My JEB! You added alot of mobs to your mod i think this is the perfect time to start my new letsplay series you have a mob danger level of OVER 9000!! lol
Update: Mount Abilities and Pet Armor - Version 1.3.1 for Minecraft 1.6.4
Mount Abilities are now fully functional! Press the F key to use a mounts special ability (can be changed in options). Mounts also have passive abilities too, see the creatures page for more info!
Pet Armor has been added! The Vanilla Horse Armor item will be renamed when using this mod to Pet Armor (only the name is changed nothing else so it should work fine with any other mod and vanilla horses). Each tameable mob (both pets and mounts) can wear Iron, Gold or Diamond armor.
On death, pets/mounts will now drop any equipped items such as their armor or saddle. I will possibly be adding mount/pet inventories in the future so that they can carry your items, these will then all be dropped too.
Baby Pinkies and Cacodemons will now be lured towards you and wont attack if you hold their taming item (a Hellfire Charge), just like every other tameable mob.
Fixed a bug where Pinkies would no longer breed! So breed away and get your Diamond Pinky Mounts!
I apologize ahead of time if I am wasting your time with this post, but I couldn't help, but I couldn't help but brainstorm ideas to recommend for this neat little mod of yours. You've really done a great job so far and you seem to have a relative plan for moving forward already, but I couldn't keep my enthusiasm to myself, so here it goes:
Jungle Mobs -
So I know you have a few solid plans for mobs for this biome, but I figured I'd throw in my two cents anyway.
1. I like the idea of giant Vespids flying about the jungle and would love to see this implemented. The could drop insect abdomens that can be broken down into stingers and insect meat, or used on their own for a special recipe. The stingers are used for making poisonous spears or darts (which are used for an item from a special mob I will detail later). If you ever do add special dungeons for your mobs in the future a vespid hive with vespid spawners would be great. A queen would be cool as well but I have an even more sinister reproduction method for the vespids in mind, which leads me to the next mob...
2. The Bloated: Shambling, pot bellied undead that have become shambling incubators for vespid young. They are slow, but they are tough and capable of suprising bursts of speed now and then.Even worse, when they are defeated when they die angry vespid young emerge out of the corpse. Attacking them also has the chance to cause vespid adults to spawn in defense of their young. Drops poison glands and zombie meat.
3. Insect Swarms: Small, annoying, swarmy, and out for blood. These little suckers would be similar to the mosquito swarms from Twilight Forest, but are not hostile to players during the day. Come nightfall however these little blighters become much more active and will sting at the player incessantly causing light poison. Vespids often prey on these swarms. I have no idea what they would drop.
4. Ape Creatures - I agree with the previously mentioned idea of having giant ape creatures hurling paraphernalia at players and reacting as a group in mutual defense, and strongly support the suggestion. I feel they should only attack if approached by the player though.
5. Fetish - If you are not familiar with Diablo 2 or 3, the Fetish were small tribal, pygmies, corrupted by demons into degenerate cannibalism. They stalk for shadows of jungles, waiting to pounce on fresh victims. The lucky ones will reach the Fetish villages already dead and be thrown into cauldrons to pickled, while the unlucky face the gruesome fate of being cooked alive. The majority of Fetish tribesmen carry long, razor sharp carving knives, while others will have blowguns with which to shoot poisonous darts at prey. These creatures typically drop reeds and sometimes gold nuggets, and even have a rare chance of dropping their weapons. The blowguns are pretty straight forward and can shoot darts made from Vespid stingers. The carving knives however come in two varities; gold and iron. Iron carving knives have an innate Looting I ability, while gold knives have an innate Looting II ability and are much rarer. This is meant to represent how these weapons are meant to get the most out of slicing up their victims, and can stack with any looting enchantments added to them. Fetishes have been known to be made docile if enough zombie meat is thrown at them. Once made docile more meat could result in a temporary ally or the Fetish may offer gold nuggets in return.
6. Fetish Shaman - These dreaded creatures are thankfully rare, but are always found in dangerous company. In fact the shaman even rides atop the shoulders of one of its ordinary brethren, breathing fire on its enemies and healing its allies. Worst of all this creature will raise its fallen tribe members from the dead to fight again (this could be possibly be done through fetishes dropping special entities or tiles when slain while in the presence of a shaman which he will periodically turn back into a fetish. Or he could simply have a counter of how many have died and spawn replacements.). Even when defeated, the shaman's faithful bearer will fight on to slay its killer. This guy would be similar to the Alpha Joust rates and count as part of Fetish in terms of taking up Jungle mob slots (just as the Alpha is part of the Joust category).
7. Monstrous Centipedes - While tarantulas are a great way to emphasize the verticality of a Jungle's terrain, I think they are just too similar to spiders and it would be cooler to have an aggressive creature like a centipede crawling about... with an added twist. If the centipede is killed with a hacking weapon like a sword or axe it will split into two smaller centipedes instead. Naturally it also carries an especially virulent poison and is lightning fast. It drops insect legs which can be used for a special recipe or turned into raw insect meat. On occasion they can be found with a fetish mounted atop them. Can be tamed with spider eyes and them mounted. It's special abilities as a mount are that it treats all surfaces as having ladders and can deliver its poisonous bite on command.
8. Thorned Hulk: Horrible, elemental creatures made of living, thorn covered wood that seek only to smash living creatures to a pulp so that it might feed off their warm blood. These creatures drop wood and rare components (what I have no idea at the moment. Maybe this guy could be a summonable boss later on in development). http://www.thanatosrealms.com/diablo2/beastiary/thorned_hulk
9. Emerald Panther - Rare constructs of a long forgotten race made of mossy ruins and emerald detailing that still stalk the jungles of minecraft to this day. The have an eerie presence that scares away creepers and drives ocelots into a blood hungry fury. As a result ocelots will attack nearby players and any harm that befalls them the Emerald Panther will visit upon the head of the agressor ten fold. These serve as the jungle miniboss and drop emeralds and mossy cobble or brick. Rarely it drops a rare, emerald studded collar that some believe would allow for control of another of the constructs.
Items -
So I realize it is difficult to figure out what kind of drops ought to be paired with these magnificent creatures since the creature concept comes first and the itemization is an afterthought, so I haven't really been able to up with many great ideas but here are a few basic suggestions...
1. Joust Cakes and Lurker Pies: Yup. A simple homage to the game that spawned these creatures but solve something that at least I personally have an issue with; buffs on a non-crafted item. Certainly you have to cook the meat of these critters first to get your shiny buff, but I think it makes it problematic if you just want the hunger restored and this is the only food you really have around. This can be solved by moving these buffs to simple foods that are crafted from the meat. For instance the Joust Cake could be crafted from the meat + a piece of sugar and wheat, while the lurker pie would be an egg and wheat.
