Just to say, though I am pretty good at thinking of concepts for mobs like a plains beast that can create earthquakes or a spruce forest humanoid that sets up traps , I am not the best at thinking of great enough designs. Just like with the earthquake beast, maybe it's best to make it the design yourself. But, still do please make it a fury humanoid and do make it spawn in the spruce forest.
I'm sorry, I don't think I will do that. I also, as I have said, will not be making a plains beast that can create earthquakes.
This would be really cool if he incorporates what he did with the Barakoa tribe into the new rival tribe. Think of two players wearing the masks and throwing out their own tribes to fight each other. Damn I love this mod.
Rollback Post to RevisionRollBack
Revan : You are just a travelling piece of bad luck, aren't you? HK-47 : Objection: Master, that is so unfair! Have I not brought you a great deal of satisfaction? Revan : You don't want to hear the answer to that. HK-47 : Statement: You are a very harsh master, master. I like you.
You just mean some sort of mob that can create earthquakes. So maybe just make some sort of mob that sets up traps.
What I meant was that you do like the idea of a mob that can create earthquakes, it just probably won't be a beast, nor will it live on the plains, but probably sometype of monster with earth manipulating powers. So then, why not add a mob that sets up traps, but it to not be a fury humanoid.
Here's my suggestion for a mob. Probably not the most well written, or the best idea here. But whether or not it's used, it's still fun to write these ideas down every once in a while.
The mob is Father Time, a boss that has a chance of spawning if you don't sleep for 15 consecutive days. I think that's long enough for most people to have gotten a bed.
A large hooded man, with a shrouded face. Floats very slightly off the ground, with a rather slow movement speed. Withers and rots the world away, as he spends time in one area. Has a radius of about five blocks in all directions. Each level of rot takes roughly 30 seconds.
Grass slowly turns to dirt, then to sand. Stone takes longer, but turns to cobblestone, the gravel, and then finally sand as well. Cobblestone turns mossy, then into gravel, and then into sand. Wood petrifies into Cobblestone, and then follows the cobblestone rot path.
It's main attack is with a staff, that it wields in it's left hand. A translucent grey projectile with the texture of a clock, that deals a heart and a half of damage and the wither effect for 10 seconds.. As it attacks, it continues to slowly move towards you.
Upon contact with it, a severe wither effect is put on you. It lasts 10 seconds still, however the speed at which you lose health is tripled as compared to the normal effect.
It has 40 hearts of health. Upon reaching 20, the hood falls to reveal that rather than a head it has a clock. At this point, it's movement speed rapidly increases.
If you die to it, it simply disappears to reappear the next time you refuse it's gift of sleep. However, if killed, it will never reappear in that world.
Upon death, it has a chance of dropping the Staff of Time, or the Clock of the World. The clock is a helmet, that withers the ground around you like Father Time, has the protection of a diamond helmet, and never breaks. The staff fires the rotting projectiles. The staff can break, but has a decent amount of durability.
You just mean some sort of mob that can create earthquakes. So maybe just make some sort of mob that sets up traps.
I mean, yeah. Frankly, I already had that planned (depending on your definition of earthquakes). As for the second idea, I can't think of what kinds of traps I could make that would be fun and not annoying, but I like the idea as a whole. Until the specifics are worked out though, there's not much I can do with it.
Speaking of which the clone attack I suggested coupld be used (either for them or the Phoben) to represent the Moon Powers or something?
Maybe an illusion would fit the Moon power better though.
Perhaps, instead of the Elite , the 2nd highest Tribe member class could be an apprentice Shaman or something , which would be able to cast said illusion.
I feel like stealth and clones/illusions should be this tribe's theme. If so I could already imagine how epic the Barakoa vs Stalker fights could be
This would be really cool if he incorporates what he did with the Barakoa tribe into the new rival tribe. Think of two players wearing the masks and throwing out their own tribes to fight each other. Damn I love this mod.
Ah, yeah. That would be cool. Unfortunately, though, masks are the Barakoa's theme. The rival tribe will have other design elements, likely elaborate horn designs.
What I meant was that you do like the idea of a mob that can create earthquakes, it just probably won't be a beast, nor will it live on the plains, but probably sometype of monster with earth manipulating powers. So then, why not add a mob that sets up traps, but it to not be a fury humanoid.
I really need more to the idea before I can even consider it, but I like where it's going.
