Don't try to impress me! You should make suggestions because you love your ideas, not for my approval! (I'm sure you do love your ideas, but your mindset is wrong either way.)
I gave you specific reasons for each suggestion, but it really comes down to disunity. You slap tons and tons of features onto each mob, and they lose individuality and thematic interest.
Also, its not that the ideas are bad, its just that I need to spend that time developing mobs that I think might be better.
That's a really good idea! I'll try to remember to test that once development resumes.
I did like my ideas, I just get really annoyed when people don't accept my ideas because they are complicated. I only ever make ideas that have a lot of depth to them, incredibly complicated, and only what I consider my simplest, and not as good ideas, ever get accepted. But at least you like my idea on how to make the mobs not turn red.
I will try one more time to make an idea,
A creature that inhabits the oceans. The deep oceans. It would tend to stay deep, and avoid humans. But, if you attack it, or compete with it for food (carry food or hunt squids in the deep.) it will attack. It will eat food out of your inventory to heal as it attacks, but if it eats something such as pufferfish or poisonous potato, (It randomly chooses food, not prioritizing what comes first in the inventory.) it will gain the status effects involved, except at a greater amount. It will then flee, attempting to escape before it hits 2 hit points (2 because of the extra one to prevent red deaths.) Then, you can easily end it. However, if you keep a golden apple in your inventory, it will prioritize it and eat it, making it extra dangerous. If you kill it, it will drop its head, which you can wear for armor and water breathing, and its limbs which can be combined into boots for every 2 limbs to increase your swim speed. Finally, you can craft a limb and a stick together to make an arm sword, which is equivalent to an iron sword, but one shots squids and has a small vampiric affect that drains 1 half heart from a player, and takes the food from the inventory, but can not take golden apples of another player's inventory. If you don't like the ideas for the items it drops, I won't really care, as I came up with them on the spot. I think this one is mildly simpler, basically a water dwelling creature that flees from you unless challenged, where it can take your food and be weakened by poisonous foods. You can choose how it looks, but I would suggest a crocodilian with a mosasaur tail.
Rollback Post to RevisionRollBack
Sir Porky III, Snally Ted, Skelly, Bob Steven Allela, Baby Porky, Sparklez the Enderman, Bobeel the Door Pig, Witchtilda, Slimey, Gildwam, Sally, Ted, and the Mailman's dog/endermite all say that LYCANITES MOBS is the best mod. It's settled.
Getting grabbed and dropped is interesting, but it won't be much fun.
...Then again, this could be countered with feather falling, thus making feather falling a sort of necessity to explore mountains.
Alright, but it needs to be something more interesting than just a bird.
How about the thunder eagles I mentioned a while back?
I did like my ideas, I just get really annoyed when people don't accept my ideas because they are complicated. I only ever make ideas that have a lot of depth to them, incredibly complicated, and only what I consider my simplest, and not as good ideas, ever get accepted. But at least you like my idea on how to make the mobs not turn red.
I will try one more time to make an idea,
A creature that inhabits the oceans. The deep oceans. It would tend to stay deep, and avoid humans. But, if you attack it, or compete with it for food (carry food or hunt squids in the deep.) it will attack. It will eat food out of your inventory to heal as it attacks, but if it eats something such as pufferfish or poisonous potato, (It randomly chooses food, not prioritizing what comes first in the inventory.) it will gain the status effects involved, except at a greater amount. It will then flee, attempting to escape before it hits 2 hit points (2 because of the extra one to prevent red deaths.) Then, you can easily end it. However, if you keep a golden apple in your inventory, it will prioritize it and eat it, making it extra dangerous. If you kill it, it will drop its head, which you can wear for armor and water breathing, and its limbs which can be combined into boots for every 2 limbs to increase your swim speed. Finally, you can craft a limb and a stick together to make an arm sword, which is equivalent to an iron sword, but one shots squids and has a small vampiric affect that drains 1 half heart from a player, and takes the food from the inventory, but can not take golden apples of another player's inventory. If you don't like the ideas for the items it drops, I won't really care, as I came up with them on the spot. I think this one is mildly simpler, basically a water dwelling creature that flees from you unless challenged, where it can take your food and be weakened by poisonous foods. You can choose how it looks, but I would suggest a crocodilian with a mosasaur tail.
