Mods -
1
Muzuh posted a message on [1.3.2]PovertyCraft (beta 1.3.1) - LOOKING FOR MODDER TO TAKE OVER THIS MOD!!!I love it! I love how I have to actually achieve my items. I first gathered seeds, flowers, and saplings, then bought a axe, got wood, got a pickaxe, then went on form there. I might make a how to video.Posted in: Minecraft Mods -
2
Olldeath posted a message on What are some stupid ban/kick/jail reasons you have seen or experienced?Got banned forever on a Hardcore server 'cause I didn't donate the 5$ needed to respawn when I fell into one of the admin's many random traps placed around the server.Posted in: Discussion
Oh, and another time I built some tiny little sandstone house (No bigger than 20 blocks) that was meant to be 90% underground. I leave for a few days 'cause the server was boring, 'ya know? I come back, and find one of the mods, right there, griefing my house, putting up signs saying," Umad Brah?". When I confronted him about it, all the other mods flamed me and told me to talk to the owner. Then, one of them muted me... 2 minutes before the owner came on.Worst part of it was, she didn't even unmute me so I could talk to him.
Not sure which is worse... -
52
Jellomob posted a message on NecromancyPosted in: SuggestionsNECROMANCY
A necromancer is one who brings the dead back to life, is it not? well what if, we could bring mobs back to life to serve us?
Basically you would find a new item inside a nether fortress called a necrodoll. They would be uncommon, and only found in special room inside the fortress.
Here is a rough idea of what it looks like (please excuse the bad art )
You would then use the doll to craft a necromancer's table like this
Here's a rough sketch of what it may look like (By the way if there are any artists out there that want to improve upon these pictures, go ahead and do so, be sure to give me credit for the idea though)
MOB CRAFTING
In order to resurrect a mob, you first need a necro doll. The necro doll is the "heart" of the resurrected mob.
Place the necro doll in it's respective slot in the GUI to activate the necro table.
Several choices show up in the space below the doll space, they are in SGA because it keeps with the theme of enchanting.
You can use the scroll thingy to sift through the available mobs. Once you find the mob you want, select it's button and begin crafting!
Each mob has a unique crafting recipe, based on it's appearance. For example, the zombie below has three rotten flesh, for the head and arms, 1 cyan wool for the shirt, and 2 blue wool for the pants.
After crafting the mob of your choice, the doll is "Consumed by the mob, meaning you only get one mob per doll.
When the mob dies however, it will drop the doll that was used to create it. So dolls are re-useable, and also steal-able! Enemy players that slay your mob can take the doll for themselves, so be careful!
Creeper:
Zombie:
Zombie Pigman:
Blaze:
Spider:
*2 different crafting possibilities
Without string
With string
Slime:
*"Huge" slimes cannot be crafted. Slimes must be fed slimeballs to get to this size.
*See the slime growth formula under the slime's "General information" below
Tiny is crafted with 1 slimeball. Feeding it 3 will make it grow to "Small" size
Small is crafted with 4 slimeballs. Feeding it 5 will make it grow to "Big" size
Big is crafted with 9 slimeballs. Feeding it 7 will make it grow to "Huge" size
Feedback would be appreciated.
ABOUT RESURRECTED MOBS
- Resurrected mobs never De-Spawn
- Resurrected mobs have a different default skin color than normal mobs
* In addition to having a different default skin color, you can paint your mobs using Llama66613's paint palette! http://getsatisfacti...art_of_painting
*Draw all over your creeper! Give your slime a smiley face!
- Feeding a mob it's item (the one you used to resurrect it) will heal the mob.
* Splash potions will also heal them.
*The rules of potions on mobs still apply, so be careful not to kill your mob by accident.
http://www.minecraft...ons#Mob_Effects
ORDER THEM AROUND!
In addition to serving and protecting you, each mob has a special purpose/task they can do, some mobs can even act as turrets!