Here's my suggestion for a mob. Probably not the most well written, or the best idea here. But whether or not it's used, it's still fun to write these ideas down every once in a while.
The mob is Father Time, a boss that has a chance of spawning if you don't sleep for 15 consecutive days. I think that's long enough for most people to have gotten a bed.
A large hooded man, with a shrouded face. Floats very slightly off the ground, with a rather slow movement speed. Withers and rots the world away, as he spends time in one area. Has a radius of about five blocks in all directions. Each level of rot takes roughly 30 seconds.
Grass slowly turns to dirt, then to sand. Stone takes longer, but turns to cobblestone, the gravel, and then finally sand as well. Cobblestone turns mossy, then into gravel, and then into sand. Wood petrifies into Cobblestone, and then follows the cobblestone rot path.
It's main attack is with a staff, that it wields in it's left hand. A translucent grey projectile with the texture of a clock, that deals a heart and a half of damage and the wither effect for 10 seconds.. As it attacks, it continues to slowly move towards you.
Upon contact with it, a severe wither effect is put on you. It lasts 10 seconds still, however the speed at which you lose health is tripled as compared to the normal effect.
It has 40 hearts of health. Upon reaching 20, the hood falls to reveal that rather than a head it has a clock. At this point, it's movement speed rapidly increases.
If you die to it, it simply disappears to reappear the next time you refuse it's gift of sleep. However, if killed, it will never reappear in that world.
Upon death, it has a chance of dropping the Staff of Time, or the Clock of the World. The clock is a helmet, that withers the ground around you like Father Time, has the protection of a diamond helmet, and never breaks. The staff fires the rotting projectiles. The staff can break, but has a decent amount of durability.
This is really cool, actually. But the main mechanic breaks my no-griefing policy. Perhaps there are other mechanics pertaining to time that he could implement?
Quark is a mash-up of a bunch of small mods, which can all be switched on or off in its config. There's a bit too much to list, but he describes it as the "what I would add if I was hired at mojang - the mod". Things like, creepers turning red when they're about to explode, baby zombies burning in the sunlight, hoes harvesting more of an area for each tier (1x1, 3x3, etc), various decorations, new blocks or recipes for existing blocks, like being able to mash slabs back into planks and other similar tweaks, and some new mobs as well - pirates on pirate ships in the ocean, new underground zombie and skeleton variants which have new mechanics, and some new world gen like buried treasure. That's not even covering it all, but it should help give an idea of what it does.
Speaking of pirates, not sure if it's really your cup of tea, but I've yet to see a mod do pirates really well. I haven't played with Quark much yet, as I just threw it in my 1.10.2 pack, for when I do get around to setting it up, I know I'd like to try it. However, I think pirates might be too generic and uninteresting/unoriginal for you? They'd of course have a reason for being there/a theme, but I won't bother continuing unless it's something you might be interested in.
The pirates in Chocolate Quest are kinda fun to fight
Not sure if this counts , but I believe there were a couple mods that allowed you to create your own ships.
Yeah, I have CQ, Good point. I guess that's the best I've seen, so far. I'd like to see something like pirates "looking" for buried treasure on a beach, or something like that.. run into settlements, ship battles and the like. The more I think about it, the more I realize what I want probably doesn't belong in Mowzie's Mobs, though. It would have to be an entirely separate mod, dedicated to that sort of thing.
Also, technically CQ allows you to make your own ships, but I don't know of any others. Since it's not related to Mowzie's Mobs though, I'll end it on that note. Feel free to PM me if you want, if you remember what they are called.
So are there any mobs that you guys are presently working on? I did check the spoiler on the main post, and I understand if it's top secret. Just curious if you have any solid ideas that we can look forward to.
Rollback Post to RevisionRollBack
Revan : You are just a travelling piece of bad luck, aren't you? HK-47 : Objection: Master, that is so unfair! Have I not brought you a great deal of satisfaction? Revan : You don't want to hear the answer to that. HK-47 : Statement: You are a very harsh master, master. I like you.
I mean, yeah. Frankly, I already had that planned (depending on your definition of earthquakes). As for the second idea, I can't think of what kinds of traps I could make that would be fun and not annoying, but I like the idea as a whole. Until the specifics are worked out though, there's not much I can do with it.
Yes! That works really well with them! Thanks!
Ah, yeah. That would be cool. Unfortunately, though, masks are the Barakoa's theme. The rival tribe will have other design elements, likely elaborate horn designs.