Yeah, I can see how that would be frustrating. But you have a misconception: complication and depth are not the same thing, nor are they related. Sometimes depth requires complication, but making something complicated just to complicate it leads to disjointed design. In fact, in most cases, simplifying something can make it more interesting and deep. The Wroughtnaut has a very simple weakness, but the depth that it brings to fighting it is unprecedented. The foliaath simply eats everything around it, but the depth that comes when you think of a way to use them is what makes them interesting.
Anyway, I absolutely love the eating mechanic, but I don't like the squid aspect. I would love to add this idea in as a terrestrial enemy. Of course, that would mean different drops.
greetings BobMowzie I have an idea for what you should add to the nether: the infernal reaper. essentially it's a demon wielding a scythe (3D modeling perhaps for the scythe?) but it can only be found in a rare structure in the nether that's made of nether brick (basically this structure is called the infernal shrine and in it there is a necromantic summoning circle in it, which ,if player is in survival and the such, it will summon the infernal reaper) basically it's immune to fire and lava and has some armor which makes it take less damage from weapons. for attacks it uses the scythe for melee attacks (will also inflict the wither debuff) and will summon wither skulls for a ranged attack. when defeated the demon will drop it's scythe which can be used as a beast looking (and 3D) weapon (deals 7+ attack damage and also withers mobs struck by it) that also summons wither skull upon right click. if the armor idea doesn't make the mob satisfying enough you could make it so the infernal reaper can only be harmed by the wither skulls it launches. I really like your mod and the ferrous wroughtnaut is awesome!
The Meaning of Life, the Universe, and Everything.
Join Date:
8/13/2015
Posts:
88
Location:
A Place Where: e^(i*pi)≠-1
Minecraft:
PuggleWebster
Member Details
I think the "Foliath" is quite cool from the looks of it, could you add more plant based creatures?
I'm using a macbook and I downloaded latest 1.7.10 forge, LLibrary, AnimationAPI and Mowzies Mobs 1.2.5
but it says UE (Unloaded Errored) for Mowzies Mobs and LLibrary, Everything else works fine,
Is there something I'm doing wrong?
---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 10/3/15 7:51 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: net.ilexiconn.llibrary.LLibrary
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: net.ilexiconn.llibrary.LLibrary
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:440)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 10 more
Caused by: java.lang.UnsupportedClassVersionError: net/ilexiconn/llibrary/LLibrary : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.7.5
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 73454096 bytes (70 MB) / 256163840 bytes (244 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1517 8 mods loaded, 8 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UC FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1517-1.7.10.jar)
UC Forge{10.13.4.1517} [Minecraft Forge] (forge-1.7.10-10.13.4.1517-1.7.10.jar) UE llibrary{0.3.4-1.7.10} [LLibrary] (LLibrary-0.3.4-1.7.10.jar) UE mowziesmobs{1.2.5-undefined} [Mowzie's Mobs] (123.Mowzie's Mobs-1.2.5.jar)
UC DamageIndicatorsMod{3.2.3} [Damage Indicators] ([1.7.10]DamageIndicatorsMod-3.2.3.jar)
UC animatedplayer{1.5.1} [Animated Player Mod] (AnimatedPlayer-1.7.10-1.5.1.jar)
UC AnimationAPI{1.2.4} [AnimationAPI] (AnimationAPI-1.7.10-1.2.4.jar)
GL info: ' Vendor: 'Intel Inc.' Version: '2.1 APPLE-7.32.12' Renderer: 'Intel HD Graphics 3000 OpenGL Engine'
It says LLibrary and Mowzie's Mobs Won't Load, I tried using JurassiCraft (A Mod That Also Uses LLibrary) and it also crashed,
Why is it crashing?