To order a mob to do something, you right click on them, this will bring up a small box with orders for the mob to execute.
Just select an order, and your mob will do it without question!
Zombies:
GENERAL INFORMATION
- Resurrected Zombies do not burn in sunlight!
ORDERS
Patrol: They will patrol a certain radius around the point you commanded them randomly, they will attack any hostile mobs on sight.
Protect: The mob will guard a certain object (IE chests)
Stay: The mob will stay in place and not move.
Follow: The mob will follow the player and protect them.
Skeletons:
GENERAL INFORMATION
- Resurrected Skeletons do not burn in sunlight!
ORDERS
Patrol: They will patrol a certain radius around the point you commanded them randomly, they will attack any hostile mobs on sight.
Protect: The mob will guard a certain object (IE chests)
Stay: The mob will stay in place and not move.
*Skeletons will attack hostile mobs with their arrows even while in place, making them like pseudo turrets
Follow: The mob will follow the player and protect them.
Mount: Make a spider jockey!
*This command only appears when a skeleton is next to a mountable spider (one with a saddle)
Slimes:
GENERAL INFORMATION
- Slimes can be crafted into tiny, small, and big sizes, but huge slimes cannot be crafted.
*In order to make your slime grow, you must feed it slimeballs, this will of course heal the slime as well.
*Slime growth follows this formula
Tiny + 3 = Small
Small + 5 = Big
Big + 7 = Huge
*Slimes stop growing when you give them slimeballs once they are "Huge" in size
ORDERS
Stay: The mob will stay in place and not move.
*Slimes act like water and will eliminate fall damage when you land on them, this only applies to slimes at small size or greater
Follow:The mob will follow the player and protect them.
Block:The slime will stay in place and prevent anything but the player from passing through.
*Slimes under the block command are invulnerable, making them a good one player only doorway.
*When you go through a slime, your speed is decreased slightly, you're moving through slime after all
*Only huge and big slimes can be ordered to "block"
Zombie Pigmen:
GENERAL INFORMATION
- Resurrected Zombie Pigman do not burn in sunlight!(even though they don't take damage from it, it's still annoying!)
- If an allied Zombie pigman is attacked or is attacking a hostile mob, other nearby allied pigman will come to it's aid.
ORDERS
Patrol: They will patrol a certain radius around the point you commanded them randomly, they will attack any hostile mobs on sight.
Protect: The mob will guard a certain object (IE chests)
Stay: The mob will stay in place and not move.
Follow: The mob will follow the player and protect them.
Creepers:
GENERAL INFORMATION
- Creepers are Creepers, they will explode. Create at your own risk.
ORDERS
Patrol: They will patrol a certain radius around the point you commanded them randomly, they will attack any hostile mobs on sight.
*They will explode
Stay: The mob will stay in place and not move.
*They will Explode if a hostile mob comes near them even while in place, making them effective mob sensing landmines.
Follow: The mob will follow the player and protect them.
*They will still explode to attack enemies
Explode: No further explanation needed
Defuse: "Deactivates" the creeper
*They will not explode to attack, but instead do damage the same way a zombie does.
*This includes when executing other commands like "Stay" and "Patrol"
Activate: Activates "defused" creepers again, allowing them to explode.
Blazes:
GENERAL INFORMATION
- They are still hurt by snowballs and water
- They still set things on fire! Don't make your house out of wood and expect it not to burn down!
ORDERS
Patrol: They will patrol a certain radius around the point you commanded them randomly, they will attack any hostile mobs on sight.
*blazes can patrol in the air as well as the ground since they can fly
Stay: The mob will stay in place and not move.
*Blazes, like skeletons, will attack hostile mobs even while in place.
Follow: The mob will follow the player and protect them.
Endermen:
GENERAL INFORMATION
- Allied endermen will not move blocks randomly
- Allied endermen will not scream and teleport randomly when you look at them. (That would be horribly inconvenient)
- They are no longer hurt by sunlight or water! Your endermen won't die on you when it rains!