I really need more to the idea before I can even consider it, but I like where it's going.
This is really cool, actually. But the main mechanic breaks my no-griefing policy. Perhaps there are other mechanics pertaining to time that he could implement?
What exactly does this mod do?
Quark adds all kind of stuff, but it allows the player to perform various emotions in game using a button, so perhaps it could be modifying the player model.
And when I present this idea, I think of it more as a comical mob, but I think that it still fits the criteria for the uniqueness of this mod.
Haven't thought of a name yet. Think of a big round bird. These birds can't achieve flight, but have a rather large pool of health. Nothing game breaking or bosslike. I like the idea of them spawning in the plains biome and they spawn next to a little nest of eggs. I don't know if you had any taming ideas planned, but I think it would be neat to grab an egg and tame one of these tiny birds who think that you are their mother when they hatch. And then they can grow up and be something of a walking storage? They are essentially scared of combat unless you mess with their eggs. I was thinking that they can spawn in herds of 3-5 and when you disturb one of the nests you have the group after you. I noticed that your sounds for the mobs in this mod are awesome. I was imagining this bird having a funny kind of honk noise.
When I say big round bird, I am imagining something roughly the size of the guardian mob, maybe a little bigger. I think it would be fitting for this bird to have tiny wings, although it is flightless, and a head that has a long beak.
If you have any interest in the idea I could try to give more information on it. Thanks for the look.
Rollback Post to RevisionRollBack
Revan : You are just a travelling piece of bad luck, aren't you? HK-47 : Objection: Master, that is so unfair! Have I not brought you a great deal of satisfaction? Revan : You don't want to hear the answer to that. HK-47 : Statement: You are a very harsh master, master. I like you.
Quark is a mash-up of a bunch of small mods, which can all be switched on or off in its config. There's a bit too much to list, but he describes it as the "what I would add if I was hired at mojang - the mod". Things like, creepers turning red when they're about to explode, baby zombies burning in the sunlight, hoes harvesting more of an area for each tier (1x1, 3x3, etc), various decorations, new blocks or recipes for existing blocks, like being able to mash slabs back into planks and other similar tweaks, and some new mobs as well - pirates on pirate ships in the ocean, new underground zombie and skeleton variants which have new mechanics, and some new world gen like buried treasure. That's not even covering it all, but it should help give an idea of what it does.
Speaking of pirates, not sure if it's really your cup of tea, but I've yet to see a mod do pirates really well. I haven't played with Quark much yet, as I just threw it in my 1.10.2 pack, for when I do get around to setting it up, I know I'd like to try it. However, I think pirates might be too generic and uninteresting/unoriginal for you? They'd of course have a reason for being there/a theme, but I won't bother continuing unless it's something you might be interested in.
Ah, I see.
There should to be something unique and original about them to really justify their inclusion. Let me know if you think of anything.
So are there any mobs that you guys are presently working on? I did check the spoiler on the main post, and I understand if it's top secret. Just curious if you have any solid ideas that we can look forward to.
Not part of this mod's development but I'll try to answer anyway.
The next mob will be the Frostmaw. Normally found sleeping , wakes up at your presence , breathes a special fire (not sure if it's ice fire or what) that will freeze you.
Quark adds all kind of stuff, but it allows the player to perform various emotions in game using a button, so perhaps it could be modifying the player model.
And when I present this idea, I think of it more as a comical mob, but I think that it still fits the criteria for the uniqueness of this mod.
Haven't thought of a name yet. Think of a big round bird. These birds can't achieve flight, but have a rather large pool of health. Nothing game breaking or bosslike. I like the idea of them spawning in the plains biome and they spawn next to a little nest of eggs. I don't know if you had any taming ideas planned, but I think it would be neat to grab an egg and tame one of these tiny birds who think that you are their mother when they hatch. And then they can grow up and be something of a walking storage? They are essentially scared of combat unless you mess with their eggs. I was thinking that they can spawn in herds of 3-5 and when you disturb one of the nests you have the group after you. I noticed that your sounds for the mobs in this mod are awesome. I was imagining this bird having a funny kind of honk noise.
When I say big round bird, I am imagining something roughly the size of the guardian mob, maybe a little bigger. I think it would be fitting for this bird to have tiny wings, although it is flightless, and a head that has a long beak.
If you have any interest in the idea I could try to give more information on it. Thanks for the look.