2. Joust Beaks: Alpha Jousts drop pieces of their beak on occasion which cane be crafted into a Joust Lance (2-3 sticks and 2 beaks made of 3 shards each). These weapons do slightly less damage than an iron sword, but have great reach and if the player holds down right click and releases will send him charging forward a few blocks to do a very damaging attack (Alpha Jousts themselves should open a fight with this sort of attack). Furthermore if the user of the lance is mounted they will be able to charge even further and do more damage when using this special ability.
I do have yet more suggestions for creatures and items that I can share at a later date as I have already spent a fair amount of time articulating these, but if you find them cumbersome and unhelpful do let me know and I will accost you with them no further.
Anyway, great work on the latest release! I really love the look of the mobs in their shiny new armor!
I cant seem to find the monster spawners for these mobs, did you remove them? im also using NEI so could that be a problem.
They have been remvoed as they never actually worked. I'm going to be adding a special monster spawner block they you can put a spawn egg inside of, it will possibly have some options as well such as spawning hostile mobs when it is light, etc.
I apologize ahead of time if I am wasting your time with this post, but I couldn't help, but I couldn't help but brainstorm ideas to recommend for this neat little mod of yours. You've really done a great job so far and you seem to have a relative plan for moving forward already, but I couldn't keep my enthusiasm to myself, so here it goes: Jungle Mobs -
So I know you have a few solid plans for mobs for this biome, but I figured I'd throw in my two cents anyway. 1. I like the idea of giant Vespids flying about the jungle and would love to see this implemented. The could drop insect abdomens that can be broken down into stingers and insect meat, or used on their own for a special recipe. The stingers are used for making poisonous spears or darts (which are used for an item from a special mob I will detail later). If you ever do add special dungeons for your mobs in the future a vespid hive with vespid spawners would be great. A queen would be cool as well but I have an even more sinister reproduction method for the vespids in mind, which leads me to the next mob... 2. The Bloated: Shambling, pot bellied undead that have become shambling incubators for vespid young. They are slow, but they are tough and capable of suprising bursts of speed now and then.Even worse, when they are defeated when they die angry vespid young emerge out of the corpse. Attacking them also has the chance to cause vespid adults to spawn in defense of their young. Drops poison glands and zombie meat. 3. Insect Swarms: Small, annoying, swarmy, and out for blood. These little suckers would be similar to the mosquito swarms from Twilight Forest, but are not hostile to players during the day. Come nightfall however these little blighters become much more active and will sting at the player incessantly causing light poison. Vespids often prey on these swarms. I have no idea what they would drop. 4. Ape Creatures - I agree with the previously mentioned idea of having giant ape creatures hurling paraphernalia at players and reacting as a group in mutual defense, and strongly support the suggestion. I feel they should only attack if approached by the player though. 5. Fetish - If you are not familiar with Diablo 2 or 3, the Fetish were small tribal, pygmies, corrupted by demons into degenerate cannibalism. They stalk for shadows of jungles, waiting to pounce on fresh victims. The lucky ones will reach the Fetish villages already dead and be thrown into cauldrons to pickled, while the unlucky face the gruesome fate of being cooked alive. The majority of Fetish tribesmen carry long, razor sharp carving knives, while others will have blowguns with which to shoot poisonous darts at prey. These creatures typically drop reeds and sometimes gold nuggets, and even have a rare chance of dropping their weapons. The blowguns are pretty straight forward and can shoot darts made from Vespid stingers. The carving knives however come in two varities; gold and iron. Iron carving knives have an innate Looting I ability, while gold knives have an innate Looting II ability and are much rarer. This is meant to represent how these weapons are meant to get the most out of slicing up their victims, and can stack with any looting enchantments added to them. Fetishes have been known to be made docile if enough zombie meat is thrown at them. Once made docile more meat could result in a temporary ally or the Fetish may offer gold nuggets in return. 6. Fetish Shaman - These dreaded creatures are thankfully rare, but are always found in dangerous company. In fact the shaman even rides atop the shoulders of one of its ordinary brethren, breathing fire on its enemies and healing its allies. Worst of all this creature will raise its fallen tribe members from the dead to fight again (this could be possibly be done through fetishes dropping special entities or tiles when slain while in the presence of a shaman which he will periodically turn back into a fetish. Or he could simply have a counter of how many have died and spawn replacements.). Even when defeated, the shaman's faithful bearer will fight on to slay its killer. This guy would be similar to the Alpha Joust rates and count as part of Fetish in terms of taking up Jungle mob slots (just as the Alpha is part of the Joust category). 7. Monstrous Centipedes - While tarantulas are a great way to emphasize the verticality of a Jungle's terrain, I think they are just too similar to spiders and it would be cooler to have an aggressive creature like a centipede crawling about... with an added twist. If the centipede is killed with a hacking weapon like a sword or axe it will split into two smaller centipedes instead. Naturally it also carries an especially virulent poison and is lightning fast. It drops insect legs which can be used for a special recipe or turned into raw insect meat. On occasion they can be found with a fetish mounted atop them. Can be tamed with spider eyes and them mounted. It's special abilities as a mount are that it treats all surfaces as having ladders and can deliver its poisonous bite on command. 8. Thorned Hulk: Horrible, elemental creatures made of living, thorn covered wood that seek only to smash living creatures to a pulp so that it might feed off their warm blood. These creatures drop wood and rare components (what I have no idea at the moment. Maybe this guy could be a summonable boss later on in development). http://www.thanatosrealms.com/diablo2/beastiary/thorned_hulk 9. Emerald Panther - Rare constructs of a long forgotten race made of mossy ruins and emerald detailing that still stalk the jungles of minecraft to this day. The have an eerie presence that scares away creepers and drives ocelots into a blood hungry fury. As a result ocelots will attack nearby players and any harm that befalls them the Emerald Panther will visit upon the head of the agressor ten fold. These serve as the jungle miniboss and drop emeralds and mossy cobble or brick. Rarely it drops a rare, emerald studded collar that some believe would allow for control of another of the constructs.
