Poll: WorldGen with unique mobs is planned. What do you think?
The worldgen will include new kinds of caves/dungeons in the same fashion as Minecraft, like the mineshafts and mob dungeons. No over the top massive structures are planned. Of course, you can disable/enable them in the config.
I would much appreciate a 1.7.10 version, and I'm sure others would too, regardless of whether there's eventually a 1.8 version. We still don't know how long it'll take for Forge to get a 1.8 version working! (Heck, some people probably would like a 1.6.4 version -- I've heard it referred to as "the golden age of mods.") So that's my suggestion, 1.7.10 first and 1.8 eventually.
Ok, I'll look into it, I will probably make an entirely custom UI for it. It actually gave me another really cool idea. I find it funny that the only version I wasn't able to develop for due to school, is actually referred to as "the golden age". However, Lexmanos does not recommend still developing for 1.6 and I really can't port this all back to 1.6 due to the SimpleNetwork stuff. Anyway, be sure to stay tned for a revised Tarveling Merchant.
One thing I never understood about people who add new mobs is that the majority tend to do just one thing. They cause damage. Sometimes they add potion effects but it really is rare to see a mob that poses a unique challenges. I have seen some across some over the past year which stood out as exceptionally unique.
Enderius was a mod created some modjam and added Enderslimes which teleport you 5 blocks away if you got within melee range of them. While this seems somewhat pointless when you actually encounter them the inability to get close to them with melee weapons really forces you to change tactics, also facing them in areas with nearby canyons proved deadly. I would love to see these ported into Primitive mobs, especially since Enderius was open source anyway.
Then there was the Glutton from NetherX. A simple concept which wasn't fully realized within the Glutton but was actually very interesting. A mob which eats items from your inventory before it starts to cause you damage. What made this mob terrifying wasn't the damage it caused, but the fact that it could remove all of your valuables from your inventory.
More efforts needs to be made my mod developers to come up with creative ideas like this to pose threats to players beyond simply taking damage from hits. And that isn't to say DaveyX0 hasn't come up with some creative ideas, I'm just voicing some thoughts and pointing to concepts I've seen which I'd love to see inspire new additions to Primitive Mobs.
I see your point. I wanted to make the Glutton myself until I saw NetherX already made it and I'm not sure if it will be discontinued. I agree with your statement. Making new attack behaviour really isn't hard. Although I have added some mobs with unique ways of attacking, like the Brain Slime and Summoner, I don't think this is what you are after. You mean different threats than damage. I definitely agree that this should become a thing and I already have some cool ideas. Hoping to implement them in the future. Thanks for the feedback.
EDIT: I can try to add the ender slime thing, but maybe I'll make it into another mob with the same behaviour. Are you sure you want players to teleport into walls? Might be a bit unfair.
I really like this mod, but the slimes tend to bug around in the air after you cut them off your head. o.ô
Pfff this is still happening then.... I've been trying to fix this for a while now but it just keeps happening D: Will continue to look for a fix. Relogging should technically remove them I think.
But you should really try making one for 1.6.4... I'm sure a LOT of people would like that.. the current features in 1.6.4 would be so awsome...
I really like the looks of this mod, too bad i can't play it because I'm in 1.6.4
It's been said quite a few times that there's more than likely no chance of this happening. There are things that can be done in 1.7.10 that cannot be done in 1.6.4, so don't hold your breath on this.
1.6.4 is dead. If there are any mods holding you back from updating, cut them at this point and add them back later should they update. That's my advice.
Well, good to know you are on it. We set their spawn rate to 0 for now.
And I'm not sure if it's intentional that Rocket Creepers seem to do a dying animation when hit (read: they fall to the ground), and then continue walking. That confused me. o.o
Aaaand while I am at it...I guess camouflage armor is just for decoration and does not really keep mobs from seeing me? Just to be sure.
Rocket Creeper just tumble around indeed And nah... I'll leave that up to invis potions.
The way you sounded it made it sound like a cheap TV show based around on this family called the 'Harpies', not weird bird statues with a women's breasts and head on it..
Rollback Post to RevisionRollBack
Teddwa (The Fakemon in my avatar) belongs to ReallyDarkAndWindie and that is used with permission from him.
Click on this spoiler to see mods and ideas that I support!
Click on this Spoiler to see misc. banners and whatnot!
The Meaning of Life, the Universe, and Everything.