Even when I took away my other mods,
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.7.5
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 95793896 bytes (91 MB) / 260448256 bytes (248 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1517 6 mods loaded, 6 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UC FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1517-1.7.10.jar)
UC Forge{10.13.4.1517} [Minecraft Forge] (forge-1.7.10-10.13.4.1517-1.7.10.jar) UE llibrary{0.3.4-1.7.10} [LLibrary] (LLibrary-0.3.4-1.7.10.jar) UE mowziesmobs{1.2.5-undefined} [Mowzie's Mobs] (123.Mowzie's Mobs-1.2.5.jar)
UC AnimationAPI{1.2.4} [AnimationAPI] (AnimationAPI-1.7.10-1.2.4.jar)
GL info: ' Vendor: 'Intel Inc.' Version: '2.1 APPLE-7.32.12' Renderer: 'Intel HD Graphics 3000 OpenGL Engine'
It still crashed. :creeperdance::VV::tnt:!
Rollback Post to RevisionRollBack
A Person Who Is Attempting To Become More Advanced In The Field Of Command Block Knowledge
Command Block, Be My Mirror, My Sword And My Shield.
I'm not sure I completely understand. They're little mobs that can group together to form bigger mobs? That sounds interesting.
Yes. The ones you encounter in caves will look like big single-celled creatures with tentacles, the big mob they form has wings, can match the wither in strength but are weak to fire. Drops nothing.
Rollback Post to RevisionRollBack
JurassiCraft enthusiast. Paleofreak, and all-time gamer. Oh and also supporter of awesome dinosaur mods
greetings BobMowzie I have an idea for what you should add to the nether: the infernal reaper. essentially it's a demon wielding a scythe (3D modeling perhaps for the scythe?) but it can only be found in a rare structure in the nether that's made of nether brick (basically this structure is called the infernal shrine and in it there is a necromantic summoning circle in it, which ,if player is in survival and the such, it will summon the infernal reaper) basically it's immune to fire and lava and has some armor which makes it take less damage from weapons. for attacks it uses the scythe for melee attacks (will also inflict the wither debuff) and will summon wither skulls for a ranged attack. when defeated the demon will drop it's scythe which can be used as a beast looking (and 3D) weapon (deals 7+ attack damage and also withers mobs struck by it) that also summons wither skull upon right click. if the armor idea doesn't make the mob satisfying enough you could make it so the infernal reaper can only be harmed by the wither skulls it launches. I really like your mod and the ferrous wroughtnaut is awesome!
Glad you like the mod! Sorry, but the Infernal Reaper sounds very generic. It will need some sort of unique mechanic, otherwise its just an ordinary enemy with a cool model.
I think the "Foliath" is quite cool from the looks of it, could you add more plant based creatures?
I'm using a macbook and I downloaded latest 1.7.10 forge, LLibrary, AnimationAPI and Mowzies Mobs 1.2.5
but it says UE (Unloaded Errored) for Mowzies Mobs and LLibrary, Everything else works fine,
Is there something I'm doing wrong?
---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 10/3/15 7:51 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: net.ilexiconn.llibrary.LLibrary
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: net.ilexiconn.llibrary.LLibrary
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:440)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 10 more
Caused by: java.lang.UnsupportedClassVersionError: net/ilexiconn/llibrary/LLibrary : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.7.5
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 73454096 bytes (70 MB) / 256163840 bytes (244 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1517 8 mods loaded, 8 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UC FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1517-1.7.10.jar)
UC Forge{10.13.4.1517} [Minecraft Forge] (forge-1.7.10-10.13.4.1517-1.7.10.jar) UE llibrary{0.3.4-1.7.10} [LLibrary] (LLibrary-0.3.4-1.7.10.jar) UE mowziesmobs{1.2.5-undefined} [Mowzie's Mobs] (123.Mowzie's Mobs-1.2.5.jar)
UC DamageIndicatorsMod{3.2.3} [Damage Indicators] ([1.7.10]DamageIndicatorsMod-3.2.3.jar)
UC animatedplayer{1.5.1} [Animated Player Mod] (AnimatedPlayer-1.7.10-1.5.1.jar)
UC AnimationAPI{1.2.4} [AnimationAPI] (AnimationAPI-1.7.10-1.2.4.jar)
GL info: ' Vendor: 'Intel Inc.' Version: '2.1 APPLE-7.32.12' Renderer: 'Intel HD Graphics 3000 OpenGL Engine'
It says LLibrary and Mowzie's Mobs Won't Load, I tried using JurassiCraft (A Mod That Also Uses LLibrary) and it also crashed,
Why is it crashing?