Items -
So I realize it is difficult to figure out what kind of drops ought to be paired with these magnificent creatures since the creature concept comes first and the itemization is an afterthought, so I haven't really been able to up with many great ideas but here are a few basic suggestions... 1. Joust Cakes and Lurker Pies: Yup. A simple homage to the game that spawned these creatures but solve something that at least I personally have an issue with; buffs on a non-crafted item. Certainly you have to cook the meat of these critters first to get your shiny buff, but I think it makes it problematic if you just want the hunger restored and this is the only food you really have around. This can be solved by moving these buffs to simple foods that are crafted from the meat. For instance the Joust Cake could be crafted from the meat + a piece of sugar and wheat, while the lurker pie would be an egg and wheat. 2. Joust Beaks: Alpha Jousts drop pieces of their beak on occasion which cane be crafted into a Joust Lance (2-3 sticks and 2 beaks made of 3 shards each). These weapons do slightly less damage than an iron sword, but have great reach and if the player holds down right click and releases will send him charging forward a few blocks to do a very damaging attack (Alpha Jousts themselves should open a fight with this sort of attack). Furthermore if the user of the lance is mounted they will be able to charge even further and do more damage when using this special ability.
I do have yet more suggestions for creatures and items that I can share at a later date as I have already spent a fair amount of time articulating these, but if you find them cumbersome and unhelpful do let me know and I will accost you with them no further. Anyway, great work on the latest release! I really love the look of the mobs in their shiny new armor!
I quite like a lot of these suggestions:
For the Jungle Mobs:
Vespids and the Vespid Queens would both class as one mob much like the Joust and Joust Alpha and I'll probably be adding dungeons in the distant future. I also intend on adding various weapons and armor at a later date rather than just scepters so Vespid Stingers will most likely make an appearance too and Vespid Carapace.
I like the idea of the bloated but with there already being the Vanilla, Ghoul and Crypt Zombies, I'd rather avoid adding another undead. Instead the Ape creatures would have an infected variant that would be poisonous and spit out baby Vespids as well as attract nearby adults. Queens would also have the ability of infecting any uninfected apes.
I've thought about Insect Swarms a few times and it is a possibility but I think having the Vespids is enough for swarms as Vespid Babies would be very small and would essentially swarm out of slain infected apes.
Apes will act much like the Jungle Raptors in that they are passive unless provoked or if the player gets too close.
I'm not sure about the Fetish as I'm avoid humanoid creatures (the Ettin is probably the closest to Humanoid and they are very primitive).
Also with the Fetish Shaman, I would like some kind of magical creature but I'd like to avoid Humanoids for now, in the future I might consider a humanoid race for each biome though.
The Tarantulas would be very different from vanilla spiders and would be like how the Ghoul Zombie is to the Vanilla Zombie. I do like the idea of a centipede though, it could possibly burrow much like the crusk, I also like the idea of it splitting up, however making it tameable with a splitting up mechanic would be tricky. if it gets killed, would you then have two pet centipedes? I could make centipedes multiple mobs joined together where each body segment follows another, perhaps you could mix centipedes together by spawning two and chopping one of their head segments off forcing them to combine into an extra large centipede!
The Thorned Hulk sounds a lot like the Shambler which is going to be a forest mob instead.
With the Jungle already having Ocelots, having a big cat makes a lot of sense and I quite like the sounds of the Emerald Panther, the Jungle Raptor is going to be the mount for the jungle but the Emerald Panther would make a good regular pet.
I've updated the Planned Features section found at the bottom of the mod home page!
Adding Joust Cakes and Lurker Pies would be a nice shout out to Oddworld and I think you're right about the meats adding in this mod being to easy for the buffs they provide. I'll make the current meats regular (but keep the debuffs on their raw variants). Then I'll add Amber Cakes and Moss Pies which will be crafted with Cooked Joust Meat + Sugar + Cactus Green and Cooked Aspid Meat + Fermented Spider Eyes respectively. This will keep the regular meats and move the buffs onto the crafted foods instead.
I intend to add a lot of new drops to these mobs which will all be used to craft various new pieces of weapons and armor, I'll probably add Joust Shells instead of beaks though or Carapace, there will also be Manticore Claws and Crusk Shells along with Lurker Fangs, Dweller Fins and Remobra Wings.
Update: Mount Abilities and Pet Armor - Version 1.3.1 for Minecraft 1.6.4
Mount Abilities are now fully functional! Press the F key to use a mounts special ability (can be changed in options). Mounts also have passive abilities too, see the creatures page for more info!
Pet Armor has been added! The Vanilla Horse Armor item will be renamed when using this mod to Pet Armor (only the name is changed nothing else so it should work fine with any other mod and vanilla horses). Each tameable mob (both pets and mounts) can wear Iron, Gold or Diamond armor.
On death, pets/mounts will now drop any equipped items such as their armor or saddle. I will possibly be adding mount/pet inventories in the future so that they can carry your items, these will then all be dropped too.
Baby Pinkies and Cacodemons will now be lured towards you and wont attack if you hold their taming item (a Hellfire Charge), just like every other tameable mob.
Fixed a bug where Pinkies would no longer breed! So breed away and get your Diamond Pinky Mounts!
Awesome! But you could've made it for 1.7.2, since Forge came out for 1.7.2.
Also, guess what? It's the New Year! *fireworks explode
Happy New Year!
Well I have a few more mob ideas to throw your way good sir Lycanite, and you probably won't be familiar with many of these creatures, but hopefully you will find it useful or inspiring anyway:
Extreme Hills Mobs -
1. Peryton - A mythological creature that is part stag and part eagle, but has the shadow of a man until it kills one. In D&D lore Peryton live on high cliffs and prey upon men for their hearts, which they need to survive. Could be a cool dive bombing creature that could even grab players in an effort to drop them for a great height (sneak allows the player to escape).
2. Elum - You know him. You love him. And he would be perfect for Extreme Hills considering his MO (Running and Jumping around cliffs). Naturally the Elum kind would be tameable mounts that can jump high, take less fall damage, and with the F key they can perform bursts of speed that can lead to spectacular run jumps. They also make better pack beasts than most animals when equipped with a chest. Perytons could hunt them.
3. Tektite - A classic Zelda Mob with a hopping gait that would be perfect for the terrain of an Extreme Hills biomes. They attack by hopping upwards and bringing their heavy, chitinous bodies to bear upon their foes. They are only aggressive during the night, though their daytime roamings can lead to harm done to those foolish enough to get in their way.
4. Bubble - I see that you are already content with the zombie type undead you have, but I still think it would be cool to continue the trend of having a unique variety of undead for each biome. The bubble's flying nature makes it a natural addition for an extreme hills biome and I think it would be awesome to see the eerie creatures hovering about in the night sky. You could even have variations based on some of the different color types found in the Zelda games. Green could poison enemies and bounce about. Purple could cause wither effects. Orange could cause fire damage and be immune to daylight.
5. Draconic Type Monster - Naturally such prideful creatures are drawn to lofty places from which they can look down and prey upon lesser beings. Just figured I'd suggest it.
