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    posted a message on Painterly Pack Continuation Project [Fan Patch]

    Odd, I thought I already posted this but I guess not.


    The pack is updated for 1.12.2 and the concrete changes are added.

    Posted in: Resource Packs
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    posted a message on Potion of Transformation

    I'm all about having the ability to transform into monsters to gain their abilities, but potions is not the way to do it. If anything a new mob (doppelganger?) could be introduced that mimics nearby hostile and perhaps even friendly mobs. It would look like a regular mob but be gray scale in color. When killed it drops a mob essence of the mob it was mimicking.


    These mob essence items would have a high durability but use it up as time goes on while transformed. Most transformations can't use items (besides using the essence to change back), but zombies, skeletons and their variants can use tools and armor, and endermen can place blocks. All abilities of the copied mob can be used. From climbing walls as a spider, to burning in daylight as an undead mob, the flying capabilities of a bat, the special projectiles that monsters like the blaze, shulker and guardian have and blowing yourself up as a creeper. The essence can't be dropped while transformed.


    Some mobs, like boss mobs, can't be copied as doppelgangers only mimic basic mobs. However the creative inventory will have these mobs as essence options.

    Posted in: Suggestions
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    posted a message on Mob Variety: Classic Monster Variants
    Quote from Cerroz»

    These are great, but I don't think we need that many variants.


    Good point. Most of the zombie and skeleton ones were really forced when I made this. It's mostly just concepts as the main point is to show that there is currently and issue with the current amount of mob variants.

    Quote from coolcat430»

    These all seem pretty cool! But I'd focus on only choosing some of them to keep, like there's way too many Roofed Forest mobs, if all this would be added that's like 7 mobs in-game that can only be found in the Roofed Forest biome. Also, a lot of the share the same mechanic, like wall-climbing, which spiders already have, and is one of the things that makes them unique.


    The main reason why I made one for each for that biome is because of how sinister it is. They are the only ones really worth giving unique drops.
    Posted in: Suggestions
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    posted a message on Mob Variety: Classic Monster Variants

    Minecraft has tons of variety. There's tons of items and blocks that bring variety to building, food, combat, and many other features. Yet there has been one thing that has been bugging me for a long time now: there is barely any mob variety. Quite a fe mobs have been added to Minecraft but there's still very few and within that few is very little variety. This series is going to focus on mobs and how variety can be brought to mobs.


    This topic is going to focus on the classic monsters: the zombie, skeleton, creeper and spider. Most of these monster have one or more variants but perhaps they could have more. The cave spider, with skeleton, stray and husk were steps in the right direction but they seem almost unnecessary due to being limited to such specific areas. These mobs should have rule over greater areas and more variants should be added. Also note that variety doesn't necessarily mean useful as they tend to just be more difficult versions of other mobs that occasionally have different loot.


    Cave Monsters:

    I always found caves too easy and thus I really liked this concept. Cave monsters would be mob variants that are found underground to make the underground caves more dangerous than the surface. Their spawn rates depend on cave depth and world difficulty. They spawn in depths 48-1 starting at low spawn rates and rising as they spawn deeper. On easy 5%(y48)-25%(y1) of monsters are replaced with cave variants; normal 25%-50%; hard 50%-100%.


    Cave Spiders: The first mob variant of any monster was the cave spider which came out in beta 1.8. These monsters were confined to spawn only from mob spawners found in abandoned mineshafts. This need to change. The cave spider would be brought into this group of cave variants. Nothing to it. Watch out for their poisonous bite and their small size.


    Fossils:

    Larger skeletons that are yellowed from age. They're stronger and thus their arrows deal more damage and have more knock back. They also might have a stone sword instead. They also have more health (25 instead of 20) They drop 1-3 bones.


    Miners: Zombies that wield wood, stone, iron, or diamond pickaxes and thus deal a little more damage. They are oddly good at finding gaps in you r armor so their blows and ignore 50% of your armor. They can, of course, drop their pickaxe from time to time. It may have enchantments.


    Magma Creeper: A creeper that's red in color and glowing. Although they stand out their explosion is larger and creates fire so watch out. They drop 1-3 gunpowder.



    Biome Variants:

    These variant concepts are more like the Husk and Stray that spawn in different biomes and as such would spawn in similar ways.


    Zombies

    Husk: Simply make is spawn in mesas along side the deserts they currently spawn in.

    Bog Beast: Spawn in swamp, beach and ocean biomes. They move faster in water and will also dive to reach underwater targets. Blue in color.