Ah, I see.
There should to be something unique and original about them to really justify their inclusion. Let me know if you think of anything.
Well I had this idea of pirates that had a captain with a sword with a ruby encrusted in the middle and when you hit that ruby when he blocked he would transform his whole ship and crew (and himself) into undead pirates that were different from they're living form and this would continue until you broke the ruby and they would all dissolve/melt and the ship would then gradually break down into mere pieces of driftwood and one of the pieces would have a chest with loot inside
Well I had this idea of pirates that had a captain with a sword with a ruby encrusted in the middle and when you hit that ruby when he blocked he would transform his whole ship and crew (and himself) into undead pirates that were different from they're living form and this would continue until you broke the ruby and they would all dissolve/melt and the ship would then gradually break down into mere pieces of driftwood and one of the pieces would have a chest with loot inside
I can explain more about it if you want
It's neat, but I can't make a hitbox that specific. Besides, we've seen the whole undead-pirate-curse-deal before.
In mouse's original description, he said that the Frostmaw was going to be a large, yeti-like beast that will sleep near a chest and will awake and attack to player if they get close and will protect the chest from having it's loot stolen.
They're assuming the Frostmaw is guarding one, possibly because of my earlier suggestion which Mowzie said was similar to the Frostmaw encounter/ design.
I'm sorry, I don't think I will do that. I also, as I have said, will not be making a plains beast that can create earthquakes.
You just mean some sort of mob that can create earthquakes. So maybe just make some sort of mob that sets up traps.
This would be really cool if he incorporates what he did with the Barakoa tribe into the new rival tribe. Think of two players wearing the masks and throwing out their own tribes to fight each other. Damn I love this mod.
What I meant was that you do like the idea of a mob that can create earthquakes, it just probably won't be a beast, nor will it live on the plains, but probably sometype of monster with earth manipulating powers. So then, why not add a mob that sets up traps, but it to not be a fury humanoid.
Here's my suggestion for a mob. Probably not the most well written, or the best idea here. But whether or not it's used, it's still fun to write these ideas down every once in a while.
The mob is Father Time, a boss that has a chance of spawning if you don't sleep for 15 consecutive days. I think that's long enough for most people to have gotten a bed.
A large hooded man, with a shrouded face. Floats very slightly off the ground, with a rather slow movement speed. Withers and rots the world away, as he spends time in one area. Has a radius of about five blocks in all directions. Each level of rot takes roughly 30 seconds.
Grass slowly turns to dirt, then to sand. Stone takes longer, but turns to cobblestone, the gravel, and then finally sand as well. Cobblestone turns mossy, then into gravel, and then into sand. Wood petrifies into Cobblestone, and then follows the cobblestone rot path.
It's main attack is with a staff, that it wields in it's left hand. A translucent grey projectile with the texture of a clock, that deals a heart and a half of damage and the wither effect for 10 seconds.. As it attacks, it continues to slowly move towards you.
Upon contact with it, a severe wither effect is put on you. It lasts 10 seconds still, however the speed at which you lose health is tripled as compared to the normal effect.
It has 40 hearts of health. Upon reaching 20, the hood falls to reveal that rather than a head it has a clock. At this point, it's movement speed rapidly increases.
If you die to it, it simply disappears to reappear the next time you refuse it's gift of sleep. However, if killed, it will never reappear in that world.
Upon death, it has a chance of dropping the Staff of Time, or the Clock of the World. The clock is a helmet, that withers the ground around you like Father Time, has the protection of a diamond helmet, and never breaks. The staff fires the rotting projectiles. The staff can break, but has a decent amount of durability.
The only mod I have that might be doing that is Quark by Vazkii.
I mean, yeah. Frankly, I already had that planned (depending on your definition of earthquakes). As for the second idea, I can't think of what kinds of traps I could make that would be fun and not annoying, but I like the idea as a whole. Until the specifics are worked out though, there's not much I can do with it.
Yes! That works really well with them! Thanks!
Ah, yeah. That would be cool. Unfortunately, though, masks are the Barakoa's theme. The rival tribe will have other design elements, likely elaborate horn designs.
I really need more to the idea before I can even consider it, but I like where it's going.
This is really cool, actually. But the main mechanic breaks my no-griefing policy. Perhaps there are other mechanics pertaining to time that he could implement?
What exactly does this mod do?