Even when I took away my other mods,
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.7.5
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 95793896 bytes (91 MB) / 260448256 bytes (248 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1517 6 mods loaded, 6 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UC FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1517-1.7.10.jar)
UC Forge{10.13.4.1517} [Minecraft Forge] (forge-1.7.10-10.13.4.1517-1.7.10.jar) UE llibrary{0.3.4-1.7.10} [LLibrary] (LLibrary-0.3.4-1.7.10.jar) UE mowziesmobs{1.2.5-undefined} [Mowzie's Mobs] (123.Mowzie's Mobs-1.2.5.jar)
UC AnimationAPI{1.2.4} [AnimationAPI] (AnimationAPI-1.7.10-1.2.4.jar)
GL info: ' Vendor: 'Intel Inc.' Version: '2.1 APPLE-7.32.12' Renderer: 'Intel HD Graphics 3000 OpenGL Engine'
It still crashed. :creeperdance::VV::tnt:!
This is a problem with LLibrary. You need to use the latest Java version, but on Macs, Minecraft doesn't. The new Mac Launcher fixes this issue!
Yes. The ones you encounter in caves will look like big single-celled creatures with tentacles, the big mob they form has wings, can match the wither in strength but are weak to fire. Drops nothing.
That sounds cool; I'll keep it in mind. However, I don't think wings make much sense, I have to determine the stats through testing, and I might change the weakness.
Glad you like the mod! Sorry, but the Infernal Reaper sounds very generic. It will need some sort of unique mechanic, otherwise its just an ordinary enemy with a cool model.
It's a mental list.
This is a problem with LLibrary. You need to use the latest Java version, but on Macs, Minecraft doesn't. The new Mac Launcher fixes this issue!
That sounds cool; I'll keep it in mind. However, I don't think wings make much sense, I have to determine the stats through testing, and I might change the weakness.
What is the "new mac launcher" ?
Sorry I'm not very technical.
Rollback Post to RevisionRollBack
A Person Who Is Attempting To Become More Advanced In The Field Of Command Block Knowledge
Command Block, Be My Mirror, My Sword And My Shield.
I'm actually thinking of a mob that devours certain mobs around it and then spit their corpse at you.When certain mobs are swallowed,their corpse do something special when spat out by the mob.For example,swallowing a creeper and spitting it out will cause the creeper to explode upon contact or swallowing a skeleton and spitting it out will cause the skeleton to be in parts and even though it is not quite as accurate as spitting out other mobs and possible to be dodged without even moving, it can still mostly hit its enemies considering that it shot out several parts.
I'm actually thinking of a mob that devours certain mobs around it and then spit their corpse at you.When certain mobs are swallowed,their corpse do something special when spat out by the mob.For example,swallowing a creeper and spitting it out will cause the creeper to explode upon contact or swallowing a skeleton and spitting it out will cause the skeleton to be in parts and even though it is not quite as accurate as spitting out other mobs and possible to be dodged without even moving, it can still mostly hit its enemies considering that it shot out several parts.
I had an idea for a slime like monster:
Note: Don't know much about coding, but I bet this might be pretty difficult o code, on the other hand all your other mobs are to.
Starts off looking like a medium slime, but blue, spawns in swamp and grasslands, but pretty rare
When seeing the player, it will start moving slowly at the player, at it moves, any plant material, grass, leaves, logs, and other, and animals will disappear, die, the slime will slowly gain mass as it devoured these things
As it gains mass, it will grow bigger, stronger, gain more health, and become a little slower.
Once reaching twice its size, it will split into two, once those reach twice, they'll split too
Once in four pieces, it will pull itself together into a hulking lizard/human type creature made out of blue slime material. Must wait until it reaches this form if you want to get its drops. It will have probably as much health as the wroughtnaught
If pushed into water, it will transform itself into a serpent made out of the blue stuff, must lure it back onto land
Leaves behind trail of slime that slowly disappears, if stepped on, you will get slowness for a couple seconds. Once in a wile, it will spin, its tail releasing slime particles in a small area around it, will slowly disappear, this also causes slowness
Do not be fooled by its speed, sometimes it will suddenly sprint and jump upwards, landing on you with its claws outstretched.