ORDERS
Carry: Allied endermen will carry any block you order them to pick up (except for technical blocks, water, lava, furnaces that are in the process of smelting, stuff like that)
* They can also carry chests for you! The contents of the chest are retained when picked up! It's like having an extra inventory with you!
Drop: The enderman will place it's carried block on the space next to it if possible.
* If an allied enderman dies while carrying a block, the block is dropped upon death.
* If an allied enderman dies while holding a chest, the items in the chest as well as the chest are dropped upon death. Be careful!
Stay: The mob will stay in place and not move.
Follow: The mob will follow the player and protect them.
Spiders:
GENERAL INFORMATION
- Can be mounted ( be your own spider jockey!)
* Requires a saddle!
* While mounted, spiders can be ordered to climb, just hold shift while near a wall and you will climb it like a ladder!
- Give your spider 10 fermented spider eyes () and it will turn into a cave spider!
* Pros: Poisonous! Gets mad DPS on enemies!
* Cons: Less health, no longer mountable due to size decrease.
- Make a spider jockey!
1. Put saddle on spider
2. Order skeleton to "mount"
3. ??????
4. Profit!
ORDERS
Patrol: They will patrol a certain radius around the point you commanded them randomly, they will attack any hostile mobs on sight.
Stay: The mob will stay in place and not move.
Follow:The mob will follow the player and protect them.
Ghasts:
GENERAL INFORMATION
- I should probably remind everyone that this is a smaller version of a ghast and is not as powerful, a baby ghast if you will. This is to prevent anybody from being to over powered
- The fireballs still light things on fire, but are much less explosive
ORDERS
Patrol: They will patrol a certain radius around the point you commanded them randomly, they will attack any hostile mobs on sight.
Stay: The mob will stay in place and not move.
Follow:The mob will follow the player and protect them.
ARMOR UP
Recently, it has been suggested that you should be able to put armor on your mobs, to make them less of a "one fight then they die" kind of mob.
But Its quite obvious that some mobs can wear more armor than others. Blazes for instance, can't wear pants or a chestplate, while Zombies and other humanoids can wear a full suit of armor.
HOW TO EQUIP ARMOR TO YOUR MOBS
It's rather simple actually. Just have an armor piece in hand, and right click on on the mob. If the mob can wear that particular armor piece, it will be equipped!
This is the same with weapons, mobs that can be equipped with a sword, but do not already have a sword, will be equipped the same way
I am debating whether or not to allow enchanted armor and weapons to be equipped to mobs, Please vote in the poll above!
RE-FIGHTING BOSSES?
It was brought up by users Pxex and iceyy981 that you could use the Enderdragon egg to resurrect him and fight him again. As you probably know, my other thread "All Dem Dimensions" discusses the possibility of having multiple bosses in minecraft, one for each "Main dimension".
Why not have the bosses drop an item that could be used with the necro table to re-fight them?
And of course you can only Re-fight bosses in there respective boss dimensions.
OTHER STUFF
Please comment if you have any suggestions or ideas, if I like them I'll add them to the main post!(don't worry I will give you credit! )
Also if there are any spriters out there that support this idea, I need someone to create the default skins for the "resurrected" mobs I'll be sure to give you credit for your work!
I still need a fancy banner and support sig! Please make one if you are able! I am a terrible artist! I'll give credit to you!
Check out my other thread here!
http://www.minecraft...dem-dimensions/
-
4
Joshandco posted a message on What's The Hardest Thing You've Done in SurvivalPosted in: Survival ModeQuote from jpmrocks
Swan diving from 225 into a pool of water at bedrock. Wasn't easy, I tell ya that.