Quark is a mash-up of a bunch of small mods, which can all be switched on or off in its config. There's a bit too much to list, but he describes it as the "what I would add if I was hired at mojang - the mod". Things like, creepers turning red when they're about to explode, baby zombies burning in the sunlight, hoes harvesting more of an area for each tier (1x1, 3x3, etc), various decorations, new blocks or recipes for existing blocks, like being able to mash slabs back into planks and other similar tweaks, and some new mobs as well - pirates on pirate ships in the ocean, new underground zombie and skeleton variants which have new mechanics, and some new world gen like buried treasure. That's not even covering it all, but it should help give an idea of what it does.
Speaking of pirates, not sure if it's really your cup of tea, but I've yet to see a mod do pirates really well. I haven't played with Quark much yet, as I just threw it in my 1.10.2 pack, for when I do get around to setting it up, I know I'd like to try it. However, I think pirates might be too generic and uninteresting/unoriginal for you? They'd of course have a reason for being there/a theme, but I won't bother continuing unless it's something you might be interested in.
Yeah, I have CQ, Good point. I guess that's the best I've seen, so far. I'd like to see something like pirates "looking" for buried treasure on a beach, or something like that.. run into settlements, ship battles and the like. The more I think about it, the more I realize what I want probably doesn't belong in Mowzie's Mobs, though. It would have to be an entirely separate mod, dedicated to that sort of thing.
Also, technically CQ allows you to make your own ships, but I don't know of any others. Since it's not related to Mowzie's Mobs though, I'll end it on that note. Feel free to PM me if you want, if you remember what they are called.
So are there any mobs that you guys are presently working on? I did check the spoiler on the main post, and I understand if it's top secret. Just curious if you have any solid ideas that we can look forward to.
Quark adds all kind of stuff, but it allows the player to perform various emotions in game using a button, so perhaps it could be modifying the player model.
I also have CustomNPCs.
Possible mob idea:
And when I present this idea, I think of it more as a comical mob, but I think that it still fits the criteria for the uniqueness of this mod.
Haven't thought of a name yet. Think of a big round bird. These birds can't achieve flight, but have a rather large pool of health. Nothing game breaking or bosslike. I like the idea of them spawning in the plains biome and they spawn next to a little nest of eggs. I don't know if you had any taming ideas planned, but I think it would be neat to grab an egg and tame one of these tiny birds who think that you are their mother when they hatch. And then they can grow up and be something of a walking storage? They are essentially scared of combat unless you mess with their eggs. I was thinking that they can spawn in herds of 3-5 and when you disturb one of the nests you have the group after you. I noticed that your sounds for the mobs in this mod are awesome. I was imagining this bird having a funny kind of honk noise.
When I say big round bird, I am imagining something roughly the size of the guardian mob, maybe a little bigger. I think it would be fitting for this bird to have tiny wings, although it is flightless, and a head that has a long beak.
If you have any interest in the idea I could try to give more information on it. Thanks for the look.
Here's the concept art, since you're curious:
Ah, I see.
There should to be something unique and original about them to really justify their inclusion. Let me know if you think of anything.
The Frostmaw is next. I haven't started, though.
Yep.
That's gotta be it, then.
I don't think so, sorry.
Oh my that looks great. Did you make that? If so, nice.
Krill13's Models
Well I had this idea of pirates that had a captain with a sword with a ruby encrusted in the middle and when you hit that ruby when he blocked he would transform his whole ship and crew (and himself) into undead pirates that were different from they're living form and this would continue until you broke the ruby and they would all dissolve/melt and the ship would then gradually break down into mere pieces of driftwood and one of the pieces would have a chest with loot inside
I can explain more about it if you want
http://www.minecraftforum.net/forums/off-topic/forum-games/2862232-indestructible-box
This is my forum game, play it
So what will your next mob be, mows?
Yeah, thanks!
It's neat, but I can't make a hitbox that specific. Besides, we've seen the whole undead-pirate-curse-deal before.
It's called the Frostmaw! There's discussion about it on this page that you can read for information.
What will the Frostmaw probably drop. I'm thinking the key to the chest.
In mouse's original description, he said that the Frostmaw was going to be a large, yeti-like beast that will sleep near a chest and will awake and attack to player if they get close and will protect the chest from having it's loot stolen.
They're assuming the Frostmaw is guarding one, possibly because of my earlier suggestion which Mowzie said was similar to the Frostmaw encounter/ design.