Out of its hands, it will slowly form mini slimed, it will eventually release them. Takes about 7 seconds for each one
Once released, these mini slimed will try to attack you, green is regular attack power and health, red has less health, and more attack it also leaves some blocks it passes on fire, yellow has more health, and less attack, it also heals its owner 2 health on every hit it deals you, and blue explodes slightly on contact. these mini slimed have little health, and power. They mostly serve as distraction, and to heal the main slime monster.
When on really low Heath, it will turn into its ballon form, in this form, it is very large. it is hollow and transparent. since its density is so low, it will float moderate slow towards the sky in attempts to escape. You must shoot it down to kill it, it has very low health in this form, one shot should do it.
Drops: Slime pet? Maybe blue slime balls to make an armor set that grants jump boost on full set?
Yeah, I can see how that would be frustrating. But you have a misconception: complication and depth are not the same thing, nor are they related. Sometimes depth requires complication, but making something complicated just to complicate it leads to disjointed design. In fact, in most cases, simplifying something can make it more interesting and deep. The Wroughtnaut has a very simple weakness, but the depth that it brings to fighting it is unprecedented. The foliaath simply eats everything around it, but the depth that comes when you think of a way to use them is what makes them interesting.
Anyway, I absolutely love the eating mechanic, but I don't like the squid aspect. I would love to add this idea in as a terrestrial enemy. Of course, that would mean different drops.
The cloud serpent will have lightning powers, so those guys would be a bit redundant.
If you like the eating thing what about some kind of hermit crab like thing that follows trying to steal things and hides in its shell when you stop to look at it (pretends to be a rock or something). If crabs are too main stream what about some kind of shelled mouse. There are other things you could add to like it picks up dropped items or runs away when it gets so much, it might even make a cute pet.
Earlier I also saw you wanted pick up and flying away. Maybe throwing the play or hitting them into the air would be better because it would be quicker and probably less annoying/ buggy. Also gives you the option of using something on he ground instead of limiting you to flying things. Maybe a geyser plant which pushes you away when you walk on top of it and maybeto add more uses it could maybe grow on walls too
I had an idea for a slime like monster:
Note: Don't know much about coding, but I bet this might be pretty difficult o code, on the other hand all your other mobs are to.
Starts off looking like a medium slime, but blue, spawns in swamp and grasslands, but pretty rare
When seeing the player, it will start moving slowly at the player, at it moves, any plant material, grass, leaves, logs, and other, and animals will disappear, die, the slime will slowly gain mass as it devoured these things
As it gains mass, it will grow bigger, stronger, gain more health, and become a little slower.
Once reaching twice its size, it will split into two, once those reach twice, they'll split too
Once in four pieces, it will pull itself together into a hulking lizard/human type creature made out of blue slime material. Must wait until it reaches this form if you want to get its drops. It will have probably as much health as the wroughtnaught
If pushed into water, it will transform itself into a serpent made out of the blue stuff, must lure it back onto land
Leaves behind trail of slime that slowly disappears, if stepped on, you will get slowness for a couple seconds. Once in a wile, it will spin, its tail releasing slime particles in a small area around it, will slowly disappear, this also causes slowness
Do not be fooled by its speed, sometimes it will suddenly sprint and jump upwards, landing on you with its claws outstretched.
Out of its hands, it will slowly form mini slimed, it will eventually release them. Takes about 7 seconds for each one
Once released, these mini slimed will try to attack you, green is regular attack power and health, red has less health, and more attack it also leaves some blocks it passes on fire, yellow has more health, and less attack, it also heals its owner 2 health on every hit it deals you, and blue explodes slightly on contact. these mini slimed have little health, and power. They mostly serve as distraction, and to heal the main slime monster.
When on really low Heath, it will turn into its ballon form, in this form, it is very large. it is hollow and transparent. since its density is so low, it will float moderate slow towards the sky in attempts to escape. You must shoot it down to kill it, it has very low health in this form, one shot should do it.
Drops: Slime pet? Maybe blue slime balls to make an armor set that grants jump boost on full set?