Tried to do that
I forgot the the water
Bedrock is hard -
178
Nexus_Leonon posted a message on Colored Glass and Colored Light! (originally Just the 'Colored Glass!' topic but Mojang added our idea! :D Congrats everyone!)They would have to rework the entire light engine again, but I think it would be worth it.Posted in: Suggestions
Also nice pictures -
21
WUZZUT posted a message on I Wish I Was a Minecraft noob Again.I mean like. Now, I know how to do everything in the game. It doesnt feel the same anymore. I wish i could just Forget about minecraft, And then play it again. Wouldn't that be awesome?Posted in: Survival Mode
Whatta You guys think?
-
6
Sinisters_Textures posted a message on I Wish I Was a Minecraft noob Again.This is how all Minecraft veterans feel. The only way to solve it is to download a mod and not read the OP, therefore figuring it all out by yourself.Posted in: Survival Mode -
2
TheBlueRocky posted a message on 9 biome suggestions (pictures)Yes! Especially the Autumn Forest and Frost Biomes. I would +1 if I didn't already reach my quota for the day...Posted in: Suggestions -
11
ShaunDepro posted a message on Spawner Eggs - They have a LOT more uses then you think...I was testing out spawner eggs I found they were very useful when I needed a mob in one place, but they have a lot more uses then you may think. I searched the Minecraft wiki to look up on details about the eggs, I found out the Snow Golems, Giants, Enderdragons, and the Spider Jockey don't have their spawner eggs.Posted in: Survival Mode
So I searched the page and found that you can spawn spawner eggs for them (except for the Spider Jockey as it is 2 separate entities) by using the /give or /item, /i command for example. As an example I typed /i 383 1 53 it will give you the giant spawner egg, thus allowing you to spawn giants with the right click. 383 being the code for the egg, the 1 being the amount, and the 53 being the mob entity id.
I got an idea, I searched up for an entity list for mobs and found something incredible.
Using 20 as the entity ID spawns you a primed tnt spawning egg.
Using 10 as the entity ID spawns you an arrow egg.
Using 41 as the entity ID spawns you a minecart egg.
You can even spawn an endercrystal egg using 200 as the number!
A full list is at http://www.minecraftwiki.net/wiki/Data_values#Entity_IDs . Down near entity IDs.
Be careful through as some of them may crash your game.
There is only one thing I think Jeb should add to them, being able to use them in dispensers, it would be great for adventure maps etc. - To post a comment, please login.
1
2
A hallway about 100 blocks long.
The floor is COVERED with pressure plates connected to command blocks wired to say demoralising stuff like "You won't win, give up!"
There are mob spawners under it feeding into a dark room, making annoying sounds.
I call it the HALLWAY OF DEMORALISATION!
4
2
A complete guide to Strategic Warfare in Minecraft:
The objective of war is not merely destruction. It is a means to destabilize the enemy, to gain resources, to conquer new territory. Even then, the objective of war is not apparent. Put simply, the meaning of war is victory.
If you go to war prepared, you will always win. You must be ready for any eventuality, large or small. Even then, war isn't a simple matter of cause and effect. Seeing what the enemy wants, or even what YOU want is the first step to victory.
Planning/Mind Reading:
Before going to war, you must know what you want. Likewise, if the enemy mobilizes first, you must find out their objectives. First, look at yourself. What does your faction/army have what they want? Do you have thousands of diamonds? A well built, sturdy city? Next, look at the enemy. If they can field whole armies in full diamond and live in emerald castles, they probably aren't after resources. Finally, look at your allies. Is the enemy taking you out so you cannot help them? Because of these variables, a good intelligence network is key. If you are attacking, consider this:
What do you want?
Do they have it?
Is it worth it attacking them?
What will they do if you attack?
Once you have consider the pluses and minuses of going to war, you must find out a strategy. Because the tools available are part of any strategy, this guide will go over some of minecraft's weapons of war.
Swords:
The main upside of a sword is a relatively high damage factor, cheapness, and simplicity. A sword only needs a stick and two of the material you need (wood, stone, iron, gold, diamond) Swords are also enchantable, furthering their usefulness. The main downside of a sword is that you must get close to use them, and that adds a risk factor.