Forest Mobs -
1. Eaggra - These guys you almost definitely are not familiar with, but I figured I would recommend them anyway as they have a very unique design for plant creatures. In the game the originated from, Warwind, they were a race of intelligent plant beings that were enslaved by more advanced humanoids as artisans and laborers. They could make a great basis for the shambler, or they could become unique forest villagers down the line. Just figured I would mention them.
2. Slink Weeds and Snipethorn - If you do consider Eaggra villagers then I feel I should mention their companion creatures, the Slinkweed and Snipethorn. Slinkweeds were a mix between lizard, scorpion, and plant that Eaggra would mount and ride into battle. Wild varieties disguised themselves as trees and would attack all trespassers. Snipethorns were cowardly creatures, which resembled long, lowbodied newt like creatures with large, blunderbuss style snouts out of which they sprayed deadly projectiles until attacked, at which point they would flee and resume harassing their prey when it has given up the chase. These creatures were often used as ranged weapons by the Eaggra.
3. Worgs - 'Cause who doesn't want to ride one? Large, intelligent, and sinister wolves? Yes please.
4. Owlbears - Also cause they are plain awesome. Could be the mini boss type of the biome that comes ripping and tearing through the foliage to obtain fresh meat.
5. Stirges - Vampiric flying creatures that mix the traits of Bat, Mosquito, and other insects all into one. They could serve as pesky night fliers of the realms that gain regenerative buffs after draining players of some of their health and/or hunger.
6. Fleeches/Slurgs - Native wildlife Oddworld, they are found throughout various levels of Abe's Exoddus. Fleeches are green, maggoty creatures with heads on either side of their body, and look like oversized, crawling snot clumps. They could pull enemies towards them with their long tongue attacks and then enter call their allies into a feeding frenzy. Slurgs meanwhile are dull, sluglike creatures that serve as the mainstay of the Fleech diet. They are passive, but when stepped upon or killed they leave poisonous clouds that harm the player and can attract Fleeches.
In regards to my previous postI have to say your idea for a centipede mob is even more wonderful than what I had invisioned (I figured only Fetishes would mount them, similar to the skeleton-spider jockey deal). Also the whole idea of centipede legs and vespid thoraxes was building up to something I forgot to include in that post: craftable bosses. Yup. Similar to the Wither you would get insect body parts from various biomes to craft a special insect boss with it's own unique challenges and loot, and allowing these parts to be broken down into other ingredients allows the player to make use of them while waiting for such bosses to be implemented. Alternatively they could be a rare drop though. The whole idea though was that Vespids would drop the abdomen, tektites the thorax, centipedes or trites the legs, and some other creature the heads and you would place all the pieces in the world, or craft them together, or fuse them in a special block to summon said boss. The same thing could be done for other creatures; say collecting items from various fantasy mobs to allow for the summoning of a dragon or chimera, or from various Oddworld creatures to summon Skrykull and demons organs to summon a Cyberdemon or maybe a Diablo primeval (if you are in to that sort of game. I couldn't help but recommend it since it has very neat monster designs). This would give the player insentive to keep hunting these pesky creatures even after he or she has for the most part overcome their danger to work towards new challenges and opportunities. It also gives you ways to introduce new baddies late in the mod's life span without overcrowding the biomes with tons of new spawns.
Sorry if these suggestions are getting tiresome but I can't help but share some cool creature concepts from various games and how they could be made minecraft friendly. If they are just say so and I shall desist.
That's all I have to add for now., happy new year Lycanite and everyone else on this thread!
Well I have a few more mob ideas to throw your way good sir Lycanite, and you probably won't be familiar with many of these creatures, but hopefully you will find it useful or inspiring anyway:
Extreme Hills Mobs -
1. Peryton - A mythological creature that is part stag and part eagle, but has the shadow of a man until it kills one. In D&D lore Peryton live on high cliffs and prey upon men for their hearts, which they need to survive. Could be a cool dive bombing creature that could even grab players in an effort to drop them for a great height (sneak allows the player to escape).
2. Elum - You know him. You love him. And he would be perfect for Extreme Hills considering his MO (Running and Jumping around cliffs). Naturally the Elum kind would be tameable mounts that can jump high, take less fall damage, and with the F key they can perform bursts of speed that can lead to spectacular run jumps. They also make better pack beasts than most animals when equipped with a chest. Perytons could hunt them.
3. Tektite - A classic Zelda Mob with a hopping gait that would be perfect for the terrain of an Extreme Hills biomes. They attack by hopping upwards and bringing their heavy, chitinous bodies to bear upon their foes. They are only aggressive during the night, though their daytime roamings can lead to harm done to those foolish enough to get in their way.
4. Bubble - I see that you are already content with the zombie type undead you have, but I still think it would be cool to continue the trend of having a unique variety of undead for each biome. The bubble's flying nature makes it a natural addition for an extreme hills biome and I think it would be awesome to see the eerie creatures hovering about in the night sky. You could even have variations based on some of the different color types found in the Zelda games. Green could poison enemies and bounce about. Purple could cause wither effects. Orange could cause fire damage and be immune to daylight.
5. Draconic Type Monster - Naturally such prideful creatures are drawn to lofty places from which they can look down and prey upon lesser beings. Just figured I'd suggest it.
Forest Mobs -
1. Eaggra - These guys you almost definitely are not familiar with, but I figured I would recommend them anyway as they have a very unique design for plant creatures. In the game the originated from, Warwind, they were a race of intelligent plant beings that were enslaved by more advanced humanoids as artisans and laborers. They could make a great basis for the shambler, or they could become unique forest villagers down the line. Just figured I would mention them.
2. Slink Weeds and Snipethorn - If you do consider Eaggra villagers then I feel I should mention their companion creatures, the Slinkweed and Snipethorn. Slinkweeds were a mix between lizard, scorpion, and plant that Eaggra would mount and ride into battle. Wild varieties disguised themselves as trees and would attack all trespassers. Snipethorns were cowardly creatures, which resembled long, lowbodied newt like creatures with large, blunderbuss style snouts out of which they sprayed deadly projectiles until attacked, at which point they would flee and resume harassing their prey when it has given up the chase. These creatures were often used as ranged weapons by the Eaggra.
3. Worgs - 'Cause who doesn't want to ride one? Large, intelligent, and sinister wolves? Yes please.
4. Owlbears - Also cause they are plain awesome. Could be the mini boss type of the biome that comes ripping and tearing through the foliage to obtain fresh meat.
5. Stirges - Vampiric flying creatures that mix the traits of Bat, Mosquito, and other insects all into one. They could serve as pesky night fliers of the realms that gain regenerative buffs after draining players of some of their health and/or hunger.