If you like the eating thing what about some kind of hermit crab like thing that follows trying to steal things and hides in its shell when you stop to look at it (pretends to be a rock or something). If crabs are too main stream what about some kind of shelled mouse. There are other things you could add to like it picks up dropped items or runs away when it gets so much, it might even make a cute pet.
Earlier I also saw you wanted pick up and flying away. Maybe throwing the play or hitting them into the air would be better because it would be quicker and probably less annoying/ buggy. Also gives you the option of using something on he ground instead of limiting you to flying things. Maybe a geyser plant which pushes you away when you walk on top of it and maybeto add more uses it could maybe grow on walls too
Someone suggested the hermit crab thief earlier, which I said I would do.
But I meant that I like that you can damage the mob by letting it take poison potatoes and such. It gives them a purpose.
Flinging the player wouldn't really be the same thing, and I would prefer to have this as a flying mob. Having a mob grab the player won't be buggy, it will just use the riding code.
I did like my ideas, I just get really annoyed when people don't accept my ideas because they are complicated. I only ever make ideas that have a lot of depth to them, incredibly complicated, and only what I consider my simplest, and not as good ideas, ever get accepted. But at least you like my idea on how to make the mobs not turn red.
I will try one more time to make an idea,
A creature that inhabits the oceans. The deep oceans. It would tend to stay deep, and avoid humans. But, if you attack it, or compete with it for food (carry food or hunt squids in the deep.) it will attack. It will eat food out of your inventory to heal as it attacks, but if it eats something such as pufferfish or poisonous potato, (It randomly chooses food, not prioritizing what comes first in the inventory.) it will gain the status effects involved, except at a greater amount. It will then flee, attempting to escape before it hits 2 hit points (2 because of the extra one to prevent red deaths.) Then, you can easily end it. However, if you keep a golden apple in your inventory, it will prioritize it and eat it, making it extra dangerous. If you kill it, it will drop its head, which you can wear for armor and water breathing, and its limbs which can be combined into boots for every 2 limbs to increase your swim speed. Finally, you can craft a limb and a stick together to make an arm sword, which is equivalent to an iron sword, but one shots squids and has a small vampiric affect that drains 1 half heart from a player, and takes the food from the inventory, but can not take golden apples of another player's inventory. If you don't like the ideas for the items it drops, I won't really care, as I came up with them on the spot. I think this one is mildly simpler, basically a water dwelling creature that flees from you unless challenged, where it can take your food and be weakened by poisonous foods. You can choose how it looks, but I would suggest a crocodilian with a mosasaur tail.
Sir Porky III, Snally Ted, Skelly, Bob Steven Allela, Baby Porky, Sparklez the Enderman, Bobeel the Door Pig, Witchtilda, Slimey, Gildwam, Sally, Ted, and the Mailman's dog/endermite all say that LYCANITES MOBS is the best mod. It's settled.
How about the thunder eagles I mentioned a while back?
Yeah, I can see how that would be frustrating. But you have a misconception: complication and depth are not the same thing, nor are they related. Sometimes depth requires complication, but making something complicated just to complicate it leads to disjointed design. In fact, in most cases, simplifying something can make it more interesting and deep. The Wroughtnaut has a very simple weakness, but the depth that it brings to fighting it is unprecedented. The foliaath simply eats everything around it, but the depth that comes when you think of a way to use them is what makes them interesting.
Anyway, I absolutely love the eating mechanic, but I don't like the squid aspect. I would love to add this idea in as a terrestrial enemy. Of course, that would mean different drops.
The cloud serpent will have lightning powers, so those guys would be a bit redundant.
greetings BobMowzie I have an idea for what you should add to the nether: the infernal reaper. essentially it's a demon wielding a scythe (3D modeling perhaps for the scythe?) but it can only be found in a rare structure in the nether that's made of nether brick (basically this structure is called the infernal shrine and in it there is a necromantic summoning circle in it, which ,if player is in survival and the such, it will summon the infernal reaper) basically it's immune to fire and lava and has some armor which makes it take less damage from weapons. for attacks it uses the scythe for melee attacks (will also inflict the wither debuff) and will summon wither skulls for a ranged attack. when defeated the demon will drop it's scythe which can be used as a beast looking (and 3D) weapon (deals 7+ attack damage and also withers mobs struck by it) that also summons wither skull upon right click. if the armor idea doesn't make the mob satisfying enough you could make it so the infernal reaper can only be harmed by the wither skulls it launches. I really like your mod and the ferrous wroughtnaut is awesome!