Bows:
Bows are a ranged weapon that when at full charge are as effective as a diamond sword. They are cheap, but require a steady supply of arrows and are relatively inaccurate. Bows are enchantable, but I recommend that you save your EXP for swords, as they are more commonly used. Because it takes some time to achieve full charge, bows should not be used as your main weapon.
Splash Potions:
Splash potions are more expensive than bows or swords, using exotic ingredients found in the Nether. If you wish to use potions on a regular basis, it is recommended that you set up a base in the Nether. There are many kinds of splash potion, some are positive and some are negative. The most important thing about potions is that they bypass armor. It is recommended to use potions of instant damage and poison on the enemy, however to quickly heal a group of your soldiers, simply throw a splash potion of healing at them.
How to make potions can be found here: http://www.minecraft...et/wiki/Brewing
The only noticeable drawbacks of a splash potion is short range. Avoid hitting yourself with them. To cancel potion effects, drink a bucket of milk.
Special Weapons:
I refer to special weapons as A.Something not obvious as a weapon and B.Something that is effective as a weapon. 2 examples of special weapons are flint and steels, and lava/water buckets.
Both buckets can be used as weapons. Water to push enemies back and disarm traps, and lavea to destroy bases and trap enemies for an easy kill.
The flint and steel can be used to cause havoc, setting enemies on fire, slowing them down, and killing them. Because fire damage bypasses armor, a flint and steel can easily kill people in diamond.
*Strategies are now listed under "defensive and offensive tactics"
Defensive and Offensive tactics:
There are 2 kinds of war. offensive, where you are attacking, and defensive, where you are defending. This section of this guide will be split into 2 parts to cover both offensive and defensive tips.
Defensive:
When you are at war, everything you build should be fortified. This goes from putting a fence around a farm, to massive walls around fortresses.
Walls:
The basic unit of defense is a wall. A wall is designed to protect a base and provide a platform for defense. The formula for how effective a wall is is T*MS*H/L. T=Thickness, MS= Material mining speed, H=Height, and L=Length. It is important not to have a wall too long, as it will be hard to defend. For example, a 10-block thick, 50-block tall, 200-block long obsidian wall would have an effectiveness count of 37.5. Always assume the enemy has diamond tools for figuring out material mining speed. For a defensive bonus, cover the wall in water to block TnT cannon shots and to hinder movement speed. You could also fill the wall with lava to irritate miners trying to dig through.
Wall Towers:
A wall tower is built on top of a wall and contains A. a way to access it from the wall-top, B. An observation post, and C. A nest to shoot ranged weapons from. It is recommended that a wall tower goes 5 blocks above the wall. Wall towers should be placed every 24 blocks on the wall OR on the corners.
Ramparts:
A rampart is a small wall on the lip of another wall. They are designed to allow archers to shoot arrows at besieging enemies without being shot back. There are many types are ramparts, but I recommend one made of full blocks that is 1 block tall. ALWAYS make these out of the same material as the wall.
Standard Buildings:
It is a good idea to have 1 central base and facilities scattered all over the world. To make it easier to build them, you should standardize them. For example, all ore processing facilities should look pretty much the same.
Ore Processing Facility:
An ore processing facility is where unsmelted ores are stored. You should have one of these near each of your mines. In it should be: A chest for unsmelted ores, a chest for ingots, a wall of furnaces, and an area where coal is stored.
Mining Facility:
A mining facility is essentially a mine. It includes a mine (Such as a branch mine) a place to store materials, and an ore processing facility nearby. It is recommended to use this in your mine: http://www.minecraft...expandable-v02/
Warehouse:
A warehouse is an area to store good that you obtain. It is highly recommended to NOT store valuables here, as a single raider could steal them. Warehouses should be very large, capable of storing many items.