Join Date:
6/5/2013
Posts:
47
Minecraft:
Hailek
Member Details
Love your mod, man. I've been looking for something that adds new, interesting mobs, but most seem to be a but too extensive or extreme with abstractly-styled textures and such, but this was just perfect!
Would you allow this to be featured in public, non-profit modpacks? I'd love to add this to one I'm working on. Full credit is given, of course
Usually using Steam/Discord nowadays, mostly actively searching around on curseforge for new mods.
Games on steam are usually Spiral Knights, TF2, SFM, and Paladins nowadays
I occasionally hop on minecraft to see what's new.
Although I have added some mobs with unique ways of attacking, like the Brain Slime and Summoner, I don't think this is what you are after. You mean different threats than damage. I definitely agree that this should become a thing and I already have some cool ideas. Hoping to implement them in the future.
While I would like to say "Hey, if they can be disabled in the config file, no harm no foul right?" the truth is that I have turned down mods (most notably Mo' Creatures) in part due to the addition of threats such as the Ogre, who knocks down walls. Also Minecraft Is Too Easy, which includes greater threats as you dig down, and I already avoid digging most of the time. So I would be careful about adding "unique" threats, and make absolutely sure that they're things you can tweak in the configs (especially as to rarity) or turn off altogether.
I think that acquisitionists (Diamond-style players), and packrats like me, would be adversely affected by anything that attacked our items, whether in our inventory or in our chests. It's just, Minecraft established certain ways of protecting yourself, and over time has eaten away at these (zombies can break down doors, spiders can climb walls, endermen can disable some of your defenses by removing blocks and can ignore everything except a low ceiling, cave spiders can slip in through half-slab holes...). Add in block-breaking ogres and things that teleport you and it feels like nothing in Minecraft is safe anymore -- and that's the kind of playstyle that I avoid because it ramps up my adrenaline to a level I cannot call "fun". And that's before you factor in stuff that negates even settings like keepInventory and means "progress" is simply "amount of effort spent building items before they're randomly destroyed."
Still, I do appreciate what MCTalen is saying; it's a form of . I happen to think that differences in how you attack things is largely sufficient to achieve this: melee for some, ranged for others; out in the open for some, using terrain to advantage for others; some that just keep coming while you back up and hit them, others that change tactics and require you to adapt. I liked Mo' Creatures for the wraith, which required me to pay a little attention to attacks from the sky (but wasn't overwhelming).
Consider, for example, enemies who resist most damage from regular attacks that aren't elemental or poison. You could have a frost creature who takes fire to kill quickly (vanilla already has the Blaze, which is hurt by water and snowballs), or a type of hardy monster who is difficult to damage via melee but hurt badly by poison (or where poison takes away the ability to shrug off damage).
If you wanted a weird boss (again, make it possible to disable this via config menu!), consider the Basilisk: If you look directly at it, you freeze. I'm really not sure, though, how you could attack it without aiming in its direction, so it's probably not a good fit for Minecraft. But you might think it over.
Rollback Post to RevisionRollBack
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Could you make camo-armor turn invisible when you drink an invisibility potion? That'd be cool. Oh, and camo armor could reduce the range at which mobs detect you by a little.
I would really like it if brain slimes didn't suck health, but rather, xp points(or xp points and health I guess). I think it'd be more fun.
And speaking of unique dangers, I remember a mod that added a mob that 'ate' iron. It would remain passive until you attack it/have iron on you then every attack would eat a iron-related item from your inventory, or seriously damage any iron armor you have, and hitting it with iron tools would damage the tools a lot. It would get distracted if you drop iron on the ground allowing you to run.
this could get long so....
Once I get the 'idea-spamming' mood, I can go on for quite some time... some of the ideas I had are
Mermaid-like mob: Has a 'lure' ability that causes you to move towards it and make you're attacks weak. When on a boat, attempts to lure you towards it and make you bump into it, breaking your boat. If you are not on a boat, attempts to lure you to the bottom of the sea and drown you.
Parasite: Small tiny worm-thing that cannot attack, but latches on to you or other mobs. When it latches on to you, it makes you hungry faster and will move to another host when it gets the chance. If on a non-player mob, will cause the mob to attack players.
Malfunctioning golem: Rarely spawns when iron golems are made with jack-o-lanterns. Attacks anything it sees.