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292130-thaumcraft-5-2-4-updated-2016-3-17
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2437825-tainted-magic-r7-3
So you do have a list 😏
I think the "Foliath" is quite cool from the looks of it, could you add more plant based creatures?
I'm using a macbook and I downloaded latest 1.7.10 forge, LLibrary, AnimationAPI and Mowzies Mobs 1.2.5
but it says UE (Unloaded Errored) for Mowzies Mobs and LLibrary, Everything else works fine,
Is there something I'm doing wrong?
---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 10/3/15 7:51 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: net.ilexiconn.llibrary.LLibrary
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: net.ilexiconn.llibrary.LLibrary
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:440)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 10 more
Caused by: java.lang.UnsupportedClassVersionError: net/ilexiconn/llibrary/LLibrary : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.7.5
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 73454096 bytes (70 MB) / 256163840 bytes (244 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1517 8 mods loaded, 8 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UC FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1517-1.7.10.jar)
UC Forge{10.13.4.1517} [Minecraft Forge] (forge-1.7.10-10.13.4.1517-1.7.10.jar)
UE llibrary{0.3.4-1.7.10} [LLibrary] (LLibrary-0.3.4-1.7.10.jar)
UE mowziesmobs{1.2.5-undefined} [Mowzie's Mobs] (123.Mowzie's Mobs-1.2.5.jar)
UC DamageIndicatorsMod{3.2.3} [Damage Indicators] ([1.7.10]DamageIndicatorsMod-3.2.3.jar)
UC animatedplayer{1.5.1} [Animated Player Mod] (AnimatedPlayer-1.7.10-1.5.1.jar)
UC AnimationAPI{1.2.4} [AnimationAPI] (AnimationAPI-1.7.10-1.2.4.jar)
GL info: ' Vendor: 'Intel Inc.' Version: '2.1 APPLE-7.32.12' Renderer: 'Intel HD Graphics 3000 OpenGL Engine'
It says LLibrary and Mowzie's Mobs Won't Load, I tried using JurassiCraft (A Mod That Also Uses LLibrary) and it also crashed,
Why is it crashing?
Even when I took away my other mods,
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.7.5
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 95793896 bytes (91 MB) / 260448256 bytes (248 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1517 6 mods loaded, 6 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UC FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1517-1.7.10.jar)
UC Forge{10.13.4.1517} [Minecraft Forge] (forge-1.7.10-10.13.4.1517-1.7.10.jar)
UE llibrary{0.3.4-1.7.10} [LLibrary] (LLibrary-0.3.4-1.7.10.jar)
UE mowziesmobs{1.2.5-undefined} [Mowzie's Mobs] (123.Mowzie's Mobs-1.2.5.jar)
UC AnimationAPI{1.2.4} [AnimationAPI] (AnimationAPI-1.7.10-1.2.4.jar)
GL info: ' Vendor: 'Intel Inc.' Version: '2.1 APPLE-7.32.12' Renderer: 'Intel HD Graphics 3000 OpenGL Engine'
It still crashed. :creeperdance::VV::tnt:!
Yes. The ones you encounter in caves will look like big single-celled creatures with tentacles, the big mob they form has wings, can match the wither in strength but are weak to fire. Drops nothing.
JurassiCraft enthusiast. Paleofreak, and all-time gamer. Oh and also supporter of awesome dinosaur mods
Glad you like the mod! Sorry, but the Infernal Reaper sounds very generic. It will need some sort of unique mechanic, otherwise its just an ordinary enemy with a cool model.
It's a mental list.
This is a problem with LLibrary. You need to use the latest Java version, but on Macs, Minecraft doesn't. The new Mac Launcher fixes this issue!
That sounds cool; I'll keep it in mind. However, I don't think wings make much sense, I have to determine the stats through testing, and I might change the weakness.