6. Fleeches/Slurgs - Native wildlife Oddworld, they are found throughout various levels of Abe's Exoddus. Fleeches are green, maggoty creatures with heads on either side of their body, and look like oversized, crawling snot clumps. They could pull enemies towards them with their long tongue attacks and then enter call their allies into a feeding frenzy. Slurgs meanwhile are dull, sluglike creatures that serve as the mainstay of the Fleech diet. They are passive, but when stepped upon or killed they leave poisonous clouds that harm the player and can attract Fleeches.
In regards to my previous postI have to say your idea for a centipede mob is even more wonderful than what I had invisioned (I figured only Fetishes would mount them, similar to the skeleton-spider jockey deal). Also the whole idea of centipede legs and vespid thoraxes was building up to something I forgot to include in that post: craftable bosses. Yup. Similar to the Wither you would get insect body parts from various biomes to craft a special insect boss with it's own unique challenges and loot, and allowing these parts to be broken down into other ingredients allows the player to make use of them while waiting for such bosses to be implemented. Alternatively they could be a rare drop though. The whole idea though was that Vespids would drop the abdomen, tektites the thorax, centipedes or trites the legs, and some other creature the heads and you would place all the pieces in the world, or craft them together, or fuse them in a special block to summon said boss. The same thing could be done for other creatures; say collecting items from various fantasy mobs to allow for the summoning of a dragon or chimera, or from various Oddworld creatures to summon Skrykull and demons organs to summon a Cyberdemon or maybe a Diablo primeval (if you are in to that sort of game. I couldn't help but recommend it since it has very neat monster designs). This would give the player insentive to keep hunting these pesky creatures even after he or she has for the most part overcome their danger to work towards new challenges and opportunities. It also gives you ways to introduce new baddies late in the mod's life span without overcrowding the biomes with tons of new spawns.
Sorry if these suggestions are getting tiresome but I can't help but share some cool creature concepts from various games and how they could be made minecraft friendly. If they are just say so and I shall desist.
That's all I have to add for now., happy new year Lycanite and everyone else on this thread!
Hah, nice list! But Wargs are already going to be added. Also, I would personally want Rathalos and Tigrex from the Monster Hunter series to be in the Dragon Mobs Pack!
Also, Happy New Year!
Hey Lycanite (and anyone else who might be interested), just wanted to let you know I've put together a mod pack with your mod in it! If you'd like to check it out, you can find it here: http://www.minecraft...-minecraft-164/
Well I have a few more mob ideas to throw your way good sir Lycanite, and you probably won't be familiar with many of these creatures, but hopefully you will find it useful or inspiring anyway: Extreme Hills Mobs -
1. Peryton - A mythological creature that is part stag and part eagle, but has the shadow of a man until it kills one. In D&D lore Peryton live on high cliffs and prey upon men for their hearts, which they need to survive. Could be a cool dive bombing creature that could even grab players in an effort to drop them for a great height (sneak allows the player to escape). 2. Elum - You know him. You love him. And he would be perfect for Extreme Hills considering his MO (Running and Jumping around cliffs). Naturally the Elum kind would be tameable mounts that can jump high, take less fall damage, and with the F key they can perform bursts of speed that can lead to spectacular run jumps. They also make better pack beasts than most animals when equipped with a chest. Perytons could hunt them. 3. Tektite - A classic Zelda Mob with a hopping gait that would be perfect for the terrain of an Extreme Hills biomes. They attack by hopping upwards and bringing their heavy, chitinous bodies to bear upon their foes. They are only aggressive during the night, though their daytime roamings can lead to harm done to those foolish enough to get in their way. 4. Bubble - I see that you are already content with the zombie type undead you have, but I still think it would be cool to continue the trend of having a unique variety of undead for each biome. The bubble's flying nature makes it a natural addition for an extreme hills biome and I think it would be awesome to see the eerie creatures hovering about in the night sky. You could even have variations based on some of the different color types found in the Zelda games. Green could poison enemies and bounce about. Purple could cause wither effects. Orange could cause fire damage and be immune to daylight. 5. Draconic Type Monster - Naturally such prideful creatures are drawn to lofty places from which they can look down and prey upon lesser beings. Just figured I'd suggest it.
Forest Mobs -
1. Eaggra - These guys you almost definitely are not familiar with, but I figured I would recommend them anyway as they have a very unique design for plant creatures. In the game the originated from, Warwind, they were a race of intelligent plant beings that were enslaved by more advanced humanoids as artisans and laborers. They could make a great basis for the shambler, or they could become unique forest villagers down the line. Just figured I would mention them. 2. Slink Weeds and Snipethorn - If you do consider Eaggra villagers then I feel I should mention their companion creatures, the Slinkweed and Snipethorn. Slinkweeds were a mix between lizard, scorpion, and plant that Eaggra would mount and ride into battle. Wild varieties disguised themselves as trees and would attack all trespassers. Snipethorns were cowardly creatures, which resembled long, lowbodied newt like creatures with large, blunderbuss style snouts out of which they sprayed deadly projectiles until attacked, at which point they would flee and resume harassing their prey when it has given up the chase. These creatures were often used as ranged weapons by the Eaggra. 3. Worgs - 'Cause who doesn't want to ride one? Large, intelligent, and sinister wolves? Yes please. 4. Owlbears - Also cause they are plain awesome. Could be the mini boss type of the biome that comes ripping and tearing through the foliage to obtain fresh meat. 5. Stirges - Vampiric flying creatures that mix the traits of Bat, Mosquito, and other insects all into one. They could serve as pesky night fliers of the realms that gain regenerative buffs after draining players of some of their health and/or hunger. 6. Fleeches/Slurgs - Native wildlife Oddworld, they are found throughout various levels of Abe's Exoddus. Fleeches are green, maggoty creatures with heads on either side of their body, and look like oversized, crawling snot clumps. They could pull enemies towards them with their long tongue attacks and then enter call their allies into a feeding frenzy. Slurgs meanwhile are dull, sluglike creatures that serve as the mainstay of the Fleech diet. They are passive, but when stepped upon or killed they leave poisonous clouds that harm the player and can attract Fleeches.