Farm Complex:
A farm complex is a massive farm that includes a farm for everything: Wheat, pumpkins, melons, nether wart. A farm setup is vital to your success, as a starving soldier is much less effective than one with plenty of food. Try using multi-level farms to make it as compact as possible.
Bunker:
A bunker is unique in that it should only be used rarely. A bunker is used for when you are losing and you must hide. Store your best equipment here for last-ditch defenses. These should be underground, for maximum protection. Also include a nether portal for quick escapes.
1
2
1
Mesa Mountains Biome: A sub-biome of the desert. This spawns more rarely than deserthills, but can only spawn adjacent to a desert or deserthills biome. The mountains here are flat on top, and occasionally an NPC Village can be found on top or one of them. This biome is typically small, but it can be massive on the large biomes world-gen option.
Pine Forest Biome: A hilly forest made up of pine trees without snow on them. Cave systems will be rarer here, but individual caves will be huge, with high ceilings and large, but rarer veins of ore.
Mountain Chain Biome: A chain of high mountains all in a line. This biome spawns adjacent to oceans, plains, pine forests, and plains. Maximum mountain height= 180 blocks
Canyon Lands Biome: A massive canyon surrounded by desert. The canyon can be up to 100 blocks across and 1000 long. Ravines will branch off of it underground, and caverns will be exposed. The canyon can go all the way down to bedrock, so it makes an excellent mining area.
1
I.E.
People in offline mode get a pirate skin
In offline mode, creepers have a 3x bigger explosion
In offline mode, it is always night
Or just remove offline mode entirely and have anyone who distributes free minecraft jailed.
29
Has mob-vs.-player combat been too easy? Are skeletons still killing more of themselves then players?
The answer is YES! The 1.2 AI update was a step in the right direction, but minecraft needs a total
Overhaul! I have put this list of ideas together so I could possibly see the AI update. This thread is a compendium of ideas for giving EVERY hostile and neutral mob an AI overhaul! I am now taking ideas!
Supporter list!
Slushey
Lasko2020
Leson88
ChaseG1234567890
EnderBorn1
cheesyblack6
JohnyisAwesome
Frog81
SourishLegStraps
Overworld Mobs:
Just the mobs that any dirt builder would find at night.
Skeletons
As the only ranged mob in the minecraft overworld, skeletons are more of a threat than spiders or zombies.
However, they are incredibly easy to kill and often do not pose a threat to the player.
Why? Because skeletons are programmed to always circle to the left after shooting an arrow. A player can exploit this by Running into the "blind spot" this creates. My suggestion is that instead of stupidly switching firing positions,skeletons should seek out corners and "murder holes" in order to pose more of a threat to the player. Skeletons should also not be affected by drowning, as they have no lungs.
Skeleton Ambushes:
When skeletons spawn in groups, they should seek out the player and detect the direction he/she is moving. Using this data the skeletons should purposely hide and draw the player into firing range. This adds more to the "archer" standpoint of skeletons. To prevent Overpowering of skeletons the amount of hearts they have should be dropped. (After all, they are made of dry bones!)
Inter-Mob Collaboration:
On hard difficulty, skeletons will have the ability to identify other mobs, such as spiders. If a spider passes within 1 block of an existing skeleton the skeleton will have a 1 in 80 chance of mounting the spider and becoming a spider jockey. Also, skeletons will try to stop from shooting other hostile mobs on ANY difficulty.
If this is to become possible, the spider AI would have to be changed so that it detects the skeleton and
notes the changes made to it's height and width. (Spider jockeys often suffocate themselves)
Also, the spider would move away if the player is moving towards it then suddenly leap forward after the skeleton shoots
Skeleton Spawners:
In dungeons, Skeletons will automatically attack any mob (except spiders) that pass within 2 blocks of the spawner. (Players will be attacked normally.) Skeleton dungeons also have a chance of generating gravel over the spawner, so the skeletons have more time to attack.