What is the new mac launcher?
Sorry I'm not very technical.
What is the "new mac launcher" ?
Sorry I'm not very technical.
http://www.minecraftforum.net/news/60195-osx-test-launcher-needs-testing
Do I need to apply this launcher into my minecraft folder or something?
I'm actually thinking of a mob that devours certain mobs around it and then spit their corpse at you.When certain mobs are swallowed,their corpse do something special when spat out by the mob.For example,swallowing a creeper and spitting it out will cause the creeper to explode upon contact or swallowing a skeleton and spitting it out will cause the skeleton to be in parts and even though it is not quite as accurate as spitting out other mobs and possible to be dodged without even moving, it can still mostly hit its enemies considering that it shot out several parts.
Krill13's Models
Just curious what software do you use to animate your mobs? ive been using tabula but I don't know anyway of exporting them.
I don't know. I've never used it.
It probably works like the other launcher, no?
That could work too. I'll think about it.
None. I use Tabula for modeling, but animating is all done with math and code.
I had an idea for a slime like monster:
Note: Don't know much about coding, but I bet this might be pretty difficult o code, on the other hand all your other mobs are to.
Starts off looking like a medium slime, but blue, spawns in swamp and grasslands, but pretty rare
When seeing the player, it will start moving slowly at the player, at it moves, any plant material, grass, leaves, logs, and other, and animals will disappear, die, the slime will slowly gain mass as it devoured these things
As it gains mass, it will grow bigger, stronger, gain more health, and become a little slower.
Once reaching twice its size, it will split into two, once those reach twice, they'll split too
Once in four pieces, it will pull itself together into a hulking lizard/human type creature made out of blue slime material. Must wait until it reaches this form if you want to get its drops. It will have probably as much health as the wroughtnaught
If pushed into water, it will transform itself into a serpent made out of the blue stuff, must lure it back onto land
Leaves behind trail of slime that slowly disappears, if stepped on, you will get slowness for a couple seconds. Once in a wile, it will spin, its tail releasing slime particles in a small area around it, will slowly disappear, this also causes slowness
Do not be fooled by its speed, sometimes it will suddenly sprint and jump upwards, landing on you with its claws outstretched.
Out of its hands, it will slowly form mini slimed, it will eventually release them. Takes about 7 seconds for each one
Once released, these mini slimed will try to attack you, green is regular attack power and health, red has less health, and more attack it also leaves some blocks it passes on fire, yellow has more health, and less attack, it also heals its owner 2 health on every hit it deals you, and blue explodes slightly on contact. these mini slimed have little health, and power. They mostly serve as distraction, and to heal the main slime monster.
When on really low Heath, it will turn into its ballon form, in this form, it is very large. it is hollow and transparent. since its density is so low, it will float moderate slow towards the sky in attempts to escape. You must shoot it down to kill it, it has very low health in this form, one shot should do it.
Drops: Slime pet? Maybe blue slime balls to make an armor set that grants jump boost on full set?
Thanks for reading, hope you like the idea!
If you like the eating thing what about some kind of hermit crab like thing that follows trying to steal things and hides in its shell when you stop to look at it (pretends to be a rock or something). If crabs are too main stream what about some kind of shelled mouse. There are other things you could add to like it picks up dropped items or runs away when it gets so much, it might even make a cute pet.
Earlier I also saw you wanted pick up and flying away. Maybe throwing the play or hitting them into the air would be better because it would be quicker and probably less annoying/ buggy. Also gives you the option of using something on he ground instead of limiting you to flying things. Maybe a geyser plant which pushes you away when you walk on top of it and maybeto add more uses it could maybe grow on walls too
No, thanks. Sorry.
Someone suggested the hermit crab thief earlier, which I said I would do.
But I meant that I like that you can damage the mob by letting it take poison potatoes and such. It gives them a purpose.
Flinging the player wouldn't really be the same thing, and I would prefer to have this as a flying mob. Having a mob grab the player won't be buggy, it will just use the riding code.
Aww this sucks, you have to install the launcher into applications folder, but you must have Mac OS X10.8,
and mine is Mac OS X 10.7.5 D:
Updating your OS is really easy, you know...