    Hunter: Spawn in dark forest biomes. They can climb walls and run very fast when on fire. They are black in color.

    Lumber Jack: Spawn in all kinds of forest biomes: They wield axes and thus can get through shields. They wear red, plaid shirts.


    Skeletons

    Stray: Make them spawn in cold taigas along side the ice biomes they currently spawn in.

    Shade: Spawn in dark forest biomes. Skeletons that are dark red in color and wear black robes. They fire a spread of 4 arrows.

    Soildier: Spawn in extreme hills and jungles. They wield iron swords or axes. They can climb walls.

    Sniper: Spawn in plains, deserts and savannas. They have a longer view distance (32 blocks instead of 16). Thus they will try and fire at players from longer distances albeit they are a bit inaccurate. They wear green helmets.


    Spiders

    Web Slinger: Spawn in forest biomes and their variants. They have a ranged web attack that places a spider web block on its target or whatever block it hits.

    Mother Spider: Spawn in dark forest biomes. They are larger than regular spiders and are brown in color. They have 30 health. When they die they release 2-4 baby spiders.

    Jumping Spider: Spawn in plains, savanna, and extreme hills biomes. These spiders can jump far and high. They can leap 5 blocks forward and 3 blocks high. They jump whenever they are in range of a player.

    Bubble Spider: They spawn in swamps. These greenish spiders don't slow down in water.


    Creepers

    Camo Creeper: They spawn in all biomes. These creepers get their color from the biome's grass color in most biomes. They are white in snowy biomes and match the sand colors of desert and mesa biomes. This can make them hard to see.

    Combo Creeper: They spawn in dark forest biomes. These dark brown creepers release 4 projectiles that cause mini explosions after blowing up.


    I kinda want to added unique drops to the dark forest mobs since they are much harder than their regular versions but this topic is more about adding variety to the classic mobs. Not new items. It's not like every mob would get a variant for every biome but that would just be shoe horned and not fun.


    Up Next: new monsters

    Posted in: Suggestions
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    posted a message on Painterly Pack Continuation Project [Fan Patch]

    I remember dealing with this but forget how to fix it.

    Posted in: Resource Packs
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    posted a message on Mojang is adding too much to minecraft

    If anything there still isn't enough. Specifically in the mob category. There needs to be more wild life and monster variety.

    Posted in: Recent Updates and Snapshots
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    posted a message on How Do You Feel About The New Textures?

    This is a necessary thing. I have always wanted Mojang to get a dedicated artist to fix so many of the inconsistencies in the textures. Even if I don't use the default pack, one of the main reasons I switched to the Painterly Pack is because its style is consistent. I can't wait to see the new textures that tools and armor will get. Hopefully something more detailed.

    Posted in: Recent Updates and Snapshots
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    posted a message on New Arrows! Ice, Bomb, Slime, and More!

    Ah, so a piercing arrow! That's pretty good.

    Posted in: Suggestions
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    posted a message on New Arrows! Ice, Bomb, Slime, and More!

    I always thought that we didn't get enough variety when we got spectral and tipped arrows. They are essentially the same thing but with different looks. I always thought it would be nice if we got more arrow types. A few of them you mentioned like the bomb, slime and floating arrows (with different downsides).


    I've never been all about ice arrows but if they were implemented I would prefer if they acted like they did in the old arrow/homing bow mod in which it would freeze mobs and have them slide around after being hit with the downside being raised defense while being frozen. I actually have no idea what you are saying as to what they would do so some specification would be appreciated. I do like the idea of giving strays a unique drop though. I think only 4 arrows should be used with each gem as freezing arrows would be very powerful and strays are not hard to come by in the areas that they spawn.


    I like the method of how bomb arrows are primed either by hitting something or being fired through a flame bow. However the downside should not be bouncing off mobs. A better idea would be to have them be weighed down thus going slower and having less range. Since explosions down work that way I think that the explosion should just be the equivalent of a power 1 explosion (1 block radius/9 block coverage). Anything bigger would be ridiculously powerful and counter productive with the environmental damage. Since tnt isn't the easiest thing to make and that the explosive power would be greatly reduced; the 8 arrow recipe is fine.


    Slime arrows are a very good idea. Unfortunately arrow speed is directly correlated with damage. So with each bounce they arrow would do less damage which I think is a fair trade considering you could hit enemies without exposing yourself. I think it should be a 4 arrow recipe since slimeballs are easy to gather.