Rare Drops:
A skeleton, when directly killed by the player, has a chance of dropping a bow. This bow shouldn't be
"new" but have a random number of shots left. This amount of shots resembles how long the skeleton was alive and how many arrows it used.
The Power I Enchantment:
Currently, a skeleton may drop a "Power I" bow. This should be reflected by the skeleton that will drop the bow doing a bit more damage. This is being added in 1.4.
Zombies
As the weakest mob in the minecraft overworld, zombies are supposed to be dumb and easy to kill. However, certain traits in their AI are simply useless and raise some questions about how good the AI update truly was. Zombies should have the following traits to make them more interesting and fun to fight.
Burrowing:
When in a desert or any biome with dirt or sand, zombies should be able to burrow. This means that they should have a 1 in 100 chance of spawning in a small 1x2 space underground right below where you are standing. Once you pass over the block, the block should break and the zombie could attack you.
Rare Drops and Iron Zombies:
Because zombies have a rare drop of iron ingots and armor, I propose that any zombie that drops a piece of armor is shown with the armor on it. The zombie should be affected by a small defense boost. Likewise, any zombie that will drop an iron sword has one in it's hand and attacks faster. This has been confirmed as true in 1.4! Zombies and skeletons can wear any type of armor and have a rare enchantment!
Zombie Spawners:
Zombie spawners should generate a 3x3 cube of gravel around the spawner to make dungeons more challenging. Also, the zombies should attack any mob, apart from skeletons or creepers that passes within 2 blocks of the spawner.
Swamps and Oceans:
First, zombies should not drown, as they are creatures that were brought back from the dead with dark magic. Next, zombies should have a small chance of spawning on ocean floors and a large spawn chance in swamps. (75% of the mobs in swamps should be zombies)
Lava Flows:
One thing I dislike about the new AI update is how mobs have no way of telling if lava or water is flowing towards them. Zombies and any other mob should be able to detect flowing lava and move out of the way.
Creepers
Creepers are Notch's brainchild, with more potential than any other mob. However, because they always circle to the left. They are FAR too easy to kill. Creepers should do their job as stealthy assassins, not things that charge at you in plains biomes.
Stealth: Creepers should spawn more commonly in forest and jungle biomes, with mild reskins to fit the color of the biome's leaves and grass. These creepers would be harder to spot. But that's not all. When spotted, a creeper should attempt to find a place where the player can't see them. The AI then calculates where the player is walking and what direction the player is facing. The creeper should then come at the player from the side where the creeper can't be seen.
Nether Creepers: No, I am not suggesting "Elemental Creepers" to be added. Creepers should spawn in the nether and be textured to look like netherrak. They will not spew fire out on detonation but have a "burning" special effect surrounding their bodies.
Fire and Lava: If lava is flowing towards the creeper, it should calculate where the lava will stop and go around the entire flow. This is based off of the fact that in the AI update, no lava detection system was added.
Rare Drops: Creepers should have a chance of dropping a TNT block as a rare drop. This should occur about as rarely as any other rare drop.
Spiders
Spiders are an interesting mob. They are completely easy to defeat if you have a good computer and impossible if you have a slow computer. Currently, the spider's jumping animation could be improved to cause less lag. Also, spiders still have their 1.8 AI, making them easy to farm, trap, and kill.
Flipping on Walls:
When a spider is climbing a wall now, they look like they are flying. This could be easily fixed by having spiders flip on their sides while climbing walls that face to the side, and having them also turn upside down when climbing on the ceiling. This way, they could get through 2X1 tunnels on their sides.
Special Coloring:
Depending on the biome a spider is in, it will have a mild reskin. In taiga biomes, they would be white and gray, If they spawned below layer 60 they would be the default color. This would make spiders harder to see.
Spider Dungeons:
Instead of having a normal dungeon, spider dungeons would generate cobwebs like a cave spider spawner. Spider eyes and fermented spider eyes would be in the chests.