In regards to my previous postI have to say your idea for a centipede mob is even more wonderful than what I had invisioned (I figured only Fetishes would mount them, similar to the skeleton-spider jockey deal). Also the whole idea of centipede legs and vespid thoraxes was building up to something I forgot to include in that post: craftable bosses. Yup. Similar to the Wither you would get insect body parts from various biomes to craft a special insect boss with it's own unique challenges and loot, and allowing these parts to be broken down into other ingredients allows the player to make use of them while waiting for such bosses to be implemented. Alternatively they could be a rare drop though. The whole idea though was that Vespids would drop the abdomen, tektites the thorax, centipedes or trites the legs, and some other creature the heads and you would place all the pieces in the world, or craft them together, or fuse them in a special block to summon said boss. The same thing could be done for other creatures; say collecting items from various fantasy mobs to allow for the summoning of a dragon or chimera, or from various Oddworld creatures to summon Skrykull and demons organs to summon a Cyberdemon or maybe a Diablo primeval (if you are in to that sort of game. I couldn't help but recommend it since it has very neat monster designs). This would give the player insentive to keep hunting these pesky creatures even after he or she has for the most part overcome their danger to work towards new challenges and opportunities. It also gives you ways to introduce new baddies late in the mod's life span without overcrowding the biomes with tons of new spawns. Sorry if these suggestions are getting tiresome but I can't help but share some cool creature concepts from various games and how they could be made minecraft friendly. If they are just say so and I shall desist. That's all I have to add for now., happy new year Lycanite and everyone else on this thread!
Thanks for more suggestions, I do intend on adding around 2 bosses per biomes, one found in a dungeon and one craftable or summonable, but this is a while off yet. Also if I add humanoid races in the future, these would mount various mobs.
Hah, nice list! But Wargs are already going to be added. Also, I would personally want Rathalos and Tigrex from the Monster Hunter series to be in the Dragon Mobs Pack! Also, Happy New Year!
Nargacuga would be a cool mob to add too! I would vary them up a bit though so that they aren't exact copies but pretty similar, or inspired by.
Hey Lycanite (and anyone else who might be interested), just wanted to let you know I've put together a mod pack with your mod in it! If you'd like to check it out, you can find it here: http://www.minecraft...-minecraft-164/ Thanks for the awesome work!
Awesome, it's nice to see this mod appearing in more and more mod packs!
Happy new Year! I'm gonna wait a little while and finish the mounts, etc before packing up and moving to 1.7.2, hopefully it wont be too bumpy a ride! Thanks for more suggestions, I do intend on adding around 2 bosses per biomes, one found in a dungeon and one craftable or summonable, but this is a while off yet. Also if I add humanoid races in the future, these would mount various mobs. Nargacuga would be a cool mob to add too! I would vary them up a bit though so that they aren't exact copies but pretty similar, or inspired by. Awesome, it's nice to see this mod appearing in more and more mod packs!
Hmm, so 3 wyverns from the Monster Hunter series to go in the Dragon Mobs pack: Rathalos, Tigrex, and Nargacuga! Will they be similar to their MH counterparts, or will they be slightly different? Anyways, I've come up with biomes for them:
Rathalos: Plains, Forest, and Swamp
Tigrex: Extreme Hills and Desert
Nargacuga: Jungle and Swamp
Also, they should eat farmable mobs in their respective biomes. Sounds good?
EDIT: I've realized you made new mobs! I think that the Conba is probably based off a Conga from the MH series, and the Centipede is based of off Atari's Centipede game!
You can't act like a smarty-pants and say that stuff. Seriously, you're being rude.
There is such thing as criticism. You should really try it out, unless you don't have an outside life.
In all honesty, you sounded so sure of yourself when you said it that I thought you were Lycanite and felt rejected .. lol. It wasn't till Cryptzombie said it wasn't your mod that I realized by "we" you probably meant "the thread community waiting on stuff"
No harm done . . and no offense taken. . .but it was a lesson in paying better attention for me. . . heh.
Rollback Post to RevisionRollBack
* I promise I'm not lazy or stupid. . . just overwhelmed. . . . I'm trying to make 80+ mods get along. . . I had no idea what I was getting into. . .
In all honesty, you sounded so sure of yourself when you said it that I thought you were Lycanite and felt rejected .. lol. It wasn't till Cryptzombie said it wasn't your mod that I realized by "we" you probably meant "the thread community waiting on stuff"
No harm done . . and no offense taken. . .but it was a lesson in paying better attention for me. . . heh.
Ah, don't worry. The Conbas weren't on the list of planned mobs at that time. Don't worry. I wasn't angry at you.
HOLY CRAP!!! These mounts are AWESOME!!!! I didn't realize how amazing these mobs could look!!! But its simply AWESOME!!! I only have my one pinky and baby pinky seems to be a bit elusive(i haven't come by one yet) But finally got my erepede and started filling my "Lycanite Zoo"lol. This is awesome lycan, other mods add creatures but nothing like yours and especially not mountable!!! Keep up the awesome work!!! And thanks for such an original and well functioning mod!!!! I get all giddy when i throw a saddle on these things!!!!
Thanks again-painter
P.S. check your PM's
HOLY CRAP!!! These mounts are AWESOME!!!! I didn't realize how amazing these mobs could look!!! But its simply AWESOME!!! I only have my one pinky and baby pinky seems to be a bit elusive(i haven't come by one yet) But finally got my erepede and started filling my "Lycanite Zoo"lol. This is awesome lycan, other mods add creatures but nothing like yours and especially not mountable!!! Keep up the awesome work!!! And thanks for such an original and well functioning mod!!!! I get all giddy when i throw a saddle on these things!!!!
Thanks again-painter
P.S. check your PM's
I'm glad you're enjoying the mounts! As for the Baby Pinky, you can only get it by breeding two adults, they don't spawn naturally.
how do i get another pinky though??? i tried giving hellfires to no avail....even if i did they won't fit through my 2 block door!?!?
You can breed two pinkies by feeding them live cows/pigs or sheep, after attacking any of those animals once, they get ready to breed as if you fed them breeding food.
You can then use Hellfire Charges on a Baby Pinky to tame it, you can heal your pet Pinky using any cooked meat, vanilla or from this mod.
You can breed two pinkies by feeding them live cows/pigs or sheep, after attacking any of those animals once, they get ready to breed as if you fed them breeding food.
You can then use Hellfire Charges on a Baby Pinky to tame it, you can heal your pet Pinky using any cooked meat, vanilla or from this mod.
But i only have 1 pinky and can't get another.....all pinkys in the nether seem untameable,they just attack, i fed them all my hellfires to no avail...????
My youtube channel L:
https://www.youtube.com/user/ninjabeeutube1223344
Jungle Mobs -
1. I like the idea of giant Vespids flying about the jungle and would love to see this implemented. The could drop insect abdomens that can be broken down into stingers and insect meat, or used on their own for a special recipe. The stingers are used for making poisonous spears or darts (which are used for an item from a special mob I will detail later). If you ever do add special dungeons for your mobs in the future a vespid hive with vespid spawners would be great. A queen would be cool as well but I have an even more sinister reproduction method for the vespids in mind, which leads me to the next mob...