    I like the idea of floating arrows but I feel it would make more sense to use something from the End to make them. Since tipped arrows already are I guess it's fine to to use something from the Nether instead. Ghast tears aren't a bad idea either considering regen potions are currently their only use. But I feel that blaze rods (since they float around blazes) would be a better use with them just replacing the stick of the original recipe. The floating arrow would just poof after going a certain distance (50 blocks?). An arrow not affected by gravity is essentially a slow moving laser beam so giving it a limited range seems reasonable.

    Posted in: Suggestions
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    posted a message on Painterly Pack Continuation Project [Fan Patch]

    It is technically differently colored terracotta as the concrete textures come from painterly assets. Since they have the same color palette as wool though I may increase their saturation. I will also decrease their contrast thus making them have less texture.


    Right now parrots are supported. They're barely different but they have the painterly color palette instead of the default one making them look nicer. I think I put a pic of them in the OP.


    Edit: Made the changes but they aren't public yet. I still feel that more needs to be tweaked. Mostly with pink and light blue blocks.

    Posted in: Resource Packs
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    posted a message on Painterly Pack Continuation Project [Fan Patch]

    It's mostly done. All GUI is done. All items are done. All blocks but the glazed terracotta are done. Illusioners are done but parrots are not. There still needs to be a few tweaks here and there but It's usable so I updated the pack. Here's a link to it if you don't want to go back to the front page for it.

    Posted in: Resource Packs
  • 1

    posted a message on Archery reworks and additions

    This is some good stuff. I especially like the part about preventing players from firing at the 0 part. Some may not like the 1.9+ melee changes but in reality they were long over due with the bow mechanics being changed all the way back in beta 1.8. If bow spam is gone then so should swing spam. However the bow spam is still somewhat there because of the fact that players can fire the bow while at stage 0. This isn't a problem until the nasty punch enchantment comes into play. When a player starts spamming that garbage, while you're trying to get close enough with a melee weapon, it can't be beat without a shield. Stopping players from firing at 0 would stop this.


    Also there is a problem with the speed arrow enchantment. Arrow damage is directly correlated with arrow speed. It's why many arrows going downward do an extra point of damage as they gain a little speed while falling. I've forced arrows to go super fast and they are capable of doing over 50 points of damage an up at ludicrous speeds. I'm not saying that a 5% increase in speed is going to cause arrow to do 50 damage but it will increase it (at least at closer ranges before air resistance cause it to decelerate it back to normal arrow speeds).

    Posted in: Suggestions
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    posted a message on Painterly Pack Continuation Project [Fan Patch]

    Oops, I forgot to include some of the new GUI from the definitive 1.10 pack Rhodox made in the patch. I'll be sure to include it in the next update which will also include the rest of 1.12 features. I'm currently done with beds and am currently working on parrots and Illusioners. New 1.12 GUI stuff will take a while though.

    Posted in: Resource Packs
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    posted a message on 1.12 news and updates (source: Twitter @jeb_)
    Quote from Leftypower123»

    I hope the Illusioner mob is at least given a spawn egg before 1.12 releases. Still kinda waiting on something to be done with the endermite or the luck potion though. The Illusioner has a great design, however, and it's good to see Blindness finally used in the game.



    It would seem obvious that they should spawn in the woodland mansions but that might not be the case. Perhaps Jeb plans on adding another illager structure similar to the mansions but probably within a different biome and with Illusioners instead of Evokers. The biggest question I have about the Illusioner is: what loot item will they drop? Another totem? An ingredient for blindness potions? Either one would be cool.

    Posted in: Recent Updates and Snapshots
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    posted a message on 1.12 news and updates (source: Twitter @jeb_)

    Yay, another atmosphere mob. Seriously, we need more things like these. So far we have: Squids, Bats, Polar Bears and Parrots and to an extent ocelots, wolves, rabbits and llamas.


    My biggest complaint about the wild life mobs is that most of them are persistent like farm animals. Squids, ocelots and bats are the only ones that aren't persistent. Polar bears, wolves, rabbits, llamas and parrots (if they are persistent) should use the "old" method of spawning in which they spawn and despawn. That way they seem more wild (and refill the mostly lifeless void after players have slaughtered everything in the area). Things that can be tamed would become persistent when tamed like they are now. Non-persistent wild life also means hunting becomes and aspect of the game which in my opinion is cool.

    Posted in: Recent Updates and Snapshots
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