Siren: Tamable mob. Flies around, and cannot deal physical damage but can toss mobs into the air(not much, just about enough to give 1/2, 1 heart ish damage), or carry mobs sort distances. (say, over that fence, or across that trench). Mainly attacks by 'singing'
Singing gives potion effects to all mobs near it. Unlike the support creeper, not controlled, meaning can debuff allies or buff enemies by mistake.
Potion effects are limited to 'physical' effects(no fire res, invisibility, poison, health, etc).
Positive effects include minor speed/jump boost, strength, resistance.
Negative effects include minor slowness, weakness, extremely high speed/jump boost.(Have you ever tried to move with jump/speed boost potency 100 ? Not fun.).
No idea how to tame. Maybe find a nest or something?
Fairies: Neutral mobs, meaning won't attack until you do. Will remove enchantments from items when it attacks
Ghosts: Semi-transparent mobs. Most ghosts are incorporeal and cannot harm you, nor get hurt. However, some ghosts are corporeal and can and will harm you, but can also be hurt. Usually just crowds around you being annoying. Mostly moves in groups, and if a tool or enchanted book is dropped, will 'haunt' it, turning it into a haunted tool/bewitched tome
Pigmen Archer: A pigmen with a golden bow. Drops a golden bow, which is just like a bow, but faster, and more fragile and all that, just like other gold things.
Thieving Villager: A villager that while it looks like normal farmer villagers, will never have a 'item->emerald' trade. When traded with, steals your emeralds and doesn't give an item back. But has rare trades that sometimes might not be a trick....
Can steal from other villagers, making them run out of trades without getting new trades.
Squirrel: A cute, fluffy animal that.... climbs over your fence, sneaks into your garden, then eats all your crops. Will avoid wolves and ocelots(both tamed and wild) and wolves and ocelots will chase after them and(if possible) kill them. Tamed wolves and ocelots will not chase.
Wither Berserker: A buffer wither. Stronger, and more resilient with one hell of a knockback. Randomly attacks other(non-wither) mobs near it, and attacks all non-undead mobs around it, other than the ghast(because if it did, we would most likely see them run off cliffs and flounder in lava)
Woodspider: small spider that spawns in forests and jungles, overly fond of ambushing players from above.
(insert material here) Men: Tiny golem-like people made out of clay, wood, stone, dirt nethrrack, or endstone. About one block tall, and can be traded with. Rarely gives a (insert material here) Man item that can be used to spawn a tamed (insert material here) man. When tamed guards the area it was placed it. Can be picked up and moved, or given swords or bows to fight with.
Stone Golem. What villagers used before iron golems. Weaker and slower than iron golems. Now malfunctioning, and attacks players, villagers, and iron golems
Sorcerer: a evil villager, much like the summoner. Bewitches other mobs to fight for it. Can also bewitch tamed mobs, or passive mobs such as villagers or bats to fight for it.
Love your mod, man. I've been looking for something that adds new, interesting mobs, but most seem to be a but too extensive or extreme with abstractly-styled textures and such, but this was just perfect!
Would you allow this to be featured in public, non-profit modpacks? I'd love to add this to one I'm working on. Full credit is given, of course
I think it is quite nice that more design aware people are trying to help me here. Thanks a lot! I will definitely take this all into consideration. In my comment that you responded to, I removed a line saying that I was worried about players being fed up with being damaged in new unknown ways, so I am well aware of the issue (no idea why I removed it). The player teleport thing would have to be done in a way that the player is just confused, but not killed. If I add the harpies I have to make the harpy never fly too high above the ground. I really like the idea of a mob being more affected by poisonous attacks! Also I love Extra Credits ^^
Ok, I'll look into it, I will probably make an entirely custom UI for it. It actually gave me another really cool idea. I find it funny that the only version I wasn't able to develop for due to school, is actually referred to as "the golden age". However, Lexmanos does not recommend still developing for 1.6 and I really can't port this all back to 1.6 due to the SimpleNetwork stuff. Anyway, be sure to stay tned for a revised Tarveling Merchant.
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
I see your point. I wanted to make the Glutton myself until I saw NetherX already made it and I'm not sure if it will be discontinued. I agree with your statement. Making new attack behaviour really isn't hard. Although I have added some mobs with unique ways of attacking, like the Brain Slime and Summoner, I don't think this is what you are after. You mean different threats than damage. I definitely agree that this should become a thing and I already have some cool ideas. Hoping to implement them in the future. Thanks for the feedback.