2. The Bloated: Shambling, pot bellied undead that have become shambling incubators for vespid young. They are slow, but they are tough and capable of suprising bursts of speed now and then.Even worse, when they are defeated when they die angry vespid young emerge out of the corpse. Attacking them also has the chance to cause vespid adults to spawn in defense of their young. Drops poison glands and zombie meat.
3. Insect Swarms: Small, annoying, swarmy, and out for blood. These little suckers would be similar to the mosquito swarms from Twilight Forest, but are not hostile to players during the day. Come nightfall however these little blighters become much more active and will sting at the player incessantly causing light poison. Vespids often prey on these swarms. I have no idea what they would drop.
4. Ape Creatures - I agree with the previously mentioned idea of having giant ape creatures hurling paraphernalia at players and reacting as a group in mutual defense, and strongly support the suggestion. I feel they should only attack if approached by the player though.
5. Fetish - If you are not familiar with Diablo 2 or 3, the Fetish were small tribal, pygmies, corrupted by demons into degenerate cannibalism. They stalk for shadows of jungles, waiting to pounce on fresh victims. The lucky ones will reach the Fetish villages already dead and be thrown into cauldrons to pickled, while the unlucky face the gruesome fate of being cooked alive. The majority of Fetish tribesmen carry long, razor sharp carving knives, while others will have blowguns with which to shoot poisonous darts at prey. These creatures typically drop reeds and sometimes gold nuggets, and even have a rare chance of dropping their weapons. The blowguns are pretty straight forward and can shoot darts made from Vespid stingers. The carving knives however come in two varities; gold and iron. Iron carving knives have an innate Looting I ability, while gold knives have an innate Looting II ability and are much rarer. This is meant to represent how these weapons are meant to get the most out of slicing up their victims, and can stack with any looting enchantments added to them. Fetishes have been known to be made docile if enough zombie meat is thrown at them. Once made docile more meat could result in a temporary ally or the Fetish may offer gold nuggets in return.
6. Fetish Shaman - These dreaded creatures are thankfully rare, but are always found in dangerous company. In fact the shaman even rides atop the shoulders of one of its ordinary brethren, breathing fire on its enemies and healing its allies. Worst of all this creature will raise its fallen tribe members from the dead to fight again (this could be possibly be done through fetishes dropping special entities or tiles when slain while in the presence of a shaman which he will periodically turn back into a fetish. Or he could simply have a counter of how many have died and spawn replacements.). Even when defeated, the shaman's faithful bearer will fight on to slay its killer. This guy would be similar to the Alpha Joust rates and count as part of Fetish in terms of taking up Jungle mob slots (just as the Alpha is part of the Joust category).
7. Monstrous Centipedes - While tarantulas are a great way to emphasize the verticality of a Jungle's terrain, I think they are just too similar to spiders and it would be cooler to have an aggressive creature like a centipede crawling about... with an added twist. If the centipede is killed with a hacking weapon like a sword or axe it will split into two smaller centipedes instead. Naturally it also carries an especially virulent poison and is lightning fast. It drops insect legs which can be used for a special recipe or turned into raw insect meat. On occasion they can be found with a fetish mounted atop them. Can be tamed with spider eyes and them mounted. It's special abilities as a mount are that it treats all surfaces as having ladders and can deliver its poisonous bite on command.
8. Thorned Hulk: Horrible, elemental creatures made of living, thorn covered wood that seek only to smash living creatures to a pulp so that it might feed off their warm blood. These creatures drop wood and rare components (what I have no idea at the moment. Maybe this guy could be a summonable boss later on in development). http://www.thanatosrealms.com/diablo2/beastiary/thorned_hulk
9. Emerald Panther - Rare constructs of a long forgotten race made of mossy ruins and emerald detailing that still stalk the jungles of minecraft to this day. The have an eerie presence that scares away creepers and drives ocelots into a blood hungry fury. As a result ocelots will attack nearby players and any harm that befalls them the Emerald Panther will visit upon the head of the agressor ten fold. These serve as the jungle miniboss and drop emeralds and mossy cobble or brick. Rarely it drops a rare, emerald studded collar that some believe would allow for control of another of the constructs.
Items -
1. Joust Cakes and Lurker Pies: Yup. A simple homage to the game that spawned these creatures but solve something that at least I personally have an issue with; buffs on a non-crafted item. Certainly you have to cook the meat of these critters first to get your shiny buff, but I think it makes it problematic if you just want the hunger restored and this is the only food you really have around. This can be solved by moving these buffs to simple foods that are crafted from the meat. For instance the Joust Cake could be crafted from the meat + a piece of sugar and wheat, while the lurker pie would be an egg and wheat.
2. Joust Beaks: Alpha Jousts drop pieces of their beak on occasion which cane be crafted into a Joust Lance (2-3 sticks and 2 beaks made of 3 shards each). These weapons do slightly less damage than an iron sword, but have great reach and if the player holds down right click and releases will send him charging forward a few blocks to do a very damaging attack (Alpha Jousts themselves should open a fight with this sort of attack). Furthermore if the user of the lance is mounted they will be able to charge even further and do more damage when using this special ability.
I do have yet more suggestions for creatures and items that I can share at a later date as I have already spent a fair amount of time articulating these, but if you find them cumbersome and unhelpful do let me know and I will accost you with them no further.
Anyway, great work on the latest release! I really love the look of the mobs in their shiny new armor!
They have been remvoed as they never actually worked. I'm going to be adding a special monster spawner block they you can put a spawn egg inside of, it will possibly have some options as well such as spawning hostile mobs when it is light, etc.
I quite like a lot of these suggestions:
For the Jungle Mobs:
Awesome! But you could've made it for 1.7.2, since Forge came out for 1.7.2.
Also, guess what? It's the New Year! *fireworks explode
Happy New Year!
Extreme Hills Mobs -
1. Peryton - A mythological creature that is part stag and part eagle, but has the shadow of a man until it kills one. In D&D lore Peryton live on high cliffs and prey upon men for their hearts, which they need to survive. Could be a cool dive bombing creature that could even grab players in an effort to drop them for a great height (sneak allows the player to escape).
2. Elum - You know him. You love him. And he would be perfect for Extreme Hills considering his MO (Running and Jumping around cliffs). Naturally the Elum kind would be tameable mounts that can jump high, take less fall damage, and with the F key they can perform bursts of speed that can lead to spectacular run jumps. They also make better pack beasts than most animals when equipped with a chest. Perytons could hunt them.
3. Tektite - A classic Zelda Mob with a hopping gait that would be perfect for the terrain of an Extreme Hills biomes. They attack by hopping upwards and bringing their heavy, chitinous bodies to bear upon their foes. They are only aggressive during the night, though their daytime roamings can lead to harm done to those foolish enough to get in their way.