Nether Mobs:
Slightly more deadly than your average mob, with fire-like attacks:
Zombie Pigmen
Pigman "Tribes":
This idea occured to me when I was exploring the nether fortress in my singleplayer world. Some pigmen would spawn in groups with different-colored loinclothes. These pigmen would be hostile to each other depending on color. When a pigman spawns in the overworld, it's tribe is determined by the biome it spawns in. Desert=orange, ocean/river=blue, Jungle/forest=green, Taiga=red,
Light gray, black, and purple pigmen can spawn near any portal in any biome.
Tribe Hostility Chart:
Red is hostile to Blue
Green is hostile to Orange
Light Gray is hostile to black
Purple is hostile to all colors.
Each tribe would have 1 special ability.
Red pigmen can use bows, with arrows that set you on fire.
They will only become angry if you KILL a tribe member.
Blue pigmen can swim in lava and move around slightly faster than any other pigman.
They will only become angry if you KILL a tribe member.
Green pigmen can infect mobs, turning pigs into pig zombies of the green tribe.
Orange pigmen have pickaxes, and will break blocks to get to the player if aggroed and within sight range.
Black and light gray pigmen are the same as regular pigmen.
Purple pigmen are passive and will follow you like an animal if you have a gold ingot in your hand.
Pigman Chiefs:
For each group of 10 pigmen that spawn. 1 chief will spawn. If he is attacked or hit in any way, the whole tribe will attack you. He looks like a zombie pigman with a loincloth the color of his tribe, a leather helmet in the color of his tribe, and war paint that is always red.
Magma Cubes:
Magma cubes are easily the rarest mob in minecraft. They have an absolutely horrible AI, and will hop right into lava, making them invisible.
Spawning and Solidifying:
A magma cube will always spawn in a 1 block deep pool of lava. The cube will attempt to stay within 20 blocks of this pool at all times. When spawned, the magma cube will jump out of the pool and hop around in the area surrounding it. As soon as a player enters within 20 blocks of the pool, the cube will charge at the player. This charge attack allows the cube to move like a slime, but much faster. If the cube chases the player out of the aggro range, it will go back and float around in it's magma pool. For each 20 minutes the cube soaks in a magma pool, it grows a size.
If a player traps a magma cube, it will shrink a size every 5 minutes. Once the cube becomes tiny, it will die and a "solid magma cube" block appears. This block is mineable and when placed in a 1-block deep lava pool in the overworld, it becomes a magma cube with the pool as its "home pool." This cube IS NOT tamed, and will still attack you if you come near it's pool. If the pool is obsidianed, then the vengeful slime will chase the player until it solidifies. Magma cubes CANNOT see through glass
The "solidifyed magma cube" block can be crafted into 4 magma cream, but it is more interesting to revive the cube.
Blazes
The blaze is a completely idiotic mob. it falls very slowly and almost always spawns in the air, where it will fall and get stuck.
Spawn Detection:A blaze spawner should only be able to spawn blazes on nether brick, therefore cutting down the spawns outside of the fort and making blaze farms more efficent.
The spawner should also have a limit of 4 blazes within 16 blocks of the spawner.
Healing:
If a blaze falls into lava, it should gain health back at the same speed as a player drowns. Blaze projectiles, when hitting another blaze, should heal the blaze that it hit.
Projectiles:
Blaze projectiles should heal magma cubes, blazes, and ghasts. They should also break sand, dirt, and gravel.
Ghasts:
Hitbox:
Really Jeb? Ghasts have had the same bug for ages now. The hitbox is a derp. Arrows simply noclip through them, and you can glitch right into them.
I propose changing the hitbox to include the gas sack, and all of the tentacles.
New Drops:
Instead of gunpowder, ghats should drop fire charges and ghast tears, both which fullfill the same purpose, as ghasts use fire charges as ammunition. Also, if a ghast attacks a zombie pigman with a bow (Red Tribe) the pigmen of that tribe should attack it.
Now With Signature!
1