EDIT: I can try to add the ender slime thing, but maybe I'll make it into another mob with the same behaviour. Are you sure you want players to teleport into walls? Might be a bit unfair.
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/30169-harpy-mob-suggestion-custom-graphic
Pfff this is still happening then.... I've been trying to fix this for a while now but it just keeps happening D: Will continue to look for a fix. Relogging should technically remove them I think.
But you should really try making one for 1.6.4... I'm sure a LOT of people would like that.. the current features in 1.6.4 would be so awsome...
I really like the looks of this mod, too bad i can't play it because I'm in 1.6.4
It's been said quite a few times that there's more than likely no chance of this happening. There are things that can be done in 1.7.10 that cannot be done in 1.6.4, so don't hold your breath on this.
1.6.4 is dead. If there are any mods holding you back from updating, cut them at this point and add them back later should they update. That's my advice.
If this, and gryphons, were added I would be soo happy.
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
Rocket Creeper just tumble around indeed And nah... I'll leave that up to invis potions.
Well, I want to add the harpies. Not sure about Gryphons though.
The way you sounded it made it sound like a cheap TV show based around on this family called the 'Harpies', not weird bird statues with a women's breasts and head on it..
Click on this spoiler to see mods and ideas that I support!
Would you allow this to be featured in public, non-profit modpacks? I'd love to add this to one I'm working on. Full credit is given, of course
Are you still in a cave? (no pun intended)
1.6.4 is outdated now.
Gauntlet: Dark Legacy forever.
Usually using Steam/Discord nowadays, mostly actively searching around on curseforge for new mods.
Games on steam are usually Spiral Knights, TF2, SFM, and Paladins nowadays
I occasionally hop on minecraft to see what's new.
While I would like to say "Hey, if they can be disabled in the config file, no harm no foul right?" the truth is that I have turned down mods (most notably Mo' Creatures) in part due to the addition of threats such as the Ogre, who knocks down walls. Also Minecraft Is Too Easy, which includes greater threats as you dig down, and I already avoid digging most of the time. So I would be careful about adding "unique" threats, and make absolutely sure that they're things you can tweak in the configs (especially as to rarity) or turn off altogether.
I think that acquisitionists (Diamond-style players), and packrats like me, would be adversely affected by anything that attacked our items, whether in our inventory or in our chests. It's just, Minecraft established certain ways of protecting yourself, and over time has eaten away at these (zombies can break down doors, spiders can climb walls, endermen can disable some of your defenses by removing blocks and can ignore everything except a low ceiling, cave spiders can slip in through half-slab holes...). Add in block-breaking ogres and things that teleport you and it feels like nothing in Minecraft is safe anymore -- and that's the kind of playstyle that I avoid because it ramps up my adrenaline to a level I cannot call "fun". And that's before you factor in stuff that negates even settings like keepInventory and means "progress" is simply "amount of effort spent building items before they're randomly destroyed."
Still, I do appreciate what MCTalen is saying; it's a form of . I happen to think that differences in how you attack things is largely sufficient to achieve this: melee for some, ranged for others; out in the open for some, using terrain to advantage for others; some that just keep coming while you back up and hit them, others that change tactics and require you to adapt. I liked Mo' Creatures for the wraith, which required me to pay a little attention to attacks from the sky (but wasn't overwhelming).
Consider, for example, enemies who resist most damage from regular attacks that aren't elemental or poison. You could have a frost creature who takes fire to kill quickly (vanilla already has the Blaze, which is hurt by water and snowballs), or a type of hardy monster who is difficult to damage via melee but hurt badly by poison (or where poison takes away the ability to shrug off damage).
If you wanted a weird boss (again, make it possible to disable this via config menu!), consider the Basilisk: If you look directly at it, you freeze. I'm really not sure, though, how you could attack it without aiming in its direction, so it's probably not a good fit for Minecraft. But you might think it over.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Could you make camo-armor turn invisible when you drink an invisibility potion? That'd be cool. Oh, and camo armor could reduce the range at which mobs detect you by a little.
I would really like it if brain slimes didn't suck health, but rather, xp points(or xp points and health I guess). I think it'd be more fun.
And speaking of unique dangers, I remember a mod that added a mob that 'ate' iron. It would remain passive until you attack it/have iron on you then every attack would eat a iron-related item from your inventory, or seriously damage any iron armor you have, and hitting it with iron tools would damage the tools a lot. It would get distracted if you drop iron on the ground allowing you to run.
this could get long so....