4. Bubble - I see that you are already content with the zombie type undead you have, but I still think it would be cool to continue the trend of having a unique variety of undead for each biome. The bubble's flying nature makes it a natural addition for an extreme hills biome and I think it would be awesome to see the eerie creatures hovering about in the night sky. You could even have variations based on some of the different color types found in the Zelda games. Green could poison enemies and bounce about. Purple could cause wither effects. Orange could cause fire damage and be immune to daylight.
5. Draconic Type Monster - Naturally such prideful creatures are drawn to lofty places from which they can look down and prey upon lesser beings. Just figured I'd suggest it.
Forest Mobs -
1. Eaggra - These guys you almost definitely are not familiar with, but I figured I would recommend them anyway as they have a very unique design for plant creatures. In the game the originated from, Warwind, they were a race of intelligent plant beings that were enslaved by more advanced humanoids as artisans and laborers. They could make a great basis for the shambler, or they could become unique forest villagers down the line. Just figured I would mention them.
2. Slink Weeds and Snipethorn - If you do consider Eaggra villagers then I feel I should mention their companion creatures, the Slinkweed and Snipethorn. Slinkweeds were a mix between lizard, scorpion, and plant that Eaggra would mount and ride into battle. Wild varieties disguised themselves as trees and would attack all trespassers. Snipethorns were cowardly creatures, which resembled long, lowbodied newt like creatures with large, blunderbuss style snouts out of which they sprayed deadly projectiles until attacked, at which point they would flee and resume harassing their prey when it has given up the chase. These creatures were often used as ranged weapons by the Eaggra.
3. Worgs - 'Cause who doesn't want to ride one? Large, intelligent, and sinister wolves? Yes please.
4. Owlbears - Also cause they are plain awesome. Could be the mini boss type of the biome that comes ripping and tearing through the foliage to obtain fresh meat.
5. Stirges - Vampiric flying creatures that mix the traits of Bat, Mosquito, and other insects all into one. They could serve as pesky night fliers of the realms that gain regenerative buffs after draining players of some of their health and/or hunger.
6. Fleeches/Slurgs - Native wildlife Oddworld, they are found throughout various levels of Abe's Exoddus. Fleeches are green, maggoty creatures with heads on either side of their body, and look like oversized, crawling snot clumps. They could pull enemies towards them with their long tongue attacks and then enter call their allies into a feeding frenzy. Slurgs meanwhile are dull, sluglike creatures that serve as the mainstay of the Fleech diet. They are passive, but when stepped upon or killed they leave poisonous clouds that harm the player and can attract Fleeches.
In regards to my previous postI have to say your idea for a centipede mob is even more wonderful than what I had invisioned (I figured only Fetishes would mount them, similar to the skeleton-spider jockey deal). Also the whole idea of centipede legs and vespid thoraxes was building up to something I forgot to include in that post: craftable bosses. Yup. Similar to the Wither you would get insect body parts from various biomes to craft a special insect boss with it's own unique challenges and loot, and allowing these parts to be broken down into other ingredients allows the player to make use of them while waiting for such bosses to be implemented. Alternatively they could be a rare drop though. The whole idea though was that Vespids would drop the abdomen, tektites the thorax, centipedes or trites the legs, and some other creature the heads and you would place all the pieces in the world, or craft them together, or fuse them in a special block to summon said boss. The same thing could be done for other creatures; say collecting items from various fantasy mobs to allow for the summoning of a dragon or chimera, or from various Oddworld creatures to summon Skrykull and demons organs to summon a Cyberdemon or maybe a Diablo primeval (if you are in to that sort of game. I couldn't help but recommend it since it has very neat monster designs). This would give the player insentive to keep hunting these pesky creatures even after he or she has for the most part overcome their danger to work towards new challenges and opportunities. It also gives you ways to introduce new baddies late in the mod's life span without overcrowding the biomes with tons of new spawns.
Sorry if these suggestions are getting tiresome but I can't help but share some cool creature concepts from various games and how they could be made minecraft friendly. If they are just say so and I shall desist.
That's all I have to add for now., happy new year Lycanite and everyone else on this thread!
Hah, nice list! But Wargs are already going to be added. Also, I would personally want Rathalos and Tigrex from the Monster Hunter series to be in the Dragon Mobs Pack!
Also, Happy New Year!
Thanks for the awesome work!
Happy new Year! I'm gonna wait a little while and finish the mounts, etc before packing up and moving to 1.7.2, hopefully it wont be too bumpy a ride!
Thanks for more suggestions, I do intend on adding around 2 bosses per biomes, one found in a dungeon and one craftable or summonable, but this is a while off yet. Also if I add humanoid races in the future, these would mount various mobs.
Nargacuga would be a cool mob to add too! I would vary them up a bit though so that they aren't exact copies but pretty similar, or inspired by.
Awesome, it's nice to see this mod appearing in more and more mod packs!
Hmm, so 3 wyverns from the Monster Hunter series to go in the Dragon Mobs pack: Rathalos, Tigrex, and Nargacuga! Will they be similar to their MH counterparts, or will they be slightly different? Anyways, I've come up with biomes for them:
Rathalos: Plains, Forest, and Swamp
Tigrex: Extreme Hills and Desert
Nargacuga: Jungle and Swamp
Also, they should eat farmable mobs in their respective biomes. Sounds good?
EDIT: I've realized you made new mobs! I think that the Conba is probably based off a Conga from the MH series, and the Centipede is based of off Atari's Centipede game!
Why? It's not going to be a flying lion, for some reason.
Well, the Remobra is smaller than it originally was as well. Lycanite changed the plans so the Manticore could be a red bat with a scorpion tail.
In all honesty, you sounded so sure of yourself when you said it that I thought you were Lycanite and felt rejected .. lol. It wasn't till Cryptzombie said it wasn't your mod that I realized by "we" you probably meant "the thread community waiting on stuff"
No harm done . . and no offense taken. . .but it was a lesson in paying better attention for me. . . heh.
Ah, don't worry. The Conbas weren't on the list of planned mobs at that time. Don't worry. I wasn't angry at you.
Thanks again-painter
P.S. check your PM's
I'm glad you're enjoying the mounts! As for the Baby Pinky, you can only get it by breeding two adults, they don't spawn naturally.
You can breed two pinkies by feeding them live cows/pigs or sheep, after attacking any of those animals once, they get ready to breed as if you fed them breeding food.
You can then use Hellfire Charges on a Baby Pinky to tame it, you can heal your pet Pinky using any cooked meat, vanilla or from this mod.