Once I get the 'idea-spamming' mood, I can go on for quite some time... some of the ideas I had are
Mermaid-like mob: Has a 'lure' ability that causes you to move towards it and make you're attacks weak. When on a boat, attempts to lure you towards it and make you bump into it, breaking your boat. If you are not on a boat, attempts to lure you to the bottom of the sea and drown you.
Parasite: Small tiny worm-thing that cannot attack, but latches on to you or other mobs. When it latches on to you, it makes you hungry faster and will move to another host when it gets the chance. If on a non-player mob, will cause the mob to attack players.
Malfunctioning golem: Rarely spawns when iron golems are made with jack-o-lanterns. Attacks anything it sees.
Siren: Tamable mob. Flies around, and cannot deal physical damage but can toss mobs into the air(not much, just about enough to give 1/2, 1 heart ish damage), or carry mobs sort distances. (say, over that fence, or across that trench). Mainly attacks by 'singing'
Singing gives potion effects to all mobs near it. Unlike the support creeper, not controlled, meaning can debuff allies or buff enemies by mistake.
Potion effects are limited to 'physical' effects(no fire res, invisibility, poison, health, etc).
Positive effects include minor speed/jump boost, strength, resistance.
Negative effects include minor slowness, weakness, extremely high speed/jump boost.(Have you ever tried to move with jump/speed boost potency 100 ? Not fun.).
No idea how to tame. Maybe find a nest or something?
Fairies: Neutral mobs, meaning won't attack until you do. Will remove enchantments from items when it attacks
Ghosts: Semi-transparent mobs. Most ghosts are incorporeal and cannot harm you, nor get hurt. However, some ghosts are corporeal and can and will harm you, but can also be hurt. Usually just crowds around you being annoying. Mostly moves in groups, and if a tool or enchanted book is dropped, will 'haunt' it, turning it into a haunted tool/bewitched tome
Pigmen Archer: A pigmen with a golden bow. Drops a golden bow, which is just like a bow, but faster, and more fragile and all that, just like other gold things.
Thieving Villager: A villager that while it looks like normal farmer villagers, will never have a 'item->emerald' trade. When traded with, steals your emeralds and doesn't give an item back. But has rare trades that sometimes might not be a trick....
Can steal from other villagers, making them run out of trades without getting new trades.
Squirrel: A cute, fluffy animal that.... climbs over your fence, sneaks into your garden, then eats all your crops. Will avoid wolves and ocelots(both tamed and wild) and wolves and ocelots will chase after them and(if possible) kill them. Tamed wolves and ocelots will not chase.
Wither Berserker: A buffer wither. Stronger, and more resilient with one hell of a knockback. Randomly attacks other(non-wither) mobs near it, and attacks all non-undead mobs around it, other than the ghast(because if it did, we would most likely see them run off cliffs and flounder in lava)
Woodspider: small spider that spawns in forests and jungles, overly fond of ambushing players from above.
(insert material here) Men: Tiny golem-like people made out of clay, wood, stone, dirt nethrrack, or endstone. About one block tall, and can be traded with. Rarely gives a (insert material here) Man item that can be used to spawn a tamed (insert material here) man. When tamed guards the area it was placed it. Can be picked up and moved, or given swords or bows to fight with.
Stone Golem. What villagers used before iron golems. Weaker and slower than iron golems. Now malfunctioning, and attacks players, villagers, and iron golems
Sorcerer: a evil villager, much like the summoner. Bewitches other mobs to fight for it. Can also bewitch tamed mobs, or passive mobs such as villagers or bats to fight for it.
no i use a ton of mods in a modded survival and the mods are only in 1.6.4 version
Sure :3
Sure :3
I can easily code it so the player always lands in a safe area, if needed.
I think it is quite nice that more design aware people are trying to help me here. Thanks a lot! I will definitely take this all into consideration. In my comment that you responded to, I removed a line saying that I was worried about players being fed up with being damaged in new unknown ways, so I am well aware of the issue (no idea why I removed it). The player teleport thing would have to be done in a way that the player is just confused, but not killed. If I add the harpies I have to make the harpy never fly too high above the ground. I really like the idea of a mob being more affected by poisonous attacks! Also I love Extra Credits ^^
Some of the ideas are really nice! Although the exp sucking makes sense, it does take away a more valuable resource than health.
Ok, thanks!